Tactics: Scourge

Popular styles: Stealth, Long Range Firepower, Close Action Brawlers General Characteristics: The Scourge are fast and have some of the worst Armour, Hull, and Signature values when compared to other factions. They do however have many special rules that help mitigate these weaknesses, such as Stealth and Cloak to protect them. Most Scourge frigates also have the Atmospheric rule, letting them hide in atmosphere until they are ready to strike. Most Scourge weapon systems have Scald, which increases damage potential when in Scan range.

There are many ways to play a Scourge fleet. Popular styles include Stealth, Long Range Firepower and Close Action Brawlers. The Stealth style tends to use ships with Cloaks and Stealth to mask their signatures while still being able to shoot. Long Range Firepower will find ways to add spikes to the opponent then use Oculus and Burnthrough weapons to deal damage. Close Action Brawlers focus on ships with high shot potential weapon systems and Scald to deal damage,

Dreadnought Strikegroup 01:
Generally contains 3-4 Yokai and 2-3 Shedus. Shedus use Active Scan orders to apply a major spike to the target and damage it. Yokais then use a Weapons Free order to finish target. If the target gets a major spike the Shedu effective threat range is the is 20" + Base Signature and the Yokais have 18" + Base Signature. Oculus Booster token makes the attack even more devastating.

Dreadnought Strikegroup 02:
Generally contains 2 Akumas and 2-3 Shedus. Shedus use Active Scan orders to apply a major spike to the target and damage it. Yokais then use a Weapons Free order to finish target. If the target gets a major spike the Shedu effective threat range is the is 20" + Base Signature and the Akumas have 18" + Base Signature. Oculus Booster token makes the attack even more devastating.

Djinn Pack:
Generally contains 3-5 Djinns. This battlegroup may activate last using a Max Thrust order then next turn activate first. If this is done that will give an effective threat range of 42". Three Djinn get an average of 16 shots out of their Plasma Storm, with a potential maximum of 24. All these attacks will have Scald.

Cthulu - Dreadnought
Role: Burnthrough Dreadnought

The Cthulu is a terrifying spectacle of power and potential, locked behind a very steep skill curve. Its main armament is the Furnace Triad, a massive burnthrough laser capable of bisecting a battleship. However, lining up this weapon and being able to use the other weapon systems requires skill and careful planning. For these reasons the Cthulu functions more as a sniper/support role dreadnought. The sniping generally comes from the high damage potential of the Furnace Triad and the support from the eight launch.

When fielding a Dreadnought always be mindful of your opponent's high damage and swarm battlegroups. Although many Dreadnoughts thrive on a Weapons Free order, the Cthulu may need to use Change Course and Standard orders to line up the Furnace Triad and destroy priority targets.

Matchups


 * UCM: The Furnace Triad has great potential to destroy ships in a single activation, but be mindful of which targets to prioritize. UCM counters may be New Cairo groups, Osaka groups, Perth/Avalon, and the London. These ships can be supported with Limas. Although spikes cannot be placed on the Cthulu while it has a functioning Full Cloak, the dreadnought's large Signature may still allow UCM ships to gain a firing solution.
 * Scourge: The Furnace Triad has great potential to destroy ships in a single activation but be mindful of which targets to prioritize. Scourge counters may be Yokai groups, the Akuma/Basilisk, or the Nosferatu. These ships may be supported with Shedus and Umbras. Although spikes cannot be placed on the Cthulu while it has a functioning Full Cloak, the dreadnought's large Signature may still allow Scourge ships to gain a firing solution.
 * PHR: Although the Burnthrough of the Furnace Triad can cut through the armor of the target, the Lock value can be manipulated by PHR ships. Counters may be Electra/Pandora groups, Agrippas, Pompeiius, Heracles, Minos and Romulus. These ships and any weapons system with Calibre (H&S) are threats and should be dealt with accordingly.
 * Shaltari: Scald does modify Shaltari passive saves, so look to get the target of the Cthulu within its Scan range. This can be achieved utlizing the Full Cloak to mitigate its Signature.  However, counters such as Mercuries, Hematites, Diamonds, and Plutoniums will attempt to outrange the Cthulu because to their better Scan.
 * Resistance: Resistance dreadnoughts, grand battleships and battlecruisers will be high priority targets. These ships can be supported by ships with Detector and Telescope tokens from Galileos. Although spikes cannot be placed on the Cthulu while it has a functioning Full Cloak, the dreadnought's large Signature may still allow Resistance ships to gain a firing solution.

Synergies


 * Furnace Triad sniper role is enhanced by Active Scan orders from other ships such as Shedus that can perform multiple Active Scan orders in an activation.
 * Furnace Triad sniper role is enhanced by Flash from other Scourge Burnthrough weapon systems, such as those on the Ifrit or Incubus.

Nosferatu - Dreadnought
Role: Firepower Dreadnought

The Nosferatu is the epitome of a dreadnought, combining the firepower of two Akumas with the launch capacity of a Hydra. Although it has lower launch capacity than the Cthulu, it uses the entire front firing arc, allowing the Nosferatu to target ships at range and support the rest of the fleet with its launch of 5.

When fielding a Dreadnought always be mindful of opponents high damage and swarm battlegroups. Although many Dreadnoughts thrive on a Weapons Free order, the Nosferatu may need to use Change Course and Standard orders to line up the Oculus Beam Super Phalanx and destroy priority targets.

Matchups


 * UCM: The Oculus Beam Super Phalanx has great potential to destroy ships in a single activation, but be mindful how to choose its targets. UCM counters may be New Cairo groups, Osaka groups, Perth/Avalon battlecruisers, or the London dreadnought. These ships can be supported with Limas or a Venice. Although spikes cannot be placed on the Nosferatu when it has a functioning Full Cloak, the dreadnought's large Signature may still allow UCM ships to gain a firing solution.
 * Scourge: The Oculus Beam Super Phalanx has great potential to destroy ships in a single activation, but be mindful how to choose its targets. Scourge counters may be Yokai groups, Akuma/Bailisk battlecruisers, or another Nosferatu. These ships may be supported with Shedus and Umbras. Although spikes cannot be placed on the Nosferatu when it has a functioning Full Cloak, the dreadnought's large Signature may still allow Scourge ships to gain a firing solution.
 * PHR: Although PHR currently lack a ship with Detector, do not underestimate the danger of being forced off of Silent Running. This can happen due to enemy Active Scan order, or being targeted by weapons systems that have Flash. Counters may be Electra/Pandora groups, Agrippas, Pompeiius, Heracles or Minos battleships, or the Romulus dreadnought. These ships alongside any Calibre (H&S) weapon system, are threats.
 * Shaltari: Since Scald modifies Shaltari passive saves, be sure to get the Nosferatu's targets in Scan range. However, counters such as Mercury groups, Hematites, Diamonds and Plutoniums will attempt to outrange the Nosferatu thanks to their better Scan. Silicons will also attempt to apply Energy Surge tokens to prevent a Weapons Free order.
 * Resistance: Resistance Grand Battleships and Battlecruisers are your high priority targets. These ships can be supported by other ships with Detector or Telescope tokens from a Galileo. Although spikes cannot be placed on the Nosferatu while it has a functioning Full Cloak, the dreadnought's large Signature may still allow Resistance ships to gain a firing solution.

