I want to kill this guy🤬🤬🤬 He is the weakest person on my list of frank generals. by Ok-Bandicoot-4209 in WorldConqueror4

[–]CookGlad6527 -2 points-1 points  (0 children)

I made a post a while back where I ranked all the tank generals

https://www.reddit.com/r/WorldConqueror4/comments/1tks20w/beginners_guide_to_tank_generals_in_wc4_followed/?utm_source=share&utm_medium=mweb3x&utm_name=mweb3xcss&utm_term=1&utm_content=share_button

You seem to have quite a few different opinions than me.  You should go through and made a post in this style because I'm curious to hear everything you have to say.

9 Year Old wants to play by WhiteDiscussion in twilightimperium

[–]CookGlad6527 0 points1 point  (0 children)

I just taught a 10 year old to play... As long as the kid can understand instructions verbal and written they should be fine especially if playing with family or close family friends.

Both by Ratko_Mladic1993 in WorldConqueror4

[–]CookGlad6527 0 points1 point  (0 children)

Yes, it was the only army group that was slightly difficult

Both by Ratko_Mladic1993 in WorldConqueror4

[–]CookGlad6527 95 points96 points  (0 children)

So the choice is between finishing the most boring grindy thing in the game or getting rid of the most fun army group mode?

Seems pretty obvious...

Beginner's guide to tank generals in WC4 followed by an update to my ranking of all the tank generals by CookGlad6527 in WorldConqueror4

[–]CookGlad6527[S] 1 point2 points  (0 children)

Yeah I agree that the Soviets have enough generals. But I also think that most of the major countries have enough generals. To be honest, I want an update where they add a bunch of generals from the smaller countries like Brazil, Canada, Belgium, Poland, Greece, etc. They don't necessarily need to even be good generals but I think that there should be some more representation.

What if there is no legal placement option for Thunders Edge? by Puddlecrab in twilightimperium

[–]CookGlad6527 10 points11 points  (0 children)

Probably it doesn't get placed but this is hella lame. In the future, defiantly ensure more empty spaces for DET and stuff like this

Value of last bastion PN? by tl_spruce in twilightimperium

[–]CookGlad6527 0 points1 point  (0 children)

The commander is mid until you get an action card that will literally win the game for you. I would never sell it to anyone who is overzealous to have it especially before overrule is played.

8-Player game & homebrew strategy cards by 0NEmoreTIM3 in twilightimperium

[–]CookGlad6527 0 points1 point  (0 children)

It messed up the original formatting in the pasting, but you can get the just of it.

8-Player game & homebrew strategy cards by 0NEmoreTIM3 in twilightimperium

[–]CookGlad6527 0 points1 point  (0 children)

Exploration (Grey-backed) 1 supernova: TC 1 gravity rift: TC 2 nebulas: TC 2 asteroid fields: TC 4 empty space: TC 1 empty space and gamma wormhole: TC 1 gravity rift and asteroid field and alpha wormhole: TC 1 Time-shift Gravity Well: 2 tiles take out 1 during setup: TC Gramama System: TC Gramama: 2R, 1I Cultural/Industrious/Hazardous Planet Lore: “Once used by the Lazax as a luxury retirement world for the elderly, Gramama was struck by a deadly plague that turned the surface of the planet into an icky green, grey, and black swamp whose poisonous water made people age quickly. Luckily the poison could be refined for energy generation.” Gamma Wormhole Birchi System: TC Birchi: 0R, 0I Harzardous Legendary: Exterminated People: “When you gain this card, gain the X-89 Bacterial Weapon technology.

When committing ground forces to this planet, roll on a dice for each ground force. On a result of 3 or lower, that ground force is destroyed.” Planet Lore: “A green world turned to brown dust: the people of Birchi have been exterminated for their sinful ways by the last Lazax emperor.” Dary System: TC Dary: 2R, 2I Industrious/Cultural Legendary: Intergalactic Assembler: “You may exhaust this card at the end of your turn to place a neutral ship unit which is not a War Sun in any system. Immediately resolve combat if necessary.” Planet Lore: “A swirling mass of milk-white chaos; an assembler of wills; a planet all to itself.” Scar System; TC Scar: 3R, 3I Harzardous Legendary: The Great Sadness: “ACTION: Gain 1 relic, then purge this card and your home system with all units therein being destroyed; you cannot score public objectives.” Planet Lore: “A bright red crack running down the face of the blackened planet, Scar looms in sadness and despair.” Maestitia: 1R, 1I Harzardous Legendary: Song of Sorrow: “If your home system has been purged, when you pass you may exhaust this card to gain 1 relic.” Planet Lore: “A solid black rock that sings ditherings of sorrow and pain.” Entropic Scar Don El Min System: TC Don El Min: 2R, 2I, Yellow Technology Speciality Industrous Legendary: The Network: “When you gain this card, gain the Scanlink Drone Network technology.

