I have seen two mistakes with Xxcha players and the Diplomacy special. The first is to take Diplomacy early and expand but then forget to actually put anything on those worlds, quickly losing them to the first guy with a single unit cruising along. The second is to never use it, because it’s not long until there’s no empty worlds left and you’ve wasted it. Late turtling is great for them but only if you expand fast enough to have a segment worth holding with your horrific PDS network.
You prolly dont care but does someone know of a trick to log back into an Instagram account..? I stupidly lost my account password. I love any tips you can give me.
@Oliver Landry i really appreciate your reply. I got to the site through google and Im waiting for the hacking stuff now. Looks like it's gonna take a while so I will reply here later when my account password hopefully is recovered.
I really like the example at about five minutes because Xxcha can take AIDA early which gives easy access to Cruiser 2 to beef up your slice and potentially threaten those equidistants. Cruiser 2 having 1 capacity may have you making plays like the last option you described
I played with these guys yesterday in a 4 player game with the new errata to Diplomacy and it was fantastic. Diplomacy being chosen every turn is a huge boon to them and the new primary is great
weirdly, even the new Diplo rarely gets picked at my tables. Xxcha is one of my favorites and it's really frustrating how underwhelming some of its facets play out :(
If the xxcha ends my turn with the nullification field, can I just remove my toke with warfare an attack next turn? And they would not be allowed to do this again, because the tech is exhausted?
In my last game, I lost a lot of momentum because the table ruled that I as the active player could not shoot my 6 space cannons located in adjacent zones plus flagship. Unless I'm misunderstanding the space cannon offense ruling it seems like with pds 2 I should get a preemptive space cannon volley before combat starts where they also get to fire theirs. Can I get any clarification on whether or not I was right or wrong
This BGG thread gets it right: boardgamegeek.com/thread/2482371/how-use-pds-ii It's worth noting the Living Rules Reference that in 66.1 it states you you don't even need to be the active player. If a system is activated and you have adjacent PDS 2, fie away if you like. That's my understanding of it.
Definitely. It all depends on the objectives, of course. If you get lots of tech objectives, or spend resource objectives, for example, or the Secret Objectives are geared away from fighting, you can do it.
I have a few question about the flagship. The flagship can only shot into activated systems, correct? and what about when the xxcha flagship moves. I think it can shot after the movement as well. So it might be good in an offensive way too. Is this correct? But then, it only can shot into the activated system. now in adjacent system because its not the activated one.
Yeah, it can only fire into the activated system. The adjacent firing just means that if the flagship is beside the activated system that it is allowed to fire.
If you run out of models in Reinforcements you can choose to remove models from the board to build with Construction - but not if you have a command token in that space.
No, once the first player takes Mecatol, that's it, the token is gone and in order to claim Mecatol again, you need to take it by force. I have seen players completely abandon Mecatol and leave it empty, and in that case, you just need to fly in and drop a unit on the planet.
No, it says "PEACE ACCORDS: After you resolve the primary or secondary ability of the "Diplomacy" strategy card, you may gain control of 1 planet other than Mecatol Rex that does not contain any units and is in a system that is adjacent to a planet you control." - So you can take enemy planets, as long as there aren't troops there.
I've played this game a few dozen times now and no one picks this race. I never really looked at their tech. Omg. That's insane! Insta-end turn!!!
Yeah! They're a powerhouse.
Really great stuff, been watching in anticipation of my first actual TI game
I have seen two mistakes with Xxcha players and the Diplomacy special. The first is to take Diplomacy early and expand but then forget to actually put anything on those worlds, quickly losing them to the first guy with a single unit cruising along. The second is to never use it, because it’s not long until there’s no empty worlds left and you’ve wasted it. Late turtling is great for them but only if you expand fast enough to have a segment worth holding with your horrific PDS network.
I was not far from winning playing this faction yesterday. I love the deep space cannon ability.
It can be mighty!
You prolly dont care but does someone know of a trick to log back into an Instagram account..?
I stupidly lost my account password. I love any tips you can give me.
@Kaden Brody Instablaster =)
@Oliver Landry i really appreciate your reply. I got to the site through google and Im waiting for the hacking stuff now.
