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It’s the other way around with the agent. You activate a non delta wormhole and leave any wormhole, so turn one wormhole nexus for the creuss! Which makes the trade card so powerfull, turn one 11 resources because of the legendary card of the nexus.
Victor Durand choose trade, use it right away, i also replaniced the player with technology tonmake them use that strategy card right away, which they did. Research slingrelay because you NEED the second carrier turn 1. Also replanish the playbthat is willing to use you IFF. You agent makes it possible to go to wormhole nexus right away. Because you activate a non delta wormhole and move from ANY wormhole, also you home system. The legendary planet card make you able to turn your commodities into trade goods which makes you start with 11 resourches. Use 8 of them to pay for tech and the carrier but save the rest because you want you flag ship turn 2. Move your second carrier for a far out base, killer turn 1 tbh.
Ideas for fighting the Creuss. Don't. Don't tick them off, and you've got the potential for a great trade partner. Just don't let them take Mecatol Rex until they've already used their hero. If you must fight them, try to take out the flagship, if they have it, and focus on not letting them into your systems.
The best round 1 strategy cards are a tie between trade/tech, warfare 3rd place. Trade gives you money to produce a second carrier after with sling relay so you can get more planets than just Mallice. Tech might be best card. Move 1 carrier 2inf+ 2fighters to take a 2 planet system (secondary construction to make a space dock in this system). Play tech get sling relay free. Use home system to produce dreadnaught. Take dread, 1inf + destroyer to Mallice to get your 2 tgs. Hopefully you'll get to use trade before warfare secondary and build another carrier + infantry. Take that to the next best planet system in your slice. Sell Creuss IFF for 1tg (or more depending on how it benefits them). You can do that in sync with your agent too. Ghosts are one of the most complicated races in the game and a lot of their win strategy relies on negotiating with others to help them get to key positions on the board. "I'll help you do this if you help me do that." And always remember that people can light wave through your flagship to your home system
You can take malice first turn with the agent. You do not need a mech. Your agent can link delta and gamma wormholes. Additionally, if you want to be a miserly person first turn, you can pick trade and use malice to wash all your commodities for a total of 7 tg without trading or refreshing any other players. Interesting first round strategy: pick trade, first turn activate malice and move your carrier, fighters and 2 inf. Next turn pop trade, use malice to convert your commodities. If tech pops use your planet, you might want to consider sarween tools for maximum efficiency but sling can also save you if you need to stall. If diplo pops before tech or warfare, skip. With warfare you can either make two carriers and 2 inf, or two mechs and one carrier. If you get a mech, activate the best wormhole planet and place the safest a or b wormhole token in your home system and move your carrier with the second mech (and one destroyer if needed for protection). If someone tries to invade your home system with the wormhole just pop the other mech after they place their token and move it out of your home. At the end of the turn, you will either have 3 carriers, with two in whatever systems are around your delta portal, or have 2 carriers but have fulfilled your commanders requirement.
I love the ghosts, I've been looking forward to this one! I love that you're adding the bookmarks in the video bar. Love that you're still making videos, keep it up! Also, I think the main power of the dimensional splicer comes from the fact that you are able to assign the hit using it, so that might mean you can immediately shoot down that one carrier, killing off a ton of ground forces if someone is coming to invade you. Also keep in mind that every fight with your flagship can use dimensional splicer. Another fun thing about the flagship is because of it's home system wormhole, any PDS placed on your home planet can be used offensively with your flagship. Combined with your dimensional splicer you can do 2 PDS shots, and essentially one direct hit at the start of each combat. One thing to be cautious of however, is if another player takes Lightwave deflector, they can move right through your flagship into your home system, which is obviously a huge security issue. Some other people have said it before, but you read the agent's prerequisite slightly wrong. It has to be when a player activates a NON-delta wormhole, so you can use it to bring ships out from your home system really easily, but you can't use it to move them back. What's also fun, is it can be used on any players turn, so it can be easily sold. One thing that's pretty fun is if you have a muatt player in the game with you, you can essentially remove mecatol rex from the board. First the muatt would have to use their nova seed on the nexus, then use your wormhole generator or promissary note to put a wormhole token on the supernova where the nexus once was, now the nexus is no longer the nexus and you can switch their places with your hero, removing mecatol from the board with your tokens on it! Just hope that the Winnu aren't in the game, because they would still be able to take it from you.
@8:59 wow, it doesn't say anywhere on the card that you can't start in a delta wormhole. All it says is that you activate a non-delta wormhole. So you activate an alpha, beta or gamma wormhole, and you can travel there via your delta wormhole.