Synergies:


 * The Nosferatu's stealth shooting role is enhanced by Active Scan orders from other ships such as Shedus that can perform multiple Active Scan orders in an activation.
 * Since most of the weapon systems on the Nosferatu are Oculus weapons, the Nosferatu can utilize an Oculus Booster Token from the Umbra
 * The Nosferatu's firepower role can be enhanced by Flash from other Scourge Burnthrough weapon systems, such as the Ifrit and Incubus.

Dragon - Battleship
Role: Burnthrough Battleship

The Dragon is a resilient ship for the Scourge fleet that can threaten enemies with its Furnace Fangs and diverse set of launch assets. A Weapons Free order will unleash its full firepower; however, a major spike cannot be avoided as the Dragon lacks a cloak. If it does survive to the Launch Assets step, the Dragon can utilize its torpedoes, bombers and fighters to full effect.

Matchups


 * UCM: The Dragon's Furnace Fangs have great potential to deal high damage, but Dragons must make careful use of Silent Running orders or terrain to get targets into range while avoiding Active Scans or Flash weapons, as it lacks a cloak.
 * Scourge: The Dragon's Furnace Fangs have great potential to deal high damage, but Dragons must make careful use of Silent Running orders or terrain to get targets into range while avoiding Active Scans or Flash weapons, as it lacks a cloak.
 * PHR: Although the Burnthrough of the Furnace Fangs can cut through Armour of the target, the Lock value can be manipulated by PHR ships. The larger Scan of PHR ships and the large SIgnature of the Dragon will mean that the it will be outranged without careful use of Silent Running orders and terrain.
 * Shaltari: Since Scald does modify Shaltari passive saves look to getting the target of the Dragon in Scan range. However large Shaltari Scan means the Dragon will be outranged. This can be mitigated with careful use of SIlent Running orders and terrain.
 * Resistance: Furnace Fangs has great potential to deal high damage, but Dragons must make careful use of Silent Running orders or terrain to get targets into range. The lack of Cloak makes it is vulnerable to multiple Active Scan orders and Telescope tokens.  Use terrain and Silent Running orders to avoid being a target.

Synergies:


 * Furnace Fangs weapons system is enhanced by Active Scan orders from other ships such as Shedus that can perform multiple Active Scan orders in an activation.
 * Furnace Fangs weapons system is enhanced by Flash from other Scourge Burnthrough weapon systems from Ifrit and Incubus ships.

Daemon - Battleship
Role: Firepower Burnthrough Battleship

The Daemon is a resilient ship for the Scourge fleet with a lot of firepower. All three Oculus Beam weapon systems are Linked, can be fired on any order, and utilize the entire front arc. Choosing how to focus its fire can be difficult, as can getting the ship in Scald range thanks to its lack of cloaking an large Signature.

Matchups


 * UCM: Oculus Beam weapon systems have great potential to deal high damage, but Daemons must make careful use of Silent Running orders or terrain to get targets into range. The lack of Cloak makes it is vulnerable to multiple Active Scan orders and weapon systems with Flash. Use terrain and Silent Running orders avoid being a target.
 * Scourge: Oculus Beam weapon system has great potential to deal high damage, but Daemons must make careful use of Silent Running orders or terrain to get targets into range. The lack of a cloak makes it is vulnerable to multiple Active Scan orders and weapon systems with Flash. Use terrain and Silent Running orders avoid being a target.
 * PHR: Although Burnthrough of the Furnace Fangs can cut through Armour of the target, the Lock value can be manipulated by PHR ships. The larger Scan of PHR ships and the large SIgnature of the Dragon will mean that the it will be outranged without careful use of Silent Running orders and terrain.
 * Shaltari: Since Scald does modify Shaltari passive saves look to getting the target of the Daemon in Scan range. However large Shaltari Scan means the Dragon will be outranged. This can be mitigated with careful use of SIlent Running orders and terrain.
 * Resistance: Oculus Beam weapon systems have great potential to deal high damage, but Daemons must make careful use of Silent Running orders or terrain to get targets into range. The lack of cloaking makes it is vulnerable to multiple Active Scan orders and Telescope tokens. Use terrain and Silent Running orders to avoid being a target.

Synergies:


 * Daemon's firepower role is enhanced by Active Scan orders from other ships such as Shedus that can perform multiple Active Scan orders in an activation.
 * Since most of the weapon systems contain the word "Oculus", the Daemon can utilize a Oculus Booster Token from the Umbra.
 * Daemons firepower role is enhanced by Flash from other Scourge Burnthrough weapon systems from Ifrit and Incubus ships.

Pungari Thresher - Hive Ship
Role: Carrier

A heavy tonnage ship available to every faction, the Pungari Thresher can launch bulk landers and bombers with the limitations that it cannot launch defence batteries and fighters. A solid Armour value combined the Reinforced Armour special rule means it can negate a lot of incoming fire but cannot return fire due to low Scan and average Thrust.

Matchups


 * UCM: Because the Pungari Thresher is a carrier, it is vulnerable to additional spikes. Active Scan orders and weapons systems with Flash will want to target the Pungarii Thresher.
 * Scourge: Because the Pungari Thresher is a carrier, it is vulnerable to additional spikes. Active Scan orders and weapons systems with Flash will want to target the Pungarii Thresher.
 * PHR: Because the Pungari Thresher is a carrier, it is vulnerable to additional spikes. Active Scan orders and weapons systems with Flash will want to target the Pungarii Thresher.
 * Shaltari: Because the Pungari Thresher is a carrier, it is vulnerable to additional spikes. Active Scan orders and weapons systems with Flash will want to target the Pungarii Thresher.
 * Resistance: Because the Pungari Thresher is a carrier, it is vulnerable to additional spikes. Active Scan orders and weapons systems with Flash will want to target the Pungarii Thresher.

