Merlin
The Merlin is a heavy saturation artillery strider from the Strider Hub.
Merlin (striderarty) | |||||||||||||||||||
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Heavy Saturation Artillery Strider | |||||||||||||||||||
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Stats | |||||||||||||||||||
Cost | 3500 | ||||||||||||||||||
Hit Points | 3140 | ||||||||||||||||||
Mass | 647 | ||||||||||||||||||
Movement Speed (elmo/s) | 36 | ||||||||||||||||||
Turn Rate (deg/s) | 195 | ||||||||||||||||||
Vision Radius (elmo) | 660 | ||||||||||||||||||
Transportable | Heavy | ||||||||||||||||||
Weapons | |||||||||||||||||||
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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.
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