The native Fremen have seen their world conquered by the Imperium in Dune: Spice Wars. With the arrival of House Atreides shaking up the established order, it's time for the people of Arrakis to take the planet back. The Fremen get almost no say in the Landsraad, so they need to rely on military means to make their voices heard.
Related: Dune: Spice Wars - Beginner Tips
Not only are the Fremen the best faction in the game for rapid expansion, but their ability to strike from almost anywhere makes them dangerous to have as an enemy. If you're looking for a combat-heavy campaign, the Fremen are the way to go.
Fremen units lose Supply thirty percent slower than those of other factions when outside friendly territory. Combined with further Supply bonuses unlocked over the course of the game, this allows the Fremen to safely cross Deep Desert and attack from an unexpected direction.
Fremen maneuverability is increased further by their Worm Riding ability. Instead of building Airfields to shuttle units across the map, the Fremen can deploy Thumpers to summon a Sandworm and ride it through subterranean tunnels. The Worm Riding units must begin and end their journey on sand, but otherwise can travel anywhere within the Sandworm's radius from their starting point.
The Fremen can have up to three Thumpers in reserve at a time but are unable to replace those they use until they reach five thousand Hegemony score.
The Fremen can ally with a Sietch even if it isn't in their territory, provided they have built up a high enough relationship score with the target. Additionally, maintaining a Sietch alliance costs one Authority per day rather than the presence of an Agent to serve as emissary.
In addition to the ability to replenish
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