Synergies:


 * Lamassus can support Pungari Thresher's bulk landers with additional infantry or defence batteries while bombarding opponent controlled sectors
 * Nickars can escort the Pungari Thresher to clusters and destroy enemy Atmospheric ships to reduce the ground assets

Raiju - Heavy Cruiser
Role: Burnthrough Cruiser

The Raiju is a Burnthrough heavy cruiser that's very comparable to its medium counterpart, the Ifrit. The increase in points from the Ifrit to the Raiju gives you the Stealth and Partial Cloak keywords, extra Hull points, and more shots on the Oculus Beam weapon systems, but a decrease in Thrust. The Raiju is similar to any other Burnthrough ship of the Scourge faction in that its furnace cannons can either light up the target with Flash or deal a potentially high amount of Burnthrough damage.

Matchups


 * UCM: The Raiju's furnace cannons have the potential to deal high damage or support other ships with Flash, but it must carefully pick its targets due to only having a Partial Cloak. A minor spike can add significant range to enemy firepower, so be mindful of Active Scan orders and weapons with Flash.
 * Scourge: The Raiju's furnace cannons have the potential to deal high damage or support other ships with Flash, but it must carefully pick its targets due to only having a Partial Cloak. A minor spike can add significant range to enemy firepower, so be mindful of Active Scan orders and weapons with Flash.
 * PHR: The high damage version of the furnace cannons can have its Lock value manipulated by PHR ships, negating some critical hits. The larger Scan of PHR ships can lead to the Raiju being outranged when it has a minor spike.
 * Shaltari: Since Scald does modify Shaltari passive saves look to getting the target of the Raiju in Scan range. However large Shaltari Scan means the Raiju will be outranged even with a minor spike.
 * Resistance: Furnace Cannons has potential to deal high damage or support other ships with Flash, but Raiju must carefully pick its targets. Even with a Partial Cloak, a minor spike can add significant range be mindful of Active Scan orders and Telescope tokens.

Synergies:


 * A Raiju with other Burnthrough ships can attempt to support each other with Flash.

Shenlong - Heavy Cruiser
Role: Firepower Cruiser

The Shenlong is a heavy cruiser with a lot of Oculus Beam weapon systems, making it comparable to its medium cruiser counterpart, the Sphinx. The increase in points grants the Stealth and Partial Cloak keywords, extra Hull points, and more shots on the Oculus Beam weapons, but also comes with a decreased Thrust. Like most firepower ships of the Scourge, the Shenlong's Oculus weapon systems have front arcs. Although the Shenlong can fire a weapon system while on Silent Running orders, its full damage potential is only realized when it goes Weapons Free.

Matchups


 * UCM: Although the Shenlong can fire a weapon system while on Silent Running orders, it must try to predict and time an opportune moment to utilize its full potential. Even with a Partial Cloak, a minor spike can add significant range be mindful of Active Scan orders and Flash.
 * Scourge: Although the Shenlong can fire a weapon system while on Silent Running orders, it must try to predict and time an opportune moment to utilize its full potential. Even with a Partial Cloak, a minor spike can add significant range be mindful of Active Scan orders, Flash and an Oculus Booster token from an Umbra.
 * PHR: Since the PHR generally have a a higher Scan value, the Shenlong will want to use Silent Running orders and terrain to line up shots and maneuver into Scan range.
 * Shaltari: Since Scald does modify Shaltari passive saves look to getting the Shenlong in Scan range. This will require careful maneuvering with Silent Running orders and terrain as the Shaltari will outrange the Shenlong with their higher Scan value.
 * Resistance: Even with a Partial Cloak, a minor spike can add significant range be mindful of Active Scan orders and Telescope tokens. A Shenlong will want to get into Scan range to to increase the probability of damaging the ships with Ablative Armour.

Synergies:


 * Shenlong's firepower role is enhanced by Active Scan orders from other ships such as Shedus that can perform multiple Active Scan orders in an activation.
 * Since most of the weapon systems contain the word "Oculus", the Shenlong can utilize an Oculus Booster Token from the Umbra.
 * Shenlong's firepower role is enhanced by Flash from other Scourge Burnthrough weapon systems.

Banshee/Manticore - Battlecruiser
Role: Torpedo Brawler

The Manticore is the Kickstarter exclusive version of the Banshee. When comparing the Banshee to its cruiser counterpart, the Wyvern, the increase in points translates to an increase in Hull and Point Defence, grants the Stealth and Full Cloak keywords, and upgrades the weapons to include an Oculus Beam Array and torpedos. The Banshee will never need a Weapons Free order, as it only has two weapon systems, which means it can fully exploit its cloak to stay safe. The torpedos can deal a large amount of damage and potentially apply Corruptor, but will require careful timing to use since launching them will put the ship back to normal Signature.

Matchups


 * UCM: The potential for high damage comes from the Banshees Close Action weapon system. However this can be mitigated by Point Defence, Aegis and fighter screens. Use terrain to maneuver to Scan range while mitigating incoming shots.
 * Scourge: The potential for high damage comes from the Banshees Close Action weapon system. However this can be mitigated by Point Defence and fighter screens. Use terrain to maneuver to Scan range and mitigate incoming shots.
 * PHR: The potential for high damage comes from the Banshees Close Action weapon system. However this can be mitigated by Point Defence, Aegis and fighter screens. Use terrain to maneuver to Scan range and mitigate incoming shots.
 * Shaltari: By now we know that the Close Action weapons system is crucial for the Banshee's success be sure to carefully pick its target as the Banshee will be outranged. This will require using terrain and Silent Running orders.
 * Resistance: Although the Point Defence of many Resistance ships is low, they do have the highest fighter bonus. They will use this to mitigate the damage from Close Action weapons

Synergies:


 * Ships that can launch fighter/bombers can support a Banshee as it closes on its target. Bombers are nice but there are moments where fighters may be more useful.

Akuma/Basilisk - Battlecruiser
Role: Firepower Battlecruiser

The Basilisk is the Kickstarter exclusive version of the Akuma. The Akuma is an upgrade from the Shenlong. The increase in points translates to an increase in Hull, Point Defence, Full Cloak and additional shots with the Oculus Beam weapon systems. The additional shot from the Oculus Beam Phalanx offers the possibility of the Akuma to cripple cruisers while on a Silent Running order. On a Weapons Free order the Akuma has the potential destroy most other Battlecruisers.

