Grimdark Future/Tactics/TAO Coalition: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>ThatOneBruvva
No edit summary
m (1 revision imported)
(No difference)

Revision as of 21:00, 18 June 2023

This article is a stub. You can help 1d4chan by expanding it

Why Play TAO Coalition?

You want shooting, and lots of it. While TAO melee tends to not be the best, they do have a few tricks up their sleeves, but the biggest thing they bring to the table is effective guns, vehicles, and mecha.

<tabs> <tab name="Grimdark Future">

Pros

  • Lots of AP(1) and AP(2) weapons
  • High volume of fire
  • Vehicles and suits can be fairly mobile, with Ambush, Flying, and Strider being common rules
  • Jackal units can provide some cheap melee/chaff
  • There are multiple ways to improve shooting even further
  • Shield drones allow units to actually be quite tough

Cons

  • Most units are pretty expensive
  • Low-average number of activations
  • Almost everything sucks at melee
  • Morale is average at best
  • The majority of your units suffer in the Defense department
  • Limited psychic powers

Special Rules

  • Accelerator Drone: Extra 6" range for a Spotter Squad's Pulse Carbines. Considering how nasty Carbines can be, this can be a pretty nice upgrade particularly in a combined unit.
  • Anti-Charge System: Any units that charge a vehicle with this have to roll a d6 for each model. On a 4+, they eat an AP 1 hit. This is your only line of defense against melee, so you shouldn't leave home without it.
  • Beacon: Ignore distance restrictions for Ambush when Ambushing within 12" of this model. This is going to be highly situational, and is mostly useful for last-round objective contesting. Spotter Squads and Stealth Suits can take this.
  • Good Shot: Many of the core TAO units get this rule, which is basically just a +1 to shooting, not much more to say.
  • Inhibitor Drone: -3" to charging this unit, this is again a Spotter Squad unique upgrade. At 15pts this is a bit expensive, but it gives one quite handy benefit - Ambushers can no longer charge this unit the turn they come in. For a Spotter Squad set up to be backline fire support, that can be a nice safety assurance.
  • Shield Drone: Gives an entire unit Regeneration. Nice if you want to make a certain unit more survivable, but most of the time it's going to be better to just have more troops.
  • Spotting Laser: Instead of shooting a weapon, you have a 50/50 chance to give +1 to shooting on an enemy unit per laser. The +X is one-time use only, so best used either against very tough targets or units with Stealth. You'll get the most utility out of this when either using Suits or combined units, so save your lasers for your hard hitters.

Psychic Spells

  • Patience (4+): Grants a friendly unit within 12" Stealth when they next get shot. This is important since most of your troops are pretty poor with defense.
  • Killing Blow (4+): Enemy model within 12" takes an AP 2 hit, making this a pretty cheap sniping power.
  • Boldness (5+): Friendly unit within 12" can immediately move 3", which won't really be enough to act as an escape button. It can however nudge a unit into cover or into combat.
  • Deadly Strike (5+): Enemy unit within 12" takes 4 AP 1 hits.
  • Pacification (6+): Enemy unit within 12" takes -3 to their next melee hit rolls, which can pretty easily turn the tables when trying to stall a combat. Really, don't expect any better, even for jackals.
  • Deadly Surge (6+): Two enemy units within 12" take 6 hits each, making this an ideal anti-mob power.

