Clan of Saar Player's Guide - Twilight Imperium 4th Edition

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  • Опубликовано: 15 окт 2024
  • Rulebreaker guides you through understanding how to play as The Clan of Saar in Twilight Imperium 4th Edition. This is an instructional guide, designed for new players.
    Home is no land.
    Twilight Imperium 4th Edition is by Fantasy Flight Games.
    Music is by bensound.com

Комментарии • 47

  • @steinardarri
    @steinardarri 5 лет назад +30

    One more faction to go! This has been a fantastic series.

  • @UnreasonableOpinions
    @UnreasonableOpinions Год назад +2

    Clan Saar’s biggest edge is of course being able to take a system and immediately produce with floating factory, but people also underestimate how useful it is to hole up in an asteroid field and be untouchable for game-end. They do have one big weakness, that since their abilities promote constantly taking planets and moving on players often let their old planets get taken with no argument. It’s one thing to let it happen when you have places to go next, but if you make it a habit people eat up your slice and you end up with just one or two bad worlds left.

    • @UnreasonableOpinions
      @UnreasonableOpinions Год назад +2

      And you really want to get Sarween Tools as fast as possible. Being able to drop free fighters or infantry just for moving is great, especially since you can leave a trail of infsntry behind you as you go to make nabbing your worlds just a bit pricier.

  • @LordoftheBoard
    @LordoftheBoard 5 лет назад +3

    Good to see others doing strategy guide videos!

  • @sebastianjohnen9654
    @sebastianjohnen9654 4 года назад +7

    It is not one of the best but the best Faction out there. The only real disadvatage it has is often having the whole Table against it relatively quickly.
    Unlike other strong races which can be blocked from winning by invading a home world, the Saar can win even after losing their home worlds. Meaning there is no real way to block them. Thanks to their special tech they can survive the whole table turning against them after taking a great lead in points. Simply hiding in the astriod fields no one else can enter thanks to their special tech. Bidding your time for a comeback as the other players return to squabling amoung themselves and/or trying to score on objectives that do not require planets or a great economy to cash in, for example focusing on tech objectives for the last points after taking a great lead early in the game.
    The fact that you can use a single command token to move your ships and factory into a system and then build is awesome. It means you can rapidly expand and reinforce your fleets at the same time while saving on expending command tokens on seperate building and logistics actions. Other Players genrally first have to build units at home (or wherever they built extra Docks) requiring one command token and often meaning the built uits can not move in the same turn. Then they need to spend one or more command tokens to move the built units where they are wanted, which in case of fighters and infantry can get extra complicated.
    The ability of the Spacedock to move and then produce means you can fill up losses of fighters and infantry after seeing the outcome of the battle or you can shore up defences. For example you can take Mecatol Rex and then in addtion to the infantry that you brought with you add as many as you can build. Depending on the opposing players Races and Tech you can quickly turn Metcol Rex into an infantry or fighter Fortress no other player can hope to take from you quickly.
    The Moveable Spacedock itself has capicity 4(5) means it can act in place of a carrier. Especially usefull when it comes to expansion. Since you basically staet with one extra Carrier for expansion purposes, which alone can allow you to take an extra sytem. Since you can build in that system imidiatly after taking it, playing a Warfare can net you not just one extra system but more. Theorehtically you can take 5 sytems in our first turn. 2 for the starting cariers, 1 the Spacedock + build extra carrier and possibly infantry, Warfare to unlock the spacedock and carrier so that each can get an extra system. Gving you a nice lead in production early on or you can keep your ships togehter and quickly create a deathball as you move either towards the center or one of your neighbours.

  • @andrearlieth2711
    @andrearlieth2711 4 года назад +3

    I must have played some 25-30 So still a newbie 😉, but after this i might give them a go. They seem really cool. Thank you for doing this, so helpfull.

  • @trururum
    @trururum 5 лет назад +3

    nice vid, thinking about trying this race next game. I think it would be worth of mentioning the biggest positive thing of moving space dock is that after each move they can also produce. Got couple of questions:
    1] does the space dock count towards the fleet limit since it kinda behaves as ship? Can I have unlimited number of factories in one system?
    2] if enemy attack system with my floating space dock and the floating factory is alone (or all other of my ships are destroyed in first round) can the space dock still retreat if it has room where to go or is it destroyed? Not sure about the exact meaning of the blockade.
    Thanks!

    • @RulebreakerBoardgames
      @RulebreakerBoardgames  5 лет назад +5

      Hey, glad you like the video.
      1. Floating Factory space docks DO NOT count towards your fleet limit. Actually, if you look at it, your starting fleet would be illegal if that was the case! You can have as many of them in one system as you have pieces, so 3 is the most you can have.
      2. The space dock cannot retreat. Blockade would happen immediately and it will be destroyed.

    • @trururum
      @trururum 5 лет назад +2

      @@RulebreakerBoardgames ok, thanks for the clarification

    • @olebrommm
      @olebrommm 4 года назад +1

      @@RulebreakerBoardgames i gess the space dock can not retreat alone. But can with other ship as they retreat

  • @ZwiffleOwnsU
    @ZwiffleOwnsU 5 лет назад +6

    I don't recall if you covered this, but can you activate a system, move in with a force + space dock, and after combat rebuild your forces with the space dock assuming you won the combat?

