scythe saxony agricultural


Is it possible to accomplish these during normal turns, or do we need to do something special? 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. Comfortable and durable with re-created, clean vector graphics. With Togawa and their trap tokens, we risk losing Combat Cards , Popularity, and Power – all of which we don’t really want to deal with this early in the game. The Farm, easy to access because it’s also a Tunnel hex, can be reached via Underpass immediately. FOMOF 583 views STARS (6): Mech. 2) Rusviet. Had this game been against real players, we might have had to put a bit more thought into combats – as likely, somewhat experienced players wouldn’t have left mechs or hero units alone on a hex. We bid 0 Power and a 3 or 4 Combat Card again. Yes, specifically on this combo, after the first Encounter and moving out of the base hexes, any set plans get thrown to the wind. Feel free to comment below with any thoughts or critiques or successes you have had with Saxony! B.) Looking to take your game to the next level? Both Forestsare also easy enough for our Riverwalk Mech to get us to. In the cases where our opponents are still weaker than us in Power and Combat Cards, pushing another assault on them is also a possibility to get more resources and easy combats. I'm in no way a Scythe expert. Built Monument on my mountain. Taking a considering look will help us flesh out some strategy for our game and subsequent actions: First Row, Bolster / Upgrade (3 Oil) + $3. Second, to pull off the first rush is easy, but to keep the pressure on and take advantage of successive move actions to steal resources and win combats is difficult. That’s not a great standing for building up our economy. The Saxon mech is built for tunneling through narrow passages in the mountains of Saxony and beyond. Scythe transports you to an alternate reality in 1920s Europa, one ravaged by the First World War. country * Which country did you win with? Black I can never get right. With Disarm, all fights on Tunnels are to your advantage, so lure your opponents in. Picked up 6th Star on Round 20 with for overall 62 score (next was Rusviet at 42). Mech to steal wood/oil. I still struggle with it and would love to master it... today is not that day, but thats okay, I was on a time… MOVE: Hero and the two off board mechs to combat with Nordic on Tunnel Mountain [Combat Star]. Black I can never get right. Find easy combats, fight a lot, disrupt opponents turns by fighting, and then fight more. Build the mill on either an oil space (to get upgrades, especially those pertaining to movement) or a metal space for mechs. If you need more Saxony help check out my general guide here. OBJECTIVES: Northern Advantage, Create a Permanent Foothold. UPGRADE: Bolster / Upgrade. Well, look no further, because we have knowledge to share. C.) Character to encounter. Let’s also look at our objectives before we start. Unless you get some really easy objectives or combats you will likely be placing a star for upgrades as well. 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. Hitting a Minus 2 Power trap early in the game can devastate their ability to use the Produce action thereafter. Make sure Norman knows how awesome he is in the comments below! I did this one last because I dreaded it even more than the white. 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. Deploying a mech will open up one of it’s abilities to all deployed mechs and our Hero / wolves – Gunter, Nacht & Tag. 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. – 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. In a game where another faction was up to Tier 2 Popularity, we likely would’ve been losing to them even with more Stars than them. Saxony’s starting zone might not be ideal for other factions, but it suffices for what Saxony thrives on. I have to agree that ripping into other factions as Saxony is quite satisfying, especially when you can augment that move action with a structure build and getting some decent resources. We take our Hero to the Forest Encounter first because that hex is out of the way in relation to the rest of the board. Lastly, we have two Encounters within two hexes of our Hero’s starting point. Encounter: We want something that helps us get a bottom row action without wasting an additional turn. Aside from that, a big point to remember is that Crimea Agricultural is a strong economy builder. 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. BOLSTER: 3 Power. Third Row: Move / Build (3 Lumber) + $1. Rusviet can only access the Factory from their base Village with Township. Before starting, it’s important we have a semblance of an idea of what our Mat’s strengths and weaknesses are. Start with 1 Power and 4 Combat Cards as Saxony. Another detriment to our final score is the nature of the rush itself. DEPLOY: Speed Mech on Mountain. During early moves it causes us to have to move several times to get our Hero back onto the board. I did this one last because I dreaded it even more than the white. This is encouraging because Saxony thrives with getting mechs out, and going for a Mech Star is optimal. "Italian scythes in Australia, you say?" So I gained a Combat Star and those resources. It’s 100% worth whatever you spend on it! The biggest setback to our score is easily the lack of territory we control at game’s end. UPGRADE: Combat Card / Deploy. 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. A.) 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. Yep, we've got scythes in Tasmania, Australia - Falci blades and Canadian snaths. 