Unit Analysis

Heroes

  • Battlesuit Captain: A flexible tough combat hero who can function pretty well either on his own or with a unit of Battlesuits. He has a ridiculous number of weapon upgrades, so let's cover them one by one. Unlike normal suits, Captains can take up to four of these guns in any combination. In addition there are the typical drone upgrades. Gun Drones are an option in larger games where you really want even more dakka, while a Mini-Shield Drone is a good choice for a Solo Captain. Spotter Drones on the other hand are only good if you're really desperate for more lasers. You're taking this Hero because of his shooting, why take that away?
    • Flamethrower: Cheap, lots of attacks, but maybe a waste with his Q3+. A good choice to fill out weapon slots or on a melee build.
    • Plasma Rifle: Again, cheap filler for a long-mid range build. AP(2) makes it a decent choice against armor.
    • Burst Carbine: Twice the price of a Plasma Rifle, shorter range, but 4x the attacks at AP(1). A decent all-round choice, but getting expensive.
    • Ion Carbine: One of my favorite choices for a mid-range build, you get one shot at 18" with AP(2) Blast(3). It's not as reliable as the Burst Carbine, but with Q3+ you'll be hitting most of the time, and it's more cost effective than Plasma Rifles.
    • Frag Pod: A bit of an odd one. Since this is Indirect, you'll be less accurate when moving, and it's 25pts. This may be situationally useful, but isn't going to be a typical choice.
    • Missile Pod: Take this if you want to hit back-line units or just generally across the table. Against another gunline army this could be nice.
    • Rapid Burst Carbine: Probably the most cost effective option, but oh it is expensive. 35pts for 8 shots with AP(1). That will melt most infantry and has a good chance of doing some damage to vehicles too.
    • Fusion Carbine: Your dedicated tank killer gun, only one shot but it's AP(4) Deadly(6) so whatever it hits will die.
    • Melee upgrades: Here you have two choices, you can add Rending to your melee for 5pts, or add Rending and Tough(+3) for 85pts. If you're planning on Ambushing, the Rending upgrade might be handy, while the Tough(+3) is mostly only worth it if you plan on running your Captain solo.
  • Grunt Captain: A support Hero intended for Grunt units, this Captain doesn’t have much actual power. He shoots as well as a standard Grunt, with the same armor, and much of the same weapon choices. What he adds, besides a morale boost, is the possibility to add two extra drones to a Grunt squad, and the Volley Fire ability (thus granting the unit's pulse shotgun/carbine/rifle another shot) for an extra 25pts. He also has some melee upgrades if that’s a thing you want to do. Generally speaking, the only way you will want to run him is with Volley Fire in a 10-man Grunt Squad with rifles, as with rifles you have the range to Hold most often and get the benefit from his ability. Otherwise, take a Sage instead.
  • Jackal Veteran: A cheap Hero for your Jackal units, this one is mostly there to add a little extra firepower and boost morale. He can take all the usual Pulse weapons, as well as a Sniper rifle or a couple small melee upgrades. Keep him cheap, with maybe a Pulse Carbine and/or a melee upgrade and stick him in a unit of Jackals if you want them to hit a little harder. The Sniper is a bit wasted on him since you're already paying more for the Quality upgrade, but on the other hand he is likely to be the last one alive so it keeps it protected.
  • Sage: The TAO’s only access to Psychic, as well as a very useful support ability. For 10pts cheaper than the Grunt Captain’s Volley Fire, Sages can take Elemental Power (Essentially identical to the HDF Commander ability) which has more flexibility, on top of granting an even greater morale boost due to Q4+ with Fearless. Sages are squishy, but if you put them in a 10-man unit you’ll have a fair amount of protection for them, and you’ll get the most utility from Elemental Power. They can also take Psychic - most of the TAO powers have only a 12” range, so Psychic 2 is only really worth it when facing armies that are likely to get close or in a shotgun squad. Against shooty armies Psychic 1 can be useful though, since it means you can get temporary Stealth each turn on a 3+.

