scythe saxony agricultural
Thanks to Saxony’s Faction Ability “Dominate” we have a ton of flexibility to fill in the gaps of missing Stars with an additional objective and additional combats. 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 I tend towards economical-turtle strategy, but after reading through this I decided to give the Rush a try with 4 medium bots. Aside from that, a big point to remember is that Crimea Agricultural is a strong economy builder. We lose, but now they’re down to 3 Power and 3 Combat Cards and we get a Combat Card. With Disarm, all fights on Tunnels are to your advantage, so lure your opponents in. So, it would seem Power and Upgrade Stars might not be as likely, though not totally off the table. I did this one last because I dreaded it even more than the white. MOVE: Hero to Village Encounter outside of base, two mechs from base Mountain to combat with Albion [Combat Star]. To offset this, I tried to play this game like the opposing factions were real players. E.G. [Combat Star] [Objective Star]. 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. Jan 21, 2020 - Finally, the last faction in the base game, the Saxony Empire! Thanks for taking a read of our overall Saxony Strategy! As we begin, we want to think of a solid first couple turns to get our process going. But let’s take a more abstract look. If you need more Saxony help check out my general guide here. They are a decisive faction, geared toward making the most out of opportunities and bloodying vulnerable opponents. If you don’t own Scythe I really recommend checking out the digital version, you can find it on steam! This time no Disarm ability, but they still only have 1 Power (which they’ll likely need to Produce) and 3 Combat Cards. Objective (1), Combats (3), Worker. 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. Black I can never get right. For trading purposes, we’d be using two upgrade turns that could be used for more powerful uses on more profitable rows. Produce (Village, Mountain). We have no limitations to Stars for Objectives or combats? Second Row; Produce / Deploy (3 Metal) + $2. Every Move was a ranked choice. Your opening moves, starting ressources, optimizing faction abilities, strengths and overall startegy. This is a build video by Mafiul, who is a competitor in the Scythe Digital League. At the most basic level, this ability boils down to movement. The Saxon mech is built for tunneling through narrow passages in the mountains of Saxony and beyond. 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. The Saxony Empire don’t start in the best place in Scythe. And obviously, we won’t be winning any popularity contests (all pun intended). Okay, we’ve made it to the actual gameplay, thanks for your patience. This is perhaps the biggest benefit to Disarm, and it’s psychological. 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. Stars were earned for: Mechs, Max Power, and Battle. 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. 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. So let’s say they spent 3 Power and a 4 Combat Card for a total of 7. The word "scythe" derives from Old English siðe. PRODUCE:1 Metal, 1 Oil. SCYTHE inspired Saxony Empire T-Shirt with the faction symbol heat pressed onto a CONTINENTAL No3 Unisex Tee. The next round (7) was like my birthday. Almost without exception, these tactics rely totally on getting three combats or getting two objectives complete to get our six stars. Get out your pencils boys and girls, Norman is taking you to school. The first builds a lot more on economy, while the second is a full on rush assault on other factions. The Farm, easy to access because it’s also a Tunnel hex, can be reached via Underpass immediately. Black I can never get right. Aside from their faction ability, Underpass is Saxony’s strongest tool in their arsenal. Underpass and Disarm are Saxony’s unique abilities and they are powerful when utilized. So, unless some amazing Encounters come up, those are likely off the table. An Enlist or Structure would be best. Here we also get no coin and actually lose $1 each time due to Trade or Popularity Boost (though, both can be worth it). So objectives aren’t something we should disregard at all. 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. If we have unlimited combat potential and the other factions don’t, doesn’t it benefit us to be excessive attackers? Okay, can we talk about how amazing this ability is? MOVE: Mechs to combat with (same faction) on non-Tunnel hex. First, the Stars we’re most likely to get are important to see before the game begins. This gave the Bolster/Upgrade column the Monument and Enlist bonuses. Patriotic Albion can clean up. During early moves it causes us to have to move several times to get our Hero back onto the board. We always want to maximize our Stars, and potentially control when the game ends to our benefit. 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 time we bring in another mech as well. Your email address will not be published. Picked up 6th Star on Round 20 with for overall 62 score (next was Rusviet at 42). 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. trying to build structures when it takes half the game to even acquire the workers and hexes to do such. If you don’t own the game, check it out at Stonemaier Games. 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. PRODUCE: 3 Workers, 1 Metal. 2) Rusviet. 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. In Scythe, each player represents a fallen leader attempting to restore their honor and lead their faction to power in Eastern Europa. BOLSTER: 3 Power. [Worker Star] [Mech Star]. 5) Nordic. UPGRADE: Move / Deploy. Combat: We bid 0 Power and a 3 or 4 Combat Card. 