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Armada vs. Armada
Armada
Abductor
Abductor is an armored transportation aircraft.
It can take on board even the heavier T2 units and easily withstand light anti air defenses.
Use it to deploy your forces right on the front, reducing your tactical reaction speed. It can load 4 small units (footprint 2x2) or a single big one. It is equipped with an EMP laser of high energy that can stop even heavy units like Tzars. You can use this fact to “steal units”. Paralyze it, load it, and transport near your construction-towers to reclaim it, or capture it with a Commander.
Advanced Construction Aircraft
Advanced Construction Aircraft is a unit that opens you the window to most of the T2 economy and defensive structures.
In most situations when you get one, start from updating your metal extractors, geothermal powerplants and then make fusion reactors and advanced metal makers.
It has a higher buildpower than its T1 version and boosts your metal and energy storage by 50.
As an air constructor it has the advantage of being able to quickly access all spots on the map. Use it in packs for fastest expansion in remote areas. It has lower buildpower than land constructors.
Advanced Construction Bot
Advanced Construction Bot is a unit that opens the window to most of the T2 economy and defensive structures. In most situations when you get one, start by upgrading your metal extractors, geothermal powerplants and then make fusion reactors and advanced energy converters. It has a higher buildpower than the simpler T1 Construction bot and boosts your energy storage by 100.
Advanced Construction Sub
Advanced Construction Sub is the T2 sea constructor. Their typical first tasks are upgrading your metal extractors, then building fusion reactors and advanced metal makers.
They have a higher build power than the T1 Construction Ship, and boost your metal and energy storage by 150. Guard them with T1 constructors or naval engineers to assist with building.
In addition to T2 economy structures, they are able to build advanced torpedo launchers and the underwater experimental gantry.
Advanced Construction Vehicle
Advanced Construction Vehicle is a unit that opens you the window to most of the T2 economy and defensive structures. In most situations when you get one, start from updating your metal extractors, geothermal powerplants and then make fusion reactors and advanced metal makers. It has a higher buildpower than its T1 version and boosts your metal and energy storage by 100.
Advanced Energy Converter
The Advanced Energy Converter converts energy into metal. Converts 600 energy into 10.3 metal per second.
Build in smaller groups to prevent explosive chain reactions if destroyed.
Later in the game, you may have excess energy that’s going to waste. So consider building multiple converters to produce more metal.
When attacking an enemy base, aim for their converts to set off an explosive chain reaction and cause damage to other nearby structures.
Advanced Fusion Reactor
The Advanced Fusion Reactor produces energy using heat from nuclear fusion reactions. Energy production is a constant +3000.
Build them later on to power your most powerful weapons.
Defend it very well, as it is one of the most favored targets for enemy bombers. When destroyed it causes a very large explosion that will likely kill other units nearby.
Advanced Geothermal Powerplant
The Advanced Geothermal Powerplant produces energy using steam. Geothermal energy production is a constant +1250, however, it can only be built on top of steam vents on each map.
Seize control of nearby steam vents to take advantage of reliable energy.
They’re more costly than Wind Turbines and Solar Collectors, but provide a good energy bonus when completed.
Advanced Metal Extractor
The Advanced Metal Extractor extracts more metal from metal spots on each map. Start building them on your most protected metal spots first.
Build them when you’re ready to upgrade to Tech Level 2.
Metal extractors are primary targets, and if destroyed, they can stall an opponent's construction and give you the upper hand.
Advanced Naval Energy Converter
The Advanced Navel Energy Converter converts energy into metal and can be built on the water. This makes it excellent to use on maps with limited or no land.
Build in smaller groups to prevent explosive chain reactions if destroyed.
Later in the game, you may have excess energy that’s going to waste. So consider building multiple converters to produce more metal. Converts 600 energy into 11 metal per second.
When attacking an enemy base, aim for their converters to set off an explosive chain reaction and cause damage to other nearby structures.
Advanced Radar Tower
The Advanced Radar Tower provides early warning of enemy units and their movements on the battlefield. It’s also cheap and quick to build.
