1 |
I want to like the slow suggestion for Blitz, but I think it would end up dominating early game at least as much as the old stunlocking Blitz did. I think it could beat equal metal of raiders from all other facs without breaking a sweat so it might as well be a riot.
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1 |
I want to like the slow suggestion for Blitz, but I think it would end up dominating early game at least as much as the old stunlocking Blitz did. I think it could beat equal metal of raiders from all other facs without breaking a sweat so it might as well be a riot.
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2 |
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2 |
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3 |
The disarm option is intriguing though. With the right numbers, the Blitz would become a meatier, punchier Cutter (which I like the concept of, even if I find them too weak for practical use) and there isn't really anything in the land lineup that does the same thing. I don't think disarm is quite as threatening in the early game raider clashes as slow because the Blitz will only be able to keep 1 opponent from shooting at worst.
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3 |
The disarm option is intriguing though. With the right numbers, the Blitz would become a meatier, punchier Cutter (which I like the concept of, even if I find them too weak for practical use) and there isn't really anything in the land lineup that does the same thing. I don't think disarm is quite as threatening in the early game raider clashes as slow because the Blitz will only be able to keep 1 opponent from shooting at worst.
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4 |
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4 |
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5 |
Disarm
doesn't
snowball
as
badly
as
EMP,
and
is
not
equally
effective
against
any
size
of
opponent
(
it
will
overkill
something
light,
allowing
something
else
light
to
slip
in
and
cause
some
pain)
.
It
takes
3
Racketeers
to
silence
a
Minotaur
in
1
volley
(
cost
1050
metal
vs
850)
.
To
be
sure
it
stays
quiet,
at
least
two
of
them
will
need
to
devote
their
attention
to
it.
They
can't
stop
things
running
away
so
the
outcomes
are
less
binary
than
EMP.
|
5 |
Disarm
doesn't
snowball
as
badly
as
EMP.
It
takes
3
Racketeers
to
silence
a
Minotaur
in
1
volley
(
cost
1050
metal
vs
850)
.
To
be
sure
it
stays
quiet
permanently,
at
least
two
of
them
will
need
to
devote
their
attention
to
it.
They
can't
stop
things
running
away
so
the
outcomes
are
less
binary
than
EMP.
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6 |
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|
6 |
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7 |
Blitz
with
a
moderate
amount
of
disarm
(
maybe
no
more
than
the
500
stun
power
it
already
has
and
the
3
second
duration
of
the
cutter's
missiles)
seems
like
something
that
would
have
utility
throughout
the
game
without
dominating
any
phase
by
themselves.
Early,
a
Blitz
really
would
be
a
raider/assault
with
the
ability
to
dispose
of
light
defences
and
then
the
eco
they
were
protecting.
Mixed
Koda/Blitz
usage
might
also
be
well
rewarded
with
the
Koda
hitting
undefended
targets
and
deterring
light
raiders,
while
the
Blitz
cracks
tougher
targets.
|
7 |
Blitz
with
a
moderate
amount
of
disarm
(
maybe
no
more
than
the
500
stun
power
it
already
has
and
the
3
second
duration
of
the
cutter's
missiles,
though
they
might
be
attractive
even
with
2
second
disarm
and
no
rate
of
fire
change)
seems
like
something
that
would
have
utility
throughout
the
game
without
dominating
any
phase
by
themselves.
Early,
a
Blitz
really
would
be
a
raider/assault
with
the
ability
to
dispose
of
light
defences
and
then
the
eco
they
were
protecting
(
much
as
now
and
it's
better
than
EMP
with
minimal
stun
time)
.
Mixed
Koda/Blitz
usage
might
also
be
well
rewarded
with
the
Koda
hitting
undefended
targets
and
deterring
light
raiders,
while
the
Blitz
cracks
tougher
targets.
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8 |
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|
8 |
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|
9 |
In
the
midgame,
it
could
be
particularly
formidable
even
by
raider
standards
for
hunting
packs
of
skirmishers
(
moderator
aside
perhaps)
,
utilising
speed
and
resilience
to
get
close
and
ruin
their
day,
even
with
light
riot
cover.
Although
low
density
encounters
between
skirmishers
and
raiders
favour
the
raiders,
I
find
that
when
the
densities
get
higher,
raiders
turn
from
isolated
small
targets
into
a
mob
where
a
skirmisher
missing
its
intended
target
is
still
likely
to
hit
another
for
the
same
effect.
The
Blitz's
resilience
coupled
with
its
speed
makes
it
better
able
to
close.
|
9 |
In
the
midgame,
it
could
be
particularly
formidable
even
by
raider
standards
for
hunting
packs
of
skirmishers
(
moderator
aside
perhaps)
,
utilising
speed
and
resilience
to
get
close
and
ruin
their
day,
even
with
light
riot
cover.
Although
low
density
encounters
between
skirmishers
and
raiders
favour
the
raiders,
I
find
that
when
the
densities
get
higher,
raiders
turn
from
isolated
small
targets
into
a
mob
where
a
skirmisher
missing
its
intended
target
is
still
likely
to
hit
another
for
the
same
effect.
The
Blitz's
resilience
coupled
with
its
speed
makes
it
better
able
to
close.
X
metal
of
blitzes
will
also
never
be
as
dense
a
target
field
as
X
metal
of
other
raiders.
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10 |
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10 |
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11 |
As it stands, tank has to leap across a gulf from its raider game to its mid-late mainstays of Emissary, Ogre and Minotaur which in other factories is filled with skirmishers. Blitz could fill that gap, but in a unique way.
|
11 |
As it stands, tank has to leap across a gulf from its raider game to its mid-late mainstays of Emissary, Ogre and Minotaur which in other factories is filled with skirmishers. Blitz could fill that gap, but in a unique way.
|
12 |
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12 |
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13 |
In
the
late
game,
it
could
mob
heavies,
disarming
some
light
weight
striders
and
certainly
things
like
grizzlies
or
hostile
Cyclops.
Throughout,
it
would
remain
vulnerable
to
heavier
riots,
massed
light
raiders
or
fleas/darts
which
it
would
overkill
in
a
big
way.
|
13 |
In
the
late
game,
it
could
mob
heavies,
disarming
some
light
weight
striders
and
certainly
things
like
grizzlies
or
hostile
Cyclops,
becoming
a
handy
sidekick
for
heavier
tanks
instead
of
a
liability,
minimising
the
damage
they
take
and
allowing
them
to
keep
going.
With
the
right
micro
(
not
letting
the
Blitzes
rush
ahead
to
die
unsupported)
,
they
could
minimise
the
damage
suffered
in
an
advance.
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14 |
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15 |
Throughout, it would remain vulnerable to heavier riots, massed light raiders or fleas/darts which it would overkill in a big way.
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