@@TheBoardGameKaptain No worries! Your videos have really helped me out with learning the different factions, so I admit I was a bit excited to catch a mistake lol
Oh boy, I've only played two games of vanilla TI so far - and here I am falling in love with one of the expansion factions. I don't think there's any single faction that comes close to how much I want to play these guys.
Thank you for the shoutout, great deep dive as always. Looking forward to actually getting to play them. The flagship seems to be a bit of a counter against the Titans of Ul Looking through the new faction, FFG seems to really want to increase the aggressive play, since most of the factions need to attack and/or are geared towards warfare. A little about the Lore: The Argent flight were tasked to be the gatekeepers, safeguarding the universe from the Mahact threat (I always pronounce it as Maw-hact). Disappearances previously associated by the Ghosts of Creuss were in the Argent Flight, going about their duty and stopping intruders from disturbing the prison of the Gene Sorceres. Now that the previous rules of the universe have returned, the time of secrecy is over. The Argent Flight have come to the stage to lead the charge against the Gene Sorcerers!
Yeah, you're often not able to get all the techs that would be great for a particular faction in a single game. I still like to give lots of options that would be great for the faction, even if you can't get them all out in one game. On a side note, thank you very much for being such a frequent commenter, I really appreciate it. :)
Another super informative video! Kudos! The Argent Flight is indeed a very versatile faction. In my opinion, the potential of the Strike Wing Alpha II unit in particular is amazing and there's actually a strategy I conceived for it but haven't employed yet. My idea is to build a relatively cheap fleet made up almost exclusively of SWA IIs and use them to attempt a "Mecatol Rex Rush" as early as possible. The SWA II combines high mobility, small but useful capacity and GREAT offensive / defensive capabilities against more expensive ships (thus working as a deterrent), so they could try to reach Mecatol Rex quickly and deploy some infantry on its surface earlier than other races. Even if some SWA II get destroyed along the way, if their fleet is large enough there's still a chance that at least one infantry can eventually make it and reclaim the planet first. Then, immediately behind the SWA II squadron, a second wave of slower, heavily armed ships might follow to provide backup and reinforce Mecatol Rex. I guess this is a high risk / high payoff strategy that might be worth a try, especiallly if the other players' races are somehow on the other side of the spectrum (heavy slower ships) and, needless to say, if one can then backup the first occupying wave with the "big guns"! ))) What do you think about that? Is there any major flaw in this strategy I'd better consider? Cheers!
It is definitely very possible to use them to take MR first. The only real issue is that doing a rush on MR early game can usually paint a big target on your back while simultaneously spreading out your fleets without space docks near your main fleet for speedy resupplies. I've had mixed results at best with rushing in general, though I've never tried it with the Argent Flight. You'll have to let me know how it goes, good luck! :)
In preparation for this episode I played Argent Flight last week, and I definitely am rethinking basically everything I did/didn’t do… because it wasn’t nearly as intelligent as this video. hahaha Thanks for these! These are awesome, have watched them all, many multiple times. :-) Stoked to see Nahz Rokha (spelling?) up next! Wanted to try them next anyway. :-)
That made me actually laugh out loud. Thanks so much for the positive feedback and for all your views, I really do appreciate it. You are correct, the Naaz-Rokha Alliance will be the next episode, and then the Sardakk N’orr. Stay tuned! ;)
Could you grok Sardakk N'orr soon. I was so surprised when my opponent used their commander to invade Mecatol Rex without ships, the large fleet guarding MR could do nothing. Also, what happens if Titans of Ul has their Alliance promissory note, can they commit their Hel Titan (as the commander does not explicitly mention transport)?
I'll get The Sardakk N'orr filmed and in the release list. The next episode will be the Naaz Rokha but I'll do the SN after them, it should be released on September 2nd. I'm not sure I understand the question. Could you explain further and be a bit more specific? Thanks. :)
@@TheBoardGameKaptain The Sardakk N'orr commander let's one ground force be committed from each planet in adjacent systems. This works even without the Sardakk N'orr having any ships in the active system, and even if the active system has a defending fleet. Titans of Ul's unique PDS called Hel Titans are considered ground forces, but cannot be transported. However, committing ground forces might be different than transport. So if Titans of Ul has the Sardakk N'orr Alliance promissory note, can they commit their Hel Titans when invading?
@@SilentNSly Ahhh, I see now. I was confused because I thought you were referring to the Argent Flight Alliance Promissory note. I definitely think that this would work and be very powerful. All the rules seem compatible to me. :)
@@SilentNSly Those units would not be able to move, even with the Sardakk N'orr Alliance PN. Don't forget the Golden Rules in the Rules Reference. The third one states that if a card or faction ability uses the word cannot, it can't be overruled by any other rule. It is absolute.
important note: you only start with 2 of those starting techs. my recommendation is sarween and plasma scoring, but to each their own
You are absolutely correct. I made an error there.
@@TheBoardGameKaptain No worries! Your videos have really helped me out with learning the different factions, so I admit I was a bit excited to catch a mistake lol
@@thespine309 Thanks very much! :)
Neural Motivator and Sarween Tools, get AI Algorithm -> destroyers -> another red -> war suns
Oh boy, I've only played two games of vanilla TI so far - and here I am falling in love with one of the expansion factions.
I don't think there's any single faction that comes close to how much I want to play these guys.
