I feel that tunnels is also a card worth mentioning. Since the woodland alliance uses sympathy tokens as crafting pieces, you can just teleport a warrior to the end of the sympathy chain and then organize. It is in no way guaranteed but it does make organizing much easier and more action efficient, as well as way harder to stop on your opponents end.
Tunnels is a weird one for WA, because you're guaranteed to be moving from your base into a clearing that already has sympathy on it. This means that tunnels becomes valuable only if you two move actions wouldn't already get you to a clearing you can organize in. That, and it still suffers under the yoke of opponents who camp your bases to contest you for rule.
You make an excellent point, it’s not necessarily super efficient, and it can (and probably should) get shut down pretty easily. I still think it’s good though just for the extra reach and potential added threat. The alliance crafts easily enough, might as well.
I just ordered the game a couple days ago and these videos have been amazing. I love that they both teach me how each faction can be used and what strats I can harass my friends with for comedy :).
Great stuff as always! question about accumulating supporters. I've never really considered withholding spreading sympathy to save it up for a big turn. I always assume martial law will get worse with time rather than better but maybe that's not universally true in marauder meta. Although Marauder meta opponents will probably be more wary of a WA player sitting on a phat stack. Something I'll definitely need to try.
I've found it's not a terrible idea if your opponents aren't already inclined to suspect you, but there's definitely a lot of value in being able to suddenly place an insurmountable number of tokens all at once.
Always excited to see these! After seeing a whole slew of other Root faction guides, I can confidently say that this is the best series I've seen! Keep up the amazing work, and good luck with your future ventures!
They had the disadvantage of working from a script I'd prepared for them, so they didn't know what intonation I had in mind. Check out both their channels if you want a better sense of their normal delivery
Dude, WM121 made it clear with the broom reference that he's seen Wicked, and *also* loves "For Good," and I'm *livid* that I didn't catch that when I watched this vid for the first time (unless _this_ was the first time). Oh, and I mean the musical, not the movie that's coming out soonish. I have middling hopes for it, but BY GOD IF YOU CUT THAT SONG I WILL- Edit: lululul the puuuuuuns god I love it
Excellent Video! As a mouse anarchist lover myself, i do think one thing is worth mentioning: The transition from supporters being your primary route to sympathy to officers being used to generate sympathy needs to happen by turn 3 at the latest. Generally i prefer 6 officers for this, since whilst 5 officers can leave 5 warriors defending your bases, on most turns with 5 actions the cycle of move - organise - recruit ends with a warrior in you supply or preparing to organise next turn, meaning you have four to guard your base, but with 6 you can always complete that cycle twice, meaning that your bases end up just as well defended as the 5 officer setup the majority of turns whilst being able to get two sympathy up each turn, not to mention that a little mousey preparing to organise next turn is way easier to kill now than it is to kill once it has mobilised next turn and is giving outrage, so leaving mice on the board isnt ideal. Also whilst you do mention that the cost of losing a base can be not that bad, you still never recommend placing a third base. As a WA player you can often use the assumption that you will never place base three to snipe that tinkerer hiding on your mouse sympathy who thinks they are safe from ANARCHISM, before eating the lose of a supporter or two and just re-training lost officers next turn. (Another advantage on 6 officers is you still only lose 3 when losing a base, the same as with 5 officers)
Cosigned for the 6 officer strat... as long as the opponents don't have two massive warrior stacks they can plant on both bases and/or you have corvid planners crafted. For these caveats, I usually go from four/five officers in the midgame to six in the late game just so I don't get trapped by my own greed
I know the advice for starting cards is mobilise all except those 3 power crafts, but I'm wondering what the right balance is with other craftables later in the game. Is it better to craft for points as soon as you can, keep em in hand for unexpected burst or just get them into your supporters asap? Obviously I know there's probably nuance in that decision. As for other cards, I've found tunnels incredibly useful for getting your second base exactly where you want it. Spread symp in birdsong to the chosen clearing, then teleport 2 warriors from your base to the location to defend until next turn.
