Barony of Letnev Player's Guide - Twilight Imperium 4th Edition

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[Music] hello and welcome to rule-breaker today we're going to take a look at how to play as the rampaging hordes of the barony of let nav in Twilight Imperium fourth edition these guys like lots and lots of ships flying around everywhere and conquering as much space as possible they have the capacity to have absolutely enormous fleets of ships as you'll see in a few moments let's take a look at their starting technology so they start with two texts they start with anti mass deflectors which is blue tech and plasma scoring which is a red tech anti mass deflectors reads as follows your ships can move into and through asteroid fields when other players units use space cannon against your units apply a minus one to the result of each die roll that's pretty good you can fly in a native asteroid fields and PDS is a lot less effective against you and plasma scoring reads when one or more of your units use bombardment or space cannon one of those units may roll one additional die so bombardment being with your dreadnought for example or your space cannon being with the pds so an extra die to do a few more raids now let me also have a very diverse range of starting units so they've got a dreadnought right the very start of the game one of the most powerful units that you can build and they've got a courier and so they've actually got two ships that have capacity the dreadnought can carry one unit and the carrier can carry more than that so you were able to do a little bit of it moving around conquering in different areas right from the very start they've also got a destroyer one fighter three infantry and a space dock so they've got a really interesting starting set up not the most units but they've got quite a range of them and having that dreadnought is nice to have right at the start of the game here is the let Neves starting system which is one of the best starting systems in the game in my opinion and it has two planets Ark Prime and rant era our prime has for resources and zero influence while renter has two resources and one influence that is a quite a lot of resources and because of their special ability you're gonna be able to build a lot of ships which you'll see in a moment and starting with that dreadnought is really nice and intimidating you should definitely put your space dock down on our prime because the higher the resource amount means the higher number of units you can produce that number is always the the four in this case plus two for a space dock meaning that you can build six units from the very start of the game on an ark Prime and the starting fleet is pretty cool they've got the dreadnought which is definitely the headliner here but having a bit of capacity on that and a capacity on the carrier means they can fly it in two different directions giving you a really diverse and interesting opening to any game of ti4 with these guys you can fly in multiple directions here is the front of the Latin have race sheet they have the standard air troops and no special troops here like no special dreadnought so special carriers and like that they have the usual stuff so um to be aware of there they have two really cool racial abilities here the first one is munitions reserves which reads at the start of each round the space combat you may spend to trade goods you may reroll any number of your dice during that combat round okay wow that's pretty good so let's say you're trying to roll four destroyers here and you're all a bunch of dice that's actually a pretty good roll there and I mean that would have been too it's but if you didn't like that you could you could spend to trade goods and re-roll any number of dice now you don't have to roll them all you can keep your hits and you can just read all the other two in this case it didn't really work out but you would you would probably do it with a different unit if you're gonna spend the trade units this is just an example but I'm in a big fight having lots of these trade goods means that you can do this and which is really really good and bear in mind that you do have to spend the trade goods at the start of each round the space karma so you're gonna have to spend this upfront before you even see the results on the dice so you do have to have that kind of in mind is that you could be wasting the goods if you got lots of hits and already so you're gonna have to think about that ahead of time which is pretty unpredictable but something that is a lot more predictable is their Armada ability which is amazing and that is the maximum number of non fighter ships you can have in each system is equal to two more than the number of tokens in your fleet pool so let's just have a look at the whole board here yeah and you've got your your tactical your fleet and your strategy and normally you kind of want to have like three or maybe more in your fleece area like this and you know some tokens in the other areas what this ability lets you do is after the first round you can just take a bunch of these out of here and redistribute them and then you've got even if they only got one and fleet and that means you can have three ships in each fleet which is which is pretty good alternatively you can just leave your your three tokens in fleet and have a fleet of five so having a fleet of five retreat open so that makes makes a lot of sense I mean you're gonna have huge huge armies and fleets going around with that many tokens to spare you can play around with this you can move this around as much as you want after each round meaning that you can adjust just like you can normally but always with that plus two making the the letting air fleet sizes really ver versatile and really really scary at times too something that kind of goes against their munitions reserves