One thing not shown in the video: the Creuss have also been given another wormhole token in their supply which has the Gamma symbol (same type as the wormhole nexus) on it. So they can have 3 of their own out on the board in addition to wormholes that existed on the board and the new ones that can be discovered through the exploration decks. A new PoK tech that is favorable to Ghosts is Dark Energy Tap... but if you are going to get it, you want it early. Wormholes will tend to be on the board in anomalies or empty sectors where there will be frontier exploration tokens. With this tech you can benefit extra from sending your starting Destroyers to reach out for trading partners or building up to commander Sai Seravus' unlock. Because Emissary Taivra gives the Ghosts instant access to Mallice (the Wormhole Nexus) on turn one, they can benefit from the legendary planet's bonus card right away. Those 2 extra Trade Goods (or reliably cycling Commodities if you can't find a trading partner, which should be rare) can smooth out your early game a lot. It's not exactly a substitute for lacking a second Capacity ship on turn one, but it's definitely a buff. Just be ready to defend it... Emissary Taivra (and having better access to wormhole placement from omega tech and the Icarus Drive mech) reduces the Ghost's reliance on Hil Colish to create their fearsome movement options, so I think we'll see the hype about other players using Light/Wave Deflector to zip to the home system on the Ghost flagship to be overrated.
Just as others have pointed out, the mech description is a little off, the token goes into the system where the mech was. LRR2.0 1.27: If a unit’s ability uses the phrase “this system” or “this planet,” the ability is referring to the system or planet that contains that unit. The wording is probably to just clarify that it can be done during any player's action phase. In any case thank you so much for making these videos!
The thing that makes it confusing isn't the "this system", it's the first part - after any player activates a system. It doesn't say "a system containing this unit". So it suggests that basically any time anyone does anything, you can swap your mech for a wormhole. I can't imagine that was the intent but that's how it reads.
@@johnmay9598 yes that is very much the intent. It lets you (or others) move through the newly placed wormhole letting more units be able to reach the intended target meaning you could sell it in fringe cases or help someone else deal with the point leader. It also works with Dimensional Splicer defensively and with slipstream. It's expensive but gives you options. Lastly there is also an option of making a wormhole in a system that your opponent is about to move his fleet into giving you an easier way to take it back or you could use your hero power to move his fleet far away.
Thanks for your nice vids - Watched all of them. When I had my first look at the factions, the Ghosts of Creuss appealed visually and functionally most to me. However it was a downer to play a faction that "felt" or even by numbers "were" weaker than the others. I'm so happy that FFG fixed this. Greetings from Germany!
The PoK additions really helped the Ghosts fill out the thematic and practical elements of "wormhole masters" that simply could not be delivered in the base game. First turn acquisition of the WN & Mallice (which can be done with the agent) grants a lot of mid-to-late game mobility and econ advantage to the Ghosts (2 TG/turn or convert commodities -> TGs). This is also the quickest way to unlock the Commander's ability, which Dane advised was best done early or probably don't bother. And while many have discussed the hijinks of moving MR across the board with the Hero, I suspect the true value lies in the disruption of other players' attempts to achieve control objectives or inciting confrontation between players that suddenly find themselves in tiles. Love these videos. Thanks so much! 🖖
Thanks for your insight, Thomas. Commander early for sure! I'm actually genuinely hyped to give Ghosts another play. THey may be the first base game faction I try out when I get more games of TI in.
Move Mecatol deep into your pie slice is a boss move. If you have a PDS II defense network the Mechs can bring PDS support also it works with Dimensional Splicer which could make the difference in space combat.
The Creuss hero opens up some fascinating possibilities: Moving a deadly fleet away from you into another player's back yard to spark conflict (think Nekro Flagship!); moving Mecatol into a protected zone that is easier to defend; moving an opponent's home system that you just occupied away from retaliatory fleets; moving your own fleet (with flagship!) into position for an alpha strike......so many juicy options!
