Tutorial: Combat Training II
In this level, you must hold against waves of oncoming aliens. Using your defensive prowess as Templar Knights will be critical to your survival.
Each turn your Templars can each spend up to a certain number of Action Points, determined by their attributes and armor. This limits how far they can move and how many attacks they can make a turn.
Your Templars may store up to 2 unused AP for defense. These AP are shown in the HUD as a deep purple color to indicate that they can be used as defensive AP. When you end your turn, if you have remaining AP and a xeno or other enemy moves close to you or a nearby Templar, you will be able to interupt the enemy turn and spend your defensive AP to move or shoot. If you end your turn with more than 2 unused AP, these extra AP are lost.
Also, in an extended engagement, watch your Templars' ammo carefully and conserve shots. If you run out of ammo, your scouts and soldiers can switch to their Leviathan Fist weapons. Your captain should rely on his blade as much as possible.
