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 Building a force/general help

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fisheyes
Wych
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Posts : 813
Join date : 2016-02-18

PostSubject: Re: Building a force/general help   Wed Dec 14 2016, 14:49

I have been having some good luck with dual Medusae in Raiders. The jinking helps survive if you need to survive, then the increased footprint gives you some extra range for running out to flame squads. Last game this toasted a squad of SM devistators who were giving me trouble.

My next game will include two of these medusae bombs. Way more effective than the Razorwing for AI IMO
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Seshiru
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Join date : 2012-07-03

PostSubject: Re: Building a force/general help   Wed Dec 14 2016, 16:07

I run 3 small mandrake squads and if a go first I generally will infiltrate them as close as possible and then move / run them up to make a screen as close to the enemy as possible.

They are a pain to take out with shooting, but easy to deal with close combat and generally will keep most of the enemy force in their deployment run a turn longer than they want.

But here is the best part, if the enemy decides to take a squad out with cc then they whatever they used to kill it will be clustered up (given only D6 inches to move after piling in), so if 1 or more of your Razorwings come in turn 2 you have a really nice group to drop your missiles on.

EDIT: if I go second the mandrakes always outflank and this tactic doesn't work at all just an FYI

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fisheyes
Wych
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PostSubject: Re: Building a force/general help   Wed Dec 14 2016, 16:41

I think that the Medusae fill a nice roll in our army: Anti MEQ. Way better than poison, and have the added benefit of ignoring cover.

I expect them to get nerfed in our next update ;P
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Seshiru
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Join date : 2012-07-03

PostSubject: Re: Building a force/general help   Wed Dec 14 2016, 17:35

I think I will need to give them a try

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