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. 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. Saved from boardgamegeek.com. Almost without exception, these tactics rely totally on getting three combats or getting two objectives complete to get our six stars. $19.99. We only occupied five hexes and three of those had more than one unit – especially our village, which had seven workers and a mill. trying to build structures when it takes half the game to even acquire the workers and hexes to do such. “Harvest Advantage” is very flexible and at any point in the game I might be able to fulfill that with ease during my normal move actions. The Innovative and Industrial player mats can get Saxony a mech by Round 2, so by Round 3 we can access a huge amount of the central map. We beat them using 1 Power (wanted to save Combat Cards) as opposed to when they attacked before and it would’ve taken all our 6 Power and two Combat Cards to beat them. Since there’s a heavy reliance on combats, don’t burn through your power and combat cards aimlessly. This is our big money maker with a potential net of $12 if we go for our Upgrade Star; speaking of which, we have a very real possibility of getting two Stars in this row alone – Power and Upgrades – which in itself is quite powerful. The two I’m going to focus on follow in line with our above analysis of the faction, mat, and what Stars we want to aim for. Having the fallback option of an Upgrade Star is possible, but we have to allow that will make the game go more turns. I think I only had to miss one build opportunity due to lack of resources. UPGRADE: Bolster / Enlist. Saxony. Lastly, because Saxony has a Tundra in it’s home base, we have the possibility to start working on this immediately, and can milk it to our benefit throughout a game to help us for combat. As always, this play through example was against Scythe’s “hard” bots. Dominate thrives on Objectives and combats, those thrive on movement; thus, our Move action is our friend. The Saxony Empire don’t start in the best place in Scythe. From there on it was just bouncing back and forth between Move/Build and Bolster/Upgrade. 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. To complete it I would have to move workers to produce, trade, and hoard resources; and worst of all, the resources have to be on a single hex. BOLSTER: 2 Power. Actually, the entirety of Scythe is fairly well balanced, so they start in a distinctly neutral place. Downside; we have a few steps to take before we can access lumber on produce actions, and any upgrade to discount our Build action takes away a turn of upgrading our more powerful and profitable actions. 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. BOLSTER: 2 Power. Third, to actually win the game is a challenge. Ideally, I don’t suggest getting the Encounter on the Forest hex tucked to the far left of board until later in the game. I forgot to take pictures before the game started but this one is close enough. They are a decisive faction, geared toward making the most out of opportunities and bloodying vulnerable opponents. Mech with worker to next build location (since I’m moving so much, may as well get the structure bonus) 1st star, 8 workers. I’m not sure what the problem is, specifically, but I usually finish in the middle of the pack. The agricultural and food industry. You need at least 3 upgrades to make bolster power/cc and movement better. However; due to the combative needs of Saxony, Power likely will be in short supply for a Star. Look no further! 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. Stars were earned for: Mechs, Max Power, and Battle. PRODUCE: 1 Metal, 1 Oil. Unfortunately we do have limitations since we only get two Objective Cards in a single game to complete. Dominate: There is no limit to the amount of Stars you can place from completing Objectives and winning combat. In my playtest, I paid 2 popularity for 3 lumber and 1 worker. Other faction loses 2 Power from our Disarm ability, so let’s say they’re now at 6 Power with 4 Combat Cards. [Combat Star]. And the caveat of having to be on a Tunnel hex also seems fairly limiting. Scythe Board Game Overview and Introduction. Militant Saxony is great. How to win at Scythe with Saxony Empire. I used one of our mechs to send them home and gain the metal and the other mech to the Tunnel Mountain outside Polania’s base for better positioning. 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. PRODUCE: 1 Metal, 1 Oil. 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. Even if we lose, in a head to head match we’re only ever giving another faction at most 2 Stars for Combat. To offset this, I tried to play this game like the opposing factions were real players. JoyDivision 134 views Here’s an optimized example of some combat turns with our Disarm, Speed, and Underpass mechs deployed: We’re not here to defend our pride or have a gentlemen’s duel, we’re here to win the war. PRODUCE: 3 Workers, 1 Metal. The Nordic mech had 3 lumber with him, so I used it to build at the end of our move action. 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. The next round (7) was like my birthday. 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. 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. This time, they bid only a 2 Combat Card because they think they’ll lose. 