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Moving to Win

by Rindis on June 30, 2019 at 12:00 pm
Posted In: Boardgaming

Had a Jason over for a three-player day of Space Empires 4x (Dave lives here…) on the 16th. Mark was originally scheduled to come, but didn’t make it; thankfully adjusting from four to three is easy for this game. Dave ended up on the long side, while me and Jason had the corners. We stuck with what’s currently the standard rules for the group (pipelines, carriers, heavy terrain, warp points) without adding anything, though no one went the carrier route this time.

Jason and I ended explored our two deep space hexes early, and neither of us found anything bad. However, while Jason found a 10 mineral in one hex, I found a barren planet in one of mine, so I went for terraforming as early as I could, and settled it immediately afterward. For the regular planets, Jason had a fairly good setup for the first rounds of colonies, and was slightly ahead on base income for a while. Dave, however got himself into trouble with over-aggressive exploration of deep space early, and was noticeably delayed in exploring his own space (and of course, he lost a lot of scouts over the course of the game).

Still, Dave became my first worry as his exploration started opening up the area between us. That changed because of two things. First, Jason found a space wreck in the space between us. I managed to get in there, fight him off, and haul the wreck one of my colonies for a +Defense bonus. Second, I moved to colonize a new planet in that area just outside my home space… and realized that Jason had one just outside his home space, two hexes away. That prompted a round of build up and aggression that never really stopped.


Stopping for lunch. I’m blue, Dave is green, and Jason is red. You can see the space wreck at my newest colony.

It might have stopped as other pressures got into the act, but… things went well. First of all, I was lucky, both in the combats that got me the alien wreck, and the next couple in the aftermath. But, at this point I was on CAs with +2/+2 (the initial cruiser was +1/+2 thanks to the wreck), while Jason was on +1/+1 BCs. The BCs are slightly nicer, but the extra bonuses I had meant that I had better odds to hit than he did, and a bit of luck just made it go from victory to slaughter.

I had a forward base that I could build new ships at, and I upgraded that shortly before going to BCs myself, so I was building 3 BCs there a turn for the rest of the game (my escalating maintenance costs meant I bought no more technology after getting to Move 4 and Size 4). My higher move (3 during most of this, and I didn’t reveal 4 until very late) also gave Jason lots of trouble as I would move around him to cut off pipeline routes and devastate colonies. It took a bit, but his economy eventually collapsed under the strain.

Meanwhile, Dave got himself together, and had explored the area between us fairly well (there was still a group of unexplored hexes between him and Jason at the end). This included a string of black holes between him and the route I was taking into Jason’s space. This was a bit unfortunate, since I couldn’t move toward Jason while also protecting the frontier, as anything aimed at me would inevitably head the wrong way around. And the large build up out there forced me to send one turn’s reinforcement to shadow him. A small fight had revealed a decent number of ships, and BBs. The good news is that they were still +1/+1s, and my fights with Jason showed that that hurts more than might be supposed. I figured I could probably sweep up most anything other than the BBs if I needed to.

But, my wave of conquest had finally reached it’s goal: Jason’s homeworld, which basically had a base and several shipyards. It looked like I might not take it, but I could sweep the shipyards up, and really put the lid on. I needed 6s to hit, and rolled seven 7s in a row for the first couple rounds. I did eventually clean up the shipyards, but lost nearly the entire fleet to do it, and suddenly needed reinforcements out there that had been diverted by Dave.

I actually built a Decoy after that to help make what stayed behind look more menacing. Dave started marching toward my homeworld at speed 1 (paralleling my main pipeline out), I prepared to fight it, and the next round of BCs arrived to help the remnant of the earlier fleet, and managed to take out the base and homeworld.


End of the day, with Jason’s homeworld wiped out.

This is the first time one of these has gotten close to a legitimate win for any of us. It’s been a far enough out worry that Dave didn’t realize that was the end goal at first, and was a bit slower going after me than he could have. I think if he’d gone with his initial force, I could have defended myself well, but it would have really de-railed the offensive vs Jason. That said, I was already building out colonies and pipeline into Jason’s area, and I think I could have gotten a shipyard up and running there. Either way, we had a fairly dramatic end, and took us through 15 econ turns.

