Panel[edit | edit source]
Strategy[edit | edit source]
A Doomed Drone generates 4 over the course of its Lifespan, paying for itself and giving you an extra 2. They can be thought of as cheaper, slower, more efficient Auric Impulses. Doomed Drone are good in both high and low economy:
- In a high economy game, Doomed Drones can be extremely efficient if rightly timed. To do so,they must be able to block attack on their last turn.
- In a low economy game, Doomed Drone are excellent to accelerate the early game as they let you purchase tech buildings faster.
The power of the Doomed Drone, aside from its practical cost, is to soak on its last or 2nd to last turn, thus giving 1 prompt soak for 1, which is very efficient. This also means rushes that can expect a counter rush should stock on them instead of Drones on the early turns, to block right after the starting defense is down.
In a game with Doomed Drones, it is still recommended that you buy enough regular Drones to sustain your economy first, then use Doomed Drones to help 'curve' out your gold expenditures each turn efficiently when you start buying your Key units.
Doomed Drones are also practical as preventive defense. The next time you would consider buying an Engineer for defense on a future turn, instead consider buying a Doomed Drone if you have the energy to spare. Doomed Drones feature the same Gold cost and Health as an Engineer (and provide the same defensive granularity), but also have the option of producing gold for a while first if it turns out that you don't need defense immediately.
Openings[edit | edit source]
Doomed Drone (1) can strengthen several openings.
Player 1 Fast Conduit:
- C + 11
Player 1 Econ Animus:
- DDA + 1 (or CC + 111)
Player 1 Higher Econ:
- DDE + 1
- DDDD (or B + 1111 or DDDE + 1)
Player 2 Fast Econ:
- DE + 1
- A + 111 (or DB + 11 or DDC + 1)
Player 2 Higher Econ:
- DE + 1
- DDEE + 1
- DDDD + 1
Change log[edit | edit source]
- September 18th, 2015
- Supply decreased from 20 to 10.
- January 8th, 2015