THE ARGENT FLIGHT
DESCRIPTION
Birds. How much do we really know about them? They can fly, they can navigate like nobody's business, they can sing... Let's face it. These guys are everything I wish I were but am not.
A new faction added with Prophecy of Kings, The Argent Flight are the first (and only) unit to have special Destroyers. They seem, in a way, to be well-equipped to handle the Naalu and the Turtles in combat, what with their awesome Destroyers and Flagship ability. And as I love theme, it tickles me that birds of prey do, in fact, have their ways of hunting snakes and turtles in the wild. But how do they fare in gameplay? I don't know COVID prevents me from playing them at this point. They look good in space combat, but their leaders aren't as flashy as some of the others. Well, I'll spell out the details below and you can decide. Destroyers with capacity, though. Wowzah. SPECIAL ABILITIESThe Argent Flight has two abilities, one with a slight negative:
ZEAL: You always vote first during the agenda phase. When you cast at least 1 vote, cast 1 additional vote for each player in the game. RAID FORMATION: When 1 or more of your units use Anti-Fighter Barrage, for each hit in excess of an opposing fighter, choose 1 enemy ship with Sustain Damage to become damaged. I should point out that while going first SOUNDS good, you typically don't want to go first. The later you go, especially in Agenda 1, the better you can decide if it's worth throwing votes at the current agenda, or waiting for Agenda 2. That said, this is a nice ability that scales with player count, given the more players there are, the more votes you get. Raid Formation can be handy, too, if up against Dreadnaughts and War Suns. ANTHEM |
STARTING UNITS1 carrier
2 destroyers 2 fighters 5 infantry 1 space dock 1 PDS Need I remind you that your Destroyers have capacity? So you start with 3 capacity ships, and 2 of them have a speed of 2. So a nice quick start, and plenty of infantry to go around. A+ for a quick first-round expansion. STARTING TECHNeat start as the Argent Flight has a choice. They can select 2 of the 3 following techs to begin:
Neural Motivator Sarween Tools Plasma Scoring A nice feature for planning your tech route! RACIAL TECHSMan. I mean, bird. I just love these destroyers. The upgrade grants better combat and some preventative medicine versus an incoming invasion.
You know how you sometimes leave a single ship to secure a border? Now you don't need to! A PDS or Space Dock is sufficient to block an enemy from flying through your airspace.
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LEADERS
Not a ground-breaking Hero, but certainly some useful potential to set-up the lunge for the finish line in the endgame!
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Some extra value for your Destroyers, as they can potentially carry an Infantry and all of your Mechs at the same time!
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HOME SYSTEM |
PROMISSORY NOTE |
Hooray! The Hacan no longer have a monopoly on a three-planet home system. And monopolies are bad. We welcome our new oligarchical rulers! Although a total of 3 Production and 3 Influence is kind of meh.
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I feel like this Promissory Note is going to see a lot less action than other Promissory Notes.
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