Twilight Imperium 4 Faction Guide | The Clan of Saar

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A component review and in-depth look at The Clan of Saar faction from Twilight Imperium 4th Edition, upgraded by the Prophecy of Kings expansion, designed by Dane Beltrami and published by Fantasy Flight Games.

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==Timestamps:========================================
00:00 - Intro
00:32 - Component Overview
08:32 - Analysis
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==All rights for art and components are reserved to FFG 2022, and background music rights are reserved to MediaTunes 2016.===============================
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The Cardboard Crash Course now has a dedicated Twilight Imperium YouTube Channel!

This Faction Guide will be re-made with future updates over on that channel when the time is right.

CardboardCrashCourseTI
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Dude your videos are absolutely PHENOMENAL. One thing I’d love to see is a combat/strategy guide showing us specific combat situations. It’s one bit of content I’ve yet to find on YouTube. Keep it up!!

freddyc
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Some slightly better lighting and camera for this one! Let me know if you notice a difference... Thank you, everyone!

CardboardCrashCourse
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Not sure that the lighting difference jumped out at me, but it is looking good!

I can see myself coming back to this review when I eventually play the Clan of Saar - but they are not high on my list of want-to-plays. Their biggest problem is reputation - people fear the "Saar ball" and therefore tend to try to stamp on them before they can get too big. That was certainly my reaction when I ended up next to them playing as Nomad!

jasperblake
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saar is the only faction that starts with only anti-mass deflectors

there is actually an elegant pattern to the base game factions starting techs

1 faction starts with 1 level 0 tech in each of the 4 colors: yssaril, saar, yin, muaat.
1 faction starts with 1 level 1 tech in each of the 4 colors: nekro, ghosts, xxcha, arborec.
1 faction starts with 2 level 0 techs in each possible 2-colour combination: sol, naalu, l1, hacan, barony, mentak.
then jol-nar, sardakk, and winnu are the outliers, but they don't duplicate any other factions starting techs.

pok didn't add any factions with duplicate starting techs.

nestornovatore
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The Saar-ball is something to truly fear.

vonheer
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Lighting looks great! Love these videos, please keep them coming!

Sonminiser
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Your faction guides are phenomenal. 😍 Have you done an All Tech guide? I know usually people talk tech per faction, but I wonder if it’d be worthwhile to make a guide explaining all of the tech and for each tech list factions who love it.

andyn
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Great guide as always! I hope you make the Barony of Letnev video soon. They're my favourite faction and I'd love to hear your thoughts on them.

All the best!

lucasterra
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Hey, I love your content!
Let me share with you a strategy and please tell me if turn 4 it's feasible:

Taking Mecatol Rex Round1 (PoK):
Get Diplomacy Strategy Card.
Turn1- Carrier+2 Infantry to take control of 2 Planets.
Turn2- Carrier+2 Infantry to take control of 2 Planets.
Turn3- Diplomacy to ready the 2 Planets with highest Influence.
By this point Technology should have been played, you pay with Home Planets +1 Trade Good and go for Gravity Drive.
Turn4- Activate MecatolRex, Gravity Drive pick the Cruiser to make it have movement 3, activate Agent to give your Floating Factory movement 3 too. Fly with Cruiser and Floating Factory + 2 Fighters to Mecatol Rex.

flippinacademy
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15:15 How can you take the custodians token round 1? Where are you getting the influence from

ROFLWAFFLE
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Is it possible to make just 1 fighter for when you use Chaos Mapping? If not I’m thinking of sticking to destroyers

athullnexus
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Can the Saar execute the secondary of warfare without their home system?

mrk
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Why did you decide that docks can be accelerated? Corey Konieczka said in one of the fqs that the Saar docks are not ships, and only ships can be accelerated.

dominusnox
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