UED and Leadership cards

By Stefan, in StarCraft

Lastly, the UED. They were brought to you by the FFG homepage, should anyone have missed them. Like in the video game, they are one's for brutal force, even more than Mengsk. Let's see why.

In stage I, you may decide to go for CP or to go for CP. You will be faster and directer in one way on this path, but there is no other possibility. You'll hate Aldaris when he shows up. You may go not the direct way and get all buildings on level one for free in the beginning. This is an important one in galaxies containing many CP-areas only accessible by air since you can take them easily in round 1. The other option are more ressources, though not as mighty as with Raynor. But you're the only one beside him that gets those tokens. If you go for special victory, make sure you'll get those siege tanks. They'll come in handy.

In stage II, you may either get a heroe battlecruiser that will be the bane of all cloaked units, but for that you should have a science vessel with defense matrix with you all the time no matter what. The element of surprise is more nasty, since you attack or build before the round begins. In the latter you lack the used workers in the next round of course, which is no problem of you planned a great military campaign anyway (and when didn't you?).

In stage III, you may bombard an enemy. That's basically a Collateral Damage without the possibilty to get a base, but may come in handy if the enemy protects his base with a guard token, because that one is killed too. In other cases, it seems a bit wasted to me. The time for victory is much more brutal. Placing four guard tokens will cause headaches with the enemy, and destroying one transporter on each navigation route seems familiar, doesn't it? The UED doesn't need no swarm for that, no.

After my first game as UED, I can write something more about that faction. Now I think it's definitely underestimated by most players.

You can use UED cards with very good results, no matter if you defend or attack. But you should notice that UED is a very good choice for "take and hold" strategy, where you are trying to conquer many CP areas as fast as possible and to defend them. UED has everything what it needs to accomplish it: strong starting units , a hero and other leadership cards supporting that tactic.

Stefan said:

In stage II, you may either get a heroe battlecruiser that will be the bane of all cloaked units

That's true only partially, because this hero can kill cloaking units only during their retreat, not withraw. Cloaking doesn't matter during retreat. It's worth to mention that all heroes are immune to its ability.

Below more of my suggestions how to play as UED assuming you play a standard game. I don't reccomend defense in other game modes, but if you wish, you may try to eliminate enemy forces in this way and to counterattack them later.

Firstly, you should choose if you attack or "Take and hold". It's important, because your first leadership card must be chosen before you know what planets are in play. You should especially pay attention to CP areas accesible to you and / or location of some weak enemies, which can be eliminated in first rounds.

When you suppose your enemies will have more CPs income / CP areas than you, or when you don't care of CPs because of the game mode - ATTACK

Whan you can gain huge CPs income - TAKE AND HOLD

Stage I:

" Eliminate alien threat " - 3 Marines and Siege Tank at start + 1CP for each destroyed base. If you are able to research (special order) "Siege mode" in 1st round, it may be a deadly card. In defense, it is also very strong, for certainity you should also use Guard order and Defensive module. Only few workers (7) may be a trouble.

" Special funding " - 2 Marines and 2 Vultures. Also a very strong card. You can use additional resources to upgrade you base or army rapidly. With "Spider mines" you will be able to finish your oppotents early with Splash Damage, even more efficiently that with Siege Tank.

" Advanced war machines " - 3 Marines and 1 Firebat. As mentioned, good for CP areas only for flying units. It's quite probable you will be able to use Splash Damage without any researches. You must execute at least 1 build order to us its advantages. That usually cannot be done if you reveal you order earlier than your (neighbouring) target.

Stage II:

" Element of suprise " - very good to overpower the enemy you engaged before. Being able to do something earlier than your oppotent may be deciding in that stage of game.

" General Du'Galle " - hero Battlecruiser. Flying unit, strong enough to compete with other heroes or AA units. Incredibly good in defense, but you should secure it also with Defensive module and other flying non-assist unit.

Stage III:

" Time for victory " - huge amount of Guard tokens will let you to maitain most of areas you control. It doesn't bring you much advantage, but it let you to keep it.

" Orbital bombardment " - especially good if any of your oppotent upgraded only 1 type of its buildings. It forces him to execute at least 2 build orders, if he wants to buil unit(s) granted for destroyed level of building. Also destroying any module is interesting - if you are able, choose Defensive, Agressive or Air Support module. Removing Guard tokens is also helpfull, but rather ocassionally.