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Faction Guide as The Federation Of Sol - Twilight Imperium: 4th Edition Strategy Guide
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- เผยแพร่เมื่อ 16 ส.ค. 2024
- Welcome to the board, as we discuss The Federation of Sol. If you're interested in picking up the physical game, links are below.
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►0:00 Overview
►4:06 Technology
►11:56 Mech & Leaders
This is the channel that i was looking for! Most guides on TH-cam only covers what abilities and faction tech races have. But this channel is about strategies and tactics! Great video! Here, have a like and a new subscriber.
A new... a new... a new what? The anticipation is killin me! :D
@@BeyondtheBoard Subscriber :D!
Small correction: You're right that destroyers are the ideal sacrifice to an opponent with Assault Cannon, but they can't actually have already done their job of anti-fighter barrage before being sacrificed. AC triggers at the start of space combat and AFB is the first step of space combat. Minor feel bad, but still a lot better than losing an advanced carrier or a dreadnaught.
Great guide!
Nice callout. I feel like I'm one of the few people who really enjoy destroyer 2s. Its a HUGE upgrade for them.
@@BeyondtheBoard Yeah, destroyer 2s are great against any faction that leans on fighters at all.
I haven’t played Argent yet, but those unique destroyers they’ve got look awesome.
Food for thought concerning Orbital Drop: Dropping costs 1 CC for 2 Infantry. Producing 2 Infantry costs 1 R + a fraction of a CC depending on how much you produce (lets say 1/6). Then you need a carrier to haul them to where you need them (In case of Sol 1/3 of a Carrier, so 1R), that movements costs CC as well, at least 1. Lets say 1/3 looking at capacity. Thats 1 CC vs. roughly 2 R + 1/2 CC.
Oh ya, at face value orbital drop is like "Umm, what? Why would I pay this?" however the opportunity cost of producing infantry, moving them, having them where they need to be, plus the option of stalling makes it fantastic! Sounds like I should have emphasized this more. Thanks!! I think i'll drop something about it in the round 1 guide.
The perfect outro doesn't ex--
Been so long I forgot what I said lol
Great guide! I never thought of the red tech path being an option but that is POK for you, they took what sucked and made it potentially viable.
Keep them coming!
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 love make-believe games made out of cardboard!
sorry to be so offtopic but does any of you know a way to get back into an instagram account..?
I stupidly forgot my login password. I would love any help you can give me
@Kasen London Instablaster :)
Sol are still one of the top tier factions and the cool thing is there's really nothing too special about them. TI is a numbers game and at the end of the day, the Sol are second to none in that category imo.
While the Sol commander isn’t the best, once you realize it triggers on empty planets and does so after bombardment you’ll see it’s actually quite annoying. Especially given Sol’s above average infantry.
Good point, I should have highlighted this more.
there isn't a ground combat if the defender doesn't have any infantry, including after bombardment.
@@nestornovatore2923 correct.
Manta Time!
Nice video 👍👍
Sol's mech is underwhelming it is the only mech that cost more to deploy than to build.