Talk:Blood Ninja/@comment-11460474-20130727180618/@comment-108.199.78.74-20130802084022

Blood ninjas require some adaptations to your strategy. Now you simply go after any indirect units first, the once the blood ninjas prep time is up, use his incredible variety of attacks to obliterate everything else. Veterans are great, but have limitations, namely a low offense on their primary high damage attack (like a tank shell), low damage on their high offense attack (if you are targeting a single unit). The grenade attack has relatively medium damage, and its high critical against vehicles mainly comes down to luck. It's also has a 2 shot "clip?" and six turn reload. The blood ninja is held back by fragility (fairly negated by high defense and dodge, seen one dodge three attacks from a dervish), some limits on its katana targets (flash strike is infantry only, electric strike is metal vehicles only) and lastly by prep time on its katana. However, the ninja star attacks have no prep time, tear through infantry and unarmored vehicles, and have that little bit of armor piercing needed to take out armored targets that are almost dead, but still have a lot of armor left. They also target three spaces, though its only the three in front, but of if the ninja gets pushed to the frontline, the can target six spaces, depending on blocking type (I believe they are precise line of fire). The smoke bomb has a short stun duration, but can affect any unit (a rare ability considering most others like it are only a partial stun chance), so it's great for buying a little bit of time. Lastly the bombs explosive does medium damage (similar to the veteran's grenade attack), but it still has armor piercing so it can be used as an effective finisher, or to simply deal damage while waiting for stronger attacks to cool down.