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Twilight Imperium 4th Edition Tutorial

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  • เผยแพร่เมื่อ 29 ส.ค. 2017
  • I expected this tutorial to be a lot longer. Anyone else feel that same way?
    Background music provided by:
    Intuit256 by Kevin MacLeod is licensed under a Creative Commons Attribution license (creativecommon...)
    Source: incompetech.com...
    Artist: incompetech.com/

ความคิดเห็น • 101

  • @derekliljequist1086
    @derekliljequist1086 3 ปีที่แล้ว +7

    Re-watched for my first game of this in a long time. I've seen multiple how to play videos for Twilight Imperium and this one is the best at clearly explaining everything.

  • @waltertav
    @waltertav 2 ปีที่แล้ว +6

    Dude. That was an awesome tutorial. To the point, and you dealt with everything in the game. Gonna play it in two days (5 or 6 player game) and I am so excited! Thanks for your effort on this.

  • @colinmiller513
    @colinmiller513 5 ปีที่แล้ว +6

    Very clear instructions, great video editing, thorough detail. This is my go to video for learning the rules.

  • @jameyburnett2699
    @jameyburnett2699 6 ปีที่แล้ว +2

    Great video, with just the rules, no meta, no drama. Excellent!

  • @yankeejer
    @yankeejer 4 ปีที่แล้ว +1

    definitely the best TI4 tutorial I have found. Not a lot of showmanship. But I prefer the clear concise rule explanation anyway.

  • @SuperRobert56
    @SuperRobert56 6 ปีที่แล้ว +32

    this was the first video i've seen of yours, and will be using you again. Clear, concise, Brilliant Clinically Awesome!

    • @gregoryabraham6565
      @gregoryabraham6565 3 ปีที่แล้ว

      i know Im asking randomly but does anyone know a way to get back into an instagram account?
      I stupidly forgot my password. I would appreciate any assistance you can give me

    • @georgemusa7980
      @georgemusa7980 3 ปีที่แล้ว

      @Gregory Abraham instablaster ;)

    • @gregoryabraham6565
      @gregoryabraham6565 3 ปีที่แล้ว

      @George Musa Thanks so much for your reply. I got to the site on google and I'm waiting for the hacking stuff now.
      Takes quite some time so I will reply here later when my account password hopefully is recovered.

    • @gregoryabraham6565
      @gregoryabraham6565 3 ปีที่แล้ว

      @George Musa it did the trick and I actually got access to my account again. Im so happy!
      Thanks so much you saved my ass !

    • @georgemusa7980
      @georgemusa7980 3 ปีที่แล้ว

      @Gregory Abraham you are welcome :D

  • @dann5752
    @dann5752 3 ปีที่แล้ว +1

    Easily the most comprehensive tutorial I’ve seen yet, thanks for teaching me and my friends how to play!! 👍🏽👍🏽

  • @douglatins
    @douglatins 3 ปีที่แล้ว

    This was the best tutorial I found on youtube

  • @dontanton7775
    @dontanton7775 5 ปีที่แล้ว

    I believe 28:20 is not a binding deal, as you think. Not moving into a system, can never be a binding deal, as it is not an action you can execute at that time. Instead, it is a promise about NOT doing something in the future. Examples of things you can resolve immediately are: I give you X, you give me Y. Or, in the PDS phase of the activation steps: I give you 1 tradegood, you shoot at the moving ship now. At least that is my understanding and how I saw it getting played. Maybe I am wrong.

  • @timsansone2889
    @timsansone2889 2 ปีที่แล้ว

    Great video. Clear and down to business. I have new players watch it ahead of time to learn the game.

  • @stevenfranklin1124
    @stevenfranklin1124 3 หลายเดือนก่อน

    Still an amazing tutorial

  • @InterKnight2007
    @InterKnight2007 6 ปีที่แล้ว

    Great job! I too picked it up at GenCon (I was a vendor, so I was able to get there early and pickup the first copy!), but haven't gotten it to the table yet. First game is scheduled for 2 weeks from now, and I sent this video to all of my players. Thanks!