Infantry

  • Grunt Squad: Your core shooty infantry, these guys hit hard no matter what you give them. By default they have Pulse Shotguns, which are great weapons if you plan on putting them in a transport. Otherwise, it's worth giving them Carbines for an all-rounder unit or Rifles for a support unit. One of them can be upgraded with some melee weapons, but even still they're pretty pathetic in melee. They can also be given a Spotter Drone, a Gun Drone, or a Shield Drone. With a Shield Drone their price starts to go up, but it does make them surprisingly tough with D4+ and Regeneration.
  • Spotter Squad: At first glance they're just Grunts with Scout and Carbines, but their upgrades are what make them unique. Besides the normal Drone upgrades, they can get up to 5 Spotting Lasers, up to 3 special weapons, and one special drone type, either Inhibitor, Accelerator, or Recon (which gives Beacon and an extra 4 AP(1) attacks at 18").
    • Scoped Rifle: A very long (30") range Sniper.
    • Ion Rifle: 30" AP(2) Blast(3) for 15pts. A little risky with only a 4+ to hit, but you can't argue with the range.
    • Rail Rifle: Probably the most useful of the three, a 30" AP(4) Deadly(3) gun. Still only hitting on a 4+, but this will scare any vehicles on the table. Even if you don't hit, it gives you table control which can be quite valuable. If you take these an Inhibitor Drone may be a good investment, because your opponent will want to take this squad out.
  • Stealth Suits: Though they are essentially grunt-sized suits, they're still fairly tough with Tough 3. Stealth and Ambush allows them to strike wherever they want with some protection. However, they have some pretty short-ranged guns, with the only upgrades being fusion carbines (for Deadly 6 and higher AP), a Spotting Laser (not wise for a 3-man squad), or a beacon if you plan on throwing in other suits.
  • Battle Suits: Ambushing, flying, tough as nails gun-toting mechas. They're not cheap, but they're hard to put down (arguably harder to kill than vehicles even due to Deadly(6) weapons being less effective against them). They start out without any real weapons, but they're able to pick up up to 3 guns in any combination, melee upgrades if you should so wish, and a buttload of Drones. Their Drone options are the typical ones (including Shield Drones for 80pts if you want them to be absurdly tough), and their melee upgrades basically boil down to adding Rending or AP(2) to their base A2 AP(1) weapons. Their guns on the other hand include a lot of options.
    • Plasma Rifle: Cheap filler, works okay against any target.
    • Flamethrower: Horde-killer, filler for short-range builds.
    • Burst Carbine: A good all-round gun, especially for shooting infantry.
    • Ion Carbine: An alright choice, basically equivalent to 3 Plasma Rifles but riskier to shoot. It won't be as reliable as on the Captain, so this is more of one to take if you're almost full up on slots already.
    • Frag Pod: Again, a weird situational one due to Indirect. It's really only useful against hordes which you cannot see.
    • Missile Pod: Nice for backline support or board control, but not very cost effective.
    • Fusion Carbine: An expensive vehicle killer, it will melt if it hits but again it's more reliable on a Captain.
  • Sniper Drones: You've got a bunch of flying pulse rifles for a cost cheaper than equipping grunts with them. Since they are incredibly flimsy to the point that combat is a literal death sentence for them, they'll definitely be making good on that range. The only way to make that better is if you slap on a drone controller and grant those flying rifles Sniper, thus making them even more scary.
  • Gun Drones: Sniper drones are for precision, gun drones are for heavy fire. Since you have twin pulse carbines on every model, you're pumping out up to 20 AP 1 attacks just to melt down most forces. However, these drones lack any upgrades and suck super-bad in melee, so you'll absolutely be needing someone to block off any potential aggressors.
  • Jackals: Cheap chaff if unupgraded, although also unremarkable. One model can get some extra melee upgrades and a Pulse weapon, although Pulse guns are probably not worth it with only Q5+. What they are nice for though, beyond being chaff, is the possibility of cheap Snipers. You can even get multiple in a squad, allowing you to deal with the opponent's special weapons before they get to the rest of your units.
  • Jackal Hounds: Pure melee chaff, they're cheap, can move through terrain, and have Scout so turn 1 charges are easy to get. They don't do much though, so they're mostly there to distract or hit squishy units. They can get Poison and Furious for 5 pts each, with Poison being almost an auto-take due to their A3.
  • Jackal Cavalry: Wow, a melee unit that can actually do some damage! While they only have Q5+, they're actually decently tough and have lots of attacks on top of Impact(3) in addition to Fast, Scout, and Strider. They can also take some heavy weapons, but that's not the main utility of this unit.
  • Locusts: These little flyers are about as accurate as most heroes while also being super mobile with Ambush. This makes them quite adept at either melee or short-ranged firefights, though their base neutron carbines leave a bit to be desired. Fortunately you can buy one of them a special weapon for the sake of it.