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. On this Encounter, I paid $2 for an Elist choosing Enlist bonus and Combat Cards knowing we’ll be needing those later. Take up the role of leader by assuming command of one of 5 factions, and set out to conquer the coveted "Factory". Though we had a couple economy actions like two upgrades and four produce / deploy actions, we also had a couple Encounters that we paid coin to gain the benefits we wanted. In this game, Polania Hero and worker were the easiest targets on their base Forest with 2 oil and 1 lumber. From there on it was just bouncing back and forth between Move/Build and Bolster/Upgrade. 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. One of the biggest struggles I see with this combo and these tactics is the potential to get stuck between late game turns. 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. MOVE: Hero to base Village Encounter, worker from Mountain to Village, and Mech in Polania’s base to Mountain Tunnel with our other mech. How are you attacking with four units when the maximum number of units allowed to move in a turn is three? I built a Mine on the Village for additional easy access for our Hero to the rest of the board. 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. Additionally, we have a Farm and two Forest hexes right across the river from us. Get control of the Tunnels early and camp on them with multiple mechs. I think timing your first attack is key…too early, and your too weak afterward, too late and your opponent is too strong. But more likely, it can mean the difference of an opponent having any Power to bid and no Power. I only split our mechs here because no other faction had the ability to attack us on the Tunnels and Polania had no mechs (Speed most importantly), so they weren’t able to reach our mech in their base. PRODUCE: 1 Metal, 1 Oil. Get as many workers as possible and spread them out along the edges of the map. "Italian scythes in Australia, you say?" A.) Rusviet can only access the Factory from their base Village with Township. Here’s why: We didn’t have any resources on this hex to defend. 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. Patriotic is a strong Scythe Mat with any faction, but with Saxony, it seems to thrive. In my playtest, I paid 2 popularity for 3 lumber and 1 worker. PRODUCE: 1 Metal, 1 Oil. 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 did this one last because I dreaded it even more than the white. 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. Saved by … Even if we lose, in a head to head match we’re only ever giving another faction at most 2 Stars for Combat. Namely, it takes a lot of pressure off us to establish economies centered around getting certain bottom row action Stars. With this game, we had a lot of things go our way with early Encounters giving us a huge jumpstart. However, having the flexibility of being able to complete both Objectives opens a lot of doors for us. But considering the nuance and psychological aspects of Scythe combat, there’s a lot more to it than meets the eye. I did this one last because I dreaded it even more than the white. Even a worker standing alone on a Mountain makes this possible. 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. I did this one last because I dreaded it even more than the white. Mech with worker to next build location (since I’m moving so much, may as well get the structure bonus) We appreciate the compliments, and we’ll be continuing to bring you more strategies and insights into Scythe, as it happens to be one of our favorite games. MOVE: 1 mech to combat with (opposing faction) on Tunnel hex. DEPLOY: Speed Mech on Mountain. 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. 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. 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.. And in case you’re curious, controlling Tunnels as Saxony with just a Speed Mech allows us to dispense our brand of justice on all these territories: This Saxony strategy wouldn’t be complete without the the flagship mech ability Underpass. Having Dominate as a faction ability, really sets a tone for Saxony as instigators of combats and aggressors. Scythe transports you to an alternate reality in 1920s Europa, one ravaged by the First World War. “What the ancients called a clever fighter is one who not only wins, but excels in winning with ease.”. They bid only a 3 Combat Card. MOVE: Hero to Combat against Crimea on S. Tunnel Tundra, Mechs and workers to Farm hexes for objective (Harvest Advantage). Today I am going to be writing up a game of Scythe I played recently as the Saxony Empire. Nordic. 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. MOVE: Hero and the two off board mechs to combat with Nordic on Tunnel Mountain [Combat Star]. 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. Polania can only access Lakes after several moves and Submerge. It means we have lots of control of the central map from the onset of the game. PRODUCE: 2 Workers, 1 Metal. I’ve never had a good game playing as Saxony. 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. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs. 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. Encounter: Chose first option (Gain $2 and 1 Popularity). Use your mech abilities to their fullest. 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. And the caveat of having to be on a Tunnel hex also seems fairly limiting. Black I can never get right. Enlistments are the bottom row action that I most commonly don’t place a star for. Polania Agricultural 16 Turns - Scythe Board Game - Duration: 1:05:03. MOVE: Hero to Encounter (Forest, not Village), Mechs retreat to distant Tunnels or press attack and resource stealing. take additional move actions to occupy certain hexes. 