Just wanted to point out one very important difference from their faction-specific infantry, the Crimson Legionaire II, to any other upgraded infantry. Unlike other upgraded infantry that have to roll after they are destroyed to see if they come back, the Mahact's upgraded infantry skips the roll and ALWAYS comes back. A big improvement, essentially meaning you have immortal infantry, assuming you retain control of your homesystem.
@@dangergranger1 managed to retain Mecqtol Rex with that exact loop. Just grab Diodes and use Biostims on Diodes each round to move 8 ground forces that were just killed that round
And one final time, I will try my best to break down the strategy of a faction. Early game, you’ll be making a lot of deals. Your agent is a huge advantage for this, it’s a mini warfare card that you can hand out to people (It’s a bit weaker than warfare because the player doesn’t get the token back.) This can give people extra planets early game, and it’s also notable for its ability to help someone in the race for the custodian token. The Mahact will also want to make deals for other players to give up their token by sending out a single ship for the Mahact to kill. If you have a decent fleet, then other players will tend to want to lose a destroyer, rather than risk a large fight, so don’t be afraid to threaten to get what you want. It’s interesting that the Mahact start with 2 techs that would usually require a prerequisite. That’s nice. The Mahact has two “back off” abilities. Their mechs can be used to hold off opponents for a turn like a mini ceasefire, and their hero can send an enemy fleet away from their target, if the conditions are met. This can be used to keep people out of your home system late game. It can also be used to great effect at Mecatol Rex, for taking it or protecting it. You can move an entire fleet off of Rex with the hero, right into another player’s fleet if the situation is right. The Mahact commander is the second most ridiculous out of all of them. Being able to pay CCs to remove CCs won’t be super powerful enough to want to do it constantly, but it has the potential to be crazy good in certain situations, and you’ll probably have multiple of these situations in a game. Producing multiple times, moving multiple times, stalling out your turn, the possibilities are endless. To use it effectively, you’ll of course want plenty of CCs. Your agent and token stealing can definitely help with that. The green tech that gives bonus CCs might be worth getting, and of course you’ll want plenty of influence. Mecatol Rex can be very useful for you specifically. Crimson Legionnares are awesome. They can refund their own cost, and even make profit if you trade out your bonus commodities. It’s sort of similar to the Cabal, where fighting makes you richer instead of poorer. Once you upgrade the legion, then that’s when the real fun begins. Not only do they make money, they’re also immortal so they can keep on making money. Unlike basic infantry II, their respawn is guaranteed. You’ll probably want to get the tech that lets you move infantry so you can keep on reusing the upgrades legionnaires. Choose strategically whether to use the other faction tech to control agendas, or just force opponents to lose CCs. Look for fleets that will be forced to lose a ship if their owners fleet pool is reduced. There, I finished that up, and if you’re reading this you finished it too. Who knows, you may have also finished all the other comments I’ve wrote about all the other factions. Well, if you’ve stuck it out, it is time to perform a grand reveal: I have never played Twilight Imperium in any form.
I'm sitting here frantically making notes as I've been roped into my first game ever, so glad I picked the mahact, they seem mental, thank you so much for the video, it was so easy to understand
You're definitely starting off in a strange place by picking the Mahact, but hopefully the video prepared you. Check out the How to Play one as well, it's nearly an hour long but it will prepare you much better than any of the race videos will for basics of play and how to do combat and movement and all that good stuff. th-cam.com/video/P6hpn6zAYLI/w-d-xo.html
Just one thing about the Mahact Hero ability: it does not specify whose ships you move. So it's actually an insanely powerful leverage tool, because you can basically threaten any two players at a time, not to fight them but to force them to fight each other 🤯 Or just do it to move someone out of Mecatol towards the end of the game. Just insane.
This happened to me in my game last night! I was in control of mecatol Rex and had an alliance with the yssaril tribes who had the main body of their army parked next to mecatol Rex. Then the mahact activated this ability, and forced me and my ally to fight!Luckily I was the federation of sol though, so I just 'murica-ed away their attempts at ground invasion.
Another use for the hero ability is to move your main fleet, which has a command token in the system, to an adjacent system (that you don't have a command token in) for a relatively easy win and then have the ability to move your main fleet again for your next action. Or use it to move your main fleet to defend a system that you have previously activated.