    • @CynicallyAwesome
      @CynicallyAwesome  6 ปีที่แล้ว +1

      Make sure you get a bunch of mini bags to separate all the faction tokens or some other way to sort them all out because that plastic in box insert does not help whatsoever

    • @InterKnight2007
      @InterKnight2007 6 ปีที่แล้ว +1

      CynicallyAwesome yeah I keep a ton on hand (board gamer or drug dealer? Who can tell?). I like the insert in this edition a lot, but I'm not sure what they were thinking we'd do with the race stuff.
      I actually just now put all of the ships and general tokens in plano tackle boxes to make play easier, and now I may need to do away with the awesome insert just so I can put these guys in the box.

    • @swhellweg
      @swhellweg 6 ปีที่แล้ว

      Yeah, that insert is awesome for shipping the product but not much beyond that. I'm considering attempting to build this thing: boardgamegeek.com/filepage/151907/kelsam-tabletop-ti4-insert-schematics

  • @frozengamer698
    @frozengamer698 7 ปีที่แล้ว +1

    Excellent video! Thanks for posting.

  • @salmanqaisar7377
    @salmanqaisar7377 7 ปีที่แล้ว +13

    Really useful video, thanks for making it!
    Is there any way of putting more annotations on?
    Eg when you named the 4 phases, then it would be very useful to see that listed on the screen
    Eg When your describing about a certain phase, have that labelled for that time period, maybe in top corner.
    And similar in listing steps of actions etc etc.
    Seeing the info visually helps re-inforce the info.
    Regards, Sal

    • @CynicallyAwesome
      @CynicallyAwesome  7 ปีที่แล้ว

      Not since TH-cam removed the ability to do annotations after uploading. I would have to re-edit the video for that which I simply won't do, but i will keep that in mind for future videos. It's easy enough to do, but becomes a pain once I've already uploaded the video.

    • @trentlanthier4368
      @trentlanthier4368 6 ปีที่แล้ว

      too bad that would have been REALLY handy

    • @tompetom2389
      @tompetom2389 6 ปีที่แล้ว +1

      CynicallyAwesome you can add a caption for a language (like ‘Klingon’ or something) and that way you can add some notations, if you want - but obviously you don’t have to. The video is really great.

  • @ComicBookNerdOutCBNO
    @ComicBookNerdOutCBNO 6 ปีที่แล้ว +1

    Thank You.
    Just bought it and this helped a lot.

  • @rogue7744
    @rogue7744 4 ปีที่แล้ว

    Very well done! Ty for sharing

  • @OliverMillin
    @OliverMillin 6 ปีที่แล้ว

    Thanks for the vid. Very clear and well structured. Am just trying to learn this beast for the first time!!! 😎🖒

  • @sperjen
    @sperjen 5 ปีที่แล้ว

    Thank you. Very useful video. I just bought the game and we are planning to play next weekend. I'll tell my group to watch your video 😉

  • @anzelak
    @anzelak 6 ปีที่แล้ว

    Brilliant stuff. Thanks very much.

  • @JimJWalker
    @JimJWalker 5 ปีที่แล้ว

    Dude! This game looks amazing. Great job.

  • @lauraa9848
    @lauraa9848 5 ปีที่แล้ว

    This video is so helpful and well done. Thank you!

  • @samulaslo
    @samulaslo 3 ปีที่แล้ว

    Amazing tutorial!!!

  • @christianringlstetter6814
    @christianringlstetter6814 7 ปีที่แล้ว

    Nicely explained! Thanks for sharing...

  • @tyrantsonthefield
    @tyrantsonthefield 7 ปีที่แล้ว +1

    great tutorial love it man thank you

  • @mag287100
    @mag287100 6 ปีที่แล้ว

    Thank you for this very great video.

  • @1simo93521
    @1simo93521 6 ปีที่แล้ว

    This is great thank you for making this.

