Dude your videos are absolutely PHENOMENAL. One thing I’d love to see is a combat/strategy guide showing us specific combat situations. It’s one bit of content I’ve yet to find on TH-cam. Keep it up!!
Hmm it’s usually faction specific and objective specific. My rule of thumb is in most cases not fighting is the best choice, but with factions like the Cabal fighting is almost always the right choice, and if it’ll win you the game or push you further ahead go for it, or if someone else is gonna win you should attack. Really your question of specific combat situations is interesting but the question I always ask my myself is if it’s better to even fight in the first place.
@@CardboardCrashCourse If you took the time to setup combat scenarios in games you’ve actually played, and showed us what you did to successfully (or unsuccessfully) get out of them that would be so cool. I watch your videos all the time, and listen to Space Cats Peace Turtles, but actually seeing someone take the time to show the combat situations play out and explain what your reasoning is for doing what you do would be very helpful. It would also be a fun way for you and your friends to organically create content :) Thanks for replying! Your vids got me and my friends into this game
@@braydenswinhart Totally agree. I’m very passive in general (unless the objectives call for aggression), but when the game turns into space risk I get wrecked lol
saar is the only faction that starts with only anti-mass deflectors there is actually an elegant pattern to the base game factions starting techs 1 faction starts with 1 level 0 tech in each of the 4 colors: yssaril, saar, yin, muaat. 1 faction starts with 1 level 1 tech in each of the 4 colors: nekro, ghosts, xxcha, arborec. 1 faction starts with 2 level 0 techs in each possible 2-colour combination: sol, naalu, l1, hacan, barony, mentak. then jol-nar, sardakk, and winnu are the outliers, but they don't duplicate any other factions starting techs. pok didn't add any factions with duplicate starting techs.
Not sure that the lighting difference jumped out at me, but it is looking good! I can see myself coming back to this review when I eventually play the Clan of Saar - but they are not high on my list of want-to-plays. Their biggest problem is reputation - people fear the "Saar ball" and therefore tend to try to stamp on them before they can get too big. That was certainly my reaction when I ended up next to them playing as Nomad!
Your faction guides are phenomenal. 😍 Have you done an All Tech guide? I know usually people talk tech per faction, but I wonder if it’d be worthwhile to make a guide explaining all of the tech and for each tech list factions who love it.
Great guide as always! I hope you make the Barony of Letnev video soon. They're my favourite faction and I'd love to hear your thoughts on them. All the best!
Hey, I love your content! Let me share with you a strategy and please tell me if turn 4 it's feasible: Taking Mecatol Rex Round1 (PoK): Get Diplomacy Strategy Card. Turn1- Carrier+2 Infantry to take control of 2 Planets. Turn2- Carrier+2 Infantry to take control of 2 Planets. Turn3- Diplomacy to ready the 2 Planets with highest Influence. By this point Technology should have been played, you pay with Home Planets +1 Trade Good and go for Gravity Drive. Turn4- Activate MecatolRex, Gravity Drive pick the Cruiser to make it have movement 3, activate Agent to give your Floating Factory movement 3 too. Fly with Cruiser and Floating Factory + 2 Fighters to Mecatol Rex.
By turn 4, it’s completely feasible. I would even say that a couple factors are missing that would make taking Rex turn 3 possible, including good exploration and trading from others. But try your strategy, sounds fun!
Ohhh no, you cannot. Using gravity drive does not permanently increase the speed of a ship. Just for the single movement. So your cruiser wouldn’t be 3 speed, it would only still be 2 after that use.
@@CardboardCrashCourse Ohhh, it was too nice to be real. So, I would have to go to mecatol with 1space dock (using gravity drive), 2 fighters, 1 infantry (hope someone use Warefare before) and 1 mech (with my deploy ability and TG). Wish me luck, I will need it.😂
Warfare, get 2 tiles out 1 space, take an influence 4 and 2 double planet system (I actually am having this happen right now with my starting slice as Saar). Then after you move hope someone took diplomacy so you can flip those planets. Otherwise if someone took trade and you got enough trade goods + planet influence of home world you could get enough. It's not very common, but it isn't impossible.
Why did you decide that docks can be accelerated? Corey Konieczka said in one of the fqs that the Saar docks are not ships, and only ships can be accelerated.
Some slightly better lighting and camera for this one! Let me know if you notice a difference... Thank you, everyone!
Dude your videos are absolutely PHENOMENAL. One thing I’d love to see is a combat/strategy guide showing us specific combat situations. It’s one bit of content I’ve yet to find on TH-cam. Keep it up!!
Hmmm, I really like the idea. Could you elaborate just a bit?