I was definitely very impressed with them as well. I liked them more than I thought I would. :)
Thank you for the shoutout, great deep dive as always.
Looking forward to actually getting to play them.
The flagship seems to be a bit of a counter against the Titans of Ul
Looking through the new faction, FFG seems to really want to increase the aggressive play, since most of the factions need to attack and/or are geared towards warfare.
A little about the Lore: The Argent flight were tasked to be the gatekeepers, safeguarding the universe from the Mahact threat (I always pronounce it as Maw-hact). Disappearances previously associated by the Ghosts of Creuss were in the Argent Flight, going about their duty and stopping intruders from disturbing the prison of the Gene Sorceres.
Now that the previous rules of the universe have returned, the time of secrecy is over.
The Argent Flight have come to the stage to lead the charge against the Gene Sorcerers!
You’re very welcome, thank you for the request, I had a lot of fun with this episode.
They have to choose 2 from those 3 technologies
Yeah, you're often not able to get all the techs that would be great for a particular faction in a single game. I still like to give lots of options that would be great for the faction, even if you can't get them all out in one game. On a side note, thank you very much for being such a frequent commenter, I really appreciate it. :)
Love your explainers. One of the only good sources of info for TI factions.
Thanks very much, I really appreciate the positive feedback. :)
I love these guys! They’re my second fave faction to play behind the hacan.
That is high praise indeed! :)
Super underrated channel! Keep up the great work!
Thanks very much, I will do my best! :)
Another super informative video! Kudos! The Argent Flight is indeed a very versatile faction. In my opinion, the potential of the Strike Wing Alpha II unit in particular is amazing and there's actually a strategy I conceived for it but haven't employed yet. My idea is to build a relatively cheap fleet made up almost exclusively of SWA IIs and use them to attempt a "Mecatol Rex Rush" as early as possible. The SWA II combines high mobility, small but useful capacity and GREAT offensive / defensive capabilities against more expensive ships (thus working as a deterrent), so they could try to reach Mecatol Rex quickly and deploy some infantry on its surface earlier than other races. Even if some SWA II get destroyed along the way, if their fleet is large enough there's still a chance that at least one infantry can eventually make it and reclaim the planet first. Then, immediately behind the SWA II squadron, a second wave of slower, heavily armed ships might follow to provide backup and reinforce Mecatol Rex. I guess this is a high risk / high payoff strategy that might be worth a try, especiallly if the other players' races are somehow on the other side of the spectrum (heavy slower ships) and, needless to say, if one can then backup the first occupying wave with the "big guns"! ))) What do you think about that? Is there any major flaw in this strategy I'd better consider? Cheers!
It is definitely very possible to use them to take MR first. The only real issue is that doing a rush on MR early game can usually paint a big target on your back while simultaneously spreading out your fleets without space docks near your main fleet for speedy resupplies. I've had mixed results at best with rushing in general, though I've never tried it with the Argent Flight. You'll have to let me know how it goes, good luck! :)
Perfect video, it opened this fraction for me, thank you!
You’re very welcome. Thank you very much for saying that. I love to hear that my videos helped people. 😁
In preparation for this episode I played Argent Flight last week, and I definitely am rethinking basically everything I did/didn’t do… because it wasn’t nearly as intelligent as this video. hahaha
Thanks for these! These are awesome, have watched them all, many multiple times. :-)
Stoked to see Nahz Rokha (spelling?) up next! Wanted to try them next anyway. :-)
That made me actually laugh out loud. Thanks so much for the positive feedback and for all your views, I really do appreciate it.
You are correct, the Naaz-Rokha Alliance will be the next episode, and then the Sardakk N’orr. Stay tuned! ;)
Could you grok Sardakk N'orr soon.
I was so surprised when my opponent used their commander to invade Mecatol Rex without ships, the large fleet guarding MR could do nothing.
Also, what happens if Titans of Ul has their Alliance promissory note, can they commit their Hel Titan (as the commander does not explicitly mention transport)?
I'll get The Sardakk N'orr filmed and in the release list. The next episode will be the Naaz Rokha but I'll do the SN after them, it should be released on September 2nd.
I'm not sure I understand the question. Could you explain further and be a bit more specific? Thanks. :)
@@TheBoardGameKaptain The Sardakk N'orr commander let's one ground force be committed from each planet in adjacent systems. This works even without the Sardakk N'orr having any ships in the active system, and even if the active system has a defending fleet.
Titans of Ul's unique PDS called Hel Titans are considered ground forces, but cannot be transported. However, committing ground forces might be different than transport. So if Titans of Ul has the Sardakk N'orr Alliance promissory note, can they commit their Hel Titans when invading?
@@SilentNSly Ahhh, I see now. I was confused because I thought you were referring to the Argent Flight Alliance Promissory note. I definitely think that this would work and be very powerful. All the rules seem compatible to me. :)
@@SilentNSly Those units would not be able to move, even with the Sardakk N'orr Alliance PN. Don't forget the Golden Rules in the Rules Reference. The third one states that if a card or faction ability uses the word cannot, it can't be overruled by any other rule. It is absolute.
That first time I heard your voice, there was a jolt on my spine #nohomo #pridemonth
😄
Hot take leadership is really good 😂 …. Plays with actual humans 😢
Haha first comment, great video I think I'll play these guys in my next game