But they are great in a offensive support/disrupttion role. Foreman appear to be lackluster at first because of their short range bio-only heal and low damage. Their grenade staggers and can destroy cover. Their melee attack applies concussion to bio units. With celestian their tactical op heals vehicles and their hero ability heals vehicles.įoreman - Their great at anti-melee against biological units. The promethean cleansing mod heals vehicles. You can mitigate this by picking promethean or celestian as your secret tech. They're vulnerable early game because you dont have easy access to vehicle repair. On the enemy's turn they will counterattack if the unit next to them performs any actions.īullwark - They have agile overwatch, which mean their overwatch always uses the full three actions even if they have only 1 AP left. So mid battle you can move them next to enemy units and take a point blank shot. Also - since they have a melee attack they get melee overwatch, even after shooting. Use reinforced trenches mod that gives their trenches a healing effect. Or you can group trenchers next to each other so they can cover each other with melee overwatch attacks. They have a melee attack so if you give them stagger resist, their counterattack will cut short any repeating melee attack. Take advantage of their single shot by flanking, and use entrench to give yourself cover. Trenchers - Dont use entrench right away - unless you need the accuracy boost. In truth they favor a very aggressive style. At first they seem like you want to play defensively. The optimal way to play DVAR is somewhat counter-intuitive.
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