Let me lay out some early game Vanguard theory crafting as an exercise in getting some understanding of the depths of this game. Vanguard is my go to choice b/c they are the easiest to get a handle on IMO.
First, a quick look at the units:
Tier 1, scouty drone thing does scouty drone stuff. Fine.
Tier 1, Trooper, surprisingly good glass-cannon style ranged damage, easily upgraded and useful for a long time. Due to it’s low cost, it should form the core of your early game armies.
Tier 2, stupid bike thing. Don’t like em. Ignore. YMMV.
Tier 2, PUG, robot that heals and refreshes other units once per battle. Decent support unit that is great with:
Tier 2, Engineer, support unit that can create a turret once per battles (but twice if you use a PUG to refresh it) - your PUG/Engi synergy will be a source of much early game winning if you use it right
So early on, a Hero with a PUG, an Engi and 3 Troopers is going to be your vanilla stack that can punch above it’s weight decently and can be modded a lot.
Tier 3, Laser Tank. LASER TANK. Nothing fancy. Lots of armor, lots of HP, lots of range, lots of damage. LASER TANK.
Tier 3, Walker thing, it’s better than I first thought but I keep mistaking its icon for a Drone Carrier. Useful if you are already rocking out with Laser Tanks.
Tier 4, Drone Carrier, not as sexy as most other factions Tier 4 but actually packs a mighty combat wallop due to the fact that it’s three drone abilities have separate timers, thus allowing you to pump out 3 drones and keep them up. Usually comes very late but can be the crusher to break big enemy wheels O Death or tough adventure sites.
Midgame, I transition to modding my Engi/PUG/Trooper stacks and then adding Laser Tanks to replace the fodder Troopers as I go. Very later I will add some walkers or Drone Carriers to taste.
But the core of PUG/ENGI synergy plus ranged damage persists.
(Part 1 of 2)