A long-term modification project for Homeworld2 that aims to "tell the story of HW1 in HW2" and simultaneously bring the game to a whole new level through a plethora of new content, graphical updates, overhauls of current systems and exclusive features.

Report RSS The FXMOD Strategy Book: Factions & Playstyles

An introduction to the FXmod's (new) races and playing styles. Get started on the FXmod here, or find new insights to work into your strategies.

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Abridged version & tips from fellow FXmod players on our Discord

Note
There is no "set" way to play the FXmod. Each race has its advantages and disadvantages, and more than what is beneficial it always comes down to what you enjoy playing the most.

What is written below is an observation of the races' key characteristics and traits. It is intended as a reference for you to you map out your own playing styles in FX.

To learn the races and hone your skills as you go (or to apply what you read below), check out our Single-Player Challenge Mode: "The Shimmering Path".

General Tips

  • The races in the FXmod were designed around Homeworld lore. This reflects itself not only in their unit designs and abilities, but also the race's strengths and weaknesses.
  • The AIs in the FXmod were designed to be challenging, and should not be underestimated.
  • Economy and unit abilities play a bigger role in FX than in regular Homeworld.
  • Past Homeworld experience always helps. Build a unit via shift-click to queue 5 of them, press [Q] to keep tabs on your production, remember to Scout your enemies, deploy RU Controllers efficiently, etc.
  • Everything that a unit in the FXmod does is listed in its in-game description (building menu). Sometimes it pays off to just hit that [Pause] key and take your time reading.

Index

I. Hiigaran (HGN)

II. Vaygr (VGR)

III. Kadeshi (KAD)

IV. Progenitors (KPR)

V. Taiidan (TAI)

VI. Turanic Raiders (TUR)



Six Balanced Races

Balance in the FXmod is based on a model of six races. The Kushan and Bentusi are a WIP and bonus race respectively, and are not fully balanced at this point in time.

Each race, or "faction", has its own distinct units, benefits, and playing styles. While filling gaps in the roster and introducing new units for previously unplayable factions like the Kadeshi or Progenitors, we closely looked to the Homeworld lore. You'll find, for instance, that the Taiidan are the production/"armada" race in the FXmod, which we based on how the Taiidan Empire pretty much ruled the galaxy prior to the events of HW1 with outposts and large fleets scattered everywhere.

Thanks to "Bioclone AX-45" (Steam) for the screenshots below. Source.


I. Hiigaran (HGN)

"The Age of S'Jet is upon us"

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Difficulty: Easy | Type: Defensive

Keywords: Hyperspace (Mobility), Technology, Balance, Trapping (Gravity Well)

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Overview
The Hiigarans are mostly unchanged compared to how they are in vanilla HWRM counterpart. They remain the technology-based race, which manifests itself in their hyperspace technology (more efficient) and weaponry (Ion Beams, Pulsars, Defense Fields).

Changes to the Hiigarans are mainly related to their Research and Production, but some units were also revised or swapped out.

Hiigaran Playing Styles
--WIP--

A unique feature of the Hiigarans is that they have access to hyperspace upgrades, allowing them to jump further, faster, and cheaper than the other races. They can also build both the Hyperspace Module and Gravity Well Generators on their Capital Ships (as well as anti-cloaking sensors on their production vessels), giving them the widest range of hyperspace inhibitor options out of all races in the FXmod. These two perks can be combined, allows them to efficiently trap targets at late game and easily hyperspace fleets in and out for quick surprise raids (mobility).

HWRM Changes
Some HGN units have always been obsolete as they were never really used outside of the campaign. In other cases units were improved, or removed for balance reasons.

- Removed Units: Gunship, Minelayer Corvette, Probes (all), Sensor subsystems (except anti-cloak).
- New Units: Multi-Gun Corvette, Light Cruiser.
- Other Changes: Pulsar Gunships got an extra barrel (1→2) and a small damage boost vs. fighters; Scouts and Marine Frigate now have the Speed Burst ability; Production Facilities must be build in order.

  • Multi-Gun Corvette (Corvette) - A single-unit Corvette that is highly effective against strikecraft.
  • Light Cruiser (Capital Ship) - A hybrid between a Destroyer and a Battlecruiser. Its unique feature is that it can build one of two turret types, and swap between the two for a higher effectiveness vs. a specific ship class (Frigates or Capital Ships) based on the situation.