@@NoCraftGamer No the text is pretty clear: "Move all units in the space area of any system to an adjacent system that contains a different player's ships." 👈this does not specify "your" units, just all units in the space area of any system :)
@@RulebreakerBoardgames, I won my first game with the Mahact, although it was a close run thing. The Titans of Ul had made a string of PDS to make themselves difficult to tackle but I used theTitan’s and Vuil’Raith’s Commander abilities to build massive fleets of Fighters and then, using the Mahact Commander’s ability to take off CCs to take one planet after another, each one suffering a whithering hail of PDS fire. I also won a game with the Vuil’Raith, I ended the game with a lot of plastic on my mat.
I had Arinam Meer next to my home system with these guys. In Meer I found Lazax survivors which made it a 1/6 planet I called mini rex. The tech skip made it even better because I could unexhaust it right away with bio-stims before leadership got popped to get 2 command tokens round 1 :)
10:07 hang on a second, am i missing something or does the scepter also apply to mecatol? That's not just a "mini" diplomacy, it's legitimately better than diplomacy if you're already on mecatol and the mahact player did his job well in obtaining tokens.
As always, a great video. Thanks for taking time to make all these. I usually put one on and watch before I go to sleep. In a time where meeting up with friends and playing isn't really happening your videos are a comfort. The Mahact were the first faction I used from POK. I could see how strong they could be but struggled in a 3 player game to really use them at their best. I long for the day I can play regularly! 😁🎉
It's great that you take some comfort and joy from the videos. Thank you for the comment, it makes the effort all the more worthwhile hearing stuff like that. I too long for the opportunity to play regularly again soon.
@@RulebreakerBoardgames my pleasure. I make videos myself on my channel for my friends and I to remember our cliff jumping trips and unless you create videos yourself you don't realise the time it takes . I might have asked before, but do you play on TTS or part of the TI UK Facebook group? Cheers! 😁
I think the biggest take on the MAhact hero is not moving in your fleet into an adjacent system but moving unexpectedly another player fleet into the active system. So space combat occurs one of your opponents loses all of it's ships the other is weakened and then you move in for the coup de grace or move into the system from where your opponent fleet has been moved.
Yup. I don’t think I’d ever use Mahact’s hero to mount an attack with my own fleet unless it’s necessary for a play to win the game that turn or block an imminent win. Because strong as it is when applied to your own ships, the “lets you and him fight” move is truly ridiculous. “Oh, you’ve got Mecatol locked down with a huge fleet? Nope, sorry, you just flung them at the other huge fleet nextdoor, and at least one of them is getting annihilated.” The combination of forcibly moving another player’s ships out of your way without having to fight AND absolutely wrecking the board position of TWO other players is insane. Plus huge extortion potential, because you should be able to (repeatedly) extract hefty payments from two players just to REFRAIN from using it. Definitely one of (if not THE) best hero abilities in the game.
Think I’m gonna play these guys for my first POK game tomorrow. One thing I noticed as a fun strategy is if you have your flagship threatend by a enemy fleet you don’t like the looks of, you can always toss them back they’re token if you have it to avoid the fight. Next turn things could look a lot more favourable with it hitting on 3s and any reinforcements your able to bring for an attack of your own. Then best part is you just get the token back and can rinse and repeat
"you can always toss them back they’re token if you have it to avoid the fight." only if you have a mech in that system, correct? Playing my first POK (second TI4 overall) game this weekend with the Mahact.
I just realized what also makes "Benediction" so powerful is it says nothing about "activating" the system with command tokens. I know there have been a couple times for me where my opponent had an action card that halted my attack or allowed them to run away. This prevents them from retreating and should they have some action card or ability that halts your attack, such as a Promissary note. You simply cancel that attack and then activate the space the next round and attack then.
So they basically have a mini diplo, a mini warfare, baronies fleet plus, their mechs are xxcha, their infantry are sol but better, they have every hero in the game playing, gold from beaten infantry, they can start the game adjusting their command tokens, their flagship is a head hunter, 1 free secondary off a strategy card per round, and you can force two players into combat on demand. Potentially destroying 1 or 2 fleets with another players even if their allies. They are insanely good. Not to mention more influence in voting potentially. And God almighty every factions captain in your fleet pool, imagine it being l1z1x, winnu, and 4 more. The potential is horrifying. If you can get those tokens without everyone hating you, man you are a God.
This pandemic will become an endemic. There are too many anti-maskers in the world who don't respect Covid's power. That being said. The vaccines work, and by this time next year it will be unchangeable history.
