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
it also helps with frontline units but large high hp units are too easily countered to be of use there. and storms have a minimum range so also useless there as well.
but paired with rapid fire the storm assault card makes them go super fast letting them dodge other storm units arty. assuming they dont get bogged up on chaff.
you can also strafe your storms across the board using this as well.
with the extra hp and speed making them a good distraction and more durable to last a few hits.
Siege also heavily reduces the damage it can deal whilst also introducing a minimum range and shell travel time so it no longer counters Balls and Worms. Siege Mode is heavily overrated, just use Storms for the role. The only reason to use it is that your enemy bought anti-missile and you rage spam them because they countered your rage spam Stormcallers.
Storms are weird because they're actually an extremely powerful unit, but their counters make them almost worthless.