![]() Heavies with a range of 3 will not even with contact! Be able to do a thing. It's no secret that contact! Counters fast the most effective. Increased survivability is all they'd need to be more effective in battle, not attack range.Ĭlick to expand.Actually yes and no. Bearing this in mind, more direct defensive bonuses are arguably the better way to hypothetically improve heavy units than by increasing their attack range. Even with their low attack range, there isn't enough distance between a heavy unit and a fast unit that just attacked it that it can avoid retaliation, unless the heavy unit is actually defeated. Fast units move before anything else anyway, and no other unit is so immobile that it can't reach a fast unit to retaliate on its next turn. If Champions had their movement costs adjusted to match the 'normal' heavies of each age, they could actually be pretty potent attackers even without Keen Eye.įor what it's worth, when it comes to countering a fast unit, attack range hardly matters. Not having Keen Eye isn't doing them any favors, either. They actually do have very impressive defenses, but unlike the 'normal' heavy units of each age, they don't get reduced movement costs on most terrain types which makes them fairly unreliable attackers. Unfortunately this doesn't apply to Champions, though. Increased survivability is all they'd need to be more effective in battle, not attack range. ![]() + ranged, they're out ranging their contact!Ĭountering: fast, if they're attacking the heavy likely survives and hits back really hard, even when using SAJM's fastĬlick to expand.For what it's worth, when it comes to countering a fast unit, attack range hardly matters. TAS heavy: range 8, ability contact! Stronger defence specsĬounter: art. Even octopods of OF are more scary for fast than TAS' heavies. This way fasts would once more have something to fear them for, not laugh at them and shut them down with 1-2 shots. Another option is to swap out stealth for contact! + range restored to what was in SAM + better defence specs. If the devs would buff the SAT heavies to get their range restored to what was in SAM + buffing their defence specs + good defence terrain bonus on plains, they're making a good chance to be a serious fast-counter. ![]() With 3 range, stealth on rare terrain, little movement and above all else too little defence specs/lack of good defensive ability, they're unable to fulfil their role as a good anti-fast unit. Heavies used to tank fast's first wave of attacks and punished them after. The problem the devs have created by nerfing heavies into canon food, is that no suitable fast-counter unit exist.
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