Something on the Hero Ability Benediction: 1. You can use a Fleet to fight multiple times a round. 2. You can "jump" over a single Destroyer System that would normally block your movement 3. and most important: After the second fight your fleet now sits in a non-activated system so can be used for a third time. If you really need to stop someone in the last round.
Crimson Legionnaire II is the best infantry in the game, with the only one coming close being Letani II. They strongly encourage you to go invading hard - a great asset for an aggressive faction - but being immortal also makes Transit Diodes absolutely outrageous. Unless someone manages to wipe you off the planet, you just transport your revived guys immediately back, having made a profit from their deaths.
I've thought about it, Anthony, and it's such a difficult thing to do. The game is very long and I wouldn't be able to convince others to put up with all the camera shenanigans for the whole day. I think it wouldn't really capture the game very well anyway. Not without a whole load of cameras and set ups. I would love to do something from gameplay, and have a few ideas. We'll see! Glad you've enjoyed the videos so far.
Seems like they scale pretty hard with player count. Definitely an interesting one! I love the political nature of their agent. Maybe my favorite agent design in the game
Sector of dominion doesn't hurt the Mahact as much because their commander lets them use a command token to unlock a system. Also their agent lets them use someone else's token for the secondary of Construction. Which means you do not lock the system down and you prevent them from activating that system.
I have a question if someone could help me about the mechanism of Crimson Legionnaire: If i have production 3, and build 2 cruisers and 2 infantry... my question is, the 2 infantry are build and then one is destroyed and I gain 1 commodity or only 1 infrantry is build and nothing more happens? I think it will be difficulty to explain the first scenario for new players, thanks!
I wanted to double check this, but since in their hero's text it says that you can take all ships from ANY system( not just your own), doesnt that mean you can just force 2 biggest fleets on the map to fight? Is it just me or I feel it is a little bit too op?
@@thomasfleming8131 Hmmm, I dont think your point is correct. It says move to an adjecent system. That requisit is only after you move them, they need to be adjecent to another players ships. This hero, together with Val'rath race and capturing mechanic, i think might be the most op race yet!
If you look at the rules reference, ability movement isn’t subject to tactical action movement restrictions (this hero, argent flight hero, L1Z1X hero etc.) so you can’t move a fleet across the board. The two fleets would have to be adjacent at the start of your action, at which point they are asking for a benediction.
Would be pretty sweet to move a fleet defending Metacol into the biggest adjacent threat and then just sweep in and take Metacol pretty easily, with less chance of a counter attack.
@@RulebreakerBoardgames Yea definitly need to focus on forming an ally with specific players at the table. Even though you benefit from having enemies too many will just leave you too thinly stretched.
Just wanted to point out one very important difference from their faction-specific infantry, the Crimson Legionaire II, to any other upgraded infantry. Unlike other upgraded infantry that have to roll after they are destroyed to see if they come back, the Mahact's upgraded infantry skips the roll and ALWAYS comes back. A big improvement, essentially meaning you have immortal infantry, assuming you retain control of your homesystem.
That is true! Good spot. Thanks Ross.
@@RulebreakerBoardgames Thanks for all the cool videos!
slap some diodes on those bad boys and you're good to go
@@dangergranger1 managed to retain Mecqtol Rex with that exact loop. Just grab Diodes and use Biostims on Diodes each round to move 8 ground forces that were just killed that round
And one final time, I will try my best to break down the strategy of a faction.
Early game, you’ll be making a lot of deals. Your agent is a huge advantage for this, it’s a mini warfare card that you can hand out to people (It’s a bit weaker than warfare because the player doesn’t get the token back.) This can give people extra planets early game, and it’s also notable for its ability to help someone in the race for the custodian token.
The Mahact will also want to make deals for other players to give up their token by sending out a single ship for the Mahact to kill. If you have a decent fleet, then other players will tend to want to lose a destroyer, rather than risk a large fight, so don’t be afraid to threaten to get what you want.
It’s interesting that the Mahact start with 2 techs that would usually require a prerequisite. That’s nice.
The Mahact has two “back off” abilities. Their mechs can be used to hold off opponents for a turn like a mini ceasefire, and their hero can send an enemy fleet away from their target, if the conditions are met. This can be used to keep people out of your home system late game. It can also be used to great effect at Mecatol Rex, for taking it or protecting it. You can move an entire fleet off of Rex with the hero, right into another player’s fleet if the situation is right.
