Hey all and thanks for watching!! A few corrections/clarifications (which are in the Klingon subtitles as well, so turn those on!): (1) 01:36 -- I note that developments provide an additional battle die for adjacent regions. They ALSO provide an additional die in the region with the development. (2) 5:37 -- re: repair moons slotted in Tactical Operations -- The way I say it, it sounds like you can repair a ship damaged in the current battle. But Tactical Operations occur before damage from the battle is applied, so you could only repair at that step: (1) a ship in the scrapyard already; or (2) the damaged shield of a ship in the current battle before damage is applied. Those can be the fruits of your loss engine! (3) 15:11 -- re: Tip #8 Module Sneak Attack! -- The video accompanying this part should have had a ship in the region adjacent to the placement region (Maximus Field) because for the second placement there with the raiders, as I state, if it's not your first placement you can place in a region with opposing ships. However, the video should have a ship in an adjacent region to make clear the 2nd transport placement is valid (as normally a transport can only initially place in an empty region). Otherwise, you would need a tactics or ship upgrade to place a transport with raiders. Fighters and other upgraded ships with "Attack" could place there, though, without an adjacent ship. Thanks to those who helped identify these! 👏🏻
I have been thinking about this Strategy since you posted about it. I believe I have unlocked the proper sequence. It would require your battle ship to be placed next to the region because even if you loose 1 battle your ship will allow you to stay. So on your next visit you can go to the region you wish, loose a battle potentially and revisit again. I was always using the Battle ship offensively. This is a great way to play defensively! Thank you again for a different perspective.
"People are like wait a minute what just happened" tip 8 you cheated 😂 I am sorry. Mark is right! You can still do this if you have a fighter or other ships nearby with enough range! Or with tactics or abilities! Tip number 2 develop early. It can backfire pretty quick. In a large group where there is a lot of fighting sure, in smaller groups people can avoid fights and you have spend recourses and turns on building and have a ship less to return to Station for your engine. So getting more recourses can become difficult. Love your enthusiasm and your video!
Thank you for your comment and support! 😀 Yeah, on tip 8, I state the strategy correctly that if it's not your first placement you can place there, but I should have had a ship on the adjacent region in the video to make it clear the placement is allowed by the transport there. 😣With a ship upgrade or tactics card with Attack, it is possible for a transport to do that. But not the norm, for sure. Either way, it is a viable strategy...but obviously only if the placement is allowed! 😂 Your point on developing early is definitely right -- it also could be situationally negative depending on your strategy, placement, and faction. For me, that's certainly part of the fun of the game...trying to identify those opportunities...and costs! 🤔
@@tabletoptoby@tabletoptoby yeah this game is amazing and you have so much ways to score points and play differently each time! That is what makes this game so amazing. My number 1 game of all times!
Hey there -- This is an important clarification, so thanks for asking the question! I'll add a note in the Klingon subtitles as well. The tactical operations step is step 5 in the battle sequence, but damage to ships is step 6. So, you can't repair a ship that was just in that battle. You can repair one that was already in the scrapyard, though, to fuel the loss engine. But in that section, the way I state it certainly makes it sound like you can repair a ship from the current battle. And that is not correct. Much thanks again for asking that! 😀
One follow-up on this -- you can as, confirmed by the creators on the BGG forum, use a repair moon in Tactical Operations to repair a damaged shield on a ship in the current battle so that it's not destroyed and sent to the scrapyard to keep it on the board!
@@tabletoptoby Peter brought up tip number 8. The way it was filmed not having a adjacent transport or ship wouldn't work. I totally got what you were saying though. It takes a bit more to set up. Or going in the second time with a fighter unless your transport has the attack ability.🚀🚀🚀
Hey there and thanks for your note! 😁 Yes, you are right...the film for that section doesn't show a ship in an adjacent region to the transport for the 2nd placement. I should have placed a ship in an adjacent region to make it clear the 2nd placement would be valid. Without a ship in the adjacent region, yeah, for the 2nd placement it'd be if you had the fighter like you mentioned, or the Ace Pilot tactics card that allows you to launch with Attack, or I believe there's a ship upgrade for transports that adds Attack as well. But if you did have an adjacent ship, you could place a standard transport as well. Much appreciated!
It doesn't teach you the game but I liked the quick tips.Gives me a clear direction and there are easy enough I can give players I teach a few tips along the way to jump in. Nice work!
Hey all and thanks for watching!! A few corrections/clarifications (which are in the Klingon subtitles as well, so turn those on!):
(1) 01:36 -- I note that developments provide an additional battle die for adjacent regions. They ALSO provide an additional die in the region with the development.