Use it to monitor nearby units and watch for air attacks.
Radar coverage is blocked by high terrain, and can be jammed by units with radar jammers, or evaded by cloaked units.
Advanced Solar Collector
The Advanced Solar Collector produces energy using the sun. Solar energy production is a constant +75 and is essential when wind speeds are low.
Can be used for backup energy when the wind is weak.
They’re more costly than Wind Turbines and Solar Collectors, however, they provide a safe and stable source of energy.
Advanced Sonar Station
The Advanced Sonar Station is similar to the Advanced Radar Tower, except it detects sea units instead of land or air units.
Great for detecting sneaky submarines and submerged commanders.
It’s basically an upgraded Sonar Station with about four times as much range.
Air Repair Pad
The Air Repair Pad automatically repairs any friendly aircraft that lands on it.
Use it to repair your air units after an attack.
You can order aircraft to land on the Air Repair Pad manually or automatically when they hit a certain level of health.
Ambassador
Ambassador is a heavy missile truck with unmatched range within T2 mobile units. It shoots missiles along a high-altitude arc enabling you to take down targets covered by walls and hilltops.
It's awesome range makes it a perfect siege weapon
Able to quickly obliterate enemy’s defensive structures and destroy strategic targets like geothermal powerplants etc. It is very costly but its huge damage output makes it worth a shot. Helpless against mobile units, always keep it protected by your infantry.
Arbalest
Arbalest is a relative short range anti-air turret that can however deal ludicrous amounts of damage in a big radius (AoE). Built by all T2 land/air cons it is able to shatter most aircraft within its range. Best Damage per second/cost ratio among all AA, but also - short range.
Build Arbalests around strategic point-targets and front-line defenses.
Archangel
Archangel is a T2 amphibious anti-air bot that can deal significant damage to aircrafts using two types of weapons: Long range missiles and short-range flak cannon. It cannot shoot aircraft when underwater.
Armada Commander
The Commander is your most versatile and important unit and can be seen as your avatar on the battlefield.
The Commander is your starting unit from which all your other units descend. So apart from its many other roles and abilities, it is first and foremost a builder, and builds faster than any other unit. You will use it to start up a basic economy, and to build your first factory capable of manufacturing other mobile units.
Armageddon
The Armageddon is a nuclear missile launcher and is useful for turning enemy bases and whole armies into ashes.
| Use Paralyzers or Ghosts to temporarily disable anti-nukes and strike uncovered areas.
Nukes can be countered by the anti-nukes, but can still overwhelm them in large numbers.
Banshee
The Banshee is a light gunship that can deal light damage to land based units. It has very weak armor, that can be shattered by T1 anti air with ease, so always send them in packs and scout before striking.
It is a weapon of surprise!
Try to keep it away from your foe's radars before attacking. If you succeed to put your gunships into an unguarded base, or over a hostile Commander, it will have no chance to survive.
Barracuda
Barracuda is a submarine killer. They are used to hunt other submarines, especially T2 battle submarines. They deal bonus damage to submarines, offer better speed better maneuverability and can shoot from wider angles than other submarines. This allows them to counter battle submarines, which otherwise are lethal when faced with an unguarded fleet.
Always include a few of these in your T2 navy.
Basilica
Basilica is a long range plasma cannon (LRPC). Built by all T2 land/air cons it is able to shoot targets across the map. On most battlefields placing it on the front-line enables you to take down buildings in enemy’s base. Not very effective on mobile targets. When built, it immediately becomes a priority target for your foes, try to keep it safe. Can be countered with Plasma deflectors, but those come at a high cost.
Beamer
Beamer is a tracking-laser turret with the highest DPS among all T1 defensive structures. Built by all T1 land/air cons has a very precise aim and decent range. Use it to overshoot rocket bots, Light Laser Towers, and deal the greatest chunk of damage to raiding units. It may even kill a walking commander before it gets D-gunned.
Beaver
Beaver is an amphibious construction vehicle, which can travel on land and underwater equally well allowing easy expansion between islands, under rivers and across seas.
