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Swarm Warfare : Be a Red Faction Ninja

These Guys Are Shit!

Yes, they will fall apart with the quickness. Your ships will melt like butter verse even the weakest opposition. Avoid danger like the plague, because you are now the punching bag of the galactic ecoshere. Forget domination, how do you even survive with these things?

When you start out avoid conflict. Beat on Farmer cargo ships and steal any R you can find. Try to unlock about 1,000P, then get a factory. Your goal is to not fight battles, but to have your allies fight battles. You are the general. If you die, your whole fleet is leaderless. So, avoid conflict and send your minions to do the dirty work. Continue building a fleet until you’ve unlocked enough parts and P to make some decent ships.

There’s not a lot of parts, so here’s what to focus on.

Blasters:

Don’t use them. It has pretty good damage-per-second for the cost, but the lack of range is a serious problem. Your ships are most survivable when they’re nowhere near enemies. If you want short-range damage, lasers are better. Your most-used guns should be Phasers.

Phasers:

Your best gun, period. It has good range, which is key considering that your hulls falls apart in a strong wind, and it applies splash damage. Use them in-bulk to hit targets at range. You want space to be filled with Phaser fire and drones.

penrose_ship
Faction 3 blocks are based on the penrose (like the round asteroids). Its easier to use the penrose rather than fighting the penrose.

Lasers:

Big lasers are good damage for the cost, but I’ve never really had a good use for them. Generally it’s really not a great idea to be this close to your enemy. You can use them on larger ships to take out smaller targets, but tactically it’s difficult to recommend considering your low-health.

You also have the Anti-Missile Lasers, which are a much better value. They are great point-defense so you can avoid damage by missiles and drones, but they’re also super-cheap. You need them on all your ships. Each one only costs 3P and 2 energy, and for that you get 50 damage per second. These ARE the cheapest weapons in Reassembly. Five of these are equal to one large laser for 53P less, the only down-side being added mass.

lasers
75 lasers and one generator for 265P.

Your command module and one generator can power 75 Anti-Missile Lasers all for only 265P! You can make cheap short-range fighters by just using the Anti-Missile lasers in bulk. They’ll do a good job of taking out, small and lightly armored enemies, but the best use for masses of these lasers are on your blocker ship. You need a giant sponge ship to suck-up damage from Agents and act as a decoy. Build a giant ship with just Anti-Missile Lasers, it’ll be defensive and ridiculously cheap.

Drones:

You can’t afford to take any damage, but with drones you can take out enemies without ever getting close. Have a few ships in your fleet that are drone specialists. When you attack, a massive swarm should reach-out and engulf your target. Consume them and continue to build your fleet without ever going near your enemy. The drones are too weak to take-out Agents though, so don’t rely on them too much. They also need a lot of energy, and generators make your fragile ships blow-up. Again, don’t rely too much on the drones.

Tempest:

Heavy and expensive, but it’s also your best damage dealer. Each one has 1,000 health, which is far better than any other blocks you have. The problem is that it requires a lot of energy, and generators have a bad habit of exploding. You can either spread your generators out across your ship in places where they won’t do much damage when they blow up, or place them inside a circle of Tempest guns. Even with these liabilities, you’ll be relying on them verse Agents because they have the ability to apply a lot of damage fast. Which means your allies might actually kill something the second before they die.

tempests
Building generators into a circle of Tempests.

Swarm Strategies

Avoid conflict.

Send your drones and disposable buddies to do the work. Replace them as needed. Pick on the Farmers to build your fleet. Don’t let yourself be drawn into a fight unless it’s absolutely necessary. Even a lone missile or mine can destroy you and leave your army leaderless. Then you’ll be rebuilding all over again.

Small designs are better.

You don’t have a way of generating resources, so putting too much R into one big ship is a waste. It’s better to have four 2,000P gun platforms than one 8,000P puddle of yogurt. Smaller is better. Make them quick and maneuverable. Hit the enemy from many different angles. If one gets destroyed, you still have three more.

Don’t take-on Agents.

Seriously, just run. You need a massive fleet, and your ships should be well optimized to deal damage while still being highly maneuverable. If you just have an Ok fleet, you’ll find yourself alone and dead very quickly. Wait until you’re ready with a full-strength swarm. We’re talking like more than 100 ships.

Firepower en-mass.

You DON’T want a big heavy battleship with lots of guns. You want masses of small/fast ships with enough firepower to disable Agent ships. Phasers, Tempests, and lots of drones. You want to keep your factory going to replace loses. The tactic is to overwhelm enemies with a swarm of quick damage dealers. If your numbers start to drop, you’re going to be in trouble quick.

blocker
Blocker spins so damage is applied to the surface evenly.

Blockers.

But, you DO want big heavy battleships. It’s a good idea to have a target for Agents to focus their aggression on so they don’t go after your damage dealers. You want to max-out the 2,000 piece block limit on this ship and make it as heavily armored as you can. However, you want to make it cheap. It’s a decoy, so don’t spend a lot of resources to make it. Any more than 500P is just a waste. The R you save on this design can go towards guns on your fast/nimble damage-dealing ships. Use Anti-Missile Lasers in bulk quantities. To make it a little more effective, make it a spinner. Damage focused on a single point will drill-though to the command module, but if the ship has a slow spin – damage will be applied equally to the outside edge. Building a blocker is boring. If you want a short-cut, you can download my ship here.

Factories.

Starting out, you won’t want your fleet ships to have factories. You want them to hold the R and give it to you so you can unlock weapons and more P. Once you have everything unlocked, most of your ships should have factories so they can self-replicate. They need to produce children as quickly as possible to offset the massive loses.

Stations.

Not really much point. As a faction, your ships will be dead if they can’t move well. That kinda makes a station pointless. However, it’s a good idea to have a station design in your inventory so you get something other than the Research Center when you activate a station point.

Thrusters are key!

You have no shields, and your armor sucks. Movement equals life.

Other points.

* Your normal blocks are small, but they have fast regeneration. Connect them on as many sides as possible for maximum regrowth.

* Adapter blocks are small, but they have 75 health, which is more than your normal blocks, so it actually makes sense to use them where you can. However, they don’t fit well with the other blocks. The best placing is when you have a long/straight line you can set them on as an outside layer of armor.

* Container blocks have less health than four of the smaller blocks, but because they are larger, they hold together better. I like to think of them as padding for your other structural pieces. If you’re not worried about weight, add them to the outside of your larger ships, especially the blocker design.

blockers_action
Don’t be afraid to hide behind your blockers when facing Agents. That’s what they’re there for.

* Tempests are great, but they need a lot of energy, and energy blows-up when damaged. For your heavy Agent attackers, it actually makes sense to equip extra Tempests onto the front of your ships. Even though you won’t have enough generators to power all of them, the ones in front will be destroyed in heavy combat and act as low-level armor while the Tempests behind them are dealing damage. The idea being that your ship will deal the largest possible damage to an attacker even if it gets killed, and maybe, just maybe, – it’ll live.

* When you die (cause that’ll happen), go ahead and use your credits to add allies to your fleet. Normally I wouldn’t do that, but for this faction having a fleet is far more important than the extra credits.

* Don’t ever screw-up the alignment of your Command Module. It can sometimes be a pain to get it to fit right, but it’s better to scrap the design than have something that flies lop-sided. It won’t move well, and will just get shot-up and be a waste of resources.

* Whatever your flag ship is should be fast. Especially on the retreat. If you encounter something dangerous, back-pedal behind your allies and let them take the hits. Don’t let yourself take damage unless you’re sure something is almost dead.

There you go. I hope that helps you survive a little bit longer. Good luck with the dying and stuff.