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Dune Spice Wars Guide by gamepressure.com

Dune Spice Wars Guide

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Dune Spice Wars: Fremen - faction features Dune Spice Wars guide, tips

On this page of the Dune Spice Wars tutorial you will find a detailed description of the Fremen faction. You will find out how to play them, what advisors and faction bonuses they have, as well as a list of units. You will also learn what a Dudnik is and how to use the help of a Sandworm.

Last update: 10 June 2022

In this section of our game guide we will focus on getting to know the Fremen faction in Dune Spice Wars. You will learn what their strengths and weaknesses are and what sort of victory options are the easiest for them. Also, we have prepared an overview of their units, faction bonuses and councilors.

Faction features and tips

The Fremen are a faction that has the highest availability in terms of adaptation to their natural habitat. They try to live in harmony with the inhabitants of the planet, Sietches and Sandworms. The beginning of the game is quite balanced, but in the later stages the faction can generate a very large amount of Spice.

  1. This faction is strongly focused on thoughtful defense - they have numerous buildings and research types that increase the effectiveness of troops during defensive fights in their own regions.
  2. They don't use Fuel Cells, but still use Ornithopters, Rocket Batteries and similar structures.
  3. They have the slowest Ornithopters.
  4. They have the most unique research options, unusual base structures and buildings.
  5. Spice collectors do not lure a Sandworm to spawn in the area.
  6. They do not have airfields or any landing sites - however, they can transport units on the map (lowland, desert regions, within a limited distance, but also in hostile areas) with the use of Thumpers.
  7. They are not directly involved in politics - they have no Standing in Landsraad, but they can influence resolutions with Influence.
  8. They have a special ability that allows them to initiate rebellions in enemy villages through politics. Choose a resolution before voting, and the faction it concerns will have to face a rebellion in one of the villages.
  9. They earn extra Hegemony points for the amount of Water they produce.
  10. Lower Supply Consumption - this gives a certain advantage in the fight against Smugglers, who fight more effectively against enemies with reduced supplies. It will also allow you to travel long distances and capture more interesting regions. Additionally you will be able to attack the enemy by surprise from the side he does not expect.
  11. They easily establish alliances with Sietches - they do not have to sacrifice the Agent as an ambassador to establish a permanent alliance.
  12. Army : Strong attacking units with almost no armor. Most of them use stealth passively. Moreover - recruiting and maintaining Fremen troops is the cheapest of all factions.
  13. There are 8 slots to build the Base buildings.
  14. Instead of Tax, they pay a Bribe to the Empire - thus increasing their Power production by 1.

It is worth using the element of surprise, which will be helped by Thumpers and the possibility of hiding troops - passive skills and a special development Desert Shadows. Another interesting strategy is to use the Spreading The Faith research to earn money by liberating captured areas.

The Fremen play style is either economic (Hegemony) or military (Domination). They have a strong army and many unusual combat strategies. In addition, they have large amounts of water, which allows them to easily occupy numerous regions, and Thumper will allow you to quickly go there to defend yourself.

Thumpers allow you to move your army over long distances. - Dune Spice Wars: Fremen - faction features - Fractions - Dune Spice Wars Guide
Thumpers allow you to move your army over long distances.

Numerous units have stealth camouflage, thanks to which you will surprise enemy units, and numerous bonuses related to research and buildings will allow them to fight effectively in their area.

Faction bonuses and traits

House Atreides has the following bonuses:

  1. Military units lose 30% less Supplies.
  2. You can ally with a Sietch that is outside of your region. Moreover, you do not need an Agent for this.
  3. Thumpers instead of airfields - the faction does not have any type of landing pads, but can use renewable Thumpers to move their troops (also beyond its own borders), taking into account only the distance and terrain.
  4. Hegemony 5k - Thumpers are renewed passively over time. In addition, the travel distance increases.
  5. 10k Hegemony - the greater the Hegemony, the greater the Power of units (max 20% for 25,000 Hegemony). Fremen can also use the extended version of the Sietch and build structures there.

