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Subject: Race cards analysis rss

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Rocy7 POL
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Race Cards analysis


Today I took the analysis card race, one of the most interesting elements of the game.
Played at the right time can change the tide of battle in addition also often allow you to surprise your opponent (at least as long as the players do not learn them).

Wraiths
Battle Fear
> Before battle <
Reduce every enemy ship's attack by 1 during the battle.
Agents soul
> Before recruit <
Discard 1 agent from 3 different empires.
Civil Fear
> Before diplomacy <
Put 3 systems controlled by other empires into unrest.
Destruction
> After jump <
Destroy up to 3 hitpoints > Before battle <
Reduce the enemy's Titan attack dice to 1 during the battle.
Soul Eater
After assault <
If you lost the assault, the enemy loses all Regiments left on the system too.

As you can see a very aggressive race, their Race Cards can affecting even the strongest units in the game. In addition Agents Soul and Civil Fear can work on more than one opponent at the same time. If you like to play aggressively definitely a good choice. In fact, they don’t have weak or useless cards.

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Neomorphs
Adaptation
> Before battle <
Your ships have the same upgrades as your enemy's ships during the battle.
Reverse engineering
> After construct <
Get 3 crystals for each upgrade and technology you currently have.
Reassembling
> After construct <
Exchange 2 of your upgrades with another empire's 2 upgrades.
Seized technology
> After assault <
If you won the assault, steal 1 upgrade from your enemy.
Tech jamming
> Before battle <
Cancel all upgrades > After construct < Consume 2 of your upgrades, get 1 Antimatter.

The greatest strength as well as the disadvantage of this rase are technologies. The problem is that good technology are expensive and the opponents know what's is the strength of Neomorphs.
In one of the game in which I played opponents in principle not to buy any upgrades, so most of my Race card was unusable. I'm not saying that this race is too weak, but that is relatively easy to prevent Neomorphs from use their cards. The ability to use card other races is not so much dependent on your opponents.

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Changelings

Fleet deception
> Before jump <
You may change 6 of your ships into other type of ships.
Shape shifting
> After activate <
Conduct 1 activate action using the activate ability of any visible Agent or Artifact.
Ability Mimic
> After mission <
Conduct 1 action similar to > Before assault <
Your Regiments get the same attack as your enemy's Regiments during the assault.
Merging
> Before jump <
If you have a fleet of at least 4 ships, merge it into a Titan (replace fleet with a Titan).
Undecectable
After jump
Start an assault even it is orbited by another empire.

One of my favorite races in terms of cards. The essence of this race is the "change" allows this race, use an opponent strength against him (Ability Mimic, Organic Mimic), but also to unpleasantly surprise the enemy.

You can from the 10 weakest (cheapest) units in one turn can have both Titan (for 45% of the price) and the 6 strongest ships (Merging and Fleet deception). This trick will only once, but inexperienced opponent may give surprise. Some opportunities also gives Undecectable, but only played at the right time.

to be continued
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Guardians

LAST STAND
Before assault <
If you have 4 Regiments or less they will get +4 to their attack.
NO SURRENDER
> After assault <
If you've lost a system to another empire, destroy the system (replace with empty system, fleets aren't destroyed).
ETERNAL LIFE
> After assault
Every Regiment you've lost in the assault, will appear on your Homeworld.
EMERGENCY RAIDERS
> Before battle <
Add as many Raiders to your fleet as you have Regiments >
Impenetrable
Before battle <
Your Starbase can take 4 hits during the battle, without suffering any damage.
ETERNAL ENERGY
> Before battle <
Destroy your own Titan or Starbase, get 1 Antimatter.

Climatically I like this race, it even somehow reminds me of Mimbari of Babylon 5 Uniwesum. However, the race card has been uneven, with one side really useful cards like Impenetrable or Emergency Fighter, or interesting card No Surrender, which gives the opponent a truly Pyrrhic victory.

