Twilight Imperium has a lot of intricacy, just learning the rules can take time but actually learning the subtle long term impact of the very wide range of potential strategies, racial benefits, technologies, strategy cards, political cards, different resources and positions, just to name a few things, takes many… many plays.
There are however some established, classic strategic and tactical concepts that can always be deployed and while I’m not going to get too deep with the specifics, I have constructed a short list lof some of the top tips & tricks.
Mecatol Rex For The Win
The importance of controlling and denying control of Mecatol Rex, the central planet of the game cannot be overstated. While most players will prioritize “production” and “military” instinctively, the truth is that in TI3, all players will ultimately build up military forces that will be fairly evenly matched. More than that, war is a poor path to victory and even when facing a much smaller force, you will be sacrificing resources to go to war, weakening your position whether you win or lose the war. This is mainly because TI3 is in the scope of things, is actually a pretty short game in terms of rounds. Most games with experienced players will end somewhere between round 6-8.
Hence production is really about creating a line of deterrents, its like investing in the future mutual destruction of anyone who decides to go to war with you, but usually that investment isn’t going to be turned into Victory Points through an act of war.
The true defining and usually deciding factor of a TI3 victory will be the player who diversifies the best. You need to have technology, resources, influence, command token advantage, fleet supply advantage, military strength and political/diplomatic control.
To that end Mecatol Rex is an amazing contributor. Its a single planet that provides 7 resources (1 production and a whopping 6 Influence). More than that though a wide range of secret objectives are only possible to accomplish through the control of Mecatol Rex, not to mention that its a platform of control as you can project your force from the center of the galaxy at any player. Of course having 6 influence each round is amazing as it gives you political control during voting, its a core resource in several public objectives and its used in the secondaries of several strategy cards. There are a lot of benefits to be had just by controlling the planet.
More importantly however is that simply by controlling it, you are likely denying several players the opportunity to complete their secret objectives (2 points) which is key since in the vast majority of games, a player that completes his secret objective will win the game.
Mecatol Rex as a result is a key, strategic position and a worthy investment in most games for you. In particular controlling it early can create a stacking effect of benefits, the longer you control the better position you will be in.
Controlling Mecatol Rex is however not about space combat, its about ground combat and as such its all about getting ground forces on the planet. Its unlikely that should another player or more typically players decide to take it from you, that you will be able to stop them. Its a central planet, everyone will be able to get to it. Invading someone on Mecatol Rex with ground forces however is a considerably more difficult task thanks to the logistics of moving troops, in particular if a defending player has really built up his ground defenses. Hence taking control of Mectol Rex and keeping it in your grasp is key, even if you only control the planet.
Command Token Management & Stalling
All the resources, military and planning in the world will fail if you do a poor job of managing your most vital resource in the game, Command Tokens. Without question the most common thing you will hear at the end of a TI3 game is about how someone would have one if they had just one more Command Token. It cannot be overstated how critical action economy is in TI3, every move you make will cost you command tokens, you must conserve them, spend them wisely and do everything in your power to create a reserve. If you find yourself playing a game of TI3 two command tokens at a time that you earn in the status phase, or praying that someone will kick of the strategy card that earns you additional tokens you are not only going to lose, you are going to lose horribly.
There are a number of really important conservation methods when it comes to command tokens but the topic gets fairly complex. I think the simplest and most direct advise I can give is to simply ask yourself “Why am I taking this action”?
Simply put, you want to make sure every time you put down a command token that its with a very specific purpose in mind that garners a clear benefit, preferably one that will lead to a victory point. You want to avoid dropping tokens just to “stall”. Aka you don’t want to pass, but you have no worthy actions to take. Often, in particular in early parts of the round it may be more prudent to pass. More commonly however you are going to want to stall.
Knowing that at some point (likely all the time) you will be in that situation, you really want to find and hold on to anything that would allow you to stall. Whether its a racial ability, an action card, a strategy card or something else. You really want to have at least a couple of ways you can stall your turn each and every round of the game, barring perhaps the first round as this is largely for optimizing expansion.
You might at this point realize that some races are better equipped to do this then others, some even have an outright “pass” ability like the Yssaril Tribes. Well, this is exactly why the tribes are often referred to as “the best” race in TI3. The ability to stall, is very powerful and comes in handy throughout the game and it’s squarely because of this ability to conserve command tokens. You will need to stall often with every race, but command token conservation is all about not stalling by spending command tokens.
