KingJMobile
Active Member
That combo still works exceptionally strong in PE too, with no injuries most of the time in low attrition.The only reason to stay in InA is because just how broken combination of 4 Turts+2 Rail Guns+2 Rogues) are, Lancers often need 3 turns to attack you, whereas Turts can just attack them up faraway, taking lots of damage in process. Also due to AI often group them up together, the damage are also spread to others very easily. Rail Guns obliterate surviving Lancers. Jaegers won't stand a chance as well due to Turts and Rail Gun ability+bonus attack against them. The Rogues on the other hand are good fodder to distract the enemy
The combo I think works better, at least in PE, is replacing one of the rogues for a drummer, which cuts out chip damage from enemy units. 98% of the time, I take no damage, and when I do take damage, usually the Drummer gets injured (sometimes killed) and in rare cases, the Turturret is injured slightly. In Indy I’m sure the other combo is better because you can generally kill the units before they can even reach the artillery. However I can only do up to 60-70 attrition before I find that the Drummer and artillery get injured, in which case I revert to 1 Turturret or Hover with 7 rogues and do up to 105 (my record is 113 and I have 540/610).