The Winnu Player's Guide - Twilight Imperium 4th Edition

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  • čas přidán 7. 07. 2019
  • Rulebreaker guides you through understanding how to play as The Winnu in Twilight Imperium 4th Edition. This is an instructional guide, designed for new players.
    Centre of the universe...
    Twilight Imperium 4th Edition is by Fantasy Flight Games.
    Music is by bensound.com
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Komentáře • 34

  • @drew284
    @drew284 Před 4 lety +14

    they're actually pretty strong. If you just blitz Mecatol Rex, u get it for free, plus a victory point, plus a space station and pds. then rush their capitol ship and the tech that lets you switch influence and production and you can just stack Mecatol till no one even has a chance against you. If they use a big fleet against your flagship, you get 4-6 extra dice. Also go for pds tech and it's near impossible to take it from you.
    Their weaknesses in my opinion are
    1. the agenda deck has some cards that can screw you over. I had a game where i had like 20 ships on mecatol rex and the agenda card was 50/50 to blow up every ship in the Rex system. I had to bargain away half my resources to sway the vote and i lost bcuz of it.
    2. The yin's flagship which can just suicide bomb and take out your whole fleet. If you're playing against the yin, the winnu are instantly weaker lol.
    3. spreading yourself too thin. This shouldn't really be a problem if you just tightly pack around your home system and mecatol rex. don't devote resources to building space docks or pds on other systems and you should be fine.

    • @RulebreakerBoardgames
      @RulebreakerBoardgames  Před 4 lety +6

      I actually played as the Winnu quite recently myself and it was tough. Getting to Mecatol Rex is fine, but as soon as I was looking strong, people went directly to take my home system and cause grief. Defending your home and having enough to defend Mecatol can be very difficult

    • @drew284
      @drew284 Před 4 lety +1

      @@RulebreakerBoardgames yeah, might be because of different metas. In my group of friends, if anyone attacks one of their neighbors, the other neighbor usually sees an opening to attack the attacker. Because of that, not a lot of people go all in on their neighbors until late game.

  • @hansvanberkel1232
    @hansvanberkel1232 Před 4 lety +9

    Just think about it, 8 production capacity on MR. Only Saar and arborec can beat that.

  • @jaystrickland4151
    @jaystrickland4151 Před 3 lety +2

    If you rush Mecatol Go for antimass to get gravity drive. Otherwise I would suggest Sarween tools.

  • @JaybeeLF
    @JaybeeLF Před 3 lety +4

    Probably one of the best faction in the game! Can't be underestimated :) ;)

    • @RulebreakerBoardgames
      @RulebreakerBoardgames  Před 3 lety

      My opinion has changed after playing them a bit more.

    • @viktor8552
      @viktor8552 Před 3 lety

      By far the weakest, you start with a pathetic fleet. Your ability is basically gain 6 influence one time, or if someone beats you to Mecatol Rex you basically don't have any ability at all.

    • @BlackSabbath1989
      @BlackSabbath1989 Před 3 lety +1

      house rule:
      Winnu player gets gravity rift tile + Gravity Drive as starting tech
      only 1/3 chance to loose the game Round1^^

  • @GuillotinedChemistry
    @GuillotinedChemistry Před 5 lety +9

    I haven't played them yet, but them seem to be nigh-universally ranked as one of the worst races since they are totally dependent on Mexatol Rex. I enjoyed hearing your pro-Winnu thoughts.

    • @RulebreakerBoardgames
      @RulebreakerBoardgames  Před 5 lety +5

      They do have a reputation as a weaker race, but they're fun to play as, especially as they force you to go for the centre and kick-start things like the agenda phase early. It's tough to win as the Winnu, but I recommend giving them a try.

    • @GuillotinedChemistry
      @GuillotinedChemistry Před 5 lety +3

      @@RulebreakerBoardgames I definitely will. Thanks again for this series. I've really learned quite a bit.

    • @RulebreakerBoardgames
      @RulebreakerBoardgames  Před 5 lety +2

      @@GuillotinedChemistry Great to hear! It's been a great experience putting the videos together and seeing how helpful they are to others.

    • @UnreasonableOpinions
      @UnreasonableOpinions Před rokem +1

      It is true. Their bad rep is very game-size dependent. In a three-player game they're actually strong, because the small board and slow starts mean they actually have a good chance of getting Rex without having their homeworld sniped, and have a good chance of the perfect start of Warfare for two moves and either Tech for the free tech of Trade for the goods for the secondary so you can get Gravity Drive and then take Rex immediately. Even if you only get half of that, you have a decent chance of being able to reinforce your Homeworld AND Rex before either gets sniped. In a 4 player game there is stiffer competition for the double strategy, and in a 5+ player game they fight uphill all game.
      Ironically in a 7/8 player game they are better than 5/6 , because PoK addresses their problem of being a little weak with Rex and very bad if they never do.

  • @andrewszemis9399
    @andrewszemis9399 Před 3 lety +1

    I’ve read a house rule about not allowing hazards to be placed in between the Winnu Homeworld and Rex during setup. What are your thoughts on that?

    • @RulebreakerBoardgames
      @RulebreakerBoardgames  Před 3 lety +1

      I haven't tried that, but I imagine it would be beneficial for overall balance, yes. Winnu struggle a lot. I played a 4-player game as them recently and even after taking Mecatol Rex and bunkering down on it, I still got smacked about and came last. Looks like they get a significant boost in the new expansion. Their Leaders look great.

  • @gstone5616
    @gstone5616 Před 3 lety

    Hi again, Is there a max limit of infantry you can put on your planets? so say if i had 10 infantry down and a PDS the only way an enemy could take it is with an equal number of infantry (if rolls were equal...) dunno if that makes sense

    • @RulebreakerBoardgames
      @RulebreakerBoardgames  Před 3 lety +1

      You can just keep using infantry tokens forever as long as you have a plastic infantry unit for each system that has them there. I've seen a few towers of tokens in my day.

