Difference between revisions of "Merlin"
HistidineBot (talk | contribs) m (Page auto-updated with DotNetWikiBot) |
(Adding my observations regarding the strong points of this unit.) |
||
Line 28: | Line 28: | ||
== Tactics and Strategy == | == Tactics and Strategy == | ||
+ | |||
+ | The Merlin makes for a great counter-artillery unit: it out-ranges most other artillery, packs enough of a punch to destroy most in a single shot, and spreads its damage over an area large enough that you don't need pin-point precision when force-firing at enemy artillery units. This is specially useful in situations in which you aren't able to have constant LoS to them. For example: If the enemy is using cloak, using screening units to neutralize your scouts, or both. | ||
+ | |||
+ | However, the Merlin has a long reload time, and considerable risk of friendly fire. It may be a good idea to set it to hold fire and micromanage all of its shots if you can spare the attention. Use force-fire to pick exactly where to land the payloads. | ||
{{Navbox units}} | {{Navbox units}} |
Revision as of 20:42, 5 May 2018
The Merlin is a heavy saturation artillery strider from the Strider Hub.
Merlin (striderarty) | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Heavy Saturation Artillery Strider | |||||||||||||||||||
| |||||||||||||||||||
Stats | |||||||||||||||||||
Cost | 3500 | ||||||||||||||||||
Hit Points | 4000 | ||||||||||||||||||
Movement Speed (elmo/s) | 54 | ||||||||||||||||||
Turn Rate (deg/s) | 163 | ||||||||||||||||||
Vision Radius (elmo) | 660 | ||||||||||||||||||
Transportable | Heavy | ||||||||||||||||||
Weapons | |||||||||||||||||||
|
Description
The Merlin is an MLRS strider. It can launch a volley of rockets that guarantees the destruction of almost anything in the target area, then quickly retreat behind friendly forces.
Tactics and Strategy
The Merlin makes for a great counter-artillery unit: it out-ranges most other artillery, packs enough of a punch to destroy most in a single shot, and spreads its damage over an area large enough that you don't need pin-point precision when force-firing at enemy artillery units. This is specially useful in situations in which you aren't able to have constant LoS to them. For example: If the enemy is using cloak, using screening units to neutralize your scouts, or both.
However, the Merlin has a long reload time, and considerable risk of friendly fire. It may be a good idea to set it to hold fire and micromanage all of its shots if you can spare the attention. Use force-fire to pick exactly where to land the payloads.