Jason and I had taken Shipyard 2, which means Dave was building a lot of shipyards to get those BBs out. Jason and I had also gotten to Size 4 (BCs) and stopped there, while Dave had gone to BBs. Jason had, too late, gotten to +2/+2 like me, but Dave was still at +1/+1, though needing three hits against the BBs would give them a lot of staying power. Jason and Dave had both gotten Tactics 1, and I as usual had skipped that. My second to last tech purchase (right before BCs) was Move 4; Jason had taken Move 2 to try to counter me before his economy had faded too much, and Dave stayed at Move 1. My final economy was 71 + 10 pipeline, but I had another colony started, and was getting pipelines out to the colonies I was establishing in Jason’s former area. I technically was capable of 80 + 12. Dave’s econ was up to 91 + 12 already. All the exploration had finally paid off, and I think he was maxing out the countermix for colonies and pipeline. Jason’s highest income was 65 + 9 (back on Econ 9, when Dave was 60 + 8, and I was already 69 + 9), and you can see me picking off some of the pipelines from then on.

Movement is always on the list of ‘I need to get to spending more on it’, and I deliberately went after it as my early focus, with +1/+1 Move 3 DDs. A good amount of DD construction as I went over to fleet build up also helped with getting the fleet size bonus in a couple early combats, and it meant that any lose groups could potentially get around defenders to cut pipeline routes, which caused Jason more angst than I expected. I imagine we’ll see more movement purchases in the future.

└ Tags: gaming, Space Empires
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Team Smashup

by Rindis on April 20, 2019 at 12:00 pm
Posted In: Boardgaming

Back on March 24th, we finally got a group day together. Better yet, it’s looking like this is the start of a much more regular schedule of FtF gaming for me; something that has been seriously lacking for the last two years. Mark, Jason, Dave and I got together for a game Space Empires 4X with my new set. I got Dave up on the carrier rules (that me, Jason, and Mark had tried out in our last multi-player day) to add to our usual mix of Pipelines, Heavy Terrain, and Warp Points. I also had us try out a 2-vs-2 game, though I should have looked at the actual rules options for that, so we were halfway between uneasy alliance and blood brothers. We basically ended up in various seats around the table, took a color based on what was handy to us, and then I drew two markers from a cup to define the teams: Red and Green (Jason & me) vs Yellow and Blue (Dave & Mark).

Dave and Jason got off to the best starts, with readily available planets to colonize. My start was slightly slower, but I quickly got going and built out my main space in pretty good order. Mark’s planets were all on the outer fringes of his space, which delayed finding them, colonizing them, and getting pipelines out to them, and he had the weakest economy for the entire game. Dave made up for it by getting the strongest economy, and being very effective all day.

Despite various efforts into deep space, it took a while for any of the areas between players to open up, and the initial contacts ended up in the center of the board. Dave discovered a Wreck there, and eventually brought it home for the technology bonus, but only after a few turns of angst after I showed up with a couple fleets to contest the area. Thanks to the betwixt-and-between multiplayer we were doing, Mark and Dave couldn’t properly join up to tackle me while my third fleet moved up. There might have been less hair-pulling if they’d known I just had a pair of SC there, but of course, they didn’t know, and they didn’t necessarily have anything better. I forget what exactly drove me out, but even the third force wasn’t worth a lot, so it turned into a delaying action on my part.


Mid-day; guarding the space wreck.

Mark and Jason also came into contact along the board edge, and Jason readily got the upper hand through a combination of his better economy, and better die rolling. The fighting there continued back and forth all day without any permanent advantage being gained. Towards the end of the day, it was petering out on that front.

My initial sparing with Dave went well, as I’d gone for CVs again, but of course, I ran out of fighters and was having some trouble recycling carrier groups. Dave then used his economic might to put together strong fleets of BCs backed by numerous SCs with PD1. Not only was it effective, but he was outbuilding me fairly effectively as I got back onto the main tech route. And exploration had finally revealed other problems.

