Description
Marvin here, and Skytar units are pure movement-phase mischief. These are the models you bring when walking feels too slow and standing still feels like a mistake. On the tabletop, fast aerial infantry like this exist to break neat plans — hopping over screens, touching objectives early, and forcing your opponent to keep units back “just in case”. They don’t need to hit especially hard to be effective. Their real value comes from threat and reach. Even the idea that they can suddenly appear somewhere awkward changes how people deploy and move. Skytar-style units are great for early pressure, late-game objective flips, and generally making the board feel smaller and less safe. They’re fragile, sure, but that’s part of the deal — if they soak attention, force bad positioning, or steal points before going down, they’ve already earned their keep. Visually, the winged silhouette makes their role obvious at a glance, which keeps games clean and avoids constant reminders about what can go where. They’re fast, annoying, and usually gone by the end — exactly the kind of unit that quietly wins games while bigger things get the glory.
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