From the strategy guide written by Stefan Sasse
- You may treat “A” and “B” wormholes as if they were adjacent to each other.
- You may always use wormholes, regardless of other effects or restrictions.
- Other players may not use “A” or “B” wormholes to travel into a system you control.
- Antimass Deflectors
- XRD Drives
- Representative 1: San Omairo (B) +1. If this card is targeted by a Spy, look at the targeting player’s AC and steal one.
- Representative 2: Sai Seravus (C) +2. Gain +1 vote for each wormhole you control.
- Representative 3: Soo Leirah (S) +1. Choose another player. He may not use Representative’s special ability (if not already used).
- Racial Tech 1: Dimensional Splicers (3) At the start of a battle containing a Wormhole and at least one of your ships, You may assign 1 hit to an enemy ship of your choice.
- Racial Tech 2: Slave Wormhole Generator (5)
At the start of the Status Phase, you may place (or move) your extra “A” or “B” wormhole token into an empty or friendly non-Home System.
- 4 GF
- 2 Destroyers
- 1 Carrier
- 2 Fighters
Trade Agreements: 2,2
Homesystem: Creuss (4/1)
Flagship: Hil Colish (10 / 4 / 1 / 3) You may treat this ship’s destination system as if it had a “D” wormhole in it. When this ship is moving, treat its destination system as if it had the wormhole.
The Ghosts of Creuss are, quite simply, “the wormhole race”. Nobody takes that much advantage of wormholes, and their mobility is undeniably the best of all races. They can not only fly through A and B wormholes as if they were the same, allowing them to pop up nearly everywhere, but they may also create new ones, block existing ones for everyone else and thus deny them access. The downside is that they really can’t do that much beside these abilities, making them one of the weaker races.
Their first racial ability allows them to treat A and B wormholes as the same type. It is important to note that their very own D-wormhole is still not adjacent to these, so they need to fly out here manually.
Their second racial tech prevents other players and game effects from ever blocking the Creuss off the use of wormholes, especially through the means of some laws. Should the Creuss manage to pass one of these laws, their abilities become even more unique and powerful as they are anyway.
Their third racial ability allows them to block off any wormhole they control for use of other players. Since the Creuss need control of as much gates as they can anyway, the other players oftentimes aren’t able to use the wormholes that much anymore. Chances are good that the Creuss control any one of the two exits, and if they have the Nexus too crossing the board becomes almost impossible.
The HS of the Creuss, however, poses several problems to them. Not only does it share the mediocre values of the Sol HS, it is also one tile distant to the board itself – making the XRD, with which the Creuss begin the game a dire necessity. If the Creuss produce in their HS, only Gravity Drive gives them the speed that other races enjoy with XRD alone, and they need their flagship to really use it to better effect.
Additionally, their starting forces kind of suck. They have two Destroyers to accompany Carriers, but only one Carrier. Atop of that, the two Fighters would be sufficient for early protection of this Carrier, too, while four GF are too much for initial expansion with one Carrier, so your number one priority is to build another Carrier with two GF with the Production Secondary, which is exactly what your resources and the SC conditions allow. No coincidence, surely. Generally I experienced that the Creuss have severe problems getting a good fleet, so their strength lies more in indirect and sneaky measures. You will want to put your HS a bit distant to hotspots in the galaxy because of that.
Their starting techs would normally be great, but as mentioned above, they only serve to bring their fleet to the same range as normal starting fleets – one tile. So you really are at a disadvantage here if you not gain a good production system outside Creuss itself.
Their first racial tech “Dimensional Splicers” is a valuable instrument in combat, since it allows you to assign one hit at the start of battle on any enemy ship if the battle takes place in a wormhole system (which it mostly does, especially with the flagship). This can cripple enemy forces by destroying Carriers with GF, or by damaging Warsuns and finishing them with “Direct Hit” or something like that. The cost of this, however, is almost prohibitive. So if you don’t have enough money and access to tech, this one will most likely not get researched. The second one, “Slave Wormhole Generator”, can create new wormholes inside enemy territory. This can be devastating to gain access into enemy HS, especially since there is no way to keep the Creuss out of them. This tech, too, is very expensive, however, and oftentimes the Creuss are weak in their ships.
At least the Leaders of the Creuss are good. An Admiral can bolster a Dreadnought and make it fast enough to make a difference, the Diplomat can secure a vital system (not the HS, since that is protected by a single ship in the wormhole in front of it), and the Scientist makes researching tech and producing new SD cheaper, partially compensating for the Creuss weaknesses.
The Creuss also have good Representatives. Their Bodyguard is one of the strongest in the whole game, making them a very risky target and allowing for Councilor use more than most other races. The downside is a relatively weak spy, but in combination with certain other powerful Representatives from other races, it may have its uses, too.
The Creuss flagship is a different matter. It’s slow, has one of the worst fighting abilities and not much capacity. It does, however, serve as a D wormhole. This may be worth the high price it demands, since many techs such as “Dimensional Splicers” require wormholes, and since it allows the Creuss to use their HS for production. Whether these abilities make the purchase worth it is up to you.
Generally, I find the Creuss the weakest of the races introduced in the latest expansion, and I still don’t have a real clue about how to play them to best effect. Their mobility is nice, but most of the time, you don’t really need this mobility. It seems like its worth grows the more aggressive the game is and the fewer players tend to turtling.