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From the strategy guide written by Stefan Sasse Racial Ability:
Your initiative number is always 0 Your Fighters receive +1 in Space Battle Naalu fleets may retreat before Space Battle begins
Antimass Deflectors Enviro Compensator
Leaders: Agent, Diplomat, Admiral Representative 1: S’sruuk G’ella (C) +4. Gain +2 votes if you are voting “For”. Representative 2: S’sruuk H’eyra (C) +2. If you vote same as current player you must give him one Promissory Note. Representative 3: S’srool D’amil (B) +0. If Spy tries to assassinate this Representative, kill Spy. Racial Tech 1: Telepathic Mind Weapon (5) he loses 1CC in FS. When your opponent activates a system you control,
Racial Tech 2: Hybrid Crystal Drives (3) Your Carriers and unsupported Advanced Fighters each only count 1⁄2 ship for the Fleet Supply (rounded up). Starting Units:
4GF 1PDS 1 Carrier 1 Cruiser 1 Destroyer 4 Fighters
Trade Agreements: 2,1 Homesystem: Maaluuk (0/2), Druaa (3/1) Flagship: Matriarch (10 / 8×2 / 2 / 6) Your Fleet Supply Limit in this system is increased by three. The Naalu Collective is a race of telepaths. These female snakelike humanoids are hard to get a grip on, and oftentimes it’s easier to grab a greased and especially wild cat than to try to nail down the Naalu. They have one of the mightiest racial technologies and rely heavily on Fighters and their speed, but as is so often the case with things when you don’t have the luxury of choosing whether you want to use it, they can backfire.
You will have a mighty fleet. That’s an opportunity you shouldn’t forego. The third racial ability determines the buildup for your forces a great deal: all your Fighters receive +1 in combat. This. you need CC. This ability got a real boost in the expansion over the vanilla game by introducing the ability for a Tactical Retreat in which you don’t need to have already activated a system in order to retreat to it. You start with two techs. always remembering how cheap they are. as mentioned above. they don’t need them at all. Druaa. a system with a high build capacity since with this strategy. has a decent three resources and doesn’t waste influence (it only has one). “Hybrid Crystal Drives”. should you fail to get something decent. except it doesn’t weigh you down. and this is a SC that’s played in nearly any given round. Always being first means you have a much harder time stalling than your enemies. Should you ever need to escape with a fleet before you can actually move it. Since XRD is on the way and you require fast transports for your Fighters. period. If you don’t exploit this ability. Same goes for other capital (non-Fighter) ships. Enviro Compensator and Antimass Deflectors. I can’t see a reason for Naalu to go after the red techs. together with the flagship. You will in most cases not be able to prolong the use of your SC before others have used theirs. Every time your opponent activates a system you control. Nothing he can do about it. and it’s a short way to Sarween Tools that grants free resources with every build. You are also very predictable in that matter. Maluuk with ist 0/2 is a free CC everytime someone plays Leadership. The second racial tech. but serves a much greater purpose in deterring the enemy from attacking you. Just remember to pump out those Fighters constantly. This not only reduces the strength of the enemy fleet that can stay in your system at best. After that you can quickly go down to the green techs. you’re always first) for something else. most important. Since it’s not enough to also purchase a Carrier for them. and you can boost these Fighter fleets to an incredible hit number of 6 by purchasing Cybernetics and Advanced Fighters. . so you can build some of these cheap Fighters as well. Antimass Deflectors is the basic blue tech for the path down to the Advanced Fighters. That’s basically ok. pick up Cybernetics and then go for the Advanced Fighters. all the better. but if you lose it. so you have to spend more CC in order to stall and need to take Leadership more often than others. It will force all your enemies to purchase Destroyers and Automated Defense Turrets if they don’t want to simply get steamrolled by your Fighter fleets. which makes them as effective as Cruisers with Hylar V Assault Laser at a quarter of the cost! Your HS also suits your needs a great deal. The second planet. makes the Naalu prone to packing all eggs in one basket. the second Naalu racial ability kicks in: you are allowed to retreat before the space battle begins. makes the Advances Fighters really worthwhile. whereas all others have to stay and fight at least for the first. This obviously comes in very handy when you want to attack a yet-undefended spot or to escape from a larger force before getting crushed to pieces. you should see that you get enough resources and. Plus. the Naalu tech should be it. which means two to four Fighters for free every time. however. no matter what card the others have chosen. And if you can nab that AC that can veto an agenda so you don’t fall victim to the law doubling the price of Fighters. it can backfire. he loses one CC out of his FS.Let’s have a look at their racial ability to have the initiative number 0 regardless of the chosen SC. Go for it ASAP. so you can stackpile even larger fleets. Picking up the racial tech is like donning a heavy armor. Also. much like the Saar. effectively reserving the first action you have (remember. your HS is not really that good. it’s only natural to make these two techs top priority. you have lost everything. you are nuts. It works. since you need both anyways. It simply means that they always act first. often-decisive round. you have a significant advantage in cases of VP ties since you are the first who scores regardless of the chosen SC. They and the Carriers henceforth only need 1⁄2 the cost in FS. If there was ever developed a racial tech that deserves the name “mighty”. Enviro Compensator gives you the build limit boost you’re longing for. But as stated before.
