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Twilight Imperium IV, a game edited by Fantasy Flight Games. Copyrights Fantasy Flight Games.
Desgined by Stephane Demots (Saturn Nitrik)
Be objective focused
Try to score control objectives first because these are the most difficultto achieve
Try to score tech objectives last because these cannot be taken away from you
Save trade goods for spend objectives or emergencies (use justthe planets for build)
Prepare for stage II objectives in advance
Set up a big "swing round" (4 points in one round):
Anybody at 6 points is in striking distance
"Win from behind" is usually a safer strategy than "win from ahead", butit depends on the faction
Rememberinitiative order when picking strategy cards if you suspectit will be the lastround
Never give up - even if you are 5 points behind, you can still "swing" a victory (agenda phase, transactions and a good hand of action cards can often make the difference)
Don't waste resources (command tk, fleets, cards) on an action ifit doesn't get you a point or prepare you for getting a point
Being aggressive for no reason will only turn the meta-game against you
If you completely ruin someone's chances to win you just made an enemy with no other goalthan to hunt you
Always be open fortrade and negotiations (really help others achieve their goals, you just have to be more efficient at achieving yours)
Play people against each other
Round 1:
Round 2 (standard):
Round 2 (alternative): Mecatolrush
At the beginning of each action phase prepare:
Have a tech path in mind - prepare in advance the tech cards you intend to research
Know the promissory notes you got from other players and rememberto play them at the right time - also remember you can trade them
Know your opponents status
Remember that retreat is an important option
Use all your planets before you pass
When you build in your home system, instead of activating it, use the secondary of Warfare
With every build get at least 2 infantry units
Countthe sabotage cards left (there are 4)
Have a good Command Token (C.T.) economy
Save Riders for agendas that are “For or Against” (never play them on “Elect” agendas)
Save atleast one vote forthe second agenda
Control Planets (3 stage I, 4 stage II, 4 secret)
Control Space (1 stage I, 5 secret)
Spend (4 stage I, 4 stage II)
Own Technologies (2 stage I, 2 stage II, 2 secret)
Own Units (3 secret objectives)
Combat(5 secret- scored in action phase)
Being able to quickly move yourinfantry where you need itis essential (attack or defense)
Extending yourrange:
There are 3 solutions for ground force mobility:
With a yellow skip Transit Diodes is a great addition to any ofthese (especially for cruisers
Optimaltech path should:
Otherthings to consider:
Because of the "own 2 tech in 2 colors" objective there are 6 possible tech path starting points:
2 Blue + 2 Green = best synergy
2 Blue + 2 Yellow= very good synergy
2 Red + 2 Yellow= good synergy (with a red skip)
2 Green + 2 Yellow= some synergy
2 Red + 2 Blue = bad synergy
2 Red + 2 Green = worst synergy
You have two options for a steady flow of cards: either get Neural Motivator early or save more command tokens forthe secondary of Politics
Always know your action cards and remember to play them atthe righttime (Timing Window)
Play the junk action cards when you are closing on the seven cards hand size limit
Consider saving the good cards forthe lastrounds
Hold Public Disgrace untilthe lastround so you can block Imperialfor a potential winner
Sabotage is the most important action card
Hold Sabotage for powerful cards like:
There are 7 cards that have 4 copies in the deck: Sabotage, Direct Hit, Flank Speed , Skilled Retreat, Morale Boost, Shields Holding, Maneuvering Jets
Certain action cards have precise keywords that tell you when or how the card should be played:
Initiative is always important but in the last round it is often the decisive factor in winning the game
Warfare, Leadership, Technology
Trade
Politics
Construction
Imperial
Diplomacy
Never pick it in Round 1 because you give out to the others much more than you gain.
