Race into space strategy guide
Hacan want trade to trigger as much as possible, and enable trades that otherwise couldn't happen (ti4, you need to have units adjacent to trade, they dont) and get a little middleman deal going. Take a bigger slice of the galaxy, and threaten people's home worlds if they don't like it. Dreadnoughts also work well, particularly with capacity. Saar work well with lots of fighters, the more dice they roll, the more the racial power shines. War sun is doable on first turn if they've got the resource to pay for a second tech, and you can potentially "sell" a tech to someone with your trade agreement, so you can use that for support for the throne. Cruiser 2 is pretty good, and the racial techs are good as well.
Jol nar want to get enough resource to trigger the 2nd tech on technology, and use that to build a powerful fleet. Similar play for the Mentak, but on the other side "hey, if you pay me 3 trade goods, ill attack Saar's fleet" Also, playing tech is basically 6 resource for 6 command counters, which is the best deal you will find. Pay attention to the race techs people get. Play the politics of the table, let people set up for you to attack, and once you're feeling ready, turn on "kill mode". Nekro want to play as a "Hey, is it okay if I pay you to kamikaze a ship against you?". Then expand in such a way that there's no one "big" fleet, but that you're able of threatening basically anywhere on the map.
RACE INTO SPACE STRATEGY GUIDE FOR FREE
So long as players avoid a really slow start, and they don't fall super far behind on objectives and technology, they'll most likely figure things out and have a good time.įirst step for each race is to basically figure out how they're going to expand.Īrborec really want to get between tools, because they produce on every move per ground force, so making more ground forces for free is huge. This usually means reserving a command counter in your strategy pool along with 4 resources to do the secondary of Technology. You'll most likely want to research a technology each round, from either the primary or secondary of the Technology strategy card. If you don't, you'll have to build a carrier off the secondary of the Warfare strategy card, or take Warfare yourself. This is simple if you start with two carriers (or dreadnoughts). In the first round, you ideally want to occupy 2 systems (at least). With the possible exception of the first round, you want to try and score an objective every round. Fight only to get objectives, or deny other players scoring opportunities. I'd be tempted to focus more on general principles rather than strategy specifics for every race - they can do some reading up themselves once they've picked their faction, if they want to.