SAGE WORDS OF ADVICE...

by John Hainly


Try these tactics on for size...

NEVER LET 'EM REPAIR - If necessary, redeploy a militia to a city where the enemy has damaged units (CAV, MEC, BATs, etc.). If they were planning on repairing at the end of the turn, the militia pins them and keeps them from repairing.

RECON BOMBERS - BMRs are never pinned. They do not engage anything but FTRs and AAGs. This means that they can move over towns without combat and even bomb them without risk! RCNs are pinned by almost all units. BMRs also have 3 hits, so even if they take a point or two of damage, they can survive a lone encounter with a FTR. Although RCNs do map a 2 hex ring, they only move 2 per turn; BMRs can move 3, thereby making up some of the difference. In fact, for quickly mapping in a straight line, the BMR is better because it moves farther per turn. RCNs only advantage is their wider mapping area and cheaper cost. This is easily outweighed by the BMRs versatility, combat ability, and survivability.

KNOCK THAT BOMBER DOWN! - If your opponent is fool enough to use one BMR for bombing, one FTR can destroy it in ONE turn. Remember that BMRs cannot pin, so your FTR can fire and continue moving. Move your FTR out on phase 2, back into your city and shoot on phase 3, out again on phase 4, and back in and shoot on phase 5. Your FTR will fire 3 times during the turn, giving you a chance of killing the enemy BMR. This will use 25 endurance, but as you will end the turn over your city, your FTR will automatically resupply!


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