Gameplay tips
-Don't sit around. Be bold. The game can be over really quickly before you can do
anything. When you have enough force, make a quick swift move for the win, and have tricks
up your sleeve.
-Watch out if someone slips a token into one of your large armies. He may be preparing to
wipe you off that territory then moving in with a bigger force.
Character info:
* Special thanks to Klaude Thomas for sending me a bunch of tips for the Fremen; if he's up to it, he'll send more :) *
>Fremen<
Fremen are really poor at the beginning, but can afford to sacrifice troops because of their high revival rate. They only become strong near the end of the game.
Start of the game:
The best place to start your 10 troops on planet is generally in one stack on False Wall
South. This is because you can bring tokens for free onto the other side of the board if
the spice does blow there, and therefore gives you great coverage of the entire board with
your two movement rate. Don't split the stacks - in the first few rounds you will most
likely have to dial high to win battles, and you will have little cash to back troops.
Have 1 Fedaykin in your starting stack, but no more than that as your troops are most
mobile when they are off-board.
Probably the most important thing to emphasize is that you need to start spice grubbing
straight away if you hope to be a power in the game, but be careful with your leaders.
No-win battles with Harkonnen can be especially painful as you will lose two leaders if
they remember to steal the extra leader that they get when they win a battle.
Incidentally, you are under no obligation to remind them should they forget. Early on you
should not be afraid to let some troops die before the storm in order to grab some spice
that everyone else is afraid to chase. Try to avoid battles...but somehow or other you've
got to get spice and treachery cards!
Against the other powers:
Guild: If and when you must fight the other powers, your
easiest battles will tend to be with Guild, who can pull few surprises and over whom you
have an advantage in both troops and leaders. Despite that, the main reason you'd fight
Guild would be in a seitch for the game because it's not likely you'll see them spice
grubbing.
Harkonnen and Atreides: They are both dangerous as they tend to have good leaders
and cards. If you ever see a weak Harkonnen with few cards you can give them a good
kicking as they can't really pull any surprises...other than traitors! Don't be fooled by
relatively low numbers of Harkonnen or Atreides troops - in the early game they can often
rely on killing your leader and saving their own, so you have to be capable of outdialling
the total of leader + troops. That said, if you're going to win you are inevitably going
to have to fight one or other of them for spice.
Bene Gesserit: Aren't too bad to fight; sure, they have the Voice, but they tend to
have so few tokens on planet that you can often out-dial them just on troops.
Emperor: He is a pretty even match - you have better leaders and their Sardaukar
don't count against you - but early in the game they can be dangerous as they will almost
certainly hold more treachery cards and spice than you do.
Winning the game:
All that said, until you actually try to capture sietches and win the game, the people you
are most likely to come into conflict with are Harkonnen and Atreides, as none of the
other powers have quite the same need to chase the spice blow.
Your best opportunities to win the game occur with a Karama or a Hajr because of the
combination of surprise and mobility that they give you. But if you are lucky enough to
get a worm under a largish stack, consider going in to Arrakeen or Carthag - that way you
will have ornithoptors at the start of movement (and you can always flee the battle if it
looks unwinnable).
Don't try and protract the game for a turn 15 win as a deliberate strategy. Your special
win condition is almost impossible to pull off given that Guild will move last and jump on
your weakest stack.
>Bene Gesserit<
The Bene Gesserit harder to play and should be used by more experienced players. They are strongest in an alliance. They have the ability to voice the opponents weapons/defenses.
>Guild<
The Guild won't have much shortage of money in the game, but they have weak leaders and are generally weak in battle. They have extra movement abilities. They are strong in the middle of the game.
>Atreides<
The Atreides have no stable income, but they have the ability to see the future, as in the next spice blow, one part of the enemy's battle plan, and the treachery cards up for bid. They are strongest in an alliance.
>Emperor<
The Emperor has a steady income from the treachery cards, and is strongest in the middle of the game.
>Harkonnen<
The Harkonnen can have extra treachery cards which give them a big edge in combat. They are strongest at the beginning of the game.
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