The Mahact commander is the second most ridiculous out of all of them. Being able to pay CCs to remove CCs won’t be super powerful enough to want to do it constantly, but it has the potential to be crazy good in certain situations, and you’ll probably have multiple of these situations in a game. Producing multiple times, moving multiple times, stalling out your turn, the possibilities are endless. To use it effectively, you’ll of course want plenty of CCs. Your agent and token stealing can definitely help with that. The green tech that gives bonus CCs might be worth getting, and of course you’ll want plenty of influence. Mecatol Rex can be very useful for you specifically.
Crimson Legionnares are awesome. They can refund their own cost, and even make profit if you trade out your bonus commodities. It’s sort of similar to the Cabal, where fighting makes you richer instead of poorer. Once you upgrade the legion, then that’s when the real fun begins. Not only do they make money, they’re also immortal so they can keep on making money. Unlike basic infantry II, their respawn is guaranteed. You’ll probably want to get the tech that lets you move infantry so you can keep on reusing the upgrades legionnaires.
Choose strategically whether to use the other faction tech to control agendas, or just force opponents to lose CCs. Look for fleets that will be forced to lose a ship if their owners fleet pool is reduced.
There, I finished that up, and if you’re reading this you finished it too. Who knows, you may have also finished all the other comments I’ve wrote about all the other factions. Well, if you’ve stuck it out, it is time to perform a grand reveal: I have never played Twilight Imperium in any form.
Never considered that idea of making deals to kill a ship. Interesting.
You've never played? It can be done quite satisfactorily online using TableTop Simulator and a mod.
Taking advice from a guy who’s never played the game?!!! 😳 ok. I’m in! 😬
I'm sitting here frantically making notes as I've been roped into my first game ever, so glad I picked the mahact, they seem mental, thank you so much for the video, it was so easy to understand
You're definitely starting off in a strange place by picking the Mahact, but hopefully the video prepared you. Check out the How to Play one as well, it's nearly an hour long but it will prepare you much better than any of the race videos will for basics of play and how to do combat and movement and all that good stuff. th-cam.com/video/P6hpn6zAYLI/w-d-xo.html
Just one thing about the Mahact Hero ability: it does not specify whose ships you move. So it's actually an insanely powerful leverage tool, because you can basically threaten any two players at a time, not to fight them but to force them to fight each other 🤯 Or just do it to move someone out of Mecatol towards the end of the game. Just insane.
This happened to me in my game last night! I was in control of mecatol Rex and had an alliance with the yssaril tribes who had the main body of their army parked next to mecatol Rex. Then the mahact activated this ability, and forced me and my ally to fight!Luckily I was the federation of sol though, so I just 'murica-ed away their attempts at ground invasion.
Another use for the hero ability is to move your main fleet, which has a command token in the system, to an adjacent system (that you don't have a command token in) for a relatively easy win and then have the ability to move your main fleet again for your next action. Or use it to move your main fleet to defend a system that you have previously activated.
Is that really how that works they can just force two other players to fight each other I would assume it has to be your ships not two other players 🤔
@@NoCraftGamer No the text is pretty clear: "Move all units in the space area of any system to an adjacent system that contains a different player's ships." 👈this does not specify "your" units, just all units in the space area of any system :)
@@septimustavi9352 Very good point! That's why I love that hero ability, it's so versatile! Great as a leverage tool or as a warfare on steroids 😂
Great video. I’m playing the Mahact on Sunday and really looking forward to it.
Have fun, Tim. Would love to hear how it goes!
@@RulebreakerBoardgames, I won my first game with the Mahact, although it was a close run thing. The Titans of Ul had made a string of PDS to make themselves difficult to tackle but I used theTitan’s and Vuil’Raith’s Commander abilities to build massive fleets of Fighters and then, using the Mahact Commander’s ability to take off CCs to take one planet after another, each one suffering a whithering hail of PDS fire.
I also won a game with the Vuil’Raith, I ended the game with a lot of plastic on my mat.
I had Arinam Meer next to my home system with these guys. In Meer I found Lazax survivors which made it a 1/6 planet I called mini rex. The tech skip made it even better because I could unexhaust it right away with bio-stims before leadership got popped to get 2 command tokens round 1 :)
This game is so crazy now.
Boss Mode activated
10:07 hang on a second, am i missing something or does the scepter also apply to mecatol? That's not just a "mini" diplomacy, it's legitimately better than diplomacy if you're already on mecatol and the mahact player did his job well in obtaining tokens.