  • @matthewprovisor1784
    @matthewprovisor1784 7 ปีที่แล้ว

    Like the video. Just one small thing to point out... when drawing a secret objective at the beginning of the game you only draw one. In TI3 my group would always have everyone draw 2 keep 1 but, this is unnecessary in TI4. The 8 card let's you draw more during the game and they are only worth one each. Still kind of interesting that some score during the action phase. Would love to see a detailed break down of the rule changes 😁

    • @CynicallyAwesome
      @CynicallyAwesome  7 ปีที่แล้ว +1

      Matthew Provisor
      I've never played 3rd edition, but it clearly states during the setup to draw 2 secret objectives and keep one under the "prepare objectives" step; pg. 3 of the rule reference book.
      Just because you can draw more via the strategy card, doesn't mean you always will, and you still have a max limit of 3 in total (completed and incomplete).

    • @matthewprovisor1784
      @matthewprovisor1784 7 ปีที่แล้ว

      There must be a rules issue then. Every where else it talks about secret objectives, including the learn to play, it says to only draw one... even under the objectives part of the reference

    • @CynicallyAwesome
      @CynicallyAwesome  7 ปีที่แล้ว +4

      The learn to play booklet is a simpler version of the setup and rules for the full game, so it says to only draw one. When you're ready to play the game to its fullest, you'll draw two and keep one as i described during the setup. when drawing future cards via the strategy card or other means, you'll only draw one unless something says otherwise.

  • @Venthrac
    @Venthrac 6 ปีที่แล้ว

    Good video! Thanks!

  • @worm1618
    @worm1618 2 ปีที่แล้ว

    Error at 13:21: fighters do block enemy movement as of LRR v1.1

  • @Shugenjya
    @Shugenjya 7 ปีที่แล้ว +1

    Well done! :)

  • @sepandgousheh6658
    @sepandgousheh6658 7 ปีที่แล้ว

    You could move a ship out of an activated system,if given that the ship has enough move points (eg. 3) to move out but it has to end its movement back into the activated system it started.(I dint see a any use expect you pick a ground force up from neighbor planet and bring it back with you)

    • @CynicallyAwesome
      @CynicallyAwesome  7 ปีที่แล้ว

      I was wracking my brain trying to think of when you'd be in this situation, but I finally understood it-
      Yes, if you activate a system that has a ship (like a carrier with a movement of two), you could move that carrier out to pick up infantry and move it back into the system you activated- that would be a legal move, but it's very rare to say the least

    • @sepandgousheh6658
      @sepandgousheh6658 7 ปีที่แล้ว

      Sorry I wasn't clear,you are right about other activated systems, I meant about the system you just activated Pg. 16 rule reference 49.4 "The ship can move out of the active system and back into it if its move value is high enough". Great Video by the way!

    • @matthewprovisor1784
      @matthewprovisor1784 7 ปีที่แล้ว

      This was also true in TI3. It seems they made it a point to specifically point it out, since there is no transfer action.

  • @bitmapman5
    @bitmapman5 6 ปีที่แล้ว +1

    Hi, great video! Thanks for making this, it really helped my group and I wrap our heads around how to play.
    I was wondering if you could clarify something, though. When you're scoring objectives that require you to spend something or discard cards, do you have to do it at the time of scoring, or is it something you can carry over from earlier in the turn? For example, if a public objective says you need to spend 6 influence to score it, does that mean I need to have spent 6 influence at some point during the turn, or do I have to spend 6 influence at the time of scoring? Thanks!

    • @CynicallyAwesome
      @CynicallyAwesome  6 ปีที่แล้ว

      You score an objective by fulfilling its requirements during the phase on the card. So if an objective says "status phase: spend 6 influence", you must spend 6 influence during the status phase in order to score it, no sooner- so you have to save ur influence if you plan to score that objective during the score objective step of the status phase.
      Also remember, you can only score one public and one secret objective at a time, so if you can fulfill multiple objectives, you need to pick and choose carefully.

