Cool Combos

Strategy, feedback, or anything SUBTERFUGE-related
Tue Dec 08, 2015 7:48 pm

  • Thief+Engineer = You gain their drillers, as well as repair your fallen ones, allowing you to keep damage to an absolute minimum. Since Engineers repair after combat, that means you are repairing the drillers you stole as well. This allows you to easily snowball through your enemy!

    Thief+King = The Thief did damage depending on their force, now deal additional damage from your force. Even if your force is half of theirs, you can win the battle (Example: player A has 50 drillers, Thief, and King. Player B has 100 drillers. Thief steals 15 drillers. (65 vs 85). King deals 1/3 of 65 rounded up = 22. End of specialist phase player A has 65 and player B has 63. Player A wins!)

    Thief+Diplomat = same concept as with General+Diplomat. Send Thief alone at enemy and have it come back. When under 60 enemy drillers, not as effective as general, but over 60, and this combo becomes the same if not more powerful than a general!

    Saboteur+Diplomat = Endless defense. Send Saboteur alone at enemy sub. Unless they get an assassin or navigator, you can keep your base indefinitely defended, as your Saboteurs just return back. The fact that you get 2 means that the enemy has it even harder to take it over!

    Saboteur+Assassin = Giant combo sub coming at you without an Elder? Just send them a Saboteur+Assassin if you have no martyrs or double agent on standby. Effectively buys you time to get drillers where you need them as well as weakening future attacks by getting rid of their specialists. Oh, and if they try again, you have a second set too.

    So what do you guys think? I'm gonna add these to the wiki if no one finds any flaws with these. Otherwise, share your combos!
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    pandasecret
     
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Tue Dec 08, 2015 8:01 pm

  • pandasecret wrote:Thief+Engineer = You gain their drillers, as well as repair your fallen ones, allowing you to keep damage to an absolute minimum. Since Engineers repair after combat, that means you are repairing the drillers you stole as well. This allows you to easily snowball through your enemy!

    Thief+King = The Thief did damage depending on their force, now deal additional damage from your force. Even if your force is half of theirs, you can win the battle (Example: player A has 50 drillers, Thief, and King. Player B has 100 drillers. Thief steals 15 drillers. (65 vs 85). King deals 1/3 of 65 rounded up = 22. End of specialist phase player A has 65 and player B has 63. Player A wins!)

    Thief+Diplomat = same concept as with General+Diplomat. Send Thief alone at enemy and have it come back. When under 60 enemy drillers, not as effective as general, but over 60, and this combo becomes the same if not more powerful than a general!

    Saboteur+Diplomat = Endless defense. Send Saboteur alone at enemy sub. Unless they get an assassin or navigator, you can keep your base indefinitely defended, as your Saboteurs just return back. The fact that you get 2 means that the enemy has it even harder to take it over!

    Saboteur+Assassin = Giant combo sub coming at you without an Elder? Just send them a Saboteur+Assassin if you have no martyrs or double agent on standby. Effectively buys you time to get drillers where you need them as well as weakening future attacks by getting rid of their specialists. Oh, and if they try again, you have a second set too.

    So what do you guys think? I'm gonna add these to the wiki if no one finds any flaws with these. Otherwise, share your combos!


    I already added those thief combo's (really gave that thief page a tune up) But I do think the Saboteur Diplomat might be a good one to add!
    It might be something to mention that if you send 1 man subs right after them it will proc the released sabetuer's back to your side. This would send back any subs that were faster than the sabotuer, like a helmsman or drillers affected by an admiral buff.

    The saboteur+assasin combo is a bit lack luster, but its alright- the double agent does a bit of a better job I think and is more fun to play around. Could this be the Ghetto Double Agent?
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    janitorialduties
     
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Thu Dec 10, 2015 8:00 pm

  • my favorite is the smuggler/navigator with the right outposts you can position yourself over an enemy at 3x then drop out of 'hyperspeed' and attack normally. anytime ive used it the enemy didnt realize and actually msg'd me saying how buggy that it was having my smuggler go thru the entire screen on his side instead of my own lands.

    navigator/martyr is nasty and hard to counter. THE ONLY thing that has ever killed me. because he had a pirate assassin sittings a few outposts down from my queen. eat the dynamite or take a knife to the throat
    bimmer28
     
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Thu Dec 10, 2015 8:53 pm

  • Here is a very good combo, but would require a LOT of specialists
    1st sub: martyr + navigator
    2nd sub: assassin + pirate + navigator + lots of drillers
    If you have multiple generals/kings this combo would be even better.
    Basically if he wants to defend himself from the second sub he'll be martyred. So he can't defend himself. So you win. :D
    Best thing is, you can repeat this process to take as many of your opponents outposts as you like.
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    tw2000
     
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Fri Dec 11, 2015 1:40 am

  • For defence, Double Agent + Inspector = they send one big fleet at you, use Double Agent to repel. They break up their attack into little subs, the Inspector recharges shields fully after each mini battle. If you have a 20 shield base with a Queen present, this is a nice driller soak. Add Diplomat to get your Double Agent back.

    Of course, it's not unbeatable, but is a pretty nice defence in the short term
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    madiranofo
     
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Fri Dec 11, 2015 2:33 am

  • madiranofo wrote:For defence, Double Agent + Inspector = they send one big fleet at you, use Double Agent to repel. They break up their attack into little subs, the Inspector recharges shields fully after each mini battle. If you have a 20 shield base with a Queen present, this is a nice driller soak. Add Diplomat to get your Double Agent back.

    Of course, it's not unbeatable, but is a pretty nice defence in the short term

    The double agent cannot be taken back because it becomes theirs. So, a diplomat would not be of much use here.
    Instead I would suggest general(s) and diplomat. And assassins and/or saboteurs because you get 2 of them each hire.
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    tw2000
     
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Fri Dec 11, 2015 3:16 am

  • Oops, I meant saboteur, not Dbl Agent!!
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    madiranofo
     
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Fri Dec 11, 2015 9:54 am

  • tw2000 wrote:
    madiranofo wrote:For defence, Double Agent + Inspector = they send one big fleet at you, use Double Agent to repel. They break up their attack into little subs, the Inspector recharges shields fully after each mini battle. If you have a 20 shield base with a Queen present, this is a nice driller soak. Add Diplomat to get your Double Agent back.

    Of course, it's not unbeatable, but is a pretty nice defence in the short term

    The double agent cannot be taken back because it becomes theirs. So, a diplomat would not be of much use here.
    Instead I would suggest general(s) and diplomat. And assassins and/or saboteurs because you get 2 of them each hire.


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    yottawatts
     
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Fri Dec 11, 2015 10:14 am

  • Better for defence than a saboteur / diplomat is a saboteur / pirate.

    Send the Sab

    Sab is captured reflecting enemy

    Pirate intercepts and retrieves the Sab on its way to the enemy base

    Inside of an hour your base is reset ready to defend again.
    seethestar
     
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Fri Dec 11, 2015 11:42 am

  • Panda I believe you made an error in calculating your thief/diplomat combo. The thief converts 15% of drillers to your side, and then those drillers will attack the enemy. This means that for a thief to be as effective as a general, the enemy only needs to have 30 drillers. (15% of 30 = 4.5. Rounds up to 5. 25 - 5 = 20) The enemy suffers a net loss of 10. If your enemy has more than 34 drillers, a thief is actually more effective than the general.
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