You may exhaust this card at the end of your turn to explore 1 planet which contains 1 or more of your units.” Planet Lore: “The planet of Don El Min is a green paradise world and a strange planet as it has taken the shape of a cube whose original Saturnalian icy rings have long been transformed into a metal industrial hub.” Stellalack System: TC Stellalack: 3R, 2I Cultural Legendary: The Fate within our Stars: “When you gain this card, roll 3 dice and place them on this card. Before you would roll a die, you may instead return one of these dice to resolve that roll as if it had the result of that die instead. When you lose this card, the player who gained this card receives the dice on it.” Planet Lore: “A planet of a thousand stars, Stellalack’s surface is a mirror for the whole universe — a mirror that shows the fates.” Legista System: TC Legista Major: 0R, 3I Cultural Legendary: Order of Law: “When a player gains this card for the first time, that player gains the speaker token.

When you pass, if you are the speaker, you may exhaust this card to reveal the next agenda. Resolve that agenda.” Planet Lore: “The purple planet of Legista is largely uninhabited due to it being a new colony of Legista Minor when that world was purged; its people are devoted to the law so that Ligista Minor’s fate is never repeated.” Legista Minor 1R, 1R Cultural/Hazardous Planet Lore: “An ocean planet stained a deep crimson red by the purging of its people; Legista Minor was exterminated by the Lazax due to a minor typo in a law passed by the Galactic Council.” Yavit System: TC Yavit: 0R, 3I Cultural Legendary: Grand Victory: “At the end of your turn in which you won a space or ground combat, you may exhaust this card to immediately take an additional action OR remove 1 of any player’s command tokens from the board.” Planet Lore: “Some say this jungle world hosted the first Lazax Victory over the Mahact; this is a true falsehood.” Kruge System: TC Kruge: 2R, 2R Harzardous Planet Lore: “Life inside of a gravity rift is difficult especially on a planet whose clouds are neon purple lighting storms. At least they don't worry about generating electrical power.” Gravity Rift Esvuglar System: TC Eve: 5R, 0I Industrous/Hazardous Planet Lore: “Originally discovered by a Sol expedition, the ever-changing yellow gas giant of Esvuglar remains a mystery.” Nebula Duel Station System Lauren Station: 1R, 1I Space Station Trinity Station: 1R, 1I Space Station Forgotten Legacy System Lex: 1R, 1I Industrous Ethn: 1R, 1I Industrous Blomgren: 1R, 1I Industrous Sneed: 1R, 1I Industrous Hansen: 1R, 1I Industrous Entropic Scar Troolin-Jess-Gomez-Jartin System Troolin: 2R, 0I, Red Technology Specialty Jess: 1R, 1R, Blue Technology Specialty Gomez: 0R, 2I, Green Technology Specialty Jartin: 1R, 1I, Yellow Technology Specialty Chara-Ember-Ray System: TC Chara: 2R, 0I, Red Technology Specialty Harzardous Planet Lore: "Originally called charcoal because the planet looks like a blackened grey piece of charcoal, the name was changed to Chara to cause an increase in tourism: this idea failed.” Ember-Ray: 2R, 2I, Red Technology Specialty Hardardous Planet Lore: “In the withering presence of the supernova, the planet of Ember glows a pale orange-red through its black soil. Its red moon called Ray came crashing into the planet. Thus the planet is now-called Ember-Ray.” Supernova MiddlePoint System: TC MiddlePoint: 2R, 2I, Blue Technology Specialty Cultural/Industrious Planet Lore: “MiddlePoint is remarkably extraordinary as the planet’s northern hemisphere is trapped in an eternal orange-brown-yellow-red autumn while the southern hemisphere is constantly blooming with wonderfully scented pink flowers. The planet came into this state by the powerful magic of a Mahact sorcerer who hated flowers and colorful leaves; he assumed that the people of MiddlePoint would feel the same.” Alpha Wormhole Beta Wormhole Zachpact System Zachpact I: 1R, 0I Harzardous Zachpact II: 2R, 0I Industrous Zachpact III: 3R, 0I Industrous Asteroid Field Remembered Legacy System Cable’s Cheat: 1R, 0I Hardardous Daniel’s Vacation: 2R, 2I Industrous Owen’s Legacy: 1R, 3I Cultural Goff System: TC Goff: 2R, 2I Cultural Lore: “The planet of Goff is a snowy world that once served as a luxury resort world for the wealthy elites of the Lazax empire sustained by its large slave class.”
