Found a great combo

Strategy, feedback, or anything SUBTERFUGE-related
Tue Nov 03, 2015 1:00 pm

  • One of my friends I played with pointed out that when your sentry shoots. it reveals the immediate area of the sentry. So if you have a super secret pirate going to ruin someone's day in the area, and they see it, then hire an admiral... you might get a little miffed when your plan is foiled. -_-
    wonser
     
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Tue Nov 03, 2015 1:09 pm

  • tw2000 wrote:
    zachghost wrote:I had 500 troops, 2 kings, 1 princess, 1 Intel officer, and 1 sentry. It was impossible to attack because if you sent 1000 troops they would get destroyed on the way haha.

    actually if I were to send 1000 drillers I'd send 20 on every sub and wait 10 minutes between every sub (that way the sentries only destroy 1 per shot). Even better I'd just send a martyr + navigator hahaha :mrgreen:


    sending all of your troops in groups of 20 would be a VERY bad move if they have a hire. If they promote to warhero right before the first sub lands all of your drillers are destroyed without Inflicting a single casualty

    Edit: Actually, with 2 kings and 500 drillers any sub under 320 is already destroyed without loss, so better hire that nav/martyr and hope they don't get a pirate.
    pmoney
     
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Tue Nov 03, 2015 3:12 pm

  • How does Saboteur + Martyr work? Do you put them in the same sub? or separate subs, but just 10mins apart?
    wonser
     
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Tue Nov 03, 2015 9:14 pm

  • wonser wrote:How does Saboteur + Martyr work? Do you put them in the same sub? or separate subs, but just 10mins apart?


    Priority. The martyr has a lower priority, so she goes off before the saboteur gets a chance, even if you own both.
    If you put the sabo in a sub in front of your martyr, then yes! It'll bounce any subs that cross its path.
    "Can I make a suggestion that doesn't involve violence, or is this the wrong crowd for that?" -Hoban 'Wash' Washburn, Serenity
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    roadkiehl
     
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Sun Nov 08, 2015 9:34 am

  • roadkiehl wrote:
    frenchytheasian wrote:Wow I'll have to remember this. I wonder if an intelligence officer also increases Martyrs range


    No it doesn't.
    I saw someone say it does, so I wanted to correct that: the martyr's range isn't dependent on sonar. It's a set radius.

    EDIT: I'm an idiot, and the person was right. A martyr's blast radius *is* dependent on sonar.
    This is the last time I skim over specialist descriptions...


    But it's dependent on "standard" sonar range. Doesn't that mean the unmodified range that all outposts have before princesses and IOs? I can't actually check this, but I had a martyr in the time machine at one point that I ultimately didn't hire, and I don't remember the range being any bigger that that of the martyrs my non-IO-having ally lobbed at our opponents.
    killthefuture
     
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Sun Nov 08, 2015 1:44 pm

  • killthefuture wrote:
    roadkiehl wrote:
    frenchytheasian wrote:Wow I'll have to remember this. I wonder if an intelligence officer also increases Martyrs range


    No it doesn't.
    I saw someone say it does, so I wanted to correct that: the martyr's range isn't dependent on sonar. It's a set radius.

    EDIT: I'm an idiot, and the person was right. A martyr's blast radius *is* dependent on sonar.
    This is the last time I skim over specialist descriptions...


    But it's dependent on "standard" sonar range. Doesn't that mean the unmodified range that all outposts have before princesses and IOs? I can't actually check this, but I had a martyr in the time machine at one point that I ultimately didn't hire, and I don't remember the range being any bigger that that of the martyrs my non-IO-having ally lobbed at our opponents.


    Yeah, Martyr range doesn't change.

    A combo I've found useful in my last game: Tinkerer + Security Chief. By the end of the game, I had 2 Tinkerers at an outpost with my Queen and 3 Security Chiefs. Outpost had 100 max shields, so +300 Electricity each, but without the loss in Driller production that a Minister of Energy would bring. Extremely useful on a map that had literally zero neutral Generators.
    kalzekdor
     
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Sun Nov 08, 2015 9:12 pm

  • kalzekdor wrote:zero neutral Generators.

    They're called 'dormant' if they're owned by no-one at the start of the game
    Kings aren't OP

    "Imagination is more important than knowledge"
    ----Albert Einstein
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    tw2000
     
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Sun Nov 08, 2015 10:47 pm

  • tw2000 wrote:
    kalzekdor wrote:zero neutral Generators.

    They're called 'dormant' if they're owned by no-one at the start of the game


    I mean, I refer to them as neutral outposts too. And I know most people refer to them the same way...
    "Can I make a suggestion that doesn't involve violence, or is this the wrong crowd for that?" -Hoban 'Wash' Washburn, Serenity
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    roadkiehl
     
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Tue Nov 10, 2015 11:53 pm

  • ghaiel wrote:Its a good combo but very situational. Pirate+sabateur, smuggler+helmsman both solid t1 combos with multiple applications. For t2, king+security chief and tycoon+minister of energy are both amazing.



    I tried king and sec chief in future time and it didnt seem good. None of my outposts had any extra shields cept shield heavy outposts (very few)
    bimmer28
     
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Wed Nov 11, 2015 1:06 pm

  • With the use of a hypnotist, I ended up with 3 princesses, 2 sentries, and an intelligence officer. It roughly covered an area of 25 outposts. I wouldn't try to go for this combo but it was fun to see.
    krebward mos zef
     
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