I’m starting to accumulate resources faster than I can spend them. I need some more action points, so I can get more done in a turn.
The number of AP you get is determined by your initiative order: The sooner in the turn you move, the more AP you get. Your intiative order, in turn, is determined by a roll at the start of the turn–everyone rolls dice, and the higher your roll, the sooner you act. Normally, you roll three dice, but you can use resources to buy more dice.
I buy three extra dice. The Machine Empire buys four, but I beat them anyway and go first.
My first order of business is to reconfigure the 1st Mutant Infantry, which has returned to HQ after constructing collectors on all the nearby resources. Haploid has been commanding, but I’d rather have him sitting back at base where his special abilities can come into play. I move him back into the garrison, and replace him with Coloboma.
While adding a unit to an army is free, removing one costs AP. In addition, the army takes a penalty to its experience. In this case, the AP cost and lost experience are worth it–Haploid just isn’t cut out to be a military commander.
With Haploid back in place and adding three to my hand limit, I could use some more cards. I draw five:
That research lab is going to be handy, once I find a geneticist. For now, I deploy the Legionites and immediately upgrade them with a Tactical Training card.
Haploid has the Tactician ability, which allows him to create tactics cards when stationed at a base with an academy. Tactics cards are a way to fudge the results of conflict rolls–pretty much any time that you roll dice in combat, you can apply a tactics card to modify the results. Tactics cost AP both to develop and to use, but are otherwise free.
I have Haploid produce a “In Death Ground” tactic, which allows me to reroll two of my opponent’s success dice.