Councilors

The Fremen faction has the following Councilors to choose from:

1 - Dune Spice Wars: Fremen - faction features - Fractions - Dune Spice Wars Guide
  1. Chani Kynes - if the selected resolution is voted down, there will be a rebellion in other factions in one random location (if factions voted for the indicated resolution). This will occur immediately, and you will choose the resolution during the period when they are announced, but before the formal vote. This action comes at the expense of the Authority. Additionally, neutral regions produce 0.5 points of Intel for each free region (not occupied by any faction).
  2. Stilgar Ben Fifrawi - each time you take over a village, you increase the chance of detecting a Sietch. Additionally, you gain 1 Power for each Spice field you use.
  3. Mother Ramallo - you learn the location of all Spice fields. Additionally, you start with the Temple of Shai-Hulud building - this is a building that improves resource production in the region and its neighbors by 20%. However, this is probably the worst Councilor to choose.
  4. Otheym - military Councilor. Increases the movement speed of military units by 10% and gives the Desert Killers bonus (20% Might, 2 Armor) when there are no other allied units nearby.

Sietch buildings

When you get 10k points of Hegemony, you will be able to build buildings in an allied Sietch - Dune Spice Wars: Fremen - faction features - Fractions - Dune Spice Wars Guide

When you get 10k points of Hegemony, you will be able to build buildings in an allied Sietch. Buildings cost 1000 Plascrete, 10 Power and 5 Water. You can ally with multiple Sietches, and you can only build 1 building in each. The available buildings are:

  1. Fremen Negotiator - increases by 50% the profit from the exchange with the Sietch,
  2. Spice Seekers - 20% bonus to Spice production in the region and neighboring areas,
  3. Hidden Plascrete Factory - 50 Plascrete per day,
  4. Thumpers factory - 1 Thumper, production 10%,
  5. Fremen Watchers - Sietch will raid more frequently,
  6. Sand Forge - 5% of the Power of military units,
  7. Terraforming Research Hub - 6 Hegemony points per day,
  8. Fremen Shadows - 2 Intel for each neutral village in the region and adjacent,
  9. Fremen Erudites - 1 Knowledge for each neutral village in the region and adjacent villages.

Army units

Below is a list of the available Fremen military units that you can recruit, along with a description of their characteristics:

Warrior

Basic melee unit. Features:

  1. 600 health, 18 damage, 3 Armor
  2. Sand Tactic (-10% Power and +10 of damage to the enemy that is fighting with this unit).

Recruitment / maintenance costs :

Solari

Manpower

Water

Pts. of command

200

300

3

5

6

5

  

Infiltrator

Supporting melee combat unit. Features:

  1. 300 health, 20 damage, 1 Armor
  2. Expose Vulnerable Point (the first hit deals 40% damage).
  3. Stealth Cloak (enables camouflage when there are no enemy units nearby).
  4. Recruitment Requirements : Survival Training research.

Recruitment / maintenance costs:

Solari

Manpower

Water

Pts. of command

200

10

2

2

4

2

  

Skirmisher

Equipped with rocket launchers, they deal area of effect damage. Features:

  1. 300 health, 14 damage, 1 Armor
  2. Explosive charges (+30% damage to armored units).
  3. Destroy Enemy Armor (+30% chance to destroy Armor when attacking).
  4. Fire Blast (-50% Melee power).

Recruitment / maintenance costs :

Solari

Manpower

Water

Pts. of command

200

20

3

3

6

3

  

Kulon Caravan

A special support unit that camouflages other units. Features:

  1. 800 health, 7 damage, 1 Armor
  2. Survival Kit (deploying Hiereg helps to hide nearby units).
  3. Fire Blast (-50% Melee power).
  4. Recruitment conditions : Support Buildings research.

Recruitment / maintenance costs:

Solari

Manpower

Water

Pts. of command

200

5

12

2

12

5

  

Fedaykin

A strong melee combat unit. Features:

  1. 800 health, 19 damage, 3 Armor
  2. Against all odds (+10% Might, +1 Armor [max 50%] for each unit he fights with).
  3. Recruitment conditions : Call to Arms research.

Recruitment / maintenance costs:

Solari

Manpower

Water

Pts. of command

500

20

5

6

10

5

  

Mercenary

It is not the strongest unit, but it is the cheapest and costs the least Command Points. Additionally, their recruitment is almost instant. However, they have very little supplies. They are ranged units. Mercenaries do not gain experience. Features:

  1. 400 health, 16 damage, 3 Armor
  2. Headhunter (+10% Might, +1 Armor (up to a maximum of 5) when a nearby unit dies ( including the enemy ), only for the duration of the fight).
  3. Fire Blast (-50% Melee power).
  4. Recruitment conditions : Economic Lobbying research.

Recruitment / maintenance costs:

Solari

Pts. of command

500

2

20

 
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