Thanks for these. Im new to TI4 and was looking for playstyle guides
Note: Benediction allows the Mahact to force 2 non-active players to fight if they are in adjacent systems.
They're diabolical.
Really, really looking forward to your faction revisits, love the format, the information provided, exceptional.
Thank you. You made my day with this comment.
Delightful videos sir I look forward to whats to come!
Thanks. Lots more Twilight Imperium, and also some stuff for other games.
Another great video. Looking forward to the others!
Thanks!
Thank you so much! I enjoyed this series so much! Can't wait to see whats in store for the OG factions!
Glad you liked the series! A lot of fun stuff for the base game factions to talk about in the PoK box, so expect lots more stuff soon.
Remember, the command token comes from the player's REINFORCEMENTS, so the player doesn't actually lose anything.
Yes, although I have often run out of command tokens, so have one fewer available is painful!
As always, a great video. Thanks for taking time to make all these. I usually put one on and watch before I go to sleep. In a time where meeting up with friends and playing isn't really happening your videos are a comfort.
The Mahact were the first faction I used from POK. I could see how strong they could be but struggled in a 3 player game to really use them at their best. I long for the day I can play regularly! 😁🎉
It's great that you take some comfort and joy from the videos. Thank you for the comment, it makes the effort all the more worthwhile hearing stuff like that. I too long for the opportunity to play regularly again soon.
@@RulebreakerBoardgames my pleasure. I make videos myself on my channel for my friends and I to remember our cliff jumping trips and unless you create videos yourself you don't realise the time it takes . I might have asked before, but do you play on TTS or part of the TI UK Facebook group? Cheers! 😁
I think the biggest take on the MAhact hero is not moving in your fleet into an adjacent system but moving unexpectedly another player fleet into the active system. So space combat occurs one of your opponents loses all of it's ships the other is weakened and then you move in for the coup de grace or move into the system from where your opponent fleet has been moved.
True
Yup. I don’t think I’d ever use Mahact’s hero to mount an attack with my own fleet unless it’s necessary for a play to win the game that turn or block an imminent win. Because strong as it is when applied to your own ships, the “lets you and him fight” move is truly ridiculous. “Oh, you’ve got Mecatol locked down with a huge fleet? Nope, sorry, you just flung them at the other huge fleet nextdoor, and at least one of them is getting annihilated.” The combination of forcibly moving another player’s ships out of your way without having to fight AND absolutely wrecking the board position of TWO other players is insane. Plus huge extortion potential, because you should be able to (repeatedly) extract hefty payments from two players just to REFRAIN from using it. Definitely one of (if not THE) best hero abilities in the game.
@@normative not to mention the fact tht this hero alone is an ultimate saar asteroid base killer.
On the Agent: As it is on the Active players it is a thing you can include in a trade deal (if usual adjacent stuff is checked).
Think I’m gonna play these guys for my first POK game tomorrow. One thing I noticed as a fun strategy is if you have your flagship threatend by a enemy fleet you don’t like the looks of, you can always toss them back they’re token if you have it to avoid the fight. Next turn things could look a lot more favourable with it hitting on 3s and any reinforcements your able to bring for an attack of your own. Then best part is you just get the token back and can rinse and repeat
"you can always toss them back they’re token if you have it to avoid the fight."
only if you have a mech in that system, correct? Playing my first POK (second TI4 overall) game this weekend with the Mahact.
Genetic recombination when someone plays a rider?
At 6:25, you can't voluntarily destroy your unit, correct?
I just realized what also makes "Benediction" so powerful is it says nothing about "activating" the system with command tokens. I know there have been a couple times for me where my opponent had an action card that halted my attack or allowed them to run away. This prevents them from retreating and should they have some action card or ability that halts your attack, such as a Promissary note. You simply cancel that attack and then activate the space the next round and attack then.
Oh wow, you're right. Nice.
So they basically have a mini diplo, a mini warfare, baronies fleet plus, their mechs are xxcha, their infantry are sol but better, they have every hero in the game playing, gold from beaten infantry, they can start the game adjusting their command tokens, their flagship is a head hunter, 1 free secondary off a strategy card per round, and you can force two players into combat on demand. Potentially destroying 1 or 2 fleets with another players even if their allies. They are insanely good. Not to mention more influence in voting potentially. And God almighty every factions captain in your fleet pool, imagine it being l1z1x, winnu, and 4 more. The potential is horrifying. If you can get those tokens without everyone hating you, man you are a God.