There are some exceptions to this:
The mostimportant unitin the game because infantry takes and defends planets
It’s easierto defend than to take planets, that’s why the attacker has to bring more infantry
To defend a planet you need at least one more unit than the sum of bombardment dice and infantry units the attacker can bring
You don’t need to own the space area of a system if you have enough infantry on the planets
Infantry II is the most important upgrade, always consider getting it
The mostimportant ship because ofit’s capacity
The other ships are there only to protect your carrier and it’s precious cargo: yourinfantry
The success of an invasion depends on how many infantry units you can carry
Always have at least 2 carriers on the board, (no carriers = missed opportunities)
When you switch focus from invading planets to space combat, carriers are also important because they carry the fighters: your armor
Carrier II is situational
Good in-between unit, but usually you get it when you don’t have enough resources for a dreadnought
Cruiser II
Their main purpose is to defend planets by blocking Bombardment
Firing before ground combat is also important
It’s usually better to put only one on a planet
PDS II network with Graviton Laser System is an amazing combo, but only helps defensively
Their main purpose is to shield your fleets (the cheapest way to absorb hits)
Fighter II
Their main purpose is to shield your fleets against“assign to non-fighter ship” abilities
Can also be used:
The worst unit in the game - usually you get it to fill the production capacity or because you don’t have enough resources for a better ship
Main problem: the fleet supply itis much more important than the benefit a destroyer can bring
Destroyer II is only useful against fighter swarms
The best ship in the game:
Dreadnought II is amazing and you get Gravity Drive and Sarween Tools as prerequisites ...
Put it on high resource planets
Consider putting two space docks in a double planet system
Always have at least one fighter for protection against lone carriers
Always build at least 2 infantry units
Build as many units as production capacity allows (example: instead of building just 2 dreadnoughts, it’s better to get 1 cruiser, 2 infantry, 2 fighters and 1 dreadnought,for the same cost)
Space Dock II is only worth it if you go heavy on fighters (or sometimes infantry)
Their main purpose is to "uproot" well defended planets by ignoring Planetary Shield and very good Bombardment
it’s betterto think ofthem as big carriers
vulnerable to
It takes too long to gettech and gatherresources for a war sun, so it's only viable in a 14 point game
In a 10 point game only if you have two tech skips (red-red or yellow-red) and you have the resources to getthem quickly on the board
You are limited to only two war sun units, you can't have more
There is a secret objective thattargets war suns (when you build a war sun you put a point on the table, so be ready to defend it)
Only worth the VP
Good ships to have in your fleet
Win more good, but you don’t necessarily need it
Essential to strategy
Hole plugger
Rainy day situational
The gun on the table
Considerations regarding combat value:
There is a secret objective that targets flagships (when you build your flagship you put a point on the table, so be ready to defend it)
Flexible production via infantry
Holding planets very well
Snowballing into the late game
Rebounding quickly with unit production
Early aggression
Bombardment: Letnev, Muaat, Sardakk, L1z1x
Good infantry:Yin, Sardakk, Sol
Naalu (flagship)
Nekro --> don’tresearch Letani 2
Fastfactions (early): Creuss, Saar, Sol
X-89 Bacterial Weapon
You have a very slow start and you are very vulnerable early, so be cautious and prepare for stage two and secret objectives
Try to start as speakerto secure the early survival
Get Sarween Tools and second carrier round 1 or 2
When moving, produce ground forces to increase production
Do not rush to Mecatol Rex but holding it is relatively easy if you take it
Don’t ever give yourfaction promissory note
You have a command token problem -> Leadership
“Root” into other people pie slices
Flagship is good forrecovering after a critical loss:
Optimal tech path: Green + Yellow/Red (+ g. skip)
Alternative tech path: Blue + Yellow
Alternative tech path: Yellow + Blue (+ y. skip)
Very few weaknesses, adaptability
Best home system in the game
Non-Euclidian Shielding
Being perceived as a threat
Mentak (flagship), Nekro, L1z1x (situational)
Pick target abilities: Yin, Creuss, Sardakk
You are a flexible early faction, you have options:
A. Lots of planets. Be aggressive early,focus on infantry, flagship and carriers in early game. Bombard and get double pie slice.Then dreds 2.
