How to improve in this game?

By player1577167, in Twilight Imperium 3rd Edition

1st I played Mentak as a n00b, finished last place.

2nd time played Vanilla Yssaril with all expansions, 3rd place. (but race is OP, no?)
3rd time, played Winnu, early and mid game I was first place, but got crushed by player opting to build fleet instead of going for VPs. No homeworld, no more VPs.
4th time Winnu again. Last place. No excuses.


So I tried the n00b strat to build big fleets. Had no idea how to get VPs.
I tried balanced play with OP-race, to good results.
I tried greedy play next to Wild-Card-Player, to miserable results.
I tried aggressive play, next to Wild Card Player. Poor results. (Highlights: Last round he took my home world, I counter-attacked and vanquished all of his fleet on the board for juicy-2-VP-goals and preliminary, but I had no GF/Mech Inf to reclaim my HS. He finished 2nd position but had no SD or HS. And we stopped playing due to timer-stop.)

We play with: pre-made world; Space Mines; Custodians of MR; Honour Builds; pre-decided VPs - 2 VP goals after round 3; 1 Preliminary, draw 2 pick 1 secret after achieving Preliminary. 12 VP to win, insta-win. 3-4 Artifacts on map. Both expansions.
no Distant Suns, representatives, mercenaries, shock troops,
Nerfed Gravity Drive, only in wormhole/gravity rift gives +1 MV.


Things I've done to improve is:
*made mind map of tech tree, ordered from top to bottom to understand what is early tech and late tech, what is gateway tech, was is dead end tech etc. So now I don't tech for the sake of getting shiny things, but with a goal. E.g: getting 5 blue techs for 2 VP.

*not playing with a grudge. I play to get VPs, not to "get back" at a player from a previous game. If someone makes a move at me to get VPs, it's all good. I strike back to safeguard my HS +1 radius.


But I don't know how to improve.. We play once/month and I would like to play better. Please help!

The best way to play this game is to have an understanding of the public objective cards, and being prepared to collect on them. This mean things like:

-Get technologies in all colors.
-Stock a couple trade goods as often as you can.
-Look for planets with tech upgrades.
-Get a second space dock out as soon as possible (and on a 3 resource planet if you can)
-Build PDS units on your +1 borders. This will allow you to push past your +1 border from your HS and secure more planets.

(Just as a side note I see you have 'pre-decided VP's.' Does this mean that everyone knows what all the public objective cards are before they game even begins? If so, I really recommend AGAINST this option. I can see a lot of potential for abuse here.)

I usually try to push out two and discuss territory alliances with my left and right neighbors. For instance, if the system along the border that is equally distant from my left neighbor has two planets, I'll offer to drop a group unit on one planet and then remove my ships and allow him to drop a ground unit on the other planet, then leave as well. That way, we have a neutral zone.

Alliances in this game are really key. I try to secure diplomatic alliances with my left and right neighbor. You need to ally with at least one of them or you can get screwed. Also, it's really beneficial to make these alliances by word (Instead of your trade contracts) so that you can reserve your higher contracts for other players higher contracts.

Racial picks: A lot of races in TI suck. Check your race out and try to go for one that starts with two transports and four ground units. The faster you can secure more planets, the greater your chance of winning the game. Even if you can't hold those planets in the long run, the burst in resource will give you great advantage. There are a few that don't have the double transport that are still good though,like the Universities of Jol Nar.

Get your preliminary and ESPECIALLY your secret objective. Those two points are crucial.

Finally, please tell me what strategy cards you are using! That makes a HUGE difference in game play. For instance, if you are using the original strategy cards, ALWAYS TAKE 8!!!

Also, this is worth a read!

http://gameknight.com/?page_id=474

Thx for the quick reply nwndotcom!

I've tried to read Stefan Sasses short and long strat-guides (9 and 74 pages). Great stuff.

They have let me understand some of the basics. Like what are theoretical good moves,, but when meeting new VP goals, shifting alliances, strange political laws and "bad luck" with roll on starting position (highest roller pick first etc,,, then reverse order for 1st turn of picking strat cards).

The strat cards are the following:

Leadership
Diplomacy II
Assembly

Production

Trade II
Warfare II
Technology II
Bureaucracy

We have not "balanced" any races, so everything is either RAW or errata, no mods on starting units etc. (e.g. Sarrdack N'orr are considered ones of the worst in the game due to bad/slow start and one trick pony-racial ability)

Forgot, we also play with Flagships.


House Rule: One can only build 1 refinery; 1 colony and it cannot be placed in HS.