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. As we look at them we need to ask: It’s always best to have a semblance of a plan in mind with objectives. NOTE: from here on out the game will have too many variables to consider, so I’m going to highlight what happened in my playthrough. The first builds a lot more on economy, while the second is a full on rush assault on other factions. Today I am going to be writing up a game of Scythe I played recently as the Saxony Empire. Even against the hardest AI, this is still somewhat easy to manage. Additionally, most opponents would rather avoid that loss of 2 Power. Trade (1 metal, 1 food). Saxony starts with a Mountain in their base, so from our first turns getting a mech out is very obtainable. 4) Polania. [Worker Star] [Mech Star]. Scythe | Rusviet Agricultural King of The Hill - Duration: 18:42. With our mech and faction abilities considered, we want to make sure we optimize what we’re doing in fights. As we begin, we want to think of a solid first couple turns to get our process going. 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. For this combo, it would be ideal to avoid food as we won’t be trading and enlisting and that would add another turn to our gameplan. PRODUCE: 1 Metal, 1 Oil. Required fields are marked *. We know that moving is a guarantee in Scythe, and having this top and bottom row combo has some ups and downs: I hope you enjoyed this strategy read through for Saxony Industrial. Saxony starts with a Mountain in their base, so from our first turns getting a mech out is very obtainable. With Saxony, you can get a Star per objective – meaning two potential Stars. The map was full of combat options this turn as Rusviet had finally broken out to fight Nordic for the Factory. Tag: scythe saxony empire. That in mind, getting a Mech Star will likely happen without trying very hard since we need mechs for combat, Deploy is below our Produce action, and we can discount mechs down to one metal with upgrades on the Industrial Mat. With Nordic workers; although free resources are nice, losing all our popularity takes away the last choice on our upcoming Encounter card where we likely have an option to pay in popularity for something. BOLSTER: 3 Power. Hitting a Minus 2 Power trap early in the game can devastate their ability to use the Produce action thereafter. Build: Produce (Village, Mountain). By the time we move on turn seven, we only have three mechs and two workers as our board state, by turn eight we’ll also have an upgrade. Plus, we can grab several other Encounters (even Nordic’s) with 2 or 3 of our mechs deployed. Even a worker standing alone on a Mountain makes this possible. Saved by … Apr 28, 2019 - Finally, the last faction in the base game, the Saxony Empire! 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. With this setup we net $8 over the four deploys it takes to get our Mech Star. This time we bring in another mech as well. Encounter: Chose first option (Gain $2 and 1 Popularity). E.G. Along the same lines as the more economic strategy, we want to focus on the same Stars. Other faction loses 2 Power again from our Disarm ability, so now they’re down to 1 Power and 3 Combat Cards. 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. Disarm – Before combat on a territory with a Tunnel, opponent gets -2 Power. So let’s say they spent 3 Power and a 4 Combat Card for a total of 7. Will have to try some of these tips and see what happens…. MOVE: Hero to base Village Encounter, worker from Mountain to Village, and Mech in Polania’s base to Mountain Tunnel with our other mech. Even though we won, 40 Coins probably doesn’t seem like much of a victory, especially considering our win was only by 9. Sometimes you have to lose some battles, and as Saxony, if we’re going to lose, we want to take them down with us. We can even invade other bases (Polania’s Forest, Nordic’s Forest and Mountain, Crimea’s Mountain hexes) all from our own base Mountain hex. Produce (Village, Mountain). The benefit to this strategy can be a faster game, but the drawback is getting stuck between turns if no combats are easily available. As well, this combo can be played even better by more experienced players. Lets call these the Five Tenets of Combat for a victorious Saxony: So what does our Saxony strategy for combat look like in action? Ah, that was meant to be a joke haha. So, let’s look at our unique mechs and see what kind of fun can be had with their abilities. 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 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. As hilarious and trolling as this may seem, it’s definitively what Dominate does. 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. 5) Nordic. DEPLOY: Disarm Mech [Mech Star]. February 2, 2017 January 10, 2017. Lead your mechs to war and your people to victory! 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.. Okay, can we talk about how amazing this ability is? DEPLOY: Disarm Mech. In one of my games I got the objectives “Harvest Advantage” which states at the end of my turn, I must occupy and control three farm territories. This is another strong row in the hands of Saxony and we gain $2 for each Deploy. They bid only a 3 Combat Card. 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: Two Mech rush to Combat or stealing resources. Well that may have been the most fun I’ve had playing against the AI yet. DEPLOY: Underpass Mech. MOVE: Hero to Encounter (Forest, not Village), Mechs retreat to distant Tunnels or press attack and resource stealing. 