It's build menu includes some water based units
The Beaver can build things like underwater metal extractors, tidal generators and most importantly the amphibious complex, a lab that includes T2 amphibious tanks and bots. As all amphibious units it can easily cross steeper hills unlike regular vehicles. It can be destroyed by torpedoes so avoid submarines, launchers and destroyers. It is wise to use pairs of cons for expansion, so they can heal each other and build defensive structures faster. This makes them immune to light assault units like Ticks / Rovers.
Beholder
The Beholder is a small cloaked perimeter camera. Your opponents can’t detect it while it’s cloaked, and it can provide a good line of sight for undefended areas.
Spies can be detected by the perimeter camera.
When defending your front line, place a few cameras to prevent any clocked units from getting through.
Bermuda
Bermuda is a radar jammer ship. They are used to make your units invisible to enemy radar, useful for planting traps and moving your fleet under cover. However, be aware that jammers do not make your units invisible, your enemy will spot them once they are within line of sight.
Combining a cloaked unit with a jammer makes a given unit totally invisible.
Usually, they are used to support Missile Cruisers, allowing the cruisers to sneak in close to the enemy’s shores. This lets you get within missile range of their base without being spotted, and unleash a lethal barrage of missiles.
Blink
Blinks are cheap and fast moving air scouts, that are not armed with any weapons, but have a huge line of sight.
It is used to gain intelligence on what your enemy is planning, and where he keeps his most important units.
Information is the most valuable asset on the battlefield, knowing your opponent's plans you can prepare your counter strikes early, making his moves inefficient. In late-game a constant stream of scouts helps your artillery units, improving their aim.
Blitz
Blitz is a light, fast moving tank with a close combat rapid fire weapon. It is slightly more powerful and faster than Pawn and Grunt on flat terrain.
Being very cheap to build and having high top speeds can be useful for scouting and taking down unguarded metal extractors and eco. In late T1 warfare Blitzes can be used in large numbers for ambushing Commanders and speedy skirmishing.
Light armor and short range makes it susceptible to defensive towers and Pounders (Riot Tanks).
Blizzard
Blizzard is a heavy and slow bomber that can deal great amounts of damage flying over units and structures.
It is mostly designed to destroy buildings, but used well it can also deal high damage to mobile units - try to intercept their movements.
It deals much higher damage than the T1 bomber Stormbringer. As little as 4 Blizzards can destroy a Fusion Reactor on one flyby (7-8 for an Advanced Fusion Reactor). They can drop another round of bombs every 7 seconds.
They are cheaper but weaker than the CORTEX counterpart - Hailstorm.
Bull
Bulls are a general purpose raider with significant armor and a decent plasma weapon. It can easily outrange and destroy most T1 units. This is the main and most numerous constituent of your T2 vehicle forces. Build them in huge numbers to overpower your enemy with sheer force. It is more expensive than its CORTEX counterpart, the Tiger, but it deals higher damage with bigger Area of Effect.
Butler
Butler is a fast repair bot that can build only the most basic T1 economy and utility structures in the field. Its purpose is to have a mobile buildpower source that you can quickly move to wherever you need it.
You can also use Butlers to assist factories or (large) build projects and then move them quickly to the next construction site.
Centurion
Centurion is a durable bot armed with a rapid firing double laser. It has a relatively high HP for T1 and can easily take down multiple light assault units, like Grunts, Pawns etc. Often referred to as "mobile LLT". Their range is enough to overshoot Commanders, so with a little micro it may be used to force them to retreat.
Always combine with resurrection bots for healing and resurrecting fallen units.
Chainsaw
Chainsaw (Bomb-Resistant Medium-Range Missile Battery) is an expensive T1 anti-air tower that serves a very situational purpose. Built by all T1 land/air cons it has the highest DPS and range among all T1 AA. When placed properly it may even take down a Liche (Nuclear bomber).