Edited by Oskar

Ouch. Bureaucracy can REALLY drag games out. We've been playing with the original 8 and nerfing it down to 1 VP instead of 2 or we find the game takes decades longer. I'll get back to you when I read through all of them again because we mix and match some too.

Yeah, standard game is 9-12 hours long, we try to eliminate non-skill related ways to get points.
So bureaucracy was the 1st step, free VPs each round just didn't seem right to us.

First of all, not winning is not indicative of you not improving. The game is as dependent on a degree of luck as well as on the people you play against (remember that they are likely improving as well).

TI3 is an amazingly complex game and there are many ways to a victory - you can win by dominating your opponents militarily taking away their production centers and Home Systems as well as you can win without ever being in a single battle - and as such it is impossible to point to any one strategy.

The best generic advice is to learn the rules and learn them well, getting under the skin of the simple stuff of planning and executing moves. The less energy you need to spend on the practical tactical elements, the more energy you have to plan and strategize; and to read your opponents.

Secondly it is a game of VP. You need to keep an eye on how you are to earn one every single game round. Time is a limited resource in that you can usually only claim one Public Objective each round. There may be rounds in which you cannot claim a Public Objective - try to limit those or only do it if you can gain another sort of vital advantage that will help you to victory.

Even better plan flexible to adjust to the actions of your opponents, so that you have several options for how to earn VPs. Think of it as a path dependency were you can adjust to unforseen elements to still secure a VP.

And should you be so lucky to be able to potentially claim more than one Public Objective in a given status phase, then always claim the more difficult one and leave the one you know you can easily claim to the next round. Also Public Objectives are more important than VPs from Special Objectives such as Artifacts or Voice of the Council - get Public Objectives as they can never be taken away from you.

Last but not least, it is a game about winning; not about getting ahead. There is no value in itself in being ahead, as it will likely make you a target. Preliminary and Secret Objectives and Artifacts, Voice of the Council, and various other Action Cards, Political Cards, or Promisory Notes are all good ways to do a last push once you do your bid for victory.

Edited by Cremate

Right.

A quick comment to your text:
That round when I lost my HS, I looked strong (hade 5 VP when others had 2-3) but was weak on the board. And that was "early-mid game" if you can call it that. Few players had built +1-2 SD.

I like your input on improving in the game - not only being about winning / getting points but improving your game.

One thing I have found is that I play more "tight" now. So if it's a VP to be in a battle against 3 ships, I might leave 2 ships in a sector etc. So not only do I try to earn VPs every round but also deny easy VPs to other players.


Another thing:
When it comes to the basic moves, I do not feel that I have a grasp of how to use what I have to best efficiency. Each and every game I've rolled 1-2-3s when rolling for starting positions, so I've always gotten the "worst" starting position.

So moves and basics takes me "so far",, but much comes down to diplomacy.

A juicy system is 2-3 steps away from me, but maybe 2-3 systems away from closest neighbour as well. So how to establish good relations with trade agreements and other deals that both benefit from? With goal-oriented neighbours it's quite easy to find a mutual understanding but with the "Wild Card Player" ,, (whom I've had as neighbour the last two games) I really struggle. Nothing works. So I can't play as "greedy" as I want, focusing on early carriers + GF, instead I need destroyer/cruiser screens as he is likely to want to strike where he can even if it makes him weak long term. Because he loves ninja-moves and plays to make those moves and not necessary to win the game. So I guess I have a hard time adjusting to the elements of the game (punsihing political cards, erratic neighbours,,,, chance).

Edited by Oskar

I'll often explain TI's variation, strategy, and OP races in the following manner:

rank the races from best to worst on a six inch long line...

okay, Yssaril are one end and maybe N'orr on the other, however you prefer.

Now position this six inch long line in the middle of a two foot long line... this two foot line represents the scale of players' ability to manipulate people, strategize, make the opportunity out of difficult situations, know when to surge, when to attack, when to be peaceful, etc, etc.

My point is that any imbalance in the game mechanics is minimized due to the other variables involved in this game.

First of all, not winning is not indicative of you not improving. The game is as dependent on a degree of luck as well as on the people you play against (remember that they are likely improving as well).

TI3 is an amazingly complex game and there are many ways to a victory - you can win by dominating your opponents militarily taking away their production centers and Home Systems as well as you can win without ever being in a single battle - and as such it is impossible to point to any one strategy.

The best generic advice is to learn the rules and learn them well, getting under the skin of the simple stuff of planning and executing moves. The less energy you need to spend on the practical tactical elements, the more energy you have to plan and strategize; and to read your opponents.

