But they're rather self-sufficient and also have that supporty smoke ability. And then the tanks roll around and it seems like they're the ones to be supported. The aircraft is also more of a tactical strike unit than a main Body. I just love how you play them for the first time, with PUG and Engineer and, I guess, it kinda works, but you have all these support units and nothing to really support. Their troopers are the best T1 fighting unit, OWLs are the best scouts. They're balanced around not having any melee at all, which is cool. So I start with a sniper hero, give him range damage stats, add a personal engineer that will always increase his range and then later in the game, I equip the Xeno-Sniper. Engineers also increase range by 2 hex, complementing this even further. Having a guaranteed sniper weapon gives you some consistency with hero planning. The second cool thing is that Xeno can research a sniper gun. Xeno units also generate the much needed frontline to make troopers work even better since Vanguard was purposefully balanced about not having melee units to frontline for them. Troopers are my favorite T1 unit and this is a cheap and cool way to keep them integrated in your army and increasing biomass acquisition. a) Troopers with plague pods and Shock and Awe doctrine for more grenade range. I have two angles that make it tasty for me. Their Mech-Synergies for tanks and walkers suck ass, but in return they can put Plasma Bombs onto flyers and the T-rex. Promazons have ridiculous early power with their repeat-shot cover-ignoring purifiers. Why go for malictors when you can have Rocket artillery? It just feels like it's not meant to work. The Psynumbra T4 consumes colonists and Dvar has atrocious food growth. The Psynumbra summon is obsolete because you can summon trenchers. Psy-Dvar is one of the few that I can't see a merit to.
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