Editing Militor

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Late game militor-only raids can contain hundreds of mechs to fight. Unlike most mechanoid targets, these make ideal targets for [[doomsday rocket launcher]]s as their health scale is low enough that  the primary explosion will kill dozens, despite their immunity to the secondary explosions.
 
Late game militor-only raids can contain hundreds of mechs to fight. Unlike most mechanoid targets, these make ideal targets for [[doomsday rocket launcher]]s as their health scale is low enough that  the primary explosion will kill dozens, despite their immunity to the secondary explosions.
  
They are more threatening when combined with other mechanoids, like [[pikemen]] and [[lancer]]s. The militor acts as a closer threat, making it harder to engage the stronger mechanoids. Due to their short range, militors tend to cluster together. So [[EMP grenade]]s and [[EMP launcher]]s work well, as with other mechanoids. The same kiting strategy can work in the first [[Diabolus]] fight, but becomes more difficult as stronger mechs come into play.
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They are more threatening when combined with other mechanoids, like [[pikemen]] and [[lancer]]s. The militor acts as a closer, more immediate threat that distracts your colonists from the stronger mechanoids. Due to their short range, they tend to cluster together. So [[EMP grenade]]s and [[EMP launcher]]s work well, as with other mechanoids. The same kiting strategy can work in the first [[Diabolus]] fight, but becomes more difficult as stronger mechs come into play.
  
 
=== As an ally ===
 
=== As an ally ===

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