B. Lots of tech. Score tech objectives. Get 2 tech every round if possible, get a red skip. You’ll have smaller fleets, so play friendly and defensive.
C. Big fleets of big ships. Score battle objectives.
D. Economy path. Save TG’s for spend objectives and re-rolls (Munitions Reserves). Be friends with a neighbor, save CC’s for fleet supply, build large fleets of cruisers and carriers. Dreads later or not.
Put a second space dock in your home system
Munitions Reserves is most efficient with a large fleet of smaller ships, so save TG’s for big combats
Get Trade when you can -refresh only one person
Try to make the other players realize what a powerful ally you can be, sell yourfriendship
Winning space combats doesn’t get you points, not having enough infantry is your Achilles’ heel
(A) safe tech path: Blue + Yellow
(B), (C) strong tech path: Blue + Red (+ red skip)
(D) crazy tech path: Yellow + Blue
Highest commodity number
Can trade with anyone
Able to trade action cards
Adaptable to the objectives
Quantum Datahub Node can steal a win during the final turns
No one picks Trade SC, so you always have to
Metagame (collusion against you)
Mentak (can be a very good friend or a big pain)
Pick Trade early and often
Use your early game advantage, before you lose it: make transactions early, sell anything, buy all Trade Agreements make money and bank it
Save yourtrade goods for the ”spend” objectives - don’t spend it all on fleets, use planets for build
Maintain a well defended pie slice, score objectives
Be friends with everybody, you are a passive race
Tax people forrefreshing trade goods (mid game)
Look for opportunities to make a profit and try not to be seen as a major threat
Remember you can sell action cards at any moment, know your cards and their timing
You are the best faction at winning from behind
Optimal tech path: Blue + Yellow (+ yellow skip)
Alternative tech path: Blue + Green (+ green skip)
Situational tech path: Green + Yellow (+ g & y skip)
Starts with war sun
Very valuable promissory note
Has a lotto trade and can threaten well
War sun vulnerability to
Mobile opponents (your HS is vulnerable early)
Lack of influence
Yssaril, Yin, L1z1x, Xxcha, Mentak, Creuss, Sardakk (late)
Early game faction: quickly get a slightly bigger slice and,then just protectit with your war suns and a PDS network - letthe objectives guide you
War sun is a negotiation tool, don’t make enemies
Sell War Sun tech across the table for anything that will get you a VP (remember fleet supply cost)
Don’t lose the war sun early, get the second one R2
Accept that you will have a command token problem - you won’t be able to fix it because of other more important ones, so don’t use your Star Forge to stall, use it only to protect your war sun
Use Warfare to protect your war sun from counter-attacks
If you get a Sabotage save it for Direct Hits
Optimal tech path: Blue + Yellow (+ blue skip)
Alternative tech path: Red + Yellow (+ red skip)
No need to defend home system
Mobility
Flexibility
Can hide in asteroid fields
Slow startraces: Arborec (early),Jol-Nar(early), Muaat(early), Xxcha (early), Winnu
Infantry clusters: Sol, Arborec (late game)
PDS networks: Xxcha,Jol-Nar(late game)
Yin (flagship, infantry), Muaat(war suns)
Late game (very large fleets with special units)
Keep moving and getting trade goods on the move
Use asteroid fields as a safe spotto hide
ChaseVPs fast and loose - Imperial is yourfriend
The secondary of Warfare doesn’t work for you so get Warfare yourself whenever you can
You consume a lot of command tokens, so influence and Leadership are important
Build units each time you activate, outnumber your opponents (you need big fleet supply)
Don’tlose your space dock (have atleast 2 in play)
Going for Mecatol Rex can work nicely for you
Early game race -take the lead and win by round 5
Optimal tech path: Yellow + Blue (+ yellow skip)
mobility,reinforcing, holding planets
easy to take and hold Mecatol
Winnu, Saar
losing carriers early
lack of influence