Changes to Research & Production:

  • Both Research Modules [both Normal and Adv.] must now be constructed on the Mothership or Shipyard (no longer Carriers).
  • Each production subsystem is now a prerequisite for unlocking the next tier (Fighter>Corvette>Frigate>Capital).
  • Some units can be built by any production vessel in the fleet as long as 1 copy of the required subsystem exists anywhere in the fleet.
    Example: Pulsar Corvettes can be build by all production ships if there is a Corvette Facility anywhere in the fleet.
  • As part of balance adjustments, all Research (Chassis, Imp.Production, Speed) has been replaced by firepower and armor upgrades.

II. Vaygr (VGR)

"Bring our Might to Bear"

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Difficulty: Medium | Type: Offense

Keywords: Swarm, Mixed (Melee/Range), Missiles, Fast Start

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Overview
Much like the Hiigarans, the FXmod Vaygr are mostly identical to their vanilla HWRM counterpart, featuring some new units and some removed ones.

The one major difference when it comes to the Vaygr is research: chassis research has been removed. Basic Vaygr units (Assault Craft, Missile Corvettes, Assault Frigates) are now unlocked by having the prerequisite facility on any production vessel, while advanced Vaygr units (Lance Fighters, Laser Corvettes etc), are unlocked by building the respective subsystems on the production ship you want to build those units from.

Vaygr Playing Styles
As in regular HWRM the Vaygr remain a swarm-based race, relying on (large) squadrons with powerful, but single purpose units. In return for a powerful strikecraft they have limited Frigate options, and a heavy reliance on missiles which can prove a problem vs. Taiidan players. Maneuverability can likewise prove a problem; Vaygr ships are rather slow to turn, and since their main weapons are mounted up front some key units like Battlecruisers can easily be outmaneuvered up close.

The Vaygr benefit from being able to fight both up close (melee-strikecraft) and from range (Frigates, Capital Ships). While you keep the enemy busy at two fronts, the immensely powerful Trinity Cannons of the Battlecruiser give the Vaygr access to the highest burst damage in the game, allowing you a means to take out even the most powerful ships from a safe distance in just a few volleys. The one pitfall to avoid is bringing your ranged ships too close into melee situations, at which point their advantage will be forfeit.

HWRM Changes - Ships
Some VGR units have always been obsolete as they were never really used outside of the campaign. In other cases units were improved, or removed for balance reasons.

- Removed Units: Command Corvette, Probe, Sensor Distortion Probe.
- Merged Units: Gun + Missile Platforms (= Cluster Missile Platform).
- New Units: Artillery Frigate, EW Frigate.
- Other Changes: Hyperspace Gates now move as fast as probes, and no longer require a Platform Control Module (unlocked via HS Module); Infiltrator Frigates can cloak; Production Facilities must be build in order.

  • Artillery Frigate - Long-range firepower support frigate. An alternative to the Heavy Missile Frigate that trades in some firepower for range. One of the few Vaygr units that doesn't rely on missile-based weaponry. Artillery Frigats excel at harassing Resource Collectors, pummeling Frigate groups, or even chipping down Capital Ships from a safe distance.
  • EW Frigate - Utility Frigate. It disables several abilities and functions of nearby enemy ships, such as boarding (capturing), deploying minefields, repairing, and entering/exiting hyperspace. It also has a passive Sensor Distortion effect.
  • Cluster Missile Platform (Platform) - A highly effective, multi-purpose platform that replaces the Gun and Missile Platforms. By itself it excels at taking out strikecraft, but in numbers they can also wear down Frigates.

HWRM Changes - Research & Production:

