CrimeaMechanicalStrategy

Crimea Mechanical Strategy

Scythe board game mechanical player mat

My Research for Crimea Mechanical strategy went pretty quick because all the games were fast! This 8 worker rush strategy sets you up to win in 14-17 turns! You won’t win in 14 turns without easy objectives and some quick combats, but that is true of most rush strategies. So here it is, my Crimea Mechanical strategy.

Step by Step

  • Turn 1 Produce.
  • Turn 2 Trade for 2 food.
  • Turn 3 Produce, Enlist. Take the enlistment token and get 2 combat cards.
  • Turn 4 Trade for 2 metal.
  • Turn 5 Bolster, Deploy Speed mech on your village territory, use a combat card for extra metal.
  • Turn 6 Produce, we’ll be rolling with all 8 workers. 1st star
  • Turn 7 Move all your workers from the village territory using the mech. Drop one off on the farm, the rest on the mountain. Move your character to the encounter token. Look out for extra combat cards and power on the encounter as you want the max power star to be an easy option. Otherwise food and metal are good so you can preserve combat cards.
  • Turn 8 Produce, Enlist. Take the token from the upgrade action and get 2 power. Several times I hit max power and gained a star when it wasn’t even my turn by having this early.
  • Turn 9 Bolster, Deploy RW mech
  • Turn 10 Move your character to the encounter on the village just outside your zone. Move your mech and 6 workers from the mountain territory to the farm territory on the tunnel next to your character. You could put them on the farm in your starting zone, but the tunnel territory positions your mech in a good place to initiate combat or complete objectives. Also, in games including Saxony, I won a few easy combats here usually only costing a combat card and a few power. Potential 2nd star.
  • Turn 11 Bolster, Deploy scout mech on the farm tunnel territory. (use CC as you only produced enough for all your mechs using CC)
  • Turn 12 Produce, Enlist
  • Turn 13 Bolster, Deploy the last mech. Potentially 2 stars turn here if you hit max power. This is highly dependent on encounter cards and if you get some help from opponents upgrades, but it did happen to me once or twice.
  • Turn 14 Move action….maybe. Here is where you have to make judgment calls based on how it has played out. Possible 2 stars here from some combination of objectives and combat, which would end the game if you also got max power earlier. If that is not available you can just enlist for your last enlistment.
  • Turn 15 If you ended up enlisting the last turn you should be trying to get that last 1 or 2 stars via max power( you should be close), combats, or objectives.

Some Tips

The first thing you need to do is decide when playing this Crimea mechanical strategy is if your objectives are doable. In the event that they are not, you need to be careful about how you spend your power in early combats as you will need the max power star to end the game early. Any option on encounters that give you power is a plus and should be taken over anything else.

Besides that, it’s really simple as you will only be bottom rowing mechs and enlistments for sure, and if you are really lucky you won’t even need the enlistments. The other 3 stars you are looking to get are some combination of combats, objective completion, and max power. Also, the 8 worker star is obviously a freebie.

Score Screenshots

Crimea Mechanical end game scoring digital
Crimea Mechanical end game scoring digital

If you need some basic tips on playing Crimea, here is my post regarding that. Don’t own Scythe? Check it out at Stonemaier Games! I don’t get paid for this, I just love the game and think you will too.

What is your favorite Crimea Mechanical strategy? Let me know in the comments below!

Have any Question or Comment?

3 comments on “Crimea Mechanical Strategy

Broda

That’s a nice one. I’ve recently played this combination and chosen similar path, but I traded for metal instead of food on turn 2 and deployed speed mech on 4 (using CC from bolster). Then I went with 5 workers, as they are enough to mix enlist and deploy using CC’s from enlist bonus and bolster (especially if you get some help from the first encounter). I’ve won making 6th star on turn 16 with tier 2 pop, although I must say that my opponents gave me opportunities for easy battles.

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Norman

Worked perfect for me. Took to round 17 the first time, but that’s only because I was attacked unexpectedly and lost.

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Right on Norman, thanks for letting me know! I love Crimea, they just feel so functional.

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