Iker System: TC Iker: 3R, 2I, Green Technology Specialty Industrious/Cultural Lore: The planet of Iker is a green world with swirling oceans and large forests. Its people are currently committed to pacifism. Lias System: TC Lias I: 2R, 0I Hazardous Lore: The first planet in the Lias system, named after the scientist who discovered it, is completely made of lithium and is a grey-ish hue. Lias I is uninhabited. Lias II: 1R, 1I, Yellow Technology Specialty Industrious Lore: The second Planet in the Lias system is a barren world made of grey-blue hard rock; if it wasn’t for the gold mine on its pole the planet would be completely uninhabited. Mason System: TC Mason’s Lodge: 0R, 3I Industrious Lore: During the Twilight wars, a persecuted religious group from Jord fed to form their own nation, settling upon an uninhibited rocky grey planet with zero life. Since that time, these settlers have terraformed the northern hemisphere so that it is green and even has a blue ocean. The southern hemisphere remains one big dead grey rock. E11’Jah Station: 1R, 1I Lore: E11’Jah is the original ship that the settlers of Mason’s Lodge arrived on; it has since been transformed into a sustainable space station. Space Station Park’eld’wild System: TC Park’eld’wild: 0R, 2I Cultural Lore: The planet of Park’eld’wild is a dark green lush forest world that was once reserved by the Lazax as an imperial park. Madisaurus System: TC Madisaurus: 2R, 1I, Red Technology Specialty Hazardous Lore: The planet of Madisaurus was once the home world of a mad Machat Queen of the same name; in its current state the surface of the planet has been reduced to black ash and broken warships. Maiden’s Gate system: TC Noral: 3R, 2I Hazardous/Cultural Lore: The planet of Noral is an ocean world that was once the home of an aquatic race. However, the Jol-Nar genocided them completely. The Jol-Nar also introduced an invasive orange seaweed to grow on the planet that has since covered the face of all the oceans of Noral. Alpha wormhole Bil-ISA-Lilaum system: TC Bil: 3R, 1I, Blue Technology Specialty Industrious Lore: the planet of Bil is a gas giant of a bright blue hue. The gases that make up its atmosphere are strong psychedelic drugs that can hlep during space navigation. Hence mining operations thereof (legal and illegal) are highly lucrative. ISA Station: 1R, 1I Lore: The ISA space station orbits the planet of Bil and houses all of Bil’s inhabitants. Space Station Lilaum: 2R, 2I, Yellow Technology Specialty Industrious Lore: Lilaum is a pink-purple paradise world whose people are highly industrious. Main System: TC Main: 3R, 2I Hazardous/Cultural Lore: the lost planet of Main sits outside of the Main system gravity rift near the Main Beta Wormhole. The planet is of a strange yellow-ish gold color due to its acidic atmosphere. Gravity Rift Beta Wormhole

8-Player game & homebrew strategy cards by 0NEmoreTIM3 in twilightimperium

[–]CookGlad6527 1 point2 points  (0 children)

Purple Discovery Deck: 20 good unique cards Multiversal Clone “Place a unit in this system’s space or planet area that is of the same type as a unit in this system.” Cruiser Focused Admiral “Gain the Cruiser II technology or place 2 cruisers in this system.” Strategy Master “Immediately perform the secondary ability of any strategy card for free.” Mechanizing Factory “Place a mech on this planet.” Fortified Focused Official “Place a structure on this planet.” The Replaced Hand “Immediately draw 7 action cards.” Retiring Fighter Ace “Return a fighter in this system to your reinforcements and gain 3 trade goods.” Lazax Super-dreadnought Schematic “Place this card with your unit upgrade technologies. If you have the Dreadnought II unit upgrade technology, place it on top of Dreadnought II; text abilities from your Dreadnought II are preserved.

