Hello,
since more people are making a best of doctrines and mods threat now, lemme make a unit and game thread.
So here's the most fun combo to play with, with an absolute strong early game
1. Kirko + Psynumbra
As you might know, Kirko don't have a second support unit. Meaning after researching the flyier, you immediatly get an elite unit. This makes Kirko one of the most cheesy races there is, coz the first elite is also an artillery unit, therefor super deadly to low tier and able to take down bases easily.
This is number 1 because in one playthrough I could literally crush an elite AI within the first 30 turns. I had military research + data resp virtues, got the psy tech 1 and the poison tec 1 then went to a dig site nearby, collected all the research there and had 3 barragers on turn 31.
With that I could easily take down 3 enemy full stack armys from an elite AI, simply coz the barager deals AOE over a large distance, so it kills units before they can touch it, and since most enemy races need longer to get higher tier units out and everything except flyers on tier 1 and 2 will die instantly against artillery, this is my most fun setup and it's also highly abusive and can easily take down, whoever has the disadvantage to spawn next to you. Psynumbra tec 1 gies 30% damage, meaning the barrager is a beast, easily taking at least 2 units in the first turns.
2. Amazon + Pyro
never thought that combo would work, but actually it's quite amazing. Simply because the fire archers are AWESOME, they're my most beloved unit. They are cheap and have an artillery ability which is like barrager above, extremely useful, because it takes down units before they can touch you. That with the area denial of their AOE and the fact that they're archers, have 3 attacks ignoring cover, makes them so amazing and the early pyro mods are actually really good on amazon units as well, Purifying field, being a much better version of nanite injectors and the shield mods, perfectly enhancing fragily amazon units.
This tech doesn't dominate your enemy as fast as kirko psynumbra, but it allows you to clear out loot areas much earlier than all the other combos I tried and therefor gives you a steady advantage in exploration, if your enemies don't rush you.
3. Vanguard + Synthesis
Actually Vanguard are the most adoptable and work with any secret tech, as designed by Triumph, but I think what gives the edge to vanguard is the normal trooper. The soldier can be modded to powerhouses with the rail giving +1 and the mod that let's them avoid cover easily. The Synth mods are good early game two, especially the first ones and what gives synth the edge is just the fact that the cheap tactical operations bolster your army heavily, allowing them to regenerate and get shields in early game, thus making sure the soldiers become cheap and deadly and able to take a hit when they all get the +2 shields from the op.
Again the fun part and the strength is the higher range, which allows them to take down units before the enemy does, only that with vanguard more skill is required than with the two above and they're still not as OP as the first 2 races.
4.Assembly + voidtech
Usually I play Kirko and amazon a lot. Assembyl is a race that doesn't have such a good tactic to abuse early game or to simply put something like the barraber in front of the enemy they can't deal with. In fact, most of the good assembly units are locked to late game. Got the same Problem with the DVAR, but unlike the DVAR, they're early units can still be fun, like the electrocuter and allow you for a decent early game, not a great one though. Voidtech has many advantages, when positioning units: the tactic that is most fun with assembly is battlefield control, so it is a must for your early game melee units to have the ghost mod, that allows them to pass through objects and then simply dominate your enemy with snipers and electrocuters.
Assembly only become really fun to play when you're in late game and have the big units like the giant melee construction bot that can resurrect. Just let 3 of them rush your enemy and be a constant pain letting you easily dominate the battlefield, where the joy of assembly lies in dominating the battlefield. Though you'll never be in a position of power early game, like with Kirko or amazon pyro.
Another good tactics are
syndicate + the good site of the force
and
DVAR + synthesis
I didn't rank them though because only the syndicate is fun to play early game, but DVAR is only really overpowering lategame and you can't setup as good as with kirko barrager or amazon, therefor they're not fun for a fast game. In fact the low DPS of the DVAR early game units and the more defensive early game approach makes them the least fun in my opinion.
You got only the spike cannon guys the overwatch bots and the foreman, which are all defensive units that aren't great for taking of enemy units early on, especially high DPS enemy units, which is essential for getting bigger loot areas, or taking down enemy players early.
The ramjet is locked behind just one research, but even that isn't really offensive but more a tanky control unit to dominate the field. The offensive units only start after the baron which is way beyond early game IMO.
since more people are making a best of doctrines and mods threat now, lemme make a unit and game thread.
