Going a step further on the Ship Gate strategy, we've found it's stronger to put your Slingshot Blockade ship at the gate just outside their starport as opposed to the gate just outside what you're protecting because it means they have even more moves to get to you. If you just protect the gate closest to you, one Fuel or a Second Move action still gets them right on top of you.
I wouldn't say it's "stronger". It can be, but it's situational (in non-2p games). If you block your front porch, you're protecting yourself and only yourself; maybe this will encourage an aggressive player to attack someone else that might be easier to get to? If you park at *their* gate, it might make it harder to get to your key systems, but it will also indirectly protect everyone else from approaches by that player. Plus, you make your blocking ships into a fairly urgent threat, bringing more heat to yourself. Can be really useful sometimes! But not "stronger" as a rule of thumb, I wouldn't say.
@@FBracht Stronger for the act of protecting the thing you want protected was the framing. There are other things to consider for the larger context, but it is definitely stronger as a protective measure for the specific thing you want safe.
@@FBrachtMaybe you can clear something up for me. If ships are of equal strength and no one has control of a gate. Can someone catapult right through them? So if you park your ship out in their gate, and on their first move they match you in strength, can’t they just catapult right through you on their second move?
@ That’s how it works, yeah. Only gates currently controlled by a rival player make you stop, which means empty gates or gates where more than one player has equal presence are safe passage. And yeah, the move you described would work; but burning that extra Move action means having one less Battle action when they finally get where they’re going.
@@TheCardboardHerald Honestly, I love watching any of your videos, so watching what games you are passionate about are just fun. I will say that like you I love Leder games, so a video on the newest expansions (Marauders and Homeland) would be amazing. Something other than that, the latest game my wife and I have been loving is Kelp. Two player asymmetric game with fun mini expansions. Really have enjoyed that game play and trying to learn the more strategies for both shark and octopus.
On your hand: always look at your six cards at the beginning of a Chapter and think: okay, which TWO of these I need to make the most of? Not three; two. You won't be able to do three. The other four are fodder - burn them to seize initiative, use to copy other cards or do small, opportunistic pivots. With a lot of luck you'll be able to surpass with one of them, but it's far from a given. This is the most you can expect of a Chapter "going according to plan". It seems dire, but the entire puzzle is making it enough for you to win.
Going a step further on the Ship Gate strategy, we've found it's stronger to put your Slingshot Blockade ship at the gate just outside their starport as opposed to the gate just outside what you're protecting because it means they have even more moves to get to you. If you just protect the gate closest to you, one Fuel or a Second Move action still gets them right on top of you.
@@Drewjiful very solid advice and a good elaboration. Thanks for sharing!
I wouldn't say it's "stronger". It can be, but it's situational (in non-2p games).
If you block your front porch, you're protecting yourself and only yourself; maybe this will encourage an aggressive player to attack someone else that might be easier to get to? If you park at *their* gate, it might make it harder to get to your key systems, but it will also indirectly protect everyone else from approaches by that player. Plus, you make your blocking ships into a fairly urgent threat, bringing more heat to yourself.
Can be really useful sometimes! But not "stronger" as a rule of thumb, I wouldn't say.
@@FBracht Stronger for the act of protecting the thing you want protected was the framing. There are other things to consider for the larger context, but it is definitely stronger as a protective measure for the specific thing you want safe.
@@FBrachtMaybe you can clear something up for me. If ships are of equal strength and no one has control of a gate. Can someone catapult right through them?
So if you park your ship out in their gate, and on their first move they match you in strength, can’t they just catapult right through you on their second move?
@ That’s how it works, yeah. Only gates currently controlled by a rival player make you stop, which means empty gates or gates where more than one player has equal presence are safe passage. And yeah, the move you described would work; but burning that extra Move action means having one less Battle action when they finally get where they’re going.
Love the academy videos! Looking forward to more.
Awesome, cuz I got 5 (including this one) ready to go and Eric and I are already working on more. Any games in particular you’d love to see one for?
@@TheCardboardHerald Honestly, I love watching any of your videos, so watching what games you are passionate about are just fun. I will say that like you I love Leder games, so a video on the newest expansions (Marauders and Homeland) would be amazing. Something other than that, the latest game my wife and I have been loving is Kelp. Two player asymmetric game with fun mini expansions. Really have enjoyed that game play and trying to learn the more strategies for both shark and octopus.
I am also a big fan of oath and looking forward to their new expansion too!
i just got a notifcation my copy is coming in the mail today, so this video will be a big help
@@boarprince awesome! Hope the tips help and you dig the game.
Good starting list of advice!
Just got my first play in this past weekend and I am so interested in tabling it more. I love unique games and Arcs definitely scratches that itch.
On your hand: always look at your six cards at the beginning of a Chapter and think: okay, which TWO of these I need to make the most of? Not three; two. You won't be able to do three. The other four are fodder - burn them to seize initiative, use to copy other cards or do small, opportunistic pivots. With a lot of luck you'll be able to surpass with one of them, but it's far from a given.
This is the most you can expect of a Chapter "going according to plan". It seems dire, but the entire puzzle is making it enough for you to win.
@@FBracht absolutely on point!
You already know I love this piece of advice ;)
@@115-Gaming Oh, that's right! I think I've learned this from your video!
Just discovered this game, thanks for the video!
Thanks for the video! I love these small bite sized ones with some general tips and tricks! 😍
Also the chosen images are pretty cool! :)