Matchups


 * UCM: Cruisers and Troopships will be priority targets for the Akuma since a solid volley may cripple these ships. UCM counters may be New Cairo groups, Osaka groups, Perth/Avalon, and the London. These ships can be supported with Limas or a Venice. Although spikes cannot be placed on the Akuma when it has a functioning Full Cloak the Battlecruisers large Signature may still allow UCM ships to gain a firing solution.
 * Scourge: Cruisers and Troopships will be priority targets for the Akuma since a solid volley may cripple these ships. Scourge counters may be Yokai groups and Akuma/Basilisk supported with Shedus or an Umbra. Also be mindful of Bomber swarms as they will outrange the Akuma.
 * PHR: Crusiers and Troopships will be high priority targets but look to get assistance from other ships to completely destroy them due to PHR better Hull. Counters to the Akuma will include any ship that has a Calibre (H&S) weapon system, Agrippas, Pompieus. Although the PHR lack ships with Detector then may use an Active Scan order or weapons system with Flash in an attempt to outrange the Akuma. Also be mindful of bomber swarms as they will outrange the Akuma.
 * Shaltari: Low Signature values on Shaltari ships will make it more difficult to stealth shot a ship. Look to using Silent Running orders and terrain to close the gap and not be outranged. Common counters may include Mecurys, Hematites and bomber swarms. Silicons may also try to apply Energy Surges to the Akuma preventing a Weapons Free order.
 * Resistance: Akuma's Full Cloak will negate the spikes from an opposing Active Scan order but will not stop a Telescope token. Be mindful of frigate firepower groups that will out maneuver an Akuma.

Synergies:


 * Akuma's stealth shot and firepower role is enhanced by Active Scan orders from other ships such as Shedus that can perform multiple Active Scan orders in an activation.
 * Since most of the weapon systems contain the word "Oculus", the Akuma can utilize an Oculus Booster Token from the Umbra.
 * Akuma's firepower role is enhanced by Flash from other Scourge Burnthrough weapon systems from Ifrit and Incubus ships.

Role: Support Battlecruiser
The Umbra is similar to the Banshee, but replaces the cloaking crest and torpedos with an Oculus Booster and fighter/bombers. The Oculus Booster provides once a turn support to any group that uses "Oculus" weapons systems by allowing said weapons to trigger the Scald rule even while outside of Scan range, and providing an additional +1 to the target's Armour value, making enemy saving throws nigh impossible. However, it will need to activate before the group that will utilize the token. The fighter/bombers offer support if the Umbra needs to move in on a target within Scan range.

Matchups


 * UCM: The Umbra will want to apply its token to high priority ships such as troopships, battlecruisers and dreadnoughts. Umbra will be vulnerable to bombers and Active Scan orders so utilize terrain to mitigate the damage.
 * Scourge: Umbra will want to apply its token to high priority ships such as troopships, battlecruisers and dreadnoughts. Umbra will be vulnerable to bombers and Active Scan orders so utilize terrain to mitigate the damage.
 * PHR: Umbra will want to apply its token to high priority ships such as troopships, battlecruisers and dreadnoughts. Umbra will be vulnerable to bombers and Active Scan orders so utilize terrain to mitigate the damage.
 * Shaltari: Shaltari will prioritize the Umbra as the Scald does also modifies their passive saves. Common counters may be bombers and Active Scan orders. Careful use terrain to mitigate the damage.
 * Resistance: Umbra will want to apply its token to high priority ships with Ablative Armour. Umbra will be vulnerable to bombers and Active Scan orders so utilize terrain to mitigate the damage.

Synergies:




 * The Umbra will support any ship that has multiple "Oculus "weapon systems such as the Nosferatu, Daemon, Akuma, Sphinx and Yokais.
 * Shedus can also utilize the Oculus Booster token modify ships Armour and cripple them at long range.

Role: Close Action Brawler
The Shadow is similar to the Banshee, but replaces the cloaking crest and torpedos with a Magnetron Lash and fighter/bombers. The Magentron Lash is a weapon system with Mauler, making ships with good Armour values its preferred targets. It will need to be within Scan range to fire the Lash, but can inflicty plenty of damage if it's so lucky.

Matchups


 * UCM: Most UCM ships at medium tonnage or higher will have Armour values that make them ideal targets for the Magnetron Lash. However, the UCM's easy access to the Aegis keyword and launch assets can make getting value from the Lash tricky.
 * Scourge: Scourge ships generally have worse Armour characteristics than their equivalents in other factions, reducing the value of the magnetron lash by a substantial margin. However, the Scourge also lacks ready fighter coverage and has nothing with the Aegis keyword, which gives the Shadow back some value.
 * PHR: Most of the PHR's light ships have 3+ Armour values, meaning that the Shadow will never struggle to find targets for the magnetron lash. The lethality of the lash can also force PHR carriers to waste their launch assets on fighter coverage, denying them the opportunity to launch their powerful bombers; however, they do have access to Aegis, which can stymie the Shadow's ability to make its points back.
 * Shaltari: The Shadow is probably worth leaving at home if you know you're up against the Shaltari - the best save in the fleet is a mere 4+, negating the magnetron lash's biggest advantage. That said, the Shadow can attempt to drown heavier ships in saves thanks to the large number of shots from both the magnetron lash and its plasma tempest, on top of the launch assets.
 * Resistance: Any Resistance ship with Ablative Armour is an ideal target for the magnetron lash, as the higher Armour save it grants is offset by the higher number of crits that the lash can generate. However, the Resistance's extremely good fighters can cause problems for the Shadow, which means it'll need another ship to try and force the Resistance to use the fighter tokens early, or will have to target ships that lack fighter coverage. Provided the Shadow survives to the Launch Assets step, it can use its own fighters to clear enemy coverage.

Synergies:


 * Escorts such as Djinns or Nickars can support the Shadow with destroying its target, as they all have potent Close Action weapons that can drown enemy ships through sheer volume of dice.



Yokai - Light Cruiser
Role: Firepower Cruiser

Similar to the Sphinx, but cheaper. The drop in points means the Yokai has lower Hull, Armour, and Point Defence characteristics when compared to its medium counterpart but an increase in Thrust. This means the Yokai is one of the fastest cruisers in the game, but its also one of the most fragile - it must rely on that extra speed to let it strike first, crippling or destroying its target before it can strike back. Failing to do so will likely see the Yokai be dispatched in short order.

