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Last Stand - Lord General
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==Commander Items== *'''Guardsmen''' - ''Level 5'' **Ability: Deploy Guardsmen (35 Energy, Deploys a squad of Guardsmen to be Minions) **Traits: Minion Weapon Specialist (Can equip weapons that the Lord General has) ***Guardsmen are basic - they have poor health and survivability without upgrades, and they have poor damage overall. However, they have the highest squad size and can use some of the Lord General's goodies when he uses certain weapons. Bolter gives them much better early-game damage, whereas the Flamer gives them both AOE and an answer to melee foes. Grenade Launcher gives them blast effects, range, and knockdown, whilst Plasma lets them fight armor. They get much better when led by a Sergeant and/or Commissar, so use them well. *'''Catachans''' - ''Level 10'' **Ability: Deploy Catachans (35 Energy, Deploys a squad of [[Catachan Jungle Fighters]] to be Minions) **Traits: Minion Knockdown (Can knock enemies down), Minion Explosives Expert (Catachans occasionally throw grenades) ***Catachans don't get weapon upgrades and have a slightly smaller squad size, but they do much more damage, are good in close-combat, have weapons that possess knockback, and periodically chuck demolition charges. With a Commissar, the damage of their Shotguns and melee attacks can really surprise you, and their grenades will reliably wipe squads of lesser foes, whilst a Sergeant will make them remarkably tough. Unfortunately, they tend to suffer an AI glitch where Catachans that have a Commissar will throw grenades less often. Interestingly, Catachan Minions retain their detector capability from Multiplayer, and are able to "see" infiltrating enemies, such as the Scouts or Lictor from Bloodied Coliseum. *'''Ogryns''' - ''Level 15'' **Ability: Deploy Ogryns (35 Energy; deploys a squad of [[Ogryn]]s to be minions) **Traits: Minion Healthy (Ogryns have increased health) ***Ogryns are the toughest minion you get and one of the more interesting. Though they have a painfully limited squad size, they do heavy damage and are massive damage sponges. They are especially unique in that the Sergeant for them is a 33% offensive improvement, as well as a defensive buff; throwing on both the Sergeant and Commissar can result in their damage output and survivability improving dramatically. More so than the other minions, Ogryns tend to wander off to do their own thing; Generals needing a minion more willing to bunker down are encouraged to look elsewhere, but those planning to capitalize on close-combat will love the damned oafs. Call your BONE'EAD [[Gav and Bob|Gav]] for some extra feels. *'''Storm Troopers''' - ''Level 20'' **Ability: Deploy Stormtroopers (35 Energy, Deploys a squad of storm troopers to be Minions), Tactical Withdrawal (6 Energy, lets the Lord General flee from the area) **Traits: Special Ops (-25% Energy Costs) ***Ironically, despite being pretty good individually, Storm Troopers are one of the weakest minions, even with a built-in Hot-Shot Lasgun upgrade. This is because of their tiny squad size. However, the reason one uses Storm Troopers isn't their contributions to a fight - it's their passives. Storm Troopers give the only mobility upgrade the Lord General gets, as well as an ability that decreases all energy costs for absolutely everything the Lord General uses. This allows them to reign in how much dropping turrets or High-Powered Shots cost, and can make Rocket Run much more viable. As is the case for the Hive Tyrant's Synapse, this advantage cannot be overlooked, and completely changes the scope of how one can use the Lord General. Do note, however, that the Retreat ability the General gets tends to bug out a bit; you can still be hit by melee attacks during it.
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