  • @musikafunkngpinas8644
    @musikafunkngpinas8644 6 ปีที่แล้ว

    Please make more in depth stuff😆

  • @ellonaf
    @ellonaf 6 ปีที่แล้ว

    great vid getting this game soon and its sure to help. 👍

  • @deanmarquis4325
    @deanmarquis4325 5 ปีที่แล้ว

    What are the advantages of upgrading Fighters to the Advanced Fighters

  • @Gyrogyro
    @Gyrogyro 7 ปีที่แล้ว +1

    Awesome video! You pointed out a few things that I missed when I read the rules (I didn't realize that acquired planets came exhausted or that you could never have more than 3 secret objectives). However, something still bugs me, and this goes kind of into the rules but kind of into strategy as well.
    During the status phase, when you remove the command tokens from the map that were used for tactical actions, where do they go? Do they go back to your command sheet, or do they go to the supply? If they go to the supply, then the only way you can get more command tokens are by using the leadership strategy card, plus the 2 you get every status phase? If that's the case, I feel like taking leadership on turn 1 is going to give you a MASSIVE advantage, since probably no one has access to 3 influence off the bat, meaning that whoever takes the leadership card will be the only one to get more tokens, making them start at 8 instead of 5. It seems like a huge problem, but maybe it isn't in reality? It seems like, assuming everyone uses their 3 tactical tokens on turn 1 (2 for expanding, 1 for producing), then on turn 2, everyone will only have 2 tokens while the person who took leadership has 5? Am I misunderstanding?
    Anyway, thanks a lot for making this video. It really helped me understand the rules, and I'll be using it to help myself teach my group how to play!

    • @CynicallyAwesome
      @CynicallyAwesome  7 ปีที่แล้ว +2

      Gyrogyro
      The tokens go back to your reinforcement pool (because other effects can put tokens on the board- you might pull 4 off at one time although you only did one tactical action). There are also technologies that increase how many command tokens you receive, some factions get more innately or have other ways to receive more.
      Plus you forget that the leadership card lets everyone get an opportunity to acquire tokens as well by spending influence- the player that acquired it only getting the first 3 for free.
      I just played a game myself this past weekend and I will say you'll often run into the situation where you can't use all your tactical actions on a turn because you can't expand out fast enough unless you're spreading yourself VERY thin which is not ideal. It makes more sense when you actually go through the motions of a game.

    • @Gyrogyro
      @Gyrogyro 7 ปีที่แล้ว

      I understand. I guess I just need to play the game and see for myself. I was only really worried about specifically turn 1 leadership because I doubt other players would have 3 influence to spend that early, meaning they wouldn't be able to make use of leadership's secondary ability. But I guess I'll see when I actually play the game.
      Anyway, I am excited to have my first game! Thanks a lot for your awesome video, it really helped :)

  • @philipjordan8920
    @philipjordan8920 6 ปีที่แล้ว

    In space combat rolls, the attacker makes all of his rolls before the defender according to the rules reference.

    • @thecolten1000
      @thecolten1000 6 ปีที่แล้ว

      doesnt really matter who "roles" first because the hits for both sides happen at the same time

    • @philipnewhouse4683
      @philipnewhouse4683 5 ปีที่แล้ว

      Roles vs rolls... I think a dictionary might be needed before people try correcting others.

  • @lucasbmm
    @lucasbmm 6 ปีที่แล้ว

    Congratulations on the video. Very good and helpful. But I believe not all deals include transactions. "Players can make deals to each other at any time, even if they are not neighbours. However, deals that include transactions must follow the rules for transactions, including that the players be neighbours." page 11 of the Rules Reference Booklet.
    That differs from your explanation.
    I was wondering what kind of deal that does not include a transaction can be binding. Is that possible? Have you thought about it?

  • @BrianPlaysG40
    @BrianPlaysG40 6 ปีที่แล้ว

    In the video, yellow retreats his units from battle into his home system, which increases the number of his units way beyond the three-unit limit previously shown for his activated systems. Does that mean he had to destroy units down to the limit, or does that not apply to retreat movements?

    • @CynicallyAwesome
      @CynicallyAwesome  6 ปีที่แล้ว

      Brian Wassom
      After movement, he would have to destroy down to his fleet value, yes

  • @ZoidbergForPresident
    @ZoidbergForPresident 7 ปีที่แล้ว +2

    Seems deceptively simple... XP

  • @marianofirpo
    @marianofirpo 6 ปีที่แล้ว

    Very Nice Video. Question. If I have a Transport with move 2 o lets say 3 (movement points). Can I take units from a planet move into a new hex deploy them. Take the planet and take them again and keep moving taking multiple planets?

