Difference between revisions of "Merlin"

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(Adding my observations regarding the strong points of this unit.)
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| cost = 3500
 
| cost = 3500
 
| hitpoints = 4000
 
| hitpoints = 4000
| movespeed = 54
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| movespeed = 36
| turnrate = 163
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| turnrate = 196
 
| sight = 660
 
| sight = 660
 
| transportable = Heavy
 
| transportable = Heavy

Revision as of 21:16, 14 March 2020

The Merlin is a heavy saturation artillery strider from the Strider Hub.

Merlin
(striderarty)
Heavy Saturation Artillery Strider
striderarty.pngt3arty
Stats
Cost 3500
Hit Points 4000
Movement Speed (elmo/s) 36
Turn Rate (deg/s) 196
Vision Radius (elmo) 660
Transportable Heavy
Weapons
Long-Range Rocket Battery
Damage 220.5 × 40
Reload Time (s) 30
Damage per Second 294
Range (elmo) 1450
Area of Effect (elmo) 64
Projectile Speed (elmo/s) 250
Wobbly (maximum, deg/s) 38
Arcing shot (deg) 45

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.