Looks like it's gonna take a while so I will reply here later when my account password hopefully is recovered.
I really like the example at about five minutes because Xxcha can take AIDA early which gives easy access to Cruiser 2 to beef up your slice and potentially threaten those equidistants. Cruiser 2 having 1 capacity may have you making plays like the last option you described
I played with these guys yesterday in a 4 player game with the new errata to Diplomacy and it was fantastic. Diplomacy being chosen every turn is a huge boon to them and the new primary is great
weirdly, even the new Diplo rarely gets picked at my tables. Xxcha is one of my favorites and it's really frustrating how underwhelming some of its facets play out :(
If you play Creuss right their flagship can essentially become the loncara ssodu plus a wormhole.
dope vid, thanks for the explanation
Nice one
My favourite faction!
I love these guys as well.
If the xxcha ends my turn with the nullification field, can I just remove my toke with warfare an attack next turn? And they would not be allowed to do this again, because the tech is exhausted?
yes
You could do this. No, they could not repeat the earlier retort. UNLESS, they also run Bio Stims to untap techs
In my last game, I lost a lot of momentum because the table ruled that I as the active player could not shoot my 6 space cannons located in adjacent zones plus flagship. Unless I'm misunderstanding the space cannon offense ruling it seems like with pds 2 I should get a preemptive space cannon volley before combat starts where they also get to fire theirs. Can I get any clarification on whether or not I was right or wrong
This BGG thread gets it right:
boardgamegeek.com/thread/2482371/how-use-pds-ii
It's worth noting the Living Rules Reference that in 66.1 it states you you don't even need to be the active player. If a system is activated and you have adjacent PDS 2, fie away if you like. That's my understanding of it.
@@RulebreakerBoardgames ok awesome i was really concerned i was mistaking the ruling on that thank you very much
Is there a way to win playing a purely defensive game?
Definitely. It all depends on the objectives, of course. If you get lots of tech objectives, or spend resource objectives, for example, or the Secret Objectives are geared away from fighting, you can do it.
I have a few question about the flagship. The flagship can only shot into activated systems, correct? and what about when the xxcha flagship moves. I think it can shot after the movement as well. So it might be good in an offensive way too. Is this correct? But then, it only can shot into the activated system. now in adjacent system because its not the activated one.
Yeah, it can only fire into the activated system. The adjacent firing just means that if the flagship is beside the activated system that it is allowed to fire.
you are not aloud to move your pds in ti4th
This is true!
If you run out of models in Reinforcements you can choose to remove models from the board to build with Construction - but not if you have a command token in that space.
Could they take mecatol rex with diplomacy if it had already been taken and then at a later point had no units on it?
No, once the first player takes Mecatol, that's it, the token is gone and in order to claim Mecatol again, you need to take it by force. I have seen players completely abandon Mecatol and leave it empty, and in that case, you just need to fly in and drop a unit on the planet.
I feel like I dont want to lose strat tokens for that note :O
They do go through quite a few Command Tokens. It's why I favor Green/blue, rushing Hyper Metabolism
My first game I got Xxcha, I could have won if I had researched nullification field but I didn’t understand faction specific tech. Argh!
They are great at making cheeky invasions and actually holding the ground
Can the peace accords be used on an occupied planet to force out opposing occupied forces or to claim the planet card to block resource tapping?
No, it says "PEACE ACCORDS: After you resolve the primary or secondary ability of the "Diplomacy" strategy card, you may gain control of 1 planet other than Mecatol Rex that does not contain any units and is in a system that is adjacent to a planet you control." - So you can take enemy planets, as long as there aren't troops there.
Could nullification and diplomacy be combined to end every players turn by forcing them all to activate a system with a xxcha ship?
But what is the purpose? It makes player to skip one action, not the whole action phase. If I`m not missing something it will not affect anyone.
Xxx
That’s interesting I’ll have to try that I’ll call it the big yeet
Does placing a token on a planet due to Diplomacy count as activating?
@@generalx90 no, but it keeps other players from activating it later. It allows you to "protect" one system for that phase.