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Beyond the Board
เข้าร่วมเมื่อ 9 มิ.ย. 2016
Hey guys,
My channel focused on sharing board game playthroughs, strategies, and the occasional tutorial if I see a need from the community. My goal is to be concise and respectful of your time while sharing my thoughts so you can learn, grow, and/or laugh from me.
I do enjoy spending time with a variety of games on the channel, some of which may not suit your fancy. It's primarily to prevent myself from burning out (especially from editing long videos, like TI4!) so please forgive me if some of my videos just don't cater to every subscriber.
I sincerely appreciate you tuning in and helping me learn & grow as a person on this journey. It's a very large step outside of my personal comfort zone. Maybe I'll eventually do an off the cuff Q&A to exhibit how true that's!
My channel focused on sharing board game playthroughs, strategies, and the occasional tutorial if I see a need from the community. My goal is to be concise and respectful of your time while sharing my thoughts so you can learn, grow, and/or laugh from me.
I do enjoy spending time with a variety of games on the channel, some of which may not suit your fancy. It's primarily to prevent myself from burning out (especially from editing long videos, like TI4!) so please forgive me if some of my videos just don't cater to every subscriber.
I sincerely appreciate you tuning in and helping me learn & grow as a person on this journey. It's a very large step outside of my personal comfort zone. Maybe I'll eventually do an off the cuff Q&A to exhibit how true that's!
Faction Guide as The Ghost of Creuss - Twilight Imperium: 4th Edition Strategy Guide
Welcome to the board, as we discuss The Ghost of Creuss.
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Jaa eehhaaa Terracosh
What this guide lacks is the all-in move from Lannister to 99% secure RR in round 1. (1 missing percent is Greyjoy throwing every single land unit he has to RR and then picking the correct card to counter yours, but that strategy, even if GJ wins, makes him an easy target for stark) -1 move in port, +1 support at sea, 0 move in Lannisport, +1 move at Sept and scout for wilding deck. (you could also use muster in Lannisport and potentially raven it into a 0 move if you are unsure about GJ intentions before order reveal). you first move at sea, then gather at sept which means you ALWAYS be the one attacking GJ at RR. Then depending on what Greyjoy threw at RR its defence is 2, 3 ,4 or 5. in all cases but defence 5, Kevan Lannister takes RR. Taking worst scenario its 7 attacking vs 4 defense. Kevan wins against Balon 9 vs 6 and wins against Crow 10 vs 8. The best case scenario is GJ taking RR with only a footman. Then you only have to send footman and a knight. Kevan beats balon 7vs4 and crow 8 vs 6. Your second footman then can go secure Harenhall. In the case of defense 5 (very very unlikely), a.k.a. GJ all-in, you still have a good shot at winning. Kevan will still beat Balon 9vs7 and Tywin will beat crow 11 vs 9.
Thanks for the help!
The thing that stood out to me the most is baratheon in the narrow sea round 2?? What kind of incompetent fool of a stark player do you have? Lol
No more house card overviews? sad day.
I find all of Greyjoy’s house cards to be great and really flexible. Euron = Win and destroy units. Victarion = Rule the seas. Theon = Great for defending castles. Balon = Overpowered! Asha = Good for not losing units and killing with support. Dagmer = Standard defend or good for high unit attack. Damphair = Great for removing bluffs. A lot of the other houses have lots of basic cards or very situational cards.
I don't think any of the yellow tech is worth it over AiDA. Sol isn't a production spam faction and AIDA will help reduce production costs alot in the long run.
Can't believe players were that stupid back then
I never win as Tyrell. Greyjoy and Martell team up vs me and Targaryen lands with a dragon and wipes me out quickly.
