7th Legion

7th Legion

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7th Legion Tactical Guide
By WaLTaRRoN
A guide about some tactical options the players actually have.
   
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The Live Turret(s)
Repair Bays are quite useful mid-tech buildings that can be used to repair your tanks and ACs. However, it is also possible to use them as defensive buildings by stationing long range tanks and/or ACs over them, making them "Live" turrets. Units above the Repair Bay will be repaired as soon as they take damage as long as you got the creds to pay for it.

Best units for this configuration are 7TH: Tormentor, Nova. CH: Pyroclast, Venom Typhoon. Don't leave Pyroclasts alone, station them along with Venom Typhoons and vice versa.

    PROS
  • Unlike standart or super turrets, this configuration is capable of completing special order "kill X of enemy units.".
  • Even though repairing costs money, its negligible since you'll be getting more money from the kills.
  • Units on the Repair Bay will eventually rank up and become stronger.

    CONS
  • Units on the Repair bay are susceptible to negative card effects. SUMMON BLIZZARD can be quite effective against clearing out Live Turrets. As DOOM FIST and GOD HAMMER might not be effective.
  • High ranked Live Turrets can be a target to EQUILIBRIUM and CHAOS
  • More costly than building a standart or super base defense. 6000CR for the repair bay alone.
Card Feeding
Priests are Infantry units that are immune to any and all Battle Cards. They are not just immune but also powered up when they're fed with any Battle Card. Which they unleash it as a very powerful attack. But now, let's focus on their ability to consume battle cards indefinetely.
The little yellow lightning symbol on the top left of a unit's selection frame notifies us that the said unit has received a power up or a curse... The game doesn't differentiate between buffs and curses when it comes to displaying it visually on a unit. In the case of The Priest, the yellow lightning icon always means that the priest have received a battle card and thus powered up.
Priests can chew up countless battle cards no matter which type they're. So if you have unwanted cards at your deck you can clear them up by feeding them to your priests. Also, you're not just stuck with your own cards. If you have a STEAL CARD card, you can steal your enemy's ARMAGEDDON card and have your priest chew it up. Additionally If your enemy doesn't have an ARMAGEDDON card, you might pick up the next strongest or useful card and provided that you can't use the card to your benefit (Imagine stealing a DOOM FIST II but there isn't enough enemies to use it on.) have your priest chew the card up. So neither you nor your enemy can use it. In addition to all of the above, If you have some priests on your main strike force, have them powered up with some cards you don't actually need if you do have them that is. Powered up priests can clear a lot of enemy units.

Note: Priests are only immune to direct card effects. Cards such as DOOM FIST II or BLIZZARD may still kill or incapacitate your priests if they're in the close proximity of any card affected unit of yours.
Remote Healing
The Priest is a unique unit for both 7TH and CH factions, it's unique not just because it can be fed with Battle Cards but also because they're the only units in the entire game that can self-heal and able to heal any other units except another priest. Their "Bless" ability does only one thing, heal the targetted ally.
It is quite possible to station several priests (4 recommended) in front of a hospital, and by grouping them in a detachment, you can make a remote healing station. Simply by pressing their detachment number on your keyboard, you can heal any units of yours anywhere on the battlefield either fighting on the frontlines or defending a choke point. Unfortunately you can heal only one unit at a time and excessive bashing of your LMB might cause some of the priests fall behind on their healing with the Hospital, and die from exhaustion. Since priests are immune to battle card effects you shouldn't be worried about them getting killed unless a Chosen or 7th AC enters your base.

This guide may be updated at a later time.