This lets you make some big moves forward, or decisive strafes to catch a unit out of cover. This tank is very maneuverable with Speed 2 and a massive 6″ base, combined with Hover: Ground. We will discuss them further later on, but in general you will be throwing about 9 dice with some good keywords. However, I would never suggest bringing a saber tank without a secondary weapon. Critical and Impact on the same pool also means you have a good anti-armor weapon. The Critical 1 often means you effectively surge on your offensive rolls. The main gun that comes on the unit card is a double rainbow (Red, Black, White) with Critical 1 and Impact 2. Overall, the Saber Tank can be made to be the hardest heavy unit in the game to kill by far. Do all you can to avoid letting your opponent shoot into your side or rear arc, or your Saber will start taking damage. One huge defensive weakness is its 270 degree weak point. You can also give the Saber surge tokens to raise its save even more. This is especially good on an armored vehicle as it can cancel random crits rolled by non-impact pools easily, as well as cancelling Pierce or Lethal shots. There’s also the key word Outmaneuver on the Saber Tank, which allows dodge tokens to be spent to cancel critical results. Coming with 9 wounds protected by Armor and red saves the Saber Tank can be a tough target to take down.
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