Re: Discussion: Age 1 Military Cards
Posted: 08 June 2025, 19:06
Unfortunately, all-in military strategies rarely work against good players, as they are used when there is no chance otherwise and, I think, they increase the a small probability of victory to still a small one, but still more. You can also build war cards in the first era to compensate for a small gap in resources and constrain the opponent's actions in the second era, however, good resources are far superior.Osimani wrote: ↑16 May 2025, 13:53
Coincidentally, today I had a game and adopted the Military approach from Age 1. I had the same three Wonders as the ones you had in that game. I'm talking about the Mausoleum, Zeus, and the Colossus. They're probably the best ones to adopt that strategy (potentially 5 to 6 shields).
I won that game, but it was by being on the edge. My opponent could have beaten me in a moment, but she forgot to use an extra-turn Wonder that would have allowed her to win by science. Here's the link to the game: https://boardgamearena.com/table?table=673922778
Your game was much more unusual than mine. That game started with a front row that had four red cards and only one resource, plus you were second player. There's an important moment at the beginning of Age II. Your opponent had the option of choosing a red card worth 2 shields or a brown card worth 2 clay. He chose the bricks to suffocate your economy, but leaving you with the 2 shields. It's a nice situation to think about what would one have done.
It was fun to follow this strategy, but I think a lot of things have to fall into place to win the game. Also, if your opponent denies you a Military victory, it's almost impossible for you to win by VP.
Thanks for sharing the game; very interesting!