Perhaps the best method of conserving command tokens is to simply build up a big reserve, so that you can spare command tokens to stall with. Some races benefit from this in one way or the other, like Federation of Sol for example gets a direct benefit for simply spending a command token (get 2 free ground forces) while other races have absolutely no default way to do this, building a reserve is more important for these races. In some cases it’s absolutely vital and a first priority.
Projecting Mutual Destruction
I have already mentioned several times in previous articles that TI3 is not a war game, but do not be fooled into thinking that means that there will not be war, nor that you can skimp on the projection of your military force. In fact, this is not only a priority but constant. You must always be building up a threatening, versatile force, ready to strike and bleed your enemies.
That said, the purpose of this build up is not a prelude to invasion or as a part of an ultimate plan to win a great war, its actually to project a military that is strong enough that anyone who attacks you would be assuring your mutual destruction. It should be clear that to attack you, is to wage a war in which there will be two clear losers. Its kind of like two world powers building up nuclear weapons, if the war ever does happen, its over for the both of you.
The reason is simple, you are here to earn victory points and carve a piece of the galaxy that offers enough resources that getting more from the control of other players in not necessary. The galaxy however is far too small for everyone to get their fair share and as such, its inevitable that some players will have no choice but to fight for their claim. You want to make sure that you make a poor target and that someone else appears to be a much better one.
Creating a proper military defense is not just about “more units”, its about creating nets of impossible odds and”stupid moves” that must be made to invade you. You want to make it costly and that means DPS in a net protecting your key assets, lots of throw away fighters to use as cannon fodder and plenty of shooty units, preferably upgraded with technology. Don’t skimp on ground forces either, you want to make sure that even if someone manages to take control of space, they are still not going to get your planets. Finally you want to make sure that you can always counter-strike, so position your units in such a way as to ensure that if any spot is attacked, you have the means to make an immediate counter attack resulting in your opponent losing his units and gaining nothing for it.
Is this easy to do? No its hard, it takes practice and there are insurmountable variables that can effect the decisions that must go into this. This can only be learned through experience, but the important lesson you should take away here is that, the goal is always a threatening, costly defense that can only be overcome through a stupidly expensive engagement. The goal here is to discourage attacks in the first place.
A Weak Mans War
One final piece of advice is regarding the relative starting strength and dynamic starting positions in the game. TI3 is not a fair game, in each game there will always be players who have a clearly better and clearly worse start. You might think that starting of in a position of strength is good, but its actually not. Weakness leads to alliances and cooperation, strength leads to hostility and ultimately war. Being in a weak position means you have just cause to agitate the fragile peace in the galaxy. Out of a weak position you want to trigger wars, but you also want to make sure that your participation is just a gesture.
Play the wounded dog, in fact the longer you can maintain the illusion of being out of contention for the game the better (real or imagined). Always remember that wars are not won on the battlefield, they are won through diplomacy, politics and manipulation with the your enemies enemy. There is no better method to ensure victory than to draw in two players into a conflict between them with the illusion that you are taking sides. When playing from a weak position your goal is to always create conflict between players. Point out the possible moves, the possible threats to each other, theorize about how people will act, what actions they might take and never be afraid to make some shit up. Put doubt in the minds of everyone and stir chaos, distract the shit out of them and push them to make mistakes.
Weak positions typically mean smaller military and fewer opportunities, as such you must create your own options, but often as it so happens it can be impossible to recover from a weak position. Its in these cases you really learn the most about how TI3 is really played. Its a mind game, a game of guesstimating about what people will, might or can do. When you aren’t a threat, no one can accuse you and say “hey your trying to distract us so you can sneak in the win”, often identifying a weak position of a player is not hard to do. Hence your weakness becomes your legitimacy, there is a sense of “he has no reason to lie” in the atmosphere that surrounds a player in a weak position. Leverage the shit out of that, force everyone to play their hand in the open by being observant and vocal.
Its hard to play from a weak position, but it might surprise you to know that of all the victories I have ever had, starting from a weak position accounts for about 70% of my wins. The truth is that there are no weak positions in TI3, there are just perceptions of that. Winning from a weak position is all about the spin and to win you must be the spinster.
How that was all helpful, see you guys next time.
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