Vehicles

  • Hover Transport: Fast and Strider make this transport incredibly mobile when compared to their contemporaries. It's also got a hefty bundle of shots with its doubled twin pulse carbines (interchangeable with a twin burst carbine) and a burst carbine. If you're looking for an artillery transport, you could replace the pulse carbines with smart missiles or buy homing missiles on top of everything else. If you're looking for protection, you've got two choices: the Anti-Charge System or a distortion engine for Stealth.
  • Hover Tank: This takes a hover transport and sacrifices its burst carbine and transport capacity for Tough 12 and a sub-railgun, ideal for scrubbing out mobs. On top of everything the transport gets, you can also replace that big gun for another big gun. The railgun gives you Deadly 6 for tank-sniping, the ion cannon gives AP 2 for the same cost as a railgun, and the twin homing missiles grant a midway of AP 3 and Deadly 3, but it's offset by being Indirect.
  • Hover Attack Bike: Like a hover transport, but you trade off storage for a surprising Impact 3 - and for a discount at that. Though you can't replace the twin pulse carbines, you can make the burst carbine a fusion carbine for short-range anti-tank fire.
  • Heavy Battle Suit: You are the heavy artillery. Whether if it's with your stock missile pods or the heavy rail rifles, you are going to be keeping this beast in the backfield. Homing missiles add to the artillery fun without issue, as do the twin pulse rifles or smart missiles. The drones also give extra dakka in the gun and missile varieties, while shield drone grants Regeneration, which...can be useful since the suit has fists and stomps for semi-competent combat.
  • Heavy Stealth Suit: A genuine nightmare in close quarters between having flight, Ambush, Stealth and two guns made to blow up hordes. The ion carbine represents your anti-armor argument, though the heavy fusion carbine makes it far more deadlier. The twin flamethrower is just a flood of an attack, though you could instead buy a twin burst carbine or fusion carbine if you want more bang. The option for up to two stealth drones is a guarantee that you will absolutely reach shooting range, as it deals a -1 penalty to shooting from beyond 18" - and that's also the max range on most of your guns.
  • Razor Fighter: The cheap fighter, equipped with only a burst carbine for dogfighting and an ion tailgun to obliterate mobs. If you want better range, you can replace the burst carbine for a missile pod. You could also buy homing missiles, but Indirect will screw over your chances of actually hitting since Aircraft have to move each turn.
  • Sun Bomber: Better armed to spread the love. The missile pod covers direct fire (and can be doubled for 20 points) while the pulse bombs and twin ion rifles spread flavors of blastyness. As with the razor fighter, homing missiles aren't a very worthwhile purchase because of indirect and mandatory movement.
  • Tide Titan: The closest you have to an elite melee unit, though even that's a bit contentious with a 4+ quality. Fortunately, that plasma sword provides a lot of attacks at AP 2 with Rending. You could double up on the swords, but you could also replace one sword with either a heavy burst carbine or heavy ion cannon for shooting. Also available instead of a second sword is access to Stealth. If you need shooting without compromising melee, you've got access to doubled plasma rifles, doubled fusion carbines or doubled smart missiles.
  • Surge Titan: Even tankier at Tough 24, but you are now only available to shoot with a pulse cannon. If you wanted something even more dedicated to scrubbing out hordes, you could make it a heavy pulse cannon. If you wanted another gun, your only option is the cluster rockets, which give you a whole pile of shots. These missiles can then strap on another gun in a manner akin to how most would strap on attachments to their assault rifles.

Army Building

Starter Armies

General Advice

Tactics

</tab>

<tab name="Firefight">

Pros

  • Lots of AP(1) and AP(2) weapons
  • High volume of fire
  • Vehicles and suits can be fairly mobile, with Ambush, Flying, and Strider being common rules
  • Jackal units can provide some cheap melee/chaff
  • There are multiple ways to improve shooting even further
  • Shield drones allow units to actually be quite tough

Cons

  • Most units are pretty expensive
  • Low-average number of activations
  • Almost everything sucks at melee
  • Morale is average at best
  • The majority of your units suffer in the Defense department
  • Limited psychic powers

Special Rules

  • Accelerator Drone: Extra 6" range for a Spotter Squad's Pulse Carbines. Considering how nasty Carbines can be, this can be a pretty nice upgrade particularly in a combined unit.
  • Beacon: Ignore distance restrictions for Ambush when Ambushing within 12" of this model. This is going to be highly situational, and is mostly useful for last-round objective contesting. Spotter Squads and Stealth Suits can take this
  • Good Shot: Many of the core TAO units get this rule, which is basically just a +1 to shooting, not much more to say.
  • Inhibitor Drone: -3" to charging anyone within 12" of this unit, this is again a Spotter Squad unique upgrade. At 15pts this is a bit expensive, but it gives one quite handy benefit - Ambushers can no longer charge this unit the turn they come in. For a Spotter Squad set up to be backline fire support, that can be a nice safety assurance.
  • Shield Drone: Gives an allies within 12" Regeneration. Nice if you want to make a certain unit more survivable, but most of the time it's going to be better to just have more troops.
  • Spotting Laser: Instead of shooting a weapon, you have a 50/50 chance to give +1 to shooting on an enemy unit per laser. The +X is one-time use only, so best used either against very tough targets or units with Stealth. You'll get the most utility out of this when either using Suits or combined units, so save your lasers for your hard hitters.

Psychic Spells

  • Patience (4+): Grants a friendly unit within 12" Stealth when they next get shot. This is important since most of your troops are pretty poor with defense.
  • Killing Blow (4+): Enemy model within 12" takes an AP 2 hit, making this a pretty cheap sniping power.
  • Boldness (5+): Friendly unit within 12" can immediately move 3", which won't really be enough to act as an escape button. It can however nudge a unit into cover or into combat.
  • Deadly Strike (5+): Enemy unit within 12" takes 4 AP 1 hits.
  • Pacification (6+): Enemy unit within 12" takes -3 to their next melee hit rolls, which can pretty easily turn the tables when trying to stall a combat. Really, don't expect any better, even for jackals.
  • Deadly Surge (6+): Two enemy units within 12" take 6 hits each, making this an ideal anti-mob power.