(2) 5:37 -- re: repair moons slotted in Tactical Operations -- The way I say it, it sounds like you can repair a ship damaged in the current battle. But Tactical Operations occur before damage from the battle is applied, so you could only repair at that step: (1) a ship in the scrapyard already; or (2) the damaged shield of a ship in the current battle before damage is applied. Those can be the fruits of your loss engine!
(3) 15:11 -- re: Tip #8 Module Sneak Attack! -- The video accompanying this part should have had a ship in the region adjacent to the placement region (Maximus Field) because for the second placement there with the raiders, as I state, if it's not your first placement you can place in a region with opposing ships. However, the video should have a ship in an adjacent region to make clear the 2nd transport placement is valid (as normally a transport can only initially place in an empty region). Otherwise, you would need a tactics or ship upgrade to place a transport with raiders. Fighters and other upgraded ships with "Attack" could place there, though, without an adjacent ship.
Thanks to those who helped identify these! 👏🏻
I have been thinking about this Strategy since you posted about it. I believe I have unlocked the proper sequence. It would require your battle ship to be placed next to the region because even if you loose 1 battle your ship will allow you to stay. So on your next visit you can go to the region you wish, loose a battle potentially and revisit again. I was always using the Battle ship offensively. This is a great way to play defensively! Thank you again for a different perspective.
Great video. Thanks!
Thanks for this!
"People are like wait a minute what just happened" tip 8 you cheated 😂 I am sorry. Mark is right! You can still do this if you have a fighter or other ships nearby with enough range! Or with tactics or abilities!
Tip number 2 develop early. It can backfire pretty quick. In a large group where there is a lot of fighting sure, in smaller groups people can avoid fights and you have spend recourses and turns on building and have a ship less to return to Station for your engine. So getting more recourses can become difficult.
Love your enthusiasm and your video!
Thank you for your comment and support! 😀
Yeah, on tip 8, I state the strategy correctly that if it's not your first placement you can place there, but I should have had a ship on the adjacent region in the video to make it clear the placement is allowed by the transport there. 😣With a ship upgrade or tactics card with Attack, it is possible for a transport to do that. But not the norm, for sure. Either way, it is a viable strategy...but obviously only if the placement is allowed! 😂
Your point on developing early is definitely right -- it also could be situationally negative depending on your strategy, placement, and faction. For me, that's certainly part of the fun of the game...trying to identify those opportunities...and costs! 🤔
@@tabletoptoby@tabletoptoby yeah this game is amazing and you have so much ways to score points and play differently each time! That is what makes this game so amazing. My number 1 game of all times!
If you lose the damage ships step is before the tactical ops, so can you actually repair a ship you just lost with a repair moon in the slot?
Hey there -- This is an important clarification, so thanks for asking the question! I'll add a note in the Klingon subtitles as well. The tactical operations step is step 5 in the battle sequence, but damage to ships is step 6. So, you can't repair a ship that was just in that battle. You can repair one that was already in the scrapyard, though, to fuel the loss engine.
But in that section, the way I state it certainly makes it sound like you can repair a ship from the current battle. And that is not correct. Much thanks again for asking that! 😀
One follow-up on this -- you can as, confirmed by the creators on the BGG forum, use a repair moon in Tactical Operations to repair a damaged shield on a ship in the current battle so that it's not destroyed and sent to the scrapyard to keep it on the board!
Oh I also hit subscribe too.
Awesome -- thanks for the support!
@@tabletoptoby Peter brought up tip number 8. The way it was filmed not having a adjacent transport or ship wouldn't work. I totally got what you were saying though. It takes a bit more to set up. Or going in the second time with a fighter unless your transport has the attack ability.🚀🚀🚀
Hey there and thanks for your note! 😁 Yes, you are right...the film for that section doesn't show a ship in an adjacent region to the transport for the 2nd placement. I should have placed a ship in an adjacent region to make it clear the 2nd placement would be valid. Without a ship in the adjacent region, yeah, for the 2nd placement it'd be if you had the fighter like you mentioned, or the Ace Pilot tactics card that allows you to launch with Attack, or I believe there's a ship upgrade for transports that adds Attack as well. But if you did have an adjacent ship, you could place a standard transport as well. Much appreciated!
For a Newb this is basically useless..and annoying...
Thank you for stopping by and taking the time to watch the video and leave feedback! I'm sorry you didn't find what you were looking for in this.
It doesn't teach you the game but I liked the quick tips.Gives me a clear direction and there are easy enough I can give players I teach a few tips along the way to jump in. Nice work!
Video name is literally tips and tricks, which quite easily should be understood that you need to have somekind of understanding of the game first