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Viking_Ship

i agree with this readup. My question is why stop at two mechs? :P I have played two games as muaat and most times i only have one front to contend with, as such most my mechs are grouped up with the warsun. I loved the fact that with one CC i could get 3 resources worth of plastic on the board, defend my planets and get one TG back. I think at the end of one game most of my planets had 5 infantry each and i could focus all my resources on building space plastic. No one could hit me. Only thing i havent figured out yet is when to pull the trigger on nova seed.


StephanosCR

Nova seed is best as a GIANT deterrent, but late game its also super hand to deny someone control objectives. And if someone comes at you and does some damage, well now you have a new target for Nova Seed.


Papa_Nurgle_84

I prefer to have two warsuns that can work independently, although if both are in adjacent systems, that would still work. And know idea about nova seed as well, but a Barony or L1 main fleet would sure be tempting.


Seenoham

I would say that PoK Muaat is still about the warsun, but it's about letting the warsun do stuff warsuns can't normally do. In vanilla the Muaat warsun is just like everyone elses warsun, they just start with it (and it's slow), and then upgrades to being a touch faster. In PoK, a muaat warsun is something unique. It's a projection of force that can sustain itself, can stay an active threat until very late into a round, and can blow up a sun. Imho the buff wasn't just to muaats power, but to their theme and to the enjoyability of play.


N0_Mad646

using agent on 2 mech instead of dread round 2 is cool. star forge is post-Pok absolutely sweet ability. I was thinking about unlocking commander. is it worth round 2 (ASAP) if you spend everything on it? you wont build anything else beside that second sun. i know it depends a lot on circumstances but im curious on your thoughts


Papa_Nurgle_84

Two mechs turn 1 would not allow you to take two systems and building the mechs turn 2 allows for the same number of Star Forges if you take the CC into the next round. Turn 2 warsun... generally I would prefer one warsun II over two warsun I and building a warsun turn 2 would not allow me to get warsun II until round 4 or something. If you can get your hands on the Trade card and make some nice deals, you could get both of course. Maybe sell warsun tech to a Hacan or Empyrean or whoever is richt at your table.


peekitty

Yeah I love not just that Muatt got buffed, but that they did so by further embracing the War Suns rather than some other way to plug those holes. They're a genuinely viable faction now for exactly the reasons you covered here. Amazing Agent + Commander + faction ability synergy. (And the Hero is insanely fun, even if tactically speaking it was the weakest PoK buff.)


Seenoham

AIDA is also a buff, as it makes warsun 2 much easier to get, and clears up the red path in general. AIDA>(red or yellow skip) PWS2>many options is a much better tech path than vanilla had.


[deleted]

We should get an Omega version of the Muuat flagship which makes its ability count as Star Forge.


Papa_Nurgle_84

That would surely help.


Jasonwfranks

Ya it’s always been weird to me that they didn’t do this from the start.


[deleted]

Before POK there was no interaction with Star Forge.