Difference between revisions of "Merlin"
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| icontype = t3arty | | icontype = t3arty | ||
| cost = 3500 | | cost = 3500 | ||
− | | hitpoints = | + | | hitpoints = 3140 |
− | | movespeed = | + | | movespeed = 36 |
− | | turnrate = | + | | turnrate = 196 |
| sight = 660 | | sight = 660 | ||
| transportable = Heavy | | transportable = Heavy | ||
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== 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}} |
Latest revision as of 07:33, 6 April 2021
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 | ||||||||||||||||||
Movement Speed (elmo/s) | 36 | ||||||||||||||||||
Turn Rate (deg/s) | 196 | ||||||||||||||||||
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[edit]
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.