However, due to less importance Regiments in the game, cards like Last Stand or The Eternal Life are a lot less useful.

to be continued
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Insektoids

SPAWNING
Before assault <
Double your amount of Regiments in the assault.
After assault <
If you've conquered a system, consume it to build a Titan for 8 crystals (replace with empty system).
EVOLVING
After jump <
Merge 2 Battlecruisers into a Starbase (replace them with a Starbase).
RESPAWN
After battle <
Every ship you've lost in the battle is replaced with a Regiment on your Homeworld.
INFESTATION
Before battle <
In your first attack, the enemy Titan fights with your fleet (it can't take damage during this attack).
SHIP CONSUME
After jump <
Consume 1-3 of your own ships, restore 2 hitpoints per ship on your Titan or Starbase.

This race is hard for me to judge. On the one hand, strong and good race card as Infestation and Evolving, on the other hand, little useful Respawn and controversial Consumption. In addition, I have the impression that in this race there is nothing for free, to gain something almost always you have lose something.
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Templars
COURAGE
> Before assault <
If you're outnumbered 2 to 1 or worse, gain +1 to all your attacks.
TELEPORTATION
> After jump <
If more than 8 ships are located in a system, warp any 1 of your fleets to that system and start a battle action.
DETERMINATION
> Before assault <
Add 3 extra Regiments to your army.
PARTICLE TELEPORT
> After explore <
Switch the location of 2 of your own systems (everything stays in systems).
TELEKINETIC PUSH
> Before jump <
Push any 2 fleets 2 systems in any direction.
FLEET RECALL
> After jump <
Warp 1 of your fleets to 1 of your own systems and start a battle action.

On the one hand, two interesting defensive cards PARTICLE TELEPORT and FLEET RECALL that perhaps would fit more climatically to the Guardian, on the other Teleportation, which requires a certain amount of risk (attack on a large enemy force), but it can be profitable. One of the most interesting cards in the game Telekinetic Push and only two cards COURAGE and DETERMINATION spoil the overall good impression.
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Cyborgs
SUICIDE DRONES
After battle
If you lost the battle, your destroyed ships will each take out 1 Regiment on the system below.
BOMBARD CANNON
Before bombard
Bombard a system up to 4 systems away from your fleet's position.
REPLICA RAIDERS
Before battle
Add 3 extra Raiders to your fleet.
SELF-DESTRUCK
Before battle
Blow up your own Titan or Starbase, and deal 5 hits to the enemy fleet.
SCRAP DRONES
After battle
If you won the battle, steal 1 upgrade from 1 of your enemy's destroyed ships.
BOARDING DRONES
After battle
If you won the battle, up to 3 ships that you've destroyed will be converted into ships of your fleet.

Cyborgs fleet is a terror of space and so on, works their Race Cards. Due to the change in the rules relating to the acquisition of antimatter cards BOMBARD CANNON and Suicide Drones are becoming less useful, because its can cause that after using them you will not gain later antimatter. SELF-DESTRUCK is also less useful, because of the possibility of repairing unique units.
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Terrans

STRIKE SQUADRON
Before battle
If the enemy has a Starbase in the battle, 6 of your chosen ships get to strike first.
ELITE SQUAD
Before assault
If the enemy has a Colossus in the assault, destroy 3 of its hitpoints.
EMERGENCY PROTOCOL
After jump
If 8 or more ships from another empire are present in your system, build up to 8 units (-2 to every cost).
Project Titan
After assault
If you've lost a system to another empire, build a Titan (-8 to cost).
FLEXIBILITY
After construct Rearrange any of your upgrades and structures.
STARBASE UPGRADE
After Contruct If you have a Starbase, get 1 upgrade from the galactic market and put it on your Starbase.

Maybe not as strong in attack as Wraiths, not so good in defense as the Guardian or Templars (defensive cards only reduce the costs of other actions are not free), but nevertheless quite universal race prepared both to defend as well as attack.
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