  • Ships are no longer unlocked via Chassis Research. Instead, you will build the proper production facility (unlocks basic units in that ship class) + up to 2 adv. production facilities per vessel (unlocks adv. units in that ship class).
  • All Subsystems have been grouped into a new, separate "Subsystem" tab (no longer in the respective ship class tab).
  • The four main subsystems (Fighter/Corvette/Frigate/Capital Ship) must now be constructed on the Flagship in order, putting a greater importance on it as the core of the Vaygr fleet.
  • Carriers are no longer restricted to building one specific ship type based on its built subsystem (e.g. Frigate Facility = Frigates). Instead it works like this:
    (1) All Vaygr Carriers can build the basic units of each ship class as long as one copy of the relevant Production Subsystems exists anywhere else in the fleet.
    Example: Building the Fighter Facility on the Flagship will unlock the production of the basic Fighter (Assault Craft) on all Vaygr production vessels.
    (2): All Vaygr production vessels can now specialize in up to 2 advanced units of choice. These are the units that use advanced weaponry, such as the Lance Fighter, Laser Corvette, and Artillery Frigate.
    These units can only be build by building their respective Weapons Module subsystem on the production vessel you want to build them from. It is possible to construct these on all production vessels, in any combination (so e.g. 3 carriers can specialize in Laser Corvettes).
  • The Platform Facility has been retired:
    - Cluster Missile Platforms are automatically unlocked through the Research Module.
    - Hyperspace Gates are automatically unlocked through the Hyperspace module.
  • As part of balance adjustments, all Research (Chassis, Imp.Production, Speed) has been replaced by firepower and armor upgrades.

III. Kadeshi (KAD)

"There is no...withdrawal from the Garden"

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Difficulty: Easy-Medium | Type: Offense

Keywords: Swarm, Close-Combat, Mobile, Burst Damage, Fast Start

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Overview
The Kadeshi are in many ways a hybrid of the Hiigarans (technology) and the Vaygr (swarm). Survivors of the Kushan passage through the Nebula gathered and, in time, rebuilt their units using cutting-edge technologies. For the first time, the Kadeshi have steered away from their ancient home to enact revenge upon the defilers.

As in Homeworld's campaign, the Kadeshi's main strength lies in their strikecraft. Their fighters and corvettes are powerful and versatile, and come in large squadron sizes. Their already advanced weaponry can be upgraded further via research and/or augmented through the presence of nearby Support Pods to make them even more lethal. Even the heaviest ships will succumb to the might of a fully upgraded Kadeshi swarm.

Outside of their strikecraft the Kadeshi have limited options, but these should not be underestimated either. With the Multi-Beam Frigate they house the most powerful Frigate in the game, and their Needleships (max. 3) house advanced PDS and a powerful frontal cannon.

Kadeshi Playing Styles
The Kadeshi excel at early game. Kadeshi players typically will want to use their various Swarmers early on to set themselves up in an advantageous position for the rest of the match. Hit-and-run raids on enemy RU ops, keeping their strikecraft population under control or pummeling lone Frigates are all common Kadeshi tactics. Invest in firepower upgrades and bring Support Pods along on your raids to enhance the swarm's firepower to awe-inspiring levels. Since most of the Kadeshi potential comes from their smaller ships, you may need to do some micro-managing to draw out their full potential.

At mid and late game the Kadeshi will slow down a bit. At this point you'll want to keep a few wings of Multi-Beam Frigates and Adv. Assault Swarmers at hand for when the time comes to make a push. The Nagual can nullify the enemy's strikecraft, while your upgraded Needleships both reinforce the fleet at the front lines and support the offense with their long-range frontal cannons. Fuel Pods (Resource Controllers) can be left behind to oversee your resourcing operations and build smaller units, allowing your motherships to freely roam the map.

A vital weakpoint as a Kadeshi player is the Khar-Toba (Carrier). This unit can't be rebuilt, and houses of all your technology and thus progress. To aid in its survival it will receive a permanent cloaking field that can't be detected so long as the [Dark Nebula] is up on the field. It is especially vulnerable until then, and returns to this status once the Dark Nebula has been tracked down and destroyed.

Strengths & Weaknesses
+ Best strikecraft in the game (firepower, squadron sizes, build costs).
+ Strongest frigate in the game.
+ Best anti-strikecraft unit in the game.
+ Max. 3 (combat) Motherships.
+ Khar-Toba (carrier) has permanent cloak.

- Destroying the Khar-Toba collapses the entire Kadeshi production chain.
- Each Mothership requires 3 subsystems before it is fully operational (costs time and RUs).
- Few (squishy) Frigate/Capital Ship options.
- Limited anti-cloak options; weak vs. cloak/ambush tactics.
- Medium to close-combat race; weak vs. long-range attacks.

Special Units

  • [Support Pod] - This Frigate can temporarily augment the weapon systems of all your nearby swarmers, making them even more lethal for 30 seconds. This ability can be used 1x per Support Pod. It also has a built-in micro AA laser (anti-fighter) that is activated whenever the unit is idle.
  • [Nebula] - The Kadeshi can support up to 3 Motherships (Needleships), and upgrade these into fully-fledged combat vessels. Once its LV1 and LV2 subsystems have been constructed, as well as the Bright Cannon module on the Khar-Toba, the Nebula will upgrade into a Bright Nebula. The Bright Nebula houses a powerful frontal cannon, the apex of Kadesh technology.