WOW! Crazy hero ability - can't wait to try them out - my favorite way to play hero would be to move two systems, both in other player's neighborhoods making them now deal with a new crisis with each other while I "make hay" on another part of the map doing some things unopposed
I’d say the Omega version of the Creuss wormhole generator is *much* better. The original version was so plainly inferior to the Creuss promissory note that there was essentially no reason to ever waste a tech research on it unless the board meta had turned against you so hard that you couldn’t get (or trust) anyone to use it. The Omega variant not only gives you the timing benefit, which is huge, it also lets you place/move multiple wormholes in the same round if needed (via BioStims refresh and/or the promissory) AND it’s a stall AND if you get Fleet Logistics, you can create a wormhole & move through it (or unleash that bonkers Hero power) on the same turn, which lets you pull the kind of crazy unpredictable “where the heck did that come from?” plays that you always knew Ghosts were designed for but could only rarely pull off in their OG form.
Played as Ghost today and i won super close! I think the Agend and your commander is useless but man i the hero is insane. I got control of Mecatol for one second and moved it deep into my pds II controlled space. The mobility is absolutly insane. Fun round :D
Interesting fact that the Creuss are moving the token into the system the mech was in instead of the activated system. In german the mechs can be read as that the wormholes goes into the activated system.
Do I misunderstand their Agent or can they activate the undiscovered Wormhole Nexus and use their Agent then to get there or trade that ability to another player?
Icarus Drive doesn't say that the mech has to be in the system that is activated. Seems you ought to be able to remove any mech from anywhere to trigger it in whatever system was activated.
@@RulebreakerBoardgames That's one of the things I noticed, so you could do that whenever. Also, from the phrasing "you remove this unit from the Game Board", so it does not go back to your reinforcements, meaning that Mech is then lost "forever"
When something is removed from the game board it goed back to the reinforcements right Also the way i read it the wormhole appears in the place where the mech was not the activated system
Imagine someone builds up a huge fleet to take ur home system and u just portal their fleet to the other side of the galaxy hahaaa. This has to be the most troll hero out there
The mech ability on the card doesn't mention that the mech has to be anywhere near the activated system. Is this an oversight, or is it mentioned elsewhere? I was reading it at face value and it looks like it's just something the ghosts can do if they have a spare mech kicking around.
The activation can be anywhere, on any players turn. However, the wormhole must be placed or moved to where the mech was removed from. The wormhole itself can't be placed anywhere.
I think you got the Mech wrong. It reads, "After any player activates *a* system,(...)" It does not need to be the system the mech is in. At least I understand it like that, and then you can move a wormhole chip into the activated system.
No, you do have to place the token in the system the mech was in. It does say that. However, it doesn’t have to be the active system. Anyone can activate any system and you can turn any of your mechs into a wormhole.
One thing not shown in the video: the Creuss have also been given another wormhole token in their supply which has the Gamma symbol (same type as the wormhole nexus) on it. So they can have 3 of their own out on the board in addition to wormholes that existed on the board and the new ones that can be discovered through the exploration decks.
A new PoK tech that is favorable to Ghosts is Dark Energy Tap... but if you are going to get it, you want it early. Wormholes will tend to be on the board in anomalies or empty sectors where there will be frontier exploration tokens. With this tech you can benefit extra from sending your starting Destroyers to reach out for trading partners or building up to commander Sai Seravus' unlock.
Because Emissary Taivra gives the Ghosts instant access to Mallice (the Wormhole Nexus) on turn one, they can benefit from the legendary planet's bonus card right away. Those 2 extra Trade Goods (or reliably cycling Commodities if you can't find a trading partner, which should be rare) can smooth out your early game a lot. It's not exactly a substitute for lacking a second Capacity ship on turn one, but it's definitely a buff. Just be ready to defend it...
Emissary Taivra (and having better access to wormhole placement from omega tech and the Icarus Drive mech) reduces the Ghost's reliance on Hil Colish to create their fearsome movement options, so I think we'll see the hype about other players using Light/Wave Deflector to zip to the home system on the Ghost flagship to be overrated.
I should have shown the Gamma symbol, you're right! Sorry for missing that.