Best bet is steam roll Tyrell. If not go Dragonstone
Triple march foot in SE foot in CP and take Narrow sea with Renly. 66% chance muster bc Bara is king. Ship in BB, 2 ship around DS and a foot on Dragonstone Take sea anyway possible and then focus down WH
GJ alliance preferrable
I think leadership is in B category. If someone else has taken the one you want then it's always good to get leadership early before people start taking it later.
i have found in my experience against Ai that its actually very easy to invade the tyrells early and fast. I think they get a little bit cucked being able to only march 2 armies for the first few turns, so I like to push my navy on to the west and hit highgarden using a land bridge
can you explain the logic behind not pushing for moat cailin as early into the game as possible? If you dont get that castle (and on the offchance baratheon sets up in narrow sea) then we get locked out as starks
Hi, i used to play this game in highschool 2015-2018. I recently wanted to play it again and found your channel. I find it interesting that the strategyes I have seen in your vids so far are exactely the same as we came up with back in the days. It is a fun game with many aspects to it and captures the feel of GoT so well! Who is your faviorite faction? Mine was either Tyrell or Martel, with Greyjoy and Stark on close 3. and I hated Lannister and Baratheon, lol.
Great video. I hope you make a House Arryn and Targaryen video. I know it's not on the online version, yet. But would love to hear your feed back.
Nice
Hi. What if I downloaded a game from an outside source like the website NexusMods? How would I load that into TTS?
"Lucky" unlucky you mean. There is really nothing to negotiate about with greyjoy (they are the agressor), if they get muster round 1 the math just doesn't add up for Lannister, they can just take golden sound and crush lannisport and it's kinda over for Lannister. It's bad game design...i would love to be proven wrong tough.
Hey Beyond, How to I play like your doing here? Is the game on Steam?
Wish you'd finish these videos, but I get that this game is niche to say the least
I literally just followed this guide and tabled Lanister and Stark and won the game
+
I don't have bio stims?
I'm waiting for Epic games to add the Mother of Dragons expansion so we can see Targaryen and House Arryn enter. I love to see a House Arryn Video. Even if it was without House Targaryen. Also the vassal system is very interesting too.
Do you think theres a chance theyll do that? :)
Hey man, I love the Game of Thrones tutorials you did. Any chance you'll come back to do some more house card videos?
I might come back to TH-cam later this year. Overall, im not sure my videos here were really getting the traction I was looking for though. I might give it another go and see but more than likely ill try something different.
Diplomacy in general is very clunky because it’s common to want the first ability right away but have nothing exhausted
I'm looking forward to my next game, this time wirh the Creuss for the first time. While other factions only need some techs that make sense for them, with the Creuss my head is already spinning because there are so many good options to choose from. Before I thought that going full blue with a little bit of green for more command tokens would make sense. Now I see all the viable possibilities for unit upgrades and red techs that I'm hyper nervous to choose badly. We will have a Nekro first timer at the table so spreading out too thinly on the board would not be advisable. I'm really excited to see how this faction will play out in practice.
It's a shame these videos didn't get the popularity they deserve - really interesting to hear the thought process throughout a game.
isn't turn 2 mustering bad for you? tyrell gets5 units whereas you get 3
thx bruv
Beautiful🎉
Not sure if getting Hyper is worth it. In PoK games are 5 rounds. Getting Hyper round 1 with a green skip might be the only way (even then, it nets you only +1 CC from round 3, since round 2 you're just getting back the CC spent for the tech), but in total, it's only 3 CCs more. Genetic Combination looks ok, but I would go that route only in smaller player counts (less than 6).
Best card, Sallahor. Hands down. WHilst situational, it makes Baratheon a beast on the waves at holding the ocean, and if the right allince can be struck up, attacking dorne. Honorable second is Stannis. The 4 is strong, and loss of the It is less punished by making it a 5. Especially fi you want to attack last, allowing you to be reactionary. Patchface is also a very strong defence card. Especially against cautious players, as cautious players hate to lose their good cards. Melisandre, awful. Renly, good, but situational, otherwise he is just a 3. Davos, great as he amps from a 2 to a solid 3. Brienne, just your average 2. Baratheon has good cards, but they are meant to be played in rhythm. If you can't set up the rhythm, then they are average. In a good player's hand, baratheon's cads are as strong (if not stronger) than greyjoy's. However, beware Rosse Bolton. Roose is a rhythm breaker. Stark can cycle back in strong cards fast, as you can be caught with your pants down. In a 7 player game beware Arryn. Robert/Robin arryn can destroy your stannis or salladhor, and leave your very weakened. Borrell is also a natural counter to Sallaadhor.
