The increased movement speed and Dug In ability counteract each other, and the AI turns these guys basically into suicide units. However, their ability is Dug In, where they take have a defense boost when the enemy is farther away. Movement is high, but that's to be expected, so the lower range stat is understandable. They're fast units, and deal ok damage and have relatively low health. Since the tiles units start on are always plains (fun fact), your hover can never be hit in the first round of the battle unless a unit has an ignore stealth ability. Works well with 7 rogues, whether in auto or manual. Plains is one of the most common terrain types, and that makes the hovers essentially untouchable except when a unit is right next to them, or when a unit has an ignore stealth ability. The key for Hovers is that they hide on plains. Good movement and range, and have the force field ability, so damage done against them is reduced. They're heavies, and deal decent damage and have good health. Hmmm I think I see where this is coming from
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