It gets *really* situational, to the point that it was well outside the scope of this video. You end up comparing VP + denial vs VP + sympathy tempo, and while it's often easy enough to consider the choice in the moment, it's arbitrarily difficult to try and cover enough situations to really provide a concrete answer for the guide. Same reason I try to avoid talking too much about board position, really. As for tunnels - It's handy, but less so than one would initially think. Your base-setup example is a good one, and anything where you can circumvent rule in order to still mobilize, but you're still using 2+ actions per sympathy, and it's often better to just let mobilize do that work for you.
The real question though… who’s next on the agenda? A riverfolk faction, to go chronologically? The moles, to illustrate their ridiculous potential? You beloved garbage children, the crows? Mayhaps even the warlord?
This is the third comment I've had to say that they were more Wizard of Oz references, since they seemed to be referencing the 1939 film directly as opposed to anything from Wicked specifically.
@@HobGungan Bah! Simply elitism trying to out-prude and out-elitism our prudishness and elitism! This type of one-upsmanship will do you no good here.... I'M FLYING HIIIIIIIIGH DEFYYYYYYYING GRAAAAAAVITY And you can't hold me doooown
@@6ftTiny216 No, just....trying to say the correct thing. Like...if you made a bunch of Star Trek Original Series references and I said they were references to Deep Space Nine, I would be objectively incorrect despite both series being good and worth liking... Is this just some new meme I've never heard of?
@@HobGungan Haha, no, man - just messing with you. I've seen the original(?) movie when I was very youngn, so I have little recollection of it, but yeah - it makes sense they'd add references to it in the musical.
You do score those points again, yes. WA scores for *placing* tokens, not for maintaining them (like the eyrie's roosts.) Getting to place the same token twice means more points, but it usually means less points overall than if you'd gotten to place the next token on the track instead.
"Losing a base doesnt matter so much if you can revolt next turn" -> but isnt revolting next turn impossible since you discard all cards from the same suit?
Cards don’t work! I can build as many movement cards and don’t get any extra moves. This faction really could use 2 extra warriors so they aren’t horribly passive
I love your way on explaining factions
The visual editing does such a good job at compartmentalizing different aspects of a faction
I feel that tunnels is also a card worth mentioning. Since the woodland alliance uses sympathy tokens as crafting pieces, you can just teleport a warrior to the end of the sympathy chain and then organize. It is in no way guaranteed but it does make organizing much easier and more action efficient, as well as way harder to stop on your opponents end.
I did not figure this out on my own, a friend on mine whooped me in a game with it. Never get stuck at 29 points folks.
Tunnels is a weird one for WA, because you're guaranteed to be moving from your base into a clearing that already has sympathy on it. This means that tunnels becomes valuable only if you two move actions wouldn't already get you to a clearing you can organize in.
That, and it still suffers under the yoke of opponents who camp your bases to contest you for rule.
You make an excellent point, it’s not necessarily super efficient, and it can (and probably should) get shut down pretty easily. I still think it’s good though just for the extra reach and potential added threat. The alliance crafts easily enough, might as well.
@@pongwong5463 true, i def shouldve included it. Its at least not the worst possible omission
Eh, as with everything else in root, it’s circumstantial. If you can turn in into a sympathy token instead, that’s probably worth at least as much
Awesome! Love that you got Kyle and Sam involved as well, that really took the Toast guide to Legendary Edition
Right?! I knew I was gonna struggle a lot with this one, and their help was pretty instrumental.
I just ordered the game a couple days ago and these videos have been amazing. I love that they both teach me how each faction can be used and what strats I can harass my friends with for comedy :).
will you be making more videos in the future on the other factions?
Yes, but I'm slow.
These guides are always a delight
Legendary intro, as always.
Legendary content, yet again.
blud kept dropping wicked references like we won't notice
popped off hardcore
Base Wizard of Oz you mean.
Love your strat guides but just wanted to say this intro is hilarious. Great quality
Glad you enjoy it!
I don’t actually have anything to say, just commenting for the algorithm cause I like your channel
Hit like before a single piece of strategic advice was shared. Excellent intro lol
I love that you are making these right when I'm getting into the game. Thanks for the content!
