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More common uses of orders is Full Forwards and All Guard – each last five turns, and are a very efficient use of your CP. At 2500CP this should be used sparingly, but if the opportunity arises to catch 4-5 units in the blast, go for it. The money shot is the vanguard cannon – a multi-target beam that can swing a battle with a single shot. Sunrider TacticsThe Sunrider has a huge number of potential options available to it in a turn, and efficient use of the very powerful orders is key to getting the most out of it. Thankfully they’re huge targets, so kinetics have a decent chance of hitting even at mid-range. The Liberty’s disable ability stops them spawning units – this is usually the easiest way to neutralise them until you can engage them. The assault variant spawns support ryders too, which means that unless you deal with these ASAP you can quickly find yourself completely overwhelmed. Murder them before they murder you.Įxtremely common in the second half of the game, carriers are tremendously durable, unit spawning hellbeasts. These are usually a lot easier to deal with than the support ryders, but still tend to be found at the back of the map. Thankfully somewhat rare, these fire torpedoes that have an outrageous damage output. You have only two ways to deal with these – an awakened Seraphim, or a hit and run with the Sunrider. However, as their abilities have no range restriction they’re found exclusively at the back of a map under overlapping shield bubbles and flak batteries. They also have ridiculous evasion, and even at point blank still have a decent chance of dodging.
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These should be considered target priority at the expense of everything else.Įven one of these is a nightmare, and in multiples they can shut down your entire fleet, turning off shields, flak and cutting your energy in half. There are certain enemies that putting it bluntly, are extremely overpowered and if ignored can put you in an unwinnable situation. This can be used to your advantage – evasive but low powered units like the phoenix can be used to deal the killing blow to severely damaged units, or deliberately move out of support range - this encourages enemies to waste their fire on a unit that’s likely to dodge most of it. Equally, if you move someone outside of a flak/shield bubble the enemy will usually capitalise on that vulnerability.
You should put some thought into who deals the killing blow to a target – enemies are significantly more likely to target units that have more kills that round. $750 is expensive enough that losing them is painful.Įnemy agro (or targeting priority) is based on two things mainly – vulnerability and kills. They’re only armed with lasers, though they do have a mini shield down ability they can use on the same turn. With low armour and 400HP, they’re constantly at risk of a stray missile taking them out.
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Losing them is very expensive, but they can take a pounding so it’s unlikely that they’ll go down without warning. While they don’t have the damage output of your mainstay units, it’s still extra actions – that last laser blast might be the shot that takes out a carrier. These are like mini sunriders, bringing Kinetics, Lasers, missiles and a whole chunk of armour, HP and flak. The vanguard cannon should be used sparingly, but if an opportunity to hit 4+ units comes up (or something just needs to die right now), go for it.Īs soon as they become available, consider the merc units – in particular the alliance cruisers. Full Forward and All Guard last five turns, and as a result one or the other should be up at all times – they make a massive difference to either your offence or defence. While you shouldn’t use orders with wild abandon, equally don’t be too concerned about running out of command points – the game is pretty generous, and I ended my run on Captain difficulty with 15,000 still banked. A generally good formation is Sunrider as a central unit, surrounded by ryders, with your flak enabled units towards the front Lone units will usually die in incredibly short order, though the Phoenix with a bit of luck can survive at distance. If you’re going to move, do so as a group. Sunrider, for better or worse encourages you to bunch your units – this allows you to make use of overlapping shields and flak, severely diminishing enemy laser and missile fire.
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