Tactics - Resistance: Difference between revisions

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*'''Hovercraft:'''  
*'''Hovercraft:'''  
Resistance have access to hovercraft-based vehicles which offer a number of useful abilities. Common to all hovercraft is that they ignore the Aerial Advantage rule, allowing them to move on to the board from the first turn as though they were aircraft. When used as a transport, their contents suffer a reduced penalty to accuracy and are able to fire at aircraft when they disembark, as well as having a slightly longer disembark range. In terms of stats, hovercraft are treated as skimmers that are tougher but easier to hit. They boast very high movement and are reasonably well-armed.
Resistance have access to hovercraft-based vehicles which offer a number of useful abilities. Common to all hovercraft is that they ignore the Aerial Advantage rule, allowing them to move on to the board from the first turn as though they were aircraft. When used as a transport, their contents suffer a reduced penalty to accuracy and are able to fire at aircraft on the turn they disembark, as well as having a slightly longer disembark range. In terms of stats, hovercraft are treated as skimmers that are tougher but easier to hit. They boast very high movement and are reasonably well-armed.
Hovercraft transports are iconic to the Resistance and significantly change the way that some units can be used. For starters, they are not true aircraft and so they don't have to land to deploy units, giving them a deceptively large threat range. They are also tough enough that they are immune to most conventional AA guns, requiring AT guns in large numbers to overwhelm their DP and E bonuses. They provide their contents with a relatively durable ride, a long threat range, and the ability to drop and pop effectively, making them excellent for enabling alpha strikes even against faster enemies.
Hovercraft transports are iconic to the Resistance and significantly change the way that some units can be used. For starters, they are not true aircraft and so they don't have to land to deploy units, giving them a deceptively large threat range. They are also tough enough that they are immune to most conventional AA guns, requiring AT guns in large numbers to overwhelm their DP and E bonuses. They provide their contents with a relatively durable ride, a long threat range, and the ability to drop and pop effectively, making them excellent for enabling alpha strikes even against faster enemies.
The Circe and Hydra are also hovercrafts, although they are not transports. In this case they benefit from a Move and M&F that is more like an aircraft than a tank, as well as not incurring any transportation costs or loss of firepower following a disembark.
The Circe and Hydra are also hovercrafts, although they are not transports. In this case they benefit from a Move and M&F that is more like an aircraft than a tank, as well as not incurring any transportation costs or loss of firepower following a disembark.

Revision as of 06:37, 28 October 2020

This is the Tactics Page for Resistance

Why Play Resistance

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Special Abilities

  • Hovercraft:

Resistance have access to hovercraft-based vehicles which offer a number of useful abilities. Common to all hovercraft is that they ignore the Aerial Advantage rule, allowing them to move on to the board from the first turn as though they were aircraft. When used as a transport, their contents suffer a reduced penalty to accuracy and are able to fire at aircraft on the turn they disembark, as well as having a slightly longer disembark range. In terms of stats, hovercraft are treated as skimmers that are tougher but easier to hit. They boast very high movement and are reasonably well-armed. Hovercraft transports are iconic to the Resistance and significantly change the way that some units can be used. For starters, they are not true aircraft and so they don't have to land to deploy units, giving them a deceptively large threat range. They are also tough enough that they are immune to most conventional AA guns, requiring AT guns in large numbers to overwhelm their DP and E bonuses. They provide their contents with a relatively durable ride, a long threat range, and the ability to drop and pop effectively, making them excellent for enabling alpha strikes even against faster enemies. The Circe and Hydra are also hovercrafts, although they are not transports. In this case they benefit from a Move and M&F that is more like an aircraft than a tank, as well as not incurring any transportation costs or loss of firepower following a disembark.

Unit Analysis

  • Command:
    • M3 Alexander:
    • Pizarro Class Walker:
    • Hydra Relay Hovercraft:
    • Karl Foley, Prince of New Troy:
    • Jessie Adams, Guide of the Damned:
    • Salakhan, Tyrant of Atlanta:
    • Gunnarr of Elysium, The Ferryman:
    • Lieutenant Colonel James Rodriguez:
    • Rakkon Krell, The Headhunter:
  • Standard:
    • Rocket Technical:
    • Gun Wagon:
  • Troops:
    • Resistance Fighters:
  • Heavy:
    • M5 Napoleon:
    • NT-5 Thunderstorm Custom:
    • M9 Hannibal:
    • M20 Zhukov:
    • Mehmed Siege Tank:
    • N2 Circe Attack Hovercraft:
  • Exotic:
    • Attack ATVs:
    • Sappers:
    • Resistance Veterans:
    • Berserkers:
  • Support:
    • Remote Bomb Bus:
    • Storm Wagon:
    • Thunder Wagon:
    • Flame Wagon:
    • Barrel Bomber:
    • AH-16 Cyclone:
    • AH-16 Typhoon:
    • M22 Constantine:
  • Scout:
    • EAA Columbus Battlewalker:
    • Gun Technical:
    • Freeriders:
    • Scout ATVs:
  • Auxiliary & Transports:
    • Archangel Pathfinder:


  • Transport:
    • NT-1 Kraken:
    • NT-4 Leviathan:
    • AT-77 Lifthawk:
    • Battle Bus:
    • MT-90 Jackson:
    • Skulltaker Assault Transport:
    • AT-90 Strikehawk Tiltrotor:
    • Hellhog:
    • Model 109 Breaching Drill:
    • Model 209 Bertha Breaching Drill:
    • Swifthawk Tilt-Jet:
    • Tempest Interceptor:

Building an Army

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Tactics

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Counter-Tactics

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Common Playstyles

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