Your email address will not be published. Aside from their faction ability, Underpass is Saxony’s strongest tool in their arsenal. 5) Nordic. So with that in mind, and Saxony’s propensity to fight (more on that in the next section), taking 2 Power off an opponent can mean the difference of them having 12 bidding Power or 10 bidding Power. Start with 1 Power and 4 Combat Cards as Saxony. The word "scythe" derives from Old English siðe. For trading purposes, we’d be using two upgrade turns that could be used for more powerful uses on more profitable rows. Get as many workers as possible and spread them out along the edges of the map. I did this one last because I dreaded it even more than the white. Ya know, use more units than available. Glad you asked. Black I can never get right. Yep, we've got scythes in Tasmania, Australia - Falci blades and Canadian snaths. In Scythe, each player represents a fallen leader attempting to restore their honor and lead their faction to power in Eastern Europa. I did this one last because I dreaded it even more than the white. If that was ever a question, just look at their sigil and the two massive direwolves – Nacht and Tag – prowling about with our Hero Gunter. To begin, if our first mech deployed is Underpass on the Mountain in Saxony’s base hexes, we instantly have access to all Tunnels in a single move. UPGRADE: Move / Upgrade. Required fields are marked *. With that in mind, one on one combats are always maxing out on a potential of 12 total Power being allowed to bid. MOVE: Mechs to combat with (same faction) on non-Tunnel hex. I still struggle with it and would love to master it... today is not that day, but thats okay, I was on a time… So look for easy fights, and team up your mechs as often as possible. [Worker Star] [Mech Star]. In between our attacks, we need to develop a stream of combat cards and/or power in order to keep it up with any rate of success. DEPLOY: Riverwalk Mech. FOMOF 583 views Jan 21, 2020 - Finally, the last faction in the base game, the Saxony Empire! Even against the hardest AI, this is still somewhat easy to manage. Let me know how it goes, I hope it helps! Not only will our opponents typically not attack us on a Tunnel hex, but a lot of them will also avoid placing and leaving their units on Tunnels. Next (8) Trade/Enlist, picked the enlist alongside Upgrade, taking two CC. MOVE: Hero and the two off board mechs to combat with Nordic on Tunnel Mountain [Combat Star]. 11-mrt-2018 - Scythe Pianted Miniatures (Saxony Empire) 11-mrt-2018 - Scythe Pianted Miniatures (Saxony Empire) 11-mrt-2018 - Scythe Pianted Miniatures (Saxony Empire) Explore. Also, don’t be afraid to lose fights. To offset this, I tried to play this game like the opposing factions were real players. Since this was on a Tunnel, it means we got to use “Disarm,” and our next move action, this mech will still be on this Tunnel to use “Disarm” on again. This is a build video by Mafiul, who is a competitor in the Scythe Digital League. As well, getting a worker essentially saves us one produce action toward getting our 8 workers, as later on we typically would have to do one additional produce beyond our need for production to get that Worker Star. The benefit to this strategy can be a faster game, but the drawback is getting stuck between turns if no combats are easily available. This time we bring in another mech as well. So Move/Build without expending power or cards, or earning Stars (RIP Popularity though). trying to build structures when it takes half the game to even acquire the workers and hexes to do such. BOLSTER: 3 Power. I still struggle with it and would love to master it... today is not that day, but thats okay, I was on a time… Since getting workers out faster for the Worker Star is our best bet for keeping the game shorter, I put a mill on the Village we would be producing on. If you need more Saxony help check out my general guide here. The agricultural and food industry. Getting 8 workers is possible with 4+ produces, so we can keep that as a likely possibility for the Worker Star. Black I can never get right. We’ll deploy all our Mechs on the Mountain because once we have Underpass, the Mountain is essentially a Tunnel and will give us immediate access to the map and opposing Faction bases. As always, this play through example was against Scythe’s “hard” bots. I still struggle with it and would love to master it... today is not that day, but thats okay, I was on a time… I had the ability to attack everyone; however, Albion and Nordic were lowest in Power and Combat Cards. Third Row: Move / Build (3 Lumber) + $1. With our mech and faction abilities considered, we want to make sure we optimize what we’re doing in fights. Dominate thrives on Objectives and combats, those thrive on movement; thus, our Move action is our friend. Aside from that, a big point to remember is that Crimea Agricultural is a strong economy builder. Sometimes you have to lose some battles, and as Saxony, if we’re going to lose, we want to take them down with us. The Saxony Empire don’t start in the best place in Scythe. UPGRADE: Move / Deploy. Nordic had two tiles of undefended workers