One niche tip/fact about each faction in the game.
Hello, I was bored so I came up with an idea to showcase some random possibilities/comboes/tidbits about each faction. Some of them came up during my group play and only some of them are actually useful but... enjoy!
Arborec: Although flagship is largely useless, its ability (produce 5 units after activation) can be used to invade a planet with extra 5 infantry after you took up the sky first.
Argent Flight - although destroyers are their bread and butter, dont underestimate their dreads. With their commander each dread can bombard 3 times each planet in the system and take 1 infantry and all mechs at once. And with blue skip, you can go AI dev into dread2 in one go.
Barony of Letnev: Comboing Self assembly routines with NES makes you a top tier gruound combat faction. It means you only need upfront 2 res/TG to switch your infantry to mech, then you can sustain 2 hits, destroy it and you get 2 TG back. Repeat every turn. (Be careful of mentak thou, they can block sustain and take any TG you produce).
Cabal - If you worry about space dock blockade, Fleet logistics is your best friend.
Clan of Saar - probably well known, but their space dock can ignore space cannon if you don't take any ships with you. That means that if opponent left a system with no ships and a pds, you can invade it no problem.
Embers of Muaat - with their commander it is probably only faction in the game where it's worth it to follow secondary of Trade with a CC. You can 1 TG back and someone will probably wash you for 1 TG, so you are up +1TG. Very good with hacan or your ally to cut the Trade player out of gaining too much.
Empyrean - Aether stream also consider cabal space docks as anomalies, so
Hacan - selling your planets with mech can be better than transit diodes. Look closely at the objectives and offer juicy planets to others while having an eye on juicer targets that someone didn't prepare for big invasions.
Federation of Sol - your promissory note is free to use after your strategy tokens run out. Bad design? Maybe. But 1 TG is 1 TG.
The Ghost of creuss - don't underestimate your mechs. A well placed one can give you +1 movement boost or snipe a carrier with your red faction tech.
L1Z1X - Your agent makes Scanlink drone Network fun to use, as you can explore hazardous planet with no repercusions.
Mahact - if you dont want to boost another player with your agent, make sure diplomacy is in play.
Mentak - with your faction tech, psychoarcheology lets you exhaust tech skip planets (which often can be worth 1res) for 2res/inf value instead of 1. Small gain, but gain nonethless.
Naalu - researching daxcive animators allows you to gain controll of planets with your flagship and only fighters.
Nekro - destroyer II is the most cost efficient way to gain tech. Only 1 have 87% chance to score at least 1 hit during AFB. Which means a tech and an action card for 1 TG and a CC.
Naaz Rokha - its the best faction for planet swapping shenanigans. You can give your alliance to someone AFTER they activate you to profit from exploration, and when you retake them, you can explore and ready them (with your faction tech).
Nomad - Temporal command suite lets you in some cases make a transaction with a defending player. Use it to sell your promissory.
Sardakk - you can still play "courageous to an end" after you destroy ships with a hero.
Titans - you can use transit diodes to move your hel titans and use your mech ability at the same time.
Jol nar - Space conduit cilinder can be used offensively if you have an infantry on a planet and an opponent controlls the sky. All Pds2 you have can be fired at once.
Winnu - minister of industry agenda makes your mechs extremely potent.
Xxcha - you should have more votes than the rest of the table, so the Quash roulette is still on the menu.
Yin - after you destroy your flagship you can spawn 2 fighters II and still win the combat.
Yssaril - if someone gain access to "junior" agent from relic deck - you gain access to it too.
Posted Sep 22, 2023, 12:12 PM UTC