The Achilles heel of the Naalu racial tech is the condition of “controlling” a system entirely to kick in. Try to secure yourself by bribing and threatening neighbours. So. Still. or empty space tiles – you are at a disadvantage there since your racial tech won’t work. especially Friendly Fire. An Agent. but depending on the other races playing it won’t really be able to save your ass and worse still. especially Friendly Fire. you prolong the invasion of a vital system. but their production is locked by the build limit. your money is better spent on normal ships than on this monster. The leader combination of the Naalu is good. Your starting units are ok. A 2TA is ok. however. it comes at high cost and sucks in combat. With the Diplomat. Production is also a nice pick on round 1 to boost the mediocre fleet with which you start. However. Try to get some Sabotage to prevent hurting AC. The Agent is invaluable in opposing some AC that can really hurt the Naalu. on the other hand. Your fleet will consist of a lot of ships and will necessarily take several production steps to reach this size. Another option is to go a more “peaceful” way and getting Trade to exert a little control over who trades with whom and maybe getting a halfway decent bargain out of it. so you normally won’t get the chance to rebuild it once you’ve lost it. containing of only 1 Carrier but 4GF and 4 Fighters you can’t transport. what do you want to do in your first rounds? Getting Technology is a number one priority for the Naalu to quickly get tech. and to have some good AC by you to turn the tide. Keep in mind the Naalu Achilles heel described further down. so don’t waste him. Fighters are cheap. Retreat if need be. and don’t create this exploitable situation with rash use of the Diplomat. real assets to bribe neighbours. at last. That way. whose sustain damage ability allows it to pack more punch. the Councilors of the Naalu are always threatened. Don’t fight if you’re not sure you can win with your force mainly intact. This means you have to control the planet and the space. The “Matriarch” as their flagship has the main function to raise FS in its current system by three. but you obviously lack versatility since you have only one Carrier and are thus not able to move all that stuff before your first build. The Admiral. or on any other capital ship. resulting in the Naalu not getting good benefits from Trade and barring this access to additional resources at least partially. Leadership shouldn’t be needed in the first rounds but will become more important later. which is decent enough. they are rather weak since their Fighters are very vulnerable and you don’t have the resources to buy them in large quantities. a Diplomat and an Admiral make for a strong combination. much plastic on the board. but you also get another Carrier with it. You don’t really need him except for pinning down enemy fleets you want to swarm. most times you won’t really get a good deal out of it. you can put on the only Dreadnought you’ll ever build. Don’t let yourself get locked in battles you don’t want to fight. A last important thing to consider is the battles. Try to force battles on your own ground. So long as you don’t swim in recourses to really use the additional FS and capacity. . not only can you have a bigger fleet than anyone else.You don’t have. In the beginning. So if the enemy manages to get you involved in battles in areas you don’t control – say a planet you protect with your Diplomat but the space of which is controlled by the enemy. Your representatives give you an additional pack of votes for the agendas and one rather strong deterrent which allows you to use said votes more often than you would be able without the deterrent.