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Guide to minor faction units?

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10 years ago
Oct 3, 2014, 9:12:32 PM
Is such a guide out there? Not an official guide with stats, but fairly neutral opinions from someone who has tried them all with all sorts of upgrades and know what they are good and bad for?
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10 years ago
Oct 4, 2014, 6:22:52 AM
Minor Factions Base Stats Spreadsheet(Open in Google Sheets to see better)



Adding more info WIP...



Click the link above, for base stats. Below I'll run down the strengths and weaknesses of the units relative to their unit type:



INFANTRY



1) Harmonite[Silics] - They have high health and the best combination of capacities. Beam lets them damage multiple targets in a line at full damage. Stun is a fantastic proc that locks units down and prevents damage. And Disease Immunity is amazing to have against Necrophages. Also have a good faction bonus should you choose to assimilate them. They are simply the best Minor Faction Infantry unit. Alternative Weapon: Unknown



2) Rumbler[Urces] - They have more health than the Harmonites, but are a worse version in every other way. Comes with Sweep Strike Back, or Stun depending on weapon. Stun can proc offensively or defensively, which offers more tactical options/advantages in my opinion. They do not have Disease Immunity. However, they still can do everything you want out of an infantry unit, which is usually to provide a wall for your ranged attackers. They come with a descent faction bonus if assimilated. Alternative Weapon: Unknown



3) Vinsnake[Erycis] and Dredge[Delvers] are similar, and both have low health. Having Circular Attacks does not make up for how quickly they can be focused down once they're on the front lines. Many front line units have large bonuses to counter attack abilities, so offensive units seem highly discouraged to attack anything but back line Ranged and Support units. But you likely can't even get to those unit, and even if you do, there's not enough damage from 1 Round unless a critical goes off to achieve anything worthwhile. And they both come with relatively weak faction bonuses to boot! Obviously, you can still Pacify these guys, but there's little to no reason to assimilate them.







RANGED



1) Orc[Hurnas] - Excellent at everything you want a Ranged unit to be. A MUST unit to get for any faction without a Ranged unit. They have better Initiative than a lot of units, allowing your aerial attack to take out units before they even have a chance to enter the battle. Not as good as the Dekari Ranger[WindWalkers] overall, or as powerful as the Nameless Guard[Cultists], but a slight upgrade over the Marines[Vaulters](especially if Technolover capacity is still not working). Their faction bonus is average, but helpful.



2) Tetike[Jotus] - These guys are tactically harder to use due to their short range, but quite amazing in every other respect. I could see them working well in a highly offensive rush strat using all super high Initiative units, not giving the enemy time to react before they're already 2 men down. However, unless every battle field is on largely open terrain, you'll run into trouble if you're exclusively running these guys as your Ranged units. But with a +1 Range hero, their main weakness is greatly alleviated. If you can't find Orcs[Hurnas] anywhere around, these guys are the only other Ranged choice amongst the Minor Factions, and they're not a bad option. Their faction bonus is absolutely terrible though, so you'll get no help from that.





SUPPORT



1) Drider[Ceratan] - A high health ranged healer. Do I really need to say more, as what more do you really want out of a support. I don't have a lot of experience with other main faction supports, as the support unit type doesn't really become useful until late game(8 man armies), but I'd be willing to say this is the best overall support in the game if you're using a wall and ranged strategy predominantly. They're high health makes them one of the few supports that's even viable early game in 6 man armies. Also, a very useful faction bonus.



2) Justicere[SistersofMercy] - Makes one of your units immune to all debuffs for 2 Rounds every turn. I very strong support if you're going to have a lot of battles with Necrophages as their Disease is hard to deal with otherwise. Against, other factions Justiceres are a bit of an anti-support, as they'll cancel out any debuffs other supports cast. Their relatively high defense for a support means they can take a punch, but their low health won't allow them to take too many. Overall, a good unit who's value is largely increased by the fact the Necrophages are likely the most daunting military offensive you'll face. Their faction bonus isn't so great, however.



More coming tomorrow. Need to go to bed.





Note: I have extensive knowledge of these units through the Mercenary system. However, because I haven't assimilated them(or if I did I didn't write it down), I don't know their alternative weapons and associated capacities. I hope to add this info as I come across it. I doubt it will change their ranking, but if for ex. Rumblers can also use a Battle Hammer(giving them Stun), then they'd at least be closer to Harmonites in power, etc.



Note about author: I'm a Vaulters main. I'm currently in the process of writing a guide/walkthrough for that faction on Endless Difficulty, Normal Speed, World Difficulty: HARD(Anomalies, Resources, etc are Rare). I hope to release that guide by the end of the month.
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10 years ago
Oct 6, 2014, 6:29:34 AM
I think Harmonite cost more then Rumbler (120 vs 90)

So you can't just say Rumbler are worse version.



And Delvers has very good faction bonus imo.



Just my 2 cents.
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10 years ago
Oct 10, 2014, 7:04:49 AM
Just want to add that you forget Flying units. Daemons and Ended are best unit you can get. And only one cavalry unit Centaur. They are pretty good too.
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9 years ago
Dec 25, 2015, 12:11:20 AM
I'd like to see this upgraded as well. For instance, all the earlier threads here and Steam piles on the Sisters, but they seem fairly good with the recent patches?
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