One of the most useful units to build for your early game defense is the Trance Skirmisher. This is a Scout Rover with Synthmetal Armor and Trance Special Ability.
Their mobility and anti native abilities make them great to pop pods with, and to protect your formers and outlying bases from attack by worms after you have popped the nearby pods.
They are a cheap unit, and very effective. Its one of those cases where it is cheaper to build with trance, than without. Later in the game I design a similar unit with a clean reactor and best armor to upgrade them to. Their power against native life makes them useful throughout the game even witout an upgrade.
I place them between a fungus area and my formers or crawlers, so that if they are suddenly attacked they can withdraw. This is better than stacking them with the unit you are protecting because stacked rovers cannot withdraw when attacked by a slower unit.
Their mobility and anti native abilities make them great to pop pods with, and to protect your formers and outlying bases from attack by worms after you have popped the nearby pods.
They are a cheap unit, and very effective. Its one of those cases where it is cheaper to build with trance, than without. Later in the game I design a similar unit with a clean reactor and best armor to upgrade them to. Their power against native life makes them useful throughout the game even witout an upgrade.
I place them between a fungus area and my formers or crawlers, so that if they are suddenly attacked they can withdraw. This is better than stacking them with the unit you are protecting because stacked rovers cannot withdraw when attacked by a slower unit.
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