A Few Acres of Snow AAR – Part 2

Turn 6

Right, well last turn Bruce sent a raiding party of Trappers in to attack Pemaquid, but I had the location card in my hand, so the raid was blocked. I did however lose the card, so I start this turn with only 4 cards in my hand.

Without any real overarching plan to follow, I stick with what I know best, by building up what I have. Developing a village into a town doubles the Victory Points gained, so it seems wise to turn all my high point villages into towns just to push my score up whilst shuffling my feet wondering what to do.

I take my Deerfield location and use the settler resource from the St. Mary’s card to develop Deerfield village into a fully fledged 8 Victory Point Town!

As you can see, the small village square counter is now replaced with much more substantial circle counter, indicating the progress made.

My discard pile is stacking up, so I decide to take a look-see. Six locations (when you settle a location, you automatically acquire that location card in your discards, so that it becomes part of your hand in the future), a boat, and a fortification. If I’m wanting to expand I’m going to need the settlement cards on the periphery of my area of control, to get the connections forward. Probably want the likes of Albany or Philadelphia to be able to push military equipment through Cumberland or Fort Stanwix.

One of your actions per turn can be the purchasing of Empire cards, which are really support cards for settling and defending your villages/towns or attacking (siege and raid) enemy emplacements. Here’s a Fortification card that is quite useful because it can block raids both in your hand, or when placed around a settlement – it’s military might can only be used in defensive situations however. For my second action, I decide to buy up a Fortification card for 3 gold.

From the bottom panel of this screenshot you can see the scoreboard that keeps you (and your opponent) up to date with your score and card situation. It details, the number Victory Points (33), Gold (8) and settlement counters you have (and ones you might capture from the enemy). It also details the status of your various card decks, Hand, (Draw) Deck, Discard Pile, Location Cards and Empire Cards available. As you play cards out of your hand, they are replenished from your Deck, and when that is empty, it is filled up by your Discard pile.

 

I re-fill my hand with 3 cards, a Fortification, New Haven and Norfolk. The amount of Military might I seem to have in my hand is exciting (3 crossed rifle icons, 2 with the Infantry, 1 with Boston), but I’m not sure I’m ready for a Siege – mainly because I just don’t know how to make one happen, and what it entails to keep it rolling! So essentially, the Infantry in my hand is currently a hindrance.

Turn 6 – Bruce

Bruce yet again, fills his purse with trade, and buys up a Fortification card.

 

Bruce says…

There are three “common” Fortification cards available in the Empire deck.  I want to grab at least one because they are a defense against Indian raids, and more importantly I don’t want Ian to have these available to him for that purpose.  And as always for the French, if there isn’t a clear alternative, using the Trader card is almost always a good choice.

Turn 7

I know I should do something with the Infantry, but my attention is drawn to my lack of funds so instead, I decide to cash in New Haven for 2 Gold.

Just because I can, I develop Norfolk to double the Victory Points to 4.

I draw 3 more cards from the deck to re-fill my hand, I get a boat, Philadelphia and Deerfield.

 

Turn 7 – Bruce

Persistently Bruce has another go at the raid on Pemaquid, he’s trying to break through, or keep my cards tied up in defense. Subsequently my Fortification card is used up in repelling the raid.

Bruce says…

Because of the superior British military situation, the French will find themselves in trouble if the British are able to fortify their perimeter.  Constant raiding is the key to preventing this, as it will cost the British fortification and location discards, unless the British player has invested heavily in Native American cards.

Turn 8

Starting a turn with only 4 cards in my hand, yet again, I push my infantry into the Reserve stack, freeing up my hand a little, but having the two military points available if I need them.

I think managing the reserve is a key way to stack the cards in your favour. You can secure needed cards, and pull them out of reserve when you want. It’s a free action to take them out of the reserve, but each one removed costs money to make them active.

Once again, I figure if I’m at a loss to use the cards from my hand in any meaningful way, I decide to sell up what I can and store some Gold in my funds. I sell Deerfield to recoup 2 Gold.

I’m struggling a bit to come up with anything other than reacting to the draw. However, my current efforts has my Victory Points at 35, which are still ahead of Bruce’s score so far. There might be a glimmer of hope.

I draw three cards to end my turn, and get New York, Pemaquid, Albany.


Turn 8 – Bruce 

Bruce manages to settle Fort St. John, and discards the Fort Beausejour card – presumably trying to make room in his hand for other cards.