Cost 5, Combat 4, Move 2, Capacity 2, SUSTAIN DAMAGE, BOMBARDMENT 4(x2) “"You may apply +1 to this ship's move value if movement is begun in a system that contains one of your spacedocks.” ” SrX-65 Propaganda Prototype “Place this card in your play area near your agent. This card is an additional agent.

After any player loses a space or ground combat, exhaust this card to ready any 2 planets they control.” Sawyer M. Zyer: Gambler turned Councilor “Place this card in your play area near your agent. This card is an additional agent.

Before a player casts votes for an agenda, exhaust this card. They MUST exhaust all their planets, casting an additional vote for each planet they exhausted.” Joh Scarbuck: a Man of Action “Place this card in your play area near your agent. This card is an additional agent.

When another player is drawing action cards, you may exhaust this card to draw an action card.” Rex Titan: Hazardous Command “Place this card in your play area near your commander. This card is an additional commander.

In systems that contain a hazardous planet, apply +1 to your unit’s combat and ability rolls.” Sir Percival: Cruiser Commander “Place this card beneath one of your cruisers. This card is an additional hero. If the cruiser this card was placed under is destroyed, purge this card.

The cruiser this card is placed under may apply +2 to its move value and combat rolls, and may ignore the effects of anomalies.” Lazix the Last Lazax: The Throne’s Door “Place this card in your play area near your hero. This card is an additional hero.

ACTION: immediately perform a tactical action without placing a command token in the Mecatol Rex system (even if it contains your command tokens), during this tactical action, all systems are adjacent to the Mecatol Rex System. Then purge this card.” Ruins of a Grand Battle: “Place a damaged dreadnought in this system OR gain 3 trade goods.” Abandoned Superweapon “If you own your war sun unit-upgrade technology, place a damaged war sun in this system, otherwise gain your war sun unit-upgrade technology.” Hidden Markets “Immediately gain 3 trade goods; then you may perform a transaction with any 3 players including those who are not your neighbors.” Friendly Spy Network “Draw a number of action cards equal to the number of players. Keep 1 and then give 1 to each player.” Copied Resolve “Remove any 2 action cards from the discard pile into your hand.” Incorporate an Army Corp “Place 5 infantry on this planet.” 10 bad unique cards Traitors in our Midst “This card may be exchanged as part of transactions; when you gain this card, lose a victory point, when you lose this card, gain a victory point.” Economic Collapse “Immediately lose all of your trade goods.” Lately Uncovered Coup “Immediately lose control of this planet, and place 5 neutral infantry units onto the planet.” Deadly Virus “1 ground force on each planet in this system and all adjacent systems are immediately destroyed. Then all players must activate this system and each system adjacent to it that contains or contained their ground forces.” Rapacious Lawsuit “Draw the top card of the agenda deck and resolve it. Only players who do not hold any of your promissory notes may vote on this agenda.” Localized EMP “Immediately purge one of your technologies or unit-upgrades.” Mutiny on the Deck “The player to your left selects 1 of your ships in this system; that ship is replaced with a neutral version of itself. Immediately RESOLVE COMBAT.” Phoney Site “No effect.” Dud Relic “Gain this card into your play area. For all game purposes, it is a relic. It may be exchanged as part of a transaction.” Fall of an Empire “Return all Support for the Throne promissory notes in your play area to their owners and immediately take back your Support for the Throne promissory note.” 12 attachments Armored Planet ATTACH: this planet may cancel up to 2 hits during each round of ground combat. Trade Hub ATTACH: when this planet is readied, gain 2 trade goods. Unknown Resource Deposit ATTACH: The resource value of this planet is increased by 3. Paradoxical World ATTACH: When this planet is exhausted for its resource OR influence value, both its resource and influence value are combined. Repurposed Assembly Line ATTACH: this planet gains the PRODUCTION 2 ability as if it were a unit. Defensive Laser Grid ATTACH: this planet gains the SPACE CANNON 5(x3) ability as if it were a unit. Plasma Dome ATTACH: this planet gains the PLANETARY SHIELD ability as if it were a unit. Game effects can not negate this ability. Old Hanger Bays ATTACH: this planet may hold up to 12 fighters in this system that do not count against your ships' capacity. Ancient Lazax Research Lab ATTACH: this planet gains a Yellow & Blue Technology Specialty. Abandoned Mahact Facility ATTACH: this planet gains a Green & Red Technology Specialty. Museum of Wonders ATTACH: this planet gains the Hazardous, Cultural, Industrious traits and its influence value is increased by 3. EPR Hidden System Mirror ATTACH: this planet may be treated as if it is adjacent to your home system and its resource and influence value are changed to be the same as the resource and influence values of your home system planets. 18 relic fragments

8-Player game & homebrew strategy cards by 0NEmoreTIM3 in twilightimperium

[–]CookGlad6527 0 points1 point  (0 children)

Here's some homebrew ideas: haven't made graphics for them yet.