Early on, we found a Warp Point 2 between me and Jason. Then we found a second one in an adjacent hex (the definition of redundancy). As the space between me and Dave got explored, we were dealing with a chain of what would turn out to be five black holes. This helped keep us from directly accessing each other. Given time and opportunity, I might have established a pipeline route through the barrier (though I was running out of Pipeline counters, so that had problems), though my preferred strategy at the end of day was to colonize a planet found at the edge of the board as a new jumping off point.

The real problem was when a third Warp Point 2 was found on Dave’s side of the black hole line. This gave him ready access to a completely different area of space, and our end had plenty of targets to defend (which couldn’t even be done by standing on the warp point, thanks to the adjacent pair). Along with taking a couple of drubbings from Dave’s forces, this ended up diverting much of Jason’s efforts, and forcing him off of smashing Mark.


End of day, with many things revealed.

At the time we had to call it a day, things were less certain than usual for one of these. Dave had the best economy, with 73 colony + 12 pipeline coming in on the next (14th) econ phase. He had raided my space once, and was about to do it again, and much would depend on how far that got. He was up to BCs @+1/+1, Move 2, Tactics 1, PD1.

However, Jason was earning 61 + 9 and had gotten up to BBs @ +2/+2, Tactics 1, and had some examples on hand to help defend against the next raid. The BBs would outclass the BCs, and the SCs wouldn’t help much there (though we’re finally remembering the fleet size bonus). And Dave was going to need to continue using SCs as part of his fleets as I was keeping carriers active. I was earning 76 + 10, and had Fighters 2, BCs @ +2/+2, Move 2. It was just going to take time to get an actual BC force built; I had actually continued building CAs as I could afford pairs of them, and wanted multiple ship fleets. If I’d ever remembered some of my other thoughts while actually doing production, I’d probably be at CAs and Move 3 instead. My best immediate option was probably threatening Dave with more mobility. Meanwhile, Mark was earning 55 + 3 and was at BCs @ +0/+0, but he had gotten to Shipyard 3 (everyone else was 2) to crank out the less advanced ships.

It’s a pity we had to break up at that point, as it was very much undecided. Dave smashing my navy, and geography put him in a dominant position, but I had the economy to recover given a chance, and Jason had a fleet to give me that chance. The problem would have been finding a strategy for me to stalemate Dave, which geography was making hard; then Jason could concentrate on Mark again, and given his weak economy, that should end poorly for Mark in short order. But that needed things to go well….

└ Tags: gaming, Space Empires
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Livin’ Large

by Rindis on March 14, 2019 at 12:00 pm
Posted In: Boardgaming

After our last ASL game wrapped up, Patch and I got going on a round Space Empires 4X, while it was still fresh from our December FtF session. We went with the Large 2-player scenario, with no advanced rules, and only warp points from the optional rules. (Though we did use the expanded countermix of Close Encounters as there’s no good way to eliminate all of them from the module.)

Patch won the roll to go first, and set off with his scouts into unexplored space, with his colony ships in tow, and found two planets and a mineral. In contrast, my first turn turned up minerals, a nebula, and asteroids. As a whole, Patch found and colonized three planets during the first rounds of movement, four Mineral 5s, one of which he hauled home, a nebula and an asteroid field. I found two planets, one of which I managed to colonize, four Mineral 5s, one of which I hauled home, two nebulas, and one asteroid field.

Econ 1:
Patch: Income 20 + 5 minerals = 25 – 3 maintenance = 22. Buy 2xSC, 1xCOL
Rindis: Income 20 + 5 minerals = 25 – 3 maintenance = 22. Buy 1xSC, 1xCOL, 1xMiner

Patch found four Mineral 5s, four more planets, the home area barren and the black hole during the next set of movement turns. He also went into two of the SCs into deep space on the third turn, finding a Super Nova and Danger!, costing him two SCs (including the one lost to the black hole). He colonized one of the planets, and hauled in a mineral. I found four more planets, the home area barren, and three Mineral 5s. The new scout also found the black hole on its first exploration, and was posthumously named Red Shirt. I colonized one planet, while everything struggled to get to the further away locations.