with 3 wood and 3 food between them. I still struggle with it and would love to master it... today is not that day, but thats okay, I was on a time… Well, look no further, because we have knowledge to share. Any resources we can steal are solid, and winning a combat on a hex with resources is even better; but ideally we want resources like food and oil that allow our very next action to get us an enlist or an upgrade to keep boosting power and getting us combat cards. Mech with worker to next build location (since I’m moving so much, may as well get the structure bonus) Plus, we can grab several other Encounters (even Nordic’s) with 2 or 3 of our mechs deployed. Yes, specifically on this combo, after the first Encounter and moving out of the base hexes, any set plans get thrown to the wind. However, if we go there first, on our next move we can get right back to the Village Encounter in our base, and have much better move potential from that spot. What does this mean or even matter? This Saxony Industrial Strategy by guest writer Norman is sick! At the most basic level, this ability boils down to movement. BOLSTER: 2 Power. Hitting a Minus 2 Power trap early in the game can devastate their ability to use the Produce action thereafter. Breakdown was: Pop: Lvl 1, Stars: 6, Hex: 8, Res: 6, Lvl 3 Structure Bonus, and Coin: 16 Your opening moves, starting ressources, optimizing faction abilities, strengths and overall startegy. No other faction can do this, and definitely not so early in the game. Go into battles conserving Power and Combat Cards and bid low enough to lose while knocking their combat resources down. Saxony can be a beast if it gets a good economic board (god forbid the one that makes the mechs more expensive). Though at first glance it may not seem all that impressive, if we look at it in some practical applications, we start to see it’s potential. An Enlist or Structure would be best. take additional move actions to occupy certain hexes. Rusviet can only access the Factory from their base Village with Township. I still struggle with it and would love to master it… today is not that day, but thats okay, I was on a time crunch. Nordic had Bolstered for 3 Power last turn, but with “Disarm” they went down to 1 Power and had no Combat Cards. 3) Crimea. And obviously, we won’t be winning any popularity contests (all pun intended). agricultural machinery manufacturers in the early 20th century. Stars (6): Mech, Objective, Combat (3), Workers. Again, not impossible, but a lot has to go in our favor and we have to play smart if we hope to win with this strategy. However; due to the combative needs of Saxony, Power likely will be in short supply for a Star. PS. Build the mill on either an oil space (to get upgrades, especially those pertaining to movement) or a metal space for mechs. I would love to hear any successful strategies with this combo that you’ve had as well as any thoughts and critiques on this one. For Saxony, that means almost total control of all Tunnel territories and the ability to camp our units there. PRODUCE: 2 Workers, 1 Metal. Most of all, glad it was fun! Of course, there’s exceptions to those rules when considering some mech abilities. That being said, you really need the enlis… So, if we have a mech on our base Mountain and a workers across the map on Togawa’s Mountain, we can cross that distance in a single move – and we will! 1st star, 8 workers. The map was full of combat options this turn as Rusviet had finally broken out to fight Nordic for the Factory. Scythe transports you to an alternate reality in 1920s Europa, one ravaged by the First World War. If they win, we want them to win by spending 5 or more. I also saw this as my chance to complete one of my objectives, so I opted to fight Albion since they were on a Tundra and then I only needed to acquire one additional Tundra hex with my other mech. We also notice that in a single upgrade, our Bolster is maxed at 3 power and our Upgrade will be discounted to 2 oil. MOVE: Mechs from base Mountain to Combat with Albion on Albion Tundra, mech from Tunnel Mountain to Tunnel Tundra hex to complete “Northern Advantage” objective. Saxony has the potential to be extremely vicious. Hitting a Minus 2 Power trap early in the game can devastate their ability to use the Produce action thereafter. Get out your pencils boys and girls, Norman is taking you to school. With all that planning, it would look like the Stars we want to aim for are: Mech, Objective(s), Combat(s), and Worker. This means, we’ll be needing an influx of resources to be able to work other bottom row actions. Thanks! However; since there are so many variables, I’ll just be listing the turns I had in my playthrough. The Nordic mech had 3 lumber with him, so I used it to build at the end of our move action. It’s 100% worth whatever you spend on it! Because of this ability, good Saxony players excel on prioritizing early game combats (when other factions Power and Combat Cards are low). Other faction loses 2 Power from our Disarm ability, so let’s say they’re now at 6 Power with 4 Combat Cards. Unfortunately we do have limitations since we only get two Objective Cards