New player here. I tried a game as the Jol-Nar and stumbled badly out of the gate. We had theTI3 rules but no expansions, will be adding those in the future.
So, Jol-Nar have nice tech, but only begin with 2 ground forces, making their initial resource grab lag behind their opponents.
Additionally, Moving carriers back to the homeworld to grab a second round of ground forces then go out again really sucks up valuable moves, plus since it activates the system, you can't build that turn outside of strategy card options or some of the rare effects that "unactivate" a system.
This second issue I hit is not unique to the Jol-Nar.
What do you vets do to keep up the expansion and not fall behind? Because I was never able to make a comeback and placed last out of our 4.
I did get to start with a dreadnaught, but given the -1 to hit and lower resource pool, felt that was better used as a deterrent than to try and lead an early assault (I had a wormhole right off my homeworld and two players with on the other side of it, one Sol the other one I forget but got a +1 to combat rolls).