    As they are mobile combat motherships, they can freely 'roam' the map and reinforce their fleets at the frontlines. Meanwhile your Fuel Pods can stay behind at resourcing operations and produce limited defenses.
    TIP: Press [Ctrl+Z] to switch between defensive mode (default) and offense mode. In offense mode the Nebula will use its frontal cannon, but the ship's speed will be halved and auto-regeneration disabled.
  • [Dark Nebula] - The tactical variant to the combat-centered Bright Nebula, this unit provides an advanced cloaking field to several units. The Dark Nebula can also briefly cloak itself, but it cannot move during this time and may be easily detected by anti-cloak units. Hunting this unit down removes the Kadeshi access to cloaking.
  • [Nagual] - This ancient unit can best be described as a Drone Destroyer; it hosts and remote controls 6 untargetable drones that devastate lightly armored targets. While the drones themselves are incredibly powerful, the Nagual itself has a rather limited range and is squishy. If the Nagual falls, the drones go down with it.
  • [Fuel Pod] - An advanced version of the Resource Controller, exclusive to the Kadeshi. It can dock 6 Resource Collectors (instead of the usual 2), and also serves as a mini-production vessel that can produce/dock Fighters and (mini) Platform units. Fuel Pods will stay behind at Resourcing areas, allowing the Needleships to freely roam the map.

Research & Production
The vast majority of subsystems are constructed on the Khar-Toba. Each of these will automatically unlock one or more units for production. Additional modules (to power-up the Needleship and unlock other units/subsystems) must be constructed on the Needleships throughout the game.

In order to unlock all units and technologies, you need at least 1 fully upgraded Needleship as well as a second Nebula on the field.


IV. Progenitors (KPR)

"Bring Sajuuk to Bear"

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Difficulty: Medium-Hard | Type: Versatile (Offense/Defense)

Keywords: Capital Ships, Long-Range, Production, Stationary, Slow Start

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Overview
The Progenitors can be played in a number of ways. Their trademark style is that of the "Sniper" or Capital Ship race, but their production capabilities and high unit specs also allow them to be played as a production race. Survive the slow start, and once the other factions are capped at their Battlecruisers you can go two steps further with the Dreadnaught and, ultimately, Sajuuk itself.

As the precursor race the Progenitors enjoy several advantages over the other factions. Their mastery of hyperspace allows them to instantly move their strikecraft between locations via their Phase Prisms, while some of their larger vessels count as Hyperspace Inhibitors. With access to unique variants of both the Scout and the Probe, as well as exclusive access the "Ping" ability at late game, the Progenitors also have greater intel capacities than the other races. The price to be paid for this are low movement speed and maneuverability, and the need for a strong economy to hyperspace/build large ships.

Progenitor Playing Styles
The Progenitors have limited strikecraft options, and while they house several powerful Frigates they mainly rely on their Capital Ships. With access to the Dreadnaught and even Sajuuk they house the two most powerful ships in the game, but their other vessels should not be underestimated either.

As a Progenitor player Light Movers will be your best friend early on. Wasps are lethal versions of Bombers, but move slow and are best used later on in the match. Your Phase Prisms are versatile production vessels, and can act as Hyperspace Gates once Core-Hyperspace Force has been constructed. Strategic deployment of your Phase Prisms across the map will allow you to nearly instantly move your strikecraft between locations.

Rushing for the Capital Ships is a risky move that is best saved for team matches and/or open maps, as this takes time and is bound to require both financial and military support from allies. The Progenitors are able to reach their full potential on large, open maps. Be sure to keep your Pyramids hidden from your enemies, as without them you will not be able to build your units.

The Progenitors can also be played as a production race. Invest in some Phase Prisms and a The Hand That Shapes to keep a steady flow of Corvettes and Frigates with some other units. There is little that a wall of Guards stacked with some Arbitrators cannot demolish. Individually the Progenitor units are squishy, oweing to advancements the other races have made in studying their automata, but in numbers (and coupled with some Arbitrators) they quickly turn into a force to be reckoned with. Establish a stronghold around your base, the middle, or even keep the enemy confined to his starting area - all while your Arsenal Ships snipe and take out their major production vessels from a safe distance.