in a single game to complete. Starting positions are specially calibrated to contribute to each faction’s uni… Feel free to comment below with any thoughts or critiques or successes you have had with Saxony! Required fields are marked *. Comfortable and durable with re-created, clean vector graphics. Also, it takes six upgrades to get the Upgrade Star – which means we’d likely have to spend additional turns to get there through moving workers and trading until we can produce enough. I opted out of moving my mech this action because all that was available was a potential combat with Togawa on a trapped hex or stealing resources from Nordic workers. The two starting hexes our workers begin on are Mountain and Tundra, giving us a quick start to getting production toward our Deploy and Upgrade actions. But it seems like you took it in stride. Trade (2 oil). Contemporary Art. BOLSTER: 2 Power. As such, we have to be smart and make the most of our move actions to get workers where they need to be, and make the most of our actions in between our constant assault. Curious about the Saxony strategy, the tactics of the dark harbingers of the Scythe world? Second Row; Produce / Deploy (3 Metal) + $2. This gave the Bolster/Upgrade column the Monument and Enlist bonuses. Metal, Wood, or Oil enough to pay for these would also be good. Albion and Togawa are potentially accessible, but less so considering their hampered movement and they have to get to Albion’s Tundra or Togawa’s Mountain to engage in our first move action – not impossible, but less likely than the other factions. Nordic. It allows us the freedom to shift between movement, reloading with a Bolster action, and moving again which emphasizes the strengths of Saxony’s abilities. Picked up 6th Star on Round 20 with for overall 62 score (next was Rusviet at 42). We can also discount our Deploy action down to only one metal after two upgrades giving us a lot of flexibility with our other workers. “What the ancients called a clever fighter is one who not only wins, but excels in winning with ease.”. Both Forestsare also easy enough for our Riverwalk Mech to get us to. Okay, we’ve made it to the actual gameplay, thanks for your patience. MOVE: Two Mech rush to Combat or stealing resources. They are a decisive faction, geared toward making the most out of opportunities and bloodying vulnerable opponents. Deploy (Riverwalk on Village). However, having the flexibility of being able to complete both Objectives opens a lot of doors for us. If we have unlimited combat potential and the other factions don’t, doesn’t it benefit us to be excessive attackers? First, the Stars we’re most likely to get are important to see before the game begins. Keeping in mind, all strategy needs some room for flexibility in this game. DEPLOY: Underpass Mech. BOLSTER: 2 Power. Consider that a general bottom row action Star takes about 4 turns to complete whereas many Objectives only need a single Move action. The early game trade-produce strategy is very neat, definitely committed to having no real production of your own in the mid and end-game, which made me nervous, but it ended up being huge fun ripping resources from the other factions. 1) Saxony. MOVE: 1 mech to combat with (opposing faction) on Tunnel hex. In fact, some other factions (Albion, Nordic, Crimea) have some early game strategies that center around how close to having a mech Saxony is. I did this one last because I dreaded it even more than the white. In this game, Polania had 4 workers on their Village with 2 Metal. This is another strong row in the hands of Saxony and we gain $2 for each Deploy. Meanwhile, we can keep going and gaining Stars, and if that other faction doesn’t continue to put up a fight, they’re essentially giving us Combat Stars for free. Saxony’s starting zone might not be ideal for other factions, but it suffices for what Saxony thrives on. Black I can never get right. With our mat, is it likely we’ll be able to accomplish these without derailing our end game? DEPLOY: Speed Mech on Mountain. To keep this strategy streamlined to under 20 turns, we need to accept we will only have a very limited supply of power and combat cards to use. Scythe transports you to an alternate reality in 1920s Europa, one ravaged by the First World War. As for Objectives, “unlimited” is loosely relatable. How to win at Scythe with Saxony Empire. During early moves it causes us to have to move several times to get our Hero back onto the board. The food industry employs 80,000 people, with this number rising to 100,000 if you … I forgot to take pictures before the game started but this one is close enough. "Italian scythes in Australia, you say?" The Saxony Empire starts in the bottom left hand corner of the board, with meeples on a … Somewhat narrower than we’d like, but we have the fallback potential of Power and Upgrade Stars in the event the game takes some detours from our plans. [Combat Star]. As well, this combo can be played even better by more experienced players. Each player begins the game with different resources (strength, victory points, movement capabilities, and popularity), their choice of several faction-specific abilities, and a hidden goal. Lead your mechs to war and your people to victory! I'm in no way a Scythe expert. UPGRADE: Bolster / Enlist. 