Another option is. 1) Activate hopes end, move warsun. Place mech with hopes end card. 2) Build 2 more mechs on hopes end with agent. 3)Play warfare, put 1 back on tactical. 4) play starforge. We get +4 infantry on hopes end( makes 9 in total ground force) and 2 fighters. 5) move warsun back to supernova. Build if needed. 6)profit.
1) Imperial Arms Vault to place a mech on Rigel 1. 2) Star Forge 1 Destroyer into Supernova and place 1 infantry with each mech on Rigel 1, Rigel 2, Hopes End and Sem-Lore 3) Umbat and produce 2 GFs in the Supernova. 4) Activate Rigel and move all GFs onto Rigel 1.
I think this is possible to do at game start without outside help, but relies on pulling the right explore card. 1. using Muaat to produce 1 mech and 1 cruiser (5 ground forces total) 2. Send Warsun with all fround forces to Primor next to home, and get explore card that gives +1 infantry. Use Primor to place 2 more infantry. (8 ground forces total) 3. Send cruiser to empty anomaly. 4. Starforge for 1 more infantry and some fighters. (9 ground forces total).
How about 3 actions, no agent? 1) Activate supernova and build 4 infantry and 1 destroyer. Exhaust Hope's End. 2) Warfare that token. 3) Move the Warsun + 4 infantry to the Rigel system, picking up the infantry and mech from Rigel I and III. Commit those 5 infantry and 1 mech onto Rigel II. Total count on Rigel II is now 8. End of turn use Hope's End's ability to place a mech on Rigel II.
Efficient and effective solution 1) Activate home system. Build a War Sun and 4 infantry (Bonus of unlocking your commander, even though it doesn't help in this case) 2) Use warfare to remove the token on home system and put a CC in tactics. 3) Activate Hope's End. Move the Warsun and 6 infantry from your home. Use Hope's End at the end of your turn to place a mech on Hope's End. Fun Solution with a bonus warfare stall: 1) Use your agent to build a carrier and a mech in the Supernova. Use Hope's End at end of turn to draw an action card. 2) Use Star Forge to place 2 fighters in the supernova and place 4 infantry with each of the mechs (5 ground forces now on Hope's End). 3) Activate Hope's End. Bring in the carrier from the supernova with the mech and infantry, and the carrier from Sem-Lore with 2 infantry and the two fighters.
@@essersgamingcave been playing the game for years now, your content is very valuable when starting with a complex faction, unlike other TI videos who are more basic in nature.. so thank you👍
Another option is.
1) Activate hopes end, move warsun. Place mech with hopes end card.
2) Build 2 more mechs on hopes end with agent.
3)Play warfare, put 1 back on tactical.
4) play starforge. We get +4 infantry on hopes end( makes 9 in total ground force) and 2 fighters.
5) move warsun back to supernova. Build if needed.
6)profit.
It's fantastic in so many ways that these can be solved, even though I try to limit the possibilities. Thanks for sharing!
I hate to be that guy.... but I am a huge fan of the MUAAT. 😊👍
I also think they are fun to play! The first couple of rounds can be a little hard, but when the warsuns are upgraded the fun begins :)
1) Imperial Arms Vault to place a mech on Rigel 1.
2) Star Forge 1 Destroyer into Supernova and place 1 infantry with each mech on Rigel 1, Rigel 2, Hopes End and Sem-Lore
3) Umbat and produce 2 GFs in the Supernova.
4) Activate Rigel and move all GFs onto Rigel 1.
Yes that will do it too. Only comment is that Imperial arms vault is at the end of a players turn, but that is easy to fit in. Thanks for sharing! :)
I think this is possible to do at game start without outside help, but relies on pulling the right explore card.
1. using Muaat to produce 1 mech and 1 cruiser (5 ground forces total)
2. Send Warsun with all fround forces to Primor next to home, and get explore card that gives +1 infantry. Use Primor to place 2 more infantry. (8 ground forces total)
3. Send cruiser to empty anomaly.
4. Starforge for 1 more infantry and some fighters. (9 ground forces total).
Yes the right exploration card can help, but it is not something to rely on. I like your alternative ideas though! :)
How about 3 actions, no agent?
1) Activate supernova and build 4 infantry and 1 destroyer. Exhaust Hope's End.
2) Warfare that token.
3) Move the Warsun + 4 infantry to the Rigel system, picking up the infantry and mech from Rigel I and III. Commit those 5 infantry and 1 mech onto Rigel II. Total count on Rigel II is now 8. End of turn use Hope's End's ability to place a mech on Rigel II.
Even better! Its fantastic to read your alternate solutions. Thanks for sharing
Thanks!
Thank you so much! I truly appreciate it!
Efficient and effective solution
1) Activate home system. Build a War Sun and 4 infantry (Bonus of unlocking your commander, even though it doesn't help in this case)
2) Use warfare to remove the token on home system and put a CC in tactics.
3) Activate Hope's End. Move the Warsun and 6 infantry from your home. Use Hope's End at the end of your turn to place a mech on Hope's End.
Fun Solution with a bonus warfare stall:
1) Use your agent to build a carrier and a mech in the Supernova. Use Hope's End at end of turn to draw an action card.
2) Use Star Forge to place 2 fighters in the supernova and place 4 infantry with each of the mechs (5 ground forces now on Hope's End).
3) Activate Hope's End. Bring in the carrier from the supernova with the mech and infantry, and the carrier from Sem-Lore with 2 infantry and the two fighters.
Amazing! Another 2 good solutions. Thanks for sharing! :)
Bedankt
Thank you, Jan! I truly appreciate it!
@@essersgamingcave been playing the game for years now, your content is very valuable when starting with a complex faction, unlike other TI videos who are more basic in nature.. so thank you👍
My old version still works! Waiting for L1Z1X guide ;) Greetings to Toft too!
Yes, I had 1 infantry unit too many in the first version. L1Z1X is coming out friday next week :)
Bedankt
Thank you @DrunkSemenThrowr! I truly appreciate it and you gave me a challenging dare there :)