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1. Stagger: if you build stagger immunity you have a lot less offense but if you ignore stagger resist you'll deal more damage but suddenly a lot of things can easily CC your tier 3. Stagger cancels overwatch on units (unless Champion is an exception for some reason) and reduces available AP, both of which body the Champion pretty hard if not resisted
2. Status effects. Precog is annoying but things like Sleep, Broken Mind, Choking, Slow, Burning/Immolate (bonus acc against Champ, death sentence for flyers), Blind, and many others also can ruin a Champion's day.
One more thing: 2 arc resist doesn't seem like a ton but it does help a LOT against the arc retaliation device and on units that already have high defenses. Anyway, when looking at the Champion you should be comparing it to things like the Laser Tank, Excavator Tank, Barrager, Bombardon, Disassembler, Malictors, and other common tier 3 units that will be fielded around the same time Champions are.
One more thought: Amazon Lightbringers probably do a good job against Champs too with stagger and debuff resist
Champs gain resolute in defence mode which means their overwatch isn't cancelled by stagger so they are indeed special in this regard if they do use defence mode (they also get tireless in it, so unlimited overwatch attacks). They're also stagger resistant by default, so only massive impact can stagger them. If you expect to face enemies with massive impact, it is not a bad idea to give them stagger resist, but same can be said about anyone facing the champs, especially since if you give them arc impact they can AoE massive stagger on the jump and then massive stagger again with their melee. Or you can build around a massive alpha strike to eliminate the enemies fast, there's no stagger if there's no one left standing after all.
Status effects are indeed a problem for Oathbound (just like for many other races), that's why it's a good idea to grab some cleanses from the ST, I think generally Celestian works the best with Oathbound as it has some massive synergies in terms of both economy and combat by providing early extra stagger resist, healing and cleanses.
I do realize that they'll have to go head to head with other t3s - and they can murder most of them, unless specifically built as a hard counter. E.g. Excavator tanks can't even attack air with their main attack, Malictors are quite paper thin in melee. All the ranged t3s, especially the ones with low armour, will generally suffer quite a bit on the charge taking 16 base damage from storm discharge + 22 from the sword + 22 again from overwatch = 60 base total damage over 3 attacks, with each having at least high impact or even massive impact depending on the mods, and potentially a high chance to stun on each as well. None of them can deal as much damage back, making it quite likely they get finished off on the next turn if not already. Factor in that every champ will probably have a stack of Precog as well.
Speaking of melee air, yes Amazon Lightbringers can fight them, but they're pretty much just a significantly weaker version. If they have the big number advantage they may be able to do it. They're also only immune to psionic status effects and get stunned all the same.
This gets substantially worse if champs get their hands on arc storm, cause now they can teleport dealing 16 aoe dmg with high impact + stun and then hit multiple units for another 20 with massive impact + stun. Add damage mods (which arc storm in itself is), ops, and overlapping aoes and often basically everything is either stunned or dead after the initial jump of a few champs.
Oh, and Oathbound heroes in these things are just ridiculous.
Now I'm not saying this is unbeatable or anything, but in my experience at the stage of the game when it's available this is one of the most "unfair" units as you either need substantially more resources to counter it or you need a very specific narrow hard counter, champs trash most "standard" stacks of equal value quite easily once you reach a critical mass of them.
The Against All Odds thing is pretty bogus though. Flyers are already harder to hit, so you'd almost need something like the Vanguard's designated target ability to do much against it. That said, melee fliers bring a lot to the table against them I think, like the Ramjet. Units like Bulwarks, Electrocutioners, and others with Anti-Air are also a frightening prospect since so much of its defense relies on that bonus chance to not be hit.
The Champion can't always guarantee that it will jump. A lot of tier 3 units have Massive Impact stagger, so you would need to spend a mod to get immunity to that, but what's more, a lot of tier 3 units actually have functionally more range than the Champion, such as the Vanguard Laser Tank, which can both move and shoot at range 7 or 8 with its overcharged cannon, which ignores 2 armor as well as having massive impact stagger.
None of the builds you list have any damage resist either, which means if things start hitting and applying resistance debuffs, such as the Amazon Biomancer (no hit chance for -2 to all resists) things can get ugly fairly quickly if you have a bad charge.
Something else to consider is that most tier 3 units have 4 status effect resistance, meaning you usually have less than a 50% chance to stun, and most armies have a way of clearing that stun even if it does work. It still pummels most tier 2's and tier 1's, but then so do most tier 3's.
They're bit more expensive cause they're a flyer, t2 flyers also cost some extra cosmite whereas no other t2 unit except infiltrators does.
It will often have 30-40% to stun vs higher tiers, yes, but it's just the number of rolls to stun that makes it tough, since they get stuns on jumps, attacks or overwatches. if it gets up to Arc Storm, it's often able to hit 3+ units and rolls to stun every one of them. They don't have to stun every unit, even a few stuns are already painful. Yes, you can cleanse it on your turn but that burns turns or tactical ops and may not be able to cleanse it from everyone still depending on where it landed and which ops and abilities you have. Also there's Fatalism from Augurs or Butterfly Effect (Diviners are not mobile enough) to guarantee 100% stun if needed.
Massive stagger from long range will prevent the jump, yes, however they're hard to hit at that range and if you expect to face it you could indeed spend a mod to give them stagger immune from Tenets of Tranquility, it's a t1 tech (assume Oathbound Celestian, which as I said I think are the best anyway, at least for standard battlesuit heavy playstyle). Whoever's facing them also pretty much has to do the same though, because if they don't and you have Arc Impact or just crit (from Providence or otherwise) they won't have any AP because champs can stagger multiple times per turn (jump + attack + overwatch).
Resist debuffs make a difference in a grind in terms of who does more damage, but they always would regardless of whether you take resist modules or not. if you do 2 damage + 1 defence module which is the builds I listed you're relatively squishy anyway, but you do a lot of damage and the point is killing the enemies asap. I would also add that stun module either stuns (which is very bad news) or debuffs arc resist so champs will also debuff resists with it, unless they stun, which is worse. And if we talk about support units, Champs most likely will be supported by Watchers, either giving Champs (most likely hero Champs) guaranteed crit on the jump, or hitting up to 3 units with "auto fumble all attacks, no resist". Regardless the problem is usually surviving turn one of the engagement more or less intact, if it turns into a grind you have a decent chance to win, if you lose multiple units on the initial engage and/or get mass stunned/staggered you're pretty doomed. From personal experience what helps the most is extreme defence not extreme offence, although of course taking a biomancer would be valuable anyway if you expect to see a lot of a certain unit type.
With melee flyers, as I said, they can indeed fight them, but there's no other t3 melee flyer and t2 flyers are not as strong, however if you have a good numbers advantage it could work. The main problem there is the stat difference + the fact that champs will hit first because of the jump doing a lot of (potentially aoe) damage on turn 1 + focusing down individual units and locking others in place with overwatch. If after the initial engage you still have a good number of healthy units you might be able to grind them down.