4) Polania. I still struggle with it and would love to master it... today is not that day, but thats okay, I was on a time… I tend towards economical-turtle strategy, but after reading through this I decided to give the Rush a try with 4 medium bots. Otherwise we go for Power and/or Combat Cards. Additionally, if all that wasn’t cool enough, Underpass allows us to transfer units from one Mountain we control to another Mountain we control anywhere else on the board in a single move. Black I can never get right. We know that moving is a guarantee in Scythe, and having this top and bottom row combo has some ups and downs: This is perhaps the biggest benefit to Disarm, and it’s psychological. In such a case, we would’ve wanted to spend another turn or two moving our units about the board, and at that point may have gone for another combat as our final star. The first builds a lot more on economy, while the second is a full on rush assault on other factions. Having Dominate as a faction ability, really sets a tone for Saxony as instigators of combats and aggressors. https://startyourmeeples.com/2018/01/11/scythe-strategy-polania-republic I didn’t have the popularity to spend on the bottom option and the middle one was going to give us a worker, which at this point would start costing us a popularity to produce – which would mean we’d have to spend a turn to get popularity just to do our final produce action. OBJECTIVES: Northern Advantage, Create a Permanent Foothold. Add in our Speed and Riverwalk Mechs, and suddenly almost nothing on the map is out of our reach. Combat: We bid 0 Power and a 3 or 4 Combat Card. But let’s take a more abstract look. Is it possible to accomplish these during normal turns, or do we need to do something special? Saved from boardgamegeek.com. First off, Scythe combats are always limited to a maximum bidding of 7 Power and one Combat Card (values of 2 – 5 Power) per attacking unit. Saxony’s methodical approach to conquering the eastern lands surrounding the Factory is all about asserting force and completing specific missions. Mar 2, 2020 - Finally, the last faction in the base game, the Saxony Empire! Since we’ll be producing at least four (but probably more) times to Deploy our mechs, we should figure out what other resources we want to complete other Stars. We win again. So objectives aren’t something we should disregard at all. Looking to take your game to the next level? To gain more than just a Mech Star and Combat Stars, it also helps a great deal to have an objective, but ideally both objectives that we can manage to pull off. Polania Agricultural 16 Turns - Scythe Board Game - Duration: 1:05:03. Look no further! Another detriment to our final score is the nature of the rush itself. With this game, we had a lot of things go our way with early Encounters giving us a huge jumpstart. We lose, but now they’re down to 3 Power and 3 Combat Cards and we get a Combat Card. It’s easier to decide not to get objectives mid game than it is to realize we’re short on Stars and have to rush around the board to complete an objective. Lastly, we have two Encounters within two hexes of our Hero’s starting point. MOVE: Hero to Village Encounter outside of base, two mechs from base Mountain to combat with Albion [Combat Star]. OBJECTIVES: Stockpile for the Winter, Harvest Advantage. $19.99. They have access to oil, metal, and more workers straight off the bat. Has really given me a deeper appreciation for the game. Prints of Agriculture in Thuringia, Scythes, Fields in Saxony, Timber framed houses in Thuringia #18858626 Framed Prints, Posters, Canvas, Puzzles, Metal, Photo Gifts and Wall Art DEPLOY: Riverwalk Mech on Mountain. PRODUCE: 1 Metal, 1 Oil. MOVE: Hero and Tundra worker to Village Encounter, possible combat for mech. Targeting wood and oil. Now, for those unfamiliar with the advantages of early to mid game combats, I’ll inform you that Power is rarely above 7 for any faction. With this setup we net $8 over the four deploys it takes to get our Mech Star. There were no targets with enough resources to be tempting in the first wave of attack, so I sat back and did Bolster/Upgrade, with improvements to Move and Upgrade. It means we have lots of control of the central map from the onset of the game. I moved all three of our units here because I wanted them all further on the board, but wanted to ensure none of them would be easy targets. PRODUCE: 1 Metal, 1 Oil. BOLSTER: 3 Power. I played the game around 4 times and these are simply my biased observations. An early rush is typically a surprise to many players, and even if it’s not, they rarely have the ability to avoid it without hiding all their pieces in the corner of their base – which is still good for us because it hampers them for the long haul. The agricultural and food industry has always occupied a central role in Lower Saxony: it is, after the car industry, the state's second-largest business sector. However; here we’ll be relying a great deal more on scavenging other factions for