Secondly it is a game of VP. You need to keep an eye on how you are to earn one every single game round. Time is a limited resource in that you can usually only claim one Public Objective each round. There may be rounds in which you cannot claim a Public Objective - try to limit those or only do it if you can gain another sort of vital advantage that will help you to victory.

Even better plan flexible to adjust to the actions of your opponents, so that you have several options for how to earn VPs. Think of it as a path dependency were you can adjust to unforseen elements to still secure a VP.

And should you be so lucky to be able to potentially claim more than one Public Objective in a given status phase, then always claim the more difficult one and leave the one you know you can easily claim to the next round. Also Public Objectives are more important than VPs from Special Objectives such as Artifacts or Voice of the Council - get Public Objectives as they can never be taken away from you.

Last but not least, it is a game about winning; not about getting ahead. There is no value in itself in being ahead, as it will likely make you a target. Preliminary and Secret Objectives and Artifacts, Voice of the Council, and various other Action Cards, Political Cards, or Promisory Notes are all good ways to do a last push once you do your bid for victory.

I say "+1"...well said.

Some basic strategies I like for opening the game include (note I can only play 3 player games at this time):

-I usually bee line for Xrd Transports Tech. This helps expansion and later on for invasions. And plan out your tech advancement based on your strategy most races can't collect all techs and most games don't last long enough to get to the high end stuff anyways. Other important techs are Enviro comp and sarween tools to jumpstart your production. Deep space cannons can be a pain for your neighbors and are great for defending.. Warsuns can be great but I think that I only built them once and I have won every game I played where as my opponents have built them in most of our games, besides they can consume your entire Gross National product to build.

-Like chess you should be planning 1 to 2 turns out. This means building units now for plans a turn or two in the future. for example, if I have a goal of securing Mecatol Rex I will probably build extra GF and some PDS so I can secure it well upon landing.

-Take warfare turn 1. that way you can either blitz out to invade 2 neutral systems with one carrier or build on your home system and then fly out a bolstered up fleet of carriers. The goal is to take 3 systems on turn one. For example, in my up coming game I plan on taking 3 systems of 5 planets and I am playing the Hylar with their lousy 2 transports and 2 GFs.

-Attack with a balanced fleet. I almost always go in with a carrier with fighters. I seldom use dreadnoughts, they are to slow for my blitkreig warfare, although they could be used more defensively or as a deterrent. Never let a fleet or warsun go in without fighter escorts.

-Set up the map with choke points. Use supernova, asteroid fields, or even Nebulae to deter, slow, or stop opponents from easily entering my zone of control. if you have a planet in or near the choke point garrison the planet and place a couple of PDS on it. Preferably have over lapping PDS. So put 2 on Mecatol Rex, an empty hex on each side, and then a system next to the empty hex with PDS on planets. The PDS planets should have fleets.

-if you have wormholes always place one in each neighbors area and never in your own.

-Select the diplomacy strategy card sparingly and if you do use it then use it first before opponents exhaust planets. it can be a great boon to your opponents while its primary may have limited use. Some situations may call for it if your attack force needs a breather in order to rearm or escape but even then it can be dicey.

-Raiding can be useful. Raiding is sending a small and fast fleet to destroy exposed carriers or smaller fleets. You may even be able to take a few planets. Your goal is not to establish a beach head but more to weaken the opponent or disrupt his resource flow. Your fleet may be destroyed in retribution so be careful. This may cause the blood in the water effect in larger games where your opponent's neighbors decide tyo attack the weakened player too.

-Wick

Edited by Wick

Rereading some of your posts Oskar. So you guys role for starting position? Do you use premade maps? My group plays by the book and we deal out the hexes taking turns to place a hex on the map one ring at a time.

One of the things that made Napoleon a great general is that he chose the terrain fighting on his terms. In one battle he used artillery to cause the frozen lake the Prussians were standing on to shatter. Taking out that element takes away a level of strategy and you could get boned if you roll low and get the worst position. At least when you place the hexes you can throw crappy systems on your opponents end of the ring and hopefully force them to throw a few decent hexes closer to you, this negates the bad luck of only getting crappy hexes dealt to you.

Not to mention that premade maps might not play to your strengths and play to an opponent's strengths because usually they are generic and made with a few races in mind, if you have an odd ball race that does not quite fit the mold then you may be at a disadvantage. Happens to me all the time when I play Warhammer Fantasy with my Dark Elves and the board is set up for Empire gunlines with hills on each side and dead space in the middle of the board. Predictably I get shot to pieces and before the game has begun I know I will lose hard.

