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[quote]Also some facs can bypass banshee map control: cloacky can do stuff with scythes, maybe even with jethro ambush. Lveh might be fine with a slasherpush or big scorcherpush. Halberds can ignore gs fire and fac/comsnipe.
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[quote]Also some facs can bypass banshee map control: cloacky can do stuff with scythes, maybe even with jethro ambush. Lveh might be fine with a slasherpush or big scorcherpush. Halberds can ignore gs fire and fac/comsnipe.
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1) Banshee+Gnat reaction squad is one of the most efficient solutions to Scythes because their speed allows them to be on top of Scythes very quickly after they start doing damage. Gremlins are very psychologically traumatizing for a GS player, but overexpensive compared to Vandals.
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1) Banshee+Gnat reaction squad is one of the most efficient solutions to Scythes because their speed allows them to be on top of Scythes very quickly after they start doing damage. Gremlins are very psychologically traumatizing for a GS player, but overexpensive compared to Vandals.
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2) Slasherpush might work, "big scorcherpush" will not unless you bring something that will prevent Banshees from hampering you [i]from the moment you leave your base[/i]. The longer you travel, the less Scorchers will be left.
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2) Slasherpush might work, "big scorcherpush" will not unless you bring something that will prevent Banshees from hampering you [i]from the moment you leave your base[/i]. The longer you travel, the less Scorchers will be left.
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3) Halberds suffer from the same problem as Scorchers. Being unable to fight, they will onesidedly take damage; the longer they travel, the more damage they take.
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3) Halberds suffer from the same problem as Scorchers. Being unable to fight, they will onesidedly take damage; the longer they travel, the more damage they take.
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IME
thug/bandit/vandal/racketeer
is
the
ideal
solution.
Vandals
are
dirt
cheap,
deal
reasonable
damage,
and
snipe
Blastwings,
saving
your
shieldball
from
fire.
Thug
shields
lend
them
safety
from
things
like
Rapiers,
dispel
slow,
and
thugs
themselves
pwn
things
like
Offender.
Racketeer
makes
heavy
gunships
obsolete,
makes
commanders
obsolete,
makes
porc
obsolete,
and
makes
light
gunships
sad.
Bandits
hide
under
Thug
shields
until
the
time
is
right,
and
then
launch
in
all
directions
to
clear
juicy
infrastructure.
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9 |
IME
thug/bandit/vandal/racketeer
is
the
ideal
solution
to
the
current
balance
problem.
Vandals
are
dirt
cheap,
deal
reasonable
damage,
and
snipe
Blastwings,
saving
your
shieldball
from
fire.
Thug
shields
lend
them
safety
from
things
like
Rapiers,
dispel
slow,
and
thugs
themselves
pwn
things
like
Offender.
Racketeer
makes
heavy
gunships
obsolete,
makes
commanders
obsolete,
makes
porc
obsolete,
and
makes
light
gunships
sad.
Bandits
hide
under
Thug
shields
until
the
time
is
right,
and
then
launch
in
all
directions
to
clear
juicy
infrastructure.
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10 |
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11 |
Even if the inevitable switch happens earlier than you expected, this composition can be relied upon to not completely fail. I mean, all you do is add an Outlaw. Maybe not even that.
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11 |
Even if the inevitable switch happens earlier than you expected, this composition can be relied upon to not completely fail. I mean, all you do is add an Outlaw. Maybe not even that.
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13 |
I think you need 4-5 Gremlin to make things scared of dying if you're cloaky. You need 4-5 Vandals to make things scared of dying if you're shields. Vandals are almost twice cheaper.
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