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>> No.419480 [View]
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419480

>>419441

Here's some of the commands while the enemy takes it's turn.

Your 3 moves options are pretty simple. Moves hexes. It costs 2AP to move quickly, 4 for standard, 6 for safely. The quick options leaves you open to free attacks from enemy units, so only use in clear areas or in smokescreens where you can evade easier. Safely naturally makes it easier to avoid such attacks. Moving onto an enemy occupied hex initiates close combat, which is useful against tanks and if you have no weapons

Detect Enemy lets you increase your field of vision. Best left to units armed with scanners, as you go from 6 hexes wide to 11. Being able to scan wider areas means you can tell if it's safe to rush forward, or if there's a wall of tanks heading your way.

The 2 attack options are self explanatory. You have a limited number of shots with each one (took me a while to figure this one out), some attack in a radius, some are non-attacsk like smokescreens. Precise is an option that is available for single shot weapons like cannons that costs double AP but is more likely to hit.

Artillery Bombing calls down your Artillery fighter to blow shit up good and proper It takes a turn for an attack run,so your enemy can move, but if you can predict where they'll be or where they'll move to, do it, it's worth the AP.

Abandon Weapon let's you drop spent weapons to increase your Close Combat ability. Use it since having a empty weapon serves no purpose.

Transport calls in your carrier to bail you out. Useful if you're about to explode.

Activate shields brings up a shield that reduces damage by making it harder for enemies to score hits. Very useful, worth not attacking to activate.

Statistics shows you the Doll's stats, and Set Explosives is mission specific

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