Matchups


 * UCM: A Yokai group can outmaneuver enemy dreadnoughts and deal a large amount of damage on a Weapons Free order. However, without a cloak, they can be vulnerable to Active Scan orders and or the Venice's Battlenet bonuses.
 * Scourge: A Yokai group must carefully time when to engage its targets, especially if they have a cloak. Careful usage of terrain must be considered when engaging targets. Be mindful of Active Scan orders.
 * PHR: Yokai group can outmaneuver enemy dreadnoughts and deal a large amount of damage on a Weapons Free order. However, without a cloak, they can be vulnerable to Active Scan orders, letting the enemy admiral pick them off one at a time.
 * Shaltari: Yokai cruisers must carefully time when to engage their targets, since Shaltari ships benefit from tiny Signatures and comparable Thrust. Careful usage of terrain must be considered when engaging targets.
 * Resistance: A Yokai group can outmaneuver the Resistance's grand battleships and deal a large amount of damage while on a Weapons Free order. However without a cloak, their high Signature makes them vulnerable to Active Scan orders and Telescope tokens. Sprinting into range to destroy enemy Galileos before they have a chance to apply the tokens can be a good idea to protect your heavier ships.

Synergies:


 * The Yokai's firepower role is enhanced by Active Scan orders from other ships such as Shedus that can perform multiple Active Scan orders in an activation.
 * Since most of the weapon systems contain the word "Oculus", the Yokai can utilize an Oculus Booster Token from the Umbra.
 * Yokai's firepower role is enhanced by Flash from other Scourge Burnthrough weapon systems from Ifrit and Incubus ships.

Strix - Light Cruiser
Role: Close Action Brawler

The Strix is the light cruiser equivalent to the Wyvern and packs mostly Close Action weapons. As with the Yokai, the Strix has weaker Hull, Armour, and Point Defence characteristics versus its medium counterpart, but has better Thrust to compensate. Since the Strix's primary damage output is its Close Action weapon system, it has to maneuver into Scan range to inflict any damage, but doesn't need a Weapons Free order to utilize all its weapon systems.

Matchups


 * UCM: The UCM's easy access to Aegis can mitigate the Close Action damage from the Strix, blunting their ability to sprint into range and drown a target in saves. Pick out targets that aren't protected by Aegis, or be sure to remove your opponent's Aegis ships before running your Strixes into range.
 * Scourge: Stealthy shooting from partially or fully cloaked ships may cripple the Strix before it can get into range, so be sure to use terrain and Silent Running orders to mitigate the damage. Your speed advantage is mostly negated against an enemy Scourge player, so a carefully timed double activation of a Strix battlegroup may be necessary for them to find value.
 * PHR: The Strix will be outranged by PHR Scan. Be sure to use terrain and Silent Running orders to mitigate the damage and avoid being in range
 * Shaltari: The Shaltari's good Scan ranges and tiny Signatures can make it all but impossible for the Strix to get off its alpha strike. That said, a Strix that can close the gap successfully will be able to take out Shaltari vessels through volume of fire, especially since Scald makes their passive countermeasures weaker.
 * Resistance: Resistance ships have poor Point Defense all around, meaning the Strix's Close Action weapons are all the more deadly against them. While the Resistance has great fighters, they can't deploy coverage over everything, allowing the Strix to find an unguarded target and zoom into range with its great thrust. Be mindful of Active Scan orders, as they will take advantage of the Strix's large Signature to destroy it.

Synergies:


 * Strixes benefit from carriers that have fighters such as the Hydra or Revenant to negate enemy fighters so that they can maximize their Close Action damage potential.

Chimera - Troopship
Role: Bulk Carrier

The Chimera is a standard Scourge cruiser chassis with bulk landers. It has the highest Thrust of all troopships, but also largest Signature. When it launches its bulk landers, be certain support is near.

Matchups


 * UCM: Beware of Active Scan orders, Flash and Battlenet support, as the UCM player will try to exploit the Chimera's large Signature to acquire a firing solution.
 * Scourge: Beware of Active Scan orders and Flash, as the Scourge player will try to utilize the Chimera's large Signature to acquire a firing solution. Bombers will also prioritize the Chimera as a target.
 * PHR: Beware of Active Scan orders and Flash, as the PHR player will try to utilize the Chimera's large Signature and their own ships' large Scan to acquire a firing solution. Bombers will also prioritize the Chimera as a target.
 * Shaltari: Beware of Active Scan orders, as the Shaltari player will try to utilize the Chimera's large Signature and their large Scan to acquire a firing solution.
 * Resistance: Beware of Active Scan orders and Telescope tokens as they will try to utilize the Chimera's large Signature to acquire a firing solution.

Synergies:


 * Nickar and Succubus ships escorting a Chimera can target opposing carries.
 * Revenants can provide fighter support from opposing bombers.
 * An Astrobotanical Lab can be a useful way to mask a minor spike on centerline and backfield clusters

Hydra - Fleet Carrier
Role: Carrier

The Hydra is a standard Scourge cruiser chassis with a large complement of fighter/bombers. The bombers, combined with the thrust of a Hydra, makes them one of the carriers with the longest reach in the game. Adding Scald to the bombers also makes them one of the deadliest; that said, remember that launching assets will increase the Signature of a Hydra due to the added minor spike.

Matchups


 * UCM: The Hydra's bombers have the potential to cripple cruisers, but be mindful of Aegis and enemy fighters.
 * Scourge: Bombers have the potential to cripple cruisers but be mindful of enemy fighters. Active Scan orders and the Oculus Booster will try to outrange and destroy the Hydra
 * PHR: Bombers have the potential to cripple cruisers but be mindful of Aegis and enemy fighters. Active Scan orders will try to outrange and destroy the Hydra
 * Shaltari: Bombers have the potential to cripple cruisers and put the Shatari player in a predicament about whether to raise shields or not. Active Scan orders will try to outrange and destroy the Hydra
 * Resistance: Be prepared to find a fine balance between bombers and fighters. Although Resistance fighters provide a large Point Defence bonus it only requires one fighter token to remove it.

Synergies:


 * Hydras in a battlegroup tend to want to go with light tonnage ships so that it can quickly remove its spikes after launching craft in the previous game round.

Ifrit - Cruiser
Role: Burnthrough Cruiser

Ifrit is the standard order Burnthrough cruiser of the Scourge fleet. Although it has Oculus beams, it will likely never fire them unless a Weapons Free order is applied. Because of the nature of Scourge Burnthrough weapons, this ship can serve a support role by Flash-ing a target instead of going for the higher damage profile. As with many Scourge ships, the Ifrit can use the Scald rule to increase its damage when in Scan range, but the high Signature and lack of cloaking will likely mean that it can be outranged. Silent Running, or careful use of terrain, will be required for the Ifrit to achieve Scan range with minimal damage.