Why is there a ship in the lannisport port? It aint that in the physical board game. If that's there its too easy to win as lannsiter (in a game of good players)
You are the best thank you so much
25:35 The best thing to do was Raid in East Summer Sea, March in Dragonstone port/Blackwater bay. This way you could burn Martell's support and defend a sea with Stannis considering weak remaining Martell cards. Then you could take empty Shipbreaker bay and capture Sunspear the same turn. The second best thing to do was March+1 in East Summer Sea, March in Dragonstone port/Blackwater bay in order to destroy 3 ships in the sea of Dorne On the other hand, Storm's End was not worth attacking at the moment. After your consolidation in Martell's lands and seas it would be pretty easy to capture in the following rounds
Thanks for the video. We need more GOT strategy videos! ^_^ Several points I wanted to add: 1) Cercei can seem a weak card, but it's invaluable for retaking Riverrun in round 2 and ensure there will be no counterattack. Also the Mountain is the reason why Greyjoy really shouldn't capture Riverrun with more than 1 unit. 2) Majority of people I played with underestimate the value of Throne. Lannister vs Greyjoy war is a showcase of Throne importance. Not only you have first move, but also your Raid orders become super strong cause cannot be raided - this way you can ensure strong support and win with Cercei. It's really worth mentioning that in case of early CoK even 3 tokens spent on Throne are not too much: not only you get first raid and first move, but also as a king you effectively save 1 token on each subsequent bidding. 3) Attacking Tyrell early can be a strong decision in case of alliance with Greyjoy. If they didn't manage to grow strong then taking Highgarden and Oldtown can ensure your victory. It all depends on Tyrell play and overall diplomacy, of course. 4) Owning Raven at the start of the game makes some tricky order-changing tactics viable. It makes Greyjoy prepare to literally any possible order setup, without usual guessing games. 5) King-Beyond-the-Wall is your friend. If you scout that he's the guy in charge then surprising Valyrian sword grab is devastating for Greyjoy and turns the tides strongly in your favor. I won a couple of games like that. I'm also interested in longer videos with entire games against human opponents where you explain why you put this order there and what were your plans. This way chess-like warfare tactics can be covered in a more profound and interesting way!
How did he use warfare, tech and politics secondary with only 2 strategy markers?
My opening moves for Stark are usually muster at White harbour. (Ship in frozen sea) March +1 on the boat. March 0 for Winterfell. (Move the footman to Widows watch for supply and Knight to Moat Cailyn.) This gives 3 castles if a muster comes out ups supply to 2. Winterfell is empty but no danger of attack. Next turn, defend the moat. March foot knight back to Winterfell so you can start mustering the following turn. Muster a ship in port at White harbour (or support if Greyjoys and Lannisters are playing nice as Greyjoy might try for the moat) Defend the narrow sea and support +1 in the frozen sea. Your then safe on the East side and can muster a ship in bay of ice port just to collect power or raid as needed and a footman at Winterfell to send north and start CP going.
I don't want to be a dick, but bad moves. A big aspect of the game is the card counting of the decks. You want to put march orders on every spot for stark turn 1, and leave 1 token behind on WH. Your job is to basically get every crown with a body on it, and either every barrel with a token or a support unit on it (they can c.p if you really need it too) the way the decks work, and which players get to choose matters big time. there is a 33% chance mustering after turn 1 card reveal. 33% barrels (which you are in desperate need of too and you do not want to miss your chance to update your barrels) 11% chance of nothing, or a 22% chance of the iron throne holder (baratheon, choosing supply, muster or nothing). Baratheon will usually muster here. Tyrell is usually at the reach, and can raid baratheon out of a muster. Baratheon should get no barrels on their turn 1. So odds are usually over 50% that a muster will play, and 33% that a barrel will be forced to occur due to cards. So you want castles and barrels asap. If a muster doesnt come, it is okay, as only faction that may have mustered turn 1 is lannister, and maybe a weak martell player. This does sligthly gimp your expansion with stark, but you had a 55% chance on mustering, or a 33% chance on barrels, so about a 90% chance of anything that benefitted you. A round 1 muster on winterfel can in theory be powerful, you can only make 1 footman, and either a boat, or upgrade a footie to a knight. due to your bad supply. You do not want to waste knights on holding castle black, karhold, etc. You could do your muster, wh, 1 extra footie. But that relies on hoping for a muster, and immediately concedes moat cailin. If you ose moat cailin, greyjoy can just raid the hell out of you, making you now reliant on card muster, or using raids in the narrow sea or wh.
