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==Unit Analysis== *'''Command:''' **'''M3 Alexander:''' Big chungus tank with a fucking massive gun, 5DP at Armour 15 and Move 2". The Alexander is the Resistance's OG Command option and by far the most expensive option. With E12 Dev-3 he provides the single best answer to superheavy armour in the entire army. However he is also very expensive and this only gets worse when you pay for his basically-mandatory transport. The Alexander is there for players who want their Commander to be big, tough, dominating the field and costing several hundred points. **'''Pizzaro Class Walker:''' Mecha T-Rex with industrial claws for hands. Previously the hands-down best Command option, the Pizzaro has had it's firepower crippled since 1.2 and is now simply 'very good'. Infiltrate is a unique advantage on a Commander as it basically guarantees you Initiative in Turn 1 as well as more Command Cards. It's deceptively tough with a delicious combination of armour and evasion, lightning fast with Infiltrate and high Move, and cheap because you don't need a transport. The Commander of choice for players who want their Commander sneaking upfield, pulling tanks apart in melee and in the form of a robot dinosaur. **'''Hydra Relay Hovercraft:''' If you've bought the Resistance Starter Army, this is your first Commander. Extremely cheap and very zippy but very little firepower for itself. It has the ability to mark a target for destruction but this is insurance to ensure your shots hit rather than a serious damage boost. Similar to the Pizzaro, the Hydra does not need to pay for a transport. The Hydra is the budget option for a Commander who costs as little as possible, stays away from the fight, and operates in a support role rather than a direct fighter. *'''Standard:''' **'''Rocket Technical:''' At 10pts per model, the Rocket Technical has the distinction of being one of the cheapest models in the game and completely impossible to fight off without Area attacks. A mediocre E7 rocket becomes much more dangerous when they outnumber you 4:1 and can Focus up faster than you can kill them. Extremely spammable and very good at engaging armoured units who left their templates at home. Can be deployed via Hovercraft or Drill and excel at alpha strikes. **'''AA Gun Wagon:''' Standard slots are mandatory, AA guns are effectively mandatory, so getting AA guns in your Standard slots is just efficient. Bizarrely durable with 2DP and Resilient, lots of E6 shots for the price, and able to disembark and shoot AA in the same turn for a nice alpha. Limited to deploying via Hovercraft. **'''Circe Attack Hovercraft:''' ''What are you doing in the Standard slot?'' The Circe is a very specialist piece of kit packing E11 Dev-2 with a long range and the ability to move and shoot. It also carries a flame weapon for hunting infantry who thought they were safe. The Circe is surprisingly cheap with a minimum size of 1 and no transport requirements, and it makes an excellent hunter of your opponent's armour. As it relies heavily on landing that single shot, it benefits heavily from having a Hydra in support. *'''Troops:''' **'''Resistance Fighters:''' For a long time these were the only Troop available and formed a large part of every Resistance list. They are essentially Legionaries that swap the dedicated rocket guy to give everyone a one-use rocket attack, allowing you to front-load your shots into a single attack. This is yet another tool to enable alpha strikes and makes them a legitimate threat to enemy armour and aircraft. They have an enormous range of transport options available by land or air but their role is to dig in to a garrison and pull out objectives rather than try fighting. **'''Resistance Veterans:''' Pay a small points premium for 2+ Accuracy and your choice of 3 upgrades; tank-cracking Plasma Rifles, melee-monster Marine Force Recon, or unbreakable Kalium Volunteers. You have the flexibility to choose your upgrade depending on your opponent; Plasma for UCM and PHR, or MFR for a Strikehawk objective extractor. Kalium is the most limited option by a fair margin and mostly serves to protect you from your transports blowing up. Veterans have similar flexibility to Fighters