    • @CynicallyAwesome
      @CynicallyAwesome  6 ปีที่แล้ว

      No. You can pick up troops however you like along your transports path (unless the troop you're picking up comes from a system with a command token on it), but you cannot drop off any troops until you invade a system's planets at the end of the transports movement

    • @marianofirpo
      @marianofirpo 6 ปีที่แล้ว

      Dont worry I guess the tactic token avoid you from moving again

  • @deanmarquis4325
    @deanmarquis4325 5 ปีที่แล้ว

    How many tactics, Strategy and fleet tokens are determined

    • @CynicallyAwesome
      @CynicallyAwesome  5 ปีที่แล้ว

      Dean Marquis you mean at the start of the game? It’s always 3 tactic, 3 fleet and 2 strategy for every player.
      After that, each round every player gets two generic tokens that they can put wherever they want (certain upgrades allow players to get more tokens during this step)
      Is that what you were asking?

  • @ellonaf
    @ellonaf 6 ปีที่แล้ว +1

    can you move into a system containing another players ships without initiating combat or does it have to result in combat?

    • @CynicallyAwesome
      @CynicallyAwesome  6 ปีที่แล้ว +2

      nafman l
      It has to result in combat

    • @orion24601
      @orion24601 6 ปีที่แล้ว +1

      I suppose that could be house-ruled, but as far as I understand you need to fire during a combat round. The exception is a PDS at the beginning, which is always optional.

    • @orion24601
      @orion24601 6 ปีที่แล้ว

      If you don't need to fire, let me know which page you see that on, because this does come up, in particular regarding the Yin flagship (and kind of nerfs it).

    • @CynicallyAwesome
      @CynicallyAwesome  6 ปีที่แล้ว +1

      No, ur right. I thought the optional offensive abilities (space cannon, anti-fighter barrage etc.) also applied to combat rolls being optional, but there is no "may" in the combat section of the RR.
      So using abilities are optional, but combat rolls must be made (and resolved) if combat occurs

  • @Leverquin
    @Leverquin 6 ปีที่แล้ว

    no transfer action? and did 3rd edition had agendas?

    • @leonardcarrillo5559
      @leonardcarrillo5559 5 ปีที่แล้ว

      transfer action is gone in 4th and 3rd had Political or Politics now replaced by Agenda

  • @chetmcgovern9985
    @chetmcgovern9985 7 ปีที่แล้ว

    Does the space cannon go off only if your units activate a system?
    For example, if you had the board set up as in 20:55. There was a third player, let's say green, with a PDS on Wellon. Could he fire into the battle at that time or would he have to activate the system himself?

    • @CynicallyAwesome
      @CynicallyAwesome  7 ปีที่แล้ว

      Other players may use any of their units that have the space cannon ability to fire at the active player when space cannon abilities trigger.
      So if red moved into yellow's system, Green could use their space cannon on a planet in an adjacent system if they had the space cannon upgrade that lets them shoot into the adjacent system and purple (as a fourth player) could use their space cannon as well if it was on the second planet in the system red moved into (yellow and purple are each controlling a planet in the system red is moving into in this example). The cannons would activate in clockwise order, but no player is obligated to use them if they do not want to.

    • @chetmcgovern9985
      @chetmcgovern9985 7 ปีที่แล้ว

      But those extra players don't even need to activate the system?

    • @CynicallyAwesome
      @CynicallyAwesome  7 ปีที่แล้ว

      Its not about activating the system- space cannon is in REACTION to a player's movement into a system and REACTION to that player dropping troops onto the planet with a space cannon unit

    • @chetmcgovern9985
      @chetmcgovern9985 7 ปีที่แล้ว

      I see what you mean now. I am so used to the old TI3 it's hard for me to adjust. Thank you for explaining it

  • @ickebeebon
    @ickebeebon 7 ปีที่แล้ว

    Nice video! How did you get a copy so early?