ability is the fact that they could only get two commodities during the trade round so it's gonna be really hard to trade for these trade goods in normal ways and you're gonna have to have a lot of friends or you're gonna have to get other ways of getting trade goods if you're going to be doing this munitions reserve thing which makes that a bit more of a nitch ability i really like it to be the their Armada here being easily the most effective of their racial abilities apparently have their own flagship called Ark secundus which is big huge piece of plastic here it costs 8 which is pretty standard hits on fives with two dice which is really good actually has a move of 1 which is pretty standard and a capacity of 3 which is also pretty run-of-the-mill it has sustained damage meaning that if you take a hit with it you can turn upside down and it lives on to fight another day a second hit would destroy it it also has bombardment of 5 or with tree dice which is really really nice so when you conquer space you want a space by all you conquer your planet and you're dropping bombardment down against the opponent's infantry you've got three dice and they hit on fives meaning you're gonna do a hell of a lot of damage and the special ability of the arc secundus is other players units in this system lose planetary shield so you can bombard even if somebody has a PDS and it says at the start of each space combat round repair this ship so if your opponent doesn't do too damaged essentially to this and you can just keep taking hits and it'll keep healing making it really really hard to kill really really hard to kill at the Barney black never have to Rachel techs just like everybody else they've got the l4 disruptors which is the yellow tech and that requires one yellow prereq and a non-euclidean shielding which is a red technology that requires two red tech prerequisites and the elf for this repressor is pretty straightforward it's during an invasion units cannot use space cannon against your units so in other words your opponent's PDS is nullified completely against invasion so that's only against infantry so your opponent's can still use their space accountability on PDS against your ships but they can't against your invading infantry which is really useful keeps your infantry alive before a fight starts non-euclidean shielding is really good it's when one of your units uses sustained damage counsel - its instead of warmed so sustained damage being something that the Dreadnought can do but also more importantly the all-powerful flagship which heals every round can now counsel two hits instead of one when you've got non-euclidean shielding so I guess you can see the really obvious combo that I'm gonna recommend here non-euclidean shielding plus flagship equals devastating power and the net NAB's a racial promissory note is war funding so you can give this to somebody as part of a deal and they'll be able to use this against you later so you know you probably gonna want to do this at a time that makes sense for you and it reads at the start of a round of space combat the Latin F player loses to trade goods so those two trade goods that you might want for ammunitions reserves here to be reroll in dice they're removed if somebody uses this against you during this combat round re-roll any number of dice so the other player gets to do your munitions reserve re-rolling thing then return this card to do that Loeffler so yeah this one is not too bad to be given away if it means that you're getting something nice in return you probably gonna have a bad fight with somebody during the game if you and give them at this one but to be honest as Barney let nav you're probably gonna be doing a lot of fighting anyway and won the battle where you have someone we rolling dice there's not likely to be the end of the world so you can probably get a good deal for your war funding and I want to really cost you all that watch so don't be afraid to shop this around with other players and that's kind of it for these guys I think it goes without saying that this non-euclidean shielding or you get to sustain damage counseling to its is really nice have the arc secundus flagship with that and you're you doing mountains of damage and build a whole lot of dreadnaughts and here and becoming this monster that is just really really difficult to break down having a very big fleet due to your Armada especially if it's full of these big ships means that you're gonna be able to take on anybody in a straight fight and that's what the barony really dude they they dive in headfirst full of lots of ships and make enemies kill things destroy things kill infantry conquer planets and just roll over everybody if you want to have an aggressive game a Twilight Imperium fourth edition make sure you include the barony let nav in it because they are one of the most militaristically devastating in the whole game and saying that they are relatively one-dimensional in that way is that that is how they play if you plan on having a quiet turtle and down calm kind of game don't use these guys because it's not gonna work out for you you're gonna have to go on the offensive and if you do you'll have a lot of fun so that's it for the barony of let Navs players died here on the real breaker channel and if you like what you see do let us know if you've any questions tour them in the comments come back to check out the rest of the series and we'll talk to you again soon goodbye [Music]
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Channel: Rulebreaker Boardgames
Views: 29,634
Rating: undefined out of 5
Keywords: boardgames, board games, twilight imperium, ffg, fantasy flight games, card games, bgg
Id: ucPlK6PYNvo
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Length: 12min 0sec (720 seconds)
Published: Sun Jul 14 2019
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