Supply: | 10 |
---|---|
Cost: | 1 |
Build time: | 2 |
Health: | 1 |
Notes: | |
Position: | Middle Left |
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.
- DD
- DA
- Ferritin Sac +TDD
- TTD
- TTW
Player 1 Grenade Mech (1)
- DD
- DD
- DDA
- Ferritin Sac +TDD
- TRB
- R1 (or T and Sac)
An example of a Rush that exploits the Tech fix.
Player 2 Animus Centurion line.
- DD
- DA
- TTD
- TTD
- TTD
- Ferritin Sac +RCD
- Ferritin Sac +TDB
- Centurion
First attack and then full defense.
Change log[]
Unit types |
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