Editing
Tactics - Resistance
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==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. **In terms of stats, hovercraft are treated as skimmers with more DP and lower E than usual. 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 don't have to land to deploy units, allowing you to reach well up the board when you disembark. They are tough enough to be immune to many AA guns, requiring AT guns 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. Your fighty Hovercrafts, the Circe and Hydra, benefit from a generous Move and M&F and don't incur wasted costs from transportation or loss of firepower following a disembark. *'''Breaching Drills:''' Resistance are also able to utilise drilling machines to deploy from underground tunnels: **Drills always begin the game in Reserve and can be placed on the board from Turn 2 onwards. They can be placed anywhere they can physically fit. **A unit carrying an objective can re-enter a Drill and remove it from the board instantly, rather than running the gauntlet back to your own board edge. **Drills have low transport capacities and can only carry smaller models. However, they will always give you the first shot. **Drills are Rare and you are limited in how many you can take. **In previous rules, Drills imposed a +1 penalty to Accuracy for disembarking units. It is worth noting that this is no longer true. Drills provide an excellent capability for landing alpha strikes and for extracting objectives. They are very resilient for your points but ideally you will be in and out before the enemy can respond, at which point the Drill has already done its part. Drills provide an excellent tool for suddenly dumping a volley of rockets into something your opponent thought was safe and then yeeting his home objectives back underground. Having access to ground-based transports gives Resistance the unique option of playing with minimal or even zero aircraft present, potentially leaving your opponent's AA guns forced into an anti-vehicle role. This unpredictability and flexibility in deployment allows for an enormous range of unit combinations and potential list styles that other factions simply cannot replicate.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information