Sardakk N'Orr Player's Guide - Twilight Imperium 4th Edition
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- čas přidán 4. 07. 2024
- Rulebreaker guides you through understanding how to play as the Sardakk N'Orr in Twilight Imperium 4th Edition. This is an instructional guide, designed for new players.
The only good bug, is a dead bug.
Twilight Imperium 4th Edition is by Fantasy Flight Games.
Music is by bensound.com - Hry
I'm playing my first game of TI4 today and the host had us choose our factions from a list before hand so he could set up the game before we arrived. I basically threw a dart to choose cuz I didn't know anything about any of them. I don'[t really like games with direct conflict, I prefer indirect conflict, so I think I probably chose the worst race I could probably choose for myself, but I'm going to try to make it work and hopefully I'll have a good experience. :)
Sardakk N'orr are easily the weakest race. Its a shame because they are very attractive to new players being very simple mechanics. I loved this whole series and this just happened to be that last one I watched. I feel my knowledge of this game has doubled. Thank you!
They are weak? Their attack skills seem incredibly powerful
I have to strongly disagree. First, they have two carriers and 5 infantry, meaning they can expand fairly quickly, humans and Sar can out expand them, but most can't. Relentless is a pretty good ability, it's moral boost, but it's always on. It does give you an edge. Not to mention while their home system doesn't have much when it comes to resources it does have a fairly high resource count.
But these aren't exactly selling points. What are the selling points is that they have possibly the best promissory note in the game. It's good enough so that other people want it but not so good that you would never want to give it away (unlike the Embers of Muaat).
Their flagship is also possibly the best in the game (I would say in the top five). The fact that it makes each fighter (unimproved) hit on a 7 is crazy. Not to mention if you manage to get Warsuns...oh boy.
Their techs are very good. With VPW, your appointments will have to significantly outnumber you in order to win. And then there's the Exotrimeme II. You know they can be used to destroy warsuns and flagships right? You can use something that costs 4 to destroy something that in total could cost 24 resources. How is that not powerful?
Now, the fact that they don't start out with any tech is a real downer and I wouldn't say they're the best faction in the game (just my personal favorite).
So that's my argument. Feel free to disagree.
Tekklar Legion is single use, so it doesn't mean you can keep it for the rest of the game. It's a cheap bargaining tool that you can announce before an invasion. Sell it to the defender or attacker for 1 or 2 trade goods, let them use it and then you get to reap the benefits. If possible, I constantly try to sell the promissory note whenever one of my neighbours initiate an invasion on the other.
One thing you didnt cover in the video or consider is.. with the flagship- your warsuns with hit on 1's for 3 dice, you have 2 waruns with flagship thats 6 dice all hitting on 1s..
Sudden urge to play as Sardakk next game... Thanks for the tip!
I discovered this as a game several months ago. We had the flagship, and the two warsuns creating a mighty fleet, six automatic hits per turn o.0 After a careful formation arrangement of the three vessels we now know it as 'The dick and balls' strategy. Didn't win the game, but it was probably my favourite lol
@@LunaWolf217 LOL
Interesting video!
2:35 The Space Dock should definitively go down on Quinarra. Putting it on Tren'Lak is silly.
2:56 You can NOT move the PDS! That's so TI3 ;) I recommend putting it on Quinarra (to help protect your space dock), but it's not as important as the Space Dock placement.
You can't really win by going "barbarian" on the galaxy, but you can try to use your military strength to coerce your opponents.
Yes, I recommend Quinarra, as you see in the video :) Please remember that this video is intended for new players to learn how the race works, not as a pure strategy guide. It's simply a point in the right direction. I sometimes have to remind myself that PDS are not movable in TI4, it's the one rule that always makes me have to think! Glad you found the video interesting.
3:58 Bombardment 4(x2) means that you roll 2 dices instead of one, not 2 hits if you rolled 4 with only one dice.
Yes exactly correct
I quite enjoy a game to have the Sardakk in it since it guarantees some spicy interaction. good players also use their strong start to claim a big slice and then use the threat of their superior combat rather than actually slamming into combat. People also overspend on big ships when the small ships are the best value; their carriers are a serious threat because in addition to being twice as fighty as usual you can load it with fighters who are also double as strong.
In my first game I played Sardakk N´orr and somehow I got in the Agenda Phase the Law for +1 on any Fighter-Combat Rolls. After it my fighters II did damage on 6+ and with the flag ship i they hit on 5+. Sadly after it the Sol and the Barony collapsed on me.
The sadrakk are fun but hard because of the lack of technology and their is always that one jerk who chooses the technology card just so you can’t have it🙄
In that case choose politics, elect yourself as speaker for the next rount, speaker goes first when choosing strategy cards during the strategy phase and choose technology in the next strategy phase.
@@flesby exactly
Or do the secondary of technology
Man I really like to the power that be buff this faction a bit more.
Wait can you activate more than one system per turn?
Is there a mathematical difference between hitting on 6 and hitting on 7 with +1 to die rolls?
Statistically speaking, you're more likely to hit on 6s (50% chance to hit versus 40% chance to hit on 7+) but you will do the same damage when you hit.
@@RulebreakerBoardgames right, but if you get +1 to your die roll, a 6 gets you a hit anyway. So they're both 50%.
What is the point of having the plus sign… when you always get that ability for every ship… why not just make the number lower? Like why say it hits on a 7 but you get a +1 so you always hit on a 6? Why not just make the number 6? Just seems unnecessary to me
For the upgraded ships, so they can keep the bonus instead of printing each of the cards.
Dont get the dread get upgraded cruisers they are like mini dreadnaughts that cost half as much.
This is good advice.
It can’t sustain damage or bombard though.
Their attack isn't as good, and in this case they can't be destroyed to destroy 2 if your opponents ships. Cruisers have their advantages over dreadnoughts, but that doesn't mean their always better. Particularly with a limited fleet size.