The Curveball Strategy in Space Empires Replicators
March 29, 2018
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Okay, I’d played this once, opting to take Destroyers with Attack-2 Defense-2 and Move-2 with my Giant Race empire. Those were some awesome ships… basically cruisers that cost next to nothing. I didn’t like having to stick with just one sort of ship the whole game… and it turned out that the extra tech I bolted onto them was tremendously helpful to the Replicator empire.
So I tried again with an attempt at a solitaire game. I opted for Raiders and Merchant Ship Pipelines… but that turned out to be fairly ineffective against the Replicator fleets. I may have been doing something wrong, but with the rule benders that are granted to the solitaire Replicators, I don’t think I stood a chance.
Fortunately I got another chance to play. I did several things to improve my game:
- I skipped buying terraforming technology, instead opting to sack deep space alien worlds only for the technology. (I didn’t realize previously that you didn’t have to colonize them to get the stuff!)
- I built a complete Merchant Ship pipeline which resulted in 18 extra CP a turn thanks to my drawing the Traders empire advantage.
- I sent my scouts to explore deep space rather than saving them back racking up maintenance costs..
- I outfitted by flagship with exploration tech and found a space wreck and 10-point minerals… and an alien world right next to my empire.
- I chose to build fighters and carriers instead of destroyers and raiders. The operated very poorly in their first few battles, basically getting mostly blown away while doing the bare minimum.
- Because of that… I adjusted by buying up two more levels of fighter technology. Not only did my fighters attack at 7, but the also got a much needed point of defense… without giving research points to the Replicators.
- When I sacked the alien world, I lucked out and drew afterburners which gave my fighters another +1 bonus to attack. Perfect!
- I’d also persuaded my opponent to play on the “normal” 2-player map… which gave him a LOT less minerals and space wrecks to harvest. (It’s a default for the solitaire game… which surprised me because we always played with as much deep space as possible before!)
- Also, the doomsday machine really seemed to go out of its way to make things difficult for the Replicator player. (It even killed the planet for me when the Replicator colonized the barren world in deep space!)
- Finally, when the Replicator fleet starting sending attack fleets at me, I also purchased some mines. I was able to use the merchant pipelines to position them for maximize their effect. More fighters might have been just as effective or better, but it was danged fun to throw the second curve ball there… especially when mines took down an entire attack force. (Of course, those mines could not be used to attack… and a cunning opponent will tempt you to fight away from them. On the other hand, there’s a limit to the counter mix, so you have diversify at some point!)
Now that I’ve played this out, it’s clear how the curveball strategy can really work. The fighters are your teeth. (B7 and B8 for attack is just plain awesome, especially when combined with their probable numbers. (But note you have to have advanced technology at level two before you can unlock Fighter-4 to get that B8 with defense 2.) Mines can take out your opponent’s biggest and most dangerous ships for next to nothing, but are a bit of a waste against the small ones. (More fighters are going to be a better investment than too many mines. However… given that the Replicators get research points for fleet size… mines instead of fighters can be a better buy in some cases!) If you expect your opponent to use point-defense against your fighters, you can use Raiders to counter them. Finally, if your opponent is spending effort planning and building ways to counter all three of these technologies…
You’ve got so many options for what combination of units to get with this and how to position them… it’s just an all around blast to play. Of course, which exact strategy you go with is going to ultimately hinge on what empire advantages and alien technologies are in play. I’ll tell you, though… I was sore afraid when we got to turn ten and it turned out that my opponent had “Green Replicators” and wouldn’t be depleting his planets until turn 13!
Anyway, great game here… so much you can do with it!