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http://steamcommunity.com/sharedfiles/filedetails/?id=824764332
Gyrocotors can avoid most of the missils with micro them around fellbats or verghiests when get attack.
Square formation or camp at the corner is dwarfs cheapest strategic. Slayers or hammerers in the back to protected the flank and any missile units.
Thunderers to me is one of the most strongest range units if they managed to focus fires. Their bullets travel an incredible speed and accuracy as well. The armor pierces are doing high damage to lightly units. While the querreler would have trouble with high armor units.
really? ive heard its an issue that scales with difficulty. if its not im all happy with using them because yeah that AP is useful. im just at the point where im upgrading my melee troops but my ranged is the same old stuff. if it works im fine with it but it sort of kills the use of the foundery as a core building outside the odd cannon
This is significant because 30 armor is not a lot, and I bet many players were like me in that they mainly used Thunderers for heavily armored targets.
The best way I've found to use them is to have them behind your infantry line and off to one side. wait until your melee guys have established a line and engaged the enemy, then just walk them a little off to the side and slightly in front of your line, so they're shooting into the enemy from the side at 90 degrees. Shooting sideways into the line absolutely demolishes anything.