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i give them: range, mech rage, emp, and now armor piercing (it just got really good)
if i get card that gives range to sledges they murder everything
i alsa played with really tanky sledges give them armor repair rage and emp this way they will tank a lot of dmg and unless mass scorp or hakers op will have a lot of trobules those tanky guys make storms useless since they out heal XD
dont make them jack of all trades specialase them
emp storm, or ranged scropians. end of the story.
they just have too many counters to reliably make a build around them.
like fangs i would just get the hp upgrades for them make them a pain to get thru.
self heal armour and chain link and range
also if using chain link its very important you dont link all of your sledges together.
range can help with that.
there is answer to all units and tech so there is to sledges and:
vs scorp - chaff they shoot to slow to deal with it even mustangs works as chaff vs them also you can emp them too and since there is 1 scorp vs 5 tanks its much easier to emp him (sledges have emp btw)
vs emp storms - antimissile tech or cravlers that keeps them shooting ground also if i have offencive long range sledges (range tech + range card) you can't shoot them before destroying rest of the army since they outrange marks XD and i can alway use fire to make ground burn it all - sledges with armor and repair will not notice the fire and your storms ?
as i said dont make them jack of all trades spec them and they will deliver of course you need other units to make them exel and prot from their counter but this games is all about that so are sledges so are scorps so are storms
edit: forgot to mention tula is also pretty hard countered by storm. its a big unit (so most rockets will land) while also not having a ton of hp and tends to just die to them
I'm currently around 1800 mmr (so no top player), my current setup involves sledges in a vertical position so that they are better against chaff and less vulnerability against scorpion splash and a marksman directly behind the line. That way, you have a formation that is tanky, anti chaff and anti single target for 300 credits.
If I start with sledges, I usually place them on the outside of the towers, leaving for spaces so that I can add giants later.
You can scale that up to having a front line of 7 of these formations and add one or two mustangs to prevent that one "enemy spams wasps so my marksmen don't work" round.
Upgrade order for me is range -> emp -> rage.
This works very well, even against Tarantula starts.