Matchups


 * UCM: The Ifrit is useful for hunting opposing carriers, as it can utilize the spikes from their launches to achieve a firing solution. Counters would be Active Scan orders and Battlenet bonuses.
 * Scourge: Achieving Scan range on a target can be brutal since Scald makes mediocre Scourge Armour even worse, but be mindful of Active Scan orders and Oculus Booster tokens.
 * PHR: The Ifrit is useful for hunting opposing carriers, as it can utilize the spikes from their launches to achieve a firing solution. Counters would be Active Scan orders and enemy bombers.
 * Shaltari: The Ifrit may take a longer time to get a target in range due to tiny Shaltari Signatures. Counters would be Active Scan orders and bombers.
 * Resistance: Achieving Scan range on a target can mitigate Ablative Armour with Scald, but be mindful of Active Scan orders and Telescope tokens.

Synergies:


 * The Ifrit can work as a support ship to Active Scan and Flash a target ship for another group consisting of Harpies or Scyllas.
 * The Ifrit can be a firepower ship if it receives support from Active Scan orders from another ship or Flash from another Scourge furnace weapon, such as those wielded by the Incubus.

Wyvern - Cruiser
Role: Close Action Brawler

Wyvern is the standard order Close Action cruiser of the Scourge fleet. The potentially high Attack value of its plasma tempest, combined with the Scald rule, can deal some serious damage; that said, this damage may be mitigate by Point Defence, Aegis and enemy fighters. Thus, the Wyvern should prioritize targets with low Point Defence or ships that are already crippled. Wyverns should also make use of Silent Running orders and terrain to achieve Scan range on targets

Matchups


 * UCM: The Wyvern is deadly against a cruiser with no support. Be mindful of Aegis and enemy fighter support. Since the Wyvern is most effective in Scan range, look for it to be outranged with Active Scan orders, Flash, or Battlenet bonuses
 * Scourge: The Wyvern is deadly against a cruiser with no support. Since the Wyvern is most effective in Scan range, look for it to be outranged with Active Scan orders or Flash.
 * PHR: Although the Wyvern is deadly at Scan range, PHR ships will outrange it with their larger Scan values.
 * Shaltari: The Wyvern can put Shaltari ships in predicament about whether or not to raise shields. The Wyvern will be outranged by Active Scan orders, large Scan values and bombers.
 * Resistance: The Wyvern has its best chance to shine against the Resistance, since many Resistance ships have weak Point Defence. Be prepared for return fire, or for enemy fighters to mitigate the incoming damage.

Synergies:


 * A Wyvern in conjunction with a frigate group such as Djinns or Harpys may destroy a cruiser in a single activation.

Sphinx - Cruiser
Role: Firepower Cruiser

Sphinx is the baseline firepower cruiser. On a Weapons Free order its has the potential to destroy another cruiser, but has no Stealth or cloak and a large Signature, meaning that it must brace for a lot of return fire from other ships.

Matchups


 * UCM: On a Weapons Free order, there is a good probability that the Sphinx will cripple a medium tonnage ship; however it is vulnerable from spikes from Active Scan orders and Flash weapon systems.
 * Scourge: On a Weapons Free order, there is a good probability that the Sphinx will cripple a medium tonnage ship; however it is vulnerable from spikes from Active Scan orders and Flash weapon systems.
 * PHR: High PHR armour will make it more difficult from the Sphinx to deal a crippling amount of damage while on a Weapons Free order. Look to either get the Sphinx into Scan range or support it with other ships. Large Scan values and weapons systems with Flash will make the Sphinx outranged by returning firepower.
 * Shaltari: Large Scan and Thrust values on Shaltari ships will make it easy for the Shaltari player to achieve a firing solution on the Sphinx. Use Silent Running orders and terrain to sneak into range of targets.
 * Resistance: On a Weapons Free order, there is a good probability that the Sphinx will cripple a medium tonnage ship; however it is vulnerable from spikes from Active Scan orders.

Synergies:


 * A group of Shedus can use Active Scan orders to apply multiple spikes, allowing the Sphinx to use a Weapons Free order on the newly-lit target.
 * A group of Incubi can Flash a target, allowing the Sphinx to finish it with a Weapons Free order.
 * Since most of the Sphinx's weapon systems contain the word "Oculus," the Sphinx can utilize a Oculus Booster Token from the Umbra.

Revenant - Destroyer
Role: Carrier

The Revenant is an efficient destroyer carrier. The Thrust of Scourge Bombers give it a long threat range, and if an enemy ship is in Scan range the Revenant can deploy one of the most deadly Close Action weapons the Scourge have - the plasma storm. The Revenant does have a weakness - its large Signature only gets worse after it uses launch assets. This can be mitigated by use the optional Cloaking Crest which grants the ships a Partial Cloak and Stealth.

Matchups


 * UCM: Bombers from have the potential to cripple cruisers but be mindful of Aegis and enemy fighters. Active Scan orders and the Battlenet will try to outrange and destroy the Revenant.
 * Scourge: Bombers have the potential to cripple cruisers but be mindful of enemy fighters. Active Scan orders and the Oculus Booster will try to outrange and destroy the Revenant.
 * PHR: Bombers have the potential to cripple cruisers but be mindful of Aegis and enemy fighters. Active Scan orders will try to outrange and destroy the Revenant.
 * Shaltari: Bombers have the potential to cripple cruisers and put the Shaltari player in a predicament about whether to raise shields or not. Active Scan orders will try to outrange and destroy the Revenant.
 * Resistance: Be prepared to find a fine balance between bombers and fighters. Although Resistance fighters provide a large Point Defence bonus it only requires one fighter token to remove it.

Synergies:


 * Keeping the Strategy Rating low can give the Revenant time to remove spikes after using Launch Assets. If another class must join the battlegroup frigates such as Gargoyles or a Hiruko are solid choices.

Succubus - Destroyer
Role: Firepower Destroyer

The Succubus is built to counter ships in atmosphere. Although it has two Oculus Beams, it can only access both on a Weapons Free order. The stealth that the Cloaking Crest grants can be useful when approaching a cluster on Silent Running orders.

Matchups


 * UCM: Succubi are useful for hunting New Orleans and Lysanders. Active Scan orders, bombers and the Battlenet will try to outrange and destroy the Succubus.
 * Scourge: The Succubus will want to target Gargoyles or any other frigates in atmosphere. Active Scan order and bombers will try to outrange and destroy the Succubus.
 * PHR: The Succubus will want to hunt down enemy Medeas. Active Scan orders and bombers will try to outrange and destroy the Succubus.
 * Shaltari: The Succubus will want to target Voidgates and any other ships in Atmosphere. Active Scan orders and bombers will try to outrange and destroy the Succubus.
 * Resistance: The Succubus will want to target Strike Carriers and other Atmospheric ships. Active Scan orders and bombers will try to outrange and destroy the Succubus.

