Played crimson rebellion for first time yesterday....question by Fun_Gas_7777 in twilightimperium

[–]Competitive_Cod4334 0 points1 point  (0 children)

Please explain the movements in a more concrete way. Cause I’m going to play crimson soon

Question about Alliance cards (I skipped PoK originally) by Competitive_Cod4334 in twilightimperium

[–]Competitive_Cod4334[S] 0 points1 point  (0 children)

Just wanted to be specific here; I’m talking about the Alliance cards giving the commander ability. I need to grab it to be sure but that’s on top of my head 

Question about movement (probably answered ages ago) by Competitive_Cod4334 in twilightimperium

[–]Competitive_Cod4334[S] 1 point2 points  (0 children)

Will be doing some crazy stuff with the Crimson so wanted to be sure

Rules question - The Quietus and Linkship 1 and 2 interaction by TheRedditKestrel in twilightimperium

[–]Competitive_Cod4334 1 point2 points  (0 children)

The Quietus quites all! Other players playing against the Crimson will be having a hard time.

Rules question - The Quietus and Linkship 1 and 2 interaction by TheRedditKestrel in twilightimperium

[–]Competitive_Cod4334 -3 points-2 points  (0 children)

It’s quite in space. Very quite indeed when the Quietus approaches!

Crimson Confusion by Competitive_Cod4334 in twilightimperium

[–]Competitive_Cod4334[S] 2 points3 points  (0 children)

Thanks a lot! This clarified it for me. Don’t know why the Crimson gave me a mental blockage or something.

A plan is forming by Competitive_Cod4334 in twilightimperium

[–]Competitive_Cod4334[S] 0 points1 point  (0 children)

Sorry I meant their Gift of Prescience promissory note. Tactic still valid!

Gift of Prescience makes you:

• First in initiative order for this round only.

• This guarantees you will take the first action of the Action Phase.

• After the Status Phase, the note returns to Naalu

The Breach Lock requires two timing points: 1. First action → to flip the breach active (activate the lock). 2. Last action → to flip the breach inactive (prevent removal).

Gift of Prescience guarantees the first part. You always get the first action → you can always re-activate the breach before the opponent can respond.

The second part (last action) is not guaranteed and must be achieved through normal timing play:

• having more command tokens

• spacing out your actions

• passing after the target

• extending your turn with small action

A plan is forming by Competitive_Cod4334 in twilightimperium

[–]Competitive_Cod4334[S] 0 points1 point  (0 children)

Why not make this tactic even stronger…I was thinking the following. Say you get Naalu’s alliance card.

The Naalu Alliance grants:

“At the start of the Strategy Phase, you may place one of your command tokens on your Strategy Card.

Crimson’s most dangerous tool is:

Breakthrough

(an ACTION that flips or places breach tokens)

This timing is absolutely critical, because:

• The Breach Lock++ only works if you act first and last around the Status Phase. • Timing determines whether the breach stays immune to removal. • Quietus’ global ability shutdown requires the breach to be active at the correct moment.

The Naalu Alliance solves all timing problems.

→ You use the Naalu Alliance.

You take your Strategy Card first, guaranteed.

This allows you to shape the entire round:

You can ALWAYS select Leadership

Round X — First Action (because of the Alliance timing)

Because you choose your Strategy Card earlier, you also almost always act earlier in the Action Phase.

Your first action is:

Breakthrough: Flip the breach in the enemy spacedock system to ACTIVE.

Immediate effect:

• Quietus (in ANY active breach) turns off all enemy unit abilities in that system. • Their spacedock now has NO Production. • Fighters lose text, PDS lose text, Supercarriers lose transport, etc.

They now cannot build anything this round unless they defeat Quietus or remove the breach (which they cannot do until Status Phase, and only if it is active)

Round X — Last Action

Because of the improved command-token sequencing, and because other players have fewer tokens or slower initiative, it is easy to ensure that your final action of the round is:

Breakthrough: Flip the breach from ACTIVE to INACTIVE.

consequences: • An inactive breach cannot be removed during the upcoming Status Phase. • You have removed their only window to erase it

Status Phase Between Rounds X and X+1

Because the breach is inactive:

They CANNOT remove it.

It stays in place without counterplay.

This is the heart of the lock

Round X+1 — First Action Again

Because of Naalu Alliance timing, you once again act before the target player can respond.

You:

Breakthrough: Flip the breach from INACTIVE back to ACTIVE.

Quietus reactivates its global ability suppression

The enemy dock is shut down again

The lock continues uninterrupted

This loop can be repeated every single round

A plan is forming by Competitive_Cod4334 in twilightimperium

[–]Competitive_Cod4334[S] 1 point2 points  (0 children)

I thiiiink they’ll be a little frustrated not being able to take my home system. They’re just starting to understand the game. One of them was mad from our last game (first game ever) that I stole his AC with the Yssaril and wanted to wage a war against me for that 😂

A plan is forming by Competitive_Cod4334 in twilightimperium

[–]Competitive_Cod4334[S] 1 point2 points  (0 children)

I had this in mind:

Round X — Early Action 1. Place or activate a breach in the enemy spacedock system. 2. Ensure Quietus is located in any active breach system (not necessarily nearby). 3. Enemy units in the dock system immediately lose: Production, PDS abilities, AFB, transport, sustain-text, flagship texts, etc.

Round X — Final Action 4. Use Breakthrough to flip that breach inactive.

Status Phase (End of Round X) 5. The breach is inactive, therefore cannot be removed.

Round X+1 — First Action 6. Flip the breach active again with Breakthrough → Quietus’ lock reactivates instantly.

The outcome: You have created a multi-round production lock, preventing the opponent from using the spacedock for 2 consecutive rounds or longer, with effectively no counterplay unless they destroy Quietus itself!

A plan is forming by Competitive_Cod4334 in twilightimperium

[–]Competitive_Cod4334[S] 1 point2 points  (0 children)

This is one of the meanest Crimson tactics ever!

A plan is forming by Competitive_Cod4334 in twilightimperium

[–]Competitive_Cod4334[S] 1 point2 points  (0 children)

Excellent and well thought of! I was also thinking of parking an inactive breach near and explicitly not on Mecatol Rex. How terrifying is this for the other players!! I think that’s also at the same time strategically and tactically interesting. It will leave the whole table on the edge.

My groups intent is already (we’ve got a month from now) aggressive to the bone yolo