Talk:Chronogeddon CCG card set/Strategy
Offense Strategies
Defense in Chronogeddon is relatively easy. Units need to use a Warp action to enter an enemy Era, so the defending units get a free, usually fatal attack before the invading units can do anything. A good defense force can hold off a basic force of invading units indefinitely. As a result, the attacker needs some way to compensate for the first-strike advantage. And the number of ways to do so is limited with such a small set of cards to choose from. The basic archetypes I know of are:
Blitzing
There are a few cards that will allow a Unit to Warp and Attack in the same turn. This gives the invader the first-strike advantage. The easiest way to do this is with Mobilize or Unstable Wormhole, but a few other cards allow a similar effect. Also, Cybertank and Commando can do this without help.
High Stamina
Some Units have enough Stamina and/or Armor that they can survive the defenders’ first strike and counter-attack the next turn. Triceratops is a good example of such a unit. Alternatively, large amounts of equipment or Lab effects can raise a Unit’s stamina high enough to survive the first hit, or the Unit might have some other form of protection.
Terrain Attacks
A variation on High Stamina. There are a few Terrains, such as Radiation Epicentre that can deal damage to Units. Since Terrains have very high Stamina and may even be indestructible, these Terrains can stick around long enough to deal severe damage to defending units.
Lab Effects
Yet another variation on High Stamina. Certain cards such as Harsh Environment or the Space-era Labs give bonuses to friendly Units in other Eras. They can either raise stamina directly until it’s high enough, or act as a helper to other strategies.
===Bunker Push=== Certain terrains such as Hardened Bunker protect friendly units in the same era. When the attacker warps such a terrain into an opponent’s Era, they can warp in more Units at their leisure until either the defender destroys the offending Terrain or the invader warps the Terrain away.
===Swarming=== Instead of invading one unit at a time, some cards such as Maelstrom allow several units to change Eras at once. The defender can usually only kill one unit per turn; meanwhile, the remaining units can deal some damage. Any unit with Transport 2+ can use this strategy on a small scale.
===Reproduction===: Most Eras have at least one card that can put Units into play in an opponent’s Era, bypassing the warp step completely. Unfortunately, most such cards require Actions to play, and still allow the defenders a free attack as a result, the sole exception being Zombie. As a result, it’s best when combined with a Bunker Push.