Citadel
Citadel is an ICBM interception missile silo. Built by all T2 land/air cons it is able to cover a decent area spanning over your base and surroundings. It protects you from long-range nuclear missiles (not tactical nukes). Takes 90 seconds to stack up one missile.
Always make one after the 15 minute mark.
Be careful as it may be paralyzed (EMP) by Ghosts or Paralyser silos.
Cloakable Fusion Reactor
The Cloakable Fusion Reactor is similar to the Fusion Reactor, except it can be cloaked to hide it from your enemy.
Useful when building in potentially dangerous areas.
Energy production is a constant +1000 and it costs -100 energy to remain cloaked.
Commander
Decoy Commander is simply just a fake commander. It can build most of the units and buildings, including mines.
It serves the function of confusing your opponent. It is reasonable to build it when you have your last commander, so the enemy might get tricked and focus fire on the fake one. Its D-gun doesn't deal much damage.
The Decoy Commander has a lot of buildpower and is very good to assist in late-game mass-production.
Compass
Compasses are mobile radar bots. Always have at least one in your artillery/infantry groups. It doesn’t have any weapon of its own and has rather low HP, but having intel on your enemies whereabouts can be very crucial.
Always try to keep a Compass a bit behind your fighting troops.
Construction Aircraft
A Construction Aircraft is able to build basic T1 structures like the ones made by the Commander.
Moreover it can build some more advanced land and air defense towers, advanced solar generators and most importantly the T2 Aircraft Plant.
Due to their speed, the highest among constructors, it may be used for quick expansions and reclaiming in areas far from your base. It can also access the whole map, as it doesn't care about any natural obstacles.
It has a very low HP however, so keep away from enemy's anti air units. Due to little build power you may want to use multiple air cons at once.
Each Construction Aircraft increases the player's energy and metal storage capacity by 25.
Construction Bot
The Tech 1 Construction Bot is the cheapest construction unit in the game. It is slow and weak, so it may be prudent not to let it wander unescorted. It surpasses the Commander as a constructor with its ability to build advanced T1 structures, including the T2 Bot Lab.
Use in groups for increased build power.
To build even more advanced T2 structures, you first need to build the T2 Construction bot in the T2 Bot Lab.
Construction Hovercraft
The Construction Hovercraft can build basic Tech 1 structures, like other constructors, but can also build additional naval structures.
Use multiple on a single structure to increase build power.
It has more build power than the T1 Construction Bot and T1 Construction Vehicle. Each constructor also increases the player's energy and metal storage capacity by 50.
Construction Seaplane
The Construction Seaplane can build basic Tech 1 structures, like other constructors, but can also build additional naval structures. It’s great for repairing ships on the frontline thanks to its speed.
Use multiple on a single structure to increase build power.
It’s similar to the T1 Construction Aircraft in that it can traverse both land and sea, however, it can also land on and submerge underwater. Each constructor also increases the player's energy and metal storage capacity by 50.
Construction Ship
Construction Ship is the T1 naval constructor. They are a good builder in terms of build power and speed - even a single one of these assisting the shipyard almost doubles its output. In addition to the Commander’s build list, they are able to produce more advanced T1 defenses, like the Floating Heavy Laser Turret, and give access to the T2 Shipyard. Each one increases your energy storage capacity by 50.
Use them for assisting the lab and quickly expanding, claiming underwater metal spots with underwater metal extractors.
Construction Turret
Construction Vehicle
A construction vehicle is able to build basic T1 structures like the ones made by the Commander. Moreover it can build some more advanced land and air defense towers, advanced solar generators and most importantly the T2 Vehicle Lab. It is slightly faster and stronger than the Bot constructor, but it can not climb very steep hills, so it is effective only in expansion on relatively flat terrain.
Each Construction vehicle increases the player's energy and metal storage capacity by 50.
It is wise to use pairs of cons for expansion, so they can heal each other and build defensive structures faster. This makes them immune to light assault units like Ticks / Rovers.
