Postby Raffa » Thu 08 May, 2014 9:25 pm
In Tier 1 you get Nazi troopers with grenades and kite with WATH (preferably upgraded). You counter-initiate against jump infantry with your BC and buffed SS in melee, and pray for special attacks. Unfortunately your SS have no purpose in life after T1 (thank god this is getting changed) but I still get them in all MUs because they offer stability and because they will actually be good when this next update finally hits. Get out of T1 ASAP against melee armies, especially led by a real melee hero. Don't be overly afraid to shoot grenades into melee with your SS, and actively do it vs units tied up by your BC.
In Tier 2 you get the Vindicare. He is a glasscannon and you have to devote an ungodly amount of attention to controlling him and making sure he doesn't die, even so he probably will at some point. However he slows your opponent down a lot because of the attrition he inflicts and will frustrate players not used to playing him, occasionally into rash mistakes as they try to hunt him down when it's not on. As far as melee counters go - you shoot, you run, you shoot again. It's a delicate balance between keeping him in play and not risking him.
If you're feeling Indie go for Purifiers. I love them, especially after a 3-unit Tier 1, they have a great charge range, the leader has a thunder hammer special and power/heavy melee throughout the squad. Plus really good HP. Plus they level really well. BUT the AOE ability takes about 2 seconds too long to get to ~24 plasma dps per second, and it lasts about a second too short at that level. The leader is also prone to dying and you really need him.
I really want their ability to get a change RE duration of each of the damages (3 seconds each for 8/16/24 dps IIRC), ideally reduce the duration of 8/16 dps to 2 seconds, and increase 24 dps to 4 seconds. This is the only real change I think is necessary and haven't yet suggested. They cost like 550/100 altogether and are countered by setup teams, plasma damage, etc.. all of which can be brought up from T1, and their ability just takes too long to get to the level you need. They can win melee fights with proper support, and are especially effective in combination with a Vindicare.
Come T3 get the Land Raider. It is just awesome. It costs your mum's virginity but in combination with Grenade Stormtroopers constantly repairing it, the suppression it deals and the dakka dakka dakka miniguns, it pretty much rapes every melee infantry squad. On-demand disruption from the Stormtroopers (who are getting frag grenade next update, yay!) is the hidden gem. If your Nazis are coming under threat pop into your big metal bawkes. Then get out and back to fixing it.
Your Hero is not a direct melee counter. He supports your melee counters and weighs in with dps. Hero + Purifiers (preferably with Warding Staff) is a real melee counter to infantry. Sit in your own plasma bubble (soon to be buffed ofc....plx?) from the Purifiers, shield up, and brawl. If necessary, add Mind Blades and see what infantry beat your super purifiers.