I thought I’d be able to divine by his previous actions a strategy he might be employing, but from the fragments of play you get to hear about, I’m not really getting anything. I guess, if you don’t know the game well enough, you probably won’t be able to detect any coherent plays from your opponent.

Bruce says…

Moving down to Fort St. John threatens Albany and Deerfield.  Because the “updated” rules allow raiding from a two-space distance, I only need to get as far as Ticonderoga to cause a lot of annoyance with raiding.

Turn 9

I take the Pemaquid card  and the Bateaux and use them to settle into Fort Halifax. There are no Victory Point benefits to this action, but it gets me closer to Kennebec, one of Bruce’s settlements – and I’ll be able to launch raids upon him from here. It’s taken this long in the game for me to consider some form of offensive action.

For my second action, I use the Albany card along with the settler icon on Philadelphia to develop Albany into a Town and double the Victory Points to 8.

Since I’ve used four cards this turn, I get to draw four others, hopefully refreshing (and invigorating) my hand from the draw deck.  I draw a Bateaux, Norfolk, St. Mary’s and a Fortification card.

It’s slowly dawning on me, that you can dip into the Draw Deck and the Discard Pile to peek into the future on the cards that are likely to come into your hand. If you can build some sort of future strategy from the cards in your draw pile, when they land you should be able to coax the cards into something more effective than I’m currently managing.

I still haven’t much of a clue as how to play this revelation. It’s just a nagging feeling that I should be forward planning from these decks, rather than just reacting to what flops out into your hand, turn after turn.

Turn 9 – Bruce

Bruce turns to the trader card once again, and uses it to get another 2 Gold. He also drafts in some Native Americans, to presumably throw more raids my way.

Bruce says…

I need to cycle the Trader card out of my hand again, but only get two gold for it this time.  I’m also loading up for more raiding, raiding, raiding …

Turn 10

I want to increase the Victory Point gap between me and Bruce, so that I can attempt to put myself slightly ahead, when he starts settling a lot of his rear settlements.

I use the Norfolk card for the connection to Richmond, the bateaux for transport and the St. Mary’s card for the Settler icon to place a village on Richmond.

Here we have Richmond village secured, so apart from Baltimore we have the majority of the settlements within British grasp in our control.

I begin to recruit Native Americans to our cause. Time to gather the cards to do a little raiding of our own.

I draw three more cards, and they are Philadelphia, Fort Halifax and another Fortification card.

Expansion wise, I feel as if I’m doing ok. The further up (geographically westwards) I settle the more difficult its going to be to make the draw and keep expanding. Part of this is because every settlement we take, fills our draw deck (via the discard pile) with settlement cards taken. Effectively swamping our draw deck with our own villages and towns. It may be important to try and discard these cards, to maximise the frontier cards. Although I’m not sure of the mechanisms to do this yet. I’m a little worried at this point, because I fear my expansion will come to an end, and I’ll just stagnate.

 Turn 10 – Bruce

Bruce develops Montreal, and sells up for some money. You can see he’s got a lot in the bank (26) compared to my measly purse. I can only assume he wants that much cash to buy the costlier empire cards and to be able to pull cards from the reserve without worrying about the price.

 

Bruce says…

The French only have one card with the “settler” symbol in their deck.  That means cycling through the whole deck any time I need to develop a location.  However, I don’t want to clog my hand with a Settler card from the Empire deck right now, because it’s expensive and unnecessary, I think.  I can get a lot of points out of settling Detroit and points southwest, but I have to get there, first.  Then I can worry about settlers.

Join me in the next part to see how the game develops further.

0 Comments

Armada 2526 Supernovanewbie AAR – Turn 4

Turn 4

My Eastern Flotilla reaches the Rich Planetary system of Nu Octantis, and my Robotic Advisor says I should “Found a Colony”.

Lo and behold! My first Colony, Troy! With all the wealth and riches of the Galaxy just waiting to be plucked from her Bosom.

It looks like I couldn’t have attempted a colonisation on this Eccentric Planet at a worse time, with the Habitability Range set at 2 and falling, its going to be rough for my colonists for a while. Imagine a time when that Habitability begins to rise though! Think Happy Thoughts!

I’m reliably informed that Troy has a bonus on Biodiversity, and any bio research buildings constructed here will give a 40% bonus! Hows that going to help me defeat the incoming hostiles?! Something to bear in mind, later on though, I guess.

