![]() Their difficulty to hit combined with being able to use their full movement before rockets makes them a stellar hit-and-run unit, and full six-stacks of them make amazing harassment and early capture units. Gunships, on the other hand, which unlock right afterwards, are magic. I can almost never justify them over troopers or the secret tech unit. They don't fill the role of a PUG, so they can't replace it for support, and their turrets are much worse than troopers for both accuracy and damage, so they don't provide a sufficient overwatch deterrant, and their personal offense/defense is 'okay' at best, and puts a mostly-supportive unit in unnecessary risk on the frontline at worse. This is to force engagements on your terms, which is important for getting all the trooper's tools in play without getting any of them killed too quickly.Īlso, I usually find the first tier secret tech is often a trooper priority, since it's often a defensive tech piece that adds significant durability and utility for its cost (void tech, synthesis, xenoplague), or significant offense (psynumbra).Īlso I find engineers completely useless except in the late-game where I want to have more stacks of vehicles than I have heroes and I want to have their passive regen effect since they won't have field medic. PUG + skirmisher is important, and/or having the hero as a sniper. When new heroes crop up, they get the same stacks. Early on I don't find I need more than 1 stack, and it's usually going to be hero, PUG, secret tech unit, 3 troopers. I find it depends very heavily on secret tech what will be ideal. This works with any secret tech since it is all vanguard tech.Ī good secret tech synergy with this strat is promethean coupled the immolating attacks mod from the automaton faction, combined this with the extra damage/accuracy mod for enemies that are on fire (IE: immolated) from the promethean tech tree. Later on your Gunships and Walkers can also be improved with both "electromagnetic utilization" mods. Put any spare OWL's in a second supporting army since they can usually fly in on turn one to provide back up. *You may want to start researching your secret tech units at this point instead.Īll armies should have 3 troopers (and optionally an engineer). Together with Valkyrie TacOps (throw flash bangs) for distraction tactics these guys will be absolutely wreaking stuff well into the midgame.įifth Optional*: Research "engineering corps" and throw all the same three mods onto engineers, Their basic turrets will benefit a lot from both "electromagnetic utilization" mods and the engineers themselves will be highly effective mobile support with Jetpacks. You now have absolutely beastly troopers - Long range, High maneuverability, High damage overwatch, Electified debuff (5 damage per turn and -15% accuracy) plus cover destroying grenades. Third: Under firearms tech tree research to the second tech "electromagnetic utilization" - Throw BOTH mods on ALL troopers, don't spend cosmite on anything else yet.įour: Research "smart defense modules" (put improved combat sensors on scout OWL's if you want) then research "rapid maneuverability" -> put jet packs on all troopers (and any non-mounted heroes if you have a good tier 3 weapon) and use Valkyrie TacOps to pin down backline/dangerous enemies in combat. ![]() ![]() Send OWL's out to scout and look for +research pick ups. Highest level troopers get improved overwatch - so we don't want to lose ANY. Second: Research - "Nanite support" for Nanite support stations, these make a huge difference in the first few turns for keeping stuff alive. You want to have 3 per army no later than a few turns after the first hero arrives.Ĭommander and early heroes should get "infantry commander" for extra trooper damage and "field medic" for survivability with the first two level ups. Sorry if this has been mentioned before, I only just got this game and I have been playing with different strats on my own.īuild up to a total of 6 troopers as soon as reasonable. This is my current vanguard opening strategy. ![]()
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