![]() Both of them are not as useful, given that their Contact is less useful when the AI doesn’t target rogues first.Īs a final note, my calculations will not always be exact, but you should have an approximate idea of what to achieve. The Sub Cruiser has a longer range at the cost of a lower initiative and attack and defense whereas the Manta, despite its smaller range, has better initiative and attack and defense. Each has its own strengths and weaknesses, though. Sub Cruiser/Manta: These two are renowned for their Contact ability. In the Space Age Venus, these will replace the Combat Drone as the Power Dragon will be able to attack Flying units anyway. It falls quite short, however, as they are not Flying, so they are vulnerable to artillery, and as bushes are non-existent past the Virtual Future, it will lose its Stealth advantage. Hydroelectric Eel: The Hydroelectric Eel is better than the Combat Drone with its better defense and very high initiative (allowing them to move out of the way before other units can attack them). They do struggle against other fast units that can reach them on the first turn, however, and they are rather weak against other units too mainly due to their low defense. Its movement and range are amazing, and they will serve as our solution for artillery units. They have a nice attack, but they are limited by their rather low defense. As an artillery unit, their long-range is extremely useful.Ĭombat Drones: The Combat Drone will be our Flying unit here. Against other units, however, the Turturret can be used in numbers to maximize their Mortar effect. As far as they are concerned, anything with Flying or Stealth or can move before them and attack them on the first turn is a risk to them. (It’s a pity you can’t get Rocket Troops instead). Turturrets: Turturrets work very nicely with their Mortar ability. Its biggest fear is anything with Blast or Power Shot and can attack the Hover Tank before the Hover Tank can move. Melee and Dragon Breath units may pose a slight risk to them. In addition, its Force Field ability is very strong as well. Rogues will most likely be evenly converted as they have Stealth on the first tile too. Stealth on Plains already makes anything without Blast or Power Shot completely short work for the Hover Tank, not to mention their rather long range too. Hover Tanks: These will be the go-to unit that we’ll be using to push for most of our fights. The standard army combination will be 1 unit with 7 rogues, with an exception for the Turturrets and Rail Guns in some cases (4+4 or 4+2+2). We may also use Sub Cruisers, Hydroelectric Eels, and Mantas. I will be fighting the entire way.Īrmy Setup with Units of InterestThe main 3 Units we will be using in the continent are Hover Tanks, Turturrets, and Combat Drones.
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