Just as others have pointed out, the mech description is a little off, the token goes into the system where the mech was.
LRR2.0 1.27: If a unit’s ability uses the phrase “this system” or “this planet,” the ability is referring to the system or planet that contains that unit.
The wording is probably to just clarify that it can be done during any player's action phase.
In any case thank you so much for making these videos!
I did understand it that way, perhaps I didn't explain it clearly. Thanks for the comment.
The thing that makes it confusing isn't the "this system", it's the first part - after any player activates a system. It doesn't say "a system containing this unit". So it suggests that basically any time anyone does anything, you can swap your mech for a wormhole. I can't imagine that was the intent but that's how it reads.
@@johnmay9598 yes that is very much the intent. It lets you (or others) move through the newly placed wormhole letting more units be able to reach the intended target meaning you could sell it in fringe cases or help someone else deal with the point leader.
It also works with Dimensional Splicer defensively and with slipstream. It's expensive but gives you options.
Lastly there is also an option of making a wormhole in a system that your opponent is about to move his fleet into giving you an easier way to take it back or you could use your hero power to move his fleet far away.
Thanks for your nice vids - Watched all of them. When I had my first look at the factions, the Ghosts of Creuss appealed visually and functionally most to me. However it was a downer to play a faction that "felt" or even by numbers "were" weaker than the others. I'm so happy that FFG fixed this. Greetings from Germany!
Love the videos
Thank you!
The PoK additions really helped the Ghosts fill out the thematic and practical elements of "wormhole masters" that simply could not be delivered in the base game. First turn acquisition of the WN & Mallice (which can be done with the agent) grants a lot of mid-to-late game mobility and econ advantage to the Ghosts (2 TG/turn or convert commodities -> TGs). This is also the quickest way to unlock the Commander's ability, which Dane advised was best done early or probably don't bother. And while many have discussed the hijinks of moving MR across the board with the Hero, I suspect the true value lies in the disruption of other players' attempts to achieve control objectives or inciting confrontation between players that suddenly find themselves in tiles.
Love these videos. Thanks so much! 🖖
Thanks for your insight, Thomas. Commander early for sure! I'm actually genuinely hyped to give Ghosts another play. THey may be the first base game faction I try out when I get more games of TI in.
Move Mecatol deep into your pie slice is a boss move. If you have a PDS II defense network the Mechs can bring PDS support also it works with Dimensional Splicer which could make the difference in space combat.
Moving Mecatol Rex is a galactical-scale heist.
Yeah it's an absolutely mighty statement if you're in any kind of position to hold it.
Why not let the muaat turn Malice into a supernova and then swap the supernova (that is out of the game map) with Mecatol? :)
The Creuss hero opens up some fascinating possibilities: Moving a deadly fleet away from you into another player's back yard to spark conflict (think Nekro Flagship!); moving Mecatol into a protected zone that is easier to defend; moving an opponent's home system that you just occupied away from retaliatory fleets; moving your own fleet (with flagship!) into position for an alpha strike......so many juicy options!
It's an absolutely crazy thing to have to consider when playing against them. They can do it at any time the Hero is available too.
WOW! Crazy hero ability - can't wait to try them out - my favorite way to play hero would be to move two systems, both in other player's neighborhoods making them now deal with a new crisis with each other while I "make hay" on another part of the map doing some things unopposed
Yeah, can't wait to mess someone's plans up with it!
I stole Mecatol Rex last Wensday. Switched it for a gravity rift next to my home system with Singularity Raector.
Hah, that's brutal! Did you win?
@@RulebreakerBoardgames 1 point difference due to initiative order i'm afraid.
I’d say the Omega version of the Creuss wormhole generator is *much* better. The original version was so plainly inferior to the Creuss promissory note that there was essentially no reason to ever waste a tech research on it unless the board meta had turned against you so hard that you couldn’t get (or trust) anyone to use it. The Omega variant not only gives you the timing benefit, which is huge, it also lets you place/move multiple wormholes in the same round if needed (via BioStims refresh and/or the promissory) AND it’s a stall AND if you get Fleet Logistics, you can create a wormhole & move through it (or unleash that bonkers Hero power) on the same turn, which lets you pull the kind of crazy unpredictable “where the heck did that come from?” plays that you always knew Ghosts were designed for but could only rarely pull off in their OG form.