Unit Analysis

Heroes

  • Battlesuit Captain: A flexible tough combat hero who can function pretty well either on his own or with a unit of Battlesuits. He has a ridiculous number of weapon upgrades, so let's cover them one by one. Unlike normal suits, Captains can take up to four of these guns in any combination. In addition there are the typical drone upgrades. Gun Drones are an option in larger games where you really want even more dakka, while a Mini-Shield Drone is a good choice for a Solo Captain. Spotter Drones on the other hand are only good if you're really desperate for more lasers. You're taking this Hero because of his shooting, why take that away?
    • Shooting: The big focus of the commander. You get a literal trove of guns you can pick up. Flamethrowers give you a bunch of shots at short range. Plasma rifles and ion carbines lack shots, but they give high AP and the carbine gives Blast 3 as well. The burst carbine and rapid burst carbine give a bunch of shots at a pretty good range. The frag pod is indierect but also lets you mount Blast 6. The fusion carbine giving a really powerful shot, perhaps more than you really need.
    • Melee upgrades: Here you have two choices, you can add Rending to your melee for 5pts, or add Rending and Tough +3 for 85pts. If you're planning on Ambushing, the Rending upgrade might be handy, while the Tough +3 is mostly only worth it if you plan on running your Captain solo.
  • Grunt Captain: A support Hero intended for Grunt units, this Captain doesn’t have much actual power. He shoots as well as a standard Grunt, with the same armor, and much of the same weapon choices. What he adds, besides a morale boost, is the possibility to add two extra drones to a Grunt squad, and the Volley Fire ability (thus granting the unit's pulse shotgun/carbine/rifle another shot) for an extra 25pts. He also has some melee upgrades if that’s a thing you want to do. Generally speaking, the only way you will want to run him is with Volley Fire in a 10-man Grunt Squad with rifles, as with rifles you have the range to Hold most often and get the benefit from his ability. Otherwise, take a Sage instead.
  • Jackal Veteran: A cheap Hero for your Jackal units, this one is mostly there to add a little extra firepower and boost morale. He can take all the usual Pulse weapons, as well as a Sniper rifle or a couple small melee upgrades. Keep him cheap, with maybe a Pulse Carbine and/or a melee upgrade and stick him in a unit of Jackals if you want them to hit a little harder. The Sniper is a bit wasted on him since you're already paying more for the Quality upgrade, but on the other hand he is likely to be the last one alive so it keeps it protected.
  • Sage: The TAO’s only access to Psychic, as well as a very useful support ability. For 10pts cheaper than the Grunt Captain’s Volley Fire, Sages can take Elemental Power which has more flexibility (allies within 12" get either +3" movement, +! to melee or shooting, or +3" to shooting), on top of granting an even greater morale boost due to Q4+ with Fearless. Sages are squishy, but if you put them in a 10-man unit you’ll have a fair amount of protection for them, and you’ll get the most utility from Elemental Power. They can also take Psychic - most of the TAO powers have only a 12” range, so Psychic 2 is only really worth it when facing armies that are likely to get close or in a shotgun squad. Against shooty armies Psychic 1 can be useful though, since it means you can get temporary Stealth each turn on a 3+.