  • @djalmabastos9698
    @djalmabastos9698 Před 4 lety +1

    Seems OP!

  • @BlackSabbath1989
    @BlackSabbath1989 Před 3 lety +3

    kinda sad that Winnu is designed to get Mecatol Rex fast and hold it, but other factions do it better by accident...

  • @UnreasonableOpinions
    @UnreasonableOpinions Před rokem

    Winnu have the problem that their exactly two strategies are not actually very supported by their starting fleet. If you rush Rex, you have already committed your entire terrible starting army to that task, and other races are simply better at it. If you don't rush Rex then someone else takes it and half your racial advantage vanishes into smoke. If you do rush Rex, either you go all-in on Rex and leave your homeworld horribly exposed, or you reinforce your homeworld and leave Rex extremely exposed to the five races much better suited to taking it. They are a decent race in 4 player games where you can double strategy for two moves and still get Gravity Drive tech from the card or from Trade trade goods. They are solid in three player games where the map is smaller and you can get both cards. In 5/6 they are very bad because at least one other player will be faster on the rush and one other player is stronger on the hold - if Sol or Norr get Rex you can't get Rex off of them and all your racial benefits are wasted, for example, and Creuss only has to bribe one player to drop the special wormhole to guaranteed get there first.
    I enjoy Winnu for the challenge specifically, but can't recommend them. They can win three player games, and otherwise only win if everyone at the table is too nice to take homeworlds AND nobody gets to Rex first. If you want a Winnu-feeling race the L1z1x have most of their features but better; they have the lore focus on Rex, they get the free PDS and Dock by stealing them off whoever took Rex first and it works on every other planet, they have the ultra high resource planet HTP gives just by having the homeworld instead of needing to take a tier 3 tech. And unlike the Winnu, if the Rex plan doesn't work out you still have a good starting fleet and L1z1x Dreadnoughts are the best ship in the game.

  • @addisonrees8317
    @addisonrees8317 Před 3 lety +1

    I hate the winnu. Thanks for the tips, next time I get the short straw I'll have some useful tips.

    • @RulebreakerBoardgames
      @RulebreakerBoardgames  Před 3 lety +1

      They're tough to win with. I've lowered my impression of them since recording this video, as seen in my Tier Rankings. They can be fun if you get rolling, but they're always a target!

  • @Straddllw
    @Straddllw Před 4 lety +4

    Winnu is by far the weakest race in the game and is in a tier of its on. Its problem is the extremely narrow strategy of going for Mecatol that puts a target on your back. In addition, races like the Naalu, Sol and Saar can get there before you unless you get lucky with a round 1 action card so you can't even reliably go for the one thing that your race is good at.
    Now let's pretend that you did get Mecatol, you start out with the least amount of starting units that your territory and home planet can be conquered by other players without risking much at all because you have so few units to defend. Once your home planet is taken, you can't score public objectives - which means you can't get points, which is the whole point of the game.
    Okay, now lets say your home is well defended, and you got Mecatol, well okay, then that means your Mecatol forces are not defended and others can jump on it easily, robbing you of your only advantage. Oh and because you have such a weak start in terms of units, your slice is still not well defended even if your home is defended.
    Finally, you're very easy to mess with, just one reactor meltdown on mecatol can ruin your day.

    • @RulebreakerBoardgames
      @RulebreakerBoardgames  Před 4 lety +1

      Having played them twice recently, I can't disagree. They're fun to play but extremely difficult to succeed with.

    • @Quincy_Morris
      @Quincy_Morris Před 3 lety

      In terms of win rate it’s actually mid to low tier. They have a far higher win rate than people expect.

    • @UnreasonableOpinions
      @UnreasonableOpinions Před rokem

      @@Quincy_Morris That is heavily skewed by their win rate in three player being unexpectedly high. Broken down by player count they are a little low in 4 and terrible in 5 or 6.

  • @subhashruidas3913
    @subhashruidas3913 Před 4 lety

    Callf allballgep

  • @ronscheffler2636
    @ronscheffler2636 Před 4 lety +2

    Flagship one of the strongest in the game? I feel its super week.. even in large battles: lets say 1WS and 3 Dreadnoughts from the enemy: it fires @4x7.. much worse than 2 dreadnoughts (same price) which fire at 2x5+double hitpoints plus bombardement+ MV upgrade possible... I would never buy this pice of flying rubbish

    • @barelyprotestant5365
      @barelyprotestant5365 Před 2 lety

      A few points:
      1) The potential to have four hits shouldn't be ignored.
      2) When you combine this fact with your Commander, we are talking four possible hits on five or more.
      3) Two dreadnaughts and a war sun will always be formidable against ANY single ship. We're talking 20 resources vs. 8.

    • @ronscheffler2636
      @ronscheffler2636 Před 2 lety +1

      @@barelyprotestant5365 I think you are misinterpreting my point with the 1WS and 3Dreads. I was just trying to make up a case where the Flagship has a high number of oposing capital ships and therefore rolls lots of dice. If you would straightup compare against dreads based on recources you would be at Flagship+ probably a Cruiser vs. 2Dreads. This is same for fleet supply but: 3vs4 hitpoints, 3x7vs.2x5 dice, no bombard vs bombard plus potential upgrades.
      I dont see the point, especially because it is so dependent on your opponent. Also, it is so easily counterable (is that even a word?) by fighters.
      Long story short: I just feel there are sooo many better FS out there, that is my main point. I acknowledge however, that there might be a situation where this piece is useful though.. rarely... :D