Silly specialist tricks

Strategy, feedback, or anything SUBTERFUGE-related
Wed Aug 05, 2015 3:04 pm

  • So, what are your favorite unusual specialist maneuvers? They should be somewhat efficient, but barely worth the effort it takes to set them up. To start off:

    Smuggler-Free Smuggling
    You can use a Pirate as an almost-as-good Smuggler if an ally is willing to help you out. Have them send a sub near your destination (a friendly outpost) that you can intercept with a Pirate. At best you can get there in 3/8 normal travel time, if the intercept is just over halfway between the locations, so it's always worse than a Smuggler. But, hey, it's something for your Pirates to do when they're otherwise unoccupied, and sometimes that little bit of time is worth it.

    Navigator-Free Martyrdom
    You don't need a Navigator to pull off the unstoppable (except by Pirate) Navigator+Martyr combo. You just need to find a line segment between your outpost and an ally's outpost that passes close to an enemy mine. Send the martyr along that path and get your ally to launch a single-driller sub in the opposite direction at the right time, so they meet within the blast radius of the mine.

    I've used the first trick a few times. I haven't found an opportunity for the second one yet, but I'm sure it'll cost me some friends one day.

    What are your favorite janky maneuvers?
    ostroff
     
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Wed Aug 05, 2015 3:57 pm

  • I love the effort involved when allies are using pirate/navigator combos against you. In the tournament final it turned into a 3v3 battle and in the last 24 hours it was down to 3v1 (sadly I was not part of the 3!). There were single driller subs going everywhere setup as waypoints whilst a bunch of pirate/nav/martyr combos were chasing my queen around the map. I think I fell about 4 hours short of surviving until the end.
    Champinoman
     
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Thu Aug 06, 2015 6:55 am

  • Diplomat shenanigans
    I usually shy away from the diplomat - but when the diplomat specialist is combined with other specialists he can be super valuable. The combo is more effective with a pirate or smuggler as well so the specialists return quickly to relaunch.

    Diplomat within radar range and then saboteurs allows you to use them again and again.

    Diplomat and General/War Hero, allows you to slowly pick away at an incoming sub.

    Double Engineer
    Double engineers on a sub means you take no loses after a combat win.

    RickA used this against me, double engineers on a sub of a large amount of drillers. Every combat win he wouldn't lose any drillers as 50%+50% would stack and he moved around from outpost of mine to outpost of mine.
    "If we don't know what we are doing, the enemy certainly can't anticipate our future actions." - Colonel Goodhead
    Braxo
     
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Thu Aug 06, 2015 12:39 pm

  • I just played a game where Ruser used Thief + Navigator + Diplomat to bounce his 0 man sub against my heavily fortified mine. Draining 15% of my drillers every few minutes. Not fun when my assassin was on the other side of the map and I didn't see the combo coming.
    maastrictian
     
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Thu Aug 06, 2015 12:42 pm

  • Yes, we're fixing that in the next rules version. Diplomat will release specialists, but as captives. So they can still do the same thing, but they need to wait for a full turnaround trip to the nearest outpost.
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    Noel
    Site Admin
     
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Thu Aug 06, 2015 6:56 pm

  • I hope you also fix that double engineer trick, that sounds crazy.

    So far I'm about to finish my first two games and I've already seen a few:

    Princess + Sentry: This one is a bit obvious, but the increased sonar range provided by the princess makes your Sentry fire an absurd distance.

    Navigator + Assassin: Another obvious one. If there's an annoying sentry at an outpost you want to take, send a navigator + assassin with 0 drillers at it. Use the navigator to slightly alter it's path so that the outpost can't send any drillers against it unless it has a pirate. Once you either kill or scare off the sentry, send your main force in and retake your captured navigator and assassin back.

    Double Security Chief: This isn't really silly or a trick but it was pretty effective. It takes 4 specialist points, but adding 20 to your max shield of all your outposts (and 30 to the two outposts with the security chiefs) makes your outposts much harder to take down.
    entrican
     
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Fri Aug 07, 2015 5:36 am

  • Do remember that many of these "combos" require not only multiple specialists but specialists that are also promoted.

    The double engineer trick, while devastating, isn't unbalanced. It requires a hefty cost for the person employing it as it is using four specialist hires.

    And to defeat it? A simple assassin.
    "If we don't know what we are doing, the enemy certainly can't anticipate our future actions." - Colonel Goodhead
    Braxo
     
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Mon Aug 17, 2015 9:16 am

  • Just thought of a new one but haven't tried it yet so not 100% sure if it works.

    If you combo a smuggler with a navigator, you can use the fact that "the world is round" to basically go anywhere at 3x speed. Just point your smuggler at your own outpost that is past the outpost you want to get to, even if its one thats all the way around the map. You should start heading there at 3x speed, then when you get close to the enemy outpost you want to attach just use the navigator to change course.

    Pretty sure that would work but let me know if not.
    entrican
     
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Mon Aug 17, 2015 12:55 pm

  • Your sub will always take the shortest route to get to the destination outpost. Generally this will result in your sub heading across the area you control rather than across an enemies territory. There are situations where your trick would work though but it would depend on the location of your outposts.
    Champinoman
     
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Mon Aug 17, 2015 1:58 pm

  • Braxo wrote:Do remember that many of these "combos" require not only multiple specialists but specialists that are also promoted.

    The double engineer trick, while devastating, isn't unbalanced. It requires a hefty cost for the person employing it as it is using four specialist hires.

    And to defeat it? A simple assassin.


    I haven't played enough to have an opinion on if it's unbalanced, but there's a pretty good likelihood that you never had the chance to hire an assassin (or martyr would work too I guess). Or if you had a chance early in the game, had no way of knowing you would need it later.
    Bigredsk10
     
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