Great series mate! I wish you were here in Alberta, I'd like to invite you to a game.
After Covid of course.
Sincere, respectful question - what if there is no "after covid"?
Thanks for the invite :)
This pandemic will become an endemic. There are too many anti-maskers in the world who don't respect Covid's power.
That being said. The vaccines work, and by this time next year it will be unchangeable history.
@@RulebreakerBoardgames Soooo are you from canada? Assumed from Alberta invitation? I am thinking what accent you have since i found your channel.
I'm from Ireland.
Something on the Hero Ability Benediction: 1. You can use a Fleet to fight multiple times a round. 2. You can "jump" over a single Destroyer System that would normally block your movement 3. and most important: After the second fight your fleet now sits in a non-activated system so can be used for a third time. If you really need to stop someone in the last round.
And you can use 2 command tokens to attack again. Lol.
These guys are really scary!
The loss aversion of them taking one of my tokens is so real I will be thinking about it all the time in games against them.
Crimson Legionnaire II is the best infantry in the game, with the only one coming close being Letani II. They strongly encourage you to go invading hard - a great asset for an aggressive faction - but being immortal also makes Transit Diodes absolutely outrageous. Unless someone manages to wipe you off the planet, you just transport your revived guys immediately back, having made a profit from their deaths.
can't you use the Jae Mir Kan Agent for your oown tokens? Or use them use to negotiate and build alliances
I love your videos and how they flow as well. After going over each faction, do you have any plans to maybe record one of your games?
I've thought about it, Anthony, and it's such a difficult thing to do. The game is very long and I wouldn't be able to convince others to put up with all the camera shenanigans for the whole day. I think it wouldn't really capture the game very well anyway. Not without a whole load of cameras and set ups. I would love to do something from gameplay, and have a few ideas. We'll see! Glad you've enjoyed the videos so far.
Wow these guys seem super strong! Going to need help from the rest of the table to keep these guys in check.
Their command token economy is amazing.
Absolutely
Seems like they scale pretty hard with player count. Definitely an interesting one! I love the political nature of their agent. Maybe my favorite agent design in the game
Yeah, they offer a lot of options for diverse tactics.
Sector of dominion doesn't hurt the Mahact as much because their commander lets them use a command token to unlock a system. Also their agent lets them use someone else's token for the secondary of Construction. Which means you do not lock the system down and you prevent them from activating that system.
That's a great point, Jay. Using another player's token is so strong.
Damn they seem really op
These guys are definitely going to be the villain at the table
Oh, absolutely
I have a question if someone could help me about the mechanism of Crimson Legionnaire:
If i have production 3, and build 2 cruisers and 2 infantry... my question is, the 2 infantry are build and then one is destroyed and I gain 1 commodity or only 1 infrantry is build and nothing more happens? I think it will be difficulty to explain the first scenario for new players, thanks!
The latter. That 2nd infantry cannot be and therefore was not produced, thus it is not destroyed.
I wanted to double check this, but since in their hero's text it says that you can take all ships from ANY system( not just your own), doesnt that mean you can just force 2 biggest fleets on the map to fight? Is it just me or I feel it is a little bit too op?
As far as I can tell, your interpretation is right. Keep in mind that those two fleets need to be adjacent already though.
@@thomasfleming8131 Hmmm, I dont think your point is correct. It says move to an adjecent system. That requisit is only after you move them, they need to be adjecent to another players ships. This hero, together with Val'rath race and capturing mechanic, i think might be the most op race yet!
If you look at the rules reference, ability movement isn’t subject to tactical action movement restrictions (this hero, argent flight hero, L1Z1X hero etc.) so you can’t move a fleet across the board. The two fleets would have to be adjacent at the start of your action, at which point they are asking for a benediction.
Would be pretty sweet to move a fleet defending Metacol into the biggest adjacent threat and then just sweep in and take Metacol pretty easily, with less chance of a counter attack.
Probably one of the most complex factions in the game. A lot of hard decision making.
Yes, 100% I would be afraid as them as well, always expecting the whole table to go for the kill against you.
@@RulebreakerBoardgames Yea definitly need to focus on forming an ally with specific players at the table. Even though you benefit from having enemies too many will just leave you too thinly stretched.
The Mahact reminds me of the Honey Badger. The Honey Badger don’t care.
I hate them. I played against them last week. They're more annoying than Nekros for sure.
Totally expect to hate them as well.