

$750 is expensive enough that losing them is painful.Įnemy agro (or targeting priority) is based on two things mainly – vulnerability and kills. They’re only armed with lasers, though they do have a mini shield down ability they can use on the same turn. With low armour and 400HP, they’re constantly at risk of a stray missile taking them out. Losing them is very expensive, but they can take a pounding so it’s unlikely that they’ll go down without warning. While they don’t have the damage output of your mainstay units, it’s still extra actions – that last laser blast might be the shot that takes out a carrier. These are like mini sunriders, bringing Kinetics, Lasers, missiles and a whole chunk of armour, HP and flak. The vanguard cannon should be used sparingly, but if an opportunity to hit 4+ units comes up (or something just needs to die right now), go for it.Īs soon as they become available, consider the merc units – in particular the alliance cruisers.
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Full Forward and All Guard last five turns, and as a result one or the other should be up at all times – they make a massive difference to either your offence or defence. While you shouldn’t use orders with wild abandon, equally don’t be too concerned about running out of command points – the game is pretty generous, and I ended my run on Captain difficulty with 15,000 still banked. A generally good formation is Sunrider as a central unit, surrounded by ryders, with your flak enabled units towards the front Lone units will usually die in incredibly short order, though the Phoenix with a bit of luck can survive at distance.

If you’re going to move, do so as a group. Sunrider, for better or worse encourages you to bunch your units – this allows you to make use of overlapping shields and flak, severely diminishing enemy laser and missile fire.
