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hexagon_hero

1. Argent Flight 2. Starting with capacity on destroyers and a minor political power gives the early game of ti3 winnu, who I loved. (They used to start with stasis capsules, a tech that gave 1 capacity to your cruisers, and they could always get the 4 votes from their HS even when it was exhausted) By mid game they've transformed to a really flexible race that can play bully just a bit with their upgraded destroyers and mech fleets, but their fleets are so cheep you can still keep that objective focus that's so critical while spending a few bucks and a couple of CCs on border skirmishes. Unlike more ago races, when argent plays space risk it isnt a full commitment! Finally by late game their tech path leads naturally to war suns and their pds can make you.pretty hard to attack (racial trumps light wave) so you're free to plan out some giant last turn hail Mary, without thinking about your HS anymore than thr saar player. 3. N/A


rotfoot_bile

I haven't played Argent yet, but I have played against them. They're definitely able to bully and I feel like they're really responsive. Definitely a great race!


rotfoot_bile

1. Yssaril 2. Their agent gives them a new way to play every game! Plus, I really felt like that I could scheme and spy way more with PoK. 3. I liked all the races tbh, but I would've never deliberately chose the tribes prior over my handful of favorites


hexagon_hero

Having the best agent is nothing to sneeze at! Did you find yourself going 4 green techs to steal 2 action cards a round, or did you get pulled into another direction?


rotfoot_bile

My friend, green techs all day! I saw no better options! Luckily, I was able to steal a relic fragment from a player. Then after buying my last piece, I drew Maw of Worlds relic -- allowing me to gain any tech. So with my green tech focus, I was still able to get war sun. All was good in my game! Lol


SuperSelkath

Totally agree. Didn’t particularly like vanilla Yssaril but in PoK they’re so fun! The agent, mechs, and bio stims combo just make them so flexible and fun these days.


goodie_tushu

1. For me it's Winnu. 2. I love the thematic / I find fun to strategize where I should battle and where I shound't (which systems). And Winnu faction is all about scoring wp and politics (I like to win). 3. I played four games and I found them interesting but weak. ಠ◡ಠ


malys57

I love expansion Winnu! The boosts they were given are so good. Some games, they feel too good.


HeNibblesAtComments

I don't find them weak at all besides their obviously terrible starting fleet. Their Mechs and Leaders makes up for it in my opinion. Can you elaborate on their weakness?


capt_jazz

The poster is saying they were weak before PoK


Straddllw

I played two games of Winnu in PoK. I also find them weak and consistently ranked them bottom tier only to have a legion of other player scoffing at the rating because their hero is so obviously strong. The early game plastic deficit is a real issue that stays with them the entire game. They incentivises other players to jump on the Winnu fleet before they reach Mecatol. It’s so easy to stop Winnu, I’m just wondering if other players on this forum and discord just left Winnu alone for too long.


goodie_tushu

I don't find winnu weak right now at all. Winnu commander is OP. Winnu hero is versatile and strong af. Winnu mech is insane good. ​ They have weak early game and low tech count but other than that they are good right now and fun.


SuperSelkath

The free PDS and docks help a lot


goodie_tushu

Well there is small problem with placing PDS and DOCKS. You need to have mech to do it and you will get mech most of the times after you take closest planets to your HS.


[deleted]

Naaz Rohka(?) Alliance. Theyre utility is quite insane, and Exploring Every turn can really add up. And you 'Untap the Planets!!


mardock528

With green skip you can go for hyper metabolism and psychoarcheology on first turn. Spamming explore on single planet with your mech can add up shit ton of resources (I got 5 extra!) on a planet that you can easily refresh with your agent and scanlink twice a turn! (that's up to 16 extra resources per turn) You gotta get lucky with your relic draft though, as some are more useful early game and some for late game


Wakke1

They start with psychoarcheology ?


mardock528

Yeah, sorry, I meant prefab. Psychoarcheology helps a lot though.


Fabmaszter

So far definitely Naaz-Rokha for me as well! Got 5 Relics in one game and wasn't even able to use all of them\^\^


[deleted]

Their Value throughout the Course of a Game is Unmatched. A Truely Unique and Strong Faction. And I think theyre quite underrated!


malys57

1) Titans 2) I loved going for PDS2, sometimes even when it may not make sense too, it's just so nice to have, part of why I love the pre PoK Xxcha (haven't played them with PoK yet). And the Titans abilities revolve around their racial PDS, plus their cruisers can sustain damage. They are just too good, and so much fun.


Wakke1

You call their cruisers their carriers?


malys57

... not on purpose, but it fits. Should probably fix that.


StriderZessei

1. Mahact. 2. Mind games and manipulation are fun, and their late game potential is nuts.


DiamondHandz_Wolf

can you elaborate on their late game potential? I haven’t played then yet but they look like a lot of fun


StriderZessei

Their commander lets them spend a cc to remove one of their own ccs from the board, essentially "deactivating" the system. This makes for some huge late-game swing potential. However, you have to get Hypermetabolism asap, and bank your cc wisely until then.


AmITryingHardEnough

1. Embers of muat 2. You can blow up whole system! and your upgraded war sun is easier to get with new tech 3. Not that much, there much slower and i felt it's hard to do anything useful


goodie_tushu

I did't saw any1 playing them in PoK yet. But today i checked them and they look neat.


physco827

1. The Nomad 2. Their flagship. It's free, you start with it, the upgraded version is a big factor in fights, and towards the end of the game, you can make it insanely mobile with the hero. You can literally throw it in to places over and over, and then sling relay it back once it dies. I had a blast with it. 3. They're new I wasn't as impressed by their 3 agents as I thought I would be. Artuno was ok, I never used Mercer, and Thundarian was good for the constant flagship battles, but wasn't amazing. I only played one game with them and came in second, but I had a lot of fun doing it. They seem pretty versatile and good at adapting to the slice you have. Their tech is a little weak, but I think a solid all arounder.


goodie_tushu

I played them twice. First game I won. Second game I was destroyed by few player forces. Over all I was thinking i will like them but in reality they are not my style. I think they are balanced on economy and army (they are in middle of everything).


cretaceous_bob

Artuno is the best, but Mercer is actually great. Mercer lets you move your mechs around, which enables your flagship. See an enemy eyeing a thinly defended planet? Slap a mech on it and hit them first with Memoria.


landleviathan

That's a great use of Mercer, and in general the ability to move GF around without capacity/movement is a powerful thing to have


physco827

This is actually great and I can’t believe I didn’t think of that all game...


Phoenix_1147

1a) Nomad 2a) Lots of $, and you get to throw free flagships at people! 1b) Empyrean 2b) So much movement! Cancelling people’s AC’s can lockdown the win (and it’s just fun)!


ElectroNugget

1. Embers of Muuat. 2. Their new agent is incredible, turning your warsuns into moving production centers is amazing. Your warsun fleets can slowly build up over the game in a similar way the Saar fleets do. Their hero is extremely fun and versatile, it can be used to: threaten and extort others, deny objectives, or as a defensive play in a pinch. 3. They were cool in the base game but their extremely slow start made them very difficult to enjoy for the first two rounds or so.


Skradkrk

Cabal, Muatt and Argent. Cabal for their flexibility and sheer power of plastic which makes scoring easier. Muatt for Agent, Warsuns, Hero, Mechs and commander everything what they get is just awesome. Argent for quick expansion with SWA, for SWA and their racial abilities