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P1 has access to DD/DD/DCB/Urban Sentry+6 Gold, getting out the Urban Sentry half a turn before P2 and forcing them to either lose an Engineer or buy Wall instead of Urban Sentry. |
P1 has access to DD/DD/DCB/Urban Sentry+6 Gold, getting out the Urban Sentry half a turn before P2 and forcing them to either lose an Engineer or buy Wall instead of Urban Sentry. |
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− | ==Urban Sentry Transposition== |
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− | The unit, used as defense, is comparable to Wall. |
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− | Getting either an Urban Sentry or Wall for one lost in Soak, means 3 Defense, regular Attack stays the same. |
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− | Costing G over Wall, it is advantageous to get if the Value wouldn't be lost by soaking. |
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==Change Log== |
==Change Log== |
Revision as of 03:27, 6 February 2019
Urban Sentry is a Green-blue unit.
Panel
Strategy
Urban Sentry functions a lot like a miniature Xeno Guardian - it's a green-blue non-prompt attacking absorber that has 10 supply, so it has almost all of the same strategic interactions. Urban Sentry has less health and is therefore the worse absorber, but it requires less commitment to blue.
Openings
Urban Sentry can be a great unit to open with since it will also function as your absorber for the beginning (and often entirety) of the game and, when bought as your first attacker, tends to come into play around the time your opponent's initial attackers do. A common opening for P2 is thus DD/DDC/DDB/Urban Sentry+8 Gold.
P1 has access to DD/DD/DCB/Urban Sentry+6 Gold, getting out the Urban Sentry half a turn before P2 and forcing them to either lose an Engineer or buy Wall instead of Urban Sentry.
Change Log
- April 7th, 2018
- Added to the game
Unit types |
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