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Enigma
10-05-2005, 08:34 AM
This is a look at the units, their strengths, weaknesses and how they are optimally used. The Offensive Card number is the number of cards that require the use of the unit in a way that can be controlled. For example there's not much control over being able to kill a Leaper because your opponent must buy one first. However you can control killing something with a Leaper and be able to claim that card.

Humans
Cost: 2, Att: 6+, Off. Cards: 4; 1-1pt, 3-2pt
Strengths:
The cheapest and most efficient fodder piece in the game. They work well as something to mine the mines that are protected allowing more expensive pieces the freedom to go elsewhere. They also provide protection for more expensive pieces. Also there are many cards that can be claimed by using Humans giving them a necessary place in your army.

Weaknesses:
They can't fight worth anything. They are the last pieces to fire in a battle and are generally taken as casualties before firing. Not being able to move into the lava also hurts their usefulness, especially when there are many mines in the lava.

Uses:
In general you should be at or near your max capacity of Humans on the board at all times. They are very versitile because of their cheapness and allow you a throw-away piece for plasma attacks and as miners for non-conflict mines. Finally, having them around allows for quick use of cards that are drawn that require them.

Fungoids
Cost: 3, Att:5+ (mods to 4+ or 6+), Off. Cards: 1; 1-2 pt
Strengths:
There are more forests than crystals which makes these units more useful unless you are in a crystal-heavy area. They are good offensive fodder when attacking in forests and are able to do damage because of the ability to buy lots of them on a given turn.

Weaknesses:
They fight late in the hierarchy and thus get killed often. They are vulnerable to some energize cards. There is only one offensive card in the deck.

Uses:
Due to the lack of specific offensive cards in the deck, this unit should be used mostly to hang on to contested forest mines and to gain battle points in the forest. Should not be used to mine often because Crystalines are more effective on rock and lava mines and Humans are more efficient in the forest. Thus using them offensively in the forest while backed up by some Striders or Leapers is the best use for them.

Crystalines
Cost: 3, Att:5+ (mods to 4+ or 6+), Off. Cards: 1; 1-2 pt
Strengths:
These are the best miners for mines on lava, disputed plains and crystals. They are the highest tiered small unit and thus become less of a fodder unit and more able to stand on its own.

Weaknesses:
Lack of crystal spaces make the effective use of this unit offensively difficult. Lack of offensive cards makes them hard to score points as a unit.

Uses:
These are opposite to the Fungoids and thus should be used opposite. The chances and board setups to use these effectively on offense is limited and so they are best as defenders, especially in the front lines on rock plains, lava, and, of course, crystals. This is because they fire before the fodder and are as cheap as the Fungoids.

Rock Striders
Cost: 6, Att: 4+, Off. Cards: 1; 1-pt
Strengths:
This is the only unit that can regularly move two spaces the turn it comes into play, thus shortening the delay of getting newly bought units into action. These are the first units you will have that can take the Monolith. Free Striders are a big part of the early game.

Weakness:
Shows remarkable ineptitude in battle. They don't seem to be able to really be the main force behind an offensive. They need to either be backing up a larger unit or have lots of fodder for them to be effective. There is only 1 point available in offensive cards and so having them be useful in points means using them to attack, which brings us back to the above point. They are rather expensive for what they do. 2 Crystalines, 2 Fungoids, or 3 Humans are more powerful for the cost.

Uses:
First and foremost, these units should be the main units taking and holding the Monolith. Protect the free ones you get at the beginning and you shouldn't have to much more for the rest of the game. They are best used as support for Leapers and Dragons and so think of them as expensive, large fodder.

Lava Leapers
Cost: 8, Att: 3+ (mods to 2+, bonus at 5+), Off. Cards: 2; 2-1 pt
Strengths:
This is the most powerful unit in the game for the cost and abilities. The ability to choose their target makes them Dragon-killers and their movement bonus from the lava makes sneak attacks possible.

Weaknesses:
Only 2 offensive cards and vulnerability to a 3-point kill objective. You only get 4 of them. Yep, that's about it.

Uses:
They are most useful in countering an opponent's dragon. If an opponent buys a Dragon and moves it towards you, buy Leapers. Dragons are too difficult to kill without using Leapers. Placing them on lava is, and should be, considered a threat. Use the lava. Have at least two, if not all 4 out by mid-game.

Rubium Dragon
Cost: 12, Att: 2+ (Breath at 4+), Off. Cards: 4; 2-1 pt, 1-3 pt, 1-4 pt
Strengths:
Their breath attack is very useful for stripping spaces of their fodder and setting up attacks. Their movement bonus from the Monolith is impressive and sets up the scoring of many points. They are fearsome fighters and can control a side of the board with the right conditions...

Weaknesses:
Those conditions are the absence of Leapers. Leapers kill Dragons way too easily, especially with the help of energize cards. This weakness means that generally Dragons are forced into a support role with an eye to getting on the Monolith. Cost is another weakness because they aren't as fearsome as they seem and a Leaper with two Humans is almost always the better buy.

Uses:
This really depends on your situation. With a lack of Leapers, Dragons are ultimate and that situation should be pressed to the max. With Leapers around, Dragons are forced into a support role that limits their usefulness. All sides should have one to keep the other players honest but they are too cost prohibitive to buy more than unless you have the 4-point card or you have run out of Leapers.

StarvingWriter82
10-06-2005, 06:34 AM
I agree with most of what you said, but I'm inclined to disagree when it comes to Rock Striders - they will often make up the backbone of your offensive strike, especially if you have few mines. Two rock striders hit about as effectively as a rubium dragon, move farther, and cost the same. Also, they benefit more heavily from cards like Critical Objective and Frenzy, because there will be more of them.

Dragons and Leapers have their place and are quality units, but it seems like rock striders do most of the dirty work, especially in the early game, where getting to the monolith and sniping undefended miners for VP are the keys to setting up a strong endgame.

boylermaker
10-06-2005, 05:27 PM
What do you mean by saying that Humans are more efficient forest-miners than Fungiods? Is it just that humans are 1 cheaper?

Enigma
10-09-2005, 08:20 AM
There's the cost thing as well but I prefer to use the Fungoids offensive fodder rather than leaving them static on mines. The larger number of forest and plain/lava pieces are better suited for an attack force with Funoid backup rather than Humans. So I leave the humans on the forest mines because I feel the Fungoids are more useful elsewhere. It's kind of like the reason that Idaho farms potatoes: You could get better potatoes out of California but you can grow much more profitable crops in California than potatoes while Idaho isn't as fortunate so they get stuck with the potatoes.