What is the best strategy when using the Ghost Armor? It is expensive, but is it best to create a "Predator-like" squad that can possibly dominate the game. Due to the fact that the stealth ability shuts down at the end of the turn, I was not sure how effective this armor can be other than spying (spotting) enemies.
|
One more useful use of Ghost Armor that has been very handy for me is to stabilize fallen soldiers. I always give my support units Ghost Armor so they can cloak, get to exposed fallen units, and stabilize them. Stabilizing and using medkits doesn't end the cloaking. No matter how badly positioned a hurt or fallen unit is, a support unit can safely get to them. |
||||
|
|
|
It's very handy for snipers that can't move a shoot in the same turn. Ghost up your sniper then move to flank. After the aliens turn your sniper gets to shoot first - or twice if you have Double Tap. For newly discovered groups it helps to tab through to your sniper first at the start of the turn and let him have the first shot; after the snipers turn the aliens will react and often move into line of fire of other troops. If you let other troops move first they can alert the aliens and they could move out of line of sight of your sniper. |
||||
|
|
|
Ghost armour makes room breaches trivial - just Ghost up and move all your troops into the room on one turn and get the aliens in a cross fire. Next turn they will uncloak after the aliens move and you have free shots. If you ghost through any doors ensure non-cloaked soldiers won't been seen as you open the door |
|||
|
|
|
The stealth ability doesn't shut down at the end of your turn, but the end of the enemy's turn. This makes it extremely effective in several ways.
This is all in addition to the other stuff armor comes with: the grappling hook (allowing your units to gain high elevation and tactical advantage), improved defense, and extra movement speeds. Overall this is my favorite armor in the game. |
|||||||||||||||
|