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. With Speed and Underpass unlocked, your units can go from bring out of play to getting anywhere on the map with a tunnel. Encounter: I chose to pay $2 for 4 Power. Without easy combats and objectives, I believe this strategy could stall out and force us to take the game into more rounds. Thanks! The word "scythe" derives from Old English siðe. We also start with a Village hex within our base, which gives us a green light to start building an economy quickly. Rusviet. 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. BUILD: Mill on my base Village. Now that we’ve put in our due diligence with taking inventory of what our strengths and weaknesses are, let’s discuss our strategy. Starting positions are specially calibrated to contribute to each faction’s uni… Your opening moves, starting ressources, optimizing faction abilities, strengths and overall startegy. Feb 12, 2019 - Finally, the last faction in the base game, the Saxony Empire! For trading purposes, we’d be using two upgrade turns that could be used for more powerful uses on more profitable rows. Agricultural Togawa works surprisingly well. I did this one last because I dreaded it even more than the white. I built a Mine on the Village for additional easy access for our Hero to the rest of the board. One of the biggest struggles I see with this combo and these tactics is the potential to get stuck between late game turns. 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. I think timing your first attack is key…too early, and your too weak afterward, too late and your opponent is too strong. So look for easy fights, and team up your mechs as often as possible. However; since there are so many variables, I’ll just be listing the turns I had in my playthrough. After this attack, Nordic Kingdom will be far easier to beat, possibly even free if they spend a lot to win (which they did: 9 Power and a 2 Combat Card). At the most basic level, this ability boils down to movement. scythe * Required. Character went to the forest encounter nearest base, paid coin for metal. Keeping in mind, all strategy needs some room for flexibility in this game. The Saxony Empire starts in the bottom left hand corner of the board, with meeples on a … Get as many workers as possible and spread them out along the edges of the map. 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. Curious about the Saxony strategy, the tactics of the dark harbingers of the Scythe world? Let me know how it goes, I hope it helps! I did this one last because I dreaded it even more than the white. Had 1 structure and 1 upgrade remaining, but opted to spend the last round taking land & resources for a quick boost to final score. 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. No other faction can do this, and definitely not so early in the game. Sadly this row is our toughest – I say sadly because Enlists are very helpful and powerful. 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. Finally, the last faction in the base game, the Saxony Empire! Any faction crossing or landing on any Tunnel hex is within our reach. The four mech types are: Riverwalk and Speed are the typical mechs every base faction has, and they’re pretty self explanatory. MOVE: Hero to Combat against Crimea on S. Tunnel Tundra, Mechs and workers to Farm hexes for objective (Harvest Advantage). Saxony can be a beast if it gets a good economic board (god forbid the one that makes the mechs more expensive). I’ll make it more clear, good catch! – We sell a growing range of Tasmanian-made products. Check out what we have below: If you need some additional Scythe tips, check out our Quick Tips strategy posting! Having trouble understanding a certain player mat’s beneficial synergy with Saxony? Also, don’t be afraid to lose fights. Your email address will not be published. Since upgrades give us the most coin and we can Bolster on the same action, Power and Upgrade Stars are tempting to aim for. Few other mech abilities in the game are as important as Disarm is to Saxony. In this game, Polania had 4 workers on their Village with 2 Metal. Every Move was a ranked choice. PRODUCE: 2 Workers, 1 Metal. 4 Coins and 2 Popularity as Industrial. 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. Glad you asked. 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. 1) Saxony. Additionally, we have a Farm and two Forest hexes right across the river from us. They have access to oil, metal, and more workers straight off the bat. We always want to maximize our Stars, and potentially control when the game ends to our benefit. If you don’t own Scythe I really recommend checking out the digital version, you can find it on steam! Second Row; Produce / Deploy (3 Metal) + $2. Wow. I tend towards economical-turtle strategy, but after reading through this I decided to give the Rush a try with 4 medium bots. Add in our Speed and Riverwalk Mechs, and suddenly almost nothing on the map is out of our reach. So if things aren’t lining up for a quick victory, it’s totally within reason to slow play down and work on building up Coin reserves and getting Popularity to higher tiers. With all that planning, it would look like the Stars we want to aim for are: Mech, Objective(s), Combat(s), and Worker. MOVE: Hero to Village Encounter outside of base, two mechs from base Mountain to combat with Albion [Combat Star]. Because of this ability, good Saxony players excel on prioritizing early game combats (when other factions Power and Combat Cards are low). Now, Saxony has some run of the mill mechs just like every base faction, but they have two very unique mechs as well. But considering the nuance and psychological aspects of Scythe combat, there’s a lot more to it than meets the eye.