    • @CynicallyAwesome
      @CynicallyAwesome  7 ปีที่แล้ว +2

      I was lucky enough to go to GenCon and buy a copy early although i did have to wait in a 2 hour+ line for it. I'd say it was worth it

  • @ynygma
    @ynygma 6 ปีที่แล้ว

    Hello, great video!:)
    Question please, around 15m into the video you explain system and fleet capacity. So let's say you move through a system and pick up ground units, are you saying the carrier did not pick them up? You said they aren't assigned to a carrier and instead are part of the system capacity. So, thematically, how does that work please? If a carrier is destroyed, the units were not on board, the troops jettisoned into space during the attack? Not disparaging your video, I;m just trying to understand the rules and ensure I didn't misinterpret something:)

    • @CynicallyAwesome
      @CynicallyAwesome  6 ปีที่แล้ว

      This is the part some of us were discussing in the comments below as well because the rules say troops are not connected to a transport unless they are moving which is hard to interpret (They aren't unless they are????).
      The way we saw it, unless something can blow up a transport while it is moving, troops are ok as long as the space hex they are in has enough capacity to accommodate them. If a transport explodes and thereby reduces the capacity limit, then yes- troops and fighters that were considered embarked in space will start to die as well, but you get to choose which do as opposed to having to make the choice between the transport that has 2 troops and 2 fighters vs the transport with 4 troops. Now its just capacity 8 that drops to capacity 4, so now you have to pick 4 dudes to lose to the vacuum of space. Does that make sense?

    • @ynygma
      @ynygma 6 ปีที่แล้ว

      Thank you sir, that clears it up a bit. I'm still not sold on the thought of them floating in space, but the thematic way I am interpreting this, after reading your excellent answer, is maybe they are just spread across the fleet based on the system capacity:)

    • @speaketh
      @speaketh 6 ปีที่แล้ว

      Isn't the point that troops are always considered to be on a planet (assuming you own a planet in that system), and not on the transport, thereby not counting towards the capacity of the transport - unless you are picking up the troops in order to move to another system, where upon arrival, they would also be placed on a planet you own, if possible.

    • @CynicallyAwesome
      @CynicallyAwesome  6 ปีที่แล้ว +1

      They don't have to be on a planet you own in the system.
      Troops can either be on a planet (and not count towards capacity) or embarked in space (and count towards capacity), but they do not HAVE to touch down every time you move and can remain in space with your ships.

  • @chrisedwards6573
    @chrisedwards6573 6 ปีที่แล้ว

    Ground troops in TI3 are connected to a specific ship. Are you sure they're not in TI4?

    • @CynicallyAwesome
      @CynicallyAwesome  6 ปีที่แล้ว

      Well you can look at the Rules Reference PDF on FFGs website. Under Capacity on pg 8. it says a few things:
      16.2 The combined capacity values of a player's ships in a system determine the number of fighters and ground forces they can have in that system's space area.
      16.4 Fighters and ground forces are not assigned to specific ships except while they are being transported.
      Transporting refers to when a ship is in motion and carrying fighters/ground forces between systems, so as I interpret it, once the ship stops moving, the systems capacity becomes nebulous among the ships with capacities within the system. I'm not sure what situation those rules are trying to prevent, but that's how they're written.
      maybe you know of a situation where that's relevant?

