Two first game questions please

By Lilikin, in Twilight Imperium 3rd Edition

I am sure they have been asked before but hey this Forum needs a few more posts :)

1. I have all the add ons whats the best stratergy cards? I am after a mixed game with lots of diplomacy and politics etc thoughts?

2. If I had say four fleets sitting on opposite edges of the maps am I right in saying I could activate a system at the centre of the map and move all of the fleets towards the centre of the map at the number of spaces the unit can move? Sounds like cheesy moving rules to me

With regards to your second question, you can move ships from any non-activated system to a system you have activated this turn, as long as you obey fleet supply and each ship has a clear route to the destination. With your example, as long as the ships are in range, then yes you can have ships from different points on the map converge in the activated system- but only enough capital (non-fighter) ships that your fleet supply can allow.

As far as I am aware, there is an action card that can allow you to go "all-in" with as many ships that can move that turn, for that one mega attack- the downside being that all ships above your fleet supply get removed/destroyed at the end of the tactical action.

Treguard said:

With regards to your second question, you can move ships from any non-activated system to a system you have activated this turn, as long as you obey fleet supply and each ship has a clear route to the destination. With your example, as long as the ships are in range, then yes you can have ships from different points on the map converge in the activated system- but only enough capital (non-fighter) ships that your fleet supply can allow.

As far as I am aware, there is an action card that can allow you to go "all-in" with as many ships that can move that turn, for that one mega attack- the downside being that all ships above your fleet supply get removed/destroyed at the end of the tactical action.

Ok Thank you, the verification I was after was the one given in the book where you activate a system two hex's away and half the fleet move 1 and the other half move 2 the ones move one square leaving them short does this mean that you could activate a system four squares away leaving none of the units moved on the activated system. Or have a massively miss read the rules?

Lilikin said:

Ok Thank you, the verification I was after was the one given in the book where you activate a system two hex's away and half the fleet move 1 and the other half move 2 the ones move one square leaving them short does this mean that you could activate a system four squares away leaving none of the units moved on the activated system. Or have a massively miss read the rules?

Just had a look at the rulebook, page 13 lists different examples of movement. I think you're referring to the dreadnought and carrier, each with Movement 1 and 2 respectively. It may not be apparent from reading Point 1, but the dreadnought, being unable to reach the activated system, cannot move at all. The cruiser can, having the Movement 2 range.

The only restrictions in movement shown in the example are:

  • Moving through a system with enemy ship(s) present*
  • Moving FROM an already activated system (Moving THROUGH an activated system is legal)
  • Lacking the necessary Movement Range*
  • Moving through a Supernova**

*Can be modified with technologies

** Does not necessarily apply to the Embers of Muuat race

As to the supernova, page 18 details specific rules regarding the special (red-bordered) systems.

Remember the golden rule with movement, and activating a system in general: ships and units will always be going INTO that system, ie via new production, or through movement. You never activate a system to move ships out of it.

Hope this helps!

Thank you!

+1