![]() ![]() In this case there was two enemies firing an as i didn’t plan to move much, it wouldn’t hurt to shield. In other cases only shield if you’re unsure if you cover will last or if there is a chance of elevation not being on your side. Keep in mind missiles and rail guns can go through/over cover so shield up. At times you can get them to friendly fire, collide, and i’ve even seen AOE enemies take themselves/others out from direct hits or even shooting at a close wall.ĭo your best to stick to the cycle of Cover, Fire, Cover and not staying behind the same cover to avoid it breaking down and limiting your overall cover, and to avoid you yourself from getting flanked. Keep the pressure while your “support” gets their hits in, meanwhile your Protectors keep them busy. This is turn one, i’ve taken the fight to the, and even have a chance to take pot shots while keeping them close to each other. Tri-Brigade Shuraig the Ominous Omen - Phantom Rage (PHRA) Phantom Rage All versions Direct by TCGplayer Near Mint 1st Edition 8.93 Free Shipping on Orders Over 50 Sold by Prodigy Games 1 of 4 Add to Cart View 71 Other Listings As low as 8. The pictures below will visualize the subject talked about. Add 2 Heatsink modules to keep heat dissipation high above 40.įrom the start you can immediately setup a flank, worst case scenario you have to shield and run or can only push halfway but its progress. ![]() Decks containing Tri-gate Wizard (32617464). I keep the defense module empty as its base stats have never needed adjustments, although if you have trouble you’re free to strength/weaken them but keep in-mind the effect it will have on your speed. Card: Tri-Brigade Bearbrumm the Rampant Rampager Card: Tri-Brigade Nervall. You can dash a whole 5 second sequence if you need that extra boost to get out of the open, set up, or traverse the roofs of buildings. You can move up to 80m while firing and shielding giving you some fast and aggresive gameplay to counteract the more quiet behind the fight role your other mechs do. Keep high terrain and buildings close as they will always be your best friend. Use any and all cover and never worry about not getting enough shots in, although you can, this class should focus on keeping the pressure while your harder hitting/ranged mechs do all the damage. I tend to run 2 of these with smgs, shotguns, or rifles and use the other 2 as MLS/snipers in the back line. I tend to see that being behind cover at times makes enemies focus on mechs out of cover but this plays into your advantage, keeping them distracted as you get deeper into your enemies line and setting up for flanks. It’s ability to move straight into the fight helps keep your longer range mechs safe. It’s a high mobility medium class mech that i’ve found incredible for flanking and playing aggressive. Very powerful ranged troops and artillery, not as good in melee due to lack of armour.This build is a multi-role base for you to further customize to your liking. ![]() Many soldiers who do not tire easily and move fast, but individually are weak and prone to fleeing. Ordona Province: Brute/Technical/Economist.Pretty much the definition of Zerg Rush, with the exception of some powerful high-end units. The best cavalry in the game, backed with a bonus to farming income. They can also pit eagles and goats at enemies. Good at mobility and fighting at range, but not so great up close due to light armor. Deku Tribes: Spammer/Guerrilla/Technical/Pariah.All about charging with raw, brute force. Stalfos: Spammer/Generalist/Industrial/Loyal.Huge numbers of varied units, expert at hiding, boasts the worst morale in the game, and nearly every unit has the ability to spit seeds at enemies. Stalfos troops are recruited from the dead of those armies they defeat, letting them assemble a powerful and balanced but brittle force that neither tires nor routs. The core of the Darknut army consists of heavy infantry and cavalry. While lighter and ranged units are present as well, their quality is not exactly high and they mostly serve as support alongside the rare artillery and the varied mercenaries that the Darknuts can hire more easily than other factions. Light, fast units, specializing in flanking and ambushing. Most soldiers have poor melee skills but have the best guns and cannons in the game. They are also the most technologically advanced faction, able to field tanks and organ guns. The best Glass Cannons in the game, who can quickly kill enemies with dazzling beams of death, but can as easily be swatted aside by normal soldiers. Very small units able to hide anywhere, outmanoeuvre enemies, and gain a massive bonus in flanking. Also able to subtly influence neighbours one way or another in the campaign. Order of the Wizzrobe: Technical/Ranger/Diplomatic.Experienced, high-quality troops that cannot be replaced easily. They are devastating at a distance, but terrible up close. Each wizard attacks with a specific element. Can cause rebellions in vulnerable provinces by converting the local population and inciting revolt. ![]()
0 Comments
Leave a Reply. |