Consul
Consul is a fast constructor that can assist, repair or build wherever you currently need it. It is mainly used for laying minefields, repairing fighting troops and building light defenses and assault units on the front. It gives a great advantage over your opponent who only uses labs, as he cannot deliver his forces that quick to the frontline. Build few nano-towers next to it and set it to build a queue of a certain unit, then click REPEAT. This way it will keep making those units until ordered to stop. Most importantly it can construct Recluses, Mavericks, and Jethros for AA support.
Cormorant
Cormorant is a torpedo bomber. It has no weapon to fight against land units. However it is able to deal massive damage to any ship/submarine/amphibious unit. Torpedoes need a long open path to drop and accelerate in water. Therefore don’t try to drop them flying from the side of the shore line as they will just get stuck in sand.
Torpedo Bombers are able to attack underwater units without support since they are equipped with sonar and increased sight range.
Corsair
Corsair is the heaviest of the T1 ships. Their biggest advantage is their durable armor and versatility. They are equipped with a powerful long range plasma cannon and a depth charge launcher. Their large range allows them to outrange all ships and torpedo launchers, which make them a great choice for pushing forward the front-line. They are also a good counter against submarines. However, due to slow movement and low maneuverability, they can get easily overrun by lighter ships. It is a good idea to provide them with an escort of lighter ships and repairing support.
They are costly and leave very precious wrecks, so take good care of them!
Corsairs have lower costs, but also weaker damage, compared to their CORTEX counterpart (Oppressor).
Crocodile
The Crocodile is a light hovercraft with a plasma cannon. It can travel over land and sea fairly well, and can even be used to reinforce a naval force.
Tanks don't fair well against bombers, even hovertanks, so bring some anti-air.
It’s also cheaper to build than its CORTEX counterpart, the Cayman, but inferior in terms of health.
Crossbow
Crossbow is a cheap mobile anti air (AA) bot, that can easily take down light aircraft, like scouts, or transporters. Always send a few with your army to protect it from EMP drones / gunships or commander drop tactics.
Remember that it has no land-to-land weapons, so it is not able to defend itself from ground fire.
In bigger numbers it can even prevent bombing runs. It is able to walk underwater - combine it with amphibious units!
Cyclone
The Cyclone is a fighter seaplane, capable of air–to–air combat. It can also submerge underwater, which is useful for escaping enemy fighters and ambushing units like the Dam Buster.
Use them to protect Seaplane Bombers or your naval units from enemy aircraft.
It has more health than its CORTEX counterpart, the Bat, but is ever so slightly slower.
Decoy Fusion Reactor
The Decoy Fusion Reactor doesn't produce any energy and is instead used to trick the enemy.
Use your fighters to take out distracted bombers.
Great for diverting enemy bombers from other targets so they drop their bombs on the decoy.
Dolphin
Dolphin is a fast and maneuverable light assault ship. They are equipped with two rapid-fire short-range plasma turrets, useful for raiding constructors in the early- to mid- T1 stage. In higher numbers they can overpower heavier ships, if your enemy isn’t paying attention.
Tip: Try to keep their broadside facing the enemy units while attacking, to maximize damage. Turrets are not able to shoot over each other, so only one will be used when facing the enemy head on.
Similar to the Pawn/Grunt matchup, Decades have higher damage but lower accuracy than their CORTEX counterpart (Supporter).
Dragon's Teeth
Basic T1 wall defense that can block most T1 units and low altitude projectiles. Can also be useful to funnel enemies into a chokepoint. Also often used against Alien Raptors and Scavengers.
Dragonslayer
Dragonslayer is an anti-air ship. They are equipped with a powerful flak cannon and two light missile turrets, which makes them the best mobile anti-air unit in the game. Even just one of these can neutralize an entire fleet of lighter aircraft. As little as two can take out a Dragon. Always remember to include them in your fleet.
Dreadnought
Dreadnought is a heavy battleship. They are equipped with two powerful long-range plasma cannons that deal significant splash damage. They prove useful at fighting other ships, but also excel at bombarding areas far inland from the coast, with most land units falling to their firepower.
Heavy armor makes them a difficult target to take down, however always make sure they are protected from battle submarines, which can easily turn them into shreds.
