L1Z1X Mindnet, Grokking Twilight Imperium

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  • Опубликовано: 1 дек 2024
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Комментарии • 34

  • @thomasromanelli2561
    @thomasromanelli2561 3 года назад +9

    Space Cats Peace Turtles hosted Dane Beltrami on one of their recent podcasts and asked him to clarify a whole bunch of rules. One of the most important clarifications was that the flagship and dreadnoughts CAN TAKE GROUND FORCES WITH THEM FROM THE ACTIVATED SYSTEM where they start when using the L1Z1X hero.
    Previously, a weird edge case arose in which the L1Z1X hero's ability was applied literally (only ships) and dreadnaughts or the flagship that were carrying GFs had to leave them in space where they "perished", which was decidedly unthematic and nonsensical. This new ruling will eventually migrate into the next update for the LRR.
    Loving these videos, Kaptain! 🖖

    • @TheBoardGameKaptain
      @TheBoardGameKaptain  3 года назад +1

      That ruling makes total sense to me. It's definitely silly to kill the ground troops. Pinned!!!

    • @benoitcambier9835
      @benoitcambier9835 2 года назад

      Hello Grokking and all!
      I am still trying to fully integrate how "Dark Navigation" works, do you need to activate the chosen system with a control token or are the ships free the move afterwards? Also can you directly invade the system with ground troops? Thanks in advance for you input! :-)

    • @thomasromanelli2561
      @thomasromanelli2561 2 года назад +3

      @@benoitcambier9835 The L1Z1X Hero "Dark Space Navigation" (herein abbreviated as DSN) is a little wonky, and the usage of DSN contradicts a prominent rule that will be the subject of an errata in some future LRR update. In short, you spend an ACTION to move your flagship, any number of dreadnoughts and whatever units they can carry to their capacity limit (and these ground forces and fighters may MOVE with the DSN fleet even if there is already a L1Z1X command token in the hex- hence the need for the clarification about this edge case).
      The DSN fleet moves DIRECTLY to its destination, so there is no placement of a CC as part of an activation. Since the destination system is not activated, there is no tactical action (combat, production, etc.) that can follow on the turn the DSN fleet moves. Remember that the destination system CANNOT contain any other player's ships (which is why astute opponents will 'gum up" the board with lone destroyers or Fighter IIs to frustrate the geographic potential of a sudden L1Z1X sojourn).
      Some other details:
      The L1Z1X player does not need to follow any specific path to get from the origin system to its destination, but ships that are moved out of a GRAVITY RIFT must still roll for possible destruction.
      The DSN fleet cannot enter a destination ASTEROID FIELD if they do not have ANTIMASS DEFLECTOR technology.
      The DSN fleet cannot enter NEBULA or SUPERNOVA anomalies, but can travel to the WORMHOLE NEXUS (and flip the tile if it had not been previously activated).
      Hope that helps. Good luck with your next game! 🖖

  • @samh8479
    @samh8479 2 года назад +5

    Followed your advice on how to use the LiZiX Mindnet and won a 6 player 14 point game today! (9am to 11 pm) It's fantastic you have all the races covered!

    • @TheBoardGameKaptain
      @TheBoardGameKaptain  2 года назад

      That's awesome, congrats on your win! I'm so glad I was able to help. :)

  • @DraxxHUN
    @DraxxHUN 3 года назад +5

    Hi! Great summary. My take on the recommended techs with inheritence systems is lightwave deflectors. You can do those sneaky home system destructions with your fleet much easier. Anyway I will play the MindNet tomorrow against Nomad, Clan of Saar, Arborec, Winnu. Looking forward to see how it will play out for Mindnet.

    • @TheBoardGameKaptain
      @TheBoardGameKaptain  3 года назад

      Very cool, I can see that being really sneaky. Good luck in your game tomorrow, let me know how it went. :)

  • @wkndwarrior3532
    @wkndwarrior3532 2 года назад +4

    These guys seem like almost a direct counter to the Titans of UL, with their huge bombardment capability and fleet killing capital ship.

    • @TheBoardGameKaptain
      @TheBoardGameKaptain  2 года назад

      There are definitely certain factions that work really well against other factions. The Bombardment would definitely be tough on the Titans but they also have some tricks up their sleeves. ;)

    • @clubderdichtentoeter
      @clubderdichtentoeter Год назад

      .....no Titans ships are much more cheaper, they can Upgrade them much faster the Titans have then 3 movement sustain dmg and so on.......they are Not a counter, and you cannot take the Titans PDS because u have to kill them to get the Planet.

  • @scottquigley7512
    @scottquigley7512 3 года назад +3

    Hi Kaptain! Great summary as always and helpful strategy! I'm playing as L1Z1X in a December six person game against the Arborec, Naalu Collective, Yssaril Tribes, Xxcha Kingdom and either Federation of Sol or Sardakk N'Orr. Any advice or strategy suggestions?
    Thanks so much!

    • @TheBoardGameKaptain
      @TheBoardGameKaptain  3 года назад +1

      Colonize and spread out as fast as possible and build lots of Dreadnaughts. Be careful not to make enemies with the players on both sides of your pie wedge. Try to get an alliance going early with one of your neighbors. Time your hero ability well, don't waste it. Do your damnedest to get out both of those faction techs, they are both awesome. Good luck, let me know how you do. :)

  • @SilentNSly
    @SilentNSly 3 года назад +3

    Would be curious on which Alliance ability you think will work well with them?
    Maybe the Nomad’s (free flagship), Barony’s (getting a trade good when sustaining damage), Sol (free infantry for each ground combat), Mentak’s (promissory note after winning space combat), Jolnar (to re-roll bombardments), Winnu (+2 to combat rolls in Mecatol Rex, etc), Argent Flight (+1 dice for bombardment)?

