Tactics - Resistance

From 2d4chan
Jump to navigation Jump to search

This is the Tactics Page for Resistance

Why Play Resistance

  • You like doing your own thing
  • You like being the underdog
  • You like hovercrafts
  • You like rust
  • You like Mad Max
  • You like the humans in the Terminator and Matrix films
  • You think that today's kids are soft and coddled by all that fancy technology
  • You consider a bus filled with C4 to be legitimate military hardware

Resistance have the most units and viable playstyles of the 5 factions in DZC. You have an enormous roster of units that are variously fragile, undergunned, slow or short-ranged, but combine together in various ways to cover each other's weaknesses and

Special Abilities

  • Hovercraft: Resistance have access to hovercraft-based vehicles which offer a number of useful abilities:
    • All hovercraft ignore the Aerial Advantage rule, allowing them to move on to the board from the first turn as though they were aircraft.
    • When disembarking from a hovercraft transport, their contents suffer a reduced penalty to accuracy and are able to fire at aircraft on the same turn, as well as having a slightly longer disembark range.
    • In terms of stats, hovercraft are treated as skimmers with more DP but lower E than is typical. They have exceptionally 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. They are not true aircraft and so they don't have to land to deploy units, allowing you to reach well up the board when you disembark. They are 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 benefit from a Move and M&F that is more like an aircraft than a tank, and don't incur any wasted cost from transportation 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:
    • 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

Placeholder

Tactics

Placeholder

Counter-Tactics

Placeholder

Common Playstyles

Placeholder