Eel
Eels are stealthy assault submarines. They are equipped with a powerful torpedo launcher that can deal lethal damage to structures and ships within seconds. However, they are also very vulnerable due to having low health. It is kind of a glass cannon.
They are invisible to radar and to units on the surface, but are visible to sonar and other submarines.
If your enemy is not careful, you can sneak one or two of those into their base and cause havoc.
Their main use is destroying underwater metal extractors, and trapping fleets which don’t include proper anti-submarine units, like destroyers.
Ellysaw
Ellysaw is an assault frigate. They are equipped with two light plasma cannons with decent range. They reside in the middle-ground between corvettes and destroyers. Their main use is defending against destroyers, as their range and speed allow them to outmaneuver the destroyers, though you need to use them in big numbers to pull that off.
Cost-wise, you can make two Ellysaws for every destroyer, so it is a good investment for fighting against them. However, they get easily destroyed by submarines, against which they have no weapon.
Ellysaws have a lower cost, but weaker armor and weapons than their CORTEX counterpart (Riptide).
Energy Converter
The Energy Converter converts energy into metal, and can be built by the Commander or other construction units.
Build in smaller groups to prevent explosive chain reactions if destroyed.
Later in the game, you may have excess energy that’s going to waste. So consider building multiple converters to produce more metal. Converts 70 energy into 1 metal per second.
When attacking an enemy base, aim for their converts to set off an explosive chain reaction and cause damage to other nearby structures.
Energy Storage
The Energy Storage increases your energy storage capacity by 6000.
Great for powering weapons that consume large amounts of energy.
It's also useful for storing excess energy for later use, and to reduce energy stalls when wind speed is low or if you lose your generators.
Epoch
Epoch is the the ARMADA flagship. They are the most powerful ships, and arguably the most powerful units in the game. They combine overwhelming firepower with unmatched range. Once you have one, it is usually game over for the enemy.
They are equipped with five plasma cannon turrets,. the two main cannons having the longest range. On most maps, it can bombard any point on land, if you manage to bring it close to the shore.
The other three cannons are used to kill off anything that manages to get closer. Thanks to their power, range and mobility they are able to destroy any T3 unit they clash with, as long as you can keep your distance.
They achieve maximum damage when facing their targets head-on, so they are able to shoot all cannons at once.
They are also equipped with medium anti-air missile launchers. However, they can be vulnerable to aircraft and battle submarines, so never leave them without an escort.
Falcon
The Falcon is a fast moving fighter jet that is designed for eliminating air units. It is the most effective form of T1 air defense that can access all parts of the map to get rid of any air threats.
Always put your fighters on patrol in front of your base, so they attack any aircraft moving in the vicinity.
Send fighters with your bombing runs to disable opponent's fighter wall before your bombers come to deliver the final blow.
Fatboy
Fatboy is a big and long range plasma bot that can deal ludicrous damage in a huge area to any light unit.
Try to aim at ‘blobs’ of T1 troops to see the beautiful splash of unit pieces flying.
Very slow moving and shooting bot. Helpless when used alone against any raider units. It overshoots all T1 defense structures, most commonly used to destroy heavy laser turrets etc.
Ferret
Ferret is a pop-up medium range anti-air tower. Built by all land/air cons it It stands a chance against heavier T1 aircraft. Its pop-up and cloak abilities make it a difficult target for land infantry. As a cool gimmick it may be cloaked to trick your opponent into thinking that you have insufficient Air defense and trap his aircraft when as they come.
Fortification Wall
Tough T2 high wall defense that can block most T1 and T2 units and multiple projectiles. Can also be useful to funnel enemies into a chokepoint. Also often used against Alien Raptors and Scavengers. Very durable and 4x higher than it's little brother, the T1 Dragonteeth.
Fusion Reactor
The Fusion Reactor produces energy using heat from nuclear fusion reactions. Energy production is a constant +1000.
Build it when you push to T2 to power your Advanced Metal Extractors.