    • @TheBoardGameKaptain
      @TheBoardGameKaptain  3 года назад +2

      Of those you suggested, definitely the Jol Nar. That reroll on the bombardments would be fantastic for the L1Z1X!

    • @SilentNSly
      @SilentNSly 3 года назад +1

      @@TheBoardGameKaptain that’s a good point

  • @dennisduigou5384
    @dennisduigou5384 2 года назад +3

    Maybe I am wrong but almost everyone else that explains this game seems to downplay military force. Am I missing something? Maybe because I am old, my way of thinking is "Nice law you passed. I'm gonna blow your fleets out of the sky now."

    • @TheBoardGameKaptain
      @TheBoardGameKaptain  2 года назад +3

      Military force is good, and sometimes necessary and even game winning, but there are lots of tricks to outmaneuver and stymie big war fleets. Also, Twilight Imperium has the rep that if two players get into an extended war, one of the other players will win. That's why many downplay the military option. It's still viable with certain factions that focus on military might, but lots of other factions like to make it just one part of a bigger strategy.

  • @RickarRickani
    @RickarRickani 2 года назад +1

    Dark Space Navigator doesn't actived the system that your flagship and Dreadnoughts move in right?

    • @TheBoardGameKaptain
      @TheBoardGameKaptain  2 года назад +1

      Correct, it does not activate the chosen system. You could still activate another system and move that fleet again.

  • @Panamaniac3D
    @Panamaniac3D 2 года назад +2

    I’ve just about watched all of your reviews and will finish the last couple today. I notice you don’t use the Omega cards. Especially with X-89 would be insane with these guys. As long as you have just one bombardment it kills all infantry and doesn’t require an ACTION to do so. Goodbye Sol, Yin, and Arborec.

    • @TheBoardGameKaptain
      @TheBoardGameKaptain  2 года назад +1

      That is definitely a fair point. I wanted to keep it basic though and not use the stuff from the codex because lots of people may not even know about them since they never released them in physical form as an expansion. I really think they should compile some of the best codex material as an expansion, that would be awesome!

  • @NoPe-no4sn
    @NoPe-no4sn 11 месяцев назад

    How can you get inheritance with one yellow? It costs 2

    • @TheBoardGameKaptain
      @TheBoardGameKaptain  11 месяцев назад

      I literally talked about doing your best to get a yellow tech speciality if possible so that you would only need 1 yellow tech to get it, in the video.

    • @NoPe-no4sn
      @NoPe-no4sn 11 месяцев назад

      @@TheBoardGameKaptain I literally know this that’s why I asked. There’s literally a lot of rules in this game and it takes literally a lot of questions to figure it out. Just be literally happy someone is watching your 2 year old explainer and cares enough to ask a question. I literally didn’t know that previously earned techs count as perquisites. Literally

    • @TheBoardGameKaptain
      @TheBoardGameKaptain  11 месяцев назад +1

      @@NoPe-no4sn I apologize if I gave offense. That said you did ask a question that was answered by the video. You also went way over the top with your reply.

    • @NoPe-no4sn
      @NoPe-no4sn 11 месяцев назад +1

      @@TheBoardGameKaptain I did, you’re right. I really like your videos and they are my first stop whenever I have a game coming up to do research. I was just a little disappointed in the Kaptain but you’re still the best.

  • @craftsmenMC
    @craftsmenMC 3 года назад +1

    Could you do the xxcha next?

    • @TheBoardGameKaptain
      @TheBoardGameKaptain  3 года назад

      I'll get if filmed and in the release schedule. The next episode was already requested, it'll be The Embers of Muaat on July 8th, but I'll do the Xxcha Kingdom next after that and release it on July 22nd. Stay tuned, I'll give you a shoutout for the request. :)

    • @craftsmenMC
      @craftsmenMC 3 года назад +1

      @@TheBoardGameKaptain thank you sir! ^^ have a fantastic day!

    • @TheBoardGameKaptain
      @TheBoardGameKaptain  3 года назад

      @@craftsmenMC Your very welcome, and thank you for watching and commenting and for requesting the next installment. :)

  • @clubderdichtentoeter
    @clubderdichtentoeter Год назад

    Warsuns are trash 4 them, they dont help u with your General, dont Match with the hero and its a Game of time.....playing like you suggest will make you the greatest Military Power (depends on who else is on board) with 3 Victory points at the end of the Game. There are only 5-6 rounds until 10 Points and even if you can take the Leaders Homesystem the second Player will win.

    • @TheBoardGameKaptain
      @TheBoardGameKaptain  Год назад +3

      Warsuns may not be synergistic with the L1Z1X's other abilities, but they are never "trash." Being the greatest military power can definitely help you to take and hold MR where you can get lots of points, there are also plenty of objective cards that involve combat.

    • @clubderdichtentoeter
      @clubderdichtentoeter 2 месяца назад

      ​@@TheBoardGameKaptainfor the costs of 1 warsun you can have 3 Dreads with 4x Bombardement 6 Capacity and 6 Hitpoints. Immune to direct Hits when upgraded, matching with flagship abilities and so on. Trust me, I dont know how u Play your TI4 Rounds but the one with the biggest fleet never wins.......