Bombardment: Letnev, Muaat, Sardakk, L1z1x
other infantry factions: Yin, Arborec, Nekro
Creuss - could get to Mecatol first
you are the best “Mecatol” faction, so go forit
take planets aggressively over the first 2 rounds (get and hold objective required planets)
you will have a command token problem, so focus on high influence planets, (infantry is cheap)
reinforce key planets with Orbital Drop
small mobile fleets and lots of infantry allow you to spread out and make it very difficult for others to uproot you
you will have a production capacity problem, so try to build a second production center
don’ttrade your Political Secret
early game faction - take the lead,rush to victory (late game space combats will be a problem)
optimal tech path: Blue + Green
Insane mobility
High commodity count
Home system is 1 extra move for others
Naalu,Yin, Muaat(Dimensional Splicer)
Muaat, Winnu, Arborec (R1 blockade Home System)
Being perceived as a threat or nuisance
Early aggression
4 commodities factions can upset yourtrades
Xxcha, Mentak
Early: don’t over extend, don’t be aggressive, stay in your pie slice, don’t make enemies R1
Don’t evertake the lead, setup a big late game, prepare for stage 2 and secret objectives
You need influence - a lot of command tokens, so you can always be ready for opportunities
Pay someone to play your promissory note early so you won’t have to get Wormhole Generator
Get a Creuss wormhole in a good system (in your pie slice),then build a forward space dock there
You need Action Cards, you are a surprise faction
Optimal tech path: Green + Blue
Alternative tech path: Red + Blue
Alternative tech path: Red + Yellow(+ red skip)
Having 2 capacity dreadnoughts that hit on a 4 is the best reason to pick this race
The best startin the game (outside of Jol-Nar)
Best race attaking planets
Your ability to take a space dock,then produce units makes you very scary
Fighter screens (your flagship): Naalu, Saar, Muaat
Ground forces (Harrow): Sol, Arborec, Yin
Being perceived as a threat
PDS II: Mentak, Xxcha,Jol-Nar
Letnev, Sardakk
Mid game faction: build a Super-Dreadnaught 2 fleet and get 6 action cards ready for a big round 3
Keep taking planets and focus on objectives and influence (you need command tokens)
Don’t focus on holding the planets because you can easily take them back
5 capacity flagship and 2 capacity dreadnoughts means you don’t need carriers
Very good at scoring secret obj. and stage 2 obj.
Optimal tech path: Blue + (whatever skip you get)
Alternative tech path: Yellow+ (Red or Green)
Mirror Computing (best tech in game)
Synergy between tech / abilities (best in game)
Good faction abilities and promissory note
Fastroute to desired tech
Letnev, L1z1x (your flagship)
Hacan, Saarin early game (Pillage)
Being perceived as a nuisance
PDS II: Xxcha,Jol-Nar, maybe Arborec
Nekro (flagship & ability), Naalu (fighter swarm)
Rush to Cruiser II (try round 1 with a green skip)
Use your mobility to take powerful systems
Save as much trade goods as you can until you get Mirror Computing,then use them to rebuild your fleet and for “spend” public objectives
Be aggressive early when you have the advantage, bankTG’s and prepare forthe stage II objectives
Defend your home system with your flagship and a PDS II network
Take Trade S.C. often,refresh all your neighbors
The “meta-game” is your Achilles’ heel
Don’t Pillage every single time, also take their commodities instead of TG’s if possible
Use Promise of Protection to gain atleast 1 ally in a 5-6 player game
Optimal tech path: Yellow + Red (+ green skip)
Crystal Fighters and Neuroglive are powerful
Scoring first can win you the game
Free retreats are great
Infantry (your flagship), Saar(after Neuroglaive)
Early aggression
Graviton Laser System: Xxcha, L1z1x (flagship)
Space Dock II: Yin, Letnev, Mentak, Creuss
Sol, Saar(flagship), Nekro (flagship)
After you getNeuroglaive only Letnev can hurt you
Build 2 Space docks in a double planet system to help with fighter production (next to your home)