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! Disarm – Before combat on a territory with a Tunnel, opponent gets -2 Power. A lot of movement, producing workers, and deploying mechs have to happen before we even have a legitimate shot at crossing the river to Forest and Farm hexes with the ability to make that work in our favor. Ya know, use more units than available. For the most part, I recommend focusing on mechs, upgrades, and enlistments when playing as Saxony. Finally, the last faction in the base game, the Saxony Empire! 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 sell a growing range of Tasmanian-made products. We want to soften our opponents up by bludgeoning them over and over again until eventually they can’t do anything to stop us. BOLSTER: 2 Power. Breakdown was: Pop: Lvl 1, Stars: 6, Hex: 8, Res: 6, Lvl 3 Structure Bonus, and Coin: 16 Scythe | Rusviet Agricultural King of The Hill - Duration: 18:42. It’s 100% worth whatever you spend on it! 3) Crimea. Having trouble understanding a certain player mat’s beneficial synergy with Saxony? PRODUCE: 1 Metal, 1 Oil. With Saxony, you can get a Star per objective – meaning two potential Stars. Third Row: Move / Build (3 Lumber) + $1. Underpass – Move between any Mountain you control and any Tunnel. We win. Plus, we can grab several other Encounters (even Nordic’s) with 2 or 3 of our mechs deployed. (I should say all other factions were very weak except Crimea whom I avoided until the final round, so I never needed two mechs in a battle.) Keeping in mind, all strategy needs some room for flexibility in this game. The biggest setback to our score is easily the lack of territory we control at game’s end. 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. Required fields are marked *. With this setup we net $8 over the four deploys it takes to get our Mech Star. Build the mill on either an oil space (to get upgrades, especially those pertaining to movement) or a metal space for mechs. Sadly this row is our toughest – I say sadly because Enlists are very helpful and powerful. So look for easy fights, and team up your mechs as often as possible. 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. Another detriment to our final score is the nature of the rush itself. This depends on if there are accessible resources for taking, or easy enough combats to be won. Find easy combats, fight a lot, disrupt opponents turns by fighting, and then fight more. 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. That being said, you really need the enlis… The map was full of combat options this turn as Rusviet had finally broken out to fight Nordic for the Factory. Otherwise we go for Power and/or Combat Cards. It is made from Saxony. 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. With that in mind, one on one combats are always maxing out on a potential of 12 total Power being allowed to bid. 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. Nordic had two tiles of undefended workers with 3 wood and 3 food between them. Mar 2, 2020 - Finally, the last faction in the base game, the Saxony Empire! Wow. 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. However; due to the combative needs of Saxony, Power likely will be in short supply for a Star. DEPLOY: Disarm Mech [Mech Star]. I think I only had to miss one build opportunity due to lack of resources. 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. Along the same lines as the more economic strategy, we want to focus on the same Stars. I did this one last because I dreaded it even more than the white. 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. 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 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. Although, at first glance forcing an opponent to lose 2 Power before combat seems like small potatoes. So, in this game, knowing we’re planning on limited production and a focus on combat, I immediately opted out of “Stockpile for the Winter” and realized I would likely need an additional combat to make up for it. In this game, Polania had 4 workers on their Village with 2 Metal. Ideally we want to get bottom row actions done, so we’ll focus on those that we got resources for before reengaging. We only occupied five hexes and three of those had more than one unit – especially our village, which had seven workers and a mill. 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. Contemporary Art. Art. Even though we won, 40 Coins probably doesn’t seem like much of a victory, especially considering our win was only by 9. Scythe – Saxony Empire. Will have to try some of these tips and see what happens…. You need all your mechs so you can attack in force, you won’t be looking to win fair fights as Saxony. BOLSTER: 2 Power. B.) Ideally, I don’t suggest getting the Encounter on the Forest hex tucked to the far left of board until later in the game. Has really given me a deeper appreciation for the game. Something a lot of players mistakenly do is disregard their objectives as far more optional than they should. Deploying a mech will open up one of it’s abilities to all deployed mechs and our Hero / wolves – Gunter, Nacht & Tag. 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. Whoa! So I gained a Combat Star and those resources. Character went to the forest encounter nearest base, paid coin for metal. This Saxony Industrial Strategy by guest writer Norman is sick! February 2, 2017 January 10, 2017. Scythe transports you to an alternate reality in 1920s Europa, one ravaged by the First World War. I chose to Trade turn 1, Produce turn 2, and Bolster turn 3 as it’s the fastest way to get to our upgrades going which help us quite a great deal toward accomplishing our endgame.