Hmm it’s usually faction specific and objective specific. My rule of thumb is in most cases not fighting is the best choice, but with factions like the Cabal fighting is almost always the right choice, and if it’ll win you the game or push you further ahead go for it, or if someone else is gonna win you should attack. Really your question of specific combat situations is interesting but the question I always ask my myself is if it’s better to even fight in the first place.
@@CardboardCrashCourse If you took the time to setup combat scenarios in games you’ve actually played, and showed us what you did to successfully (or unsuccessfully) get out of them that would be so cool. I watch your videos all the time, and listen to Space Cats Peace Turtles, but actually seeing someone take the time to show the combat situations play out and explain what your reasoning is for doing what you do would be very helpful. It would also be a fun way for you and your friends to organically create content :) Thanks for replying! Your vids got me and my friends into this game
@@braydenswinhart Totally agree. I’m very passive in general (unless the objectives call for aggression), but when the game turns into space risk I get wrecked lol
saar is the only faction that starts with only anti-mass deflectors
there is actually an elegant pattern to the base game factions starting techs
1 faction starts with 1 level 0 tech in each of the 4 colors: yssaril, saar, yin, muaat.
1 faction starts with 1 level 1 tech in each of the 4 colors: nekro, ghosts, xxcha, arborec.
1 faction starts with 2 level 0 techs in each possible 2-colour combination: sol, naalu, l1, hacan, barony, mentak.
then jol-nar, sardakk, and winnu are the outliers, but they don't duplicate any other factions starting techs.
pok didn't add any factions with duplicate starting techs.
Titans of Ul also start with antimass
Barony of Letnev also start with Anti-mass deflectors.
Not sure that the lighting difference jumped out at me, but it is looking good!
I can see myself coming back to this review when I eventually play the Clan of Saar - but they are not high on my list of want-to-plays. Their biggest problem is reputation - people fear the "Saar ball" and therefore tend to try to stamp on them before they can get too big. That was certainly my reaction when I ended up next to them playing as Nomad!
The Saar-ball is something to truly fear.
Lighting looks great! Love these videos, please keep them coming!
Thank you!!
Excellent faction guide as always
Thanks, Shane!
Your faction guides are phenomenal. 😍 Have you done an All Tech guide? I know usually people talk tech per faction, but I wonder if it’d be worthwhile to make a guide explaining all of the tech and for each tech list factions who love it.
Great guide as always! I hope you make the Barony of Letnev video soon. They're my favourite faction and I'd love to hear your thoughts on them.
All the best!
Thanks, Lucas. I appreciate you watching for so long. The barony is coming up soon’
Hey, I love your content!
Let me share with you a strategy and please tell me if turn 4 it's feasible:
Taking Mecatol Rex Round1 (PoK):
Get Diplomacy Strategy Card.
Turn1- Carrier+2 Infantry to take control of 2 Planets.
Turn2- Carrier+2 Infantry to take control of 2 Planets.
Turn3- Diplomacy to ready the 2 Planets with highest Influence.
By this point Technology should have been played, you pay with Home Planets +1 Trade Good and go for Gravity Drive.
Turn4- Activate MecatolRex, Gravity Drive pick the Cruiser to make it have movement 3, activate Agent to give your Floating Factory movement 3 too. Fly with Cruiser and Floating Factory + 2 Fighters to Mecatol Rex.
By turn 4, it’s completely feasible. I would even say that a couple factors are missing that would make taking Rex turn 3 possible, including good exploration and trading from others.
But try your strategy, sounds fun!
@@CardboardCrashCourse Thank you!
So, I can move my FF 3 tiles because I used gravity drive with my Cruiser before? That's my main question...🤔
Ohhh no, you cannot. Using gravity drive does not permanently increase the speed of a ship. Just for the single movement. So your cruiser wouldn’t be 3 speed, it would only still be 2 after that use.
@@CardboardCrashCourse Ohhh, it was too nice to be real. So, I would have to go to mecatol with 1space dock (using gravity drive), 2 fighters, 1 infantry (hope someone use Warefare before) and 1 mech (with my deploy ability and TG). Wish me luck, I will need it.😂
@user-fc3wi9ex1q Good Luck!
15:15 How can you take the custodians token round 1? Where are you getting the influence from
Yeah even with the Saar, the best early game faction, I don't see this happening until at least Round 2. You need really good RNG.
Warfare, get 2 tiles out 1 space, take an influence 4 and 2 double planet system (I actually am having this happen right now with my starting slice as Saar). Then after you move hope someone took diplomacy so you can flip those planets. Otherwise if someone took trade and you got enough trade goods + planet influence of home world you could get enough. It's not very common, but it isn't impossible.
Why did you decide that docks can be accelerated? Corey Konieczka said in one of the fqs that the Saar docks are not ships, and only ships can be accelerated.
It clearly says their docks can move and retreat as if it were a ship, thus movement enhancement cards does apply.
Nice