The Smugglers are a unique and dynamic faction in Dune: Spice Wars, excelling in economic manipulation, espionage, and hit-and-run tactics. While they may not have the brute strength of the Harkonnens or the diplomatic power of House Atreides, their ability to exploit the economy and influence the black market makes them formidable. This guide will walk you through their strengths, weaknesses, strategies, and key gameplay elements.

Faction Strengths

  • Fast Hegemony Gains – The Smugglers can amass hegemony quickly by constantly pillaging villages.
  • Underground Headquarters – A unique mechanic that allows you to infiltrate enemy villages and extract economic or strategic benefits.
  • Contraband Events – These offer additional resources and hegemony, giving an edge in resource management.
  • Black Market Trade – A special Point of Interest (POI) that provides an excellent 4:1 ratio of Solari for Spice, significantly improving early-game economy.
  • Elite Ranged Units – The Sniper is one of the best ranged units, offering high power, extreme range, and stealth.
  • Buffed Mercenaries – The Smugglers’ Mercenary units are stronger than average and can be used effectively in combat.
  • Bounty Mechanic – Increases voting power in the Landsraad, helping mitigate their political weaknesses.

Faction Weaknesses

  • Limited Landsraad Influence – The Smugglers start the game with no representation in the Landsraad and gain only 50 votes (instead of 100) upon reaching 5,000 hegemony.
  • No Passive Standing Gains – Unlike other factions, Smugglers do not gain standing through tax payments, forcing them to rely on rare POIs or the inefficient Political Audit mission.
  • Weak Frontline – Lack of tanky melee units makes their armies fragile in direct combat.
  • Limited Base Defense – Smugglers cannot research tech for an additional Missile Battery, making static defenses weaker.

Counselor Picks

Choosing the right counselors can significantly shape your strategy. Here are the best picks:

  • Staban Tuek – Enhances the effectiveness of Underground HQs, making them more profitable.
  • Lingar Bewt – Reduces the cost of annexing villages and setting up Underground HQs, synergizing well with Staban.
  • Drisq – Grants all agents the Merchant trait, increasing Solari generation per infiltration level. The benefit scales well into the mid and late game.
  • Bannerjee – Improves pillaging rewards, adding Plascrete income and further incentivizing constant raiding.

Early-Game Strategy

Starting Moves

  1. Build Units – Start with one Scavenger and one Wrecker. Scavengers serve as a basic frontline, while Wreckers shred armor and drain enemy supply.
  2. Scout Quickly – Train an additional Ornithopter to speed up map exploration and identify valuable expansion targets.
  3. Tech Research
    • Economic Foundations – Prioritize Composite Materials for cheaper buildings.
    • Military Prep – Unlock Snipers, reduction in annex penalties for pillaged settlements, and military buildings like the Barracks and Command Post.

Expansion Priorities

  • Annex villages with Spice Fields first.
  • Secure high-wind villages for Water production.
  • Capture Plascrete-rich villages to sustain building costs.

Early Combat & Defense

  • Pillage Often – Wreckers and Snipers excel at pillaging neutral or enemy villages.
  • Sniper Abuse – Position Snipers on high ground to attack villages without taking damage.
  • Use Political Manipulation – Spend 10 Solari to secure Research and Solari treaties with House Atreides, weakening their Authority gains.

Mid-Game Strategy

Economy & Military Growth

  • Build Underground HQs – Place them in enemy villages to generate Influence, Intel, or Solari.
  • Expand Pillaging Operations – Keep raiding non-essential villages on cooldown.
  • Tech Focus – Prioritize espionage upgrades and Bounty mechanics for increased voting power.
  • Upgrade Army – At 10k hegemony, build Mercenaries as they provide a stronger frontline.

Tactical Positioning

  • Border Control – Constantly pillage neutral zones between you and your enemies to limit expansion.
  • Terrain Exploitation – Use Snipers on cliffs and high ground for safe engagements.
  • Defense Adjustments – Since you can only build one Missile Battery per village, consider focusing on high-value territories for defense.

Late-Game Strategy

Victory Conditions

  • Hegemony Victory – The most natural path due to high Hegemony from pillaging and economy manipulation.
  • Political Victory – Difficult but possible once in the Landsraad by leveraging contraband and bribery.
  • Domination Victory – Requires a careful mix of guerrilla warfare and economic superiority.

Key Late-Game Tactics

  • Leverage Intel Operations – Use Poison Reserves to weaken enemy forces, stacking with Wrecker abilities.
  • Force AI Mistakes – AI-controlled enemies tend to let their supply drain out; use Ceasefire to trap them in a losing battle.
  • Optimal Building Placement
    • Plascrete Factories – Build in all villages; they pay for themselves.
    • Wind Traps – Only place in villages with wind strength 3 or higher.
    • Spice Silos – Ensure every Spice Field benefits from one.
    • Maintenance Centers – Reduce Solari and Plascrete upkeep; position them efficiently to cover multiple villages.

Final Thoughts

Playing as the Smugglers requires an adaptive mindset and an opportunistic playstyle. Unlike factions that rely on brute force or passive standing gains, Smugglers must manipulate the economy, control neutral zones, and strategically place Underground HQs to maintain an advantage. By leveraging their unique mechanics, players can dominate the economic and political landscapes of Arrakis.

Key Takeaways:

  • Focus on economic and intelligence superiority.
  • Pillage aggressively to maintain momentum.
  • Utilize Snipers and Wreckers for strategic skirmishes.
  • Exploit political weaknesses of enemies through Bounties and contraband.
  • Master the Underground HQ mechanic for long-term economic gains.

With these strategies, you’ll be well-equipped to show the Landsraad that the true power on Arrakis lies with the Smugglers. Now get out there and start controlling the spice flow!


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