Those are the Manor missions, right?Is that similar to the 10 turns time limit of farmer missions? I was always curious about those and if purposefully waiting 10 turns for them could ever be a "good" idea to get more loot, or if it is just always a death sentence.
These are part of the "Reinforcement Alert" units. Essentially mercenaries hired to counter manor missions.
Those are the Manor missions, right?
These are part of the "Reinforcement Alert" units. Essentially mercenaries hired to counter manor missions.
I certainly hope we get more than 10 turns for Manor missions, because it can take a very long time to clear these locations. It also makes my night-ops gear practically useless since these guys appear to have night vision as well.
The number of waves depends on how advanced the manor is. Their timing is randomised, so sometimes you may get as many as 4 squads in the same turn.Yes, I noticed it's randomized. (I keep Exalt just for the fun of these manors. And Hybrid bases for the loot.)
I know if you hated the player you would give these local reinforcemets RPGs, RLs and GLs as well. But I know you don't :)
What are you implying? I'd do it out of love for the players! ;DNo Sol. If they had explosives it would be too much. I can just picture two squads showing up at the back of my soldiers on turn 5 of the battle and wrecking all the RPGs.
But the real reason why their guns are so modest is that I'd need to make a new unit (for the new loadout), and that's a hassle which I think is not needed.
No Sol. If they had explosives it would be too much. I can just picture two squads showing up at the back of my soldiers on turn 5 of the battle and wrecking all the RPGs.
I once had the luck on the golden tower 2 turns in a row to catch the spawn units (yes, I'm a loser). Dak I lost half my squad, just because I was killed from the rear of a conventional weapon.