Looking at Troy’s stats, it seems we’re making a loss of 32 every turn. The environment is pretty hostile to my colonists at -3! Which is obviously reflected in the Unhappiness score of -2, but the Frontier Spirit manages to lift the Popularity figure into the positive. With the accompanying ships in orbit, security sees a bonus to level 7 and Growth at the moment doesn’t seem too bad, not much more different than on Earth.

One thing I decide to set, is limit the Terran emigration from the planet. I’m trying to get people to go and work on this mining planet, so the last thing I want to allow is my people to leave on the next transport available! You can control both immigration and emigration (for Aliens and your race) from the bottom panel of the World Screen.

Next up is to ship out the first batch of workers from Earth to Troy, to boost the population there, and get them working. I load up my 5 transports with Human population and order the Transports to ferry/shuttle population back and forth between the two planets.

I put the initial population straight to work on constructing a mine, in the hope that we can get some funds rolling in, to cover the current loss. It’ll take 3 turns to get this mine operational, but when it kicks in it should generate 130 credits per turn. Pollution might be a factor, but we’ll deal with that when we come to it.

Obsessionally, I check how the research on Advanced Mining is coming along. 19 turns away. Seems like an eternity.

Finally, I review Earth’s stats. We’ve lost 10 credits of tax, have lost a little in Ship Upkeep expenses (presumably because the Scout was sent out last turn), and the Growth rate seems to have stabilised.

Well, we’ve taken our first steps towards expansion, I’m happy to have something to aim for, rather than just waiting on ship transit. But I do worry about Troy’s eccentric atmosphere, and what it might do, as it falls to zero, when my 5 transports hit the atmosphere and try to land there.

Join me next time, for the rest of the journey among the Stars.

 

1 Comment

Armada 2526 Supernovanewbie AAR – Turn 2 & 3

Turn 2

As we power our way into Turn 2 with our thrusters firing, you can see we still have a way to go, to get to the twin destinations, both East and West.

I thought I’d show you the mini-map, which gives you an idea as to the size of the Galaxy, and where abouts my Home-world is situated. Basically, the green dot is Earth, and the opaque rectangle is the screen map, the rest of it is unknown territory (but it is quite small), so expect some sort of hostile action soon – hopefully I can stock up on hardware and find Martok before it all kicks off.

Checking on the Advanced mining research, its moved along. It’s going to take another 21 turns to complete though, at the current level of research.

The production queue is about half way through the build of the Light Industry upgrade and a new Scout ship. Another turn should see it complete.

Not much to worry about this turn, we’re waiting on the flight times of our two flotillas, so here’s the current stats for Earth on Turn 2, for comparison sake. From last turn, ship upkeep has dropped by 100, we’ve got 10 more income, and the growth rate has just dropped under 2 %.

 

Turn 3

Once again, we’re counting the turns until our expeditions reach the intended targets. The Eastern group should reach the Rich planetary system Nu Octantis next turn.

This turn, our shipyard produced a new Scout! So without further ado, I quickly send it out to check out an unexplored orange star system in the South Eastern quadrant, ETA 3 turns. I figure it’s worth getting as much information about our surrounding systems as soon as possible, so we can make informed decisions about colonisation once our industrial might starts to pick up a bit.

Also, we managed to upgrade our construction yard to light industry, giving us new build options in the production queue. The icons from left to right are: Mine, Police station, Upgrade Industry, Upgrade Shipyard, Research Station, Construction yard, or a Landing Station. I decide Earth should become a place for Interstellar Commerce, and for that we’ll need a Landing Station. Fairly cheap investment, with a little upkeep, but hopefully it will start to reap benefits later on.

Once again, I check upon the research into Advanced Mining, and we’re now down to a 20 turn wait. I’m not sure I need to keep a tab on this every turn to be honest, but I go there out of a sense of longing for advanced tech. If I can build some research stations (or even specialised ones) I should be able to start and cut the turn time at some point. Still finding my feet here, trying to get the balance.

Finally, at the end of Turn 3, we check the stats. Gained 10 income, upkeep has gone up a little, and growth rate seems to have dropped!

Hopefully Turn 4 will have some more interesting stuff to worry about and do something about.

Join me next time, for the rest of the journey among the Stars.

 

3 Comments