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Delivering melee/melee viability
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So I don't play often enough to get good at the game but I play my friend about once every 3-4 months and he pretty much tables me each game in like 2-3 turns. I painted and play Vulpa, and usually bring 3-4 Reavers with melee and either some knights or another titan as support.

My friend plays Solaria and really only does ranged. I tend to only kill 1 of his titans before turn 3 and by then most of my force is dead. We have plenty of terrain but not a lot of is blocking LoS or blocks enough of the titan to get a -2 penalty from cover so usually at worst he is hitting on 4s.

For example our last game he had 2 Warlords, 2 Warhounds, 1 Dire Wolf, and 4 Lancers. I brought a Corsair with 4 Reavers, 3 of which had melee, and a Warbringer. I killed 3 of the lancers turn 1 as I know how deadly they are, but he shut down my full melee corrupted titan turn 1 and killed it. He was able to fend of my other 2 melee titans as well as kill my ranged support Reaver by turn 2. I got one of my Reavers into melee with one of his Warlords and killed it but it fell on me and killed my Reaver. By the end of turn 3 all I had left was a Warbringer and he had 1 Warlord, a Dire Wolf, and 2 Warhounds left. I was in no position to take the objective in his deployment zone, and my secondary was to kill his stuff so we called the game.

Does anyone have any advice on how to make the games more balanced other than "just take ranged". How do I survive the likelihood of an enemy titan falling on my melee titans or them exploding and killing me anyway. I used Warp Displacement to deliver a melee titan, but the Warlord it killed just fell on it and my nearly full health titan died right after.

TL:DR How do you make melee work?

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1 year ago