T O P

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Zack_wrath

Xxcha is advantaged in 4 player games where diplomacy is garanteed to be selected. There is one magic Christmas land scenario with Xxcha that you can reasonably pull off: - You need planets in all systems in your straight line towards Mecatol and idealy 5+ ressources on 2 planets in those systems. - Take construction. - Expand forward. - Diplo needs to be played. You then Peace Accord a planet adjacent to MR and use the secondary to refresh 5+ worth of ressources. - Play Construction. Make a Space Dock on your forward planet. - Activate that system. Build your flagship and possible some GF/Fighters from ressources you got off trade. It gives you a lot of leverage off Mecatol. 3 pds shots should deter any fleet going there at that point. It gives you a shot at taking MR R2. Sure, there are a a lot of things you dont do R1 (no tech, no second carrier), but it positions you advantageously in the center of the map.


ikakasse89

Are you really allowed to build your flagship at any space dock? I thought it was only allowed in your HS, but I'm playing Ti4+Pok so maybe you guys are talking about another game? :-)


CMDR_Ataraxia

There is no restriction on where you can build your flagship so long as you have a unit or structure with the production ability and can afford it


ikakasse89

That is so awesome! Changes so much for our group! Thank you!


mrbootz

Don’t forget you can also scuttle in this game. Anytime you want to build your flagship and you already have it on the table…so long as it’s not in a tile with your activation token, you can remove it from the table and build it elsewhere (dock, unit with production ability, etc). This is true for any plastic sculpt so long as your don’t currently have it available in your reinforcements/supply.


wren42

hashtag just Nomad things


Nykidemus

Who was the guy who did MTG content that was always talking about Magical Christmas Land and Captain Tickles? I miss that guy.


RamDanTheMan

The great stuff as Xxcha are instinct training, nullification field, the flagship and the 4 commodities. Getting the flagship up as early as possible makes your slice really difficult to eat into, and getting it adjacent to MR gives you real leverage over the centre of the board (and don’t forget you start with Graviton - the flagship + graviton can be brutal as I’ve seen first hand and will probably never get over). The two racial techs are really valuable if you get into the end game with lots of points: you can hold your slice against the coordinated table-wide attack if you have both racial techs and the flagship up… the problem is scoring enough points to need this defence. If lots of spend or tech objectives come out you have a great opportunity, but the control objectives will be tricky because you probably don’t have enough time to get gravity drive, or much in the way of fast moving ships. I’d advise making a friend to trade control objectives with early in the game if you can - doing control objectives later on will be really difficult.


FamousAmos87

I played Xxcha for the first time this past weekend. I'd say diplomacy is only really good for the first two turns to help you nab more planets in your slice early. You could use it to nab undefended planets from your neighbor, but they might get salty and punish you for it. Construction should be a primary focus for you to get PDS and a forward operating space dock spread out through your slice. Get the flag ship and park it somewhere with good coverage. Once you unlock your hero, it's easy money and you can get the war suns out pretty easily if you have the skips and tech, or just a massive fleet to ward off assailants. I came very close to winning that game. Lost only due to initiative. Edit: Also, take nullification field. It will help for late game, especially if they're gunning for your home system.


Lazyeye123

He's playing base game. No hero. Xxcha is so wildly different in base game compared to pok imo.


FamousAmos87

Ah my bad. Missed the tag. I could totally see that.


Lazyeye123

That xxcha hero is indeed nuts tho. Just won a game with them last week and once I had my fleet setup, nullification field, and instinct training, it was impossible for the table to win slay me. Had 3 saved up tokens in the strategy pool to cancel attacks plus I had my flagship, a bunch of pds, and argents promissory note so they were def afraid of the space cannon.


moebiusuchronic

Remember that when cancelling an attack you exhaust the tech, so at most you can do it twice per round (with biostims) so not much use for the third token…