Long ago, when the word 'Hiigara' rang only as a hollow dream, the kiith of Kharak never imagined they would walk the Path to Victory. But, when they reclaimed their Homeworld and proclaimed themselves 'Hiigaran', they believed they had reached their goal. How wrong they were. 150 years after Hiigaran landfall, conflict rages across the Galaxy... Path to Victory is a multiplayer and skirmish mod for Homeworld 2 that adds new units to both Vaygr and Hiigaran Races as well as enabling the Keepers, Raiders and Kadeshi as playable races.
Piloted by those who have seen many battles, braved all manner of foes and lived to tell the tale, the Warlord Doctrine's Elite Fighter is an odd fighter.
Generally only seen when the initial assault did not break the enemy, the Elite Fighter comes armed with with all manner of weapons systems which can deal with any enemy if used correctly (read: special attack).
And to continue the monologue from the last image. What's with the Vaygr factions?
The Invasion fleet plays much the way it did before. They're a macro-oriented faction that rapidly churns out tons of ships. They still focus on laser weapons, direct assaults and overwhelming firepower to defeat their foes. The tradeoff? Their ships lack armor and fall like flies when countered correctly. Let them build up a big fleet however and the Invasion will crush you.
The Warlord faction in contrast is a very micro oriented faction. They suffer from a horrible economy however gain a bounty for every enemy ship killed or captured. Their ships tend to be more heavily armored. They also tend to deal a little less damage but make up for this with powerful EMP effects.
Correctly combined, the Warlord faction can hit hard and fast while leaving the enemy no way to react. However preserving your ships - especially fighters and corvettes - is extremely important as they aren't as easy to replace than with the Invasion fleet. Of course you'll get tools to make this easier...
It seems the Warlord faction is an interesting combination of several things. Micromanagement and economy like the Progenitors, but applied to smaller ships, and to give you an edge, lots of EMP special abilities, which suggests hit and run Turanic Raiders gameplay.
Quite so. They can sustain a fight but only once they get enough ships in the field. Until then your damage is tied to what I'd consider attack cycles. Send in your ships, do damage, pull out to dock and repair.
Most of the factions damage comes from smaller ships. Larger ships tend to perform specialist tasks or soak up damage. I'll be posting some information about that as soon as I finish fixing their capital ships.