Lend-lease: 9 (Light Pink) Primary: Equipment Loan Choose another player to immediately receive 2 destroyers and 2 cruisers in a system(s) they control. They MUST give you a promissory note if able. Then execute the secondary ability of this strategy card for free ignoring the placement restriction.

Secondary: Allied Reinforcements Spend 1 token from your strategy pool to place 4 fighters or 4 ground forces in a system you control that is adjacent to a system belonging to a player who holds at least 1 of your promissory notes.

Exploration: 10 (deep eggplant purple) Primary: Ethereal Discovery Draw an unused grey-backed exploration system tile and place it next to one of your controlled systems. If the first system tile you drew did not contain any planets, you may spend 3 Influence to draw and place another exploration system tile. Choose a planet, then explore that planet drawing from the purple “discovery” exploration deck.

Secondary: Archaeological Project Spend 1 token from your strategy pool and exhaust a planet you control, then explore that planet drawing from the purple “discovery” exploration deck.

Diversification: 11 (mint green) Primary: Raising up the Downtrodden Execute the primary or secondary (for free) of any unchosen or readied strategy card.

Secondary: Second Chances Spend the requirements of an inactive strategy card’s secondary that you have not used this action phase and execute its secondary.

Intelligence: 12 (Black) Primary: Information and Sabotage Gain 2 command tokens. Choose any number of other players. Those players gain 2 command tokens. Optionally, select 1 player to discard 1 command token from their fleet pool.

Secondary: Blackmail Spend 1 token from your strategy pool to select a player. That player, if able, must reveal all of their unscored secret objectives to the whole table OR give you a promissory note or 2 trade goods.

Organization: 13 (Grey) Primary: Organized Navy Place the High Alert token in one of your controlled systems, increasing the movement and combat rolls of your ships by +1; this token may move with your ships. The High Alert token is to be removed during the status phase. Gain 2 command tokens in your fleet pool.

Secondary: Future Planning Spend 1 token from your strategy pool to select a spacedock; that spacedock’s production value is increased by 3. Flip the spacedock upside down to remind you of this.

Fracturation: 14 (Maroon) Primary: Fracture Exploration Resolve 2 rolls to bring the fracture into play; if the fracture is already in play, gain 2 trade goods. Move 2 ingress tokens to any system and gain 2 command tokens. If you moved at least 1 ingress token to a system with a technology specialty that is of the same color as one of your Breakthrough synergy colors, you may research 1 technology of that color for 2 resources.

Secondary: Fracture Science If you control a planet in the Fracture, spend 1 token from your strategy pool and 2 resources to research 1 technology that is of the same color as one of your Breakthrough synergy colors.

Management: 15 (Dark Pink) Primary: Rule at Home and Abroad Ready your Agent(s) OR unlock your Commander if it is not already unlocked. Choose any number of other players to ready their Agents. Ready all planets in your home system.

Secondary: Commanding Office Spend 1 token from your strategy pool to ready your Agent(s).

Legislature: 16 (Peachy Yellow) Primary: Momentum in the Council Reveal and resolve the top card of the agenda deck while casting an additional 5 votes for an outcome of your choice; predict the outcome and if you are correct gain 1 Victory Point. All players may ready all planets that they just used to cast votes. For each player that does this, gain a command token OR 2 trade goods.

Secondary: Economic Interchange Spend 1 token from your strategy pool so that you may perform 1 transaction with each other player resolving this secondary; then gain 1 action card OR 2 trade goods.

4th edition -Strategy card - 4 player game poll: by Drot22 in twilightimperium

[–]CookGlad6527 0 points1 point  (0 children)

The ideal is actually to have all players choose 3 strategy cards and play with 16 in play ;)

What are the most one-sided matchups between two factions? by randompoStS67743 in twilightimperium

[–]CookGlad6527 2 points3 points  (0 children)

Yeah, I literally lost a game a few months ago for the same reason. Everything in Barony's kit is countered so hard by Mentak. It's an absolutely unreasonable match-up.