Econ 2:
Patch: 2CP + Income 23 + 5 minerals = 30 – 3 maintenance = 27. Buy 1xSC, 2xCOL, 1xMiner
Rindis: 3CP + Income 21 = 24 – 3 maintenance = 21. Buy 2xCOL


The board at the end of the second economy phase. Of the right-most hexes, only A9 is in play. I’m blue, and Patch is green.
↓ Read the rest of this entry…

└ Tags: gaming, Space Empires
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Speak Softly and Carry a Big Ship

by Rindis on January 9, 2019 at 12:00 pm
Posted In: Boardgaming

Patch made it over again for one final FtF game day of 2018 on the 29th. I had just gotten my own copy of Space Empires 4X, and we arranged to play that, which meant a lot of hurried counter clipping. I knew he had played it before, but a look at my logs showed that it had just been once in an early game. This was a surprise, and meant there was a lot more teaching to be done than I had supposed.

I had some surprises as well, as I’ve never really looked through the 2-player scenarios before. I went with the ‘normal’ 2-player map (I was thinking in terms of the ‘extra large’ map and didn’t realize those smaller arrangements existed; a separate ‘normal’ 2-player map could be an interesting addition to another expansion). And naturally, we stuck to the basic rules. …And we still had more than enough rules goofs along the way. A fair number were powered by my brief description of the rules and how things worked (Patch didn’t realize there was a difference between ship hull size, and hull size tech, for instance… different terms would have been nice). He bought Move 2 early in the expectation that it would speed up his mining ships… which it didn’t (and of course, the question didn’t come up until the third movement turn after he bought it…). It still affected the game, as I had to be careful that he didn’t slip around me and hit a vulnerable target on turn 3….

Colonization got off to a slow start for both of us, as it took a while to find even three inhabitable planets (our respective barren planets both showed up early). Patch got unlucky and lost a SC to his black hole, and I got lucky and survived when I found mine a couple turns later. I then started losing SCs to the deep-space markers, including the black hole I found first. But overall, luck went my way with three planets in the first line of deep space on my border, which I immediately colonized. Patch, ironically found both a Space Warp ‘1’ and ‘2’ on the same turn (okay, that was an optional rule we used; they’re so simple I don’t even think of it as such).


Situation when we broke for lunch; I’m blue, Patch is green.

Eventually, a second Space Warp 2 was found, which had a large effect on the game, as it led from near the middle on my right, to on Patch’s border on my left. I had been more economically successful (though a combination of knowing what I was doing and accidents of astrography), and the initial fighting happened out in the middle on my right. There was a number of things in the area, including several of my colonies, and a new one for Patch. My handful of CAs prevailed over his DDs (partly through luck, though luck for both of us was uniformly bad in early combats leading to a number of ships retreating away from revealed fleets). And I managed to get in and destroy a couple colonies (with more effort than it should have needed, thanks to more lousy die rolls).

And then… I had a string of disastrous combats, and most of my fleets were lost without doing anything, including a 3xDD group (high-tech, and of my bigger ship concentrations). Patch mostly stayed defensive, even as I panicked about what all those unseen flipped over ship counters could do. (Quite likely less than it looked, but it still intimidated me.) I managed to get a few ships put out there, with the aid of the forward shipyard I’d built up, and started building BCs because I was out of CA counters (all singletons, and most of them different).

That ended up breaking Patch. The counter offensive petered out, much as my initial offensive had. He was still generally using DDs, and they couldn’t keep up with the BCs. I burned him out of a couple more colonies, and Patch surrendered. It was getting late, and the difference in our economies was something he wasn’t going to overcome. He had gotten up to BCs, and had held a Tactics edge over me for most of the game (1 vs 0), but I’d just gotten up to Move 3 and BBs, and put one out on the last econ turn. Next time, I was going to finally get shipyard tech 2, so my size-4 forward yard could build two BBs a turn. I had a slight combat advantage (+2/+2 vs +2/+1), and would try to get to +3/+3 for the BBs when I could spare the money.


