The Galaxy Defenders Preview series goes on. Following the articles about the setting, the Agents and Aliens and tactics for the agents, it's time to hear Agents S's & Agent N's advice regarding the aliens.

“If you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies, but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle”
The Art of War - Sun Tzu

Hi agents, now it’s time to talk about our enemies, the aliens!

Being aware of their peculiarities and their behaviors allows us to face them in a more effective way and to make the right choices when needed.

Spine-Critter: dangerous even if almost dead.

Spine-Critter: dangerous even if almost dead.

As verified in the field, there are differences even among aliens of the same breed. Our tactical computers were re-programmed to show the aliens with a green halo, in case of medium-danger subjects, or blue halo, in the presence of stronger beings. Aliens considered as extremely dangerous are viewed with a red halo.

We suggest you always carefully read the information you see on your display when an alien first enters viewing range (carefully read each Alien card, the AI which drives them, and their special abilities); only in this way will you be able to know the typical behavior of each alien and which special abilities he possesses.

This enables you understand, for example,that a Xeno-Beta prefers to avoid physical contact in favor of distance combat or that a Spine Critter can be dangerous even if almost dead, because of the acid fumes it exhales. Agents, learn and exploit their weak points!

Compelling a Xeno-Beta to enter a clinch will force him to escape during his next activation. In the same way, try to knock down a Spine Critter when no agents are near, so you avoid injuring your fellows!

Xeno-Alpha brings with him the two nearest aliens when moves.

Xeno-Alpha brings with him the two nearest aliens when moves.

Also, more powerful aliens have their strong and weak points… For example, facing a Nexus alone could mean suicide for the team! A good tactic can be to let an agent engage him in a clinch (right, Agent Titanium?), while the others attack the alien at a distance.

Remember too, some aliens have abilities which may overwhelm the team, or tactics which can overturn your well devised plans. For example, a moving Xeno-Alpha brings the two nearest aliens with him, often changing the aliens’ tactical arrangement and preventing you from executing your combined attacks as planned.

It’s vital to control the defensive characteristics of the invaders – their defense abilities, energy shields, and alien armor allow these damned beings to resist our bullets, providing them with the possibility of surviving even a hell storm of fire and lead.

Aracnos use to drag the victims towards the alien Teleport points.

Aracnos use to drag the victims towards the alien Teleport points.

Our scientists have verified a singular behavior in the Aracnos: their melee attacks always conclude by clawing the victim to drag him toward an alien Teleport point. Agents, always keep in mind your strength is in the team. Letting an agent become isolated could have serious consequences! Always go to the aid of an agent who is going to be dragged by an Aracnos.

Unfortunately we haven’t collected enough information about the rest of the alien army, so you will have to decide the best approach on the battle field… for the survival of your planet!

The theoretical lesson is over, you have 5 minutes to pick up your equipment and reach the G-Danger Room… let’s start the operative tactical training!

Agents N & S, from GD Agency

In the next article, which will close this preview series, we'll learn more about the game system, the campaigns, and how the agents gain more abilities and skills.

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