Develop a fighter screen network, making it very difficultto invade your space (after you get Neuroglive, with a few fighters placed in key systems, you can block the movement of your competitors and you can start extorting)
The only ships you need are fighters and carriers
Focus on influence (fighters are cheap) and take Leadership every time it’s available
Always have command tokens ready for Foresight
Don’t ever give yourfaction promissory note
Take the lead, stay in the lead and win by initiative
Optimal tech path: Green + (Blue orYellow)
Gains technology through combat
Very command token rich
Powerful in the late game due to command token wealth and the ability to stealracialtech and/or unit upgrades
Value tech races:Jol-Nar, L1z1x, Mentak, Sol,Xxcha
Haters and lots oftech objectives
Letnev, Winnu (flagship), Xxcha (flagship)
Pick target abilities: Sardakk,Yin, Creuss
Don’t hunt people justforthe tech ifit doesn’t help you score objectives
Influence is notthat usefulto you
Build your economy with Trade, Leadership, or Technology early, and getrich enough from the secondaries overtime
Always take Trade ifitis available
Take Mecatol Rex and other key systems, the other players will have to attack you
Bully, but avoid all-out war on multiple fronts
Sell yourracial promissory note to assure an ally
Your flagship with a stack of ground forces is one ofthe best defensive set-ups in the game, so use it on your home system or on Mecatol Rex
Choose wisely the racialtechs you wantto copy, look for synergy
You want Transit Diodes and any infantry upgrade
+1 to all combat rolls
+1 to ship rolls when flagship is present
Bombard 4*2 on Dreadnought
Muaat, Letnev, L1z1x, Jol-Nar (Exotrireme II ability)
Arborec,Yin (Bombard, Valkyrie, infantry +1)
Lots oftech objectives
Being perceived as a threat
Nekro, Sol (capacity,Orbital Drop)
Focus on building your economy (resources) as you start from behind
Unrelenting is bestrealized with fighters and infantry, so mobility is very useful - also a double dock system is a good idea (maybe home system)
Sell your promissory note across the table as much as possible (when they need it: before combats)
Your fleets are your whole advantage, so do not lose fights else you lose your advantage
You win through efficient aggression and diplomacy
Convince the table you are weak and plan for a come from behind win
Your flagship with a fighter screen is very strong, butis not essentialto your game
There is no synergy between yourfaction techs and abilities - you have to choose a path, so tech based on the objectives and the otherfactions
Tech skips are very valuable for you
Double tech asmuch as possible; aimunit upgrades
Optimal tech path: Blue + Green
Alternative tech path: Blue + Yellow
Valkyrie P.W. is an option only with 2 red skips
The most flexible faction in the game
You start with the best fleet
You start with the most tech
You can get whatever tech you want round 2
Tech objectives are almost free points for you
The meta game
Early aggression
Saar, Sardakk, Nekro, Mentak, Yin
Get a tech per turn, build defense, score objectives
If you decide to take Mecatol Rex do it early
You can’t take and hold planets very well (early game), so build your economy through trading
Sell your promissory note every turn, be clear about what tech you give and make sure that you will get it back
You can get War Sun in round 2, but if you intend to do it, don’t sell your promissory until you getit
Don’t take an early lead, play nice, make trades and hit big objectives in the lastrounds
Infantry (ground combat) is your Achilles’ heel
Your-1 is less important with bigger ships
You can pick any tech path, butthis is the safest:
Some of the alternative tech paths:
Taking Mecatol with no influence (situational)
Building a free space dock + PDS on Mecatol
Choose your starting tech, but you only get one
Otherthan that,this race is super weak
It is only playable with 3 or 4 players because of the double Strategy Card pick
