Here is an excerpt from another thread:
Enemy:
HEAVY “OP”
- Bomb Chiron (mortar?): Often discussed … not fulfilling the tactical definition above.
- Acid Chiron: just absolutely unfair?
- Siren: stands behind the wall and can take over several soldiers without line of sight … has also been discussed many times. Maybe the Siren can cancel the entire “WP” on the first turn and take control only on the next turn? So you would have more time to react …
- Number of opponents: You currently need “OP” skills to simply cope with the amount of opponents. The level of difficulty should make a significant difference in the number. It will also make the long turns of opponents run faster.
LIGHT “OP”
- Goo Chiron: not that much experience …
- Arthron: Bomb is dropped for 2 AP. This will at least severely limit tactical responses, especially when he’s standing next to you.
- Return Fire: can be avoided, but looks unfair when triggered. When I get shot, I don’t shoot back with full precision!
.
You will probably recognize a few things from playing through them …
On the whole, the point is that both sides should not be able to decide the combat match in one turn, regardless of the level of difficulty. This alpha striking takes the tactics out of this tactical game, since the opposite side cannot really counter. (everything is decided after the first round)