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==Unit Analysis== ===Heroes=== *'''Overseer:''' The Overseer is your only melee hero, though Slow makes it a pain to really get stuck in. If you don't opt for the wrist-mounted flamethrower or laser cannon, you're relying on the staff's short-range shooting. **Melee: Aside from the staff, which is basic but provides shooting, you can also buy other options - your cheapest is the hyper sword, which provides AP 1 and Rending. For only 5 points, you could either grab the the void sword and lose Rending for more attacks or buy the phase glaive to trade it in for AP 3. The war scythe is 10 points, but it gives AP 2 and Deadly 3, making it the ideal option for other heroes. *'''Technomancer:''' Likely your chief choice of hero - Not only does this guy give you buffs for your troops, but they can also act as psychics. **Shooting: While you have the same staff as the overseer, you can buy some better shooting to bolster it. The Flame-Protocol gives you a lot of short-range attacks, the Dread-Protocol gives a middle of the road option, and the Solar-Protocol gives the best range at AP 3 and Deadly...for one shot. **Additional Protocols: Gloom-Protocol gives you additional anti-psychic measures and doesn't overlap with being a psychic in itself. Nightmare-Protocol gives Fear - You're not that powerful in melee, but maybe it'll work for a unit that is. Darkness-Protocol grants half the army Ambush, which is quite the piece but forces the ambushers to be clumped together. **Personal Upgrades: While a jetpack sounds tempting, do remember that you'll still be hampered by Slow, so you'll likely be stuck with jetpack guardians. Bot-Master grants Psychic, which is quite powerful considering how costly your other is - though that one can be far stronger. Regen-Protocol boosts a unit's Regeneration score to a 4+. You can also add up to two Technoslaves if you're really looking to jump into melee. *'''Warden:''' A straight, no-frills shooting hero. This guy totes a heavy reaper rifle, which is essentially an improvement over the warrior's reaper rifle, as well as a heavy CCW that's more than enough to handle melee if necessary. ===Infantry=== *'''Warrior:''' Your humble frontliners are quite a durable force. That said, being walls are what they suffice as - Their gauss rifle can only shoot one Rending shot and the alternative reaper rifle halves the shooting range for a guaranteed AP 2. from there you have the option for a cheap flame caster, plasma caster or a costlier fusion caster. *'''Eternal:''' Essentially specialist Warriors with a 2+ defense. They have access to either flux rifles (if you want to risk it all on Poison) or heavy gauss rifles (Adding AP 1 to the gauss rifle). *'''Guardian:''' By default, they're pretty much mini-overseers with toned-down staffs. However, they can be given jetpacks for some good mobility. As for other weapons, you're stuck with either war scythes (High AP), antimatter pistols + void swords (More melee than shooting) or the hyper swords + shields (Granting a pretty good weapon and Stealth). *'''Flesh Eater:''' Pure melee murderers. They have absolutely no hope of shooting, so you should consider Ambush. The claws are fairly effective with AP 1 and Rending, though you can pop 5 points to replace Rending with either more attacks, AP 3 or Deadly 3. *'''Sniper:''' While just as powerful as a base eternal and Ambush, these guys suffer on account of having a rather pitiful range for their rifle. By buying Hunter, you can make their first turn far more valuable by granting their rifle AP 4 on the turn they arrive - just what you need to kill whatever key unit they see. *'''Bot Swarm:''' Absolutely abysmal quality and defense, but they have Fearless and Regeneration on top of Tough 3 to tank out some wounds and move at a normal speed with Strider. If nothing else, they're a good fodder unit to throw at the enemy while you cap objectives. *'''Hover Bike:''' These guys are able to move with normal speed and Strider, which makes for very good news for shooting. aside from the twin gauss rifle, you can instead by a twin flux rifle (for poison) or an antimatter rifle (for mobs). *'''Hover Snake:''' Truly a threatening unit. Their melee weapons are strong and they have Strider and Tough 3, so they are very capable of getting in position to strike. You can even buy them an antimatter pistol or death gaze for cheap short-range shooting or whip coils to double the melee. *'''Tri-Scorpion:''' While technically similar to the hover snakes, these guys get arm blades that trade some attacks for guaranteed AP 2. You can even buy the unit Rending again, making them better for heavy infantry. Buying a heavy blade just makes a bigger can opener. *'''Annihilator:''' Ambush and Strider make them a good bit more mobile than most, but they're still Slow. That said, that's fine since they're floating weapons platforms. Whether you pick the more anti-infantry gauss cannon or anti-tank heavy gauss cannon, you should never be on the front lines.
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