Infantry

  • Grunt: Your core shooty infantry, these guys hit hard no matter what you give them. By default they have Pulse Shotguns, which are great weapons if you plan on putting them in a transport. Otherwise, it's worth giving them Carbines for an all-rounder unit or Rifles for a support unit. One of them can be upgraded with some melee weapons, but even still they're pretty pathetic in melee. They can also be given a Spotter Drone, a Gun Drone, or a Shield Drone. With a Shield Drone their price starts to go up, but it does make them surprisingly tough with D4+ and Regeneration.
  • Spotter: At first glance they're just Grunts with Scout and Carbines, but their upgrades are what make them unique. Besides the normal Drone upgrades, they can get a Spotting Laser, special weapons, and one special drone type, either Inhibitor, Accelerator, or Recon (which gives Beacon and an extra 4 AP(1) attacks at 18").
    • Scoped Rifle: A very long (30") range Sniper.
    • Ion Rifle: 30" AP(2) Blast(3) for 15pts. A little risky with only a 4+ to hit, but you can't argue with the range.
    • Rail Rifle: Probably the most useful of the three, a 30" AP(4) Deadly(3) gun. Still only hitting on a 4+, but this will scare any vehicles on the table. Even if you don't hit, it gives you table control which can be quite valuable. If you take these an Inhibitor Drone may be a good investment, because your opponent will want to take this squad out.
  • Stealth Suit: Though they are essentially grunt-sized suits, they're still fairly tough with Tough 3. Stealth and Ambush allows them to strike wherever they want with some protection. However, they have some pretty short-ranged guns, with the only upgrades being fusion carbines (for Deadly 6 and higher AP), a Spotting Laser, or a beacon if you plan on throwing in other suits.
  • Battle Suit: Ambushing, flying, tough as nails gun-toting mechas. They're not cheap, but they're hard to put down (arguably harder to kill than vehicles even due to Deadly(6) weapons being less effective against them). They start out without any real weapons, but they're able to pick up up to 3 guns in any combination, melee upgrades if you should so wish, and a buttload of Drones. Their Drone options are the typical ones (including Shield Drones for 80pts if you want them to be absurdly tough), and their melee upgrades basically boil down to adding Rending or AP(2) to their base A2 AP(1) weapons. Their guns on the other hand include a lot of options.
    • Plasma Rifle: Cheap filler, works okay against any target.
    • Flamethrower: Horde-killer, filler for short-range builds.
    • Burst Carbine: A good all-round gun, especially for shooting infantry.
    • Ion Carbine: An alright choice, basically equivalent to 3 Plasma Rifles but riskier to shoot. It won't be as reliable as on the Captain, so this is more of one to take if you're almost full up on slots already.
    • Frag Pod: Again, a weird situational one due to Indirect. It's really only useful against hordes which you cannot see.
    • Missile Pod: Nice for backline support or board control, but not very cost effective.
    • Fusion Carbine: An expensive vehicle killer, it will melt if it hits but again it's more reliable on a Captain.
  • Sniper Drone: You've got a flying pulse rifle for a cost cheaper than equipping grunts with them. Since they are incredibly flimsy to the point that combat is a literal death sentence for them, they'll definitely be making good on that range. The only way to make that better is if you slap on a drone controller and grant those flying rifles Sniper, thus making them even more scary.
  • Gun Drone: Sniper drones are for precision, gun drones are for heavy fire. Sadly, these drones lack any upgrades and suck super-bad in melee, so you'll absolutely be needing someone to block off any potential aggressors.
  • Jackal: Cheap chaff if unupgraded, although also unremarkable. One model can get some extra melee upgrades and a Pulse weapon, although Pulse guns are probably not worth it with only Q5+. What they are nice for though, beyond being chaff, is the possibility of cheap Snipers.
  • Jackal Hound: Pure melee chaff, they're cheap, can move through terrain, and have Scout so turn 1 charges are easy to get. They don't do much though, so they're mostly there to distract or hit squishy units. They can get Poison and Furious for 5 pts each, with Poison being almost an auto-take due to their A3.
  • Jackal Cavalry: Wow, a melee unit that can actually do some damage! While they only have Q5+, they're actually decently tough and have lots of attacks on top of Impact 3 in addition to Fast, Scout, and Strider. They can also take some heavy weapons, but that's not the main utility of this unit.
  • Locusts These little flyers are about as accurate as most heroes while also being super mobile with Ambush. This makes them quite adept at either melee or short-ranged firefights, though their base neutron carbines leave a bit to be desired. Fortunately you can buy a special weapon for the sake of it.

Army Building

Starter Armies

General Advice

Tactics

</tab> </tabs>

Grimdark Future Tactics Articles
General: General Tactics
Alien Hives: Alien Hives - Soul-Snatcher Cults
Aliens: Dwarf Guilds - Eternal Dynasty - Jackals - Orc Marauders
Robot Legions - Saurian Starhost - TAO Coalition
Battle Brothers: Battle Brothers - Custodian Brothers - Prime Brothers
Elves: Dark Elf Raiders - Elven Jesters - High Elf Fleets
Havoc: Havoc Brothers - Machine Cult Defilers - Wormhole Daemons
Humans: Battle Sisters - Feudal Guard - Gangs of Hive City
Human Defense Force - Human Inquisition - Infected Colonies
Machine Cult - Titan Lords - Rebel Guerillas
Ratmen: Ratmen Clans - Vile Rattus Cult