Just won using double warsun + flagship in the basegame, was loads of fun turning all that trade and movement into a giant economy, and then turning that to a waring faction
You read the agent slightly wrong. The system you activate can't have a delta wormhole, but there's nothing stopping you from moving units FROM a system that has one, aka your home system. So if you want to move to Mallice on your first turn, you're welcome to do so.
@@KingYolos101 Also allows some easier reinforcements. Forward docks aren't as necessary when you can move ships from your home system and right to the front.
Exactly. But unless you have the proper SC or can time a second carrier to move out, the opportunity cost for taking malice turn 1 isn't worth it. An experienced player can usually make it work out either way.
@@Emanon... Eh. It's a bit of a coinflip. It's about as worth taking as any of the other legendaries for ghosts, as the two trade goods can be really useful on first turn. I'd argue potentially a lot more than a mech or two infantry. The problem is, as you said, the lack of a second carrier. Ideally, you'd get tech SC and a single other trade good somewhere, or a fat trade out of the trade SC, and sling relay a carrier out, but that's getting into magic christmasland territory. There's really no getting around the fact that ghosts have a horrid starting fleet. You'll just have to make the best out of it. Is it Mallice? Depends on what else you have next to you.
Hey there. Really loved your faction videos and the tutorial for the game. My group just picked up the game and we are loving it (although they are a bit too pacifistic for my taste) I guess you won't upload any other faction videos though? Since it has been a year that this one came out :/ Anyways, still really appreciate the effort made for the videos that you uploaded. Much love
@Darth Narth hopefully you had some fun with them. As long as you’re trying to play around wormholes or putting them to use, you’re playing closely according what the faction is intended on doing. And if you can’t get access to close wormholes, the game becomes more of a challenge.
I only advise it because of their gimmicks. I don’t expect them to play any faction to their fullest extent, so they might as well get a taste of the more fun, crazy things in the game
The Creuss are great and almost game-breaking on paper with their mobility. They don't have a ceiling when it comes to pulling off some crazy gameplay. But honestly, their potential is never reached because they are neither an aggressive or turtle-up faction. Their mobility is a trap for some players because what happens is they tend to stretch themselves so thin across the gameboard with all the wormhole access.
Hi! Unfortunately life got in the way for a while there, as I was leaving college and moving on, but my love for Twilight Imperium never dies! The new video is recorded and being edited shortly. I want to see all 24 just as bad as you!
The Creuss strength is directly proportional to a players ability to read a map and engage effectively in tactical movement. Unfortunately, they also get either a huge boost or a huge nerf during map building, depending on if the wormholes are placed at good strategic locations. For some people they will be the worst possible faction, and for some they are quite strong
Is a Creuss wormhole a Delta wormhole? Wormhole Generator states "create a Creuss wormhole" and our agent refers to a "non-delta wormhole". Which makes me think they are two different things, right?
“Creuss wormhole token” applies to all of their tokens. They have a Delta token as well as the normal three of Alpha, Beta, and Gamma. “Creuss Token” means any of these, whereas the “Delta” applies specifically to one of them as well as what their home system and flagship act as. Hopefully that makes sense!
Since I find contradicting evidence and opinions on it I'd like to ask here: Can he flagship use its own delta wormhole to jump back to its home system? My "logic" would assume no because the whole thing would implode on itself and in TI3 it was in fact explicitly forbidden. The new ability text does not specifically say if it is possible or not.
Yes, it absolutely can. It says “this system contains a delta wormhole”. The system has it, not the ship itself, so it’s meant to be carrying it and not actually the wormhole. That’s also the reason why it has the second clause of being able to move before or after other ships. The only reason for that is because of the wormhole jump.
@@CardboardCrashCourse Awesome, thanks for the quick answer. I see a second reason for the wording though. During normal movement all ships move simultaneously, so if the flagship moves one step people could get confused where the other ships actually leave the wormhole. It should not be but oh well. By clearly saying that the flagship moves first or last instead of at the same time, this confusion can be prevented, at least for mushy brains like mine. But the wording that not the ship itself but the system is contains the wormhole should have made it clear. Would have been nice if there was an additional sentence on the sheet to clear this up for dummies like me. :D But it's definitely not helping that some FAQs still say that this move is not possible. In any case, thank you very much!
You're strategy suggests 6 tech and 2 upgrades. So you get hyper metabolism round 5 or 6. So how manny command counters will you get out of it? You can't have it all. You talk more about theory than practice. You