If you detect a pod, then count the squares from the centre point. Always move to the max, don't worry about cover, you won't ever activate a pod if you only advance 1AP. If there is no pod detected, then advance 1 AP at a time. Advance your doods right to the edge of that, then take the last marine with an action point and charge him in to reveal the pod.Īs a general group my gameplay loop is thus: The detection radius of enemy patrols is 13 or 14 squares I believe. This is why others have said, play aggressively. With a bit of practice (and a dose of luck) you can chain together 2 or 3 pods before getting a single turn to roll, never-mind a warp surge. Then you use that movement to advance as a pack and activate the next pod and the turn STILLLL won't roll. Your AP refreshes and you reload your guns but the turn STILL won't roll. Then their AP refreshes and the enemies run around but the turn doesn't roll. Once you get some practice you should get to a point that you can activate a pod while all your marines but one have zero AP. Furthermore your guns reload and your AP refreshes as soon as combat ends. Also, don't forget to take advantage of the fact that your AP refreshes any time you uncover a new enemy pod.
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