They also have ridiculous evasion, and even at point blank still have a decent chance of dodging. ![]() These should be considered target priority at the expense of everything else.Įven one of these is a nightmare, and in multiples they can shut down your entire fleet, turning off shields, flak and cutting your energy in half. There are certain enemies that putting it bluntly, are extremely overpowered and if ignored can put you in an unwinnable situation. This can be used to your advantage – evasive but low powered units like the phoenix can be used to deal the killing blow to severely damaged units, or deliberately move out of support range - this encourages enemies to waste their fire on a unit that’s likely to dodge most of it. Equally, if you move someone outside of a flak/shield bubble the enemy will usually capitalise on that vulnerability. You should put some thought into who deals the killing blow to a target – enemies are significantly more likely to target units that have more kills that round. $750 is expensive enough that losing them is painful.Įnemy agro (or targeting priority) is based on two things mainly – vulnerability and kills. They’re only armed with lasers, though they do have a mini shield down ability they can use on the same turn. With low armour and 400HP, they’re constantly at risk of a stray missile taking them out. Losing them is very expensive, but they can take a pounding so it’s unlikely that they’ll go down without warning. While they don’t have the damage output of your mainstay units, it’s still extra actions – that last laser blast might be the shot that takes out a carrier. These are like mini sunriders, bringing Kinetics, Lasers, missiles and a whole chunk of armour, HP and flak. The vanguard cannon should be used sparingly, but if an opportunity to hit 4+ units comes up (or something just needs to die right now), go for it.Īs soon as they become available, consider the merc units – in particular the alliance cruisers. Full Forward and All Guard last five turns, and as a result one or the other should be up at all times – they make a massive difference to either your offence or defence. While you shouldn’t use orders with wild abandon, equally don’t be too concerned about running out of command points – the game is pretty generous, and I ended my run on Captain difficulty with 15,000 still banked. A generally good formation is Sunrider as a central unit, surrounded by ryders, with your flak enabled units towards the front Lone units will usually die in incredibly short order, though the Phoenix with a bit of luck can survive at distance. If you’re going to move, do so as a group. Sunrider, for better or worse encourages you to bunch your units – this allows you to make use of overlapping shields and flak, severely diminishing enemy laser and missile fire.
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