Strengths & Weaknesses
+ Strongest Capital Ships in the game.
+ High base firepower units.
+ Not restricted to Subsystem Modules that need to be build on key units (except Balcora Gate).
+ Access to the "Ping" ability (late game).

- Limited strikecraft options.
- Expensive units.
- Slow building rates.
- Slow start syndrome.

Special Units

  • [Partner] - An advanced version of the Scout, exclusive to the Progenitors. It can shoot further than other reckon units, making it particularly effective at taking out Scouts. The Progenitors' high unit specs also allow this unit to dub as a powerful, lightweight Interceptor.
  • [Arbitrator] - This Utility Frigate deploys an energy field that boosts the damage of your ships by 25%. It also serves as an adv. cloaking generator, being able to cloak both itself and nearby friendlies when they are not in combat (hotkey: C). The Arbitrator is a key vessel for any player who plans to heavily invest in Frigates.
  • [Keeper] - The trademark Progenitor unit. Each Keeper hosts two AI drones that will auto launch and attack nearby targets. It also comes with the {Energy Shield} ability, which will nullify all incoming damage for a short period (hotkey: T), and also counts as a Hyperspace Inhibitor. Keepers can spearhead the assault and soak up the big hits while trapping the enemy fleet at the same time, allowing your other units to move into firing range.
  • [Arsenal Ship] - A lighter version of the Dreadnaught that trades in firepower for range. Nicknamed the "Sniper", the Arsenal Ship can shoot targets from extreme range (7.5km, biggest range in the game). If fired from outside an enemy's sensor range it will be hard for them to track where the beam came from. Keep this unit under the cover of dustclouds and/or cloaking units to fully utilize its potential.
    The Arsenal Ship's on-board sensor systems are weak however, so you'll need some sort of eyes near your targets to be be able to hit them. It is also easily captured if left undefended.
  • [Phase Prism] - These mini-production platforms can summon all but the largest ships and come with the {Hyperspace Delivery} ability. Any units that dock with the unit you activated the ability on will be stored in hyperspace, and will appear at the next Phase Prism to use this ability. This allows you to instantly move your strikecraft between locations.
  • [Balcora Gate] - Your "mothership" is static and can't move outside of hyperspace, but has a number of other perks. It will count as a Hyperspace Inhibitor once Core-Hyperspace Force has been built and receives the "ping" ability at late game (hotkey: X), allowing the Progenitors to briefly reveal all non-cloaked enemy ships on the map.
  • [Adv.Probe] - The Progenitor variant of the Probe moves slower, but is unique in that it can be moved freely again after deployment. It also comes a permanent cloaking ability.

Research & Production
Research is done by constructing special platforms known as Pyramids (standalone subsystem units) from Balcora Gate. There is one Pyramid for each weapon system the Progenitors utilize (e.g. Pulsar, Photon Bomb, Phased Ion Array), and having these units up anywhere on the field will unlock their respective units for production.

Pyramids mostly need to be build in order (one will unlock the other), and will need to be rebuild if destroyed. Keep them hidden from enemies, as smart players will try to hunt them down to slow down the Progenitor's development.

Having certain combinations of Pyramids on the field will also unlock additional subsystems on Balcora Gate, which in turn will unlock more units or special abilities such as hyperspace and the sensor ping.


V. Taiidan (TAI)

"The Empire Rises Again"

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Difficulty: Easy-Medium | Type: Versatile (Offense/Defense)

Keywords: Production, Capital Rush, Potential, Intel, Slow Start

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Overview
The Taiidan are the armada or production race. What they lack in base high unit stats or large squadron sizes they make up for with their potential - Taiidan players can bring out Capital Ships before any of the other races can, outproduce their enemies by means of an extra production vessel, and have access to dual construction (Shipyard). Because of this they also dub as a Capital Ship race, coming second after the Progenitors.

Their potential at late game and their unique access to the Sensors Array unit make the Taiidan a very welcome addition to any team for both numbers and intel - and a serious concern for enemies.

Taiidan Playing Styles
With a total of 6 production vessels (3 Carriers, 1 Flagship, 1 Shipyard & 1 Research station) and access to dual construction (Shipyard), the Taiidan hold the absolute production advantage. They can rush and bring out Capital Ships before the other races can or, if they survive the slow start, quickly build up and maintain a large, diverse force. Because of their access to the Sensors Array unit, Taiidan players often also function as the "eyes" of the team, and are hardly caught by surprise.

