Personally I prefer using Kirko for rushes.I did SOOOOO many Dvar Promethean Imaging Satellite rushes... sooooo many.
They do not - there is no Plasma Mastery for Plasmoids since there is no Dvar Plasmoid.Personally I prefer using Kirko for rushes.
But I can see how the ability to summon Plasmoids and/or Trenchers anywhere on the map really could help with Rushing.
Also Dvar got like +20% Plasma Weapons, even on their Walker. Not sure if they also got it on the Plasmoid.
I'm really REALLY bad with Kir'ko is the thing, and Promethean Dvar has soooo many ways to utterly trivialize early fights.Personally I prefer using Kirko for rushes.
But I can see how the ability to summon Plasmoids and/or Trenchers anywhere on the map really could help with Rushing.
Also Dvar got like +20% Plasma Weapons, even on their Walker. Not sure if they also got it on the Plasmoid.
Playing Kirko is easy:I'm really REALLY bad with Kir'ko is the thing, and Promethean Dvar has soooo many ways to utterly trivialize early fights.
Playing Kir'ko once I have cities and tech is easy sure, but Promethean Dvar takes two techs and wins every fight handily after that, and that's with just your starting stack. For the 20 turn rushes I don't have the TIME to get past Frenzied being my army but Trenchers are awesome!Playing Kirko is easy:
Regeneration is a incredibly easy tech to get. It is 400 Science in. And it is Regeneration, wich is universally good!Playing Kir'ko once I have cities and tech is easy sure, but Promethean Dvar takes two techs and wins every fight handily after that, and that's with just your starting stack. For the 20 turn rushes I don't have the TIME to get past Frenzied being my army but Trenchers are awesome!
In a Twenty Turn rush I can't reliably get the kill in less than 16 turns, needing to hunt down the enemy leader sometimes takes forever. If I can't START the rush for ten turns while I carefully keep Emergents alive to Prime Rank while building a bunch of stuff I'd basically never pull it off.Regeneration is a incredibly easy tech to get. It is 400 Science in. And it is Regeneration, wich is universally good!
You also start with hidden and transcendent unlocked, plus the whole ability to summon and evolve emergents into more of them and the flier.
Yes, he does sometimes come back to fight back, but that stack clearing thing means he sometimes doesn't because he thinks he's too far out. As far as the starving thing, I once took out all the cities on Turn 10 and hunted down the Leader on turn 16 sooooo.If you take the throne (or rather, all) city, then you only need to wait a few turns until the Lord 'starves' (I think it was three?), so you don't need to absolutely hunt down the Lord (often he even comes back to get the city under his control again)
30 HP on both, they both die really fast IME.Getting Emergents to Prime rank really isn't as hard as you make it out to be, since they get double exp after winning a battle. While it was rather rare, I did have evolved Emergents in a lot of cases. I also kinda replace the flier with an ermgent, because I found them stronger personally. The scout tends to die super fast, while the Emergents can stay out of the fight to suddenly burrow towards the enemy and flank it for comparatively massive damage.
This is also me playing on Easy, I am VERY bad with Kir'ko.Well, as I mentioned prior, I mainly play these missions on easy ... its not worth it to get slightly more exp. And your objective is to level your empire to begin with, right?
lvl 1 Psynumbra Sniper(I like Sniper Kir'ko). Also have a Xenoplague Melee, but I kind of hate Kir'ko heroes in other factions(why are so many of their racial skills Swarm Shield buffs?), so I haven't leveled them much at all.What is your Kir'ko leader? While I did rushes with level 1-5 heroes, a level 12 hero makes all the difference (and also, what secret faction? Mine were a Voidtech Sniper and a Psynumbra melee.)
Amazons are pretty much Lancers early, and then Tyranodons, the fliers and plants and things are THERE, and helpful in a support role, but the big thing is the fast mounted melee. IMO anyway. Huntresses and Biomancers are both cool but neither are like Troopers or Trenchers where you can just spam them both.To be fair, I feel the same as you about .... the amazons. I can't get them to work. I dread the lack of snipers, I hate playing with air units because they get focused the hell out of it, etc. It .... just doesn't click for me.
Who said anything about delaying for 10 turns???In a Twenty Turn rush I can't reliably get the kill in less than 16 turns, needing to hunt down the enemy leader sometimes takes forever. If I can't START the rush for ten turns while I carefully keep Emergents alive to Prime Rank while building a bunch of stuff I'd basically never pull it off.
To make these in anything resembling reasonable numbers it's waiting ten turns.You also start with hidden and transcendent unlocked, plus the whole ability to summon and evolve emergents into more of them and the flier.
The Trasncvendent is a floater, so it can catch up trivially. Not that you need more then 1-2 anyway.To make these in anything resembling reasonable numbers it's waiting ten turns.