End game; we turned over four unexplored hexes near the camera to see what they were.

The real victory of course, is that Patch had a great time. The combination of grand sweep with fairly simple rules definitely appealed to him, and this game will go into the Vassal rotation.

└ Tags: gaming, Space Empires
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Carrier Empire

by Rindis on January 21, 2018 at 12:00 pm
Posted In: Boardgaming

After way too long, some of the local group finally got together for some FtF gaming last week. Patch was unavailable, and Dave was ill (and I was worried I’d have to cancel on account of illness), but me Mark and Jason got together for a game of Space Empires 4X.

We had a number of delays getting going, so despite hoping only three players would speed things along just a little, we only got to the 11th Econ phase. I had the setup area on the long side (as opposed to the two ‘corner’ ones, and was the only one who put his homeworld out in the middle of things. All our placements paid early dividends, with nearby planets (three of the six surrounding hexes of my home space had planets). I don’t think anyone’s planets formed an easy pattern for pipelines from there, though certainly we all built out some chains.

Mark ended up discovering two Space Wrecks just outside ‘home’ territory near the center. I tried to intercept him on the second one, but a black hole in the last space before it destroyed my (+1/0) scout, and that gave him enough time to recover both, one of which gave him a size upgrade, and the other gave him speed. I continued pressing in the area anyway, soon discovering that Mark had CAs already, and then I went the other way, discovering the same with Jason, who also started using exploration CAs shortly thereafter. This was more than troubling, since I didn’t even have DDs yet.

What had I been doing? Well, we had decided to go ahead and finally introduce the next advanced rule at the start of the session, which was carriers and fighters. I initially thought maybe I’d just get the initial point defense tech to stick on all the extra scouts I’d doubtless need to explore, but that was too expensive for a deeply speculative investment. So, I went for the initial fighter tech, and then concentrated on them, getting to fighter-3 before finally getting DDs.

It didn’t take long to see them in some combat, where they didn’t do too badly. The first fight against Mark went reasonably well, as all of my ships and fighters were +1/+1, and Mark didn’t have any bonuses. Things went less well against Jason’s more advanced fleet, but I was able to retreat the carrier itself, and eventually get it back home for more fighters.

Overall, Jason probably had the best position, partly fueled by exploring the big expanse of empty space in the corner between me and him, we me having no real way to get at it. I had managed to slowly trickle in a few 10-mineral markers as well as my 5-minerals, which helped fund everything. Mark sidled in, and shot up a colony, while I only reduced a 5 to a 3 in a return trip. If I wasn’t more-or-less the focus of attention, I think I could have done something with my position, and as it was, I should have been colonizing a deep-space barren in the center of the board shortly. A lot would probably depend on how well I could keep it.

Mark and Jason had a fight between their major fleets right as we ended for the day, where Jason’s advanced (+2/+1) BCs completely trounced Mark’s primitive CAs. We did an exhibition match between what was left of that fleet (Mark did kill a couple CAs) against my main fleet of 3xCV + 8xFtr. I lost all but one fighter, but took out his fleet, and if things had gone slightly different, I’d have still been able to pull out the CVs.

The carrier path is interesting as the CVs are just SCs that cost twice as much. But the fighters can be on an even footing to anything up to a BC. Jason would have had BBs soon, and that would be a problem, though probably not an insurmountable one. Being able to pull out the expensive CVs after losing most of your firepower is a nice bonus, but you’ll lose lots of fighters, and resupply efforts will probably stall a lot of offensives. At the same time, the tech is expensive, so getting good fighters will keep you from getting better ships. On the other hand, point defense is about as expensive, so empires looking for a solution to fighter swarms will get strangled there too. Finally, the fighters will chew up a lot of yard capacity, which had me take to shipyard-2 at the end, after buying a number of extra shipyards (I actually usually take it early-ish, but was too cash-starved by paying for fighter tech and CVs). I’m really happy with having gone with CVs, but I miss the bigger ships….

└ Tags: gaming, Space Empires
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