    • @chrisedwards6573
      @chrisedwards6573 6 ปีที่แล้ว

      In TI3, it's possible to destroy a carrier certain effects; as an example, the L1Z1X flagship's power is that all of it's shots and dreadnaughts with it score their shots on non-fighter ships first; this can mean destroying the carrier without destroying the fighters. The fighters will survive until the end of the battle, and if there is capacity, still survive, but ground troops are still on the carrier, so it can mean they're killed before ground combat occurs. With assault canon, that means the L1Z1X dreadnaughts can hit before space combat begins as well. Specifically on page 28 of the base rulebook "If a Carrier is destroyed, any Ground Force and PDS units aboard the Carrier are automatically destroyed. Fighter units can survive if the current system has enough capacity to support he fighters (supplied by either another Carrier, War Sun, or Space Dock)." Also "Note that Ground Forces do not participate in any battle while being transported by a Carrier unit. Likewise, while aboard a Carrier, PDS units do not function. Fighters, on the other hand, are not considered "on board" the Carrier, and may participate in any Space Battle in the system." This is important because if a Carrier is destroyed, it's cargo is destroyed, except space fighters if capacity exists to save them on other ships. So they have to be attached to a specific ship. This may NOT be the same in TI4. On page 13 of the rules reference for TI4, it states "Ground forces are always either on planets or being transported by ships that have a capacity value." To me this means if they aren't on the planet, they're in a specific ship being transported. In effect, if the ground forces aren't on the planet, they are on a specific ship because they're being transported. There is no other state for them. The only time you can land them is during the 'invastion' step, which happens after the 'space battle step'. If the carrier is destroyed before 'invasion', the ground forces should go with it. That's how it was in TI3, and you had to specify which ship the ground forces (and admirals/generals/diplomats/agents) were on.

    • @CynicallyAwesome
      @CynicallyAwesome  6 ปีที่แล้ว +2

      Try and step away from 3rd for a moment because a lot of the rules have been simplified and many no longer apply (PDSs can't be transported for example).
      I would agree with that there's something with the wording about capacity that means that assigning units to their transports is relevant at some point, but I'm trying to find out when is that the case.
      Using your example, let's look at 16.3 (Pg. 8 of rules reference under Capacity). It says "If a player has more fighters and GF in the space area of a system than the total capacity of the ships in that system, they must destroy the excess units of his choice". That coupled with the bullet point beneath it- "A player's fighters and ground forces can exceed capacity during combat. At the end of combat, he must destroy the excess units". So if you destroyed a the only carrier in a system, the excess units that need transport (fighters and GFs) wouldn't be destroyed until the battle was over. It seems the rule has been simplified to allow for quick/easier play. Imagine having to manage and remember which units were embarked on which ships over the course of a longer game (Not to mention, if you have a large fleet, it becomes difficult to fit everything on the board), so it seems they did away with the old 3rd edition rule of assigning units to transports.

    • @MarkusSavola
      @MarkusSavola 6 ปีที่แล้ว

      I think that the capacity matters if you pick up troops along the way. So one carrier cannot bring more than 4 units to the destination system. If the carriers come from different directions this could matter.

    • @CynicallyAwesome
      @CynicallyAwesome  6 ปีที่แล้ว

      I think you may be right there, but that seems obvious. I can't imagine someone trying to argue "my transport can pick up more people than its capacity allows because I'll END UP in a system with enough capacity for all of them". Come on son
      I don't have a lot of experience in the game because I've only played a few games myself, but these situations are thankfully pretty rare; I don't think it'll be an issue for many people.

  • @pinkmaster123
    @pinkmaster123 6 ปีที่แล้ว

    In the Status phase, when you redistribute your command token, you gain 2 more. That's means you now have a total of 10 Command token on the turn2. Do you always get 2 more token on every turn ? (12 turn 3, 14 turn 4...) Because after few turns, the Leadership Strategie card will become useless.
    Thanks for the video!

    • @CynicallyAwesome
      @CynicallyAwesome  6 ปีที่แล้ว +1

      You may have lost me there.
      you start with 9, yes, but you spend them during a turn, so you are unlikely to still have 9 by the end of the round (fleet tokens being mostly untouched). say you use all your tactic and strategy tokens > you have 3 tokens on your board (the fleet ones), then gain 2 during the status phase, so you now have 5.
      Because you need tokens in your tactics pool in order to perform actions, you might put them both there, then use them all up again in the second round (back to only 3 on your board). during the status phase, you get 2 more (putting you back up to 5).
      These tokens are a consumable resource that are constantly getting used and replenished by various means. when you gain 2 during the status phase, you ONLY GAIN TWO. Does that make sense?

  • @Leverquin
    @Leverquin 6 ปีที่แล้ว

    so game has only 9 turns?