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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