About the hero ability. It doesn't say to activate that system, so that that means you don't put a command counter there. Which is also why you can't fight in that system on the action you move the ships there.
It is an interesting ability for sure. As I read it, yep does not lock the system, does need you to have movement value, but it is a movement so you could carry in your capacity. Really has potential for you to essentially double move a crushing invasion fleet into an area, with Mechs carried in the volume of Bombardment you could move into a system and then attack anything within reach is, well pretty awesome.
You can also use the ability after your main fleet of dreads and your flagship are in a system that has already been activated. However the rules dictate in that situation the capacity doesn't come with the dreads as the card only allows you to bring them and the flagship. But the capacity and movement rules limit removing ships in a system that are within the capacity of another ship. It's a really weird technicality. The card allows you to Essentially unlock and move your dreads and flagship even if locked. But it doesn't apply to their capacity. Not idea, the best use would be activating this card when that fleet isn't locked so you can bring your fighters and infantry within your capacity. But it is nice to know it also allows you to unlock just the dreads and flagship if you really wanted to. Opening you up to a double or even triple move with your main fleet if you have warfare. Fleet logistics would be a must have in order to fully capitalize on this ability
Their hero is even better than you think. It's an action, but it doesn't say you have to activate the system you move your ships into. I played a game recently where the L1Z1X player waited til near the end of the round, used the hero to move his fleet next to my home system, then moved it in using fleet logistics. It was brutal to be on the receiving end but very impressive to see pulled off.
i LOVE the hero, i used it to win the game, i was on mecatol and the biggest fleet besides mine was prepping to attack me and finish me off there, i used the hero to move my flag and two dreads directly to their home system which was defended with pds but had no ships, he had to pull back to remove me but i got the space(time) necessary to get my final point...it was beautiful!
I've had a game where the hero was very effective. There was a big fight between two players; one had mecatol rex and the other was attacking it. The fight ended in a stalemate with both sides losing their fleets and the defending player retaining control. The L1 player used his hero and swooped in, bombing the planet into a parking lot and taking it over. He was then able to activate the system the next turn and lock it down for several rounds.
I just by chance happen to open UA-cam right after you posted this. I’m a big fan of this series. I started playing right before the expansion so this series is a great aid to help improve. Thanks!
The expansion has really covered their weakness by the commander and extra mobility through the hero. Agent is cool. Mech is good. Thanks for putting these videos out. However I think the agent is an after, so you cannot move and replace an infantry with a mech, the infantry has to be there already. The hero does not need to lock the system once you move, if I'm reading it correctly.
The scary cyborgs just got scarier! The agent is useful but average; it's a real shame he can't place Mechs onto ships as they move into a system (so they can participate in invasion/bombardment) but at least free Mechs are nice and you can make friends.... The Commander, however, more than makes up for the agent's deficiencies - you can run, but you cannot hide! Every L1Z1X Dreadnaught is now a mini Arc Secundas! The Hero has the kind of ability that makes me rub my hands together and cackle in binary code - it's straight-up thematic, very tactical and just downright scary. People will be jamming destroyers into every empty system to try and prevent the dark-space backstab! The Mech provides more of the same L1Z1X goodness, stuff one into every Dreadnaught and bring the thunder!
Very good videos, thanks for those. BTW I would change the order the videos in the playlist so the videos of the factions before the expansion are next to each other
It doesn't come with the PoK expansion but you can order the TI4 codex and it has Omega variants of some of the promissory notes and technology. They also have a PDF floating around somewhere with versions you can print out.
I have a question about the Hero, if the flag ship or the Dreadnoughts are on activated systems you still can move them? And if the destination system have one of your activation tokens you can move there?
I think this commander makes L1Z1X overpowered. It removes the last thing that could stop them. And it's rather easy to enable because they want to build dreadnoughts anyway. L1Z1X always were very powerful, they were right behind the 5 overpowered factions in the basegame in my opinion. And with PoK they got a lot of powerful stuff ... So, for me they belong to the most powerful factions after PoK.
I'm still confused about the hero, do I need a clear path from the systems in which the dreadnaughts are located to the chosen system or is it a teleport kinda deal?