Synergies:


 * Keeping the Strategy Rating low can give the Succubus the ability to ensure its targets can be in Scan range. If another class must join the battlegroup, frigates such as Gargoyles or Hirukos are solid choices.

Incubus - Destroyer
Role: Burnthrough Destroyer

Although the Incubus has Oculus Rays, its likely to not use them unless a Weapons Free order is applied. Because of the nature of Scourge Burnthrough weapons, this ship can serve a support role by applying Flash to a target instead of opting for the higher damage profile. As with many Scourge ships a target in Scan range will be affected by Scald but the large Signature can leave it vulnerable. This large Signature can be mitigated by buying the optional Cloaking Crest to grant the ship Stealth.

Matchups


 * UCM: The Incubus can serve a support role by Flash-ing targets, or can possibly inflict a large amount of damage with its alternate fire mode. However with its narrow firing arc the Incubus must line up its shots carefully or take a spike changing course. Active Scan orders, bombers and Battlenet are all common counters.
 * Scourge: Incubus can serve a support role with Flash or possibly inflict a large amount of damage with its alternate fire mode. However with its narrow firing arc the Incubus must line up its shots carefully or take a spike changing course. Active Scan orders and bombers are all common counters.
 * PHR: Incubus can serve a support role with Flash. The alternate mode of can be mitigated by the opponent through terrain or special rules from Calypsos.  Active Scan orders and bombers are all common counters.
 * Shaltari: Incubus can serve a support role with Flash. Active Scan orders and bombers are all common counters.
 * Resistance: Incubus can serve a support role with Flash or possibly inflict a large amount of damage with its alternate fire mode. However with its narrow firing arc the Incubus must line up its shots carefully or take a spike changing course. Active Scan orders and bombers are all common counters.

Synergies:


 * A group of Incubi can have one Active Scan a target, then have another Flash it to upgrade the minor spike to a major. This enables another firepower or Burnthrough ship to take advantage of the newly-lit target.

Hiruko - Boarding Cutter
Role: Ram Ship

The Hiruko is a suicide ramming ship that's dirt cheap and has the potential to hit well above its weight while doing so. The plasma torch it's equipped with is a reasonable weapon for its point cost, but Hirukos should be trying to close the gap and ram enemies over taking shots - D3 Lock 4+ D1 shots aren't nearly as impressive as 4 Lock 3+ hits with Corruptor. Take them in big groups and fling them at the enemy to draw firepower.

Matchups


 * UCM: Hirukos will want to target cruiser and destroyers to maximize their effect.
 * Scourge: Hirukos will want to target cruisers and destroyers to maximize their effect.
 * PHR: Hirukos will want to target cruisers and destroyers to maximize their effect.
 * Shaltari: Hirukos will want to target cruisers and destroyers to maximize their effect.
 * Resistance: Hirukos will want to target cruisers and destroyers to maximize their effect.

Synergies:


 * Hirukos are generally nice as a way to fill out points in a list that's just a little under the cap. These can escort any other group and will generally want to act last.

Nickar - Hunter-Killer
Role: Close Action Brawler

The Nickar excels at targeting ships in the atmosphere, with potential to deal high damage with its D6 shot Close Action weapon. A notable difference the Nickar has from the other faction's corvettes is that it does not have Outlier, meaning that these ships are best taken by themselves in a battlegroup or alongside other ships that want to play to clusters.

Matchups


 * UCM: Nickars will want to target New Orleans and Lysanders when then enter atmosphere, but must be aware of any Santiagos that are escorting the carriers. Battlenet-supported Santiagos may outrange Nickars.
 * Scourge: Nickars will want to target Gargoyles and any other ships in atmosphere.
 * PHR: Nickars will want to target Medeas when they enter atmosphere, but will have to respect any Echoes escorting the carriers - they have superior Scan and more firepower than the Nickar, making for a lopsided matchup.
 * Shaltari: Nickars will want to target Voidgates and other ships when they enter atmosphere. Charged Atmosphere weapons systems, bombers and the Glass may outrange the Nickar.
 * Resistance: Nickars will want to target Strike Carriers when then enter Atmosphere.

Synergies:


 * Nickars can fill out points in a fleet, either by being taken alongside your own strike carriers for insurance or as their own battlegroup.
 * Small group of Nickars escorting a Firepower or Burnthrough cruiser can provided the extra damage to finish a crippled ship.

Gargoyle - Strike Carrier
Role: Dropship Carrier

Gargoyles are the dropship platform of the Scourge. Their high Thrust means they can arrive at a centerline cluster quickly, or reposition to take a backline cluster as needed. Though their Point Defense is slightly higher than the equivalents of other factions, the Scourge's generally-terrible armor doesn't do you any favors, meaning that you'll have to rely on their high speed to keep them safe.

Matchups


 * UCM: Santiagos and Kievs will attempt to counter Gargoyles, especially if they have Battlenet support.
 * Scourge: Nickars and Succubi will attempt to counter Gargoyles.
 * PHR: Echos and Jasons will attempt to counter Gargoyles.
 * Shaltari: Charged Atmosphere weapon systems and Glass will attempt to counter Gargoyles.
 * Resistance: Munifexes will prioritize Gargoyles as targets.

Synergies:


 * Gargoyles will want to join battlegroups with low Strategy Ratings to remove their spikes from launching quickly.

Scylla - Frigate
Role: Firepower Frigate

Like most Core Rulebook Scourge frigates, the Scylla has a large Thrust and is atmospheric. Unlike other Scourge frigates however, its primary weapon system requires the target to be in a layer higher than the Scylla, making it perfect for camping in atmo near clusters. This strategy does have its downsides however, as your positioning must be carefully thought out - repositioning the Scylla in later turns may mean that Reverse-Grav Cannon won't have targets.

Matchups


 * UCM: Scyllas can be used to target backfield cruisers or defend clusters to claim critical locations. Common counters may be Santiagos or Kievs
 * Scourge: Scyllas can be used to target backfield cruisers or defend clusters to claim critical locations. Common counters may be Nickars or Succubi.
 * PHR: Scyllas can be used to target backfield cruisers or defend clusters to claim critical locations. Common counters may be Echos or Jasons
 * Shaltari: Scyllas can be used to target backfield cruisers or defend clusters to claim critical locations. Common counters may be the Glass.
 * Resistance: Scyllas can be used to target backfield cruisers or defend clusters to claim critical locations. Common counters may be Munifexes.

