You have no good moves of any above listed??? :(:(:(Are your enemies bearing down on you with fangs drawn?? Bleeding from that AoE skill??
pack your tents, it’s a good time to:
- Retreat !!!:stroggtapir:
Live to fight another day. There is no cowardice in retreating. For centuries great commanders have feint a retreat only to execute a perfect counter-offensive. Knowing that the odds are against you there is no rational trying to force a hold or advance further. I’ve played with many opponents, many fail to recognize retreating as an option. Instead they do mostly silly actions like a “death-rush”. IF the mad rush can successfully kill an important enemy, fine. I guess an Eye for an Eye. Hopefully it is an important eye you took in exchange for your own less important eye. I prefer not to have anyone sacrificed, but hey “Climbing Silver” is a sanctioned move.
List of skills that compliments Retreat include: Sniper Ghosting, Mine-Laying retreat, Shoot & Run(light toons).
Objective: retreat to heal/survive, re-position, Escape bad spot/situation.
Sometimes the moves you make isn’t an A-B-C listed movement. You need to pull a combined move effort. One such move is:
- Retardation, Delay
If you are stuck on the 5th floor of a burning building and the only choice is to jump, you know the best chance of survival is to aim for soft ground. Or obstacles along the fall to retard the impact. Same goes for warfare. Your slow Heavy-Toon just can’t get around to that cover in one turn. If left in the open, you know it is goodbye ol’ pal. So you pull some unorthodox move, dampen the damage; retard your opponents movement. This is a situational move, as they are conditions that needs to be met to be able to execute. Throw down a Deployable-Cover at a single entry pathway, or at a single entry cover spot, and your opponent has got no choice but to destroy the cover blocking his/her movement. Most likely the range-equipped poor toon will take 2-3 turns to destroy the 250HP concrete block.
A few things is achieved by this move.
i. Locked-In opponent :mad: is indirectly knocked out of battle for a few turns.
ii. Deployable-Cover blocks opponent’s attacking Line-of-Sight. (Multiple if lucky)
iii. Change of Attack Focus. (multiple toons attacking Concrete to destroy it faster)
iv. Damage Substitution. (deploy as make-shift cover for exposed toon, substitute 250HP that toon would have taken)
v. Delay & Slow advance.
vi. Buy time or breathing room.
A few skills compliments this action: Healing Crate, Deployable Cover, Pharma-Harma, Shield-o-Bot, TELE-grenade, Concussion, Knock-Backs, Squirt Gushing
Note that this move can also be used for Offensive Plans just as useful as Defensive Response. Be warned thou, Deployable-Cover knows not the difference of Tangos from Friendlies. The cover will work just as well as a cover for your opponent. You are not here for CHARITY are you???:D:D:D
A final desperate option also includes Opponent Disposition. Lets say you know either direction your critical life toon runs, it will be exposed and killed next turn. Opponent’s sniper is very movement fluid, able to reach you at a just nice of 6 movement squares and 6 Energy spent to shoot at your toon. Last resort measure? Artillery that sniper toon to push it back a square. Now it needs to spend 7 Energy on movement to get in attacking range. Left with only 5 Energy, this light toon can’t attack you with the weapon it is currently equipped. Your toon survives the turn. Waste of the only 3 times use Artillery? Probably not, if your toon that survived is worth the effort and can still contribute to the team down the road.
Objective: Pathway Block, Delay, Reduce damage taken, disrupt opponent pace/initiative.
Last of the Ace in the deck of cards is a tricky one. Requires some premonition, keen instincts and calculated risk management. Pull it off and it’s simply brilliant, fail and it could mean certain death.
- Deception
The game of shadows is a difficult one to elaborate on nor taught. It simply involves ones own creativity, timing, and resource at hand. The most common of all is Agent’s “Ghosting”. I find many use ghost in a predicable fashion. They ghost and advance as far as possible forward to get in attacking range. Mind you, your opponent can still damage you in invisible mode just as easy if you are predicable. Why not ghost and stay still instead? That’s one way of a simple deception. You camp and prey at a suitable position (currently at or nearby), wait for an opponent worth breaking invisible and make the kill. If you are lucky the opponent may even think you are a typical opponent and waste skills trying to smoke you out. Deception could be achieved with the simplest of things. Like baiting. Bait an opponent in engaging you(and not die) and have your own counter-attack ready to attack the baited opponent. Or simply keep that baited toon occupied focused on killing the bait 1st!!! Possibilities are endless with the skills in store. Take your time to response, experiment with possibilities on your turn before deciding your final move, timing is crucial as a chance may not come twice. Nor should you pull the same trick twice (or should you?) depending on how gullible you can exploit your opponent’s character and patience. :3
When in battle the basic is to Out-range (firepower), or else you better Out-Run (mobility). If you lack both you better Out-Class (team setup). All not in favour? Better make sure you Out-Smart (tactics)then