-Wick

-wick

Some basic strategies I like for opening the game include (note I can only play 3 player games at this time):

-I usually bee line for Xrd Transports Tech. This helps expansion and later on for invasions. And plan out your tech advancement based on your strategy most races can't collect all techs and most games don't last long enough to get to the high end stuff anyways. Other important techs are Enviro comp and sarween tools to jumpstart your production. Deep space cannons can be a pain for your neighbors and are great for defending.. Warsuns can be great but I think that I only built them once and I have won every game I played where as my opponents have built them in most of our games, besides they can consume your entire Gross National product to build.

-Like chess you should be planning 1 to 2 turns out. This means building units now for plans a turn or two in the future. for example, if I have a goal of securing Mecatol Rex I will probably build extra GF and some PDS so I can secure it well upon landing.

-Take warfare turn 1. that way you can either blitz out to invade 2 neutral systems with one carrier or build on your home system and then fly out a bolstered up fleet of carriers. The goal is to take 3 systems on turn one. For example, in my up coming game I plan on taking 3 systems of 5 planets and I am playing the Hylar with their lousy 2 transports and 2 GFs.

-Attack with a balanced fleet. I almost always go in with a carrier with fighters. I seldom use dreadnoughts, they are to slow for my blitkreig warfare, although they could be used more defensively or as a deterrent. Never let a fleet or warsun go in without fighter escorts.

-Set up the map with choke points. Use supernova, asteroid fields, or even Nebulae to deter, slow, or stop opponents from easily entering my zone of control. if you have a planet in or near the choke point garrison the planet and place a couple of PDS on it. Preferably have over lapping PDS. So put 2 on Mecatol Rex, an empty hex on each side, and then a system next to the empty hex with PDS on planets. The PDS planets should have fleets.

-if you have wormholes always place one in each neighbors area and never in your own.

-Select the diplomacy strategy card sparingly and if you do use it then use it first before opponents exhaust planets. it can be a great boon to your opponents while its primary may have limited use. Some situations may call for it if your attack force needs a breather in order to rearm or escape but even then it can be dicey.

-Raiding can be useful. Raiding is sending a small and fast fleet to destroy exposed carriers or smaller fleets. You may even be able to take a few planets. Your goal is not to establish a beach head but more to weaken the opponent or disrupt his resource flow. Your fleet may be destroyed in retribution so be careful. This may cause the blood in the water effect in larger games where your opponent's neighbors decide tyo attack the weakened player too.

-Wick

-On plotting your tech advancement. For a standard length game I'd figure on six, maybe seven techs from the Technology Strategy Card over the course of the game. Unless you are the Jol-Nar. :D The Jol-Nar depends on what tech credits they have, with double scientists and a couple matching tech credits to place them on three techs for six resouces are not that hard. Low hanging fruit is often the best, Hylar V lasers, Cybernetics, and XRD transports. Sarwen Tools and Microtechnology will pay for themselves and then some if you get them fast enough. A blast to Nanotech on turn one is possible for the Jol-Nar, Hacan, and Muaat with Ancient Artifact. The Jol-Nar potentially have it within reach on turn one even without it. Another tech that pays for itself in expansion, and making Warsuns and Dreadnoughts immune to action cards is another potential payout.

-On first cards, there are plenty of choices. Leadership for extra CCs and possibly getting planets then refreshing them in Assembly. Diplomacy for likewise, and a free annexation. Assembly for controling the who the Speaker is, and first turn Action cards. Trade II for the first turn 3 TGs and extrating bribes from other players. The Jol-Nar will covet that, with it they can hit Nanotech on the first turn, with those TGs and their home system planets. Your 'best' first Strategy is situational, and it is best to have plans for several cards in case you don't get the one you are shooting for.

-Setting up a map is best done with a couple other players colluding cooperating :rolleyes: with you. And all actions have consequences, you can easily make a mortal enemy in setting up the map if another player feels you deliberately set out to screw him before the first turn.

-One of the best uses for Diplomacy's "Lock down the System" use is if your Secret Objective involved Mecatol Rex. The way the card is worded you need to hold the system for at least the complete turn after you sieze it to score the objective. Locking down MR can keep other players from launching spoiling attacks to prevent this. Note the plural, if someone thinks you are going for your secret objective you can face a conga line of players trying to prevent it. Slapping down a spacedock on MR is usually a big clue for what your objective is.

Edited by Nikas Zekeval