@@elyastoohey6621 Dude you say bad moves but also say you want castles and barrels asap which is what these moves get. 🙄
@@LazzaRuss it's not a terrible move. But you want to use all marches turn 1. You need to be on at least 3 barrels, and 3 castles by end of turn 1. UNless you get a 1/10 bad luck (or baratheon does not muster, very weird) you either get your barrels, or your muster. remember, barrels are like trains. You miss the call, you might have to wait 3-4 more turns for more barrels. Severly limiting any mustering until mid game. Likwise, but to a lesser degree on castles, you miss your muster, you miss out. By playing muster on wh, you have to concede a barrel. Do-able. you can chance barrels won't come up.But if they do, you only have 2 barrels, still limiting you. Safest bet is to spread wide turn 1. If barrels come up, fine. Nobody will have mustered anyway, but lannister nad maybe Martell. If muster coems up, you re poised to own the north by turn 2. Take the eyrie by turn 4. Gather power too. March south, with lots o strength turn 6. WIn by turn 8=9. STark to win in a full game relies on a build up, then big push. your job is to also influece lannisters fights with greyjoy in the sunset sea. Draw it all out. tur 1, only lannister or maybe martell should special muster.
Thank you for the nice explanatory videos! I would like to be as supportive and kind as possible - this feedback is too direct and falls out of usual politeness conventions. It might also touch on sth that is very hard/impossible to change, but if it were possible - it is certainly worth it. The recording sounds very much as if you were speaking with a blocked nose - like having a cold. Views might also suffer from this. I have allergies myself, so I know this all too well. I have freed myself from the symptoms of dust mite allergy (running nose all year round) through desensitization. Now I am trying this for grasses. A friend of mine was speaking with a boy's voice at the age of 21. Like he didn't go fully through voice change. And then he solved it through exercises with a speech-language therapist. For me this is the anecdote about how much one can improve one's life quality. Wishing you that the next day will consistently be nicer that the past day!
I would put Diplomacy up a tier level, and probably Politics down one, but otherwise I agree.
Kinda hate that the game forces you to place Orders instead of skipping actions/ahead.
Nice guide. AI Development point was excellent. Personally I'm not sure I'd go for Dreadnought II with Sol as unlike other factions it doesn't solve too many problems. - Fighter Swarms and Carrier II sustained damage means Dreadnought resistance isn't so relevant. - Bombardment generally isn't an issue as Sol troops are abundant and high quality especially if upgraded. - 1 dreadnought II vs equivalent cost of carrier and 2 fighters loses about 80% of the time. 50% of the time without the Carrier force losing any units! In addition it takes two additional techs. I'd be more inclined to go Daxine Motivators and Infantry II.
I'll see how this goes tomorrow... I have a half baked thought that trade and tech are less valuable to pick the first round, but important to plan to play the secondary for. Trade- no one has any commodities to wash yet, few people are neighbors to make immediate deals with. Take the secondary (for free if you can get it), then 2nd/third round, start selling the free 2ndary. Similar with research the first round- you've only got your home system to spend on anything, and no trade goods yet. Now warfare and diplomacy- one lets you expand out further-maybe land on that tech skip, this will set you up better for round 2, and maybe make some neighbors. Diplomacy will let you refresh some newly acquired real-estate so that you can spend it on research. Leadership round 1 is good as you'll be ahead 3 command tokens. Maybe someone buys 1, but then they're tapped out of resources.
Great content!
Gotta grab those open settlements as soon as possible and fortify the sea. When you draw a muster card you'll gain enough power to invade Kings Landing, but if you don't control the narrow sea you're going to severely limit yourself in future rounds.
If I was richer I’ll still be with yab
I am going to play Sol in a few weeks. In a 8 player game. It is weird but in that case Diplo seems one of the best choices (even in a 4 player game): - players won't all be able to follow diplo (there is so many other cards to follow) - the Flagship round 1 seems just immense. I mean the ship is amazing and fights like 2 Dreadnaughts. By building R1 with Warfare and using Gravity Drive, you're set up for a MR conquest easy peasy. And if someone goes there first they know they're gonna lose everything with your next attack.
Aren;t you only allowed a max deploy of 2 units per system?