You are my target demographic
these guides go so hard ty
Great stuff as always! question about accumulating supporters. I've never really considered withholding spreading sympathy to save it up for a big turn. I always assume martial law will get worse with time rather than better but maybe that's not universally true in marauder meta. Although Marauder meta opponents will probably be more wary of a WA player sitting on a phat stack. Something I'll definitely need to try.
I've found it's not a terrible idea if your opponents aren't already inclined to suspect you, but there's definitely a lot of value in being able to suddenly place an insurmountable number of tokens all at once.
Always excited to see these! After seeing a whole slew of other Root faction guides, I can confidently say that this is the best series I've seen! Keep up the amazing work, and good luck with your future ventures!
this guy knows what he's talking about
The Woodland Alliance. Ahhh yes, the Great *TOAST* Of RØØT
Love the wicked references at 7:08
@waterman121 that was a wicked segment!
Nevz biggest asset isn't his editing or graphics. It's his voice. I tune out when hearing the other dudes
They had the disadvantage of working from a script I'd prepared for them, so they didn't know what intonation I had in mind. Check out both their channels if you want a better sense of their normal delivery
@@Nevakanezah_ Oh great. He's humble too. What CAN'T HE DO?
Maintain a consistent upload schedule.
Love the video!
I liked this preemptively cause your videos always rule.
Dude, WM121 made it clear with the broom reference that he's seen Wicked, and *also* loves "For Good," and I'm *livid* that I didn't catch that when I watched this vid for the first time (unless _this_ was the first time).
Oh, and I mean the musical, not the movie that's coming out soonish. I have middling hopes for it, but BY GOD IF YOU CUT THAT SONG I WILL-
Edit: lululul the puuuuuuns god I love it
It's just basic Wizard of Oz references, nothing specific to Wicked
Thanks for the video.
Thanks for the comments.
Creatures of the Woodland Unite!
I consider myself more of a substance, really.
Yo the Command & Conquer Red Alert bit
Theyve done at least two remixes of hellmarch, and neither of them were as good as the original
Nice collaboration!
10/10 they were super eager to help, im super grateful to both of them
Brilliant intro
10/10 as always.
Excellent Video! As a mouse anarchist lover myself, i do think one thing is worth mentioning:
The transition from supporters being your primary route to sympathy to officers being used to generate sympathy needs to happen by turn 3 at the latest. Generally i prefer 6 officers for this, since whilst 5 officers can leave 5 warriors defending your bases, on most turns with 5 actions the cycle of move - organise - recruit ends with a warrior in you supply or preparing to organise next turn, meaning you have four to guard your base, but with 6 you can always complete that cycle twice, meaning that your bases end up just as well defended as the 5 officer setup the majority of turns whilst being able to get two sympathy up each turn, not to mention that a little mousey preparing to organise next turn is way easier to kill now than it is to kill once it has mobilised next turn and is giving outrage, so leaving mice on the board isnt ideal.
Also whilst you do mention that the cost of losing a base can be not that bad, you still never recommend placing a third base. As a WA player you can often use the assumption that you will never place base three to snipe that tinkerer hiding on your mouse sympathy who thinks they are safe from ANARCHISM, before eating the lose of a supporter or two and just re-training lost officers next turn. (Another advantage on 6 officers is you still only lose 3 when losing a base, the same as with 5 officers)
Cosigned for the 6 officer strat... as long as the opponents don't have two massive warrior stacks they can plant on both bases and/or you have corvid planners crafted. For these caveats, I usually go from four/five officers in the midgame to six in the late game just so I don't get trapped by my own greed
AHHHH HELLL YEAHHHHHH
amazing content
No way bro perfect fucking timing
I've been waiting for this! Somehow my WA winrate is LOWER than my lizard winrate, hopefully this is gonna change. Thanks!
I know the advice for starting cards is mobilise all except those 3 power crafts, but I'm wondering what the right balance is with other craftables later in the game. Is it better to craft for points as soon as you can, keep em in hand for unexpected burst or just get them into your supporters asap? Obviously I know there's probably nuance in that decision.
