I have a question, I have been getting into twilight imperium lately and some rules are just slowly clicking for me, so what I cannot find the answer to is, how do you sell your agent? I know you can share your commander with the alliance promissary note, but how does it work with the agent?
So it’s not a separate card that connects to the agent. It’s just that most agents specify that you choose a player, not just yourself. This is an inherently sellable thing because you can benefit somebody else with your agent and have them pay you to do it. They never directly gain access to your agents abilities, however. Hopefully this helps.
Hyper you can get round 2. This means first extra token from round 3. 4 extra tokens on avarage per game. Better get Leadership once and research something else.
I agree that construction is pretty powerful for these guys. I think leadership is still better overall, but if you did get construction on either round 1 or round 2, you can unlock your commander. Space dock, turn 1 place 2 sleeper tokens, turn 2 awaken 2 sleeper tokens, +2 buildings from construction.
I really liked your analysis and technology/strategy card suggestions at the end of the video. Also, grabbing some planets in your opponents slice early with you cruisers, just to leave sleeper tokens behind is intimidating; useful just to watch them over-produce defenses. Duranium Armor can be extremely useful for ground combat. Mekatol Rex defended by their PDS (Hel-titan), a mech and some infantry can absorb a hit each turn.
So question about sleeper tokens.. So if someone takes the planet and your token is still there after the fact, how would you activate/awaken that token? Is it only by when your ships enter the same system to try and take it back ? Or you can still move a CC on the planet since you have a sleeper?
You can activate the system and then still turn that sleeper token into a PDS or a Mech and an infantry, even if there are enemies on that planet. Then combat takes place.
Playing my first game with them, I was one jump from Rigel. I explored it and got a Bio-Lab attachment on top of the original green tech skip, which let me take Hypermetabolism 1st turn (Got stuck with the diplomacy card so I reset the two green tech skips for same turn use). Feels good man.
My favorite faction, I love zones of control :) I will say that I disagree with you on the importance of upgrading the Hel-Titans, I think in any game where you aren't super behind it's essential to maximize your defense and make attacking you an absolute nightmare. I've had games where I've gotten ahead and even with the whole table going after me, none could break through the wall of space cannons (... Unless they were playing Argent Flight of course.)
I'm going to play the Titans of User Interface in a weeks time. If your guide doesn't help me score the win I'll file for refund!! >=-( Seriously, I'm stoked to play a faction I've never played before. Thanks for video. Cheers!
@@CardboardCrashCourse : I'm going to play with a new group. I expect them to be aggressive. Neighbours are Naalu and Muaat. The other factions are Mahact, Letnev and Saar. Quite aggressive!
I'm really enjoying your videos more and more. I can see that your editing is getting better and you are starting to hit your stride. I think that your deep dive personal opinion at the end is really setting you apart. I can see myself loving the Titans and they are going to be the second faction I play after the Ghosts. I need this lockdown to end so I can play with my friends! :(
Wow, thank you so much! You’re too kind! I’m trying to improve more so expect the audio quality and things like that to improve soon as well. Glad you enjoy!
My two bits. An alternative tech path could be Plasma Scoring, AI and War sun! Then upgrade your PDS, or Cruiser and you are done with Tech. Offensive and defensive.
A unit needs to use its production unit ability to activate your commander. If you don't produce anything then you aren't using production which means no trade good
Don't forget Transit Diodes moves 4 Ground Forces from anywhere on the board to a planet you control. which the Hell-Titans are and it PLACES them so you can deploy you Mechs (+infantry) or your Flag ship aswell. Move 4 PDS use deploy and make 2 ,mechs and 2 infantry and still have the 2 Hell-titans, Mecatol Rex here we come! And Duranium Armor, your Satern Engine II's have Sustaine damage so do your PDS XD
I'm loving these man, keep them up. Feels like I'm in on a big channel before it explodes. Do you have any plans to do the original factions as well, or are you sticking to the new PoK ones first?
Hi! Thanks so much for the kind words. Yeah, I’m thinking of doing a couple of new ones and mixing in some of the old at first, like the Winnu one from a couple uploads ago. I’m definitely just as excited to talk about the old factions as the new ones, so expect one like that soon again!
I disagree with the green tech rush. if you have titans as an option and are able to make an influence heavy slice, you have all you need. Your tech should be going heavy red and yellow. AI, cruiser 2, mageon, d. armor, graviton, transit, hel-titans (not in that exact order)
Ideas for fighting the Ul. Get antimass deflectors because every little bit helps. Set up random systems with one ship in them to mess up their cruiser movement. And also, bombard their ground units to avoid the space cannon as much as possible.