Aggression at any time
Factions that can get Mecatol before you: Saar, Sol, Creuss
Mobile opponents (your HS is vulnerable early): Creuss,Yssaril, Mentak
Bombardment: Letnev, Muaat, Sardakk, L1z1x
Good infantry: Sol, Sardakk
Your pie slice must have two systems with planets on the path to Mecatol, and one ofthese planets should be a yellow skip
Not a Mecatolfaction,rather a Mecatol deterrent
Try to take Mecatol first and hold it as much as you can, but prepare to also score elsewhere
Round 1 you must get Warfare (or Politics), and you must build a second carrier and 2 infantry
You have no abilities, you are the weakest faction:
Optimal tech path: Yellow + Blue (+ yellow skip)
Situational tech path: Blue + Yellow
Trade, negotiation, difficultto attack
Diplomacy is similarto Warfare for you (early)
People mustrespect you and they are better off being yourfriend than your enemy
You have valuable services that people will pay for at certain points in the game
Fighter screens: Naalu, Sol (early), Muaat
Saar, Arborec (early
No one picks Diplomacy SC (early game)
Duranium Armor: Letnev (faction techs, flagship)
Ground force clusters: Sol, Arborec,Yin
L/W Deflector, mobility: Creuss,Yssaril (flagship)
Your abilities are defensive, you don’t score well
Your flagship is your only offensive ability, get it as fast as possible, but don’t lose it early
Quickly grab a slightly bigger slice and lock it with a PDS network (don’t get PDS II until you need it, but you have to be ready forit)
Don’t overinvestinto defense,rememberto score
Focus on influence (command tokens for abilities)
Sell your abilities: Quash and Instinct Training
For mobility get Cruiser II, or put Space Docks 2 on the borders and expand from there
Standard tech path: Yellow + Green (+ yellow skip)
optimal tech path: Yellow + Blue (+ blue skip R1)
Solid racial abilities and a great starting fleet
You are very good at winning ground combat
You are very good at holding planets
You are usually awkward to attack and most people will prefer notto mess with you
0/2 or 1/2 planets are greatin your hands due to yourracial ability
Planets with 1-2 infantry: all in the early game
Saar, Sol (early), Muaat(early)
Not being seen as dangerous
PDS: Xxcha,Jol-Nar, Mentak
Infantry flood: Arborec (late), Sol (late)
Bombard: L1z1x, Letnev, Muaat(late), Sardakk
Defensive faction with a strong starting fleet
Focus on influence (planets with 0/2 are perfect)
For defense: spread destroyers through your pie slice and putthe flagship in your home system
Always have atleast one 0/2 planet available for Indoctrination even after you pass
Always take Leadership and Warfare if available
You have the ability to cause significant damage for a very low cost, so that makes you dangerous:
Optimal tech path: Yellow + Green (+ yellow skip)
Alternative tech path: Green + Yellow(+ red skip)
Situational tech path: Red + Yellow
A hand full of useful action cards late game makes this a scary race to attack
Starting with 5 influence in your home system gives you some flexibility
A great start combined with a fast flagship
Drawing the wrong action cards
Xxcha (Instinct Training)
Multiple attacks on multiple fronts will consume your deck fast
Get the secondary of Politics as often as possible
Craft a powerful hand of action cards and craft a game plan around them and the objectives, look for synergies
Focus on influence as you will wantthe secondary of Imperial as well -this faction is very good at scoring secret objectives
Consider stalling Warfare turn 1 and stalling Leadership turns 2-3 if you have the opportunity (this can greatly hinder the other players)
You don’t have to take Mecatol Rex to win, but it might make sense at certain points
Your flagship has movement 2, so use it
Don’t ever give your promissory note (as a non-binding deal, you can sell cards via Spy Net, but only try this if you really trust the buyer)
Stay under the radar - end with a 4 points surprise
Optimal tech path: Green + Blue (+ blue skip)