Playing as the Taiidan is all about keeping constant pressure on your opponents, and making sure you always have production queues going. While one fleet is out there being destroyed, you've got queues going on all production vessels (Tip: set a rally point near the action) to keep the flow of ships constant, whereas the other races will eventually run out and will need to rebuild. In a war of attrition, the Taiidan will almost always come out on top. Beware, however - delay too long between building and sending in the fleets, and chances are you will find yourself on the short end of the stick instead.

A vital weakpoint as a Taiidan player is your economy. To fully support and utilize the Taiidan's production advantage, as well as reach your endgame potential, you'll need about 4 RU operations.

Overall, the Taiidan are a race that go best with offensive playstyles (Capital rush, constant pressure), but can also work well in defensive situations - the constant stream of ships will allow them to survive most enemy offensives. Due to their balanced ships and straightforward teching new players to the FXmod will find the Taiidan a viable race to start with.

Strengths & Weaknesses
+ Very powerful units at late game (once fully upgraded).
+ Production advantage; most construction units out of all races, dual construction (Shipyard).
+ Can field an additional Battlecruiser (Heavy Cruiser - 3 instead of 2)
+ Access to Lv3 Armor+Weapon upgrades for all ship classes.
+ Fast building rates & relatively cheap units.
+ The Salvage Corvette has the fastest capture speed out of all infiltration units.
+ Great intel/sensor capabilities (Sensor Array).

- Frigates and Capital Ships only truly become good at late game (Lv3 Armor/Firepower).
- More or less bound to the same one playing style (armada); heavily reliant on keeping constant pressure to win (can be intense to play).
- Heavily reliant on the (vulnerable) Research Station.
- Requires multiple Resourcing Operations to fully utilize the production advantage; vulnerable to RU Raids.

Special Units

  • [Defender] - A hybrid between an Interceptor and a Gun Platform, these units don't count towards the Fighter cap and thus provide an additional source of (anti)-strikecraft firepower early on. They move slow, so are best used when deployed near stationary units (Carriers, Resourcing Operations).
  • [Defense Fighter] - This utility fighter can automatically shoots down enemy missiles, greatly reducing the damage taken from Vaygr and Turanic players. It can also detect cloaked ships. Only the Taiidan may build it.
  • [Salvage Corvette] - The Taiidan capture unit has the fastest capture speed out of all infiltration units in the game. They can sneak in amidst the chaos and, if not noticed on time, rapidly seize key enemy ships to turn the tide of battle.
  • [Defense Field Frigate] - This auxiliary frigate deploys a passive effect that reduces the accuracy of nearby enemy units by ~20%. Effect stacks (2 max). It also acts as a hyperspace inhibitor. Only the Taiidan may build it.
  • [Shipyard] - The Taiidan "Empress" Shipyard functions as a second, improved version of the regular flagship. It has an additional construction bay for dual construction (1 -> 2 build queues), and is also the only ship capable of building the Battleship.
  • [Battleship] - The ultimate ship in the Taiidan imperial forces, this warship is the Taiidan's answer to Battlecruisers or Progenitor Dreadnaughts, and the cornerstone of the Empire's new rise to power.
  • [Sensor Array] - An exclusive unit to the Taiidan, it reveals all enemy ships within a 25,000 km radius. In team matches you may build one, transfer it to an ally, and then repeat this until all members have been outfitted for the ultimate sensor superiority.

Research & Production
The Research Ship is given for free, and will unlock all smaller vessels as you build modules on it. The Corvette Module will unlock the Taiidan Research Station for production from any Carrier, which can build the subsystems that will unlock specific units at Frigate-class and above.


VI. Turanic Raiders (TUR)

"Cloak and Dagger"

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Difficulty: Medium-Hard | Type: Offense

Keywords: Production, Cloak, One Strike, Assassin

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Overview
The Turanic Raiders are the "hit-and-run" or assassin race. They never open the assault, instead sneaking in while the fight is already in progress, and prefer a single, well-timed blow to prolonged skirmishes. They excel at harassing players over time and wearing down their ships or RU operations, the true masters of sabotage and deceit. While a small force lures the enemy fleet away or keeps them busy, a heavy strike team may sneak in from behind to quickly dispatch of key enemy ships - or seize them for oneself.

