Adder - Slippery Goth
Adder is a pretentious man with a strange liking of constrast-heavy make up. Nobody has seen hide nor hair of him since AW2, and as such it is suspected he often makes his units go the extra distance.
Day To Day Abilities
- None
COP - Sideslip **
- +1 movement for all units
- 110% attack/defence
Adder oversees each unit's progress, making sure they get an extra 1 movement, as well as 110% attack and defence. Very useful power to slip out all too often.
SCOP - Sidewinder --***
- +2 movement for all units
- 110% attack/defence
Speed is the key to victory, as Adder well knows. With this power he forces his units into using an extra 2 movement. ...110% attack/defence, too.
Tags
It's always the quiet ones. This tag power charges scarily fast, and the effect on the units are pretty similar. Generally Adder should go first to move into position if you're not already in range, so that Zak/Koal can get some road power going. Force may be an unaddressed issue here, but with all the movement you should be getting mostly first strikes and good matchups.
Notes & Tactics
Adder is a CO with no major advantages that stand out. All his units are bog-standard and his CO Powers don't actually affect battle at all. What they do do, however, is give direct-fire units a sneaky shot at range-dodgers, and let infantry sprint almost twice as far to capture properties. Every unit under Adder's control gets the bonus, so your opponent can either spend the whole game giving you a wide berth, which is an advantage in itself, or stay right on the edge of your range and get bitten with a CO power. On top of this, Adder's CO powers charge fairly quickly compared to other COs, so unless you are scaring your opponent away with the possibility of a far-reaching attack, use those powers generously. Generally in single-CO games you should be using Sideslip much more than Sidewinder, because it's more economical and the +1 movement at more times is ususally more useful than +2 less often. Heheheheheh...