I am playing peaceful since that is my default and I can imagine things playing out differently if you just use force of conquest on everyone. My allies are kinda useless on this map.Īnyways I am particularly curious on a warmonger's play through. I don't always want it to spawn in my capital 10+ turns or more away from the front lines.Īlso does Soppho dying in Amazon 2 have any consequences? She played really poorly. Seriously when spawning units like that we need someway to change where they appear. I probably wouldn't have gotten there in the turn limit. You can still use force to take the data and not lose the hero, which is what I did since the fella spawned half a map away in my capital. Just the typical choice of which side to pick.Īmazon 2 - if you give energy the the syndicate person for hacking you recruit them as a hero on a hoverbike. Vangard 2 - Didn't really see anything secret. Only choice being to war the other Dvar or not. This one just seemed really straight forward. Not really a secret since it looks like you would get that option no matter what? If you accept Creusa into your ranks she comes with you to Amazon 2.ĭvar 1 - I didn't really see anything that seemed super branching. Huy joined me on Vanguard 2.Īmazon 1 - you can change to Xenoplague, I stayed Celestian though. Vanguard 1 - Not sure if you always get changed to Promethean or if you only get it if you grab the factory. Kir'Ko Mission 1 - you can get Void tech by doing the Amazon Quest to befriend the Fishies. It is the tutorial and I am pretty sure it doesn't really have secrets. So I don't call the tutorial, Vanguard 1. BTW I view the tutorial as not directly part of the campaign since you can customize Jack after the tutorial mission but not anyone else after starting that campaign path(unless the leader changes like in Dvar 2). This may not be needed, it may be everything is more linear but I am pretty sure the Kir'Ko Void tech change is something that can be missed completely. Dvar should go bulwark spam and aim for the range and splash gun mods.Alright as someone who is kinda OC about seeing everything I figured I would start a thread to see if there are any interesting things/conditions I may have missed as well as to share what I have come across. Amazon are unfortunately at a disadvantage in that they have no cookie cutter and without growth mods their core army unit is less effective but at least they get early life regen mods. Syndicate just need to go endentured/assassin and aim for the chain/stun mods and the synthesis accuracy or faction tree evasion mods. Kir'ko can also try to rush psynumbra maldictors for chain damage. Kir'ko and Assembly go with sniper spam while kir'ko then throw in barrgers for splash disable. In general with vanguard go trooper/air with the range and splash mods unless you are promethean in which case you head for the rockets and combine them with the cheap plasmoid calldown for early army numbers. If your heroes are heavily geared you can steamroll at least half the opposition within the early game and maybe another if you get some reinforcing strategic/tactical calldowns. Assembly and Amazon also can get 3 heroes.Īs the only NPCs are autonom and paragon the amazon cannot get their godly tanking arboreans meaning cyborg/mechanic focused factions have the potential advantage. Dvar are split with a computer player again giving a hero number disadvantage. Syndicate can only have one starting hero if you choose wrongly in the first mission. Vanguard can start with a massive 4 heroes with the kir'ko being celestian able to add extra pop to colonies which is useful for early expansion. What the best tactic is depends on the faction you went, what heroes you kept through mission choices and if you changed secret tech during their campaign. Using this you can just cheese the rest using mass default troop spam. By that time you should have claimed most neutral colonies and expanded to many cosmite rifts. Going the neutral path is hardest since you then have 6 enemies to deal with and both periodic globals. If you have the majority of the other commanders on your team it is easy since they will keep the enemies weak enough to rush 2-3. The big threat is the empress nuking cities and their entire sector. If you are against core you get periodic autonom army attacks which can be fended off by the militia. The last mission has 3 players on the core and empress teams and the 8 heroes from the previous campaigns whose allegiance is determined by the choices made in the other missions.
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