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Ferritin Sac
Red resource unit
Build time2 (takes 2 turns to construct)
Ability, and sacrifice Ferritin Sac: gain 1GoldBlue resource
Supply: 10
Cost: 1GoldRed resource
Build time: Build time2
Health: Health1
Notes:
Position: Middle Left
FerritinSac-portrait

A Ferritin Sac

Ferritin Sac is a Red resourceRed unit.

Panel[]

FerritinSac-panel

Strategy[]

Ferritin Sac is foremost an excellent way to get a heavy unit such as Defense Grid or Odin without being saddled with useless Blastforges the rest of the game.

Otherwise, it does have some value as a red Tech sink, as long as there are things worth spending blue on. The rest of this section assumes that scenario.

In buying a Ferritin Sac, in effect you're loaning out one Gold, then getting it back after just a single turn, with a blue as interest. (And that's a blue you can even hold over to future turns, for however long you can leave the 1 gold loaned out.)

If you think you'll end up floating some money next turn, then buying a Ferritin Sac this turn ends up costing nothing at all. Just a free blue in 2 turns.

Let's examine the steady state of buying one Ferritin Sac every turn. That means having 1 Gold permanently "loaned out"; in effect losing a Drone. So this is a bit like buying a Blastforge with buildtime 2, for 2 money less. That looks like a good enough deal, but again, we're only talking about the case where you have half an Animus otherwise going to waste.

Openings[]

Player 2 efficient build.

  1. DD
  2. DA
  3. Ferritin Sac +TDD
  4. TTD
  5. TTW


Player 1 Grenade Mech (1)

  1. DD
  2. DD
  3. DDA
  4. Ferritin Sac +TDD
  5. TRB
  6. R1 (or T and Sac)

An example of a Rush that exploits the Tech fix.


Player 2 Animus Centurion line.

  1. DD
  2. DA
  3. TTD
  4. TTD
  5. TTD
  6. Ferritin Sac +RCD
  7. Ferritin Sac +TDB
  8. Centurion

First attack and then full defense.

Change log[]

  • December 9th, 2015
    • Click ability now produces 1GoldBlue resource instead of Blue resource.
  • September 19th, 2015
    • Added to the game