![]() ![]() Thus the Grand Army likes the Protoss deathball style of play, as a big concentrated fist of doom punching its way straight through the enemy. If the republic forms voltron they can become a dangerous anti-everything blob. Through various methods republic squadrons can gain snipe, assault, counter, swarm (and make it work against ships), free readied defense tokens, auto-obstruction, and even free anti-ship accuracies. Their ace abilities are more like those of the empire, focused around swarming and cooperative boosting. ![]() Republic fighters make the tradeoff of being tough like the rebels with slightly worse anti-squad dice (but good anti-ship dice). They can't expect to take on an ISD or a Starhawk alone.īut they won't have to, because the Republic's squadron game plays a bit more like the rebellion. The Republic's two heavy hitters, the Acclamator and Venator, stand around the Victory in terms of power and durability. The Grand Army likes to get in close and bust face. Half the Republic's ship cards have both turbolasers AND ordinance slots, and three of those can use boarding teams as well and not a single one of their ships has ion cannons. The Republic is the straightforward and tough team. I love democracy." – Chancellor Palpatine Why Play the Republic ![]()
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