regarding transports but you will typically want to put MFR in Swifthawks while Plasma Rifles want to stay in a Bus or fly to a garrison. *'''Heavy:''' **'''Hannibal Tank:''' The Hannibal is a Standard Tank masquerading as a Heavy and is more comparable to a Saber or Ares. They make a solid frontline brawler with Armour 15 and 2DP, and pack reasonable firepower for the cost. You can choose to swap the Punisher Cannon for a Hi-Ex Hammer Cannon, gaining E11 for +10pts and a loss of range. It is a strong option and well worth taking if you have the points free. One of the major limitations of the Hannibal is it's dependence on a Lifthawk for transportation which effectively doubles the cost of the squad. The Hannibal is a solid workhorse but occupies an uncomfortable mid-ground between the stronger Napoleon and the more mobile Circe. **'''Napoleon Heavy Tank:''' Superheavy tank absolutely dripping with bullets. The absurd rate of fire obviously makes it a monster at eating infantry, but it can also Focus it's shots for a surprisingly excellent anti-tank or demolition unit. The previous comment about requiring a Lifthawk remains true but this will absolutely dominate whatever fight you drop it into. **'''Thunderstorm Heavy Hovercraft:''' An odd hybrid of transport, commander and tank-buster all in one massive package. The Thunderstorm packs a ridiculous 4 E12 guns while also transporting a full Command/Standard Group and projecting a Command radius. It pays for all of this and so you might find yourself caught between options and you need to make use of both its firepower and transport capacity to justify. Consider it as a 100pt Leviathan gun upgrade. It's worth pointing out how absurdly massive the model is and be aware that you might not be able to physically fit through some parts of the board. *'''Exotic:''' **'''Berserker Assault Troops:''' Extremely dangerous building-clearers. Berserkers want to wait for your opponent to find an objective before disembarking through the window, immediately killing all the occupants and claiming the objective for yourself. Compared to MFR they are cheaper and stronger, but rubbish at finding objectives themselves and can't choose to fulfil another role. These boys really want a Swifthawk and even a small squad can happily wipe out an entire garrison in one activation. **'''Freeriders:''' Move 12 and E+4 cements this unit as the premier Resistance objective nabber. They are extremely mobile and function perfectly well without a transport, while being largely untouchable with shooting. They are extremely vulnerable inside a garrison but their role is to grab something isolated and immediately head for extraction. You can put them into a Breaching Drill to reach far-away objectives or you can fill it with other units and use it as an escape route, but having at least one Drill nearby is highly recommended. Once the objective is secured they can play at popping skimmers with an auto-hitting E9 drive-by per base. Note that as of v1.2, they are no longer Scouts and so cannot spot for artillery or project a Command radius. **'''Attack ATVs:''' **'''Flame Wagon:''' ''What are you doing in the Exotic slot?'' *'''Support:''' **'''Storm Artillery Wagon:''' **'''Remote Bomb Bus:''' **'''Constantine CM Tank:''' **'''Zhukov AA Tank:''' **'''Cyclone Attack Copter:''' **'''Barrel Bomber:''' **'''Strikehawk Tiltrotor:''' *'''Scout:''' **'''Sappers:''' **'''Scout ATVs:''' **'''Resistance Columbus Battlewalker:''' **'''AA Gun Technical:''' Gun Technicals provide a source of dirt-cheap DP and extremely cost-effective AA. Point-for-point they will outshoot Gun Wagons at the cost of being shorter range, while trading Resilient for weight of bodies. As a Scout unit they can be taken in a Command Group at which point you will not need to buy them a transport, circumventing their greatest weakness. *'''Auxiliary & Transports:''' **'''NT-1 Kraken:''' **'''NT-4 Leviathan:''' **'''AT-77 Lifthawk:''' **'''Battle Bus:''' **'''MT-90 Jackson:''' **'''Skulltaker Assault Transport:''' **'''Hellhog:''' **'''Model 109 Breaching Drill:''' **'''Model 209 Bertha Breaching Drill:''' **'''Swifthawk Tilt-Jet:''' **'''Tempest Interceptor:'''
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