Heroes cannot desert!

Oh! I didn’t know that! Thanks for the tip. So he’ll just fumble more, I guess. I’ve mostly relegated him to rear-echelon duty in my endgames, so I haven’t really seen him fight with low morale.

Just slap a mod or item on him that raises his morale against his will - F’ Him, get him on the front line and Make Him Like It!

LoL. “Raising his morale against his will” sounds like a contradiction in terms! But I’ll try it anyway.

There’s a couple that remove morale entirely too, like the xenoplague parasite.

Eh I got about 50 turns into my Oathbound game and they just weren’t coming together for me. I just don’t play well as the Oathbound. I think I’m going to try a different faction next.

You’ve got 8 to choose from!

I’m trying the Heritor secret tech, which I have not yet figured out, with the Vanguard base faction, which is very vanilla to me.

The Heritor stuff was very confusing when I first looked at it but using the Vanguard as a base makes it more comprehensible. I just turned an enemy into a Drained and noticed it had a Void Grenade mod and I’m like “What?” then I realized when you Drain an enemy and it comes into your control, it keeps its mods, regardless of origin. That’s pretty cool.

Is there a way to easily tell in tactical combat how many Essence Charges my dudes have? I don’t see a display like with Precognition stacks.

Yeah there’s an icon on the unit card.

I had a lot of success with Heritors by just spamming Siphoners (any +accuracy mods help) – they do a ton of damage – and sprinkling in the crystals (Arks or something). If you can get a floating/flying hero to lead them, all the better. I really enjoyed having a hero in a Syndicate Mirage (flying vehicle); that made for a really nice support unit.

What mods do you like on the Heritor units (other than accuracy, with which I agree)?

Also, I’m thinking perhaps the Heritor tech would combo well with the Oathbound - rely less on the melee Paladins and more on floating ranged Heritor units with Oathbound Entropy mods.

Honestly I mostly slapped the accuracy stuff on them and then blew my cosmite on triple modding my electrocutioners for chain stun silliness.

I’m convinced that making some things work without heavy cosmite investment is as important as knowing how to combine mods into 40+ cosmite monsters.

Oh I definitely agree - one reason I touted the Vanguard is they have 2 excellent offensive mods with a base cosmite cost of 5 - the Rail Accelerator which gives accuracy, damage AND range, and the Ignition Module which gives a 20% boost to damage. You can get a lot of offensive power with a low investment out of those, depending on the unit.

I’m trying to figure out which inexpensive mods go well with Siphoners - in the game I just started I have the Paragon so I’m going to try to get friendly with them for the Combat Protocol Implant, which is really great for a base cosmite cost of 10. Not sure what else to look for, if anything.

I love that Paragon mod.

So I discovered a pretty ridiculous combo - Oathbound/Heritor - specifically it’s really easy to get a Paladin Marquis floating battle suit/vehicle for every Hero (you just need the Piloting ability which requires a single level-up, and costs no cosmite) and then just build Siphoners so you have these very early no cosmite floating stacks for crazy amounts of mobility - with even one or two fairly cheap mods you can go crazy. And you end up with every single hero leading a high mobility stack, and the Siphoners can keep giving boosts to your heroes. If your heroes get bad-ass enough, it gets crazy.

Good times.

When I first played Oathbound, it felt awkward. It felt so exposed trying to close the distance an use melee. But with the precog and the range of options that boost shields, it is pretty easy to approach close enough to be able to smash their line on the next round. Then weather one round of fire, and let the smashing commence. Once your melee monsters are in among the enemy you get a lot of free hits. I found it pretty satisfying.

In my experience with the Oathbound, in the early and mid game they get exactly one round to shoot at you, so they better make it count. Come the late game you can often start tearing them up on the very first round.

The flying Oathbound T3 vehicle for heroes is probably a bit OP in general. Not complaining really, just saying.

Agreed. It’s oppressively powerful, and there are no simple answers to it.

Spread out.

The Champion’s power is in it’s alpha strike, once that is gone it isn’t very durable.

Of course if you are missing them then you can Uber alpha strike upto 6 times in one turn, and nothing is surviving that.

Massing/Missing is one of those typos that totally changes the meaning!