    • @RulebreakerBoardgames
      @RulebreakerBoardgames  5 лет назад +5

      Yeah, Production (building new troops) is the final step of your activation of a system! Just keep an eye on your fleet limit.

    • @UnreasonableOpinions
      @UnreasonableOpinions Год назад

      It also makes Sarween Tools excellent, since even if your planets are tapped out you are either constantly replenishing your fighters or creating garrison troops for free.

  • @dirksenken
    @dirksenken 5 лет назад +3

    Hello! Thanks for this video. Is this correct that you may just move space dock to the asteroid field, keep one fighter in capacity limit and since fighter is a starship, you completly safe because enemy cannot activate asteroid field by chaos making. And only one way to broke it is destroy all fleet by deep space cannon and then invade in.

    • @RulebreakerBoardgames
      @RulebreakerBoardgames  5 лет назад +2

      Hmmm, that seems to be a clever loophole, yes. There are also cards that destroy Space Docks, but that's luck of the draw. I can see this being a very tricky situation for Saar's opponents. Space Cannon would do it, but you can always choose the ship instead of the Space Dock. Man! This is crazy.

    • @verstraelenkoen9687
      @verstraelenkoen9687 3 года назад +1

      @@RulebreakerBoardgames so do I read it correctly that the Saar's space dock is not a ship since it it sais "can move or retreat as if it were a ship"? Meaning u need a ship together with spacedock in asteroids field in order for other players not to be able to activate the asteroid field?

  • @monberg1000
    @monberg1000 2 года назад +1

    Is upgraded cruisers good with this race?
    I feel like a large maneuverable force with cruisers, destroyers and fighters might be good.
    And don't buy flagship, war-suns or dreadnoughts.
    They might be too slow and expensive???

    • @UnreasonableOpinions
      @UnreasonableOpinions Год назад

      Yes, Saar excel at sniping undefended planets, and move 4 cruisers are the best at dropping one guy on an undefended planet for a free grab.

  • @littlefish9305
    @littlefish9305 Месяц назад

    do you have to pay for the production on chaos mapping, or is it free?

  • @SpiteSwe
    @SpiteSwe 3 года назад +3

    Gravity Drive shouldn´t work with Floating Factory since it doesnt count as a "ship" and only "can move and retreat as if it were a ship", right?

    • @SpiteSwe
      @SpiteSwe 3 года назад +1

      Found another comment discussing this further down , awesome

  • @hunterthorne4671
    @hunterthorne4671 7 месяцев назад +1

    Arent they just worse arborec?

  • @MG-dg6nr
    @MG-dg6nr 3 года назад

    I have a question. Can the fighter 1 be on a system without anything to carry it? As I understand it only fighter 2 can stand and move by itself.

  • @rexamillion8446
    @rexamillion8446 3 года назад +1

    Why do I keep hearing space docks as space ducks

  •  4 года назад

    Can they use secondary of 6.strategy, warfare, if their factory isn't in their home system?

  • @olebrommm
    @olebrommm 3 года назад

    do you rly get 1 trade goods per planet? so in a 3 planet system you get 3 trade goods? dam this race is broken

    • @andelknijft7030
      @andelknijft7030 Год назад

      There are no three planet systems in the base game, only in the expansion

  • @diamend85
    @diamend85 Год назад

    neverrrrr give out that promissory note unless you are super desperate! it could easily cost you the win end game

  • @MrHarpJ
    @MrHarpJ 4 года назад +1

    You cannot use gravity drive on the floating factory... Gravity drive gives 1 movement to one ship and the floating factory while being a unit is not considered as a ship, same for lightwave deflector. (also you cannot assign hits to a floating factory cause they are no ship

    • @RulebreakerBoardgames
      @RulebreakerBoardgames  4 года назад +1

      This is a good point, thanks for the clarification!

    • @johsenior1535
      @johsenior1535 4 года назад +2

      its not a ship, but it is considered as a ship when it moves/retreats, so the moment you choose to move the space dock, at that time it is a ship and you do get the +1 move from gravity drive. for the space cannon, there you are correct that it cant target the space dock as in that step its not considered to be a ship.

    • @johsenior1535
      @johsenior1535 4 года назад +1

      otherwise even antimass defelctors wouldnt affect it and then it could never enter the asteroid field.

    • @MrHarpJ
      @MrHarpJ 4 года назад

      @@johsenior1535 do you have a reference from erata or living rule book?
      because otherwise the text says "it can move as if it was a ship" but it doesn't say it is considered as a ship while moving.
      and yes antimass deflector is probably not working according to the text (don0't remember the text by heart)... after if there is a precision in the living rule book it changes everything but without it you have to refer to the text on the cards.

    • @johsenior1535
      @johsenior1535 4 года назад +2

      @@MrHarpJ for me both statements have the same result? it moves as a ship, a ship has +1 move from gravity drive? ie any effects that apply to the movement of a ship should also apply to a unit that moves as if it was a ship? otherwise I would reword the ability that it can move as an exception without mentioning "as if it was a ship"

  • @MIKE_THE_BRUMMIE
    @MIKE_THE_BRUMMIE 4 года назад

    None of the fluff

  • @guitarninjarick8179
    @guitarninjarick8179 5 лет назад +2

    My favorite faction, because they are broken as shit!!🤣🤣

  • @mariusgri
    @mariusgri 2 года назад

    Starts at 14:55