You move directly to the system. It isn’t a tactical action so it doesn’t follow any of the tactical action rules (for example you can move out of activated systems with this hero.)
Also if your opponent is stupid and forgets to have a defensive fleet in there home system you can use the hero to just take it as dreadnoughts and the flagship can carry ground troops with them
I don't see why you would not use the Mech in the combat just to use the bombardment beside the secret objective where you have to bombarde the last unit on a planet. Can someone enlighten me?!
Bombardment happens first. So you'd bombard while the mech is in space, then invade with the mech, which then participates in ground combat and ceases to use its bombardment ability. They basically just get a free preliminary shot at the opposing ground forces before you land them. Given that it hits on 8 I don't think it's particularly great.
@@jesuszockt3531 it's also useful in systems with multiple planets. Say you're taking a system with 2 planets and commit one mech to planet A and another mech to planet B. When you're invading planet A, the mech that was committed to planet B can still bombard planet A "as if it were a ship" since that unit is not CURRENTLY participating in ground combat. Further, this can be used defensively - if someone invades a planet in a system that contains a second (or third!) planet on which you have a mech, that mech can fire upon the original planet
About the hero ability. It doesn't say to activate that system, so that that means you don't put a command counter there. Which is also why you can't fight in that system on the action you move the ships there.
It is an interesting ability for sure. As I read it, yep does not lock the system, does need you to have movement value, but it is a movement so you could carry in your capacity. Really has potential for you to essentially double move a crushing invasion fleet into an area, with Mechs carried in the volume of Bombardment you could move into a system and then attack anything within reach is, well pretty awesome.
You can also use the ability after your main fleet of dreads and your flagship are in a system that has already been activated. However the rules dictate in that situation the capacity doesn't come with the dreads as the card only allows you to bring them and the flagship. But the capacity and movement rules limit removing ships in a system that are within the capacity of another ship. It's a really weird technicality. The card allows you to Essentially unlock and move your dreads and flagship even if locked. But it doesn't apply to their capacity. Not idea, the best use would be activating this card when that fleet isn't locked so you can bring your fighters and infantry within your capacity. But it is nice to know it also allows you to unlock just the dreads and flagship if you really wanted to. Opening you up to a double or even triple move with your main fleet if you have warfare. Fleet logistics would be a must have in order to fully capitalize on this ability
Their hero is even better than you think. It's an action, but it doesn't say you have to activate the system you move your ships into. I played a game recently where the L1Z1X player waited til near the end of the round, used the hero to move his fleet next to my home system, then moved it in using fleet logistics. It was brutal to be on the receiving end but very impressive to see pulled off.
i LOVE the hero, i used it to win the game, i was on mecatol and the biggest fleet besides mine was prepping to attack me and finish me off there, i used the hero to move my flag and two dreads directly to their home system which was defended with pds but had no ships, he had to pull back to remove me but i got the space(time) necessary to get my final point...it was beautiful!
I've had a game where the hero was very effective. There was a big fight between two players; one had mecatol rex and the other was attacking it. The fight ended in a stalemate with both sides losing their fleets and the defending player retaining control. The L1 player used his hero and swooped in, bombing the planet into a parking lot and taking it over.
He was then able to activate the system the next turn and lock it down for several rounds.
Sounds pretty great actually. I'm more excited by this hero now that it is clear that you can move from activated systems too.
I just by chance happen to open UA-cam right after you posted this. I’m a big fan of this series. I started playing right before the expansion so this series is a great aid to help improve. Thanks!
Nice timing, Will. Glad you enjoy the series.
The expansion has really covered their weakness by the commander and extra mobility through the hero. Agent is cool. Mech is good.
Thanks for putting these videos out.
However I think the agent is an after, so you cannot move and replace an infantry with a mech, the infantry has to be there already.
The hero does not need to lock the system once you move, if I'm reading it correctly.
Yeah the infantry definitely DOES have to be there at the start of the action.
The scary cyborgs just got scarier!
The agent is useful but average; it's a real shame he can't place Mechs onto ships as they move into a system (so they can participate in invasion/bombardment) but at least free Mechs are nice and you can make friends....
