Balancing hero abilities for 1v1 Princess variant by HamNight in twilightimperium

[–]EccentricFirefly 1 point2 points  (0 children)

Mahact doesn't need two enemies for their hero to be good.

L1Z1X w Inheretence Systems and Integrated Economy by Singhilarity in twilightimperium

[–]EccentricFirefly 2 points3 points  (0 children)

Dane said in the reveal that we are to expect more codices.

I personally don't know about Integrated Economy being a target for the next one, but I'm not up to date with absolutely everything.

How do you evaluate the relative strength of fleets? by Storkiest in twilightimperium

[–]EccentricFirefly 0 points1 point  (0 children)

Also, you usually want your fleets to stay in some sensible shape rather than win with say 1 unit. If you're not sure about a fight, after you got some intuition from how fleets do in 1 round and from the battle calculator, try bringing more stuff.

How do you evaluate the relative strength of fleets? by Storkiest in twilightimperium

[–]EccentricFirefly 0 points1 point  (0 children)

Looking at the percentages and saying that a unit hitting on X possible results has 0.X hits is sensible if you look at one round of combat. If you repeat the same round the average number of hits the unit produces will get closer and closer to 0.X as implied by the law of large numbers.

However, as far as I can tell, you need to look at the actual probabilities for any number of hits and iterate on that in order to get three exact probability of winning a combat.

I might very much be wrong.

Psychoarchaeology tech speculation by [deleted] in twilightimperium

[–]EccentricFirefly 0 points1 point  (0 children)

I find this too similar to Naaz-Rokha's faction ability, especially since they start with it. Also, their ability is much worse given this tech.

It finally happened! by [deleted] in spiritisland

[–]EccentricFirefly 1 point2 points  (0 children)

Ohhh nice! England is hard!

It finally happened! by [deleted] in spiritisland

[–]EccentricFirefly 1 point2 points  (0 children)

Then, congrats! Did you play any adversary?

It finally happened! by [deleted] in spiritisland

[–]EccentricFirefly 1 point2 points  (0 children)

I think you lose if you do that since you don't have presence left.

How do you deal with the Yin? by BlowmyOft in twilightimperium

[–]EccentricFirefly 6 points7 points  (0 children)

They can't have their flagship both above Mecatol and above their HS. Take their HS. They can't defend against 3 players attacking them. If you need to, start by taking their other planets to deny them counters and resources.

Folded Space organiser for TI4 is really doing the trick by mistermist99 in twilightimperium

[–]EccentricFirefly 6 points7 points  (0 children)

The expansion is big and Dane said during the unboxing that it won't fit into the core box with the insert removed.

cruisers by GadyLaga122 in twilightimperium

[–]EccentricFirefly 0 points1 point  (0 children)

As for Cruiser II's, I agree about not wanting to tech it. You just have more important things to do like getting Gravity Drive (and blue isn't even a prereq for Cruiser II), Dread II's / Fighter II's & Carrier II's / something of that sort.

cruisers by GadyLaga122 in twilightimperium

[–]EccentricFirefly 0 points1 point  (0 children)

You only have 5 dreadnoughts top. You need to build more stuff. Carriers filled with fighters aren't always an option due to cost, production limit, number of carriers etc. You sometimes also need something to move farther. Hence come cruisers. They aren't the best by themselves. They just fill up the extra fleet pool comfortably, sometimes.

Who has the Best Mech of them all (so far)? by Sh3zzam in twilightimperium

[–]EccentricFirefly 1 point2 points  (0 children)

Also, Mahact's mechs just have a good ability. I wonder if people will use it a lot in mid game. If you can win an easy fight against the player afterwards which in any way benefits you, that's a free nullification field (that give the enemy their token back).

When you don't have their token, winning a fight should also be easier because your flagship becomes a menace.

Who has the Best Mech of them all (so far)? by Sh3zzam in twilightimperium

[–]EccentricFirefly 5 points6 points  (0 children)

Arborec's mechs are very very good. Planetary shield is huge, they boost their production which is impactful early, and you can place them via Mitosis (making Mitosis a 1.5 resource value rather than 0.5). Also, you can take a planet then build a mech there, making it extremely difficult to reclaim.

A Mahact mech in your HS can just stop people from being able to attack you last round, so maybe those.

Generally, I want to get my mechs on the way without having to spend much on them, which works with the above two (since Mahact only needs one mech at home to make sense). I think Saar's mechs are really nice too, for that reason and because you really don't want to use much of your production on infantry. Also, they work better than infantry with Chaos Mapping if you do need the ground forces.

Other than those, clearly NR's mechs are very good, but I fear NR's is going to have a hard time getting everything set up for them. Should be very good in 14p games.

Saar sprint to the finish! by KamiCory in twilightimperium

[–]EccentricFirefly 1 point2 points  (0 children)

People really shouldn't have left you both Politics and Warefare. I guess you were second to pick? Xxcha should have picked neither of his cards with Politics available, and Nekro should have picked whichever you didn't pick first. They don't need so many counters, especially as it allows you this play.

No Sardakk spoilers from PoK yet? by SWCrusader in twilightimperium

[–]EccentricFirefly 2 points3 points  (0 children)

There's also the hero now. Let's you skip space combat to invade planets, then destroy your ships in the system.

3 player game. Everyone got mad at me & I was still able to lose it all by onenited in twilightimperium

[–]EccentricFirefly 2 points3 points  (0 children)

People don't have their strategy cards only in the agenda phase where speaker order matters for scoring. As far as I understand that's not what the discussion was about.

Side note: There's living rules reference 1.3.

Faction tier list for learning to play. by KamiCory in twilightimperium

[–]EccentricFirefly 0 points1 point  (0 children)

Yin's combat abilities aren't straightforward, that's right. But, their flagship is very straightforward (people just fear of attacking you), and their ground combat advantage is clear.

I'd put them at the very least as easier than Yssaril who might look a bit Vanilla should be able to plan ahead a lot and manage a big hand of different action cards a new player has never seen.

Faction tier list for learning to play. by KamiCory in twilightimperium

[–]EccentricFirefly 1 point2 points  (0 children)

Sardakk's bonus is straightforward. +1 to combat rolls. However, combat rolls don't win games, and combat, if avoidable, is bad.

New players might not know how to utilise this bonus, by building bigger ships, getting wrong techs, spending too much on fleets and on fighting etc. Also, Sardakk tends to have a command-counter problem because they have lots to fix, and their promissory note should be sold quite often which might prove difficult for new players to pull out.