2 Haziran 2017 Cuma

Using the mad traps


Look at these beautifull sweet goats. how dangerous can they be ? They came with defiant truth mission pack. These baby goats are really sweet. lets investigate their potential.


Mad traps follow their master, where ever they go and act in opponents' turn. in infinity there are crazy koalas and symbiont bugs which act similar but different in harming their opponents' way. All these are perimeter weapons.

Mad traps basically attack in your opoonents' turn. When ever an opponent moves inside their zone of control. ( 8 inch diameter ) it runs to the opponent very quicky, hugs him, blows and makes him hit by adhesive ammo! if a troop is hit by adhesive ammo, instead of arm check , he makes a ph -6 roll. if hecant succeed. he will stay like a statue unless he is healed back by an engineer wip check. He can still give orders and do some basic things like discover.

this is better defence against strong opponents but less important when your opponents are basic troopers. there is a huge difference between stopping an infiltrator grunt or a Cutter. anyways it is a good deal.

Ph -6 check is very serious threat. it is much more stronger than an arm check. lets say you used it against a standart trooper with ph 11-12. it means he has to succeed with 5-6 out of 20 on dice. it is about %25 chance. even on greater opponents like tags, you have more or less %45-50 chance to bind them to ground, assuming they missed dodge roll, or made something different with their second skill.

Lets check the troopers with mad traps.

Xi Zhuang , Pheasant rank , Zhanying and Kanren. Mad traps is a valuable arsenal in the imperial army. so you better take one of this units with mad traps variant.

One more thing which is oversight most of the time is baggage skill. You can use baggage skill to take extra mad traps, after using them. so, leave 2 on the ground and use baggage to fill your stocks again to use after.

It is a good idea.

In several turns, and maybe with a short skill in coordinated orders, you can make a minefield with them.
If you take some troops with mad traps, i strongly adivce to take one pangguling.

Kanren is a kind of infiltrator. he starts the game with 8 inch extra deployment. so the mad traps that he will leave to ground can go further and can get closer to opponents' infiltrators. problem is to find place to hide for 3 holos and 2 madtraps together.

I will draw some pics and put here. and give more tactical advices soon. So this part is not finished yet.



will continue.






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