As for other cards, I've found tunnels incredibly useful for getting your second base exactly where you want it. Spread symp in birdsong to the chosen clearing, then teleport 2 warriors from your base to the location to defend until next turn.
It gets *really* situational, to the point that it was well outside the scope of this video. You end up comparing VP + denial vs VP + sympathy tempo, and while it's often easy enough to consider the choice in the moment, it's arbitrarily difficult to try and cover enough situations to really provide a concrete answer for the guide. Same reason I try to avoid talking too much about board position, really.
As for tunnels - It's handy, but less so than one would initially think. Your base-setup example is a good one, and anything where you can circumvent rule in order to still mobilize, but you're still using 2+ actions per sympathy, and it's often better to just let mobilize do that work for you.
Great video, I would like one of these for each faction, especially from the latest expansion.
We need advanced strategy guide for the moles.... we are taking heavy casualties
People seem to want 'em chronological, so youve got otters in the way
As a real life wanna-be revolutionary these guys drew me in like a Rule 34 artist in a kimono.
MAGIC CARD SPOTTED
That's why I never leave the house without stashing two untapped islands in my colon.
The real question though… who’s next on the agenda? A riverfolk faction, to go chronologically? The moles, to illustrate their ridiculous potential? You beloved garbage children, the crows? Mayhaps even the warlord?
I ran a poll not too long ago, seems people really wanted the chronology
Hilarious intro
Bro that intro
Waterman with the Wicked references... sigh... IS IT BECAUSE OF THE GREEN?!
This is the third comment I've had to say that they were more Wizard of Oz references, since they seemed to be referencing the 1939 film directly as opposed to anything from Wicked specifically.
@@HobGungan Bah! Simply elitism trying to out-prude and out-elitism our prudishness and elitism! This type of one-upsmanship will do you no good here....
I'M FLYING HIIIIIIIIGH
DEFYYYYYYYING GRAAAAAAVITY
And you can't hold me doooown
@@6ftTiny216 No, just....trying to say the correct thing. Like...if you made a bunch of Star Trek Original Series references and I said they were references to Deep Space Nine, I would be objectively incorrect despite both series being good and worth liking...
Is this just some new meme I've never heard of?
@@HobGungan Haha, no, man - just messing with you. I've seen the original(?) movie when I was very youngn, so I have little recollection of it, but yeah - it makes sense they'd add references to it in the musical.
Finally found a ROOT group and playing alliance tonight, lets see if this works...
> lets see if this works...
I'd also love to know.
It did, I went 2-0
Nice; I'm putting that on my fridge.
Does anyone know if I should score again when a token of sympathy is removed and then placed back?
You do score those points again, yes. WA scores for *placing* tokens, not for maintaining them (like the eyrie's roosts.)
Getting to place the same token twice means more points, but it usually means less points overall than if you'd gotten to place the next token on the track instead.
Cat-astrophique says the marquise...
Let's say you have Propaganda Bureau in your starting hand--do you mobilize that? Or do you hold on and craft it as soon as you can?
Imo: mobilize it. In the time itll take to craft, the table is gonna see at least one sabo
the how to triforce in this vid sent me
A certified classic
@@Nevakanezah_ most definitely, loving these guides btw as someone just getting into root. Found you via a winter tournament vid
"Losing a base doesnt matter so much if you can revolt next turn" -> but isnt revolting next turn impossible since you discard all cards from the same suit?
You'd be revolting on a different suit, in this example
@@Nevakanezah_ Oh i see i see, and you get to blow up a different clearing
is drinking soup a good idea
You merely adopted the soup. I was born in the soup aisle, moulded by it.
I didn't see clothes until I was already a man.
Cards don’t work! I can build as many movement cards and don’t get any extra moves. This faction really could use 2 extra warriors so they aren’t horribly passive
Hell March? SUB-FUCKING-SCRIBED!
Here's an extra hit to the algorithm bullshit
Mouse lives matter!!!
Unless they're our supporters
Alg.
Corvids don’t trigger outrage?!
They do when moving, yes. It's their ability to recruit anywhere on the board that allows them to avoid triggering outrage more often.
Jesus loves you
John 3:16
Romans 8:35-39