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I tried them with voidtech, Promethean and xenoplague (to be honest I like them most with xenoplague and name my hero Sarah Kerrigan and make infested marines) :p
Hero in a bike (one can be recruited with it) with laser upgrades deals nice damage and all-round-awareness removes it's penalty to flanking.
Also you can spam more marine only armies to have advantage over enemy and autoresolve battles at your advantage.
The Vanguard units, as a rule, are squishy ranged toolkits that are only tactically and strategically complete with appropriate mods and operational support (even compared to the other races). That means mod early, and establish an energy and op-point overhead to get the edge you need in battles.
A transition to a poor midgame probably reflects not leveraging synergies as well as you should. You would have had a terrible early game if you didn't already understand overwatch, positioning OWLs for accuracy, smokescreen and heal on your PUGs... etc.
In the midgame, you should really get a solid Trooper loadout (ideally produced with bonus armor from specialization or landmarks), and support them with modded bikes, engineers, or your early secret tech units. You should also have enough energy to spam your first secret tech tactical op (Technologist doctrine is great on everyone, but AMAZING on Vanguard). When you get a little further down the tree, Valkyries are absolutely fantastic for running interference (landing is an AoE stagger, jetpack as a free action, and throw her grenade for another AoE stagger). Upgrade Engineers with their rocket upgrade, and pair them with a PUG to allow them to place another launcher.
When you have access to their T3s, especially if you're producing them with bonus armor, you're out of the midgame and should put the bulk of your cosmite to mobilizing heavy armor into your existing stacks.
What's a good kit for riflemen for the early-midgame? I've been using the mod that gives extra range paired with the electrify ammo, plus reinforced armor, but that's clearly not cutting it, even against enemies who are weak against arc damage.
Range + ammo + armor should work well up to lategame if you support the troopers with other units and ops.
The Valkyrie Drop tactical operation is a real life-saver, make sure you have energy to spare during the more difficult fights and she will work wonders for you. That same research also unlocks jetpacks, which are another good option for troopers.
Most importantly, and this goes for any race, keep your units alive by having plenty of healing skills and if you run out of healing it's usually better to retreat critically wounded units out of reach of enemy fire.
Parasite, rail acelerators and plague pods (instead of ammo)
This combo gives them:
- also +20% damage
- 10 hp
- immunity to morale
- resistance to status effects
- multiuse cooldown grenade which heals them, but damages and staggers enemies at the same time
The first tech-specific unit for both Celestian and VoidTech is a melee unit, which is something that the Vanguard otherwise lacks (aside from heroes). This covers for their relative fragility in melee since the tech unit can run interference against enemy melee, or (if you have several) be an assault force in its own right.
VoidTech gives you access to a really nice doctrine early on (Echo Protocols) that adds +1 output/worker to all of the standard resource tasks, and tactical operations that let you mess with battlefield positioning and create duplicates of units. The latter can be used as a force multiplier, but it's also a good way to generate sacrificial units that will draw enemy fire and keep the rest of your forces safe.
Similar mods are found in some of the other factions' early military tech.