So here's the most fun combo to play with, with an absolute strong early game
1. Kirko + Psynumbra
As you might know, Kirko don't have a second support unit. Meaning after researching the flyier, you immediatly get an elite unit. This makes Kirko one of the most cheesy races there is, coz the first elite is also an artillery unit, therefor super deadly to low tier and able to take down bases easily.
This is number 1 because in one playthrough I could literally crush an elite AI within the first 30 turns. I had military research + data resp virtues, got the psy tech 1 and the poison tec 1 then went to a dig site nearby, collected all the research there and had 3 barragers on turn 31.
With that I could easily take down 3 enemy full stack armys from an elite AI, simply coz the barager deals AOE over a large distance, so it kills units before they can touch it, and since most enemy races need longer to get higher tier units out and everything except flyers on tier 1 and 2 will die instantly against artillery, this is my most fun setup and it's also highly abusive and can easily take down, whoever has the disadvantage to spawn next to you. Psynumbra tec 1 gies 30% damage, meaning the barrager is a beast, easily taking at least 2 units in the first turns.
2. Amazon + Pyro
never thought that combo would work, but actually it's quite amazing. Simply because the fire archers are AWESOME, they're my most beloved unit. They are cheap and have an artillery ability which is like barrager above, extremely useful, because it takes down units before they can touch you. That with the area denial of their AOE and the fact that they're archers, have 3 attacks ignoring cover, makes them so amazing and the early pyro mods are actually really good on amazon units as well, Purifying field, being a much better version of nanite injectors and the shield mods, perfectly enhancing fragily amazon units.
This tech doesn't dominate your enemy as fast as kirko psynumbra, but it allows you to clear out loot areas much earlier than all the other combos I tried and therefor gives you a steady advantage in exploration, if your enemies don't rush you.
3. Vanguard + Synthesis
Actually Vanguard are the most adoptable and work with any secret tech, as designed by Triumph, but I think what gives the edge to vanguard is the normal trooper. The soldier can be modded to powerhouses with the rail giving +1 and the mod that let's them avoid cover easily. The Synth mods are good early game two, especially the first ones and what gives synth the edge is just the fact that the cheap tactical operations bolster your army heavily, allowing them to regenerate and get shields in early game, thus making sure the soldiers become cheap and deadly and able to take a hit when they all get the +2 shields from the op.
Again the fun part and the strength is the higher range, which allows them to take down units before the enemy does, only that with vanguard more skill is required than with the two above and they're still not as OP as the first 2 races.
4.Assembly + voidtech
Usually I play Kirko and amazon a lot. Assembyl is a race that doesn't have such a good tactic to abuse early game or to simply put something like the barraber in front of the enemy they can't deal with. In fact, most of the good assembly units are locked to late game. Got the same Problem with the DVAR, but unlike the DVAR, they're early units can still be fun, like the electrocuter and allow you for a decent early game, not a great one though. Voidtech has many advantages, when positioning units: the tactic that is most fun with assembly is battlefield control, so it is a must for your early game melee units to have the ghost mod, that allows them to pass through objects and then simply dominate your enemy with snipers and electrocuters.
Assembly only become really fun to play when you're in late game and have the big units like the giant melee construction bot that can resurrect. Just let 3 of them rush your enemy and be a constant pain letting you easily dominate the battlefield, where the joy of assembly lies in dominating the battlefield. Though you'll never be in a position of power early game, like with Kirko or amazon pyro.
Another good tactics are
syndicate + the good site of the force
and
DVAR + synthesis
I didn't rank them though because only the syndicate is fun to play early game, but DVAR is only really overpowering lategame and you can't setup as good as with kirko barrager or amazon, therefor they're not fun for a fast game. In fact the low DPS of the DVAR early game units and the more defensive early game approach makes them the least fun in my opinion.
You got only the spike cannon guys the overwatch bots and the foreman, which are all defensive units that aren't great for taking of enemy units early on, especially high DPS enemy units, which is essential for getting bigger loot areas, or taking down enemy players early.
The ramjet is locked behind just one research, but even that isn't really offensive but more a tanky control unit to dominate the field. The offensive units only start after the baron which is way beyond early game IMO.