The Commander, however, more than makes up for the agent's deficiencies - you can run, but you cannot hide! Every L1Z1X Dreadnaught is now a mini Arc Secundas!
The Hero has the kind of ability that makes me rub my hands together and cackle in binary code - it's straight-up thematic, very tactical and just downright scary. People will be jamming destroyers into every empty system to try and prevent the dark-space backstab!
The Mech provides more of the same L1Z1X goodness, stuff one into every Dreadnaught and bring the thunder!
Important to note the hero doesn’t activate the system and you can move ground forces during the movement (as with any movement)
Oh wow, you're right about that!
Very good videos, thanks for those. BTW I would change the order the videos in the playlist so the videos of the factions before the expansion are next to each other
This. I am doing this right now.
Hi there, can I ask how you got that Omega version of the promissory note? Did it come with your copy of PoK?
It doesn't come with the PoK expansion but you can order the TI4 codex and it has Omega variants of some of the promissory notes and technology. They also have a PDF floating around somewhere with versions you can print out.
This seller on etsy: www.etsy.com/ie/listing/809937338/twilight-imperium-twilight-codex
I have a question about the Hero, if the flag ship or the Dreadnoughts are on activated systems you still can move them? And if the destination system have one of your activation tokens you can move there?
I would say you can move them because it would have specifically said “choose your flagship and dreadnoughts from non-activated systems”
Asked around on reddit and it seems to be true that you can move ships from activated systems... wow
Then this hero is very very good.
When invading a Multiplanet system, your mechs can bombard from Planet to planet
Thanks the video. The L1Z1X get scarier. Got my first win with this faction (non expansion)!
Nice! My first was Naalu, and they hold a special place ever since.
@@RulebreakerBoardgames I’ve only played 5 games so far. Never had one with the Naalu yet. Hoping I’ll see them in action on the next game
Try to play as them :)
That Commander is just an hardcore badass!
"Oh, so you have planetary shields, eh? NOPE"
@@RulebreakerBoardgames Hihihi.. muahaHAHHAHAHAHAHAHAA.... :D
I think this commander makes L1Z1X overpowered. It removes the last thing that could stop them. And it's rather easy to enable because they want to build dreadnoughts anyway.
L1Z1X always were very powerful, they were right behind the 5 overpowered factions in the basegame in my opinion. And with PoK they got a lot of powerful stuff ...
So, for me they belong to the most powerful factions after PoK.
I'm still confused about the hero, do I need a clear path from the systems in which the dreadnaughts are located to the chosen system or is it a teleport kinda deal?
No path needed - it's a free teleport!
You move directly to the system. It isn’t a tactical action so it doesn’t follow any of the tactical action rules (for example you can move out of activated systems with this hero.)
Another great video! Thanx.
My pleasure!
Also if your opponent is stupid and forgets to have a defensive fleet in there home system you can use the hero to just take it as dreadnoughts and the flagship can carry ground troops with them
I don't see why you would not use the Mech in the combat just to use the bombardment beside the secret objective where you have to bombarde the last unit on a planet. Can someone enlighten me?!
IF you have that secret objective, sure.
@@RulebreakerBoardgames Yeah right and thats a great if, so I still don't see the benefit of it.
Bombardment happens first. So you'd bombard while the mech is in space, then invade with the mech, which then participates in ground combat and ceases to use its bombardment ability.
They basically just get a free preliminary shot at the opposing ground forces before you land them. Given that it hits on 8 I don't think it's particularly great.
@@johnmay9598 Ah yes bombardment happens before commiting ground forces, that way it makes sense.
@@jesuszockt3531 it's also useful in systems with multiple planets. Say you're taking a system with 2 planets and commit one mech to planet A and another mech to planet B. When you're invading planet A, the mech that was committed to planet B can still bombard planet A "as if it were a ship" since that unit is not CURRENTLY participating in ground combat. Further, this can be used defensively - if someone invades a planet in a system that contains a second (or third!) planet on which you have a mech, that mech can fire upon the original planet
Do Xxcha next!!!!
They're coming, but there are two in the queue before them. Turtle down and hang on tight, they're on the way.
Xxcha!!!