Played as Ghost today and i won super close! I think the Agend and your commander is useless but man i the hero is insane. I got control of Mecatol for one second and moved it deep into my pds II controlled space. The mobility is absolutly insane. Fun round :D
Sounds wild!
Haven't played as the ghosts yet I think I'll give it a shot
These videos are awsome man! Thanks!
Glad you like them! More on the way.
Interesting fact that the Creuss are moving the token into the system the mech was in instead of the activated system. In german the mechs can be read as that the wormholes goes into the activated system.
Habe es verglichen und keine Übersetztungsfehler gefunden. Resp. Beide Sprachen sagen das selbe aus.
Indeed, there appears to be some confusion around it for sure.
Do I misunderstand their Agent or can they activate the undiscovered Wormhole Nexus and use their Agent then to get there or trade that ability to another player?
Yes, the Ghosts can enter the Wormhole nexus before a Gamma wormhole is explored.
They can get there early, yes
Kinda makes sense that they get first dibs
The mech does not state that it has to be in the system that has been activated... So you can remove it from anywhere on the gameboard?
Yes but the wormhole is placed in the system the mech was removed from
Had a game where titans had set up 5 pds on metabolism, ghosts simply moved them right between two giant balls (I believe it was vuil'raith and nekro)
Icarus Drive doesn't say that the mech has to be in the system that is activated. Seems you ought to be able to remove any mech from anywhere to trigger it in whatever system was activated.
Yes, that is true, I think I wasn't 100% with my words, perhaps getting carried away with my next thought :)
@@RulebreakerBoardgames That's one of the things I noticed, so you could do that whenever.
Also, from the phrasing "you remove this unit from the Game Board", so it does not go back to your reinforcements, meaning that Mech is then lost "forever"
When something is removed from the game board it goed back to the reinforcements right
Also the way i read it the wormhole appears in the place where the mech was not the activated system
In my box I saw a creuss wormhole token with Gamma. Is it supposed to be used with the mechs and the generator?
Some others have commented about it too. It's a fast access to the Nexus
Can the ghosts flagship move through its own delta wormhole? like can it jump home or retreat home ?
Yes
Imagine someone builds up a huge fleet to take ur home system and u just portal their fleet to the other side of the galaxy hahaaa. This has to be the most troll hero out there
Hahaha, so much fun
The mech ability on the card doesn't mention that the mech has to be anywhere near the activated system. Is this an oversight, or is it mentioned elsewhere? I was reading it at face value and it looks like it's just something the ghosts can do if they have a spare mech kicking around.
The activation can be anywhere, on any players turn. However, the wormhole must be placed or moved to where the mech was removed from. The wormhole itself can't be placed anywhere.
Yes, I believe Daniel is right.
YOU CAN TELEPORT MECATOL?!?!?
You sure can. Mad, right?
I think you got the Mech wrong. It reads, "After any player activates *a* system,(...)" It does not need to be the system the mech is in. At least I understand it like that, and then you can move a wormhole chip into the activated system.
No, you do have to place the token in the system the mech was in. It does say that. However, it doesn’t have to be the active system. Anyone can activate any system and you can turn any of your mechs into a wormhole.
Yeah there's a little bit of confusion around this one it seems. Lucas's comment reply here is correct. Thanks!
Wait does the agent mean you can move from your home system to any other player's home system in one move?
No, not specifically. You can move to any wormhole from your Delta wormholes.
Wow stealing a system sounds so fun
Now i want the expansion
Where did you get your codex cards printed?
Etsy seller based in Lithuania.
www.etsy.com/ie/listing/809937338/twilight-imperium-twilight-codex
First
The Naalu Collective use their Telepathic ability, so they are first in viewing order.