

I just started the campaign and playing the second vanguard missions Again, I'll use weapons if I find good ones / a hero that's great with them (void tech heroes in particular), just my preference.Is there a list of all possible consequences in the campaign? Plus, as kirko, I like to put selfless sacrifice on my heroes so that I don't need to make transcendents, and can focus on a rush build while my heroes fly or bombard. That's on top of increased mobility for getting resources / anomalies super quickly, and certain vehicles having unique attacks (hover bike having piercing attack, for example). Like Minerva (psy- assembly hero if I'm getting the name right) is always melee and gets a lightning sword if I can find one. And I specify commander because if I find good weapons, I wanna use em, so certain heroes get certain items. But when that unit has no production time, gets extra / unique mods, and can be "rezzed" if the vehicle dies without any downtime. Particularly my commander.īy the time I have t2 vehicles, i usually don't have a ton of excess cosmite and energy, especially for a single unit. I'm the opposite, I love having them as pilots. In early game those specialist/dead eye type skills aren't going to add huge numbers to your hero at the damage they're doing anyway (like ranged specialist 2 gives you +4dmg on a 20 damage attack, they tend to become stronger mid-late game). The "commander" skills are nice but require the hero to be the leader and a particular army composition. Not going to get into racial/tech skills, but generic skill alternatives at that stage of the game at around 5 points are like: increasing damage 10-20%, accuracy/crit 5-10%, like +10-20hp, some fairly good things but none of them come close to bringing as much to the table for that cheap. It's also a (continue) action so you retain all your action points. It lets you become a flank attack monster (again, your main attack is single action), it lets you 'teleport' 7 hexes and avoid overwatch attacks. can dig in tactical combat, which is a very powerful ability. an encase attack to completely disable enemies for 2 turns! That's like a high end debuff you'd get on a tier 2-3 weapon a strong single action attack that melts armor, which usually requires research to get access to Admittedly this vehicle is especially good, but at level 2, your main hero early game can get with 5 skill points (+60 energy):

Still not convinced? Often the attacks on tier 1-2 vehicles are straight up as good as / tier 1-2 weapons anyway if not better.
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As others mentioned, the hero jumps out of the vehicle when the vehicle dies so it's almost like getting the syndicate skill "escape module" for free (okay, not quite as good since you don't teleport after and need to re-buy the vehicle, but close). Having flying stacks + a hero in a flying or hovering vehicle is a very powerful combo, you can often "snipe" enemy colonies then raze them quickly before the enemy responds-or if they do-you waste their time and resources while you can retreat across the strategic map to ocean or mountains easily at no cost. Many of them fly or hover, increasing your ability to move across the strategic and tactical maps. Usually add mobility (especially the tier 1-2s). Flying vehicles get the +15% harder to hit bonus too obviously, so making super high %harder to hit heroes is much easier this way (and super strong). Usually additional hp, armor, or shields. Most of the time if I can afford it, I'll get piloting though.īelow I'll talk about basic piloting only, I think going advanced piloting is a lot more "depends on the situation" especially when modular extension is very good as well at lvl8.Ĭonsider basic piloting alone though, for 5 skill points you get: Some of the better tier III weps as well, depending on the strategic situation. I agree that if I have a tier IV weapon available and only basic piloting avail, I'm equipping the weapon. Going to have to agree with the majority here and say vehicles are very strong usually.