Raider Playing Styles
The Turanic Raiders are rather diverse and can be played in a number of ways. What all these ways have in common is that, for the greatest successes, the Raiders are heavily reliant on the element of surprise. To this end many of their units come with the Cloaking ability (hotkey: C). You only get limited chances on the battlefield, and those who were raised in the savage Raider Kingdoms know like none other to choose the right time and place for their assault.

The Raiders have durable corvettes, allowing them protection against early rushes, and house several powerful strikecraft units such as the Bomber and Minelayer. They can quickly build up a fleet centered around smaller units, but their Capital Ship options are limited, and require time and resources to be developed into fully combat-capable vessels.

As a Turanic player some of your key production vessels also dub as your main combat ships, which can be blessing or a curse depending on the situation - the Raider's Capital Ships can live reinforce the fleet on the frontlines and lay down massive firepower, but are easily destroyed once discovered and take time to rebuild. Again: for the greatest Raider successes picking the right time and place for your assault is crucial.

Strengths & Weaknesses
+ Durable corvettes, several powerful strikecraft.
+ Scouts have permanent cloak.
+ All production vessels also dub as combat vessels, can reinforce directly at the frontlines.
+ Very effective capture unit (Siege Drill Frigate).
+ Outposts can dock/repair Frigates & Capital ships at a very fast rate.

- Ships have small sensor ranges; limited sensor capabilities.
- Heavily reliant on the element of surprise; vulnerable to anti-cloak units, Sensors Array, Ping.
- Squishy Frigates/Capital ships (even after armor upgrades, except the Siege Drill Frigate).
- Your main combat vessels also dub as your key production units.
- Slow rebuild speed for key vessels.

Special Units

  • [Azrael Attacker] - Suicide attacker. It carries a single heavy payload missile that will inflict massive damage on the target and nearby ships if it's allowed to hit. A group of these can dispatch undefended Motherships or Carriers with ease. Since they die in one hit, they are best kept hidden, cloaked, and then send in to dispatch their target.
  • [Minelayer Corvette] - An advanced version of the Minelayer Corvette, exclusive to the Turanic Raiders. Unlike regular Minelayers, this variant can not only deploy minefields (hotkey: "N"), but also directly attack enemy ships directly (good vs. Frigates, Resource Collectors). It also detects cloaked ships.
  • [Siege Drill Frigate] - While most Raider Frigates are squishy, the "Pillager" Drill Frigate is the lone exception. The Raiders' capture unit benefits from lv3 armor upgrades, making it the sturdiest capture unit available. It also comes with the Savage Drill ability, which greatly increases capture speed while the unit is on full aggressive mode (F2/F5) in return for damaging the target ship.

    Siege Drill Frigates can sneak in amidst the chaos and rapidly turn the enemy's key assets against them. Even if they fail, they will at least leave their targets crippled.
  • [Energy Jam Frigate] - Utility Frigate. A more situational version of the Vaygr EW Frigate that trades in several functions (it only disables cloaking and hyperspace) for the unique ability to suppress the "boost" effect from nearby enemy units (e.g. KAD Support Pods, KPR Arbitrators).
  • [Mk. II Attack Carrier] - The upgraded version of the traditional "Rancor" Attack Carrier trades in armor for additional weaponry and faster movement speed. On top of the iconic twin ion cannons it features a large missile bay that can be upgraded further. The new Attack Carrier has increased production rates, allowing it to quickly field both strikecraft and Frigates.
  • [HeavyGun Cruiser] - The Raiders' cruiser can build/docking strikecraft and pummel armored targets from range with volleys of ultra-heavy rounds. As they take time and RUs to build, and even more to upgrade, the Raiders tend to use these only as a last resort unit - in cases where Siege Drill Frigates find no opening to procure the necessary firepower from enemy fleets, or when the Raiders are up against targets that are too big for their other ships to handle.
  • [Outpost] - The Turanic Raider Flagship (max. 2) trades in the 'commanding' or support capabilities of regular Motherships for a full focus on weaponry and production. These sturdy structures can be outfitted with an array of Anti-Frigate defense guns, and can dock/repair units at the fastest rates in the game - even Capital Ships.

Research & Production:
After building a Fighter Facility on the Outpost, research moves to the Recycle Station. Once the Light and/or Heavy Weapon Modules have been built and all strikecraft unlocked, all remaining modules are constructed on the Outpost.

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