Sturm - Insane Alien
Sturm is the leader of the evil forces of Black Hole, possessing great strength and tactics. Cross between a mechanised pig and Grand Moff Tarkin.
Day To Day Abilities
- Campaign: 120% attack
- Campaign: 80% defence
- VS: 80% attack
- VS: 120% defence
- Movement cost of 1 over all traversable terrain
- Unaffected by rain
COP - Meteor Strike 500,000g
- Meteor damages units in a 5 by 5 diamond
- Campaign: 130% attack/90% defence
- VS: 90% attack/130% defence
Sturm draws on Sephirothesque influences by summoning a meteor to crash on to the battlefield, damaging ALL units in it's blast radius by 8 HP in campaign, or a more reasonable 4hp in VS, although it can't physically destroy any units. Being a meteor of evil, it directs itself to the highest concentration of enemy funds, worked out by all the values of enemy units added together, minus the total value of his units in that area. Sturm has no direct control over the landing zone of the meteor. Such intelligence for a burning rock.
Notes & Tactics
Campaign Sturm is a difficult foe, because he tends to have many more units in his missions and he does well by attacking first. Battles against him need to be quick, dive in, attack hard, and dive out. In VS mode, Sturm is even half balanced, great for playing a defencive game of walling with Md. Tanks and firing rockets over the top. Also his defencive bonus makes it harder for your infantry to be shifted while capturing. Just be careful to keep your units out of large clusters of enemy units when the meteors hit, and try not to let the clusters disperse when your meter hits full, or your meteor won't hit much. Against Sturm, try to draw the meteor away from your important units by clumping together more expensive (but not TOO expensive, just enough) units to distract the target.