![]() in order to prove that I'd have to do something like yet another runthrough where vanguard/syndicate are set to core then see if kirko and dvar go carminia if there's enough room to let them in on the team. My theory/hunch is that the game caps how many allies you get. When I went all neutral, I got all 5 other races as allies, but when I went carminia I got 3 of her henchmen (which always show on her side) and 2 of the races I played earlier. My suspicion is that there is a limit to how many allies the final mission will give you - a total of 5 allies. In the final scenario I "only" got 2 of the commanders from factions that I played, syndicate and vanguard, even thoguh with dvar and kirko I did the carminia stuff. I recently did another runthrough where I tried to force everyone to join carminia (except for assembly/amazons who have no option to do so). ![]() Hidden and transcendents walk forward one step at a time. You dont want to rush too far forward with your melees and have them overextend. I will note however, that I think there is some funny business going on with the final setup. If they cant hit in melee, move them to cover and battle vomit x2 while your hero stands between them and goes defensive. If you decide to prevent the queen rising, core directly asks you afterwards if you want to join. Reviving the hive queen lore-wise alies you with the queen. Yes ur right, using syndicate would be "hard mode" if you wanted to challenge yourself. How does Kir'Ko ally with CORE or Carminia? The choices I got on the first run through were go independent or bring back the hive queen. You can even replace one of the Troopers with a Laser Tank late game for more firepower.Publicado originalmente por krak:It looks like Syndicate is at a disadvantage since they can only carry over one commander while everyone else can carry over at least three worth of gear. Instead of attacking your enemy, force them to approach you and get mowed down. This is especially useful if you don’t have any flankers to assign to an army to pick off units. With an army made up of a PUG, an Engineer, a few Troopers, and a Hero unit with a good repeating rifle, you can bunker down and tear into any enemy units that approach you. Put them together, and you can get two turrets for the price of one. The PUG has the ability to replenish the abilities of a unit. The Engineer has the ability to create a stationary turret once per combat, which can deal out a lot of damage, with the tradeoff of not being able to move. In a game where each army can only have six units, putting two support units on a team can be risky, but the PUG and the Engineer can make a powerful combination. Neither of these is a full combat unit, and both fulfill more support roles. Two units that can be unlocked by focusing on the general tab of the tech tree are Engineers and PUGs. This lets you fight multiple battles in quick succession without waiting for your armies to heal up out of combat. Even more importantly, if you haven’t used them on any units near the end of a battle, you can heal them up to full before taking the last shot to destroy your enemy. It’s useful for keeping your units alive in battle. It’s a free action, meaning that you can take another action afterwards. It can only be deployed once per battle, but here’s the catch. All it does is heal your units and apply a defensive buff to them for a few turns. This mod costs some resources to apply to units, some energy and some of a space ore called cosmite, but it is one of the most useful mods in the game, and ideally you should put it on every unit you can. What you want to focus on is the mod, Nanite Injectors. Nanite support does a few things, most of which you can ignore for now. The Vanguard technology tree has a technology called Nanite Support that it is useful to take early on.
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