I have been playing empire of the hand a lot but I am not certain how to play them, any tips for a new player.
I don't really play as the Hand but from what I can tell its forces are meant to make rapid, precise strikes deep into enemy territory while also having its own territory adequately defended at the same time to prevent the enemy from making raids of its own. Its fast ships can also come to the aid of worlds in distress rapidly as well. This is a very broad theme though. Some of its ships are adequate for head-on fights and grueling defense work as well.
Here are the ship designs:
http://thrawnsrevenge.com/forums/index.php?topic=5818.0From the Wiki:
The Empire of the Hand is heavily focused on fast movement and strong defences, both tactically and strategically. Their ship designs are known to sacrifice greater firepower for quicker hyperspace travel and the ability to perform tactical microjumps. In addition, while their planets are less directly fortified they can build more defensive infrastructure than other factions and have access to the most powerful defensive structures in the mod.
From the faction overview:
As a faction which exists with limited resources to fight off countless threats in the vast Unknown Regions, the Empire of the Hand is all about speed. They are less about outright overpowering the enemy (though they're still no joke), and more about getting in to the right engagements and away from the wrong ones. Techs like Afterburn, which provides a speed boost after exiting hyperspace, and abilities like Microjump which allow certain ships to instantaneously move across and gravity well help accomplish this goal. Their combat abilities exemplify this as well, as with the Phalanx's Close Quarters ability, which microjumps the Phalanx towards a target enemy ship and increases the Phalanx's firepower for a short time. This also means their defensive tech and structures have to be up to the challenge of helping them hold off and push back large-scale attacks, which is an aspect we'll be expanding on going into 1.1.
Culturally, they are far more open than the other Imperial factions (though less so than the New Republic) and their vast information archives allows them almost constant vision and information on certain enemy movements. Economically, they gain less from trade than anyone else, being a rather isolated faction. However, through their Primary Industry tech they are able to gain credits directly from resource extractors.