Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I really like the concept so I hope they will do that soon ;D
The only reason to take a grand strategist is so that they always go first. I run with Cassia and Idra both being GSes, I don't take any GS traits with them and they just obliterate everything. Not only do I end fights before turn 1 is even over, my whole team usually doesn't even have to act.
My main character is Officer/Master Tactician with "seize the initiative". He gives Idra an extra turn. She gives Cassia bonus WP and does a massive AOE damage stun, also buffs Argenta.
Then it's Cassia's real turn after that. 2xLidless Stare. Yet more AOE stun, she also brings down Perils of the Warp somewhat.
Idra again. She cleans up whatever is left. By this point I always have Momentum. The rest of the team just cleans up what's left.
But I have to agree with you, the only thing GS does is drop an AOE damage taken debuff on the enemy, go first and spam Psyker/Navigator powers, otherwise they are trash. Even if they introduce rotation, the zones also can't overlap and if you have multiple GSes you can't have multiple zones.
Also, most of their talents are super slow and counter-productive: You are meant to obliterate your enemies as quickly as possible, not set up rigid zones to play around. The whole game heavily leans into Momentum, there's literally a mechanic for it, so now you're telling me that I'm supposed to "strategise" and set up zones and stuff? How about I just kill everything in 1 turn? How's that for strategy?
You pick one of the options and units close to the Grand Strategist get the buff every turn the zone expand but no you have to manually do it every time
They also linger post-combat, which is odd, but that is purely a cosmetic bug and doesn't hinder gameplay in any way.
There's also a bug that lets the Grand Strategist move 2 zones in a turn, one before and after granting another character a bonus turn, which shouldn't be the case. They are resuming their turn, not starting a new one.
Suuuuch a buggy game, every aspect and skill and class seems bugged almost.
[Fire at Will] gives everyone -1AP for the first attack. Just give your officers a sniper rifle and they can each have a free shoot while using their AP for something else.
Killzone Strategem is pretty nice. It forces all enemies to reroll dodge and parries, so it can be a good idea against higher dodge builds. And every enemy below a certain hp threshold keels over dead if they are damaged.
Combat Locus Strategem doubles the bonus a zone gives, but removes the two other zones.
Still can be pretty potent damage increase if you do something like boost a rear zone. If your GS has a bonus of 8 in INT and FEL that would be +42% ranged damage, +26% overpenetration and 26% crit chance. Pretty nice boost for 1 AP that you can give basically your whole party.