Synergies:


 * A group of Shedus can use Active Scan orders to apply multiple spikes and allow the Scyllas to target from the atmosphere.
 * A group of Incubi can apply Flash to a target and allow the Scyllas to target from the atmosphere.

Charybdis - Frigate
Role: Bombardment

The Scourge's only dedicated bombardment platform. The Charybdis's has the ability to bombard from atmosphere, keeping it relatively safe while it does so. However, its relatively weak bombardment on an individual level means you'll have to take large groups.

Matchups


 * UCM: Santiagos and Kievs will attempt to counter Charybdis, especially if they have Battlenet support.
 * Scourge: Nickars and Succubi will attempt to counter Charybdis.
 * PHR: Echos and Jasons will attempt to counter Charybdis.
 * Shaltari: Charged Atmosphere weapon systems and Glass will attempt to counter Charybdis. Be prepared for a Warspire Nexus card to be played.
 * Resistance: Munifexes will prioritize Charybdis as targets.

Synergies:


 * Charybdis groups can be escorted with Nickars to counter opposing Air-to-Air weapon systems

Djinn - Frigate
Role: Close Action Brawler

A low strategy rating and high Thrust makes the Djinn the quickest Close Action ship of the Scourge fleet. A single Plasma Storm weapon system has the potential to cripple a cruiser, but as with all Close Action weapons can only be fired within Scan range and can be mitigated by Point Defence, meaning its average value is significantly lower unless taken in larger groups for focus-firing.

Matchups


 * UCM: Djinns are deadly against a cruiser with no support. Be mindful of Aegis and enemy fighter support.  Since Djinns are most effective in Scan range look for it to be outranged with Active Scan orders, Flash, bombers and the Battlenet bonuses
 * Scourge: Djinns are deadly against a battlecruiser with no support. Since Djinns are most effective in Scan range look for it to be outranged with Active Scan orders, bombers and Flash.
 * PHR: Djinns are deadly against a cruiser with no support. Be mindful of Aegis and enemy fighter support. Since Djinns are most effective in Scan range look for it to be outranged with Active Scan orders, Flash, and bombers.
 * Shaltari: Djinns can bait Shaltari ships to raise shields, but be mindful of fighter support. The good Point Defence of Shaltari vessels makes focus-fire key. Shaltari players can also try to outrange Djinns with Active Scan orders and bombers.
 * Resistance: The generally lackluster Point Defense of Resistance ships means that Djinns have a better chance to shine here than against most other factions. That said, the Resistance can mitigate the damage with their superior fighters, or pick off the Djinns in advance with Active Scan orders.

Synergies:


 * Groups of three or more can hunt cruisers.
 * Can serve as escorts to firepower and burnthrough ships to finish targets.

Harpy - Frigate
Role: Firepower Frigate

Harpy is the baseline frigate of the Scourge. It has a large Thrust and is Atmospheric. Harpies can be used to hunt destroyers and frigates at medium range. They will either have to wait in atmosphere or close the range using their Thrust and terrain

Matchups


 * UCM: Harpies will want to target destroyers, frigates and monitors. Common counters would be bombers, Active Scan orders and the Battlenet.
 * Scourge: Harpies will want to target destroyers, frigates and monitors. Common counters would be bombers and Active Scan orders.
 * PHR: Harpies will want to target frigates such as Pandoras or an escorting Calypso. Common counters would be bombers and Active Scan orders.
 * Shaltari: Harpies will want to target Opals and Silicons. Common counters would be to raise shields, bombers and Active Scan orders.
 * Resistance: Harpies will want to target Heavy frigates before they close in. Common counters would be bombers and Active Scan orders.

Synergies:


 * Harpies can escort a burnthrough cruiser or battleship to Active Scan targets

Lamassu - Barge
Role: Bulk Lander Carrier

A bulk lander carrier that moves relatively slow by Scourge standards. It will generally take a Lamassu three turns to reach a centerline cluster. However it does have solid Armour and Bombarbment to soften sectors occupied by enemy ground assets

Matchups


 * UCM: Beware of Active Scan orders, Flash and Battlenet support as they will try to utilize the Lamassu's large Signature to acquire a firing solution.
 * Scourge: Beware of Active Scan orders and Flash as they will try to utilize the Lamassu's large Signature to acquire a firing solution. Bombers will also prioritize the Chimera as a target
 * PHR: Beware of Active Scan orders and Flash as they will try to utilize the Lamassu's large Signature and their large Scan to acquire a firing solution. Bombers will also prioritize the Chimera as a target
 * Shaltari: Beware of Active Scan orders as they will try to utilize the Lamassu's large Signature and their large Scan to acquire a firing solution.
 * Resistance: Beware of Active Scan orders and Telescope tokens as they will try to utilize the Lamassu's large Signature to acquire a firing solution.

Synergies:


 * Lamassus can join battlegroups that have a Hydra, Revenants or an Umbra as theny tend to stay in the backfield longer

Shedu - Monitor
Role: Firepower Monitor

Although slow and a minimum of two in a group, the Shedu has a high damage potential and can support other ships with Detector. Shedu's also have a large Scan and Monitor which helps make up for its slow Thrust.

Matchups


 * UCM: A group of Shedus can outrange targets and support other cruisers. Multiple Oculus Beam Crests have a solid potential to cripple a cruiser.  Common counters include bombers, Active Scan orders and the Battlenet
 * Scourge: A group of Shedus can outrange targets and support other cruisers. Multiple Oculus Beam Crests have a solid potential to cripple a cruiser.  Common counters include bombers and Active Scan orders
 * PHR: A group of Shedus can outrange targets and support other cruisers. Multiple Oculus Beam Crests have a solid potential to cripple a cruiser.  Common counters include bombers and Active Scan orders
 * Shaltari: A group of Shedus can support other cruisers while multiple Oculus Beam Crests have a solid potential to cripple a cruiser. Common counters include bombers and Active Scan orders
 * Resistance: A group of Shedus can outrange targets and support other cruisers. Multiple Oculus Beam Crests have a solid potential to cripple a cruiser.  Common counters include bombers and Active Scan orders

Synergies:


 * Having Detector make the Shedus pair well with other firepower ships such as Akumas and Yokais so that they can target ships at long ranges
 * Shedus and an Umbra pair well since the Oculus Beam Crest can utilize the Oculus Booster token