I had a friendly Naalu neighbor who said that he was short of 1 trade good, and offer me one of his relic fragments for it. Seem like good deal, so I accepted it. He stopped being friendly after that.
You forgot some of the best things about the Crystalline fighter 2's. You can move them off on their own to occupy systems for objectives, combine them with Dark Energy Tap to explore for relics, or even more fun, spread them all over your boarders and use them as bait for the Neuroglaive.
I think there are some more Secret Objectives that the Naalu could score, without having to much trouble. - Have at least 1 Ship in 6 Systems (Fighters counts as Ships) - Destroy a Warsun or the Flagship of another Player (a Fighter armada should produce lots of hits) - Win a Battle with your Flagship (a Fighter armada should produce lots of hits) To the first: You want to spread lots of Fighters across the Galaxy to trigger Neurogleve. To the other two: When you load Fighters in the Flagship and take Carriers with it you have a gigantic Fleet, just as you said.
You should do an updated video for Naalu with the new Agent and Commander. They are way better than the original ones and make an already good faction even better.
10:20 you still have to pay for the additional fighter, but you can ignore production limits. The Downside is you're paying same cost as for two fighters but only get one
I had always seen this interpreted as you getting 3 fighters for 1 resource instead of the normal 2 for 1. It's kind of a mute point now anyway since Codex III gave them a much superior Agent and Commander.
Loved this video, although I feel that the current Naalu are like old Winnu (a one-trick, maimed pony)- the Collective was a reasonably solid faction but has not benefited proportionately from the changes introduced by PoK. The slower start (due to the single carrier), almost useless PN (why would you sell/trade your only significant power to your opponents?) and general difficulty to tech 1st round existed in base TI4. What's new is that the advantage of the Foresight ability has been somewhat lessened by the presence of Dark Energy Tap. The leaders are generally under-powered (agent does not become relevant until the agenda phase begins, the commander's activation may be delayed by Naalu's production limits and the hero offers a weak chance of desirable PNs) while the mech is conditionally decent. The hero would have been better if it required either a random picking of PNs from hand or maybe have all opponents give you their political secret PN. If Dane could change one thing in an upcoming Codex, I would like to see a better Naalu Agent. Something like: -During the action phase: You may exhaust this card to have your one of your space docks gain +2 to their production limit. -After a player activates a system: You may exhaust this card to allow that player to replace 1 of their fighters in the active system with 1 mech from their reinforcements. -At the end of a player's tactical action: You may exhaust this card; if you do, that player may place 2 fighters from their reinforcements on a planet they control in the active system. -At the start of the anti-fighter barrage step: You may exhaust this card; if you do, that player may remove one of their fighters from the board to destroy an other player's destroyer in the active system. [This one's probably a pipe dream]. Great video, as always, Kaptain! 🖖
Indeed, I couldn't agree more with all of your points. Swapping out the agent for a new one is where I would also start if I were to improve this faction. The agent is just lame. I definitely like some of your ideas. I do hope that some of the best stuff from the codex PDFs gets printed in a future expansion. Thanks again for the fantastic comment! :)
@@TheBoardGameKaptain the new Agent from Codex III completely changes the faction. It is a free Warfare every turn. This frees you up to pick other, more useful, strategy cards and allows you to move your single starting carrier multiple times on the first turn.
I had a friendly Naalu neighbor who said that he was short of 1 trade good, and offer me one of his relic fragments for it. Seem like good deal, so I accepted it.
He stopped being friendly after that.
PS: He never really needed that trade good
@@SilentNSly That's hilarious!
That is so funny! What a cheeky move!
@@TheBoardGameKaptain not that funny when his mechs start landing on your planets… and nobody else wants that fragment
You forgot some of the best things about the Crystalline fighter 2's. You can move them off on their own to occupy systems for objectives, combine them with Dark Energy Tap to explore for relics, or even more fun, spread them all over your boarders and use them as bait for the Neuroglaive.
Very true. There are limitless possibilities for fleets of excellent fighters that don't need transports.
I think there are some more Secret Objectives that the Naalu could score, without having to much trouble.
- Have at least 1 Ship in 6 Systems (Fighters counts as Ships)
- Destroy a Warsun or the Flagship of another Player (a Fighter armada should produce lots of hits)
- Win a Battle with your Flagship (a Fighter armada should produce lots of hits)
To the first: You want to spread lots of Fighters across the Galaxy to trigger Neurogleve.
To the other two: When you load Fighters in the Flagship and take Carriers with it you have a gigantic Fleet, just as you said.
Fair enough. I don’t disagree at all. 😁
"They do have some achilles heels", ironic for a group of legless snake people
LOL, indeed. ;)
You should do an updated video for Naalu with the new Agent and Commander. They are way better than the original ones and make an already good faction even better.
I decided not to cover the codex material in these. Perhaps I may do a single episode on all the codices at some point.
your timeline is very helpful. Thank you very much for this.
You are very welcome. Thank you so much for the positive feedback. 😁
10:20 you still have to pay for the additional fighter, but you can ignore production limits. The Downside is you're paying same cost as for two fighters but only get one
You're correct, I made an error.
I had always seen this interpreted as you getting 3 fighters for 1 resource instead of the normal 2 for 1.
It's kind of a mute point now anyway since Codex III gave them a much superior Agent and Commander.
@@Trueflights I do think explorer was correct though I obviously made the same error.
Loved this video, although I feel that the current Naalu are like old Winnu (a one-trick, maimed pony)- the Collective was a reasonably solid faction but has not benefited proportionately from the changes introduced by PoK. The slower start (due to the single carrier), almost useless PN (why would you sell/trade your only significant power to your opponents?) and general difficulty to tech 1st round existed in base TI4. What's new is that the advantage of the Foresight ability has been somewhat lessened by the presence of Dark Energy Tap.
The leaders are generally under-powered (agent does not become relevant until the agenda phase begins, the commander's activation may be delayed by Naalu's production limits and the hero offers a weak chance of desirable PNs) while the mech is conditionally decent. The hero would have been better if it required either a random picking of PNs from hand or maybe have all opponents give you their political secret PN.
If Dane could change one thing in an upcoming Codex, I would like to see a better Naalu Agent. Something like:
-During the action phase: You may exhaust this card to have your one of your space docks gain +2 to their production limit.
-After a player activates a system: You may exhaust this card to allow that player to replace 1 of their fighters in the active system with 1 mech from their reinforcements.
-At the end of a player's tactical action: You may exhaust this card; if you do, that player may place 2 fighters from their reinforcements on a planet they control in the active system.
-At the start of the anti-fighter barrage step: You may exhaust this card; if you do, that player may remove one of their fighters from the board to destroy an other player's destroyer in the active system. [This one's probably a pipe dream].
Great video, as always, Kaptain! 🖖
Indeed, I couldn't agree more with all of your points. Swapping out the agent for a new one is where I would also start if I were to improve this faction. The agent is just lame. I definitely like some of your ideas. I do hope that some of the best stuff from the codex PDFs gets printed in a future expansion. Thanks again for the fantastic comment! :)
@@TheBoardGameKaptain the new Agent from Codex III completely changes the faction. It is a free Warfare every turn. This frees you up to pick other, more useful, strategy cards and allows you to move your single starting carrier multiple times on the first turn.
Cool video👍
Thanks 👍We have tons more in the series if you're interested. :)
Feel free to Update the Guide After Codex 3:)
I hadn't been including the Codex info because most people who just buy the game don't even know about them.
@@TheBoardGameKaptain very sad! The new codex is such an Game change for them without making them broken or something. Just an early boost