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Melee is a different playstyle than ranged. With ranged you are typically going for kills. Melee on the other hand go for staggers and overwatches. Move a melee unit in and get a single hit. Now the enemy is down an action. On their turn they shoot your melee, get overwatched and staggered and now they only took one action and 2 hits for that turn.
One of the key things to remember with melee is you don't have an absolute drive to finish units off. If you have a unit that has taken two melee hits and only has 1 ap and a bit of health. Just let them sit. Next turn they can barely hurt you and odds are the melee overwatch will kill them. So let them. Use your unit actions elsewhere.
If the initial rush fails - focus on research rush to tier3/4 flying units and do 4-5 settlements, focus on map clear using the Assembly doctrines.
Good luck!
yeah i believe you, it just shows how bad i am at using them. will have to learn from experience i think. i wasnt using the melee overwatch at all and trying to get as many hits by moving very little so thats likely where it came from. thanks.
ive just seen this it looks amazing
It'd be easier to share hints if you'd also mention a certain secret tech that you enjoy playing.
sorry i was after tips for assembly units in particular. im using synthesis if it makes a huge difference.
Oh it's just I feel that your secret tech defines your unit loadouts, roles and army composition possibly as much as your race so I wanted to ask for a specific combination of the two.
Synthesis has amazing mods and synergizes well with Assembly for obvious reasons. Total network integration mod grants stagger immunity and revival at 25% once the unit is down. Stagger immunity is pretty much a must for melee units since if staggered, they lose mobility, damage but more importantly, melee overwatch. It's also a must for snipers so that they won't be confined to snapshots since sniper shots require full action. Your vorpal snipers and scavengers will be thankful if you equip them with total integration. It's such a great mod that sometimes it's reason enough to go Synthesis. Guardian shell makes your lightning riders near untouchable, combined with their evasive manuevers, while you are positioning them for most AoE coverage.
Also, learn to love the Reverse Engineer. He's got a shotgun so he can reposition and shoot without losing damage, much like your scavengers. He's not too shabby at melee, got a summon and a revival/heal. Mind that his constructs inherit any PASSIVE mods the reverse engineer has equipped, so if you, for example, have an engineer with flesh tearer implants + total network integration + guardian daemon shell, the construct will have them too (this makes for some pretty fun combinations with xenoplague mods). Once it dies, your hackers can use reconstruct daemon on them as a bonus to pop up yet another summon.
Scavengers feeling slow probably has to do with rough terrain you got on the map, since they have land movement. Otherwise they have high movement points and are fast, zerging units not unlike Kir'ko frenzied.
Been a while since I last played, this about all that comes to mind at the moment. I hope it helps.
it helps indeed. knowing about stagger ripping out overwatch is huge. i was unsure on the reverse engi and hadnt really used them. will give them a go