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Wednesday, April 3, 2013

HIS - Ottomans - Strategy - Knights of St John

While the Knights of St. John remain in play there is a constant possibility of another player playing the Knights of St. John card.  If the Knights of St. John are in play when the card is played, the Ottomans will lose 1 card from their hand.  Additionally, after Piracy is played, the Knights roll 1 die to sink corsairs if the piracy is in an adjacent sea zone.

The odds of the Knights appearing in an opponent's hands is roughly around 30% or less.  Thus, the Knights results in the loss of three cards per game on average.  The problem here is they can seriously disrupt any plans the player attempts in the middle of the Ottoman's turn.

Dealing with the Knights

The main way to deal with the Knights is to assault their position take over Rhodes.  Removing the Knights effectively requires a full two impulses and 4 cp:
  • Move ships to a sea zone - 1 cp
  • Move 5 troops, and a leader, to Rhodes - 2 cp
  • Assault Rhodes - 1 cp

Consequences of Removing Knights of St. John

Removing the Knights adds a degree of certainty to the Ottoman's turns.  It makes it easy for the Ottoman player to ensure any plans they have will proceed as expected.  Additionally, if a player wants to bring the Knights back into play it will cost the player 2 cp.

Opinion

In my opinion, I prefer to remove the Knights rather than have them remain in play.  If played against the Ottomans, the loss of a card can seriously disrupt the Ottoman's plans.  This can leave the Ottomans in a seriously weakened position at the most inopportune time.  It is possible to leave the Knights alone throughout the game and they may have no effect.  But their threat is something to consider.
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