resources to accomplish other bottom row actions in between a lot of moving around. The Farm, easy to access because it’s also a Tunnel hex, can be reached via Underpass immediately. Encounter: I chose to pay $2 for 4 Power. So if you’re following along, you may be noticing a commonality in what Dominate emphasizes and strengthens. Underpass and Disarm are Saxony’s unique abilities and they are powerful when utilized. Stockpile for the Winter” however, not so much. From there on it was just bouncing back and forth between Move/Build and Bolster/Upgrade. Encounter: Chose first option (Gain $2 and 1 Popularity). This depends on if there are accessible resources for taking, or easy enough combats to be won. PRODUCE: 3 Workers, 1 Metal. Not an easy task considering we’ll only have 1 power – but with 4 Combat Cards we can send two mechs to gang up on a hex. The biggest setback to our score is easily the lack of territory we control at game’s end. We spent eight (half) of our turns trading and moving which for the Industrial Mat aren’t coin generating – in fact we netted negative 4 Coins from those actions. Then (9) cranked out final mech, and (10) Bolster/Upgrade. Feb 12, 2019 - Finally, the last faction in the base game, the Saxony Empire! Now, Saxony has some run of the mill mechs just like every base faction, but they have two very unique mechs as well. Since upgrades give us the most coin and we can Bolster on the same action, Power and Upgrade Stars are tempting to aim for. You need at least 3 upgrades to make bolster power/cc and movement better. Namely, it takes a lot of pressure off us to establish economies centered around getting certain bottom row action Stars. Wow. Since there’s a heavy reliance on combats, don’t burn through your power and combat cards aimlessly. Now that we’ve put in our due diligence with taking inventory of what our strengths and weaknesses are, let’s discuss our strategy. – We sell a growing range of Tasmanian-made products. I also had “Stockpile for the Winter” which states I must control a territory with at least nine resources (one of each type) at the end of my turn. MOVE: Hero to Combat against Crimea on S. Tunnel Tundra, Mechs and workers to Farm hexes for objective (Harvest Advantage). It is made from Third, to actually win the game is a challenge. Rusviet. So I gained a Combat Star and those resources. Mech to steal wood/oil. DEPLOY: Speed Mech. Take up the role of leader by assuming command of one of 5 factions, and set out to conquer the coveted "Factory". This serves two purposes; getting to use 2 Combat Cards per combat, and preventing our opponents from coming right back to fight us to gain an easy victory for them. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs. A scythe is an agricultural hand tool for mowing grass or gleaning crops.It has largely been replaced by horse-drawn and then tractor machinery, but is still used in some areas of Europe and Asia.. You need all your mechs so you can attack in force, you won’t be looking to win fair fights as Saxony. With Speed and Underpass unlocked, your units can go from bring out of play to getting anywhere on the map with a tunnel. Trade (1 metal, 1 food). JoyDivision 134 views Other faction loses 2 Power again from our Disarm ability, so now they’re down to 1 Power and 3 Combat Cards. Patriotic Albion can clean up. Jun 12, 2020 - Finally, the last faction in the base game, the Saxony Empire! And the caveat of having to be on a Tunnel hex also seems fairly limiting. – We sell Italian-made Falci scythe blades – the sharpest blades ‘out of the box’ that we’ve ever seen, and the best blades on the market in the opinion of those in the know. Upside; we can upgrade twice to discount our Enlists down to 2 food which would make our trade / enlist action seamless for trading 2 food and Enlisting. E.G. As we look at them we need to ask: It’s always best to have a semblance of a plan in mind with objectives. Having the fallback option of an Upgrade Star is possible, but we have to allow that will make the game go more turns. Saxony benefits from early combat with weaker opponents and can get on the board fast. Every Move was a ranked choice. The only way this happens is if we can steal resources fairly consistently, and get our hero to as many encounters as possible on our move actions (better still, getting our hero to the Factory on our move actions). This benefits us because we just finished our move action, and our build action is bottom row and it takes 3 lumber to build a structure. Polania can only access Lakes after several moves and Submerge. Polania and Nordic don't exactly have crazy good combos but they are both best with Agricultural. If you don’t own the game, check it out at Stonemaier Games. For example: early on when we rushed Polania’s base for the combat and resources, we could’ve stayed there milking them for easy combats as the AI does very little to tactically rebuff opponents. Neo Conceptual Art. This is because with our first three mechs (Speed, Underpass, and Riverwalk) we can gain access to their bases on their Forest and Mountain hexes.
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