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Flak becomes less effective as it gets overwhelmed by enemy missiles. Each time a unit tries to intercept a salvo its effectiveness temporarily drops by 2% per enemy missile within the salvo. That means a salvo of 8 missiles will leave the interceptor at only (100%-8*2%=) 84% effectiveness until the end of that turn. This would drop a flak rating of 30 to effectively 25. Flak effectiveness can not be reduced below 33% of its original value in this manner. This degradadtion applies to all units, even the ones that haven't intercepted any missile. So, sometimes it may be wise to spread a little your flak net if missiles comes from two sides, so that the degradation of every salvo doesn't affect all your units (of course, this only makes sense if you have a surplus of flak protection)
 
Flak becomes less effective as it gets overwhelmed by enemy missiles. Each time a unit tries to intercept a salvo its effectiveness temporarily drops by 2% per enemy missile within the salvo. That means a salvo of 8 missiles will leave the interceptor at only (100%-8*2%=) 84% effectiveness until the end of that turn. This would drop a flak rating of 30 to effectively 25. Flak effectiveness can not be reduced below 33% of its original value in this manner. This degradadtion applies to all units, even the ones that haven't intercepted any missile. So, sometimes it may be wise to spread a little your flak net if missiles comes from two sides, so that the degradation of every salvo doesn't affect all your units (of course, this only makes sense if you have a surplus of flak protection)
   
Rockets have the innate property of reducing the enemy flak value by 10 on account of being a lot tougher than regular missiles, which is represented in the displayed value in the targeting window. This is a simple subtractive penalty to flak, meaning a 15% effective chance to intercept missiles becomes 5% against a rocket. This value can be improved further through [[R&D]], even for regular missiles (which normally have 0).
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Rockets have the innate property of reducing the enemy flak value by 10 on account of being a lot tougher than regular missiles, which is represented in the displayed value in the targeting window. This is a simple subtractive penalty to flak, meaning a 15% effective chance to intercept missiles becomes 5% against a rocket. This value can be improved further through [[R&D]], even for regular missiles 8which normally have 0).
   
 
Combining these 2 concepts means it's optimal to only fire rockets only after weakening the enemy flak with a few salvos of regular missiles first.
 
Combining these 2 concepts means it's optimal to only fire rockets only after weakening the enemy flak with a few salvos of regular missiles first.
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===Counterattacks===
 
===Counterattacks===
Also called blindside attacks, counterattacks are more like a derivative of flak. When you put any unit adjacent to a enemy one, if the enemy unit has an Assault weapon it gets a free attack of his Assault weapon upon you moving (effectively firing in the middle of your turn). This means that sometimes if you aren't careful you can lose a unit before your turn ends. The only way to avoid this attack is using the [[Phoenix]] Stealth's ability, although units with enough armor can just tank the enemy fire. Take into account that any unit which also has a natural flak of 0 won't have any Assault weapon (so you can go near them safely), and that you can trigger counterattacks in your favour (with the [[Bianca|Gravity Gun]] for example).
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Also called blindside attacks, counterattacks are more like a derivative of flak. When you put any unit adjacent to a enemy one, if the enemy unit has an Assault weapon it gets a free attack of his Assault weapon upon you moving (effectively firing in the middle of your turn). This means that sometimes if you aren't careful you can lose a unit before your turn ends. The only way to avoid this attack is using the [[Phoenix]] Stealth's command, but that is only effective in herself. Any other unit will have to sustain the damage with its armour. Take into account that any unit which also has a natural flak of 0 won't have any Assault weapon (so you can go near them safely), and that you can trigger counterattacks in your favour (with the [[Bianca|Gravity Gun]] for example.
 
Flak buffs act as a damage bonus during counterattacks.
 
 
The [[Bianca]]'s kinetic weapon can also do blindside attacks.
 
 
 
 
===Shielding===
 
===Shielding===

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