Yo,
The video version of this guide/discussion can be found here:
I had one guest join me for the recording of the video: SinSling.
Below I have the notes that I took before and after our discussion (please feel free to add anything that we may have missed):
Generic Tips:
Commander Backgrounds:
Secret Tech Notes:
My Early Game Build:
My Late Game Build:
The video version of this guide/discussion can be found here:
I had one guest join me for the recording of the video: SinSling.
Below I have the notes that I took before and after our discussion (please feel free to add anything that we may have missed):
Generic Tips:
- Indentured Contracts reduces upkeep and allows your early game economy to support more units.
- You can turn any non-syndicate infantry units into an indentured units with the cerebral control collars mod (don’t benefit from indent contracts)
- Indentured get +1 range when they reach prime rank of experience.
- Production exploitations work really well for this strategy (as you will hae plenty of energy for pumpkin out units.
- Overseers = can reset an indentured’s action points
- Subjugators = can resurrect a indentured once per battle
- Arc damage is weak against amazon, and assembly. (no channel swaps)
- Putting control amp of overseers increase indentured effectiveness
- Mantra of life and other psi buff apply through mods like control amplifier (same is true of enforcers and mirages defensive modes, but those defensive modes only can effect a handful of units)
- Recommended units compositions per stack: 5 indentured and an overseer OR 4 indentured , 1 overseer, and 1 hero OR 4 indentured, 1 overseer, and 1 guild assassin.
Commander Backgrounds:
- Martial Tradition (will allow you to the mods you need to get this strategy to work a bit faster)
- Any option works fine
- Any option works fine
- Just don't pick Party Animal
Secret Tech Notes:
- Promethean - easy healing (purification field) for bringing indentured back up to full health after a round of. Lots of way to boost accuracy (burning) allowing indentured to stay at a relatively safe distance to shoot melee targets. Syndicate Purifier come wit heh indentured tag,and do not need the mod to get the special indentured interactions. Plasmoids are another spammable unit that pairs decently with indentured.
- Psynumbra - indentured boost the damage potential of initiates and malictors that are in the same stack as them.
- Heritor - siphoners and overseers can rest units to get high dps units more attacks per turn. Siphoners can wear the mod that makes them into indentured.
- Synthesis - guardian demon shell will keep indentured from taking a lot of ranged damage. This ST has lots of accuracy boosts, and cheap healing, which are both great for indentured.
- Celestian - lots of healing
- Voidtech - extra mobility for optimal positioning. Focus on arc damage. Can evacuate with the phase manipulator to pull indentured to a safe distance.
- Xenoplague - Pustules are another spammable unit that pairs decently with indentured.
My Early Game Build:
- Static Build up module
- Healing mods, like Purification Shield
- Damage boosting mods like mark of the dark sun, can be a good option (go for cheap mods as indentured are somewhat easy to pick off.. Less so than other t1s when paired with an overseer)
My Late Game Build:
- Stun Module
- Arc Extension
- Psitec Vision Enhancers
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