Executioner: Difference between revisions

m
no edit summary
imported>Ketchupbot101
m (Automatic General Fixes, typos fixed: 6250/5250 → 6250–5250 (2))
imported>Tomyplayz9
mNo edit summary
Line 52: Line 52:
*Since it only has 2 fighters, it can hold 2 ai fighters, which is cheaper than buying 10 of them, while still having the best outcome of max fighters.
*Since it only has 2 fighters, it can hold 2 ai fighters, which is cheaper than buying 10 of them, while still having the best outcome of max fighters.
== Disadvantages ==
== Disadvantages ==
* Troublesome to get into its [[Hunter]]s since the teleporters to the fighters are currently broken
* Not the best for [[Sieging]].
* Not the best for [[Sieging]].
* Rather sluggish mobility.  
* Rather sluggish mobility.  
== Strategy ==
== Strategy ==
* Warp to a base, release [[:Category:Fighters|Fighters]] and warp out.
* Warp to a base, release [[:Category:Fighters|Fighters]] and warp out. For max damage, let the hunters tank first and deal damage with your turrets.
* Use the [[:Category:Fighters|Fighters]] as a distraction for the [[Starbase]] [[Turrets]] or even enemy [[Ships]] as they might overreact seeing your Battlecruiser-sized [[:Category:Fighters|Fighters]].
* Use the [[:Category:Fighters|Fighters]] as a distraction for the [[Starbase]] [[Turrets]] or even enemy [[Ships]] as they might overreact seeing your Battlecruiser-sized [[:Category:Fighters|Fighters]].
*Release [[:Category:Fighters|Fighters]], both fighters get used, recall them, they can still attack even if recalled.
*Release [[:Category:Fighters|Fighters]], both fighters get used, recall them, they can still attack even if recalled.
Anonymous user