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to me they feel like the worst faction to play.
You need to focus on military research anyway and they can solo 5 rebels without op support and however many you want them to at a time with op support.
And you don't to have very large imperium yourself, grab 3-4 spice fields and maybe whatever territory connecting them and you're set. Just get enough to support maxed out army.
4 spice field I would consider a really big territory. Having Fadaykings in every 3rd settlement maybe a bit too much considering they cost 6 cp, which will reduce your standing army.
If they patch the broken bazaar giving 40% tech research time increase to all 3 branches then I don't think they are even that great.
I guess devs need to increase cp of mercs and landsraad guards, a bit, cause they are much superior to fremen units.
Plus the fact they are unable to vet.
Or you can field 2 landsraad guard for one fedaykin and they would eat him for breakfest.
Landsradd is also better used as part of your main force to tank, specifically because they are expendable with enough influence income. Tho its unlikely you'll get access to them as Fremen.
I am not saying that mercs are better for rebellions, I am saying that emrcs ar emuch better overall then fedaykins as a main battle unit, becaus ethey cost no manpower and only 2 cp. And manpower is so much more valuble in the endgame then solari,w hich is reiously not a problem unless you have no eco.
So 6 cp of Landsraad guard or mercs will just chew through that fedaykin costing the same amount of cp.
Even Atreides full buffed Troopers are imo more cost effective than fadaykin as they can get ludircous amounts of power for 3 cp, I would argue 2 fully buffed troopers will demolish one fedaykin. And 2 troopers are 6 cp.
Fremen don't have very mobile army within their own territories, which means they need troops stationed in strategic villages to react to rebellions and raids.
Fedyakin is the best troop for it.
It couldn't be any less relevant how Mercs or Landsraad guard perform on the frontline of main army, because you're not going to be running in circles with your main army defending rebellions, it is inefficient, just like using guards and mercs to defend in that manner.
I'd argue that their main issue is getting that snowball going, instead of mobility, they don't want massive tracts of land to defend against every incursion. What's more is their roster, while expensive, if supported correctly actually are extremely dangerous opponents, especially against opponents with armor of which there many.
Of all the factions, the Fremen probably have the easiest time cutting through enemy strongholds. and bypassing defensive lines with quick surgical strikes, only limited by their thumper charges.
In PvP I'd expect the Fremen to suffer greatly if caught on the defence, but other faction players would do well to likewise prepare their airfields and spice operations well against surprise attacks, as they can chew through militia, turrets, and armored opponents swiftly with the right compositions, heck a great many of them can be cloaked, making it hard to gauge how strong a force people are looking at. Fully expect to see Fremen players baiting with false attacks when the time comes.
So basically, stay aggressive, invest in military and economic techs, as well as bank enough intel to keep your best support operations going and you will barely even need to worry about spice tax or raids while you cripple your opponents. And above all else, demolish every airfield you see when you strike, let the offworlders seethe!
Overall they're not unique in the approach, just probably the ones you'll see pulling it off before the others get the chance, simply due to their strong economic advantage, and the speed in which they can strike enemy fortifications before a response arrives.
And yes, ornithopters are a good way to see what's coming, probably intended. Overall Fremen when you think about it are all about gambling big, to win big. If they sit on their laurels, they're likely to get focused down.
I don't find skirmishers that strong at all, very squishy low range, they will get demolished by any melee ranged force combined. Yes they do 30% more to armored, but their base power is on the lower side. 300 Hp 1 armor and 3 cp to field. Very average unit thb in my opinion.
All of my wins with Fremen have been from playing hyper aggressively and just focusing down enemy hq's. It's winnable but I have to say not terribly fun. I enjoy those long games of spreading out across the map and fighting off constant attacks while slowly conquering the map, but with Fremen that playstyle is a death trap due to how easily they can be out maneuvered on large maps. If you're not attacking you're probably dying. Just my take and some people might like this limitation in playstyle, for me though I find the Fremen the least fun to play with because of their limited transport ability, which sucks because they're otherwise probably the coolest faction.
Your experiences in the game are against an AI that by the developer's own admission : does not micro his troops (yet).
A screwdriver makes for a poor hammer but you can make it work if you use it with enough force. That is literally what the AI is doing now.
Range troops can harass melee units and make fights really miserable. If you get hit by 4 units you might lose 2-4 points of armor before ever getting into a fight. Units that go from 3 armor to suddenly 0 armor get absolutely stomped on by an otherwise relatively equal melee unit.