![]() ![]() I find even the Assembly Inspector to be a better support unit than the Foreman.īulwarks are great. The Foreman has no multi-target buffs or de-buffs. The Kinetic Punch is nice, but not as nice as the Biomancer's Sleep, for example. Its main attack is fine for a support unit. Its heal is a touch-distance ability, so it has to put itself in danger to do its job. If you put your Leader in a vehicle, it can't even heal the Leader. It can't heal itself, Prospectors or Bulwarks. The Foreman is terrible when compared to the other factions' healers. Eat Dust is a fun ability, and its main attack is not too shabby for a Scout, but it's not a great addition to a clearing army. I won't bemoan the Prospector's battle abilities, as Scouts are not really meant to be offensive units. I have to sweat every battle against early Hopperhound defenders, as they will inevitably leap-attack and shove my dudes out of their trenches, while gaining the tench defenses. The half-cover provided by the Trenches does not reduce enemy chance-to-hit enough, and will be destroyed by enemy AoE attacks unless you apply a mod that was significantly nerfed in the last patch. A few unlucky dice rolls can leave you with no dead enemies. ![]() They only get one shot, so it's a much bigger deal when they Miss or Graze, campared to other Infantry. ![]() They can't Overwatch, so they have to move forward. ![]() Assembly and Kir'ko are a bit trickier, but if you simply add Snipers, Supports or even Scouts to the starting armies, you'll generally be fine until the mid-game.ĭvar Trenchers (their infantry) seem weak compared to all of the other infantry. Syndicate can run that army throughout the entire game. Other factions have obvious synergies: The Vanguard, Syndicate and Amazon can simply use 4 Infantry + 1 Support (healer) + the Leader. During this time, I typically have one army of 6 for clearing guards, and I try to have another army of 3-5 ready for turn 10 when the first Hero appears. When I talk about early-game armies, I'm talking about the first dozen turns or so when you have access to only the starting units, plus the first unit you get through research. You can skip it and just leave your advice, if you want. Hey all, I'm having trouble figuring out how to build good early-game Dvar armies that is, armies that don't get wiped or severely weakened by typical defender groups. ![]()
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