Beware of where you build the reactor, as it is one of the most favored targets for enemy bombers. When destroyed it causes a large explosion that may likely kill other units nearby.
Gauntlet
Gauntlet is the T1 long-range plasma battery. Built by all land/air cons it serves a very situational purpose.
It can be set to high trajectory for bigger damage and Area of Effect (AoE), but lower fire rate and accuracy. This is helpful when you have to shoot over obstacles.
It can overshoot all T1 structures and units, but keep in mind that it requires a lot of metal to build. In most cases this metal is better spent into mobile units or tech advancement.
Building it to protect your base area is usually a big waste, better resort to laser turrets for this purpose. However, making it on extended front, or in range of enemy economy may end up winning you a game.
Useful on hills, for taking down strategic targets. Pretty useless when T2 arrives. Consider reclaiming it to get your metal back.
Geothermal Powerplant
The Geothermal Powerplant produces energy using steam. Geothermal energy production is a constant +300, however, it can only be built on top of steam vents on each map.
Seize control of nearby steam vents to take advantage of reliable energy.
They’re more costly than Wind Turbines and Solar Collectors, but provide a good energy bonus when completed.
Ghost
Ghosts are the so called “spy” bots. With its cloak and stealth abilities combined it remains totally invisible for your enemy unless he has built an intrusion countermeasure system.
Use it to sneak into bases and get intel on what is going on there, so you can be a step ahead. On top of that, when self-destructed the Ghost delivers an EMP explosion with a large radius which can paralyse enemy units for up to 45 seconds.
Use its self-destruct EMP to disable enemy anti-nukes and strike with your nukes » ICBMs.
It also finds great use in combination with any artillery units. put it in front of an enemy’s army to gain perfect vision and perfect aim for your artillery.
Also unique is their ability to reclaim, so you can dismantle unguarded structures
Gremlin
Gremlin is a stealthy tank that, when cloaked becomes impossible to spot for your enemy. Equipped with light plasma weapon and having weak armor it doesn’t stand a chance facing other T2 units. Don’t use it for fighting.
Use packs of 4-6 Gremlins to sneak in beyond enemy defense lines, get intel on plans and sabotage the economy.
If you see an unguarded base try to first disable its buildpower (destroying construction towers) making your opponent unable to react. Then go for Energy Converters to get a nice big chain explosion and finally strike Fusion Reactors and other eco. It can be detected if it comes into vicinity with enemy units or if your opponent has an Intrusion-countermeasure system.
Grim Reaper
Grim Reaper is a stealthy resurrection submarine. They are not visible to units on the surface if your enemy doesn’t have sonar nearby. Use them as support to provide repairs, reclaiming and resurrecting wrecks. They are relatively cheap and provide essential support to your navy maneuvers, don't forget to mix them in your fleet. Don't forget however the high energy cost of building and using them.
Resurrecting requires 50% of unit's energy cost.
Groundhog
A stealthy minelayer / minesweeper unit, that can make your base feel really safe. It produces light and heavy mines which are designed to eliminate different levels of threat. Light mines can stop Pawns, Grunts, Blitzes etc. and heavy can even stop most T2 units.
It's a cheap way to secure places where you don't have time to set up proper defenses, like your flanks.
Always lay mines away from your opponent's line of sight and avoid having your own units on the minefield.
To create effective minefields use Queue Command or Grid Building.
Remember that mines use energy to remain cloaked!
Groundhogs can also detonate enemy's mines using the attack command. Groundhogs are stealthy and produce a tiny radar jamming field that enables them to lay mines while staying undercover.
A funny trick using Groundhogs: Lay 4 heavy mines in a place where you expect an enemy Commander to go (eg. near a metal spot) and detonate them simultaneously when he walks over them to make your enemy a big surprise.
Gunslinger
Gunslingers are very peculiar units, designed solely for one purpose – destroying T1 leftovers.
It has some unique attributes that make it perfect for this role:
- Self-repair - it regenerates Hitpoints on the run.
- Fast-learning - it quickly gains experience from its victims and gets buffed with higher range, Hitpoints., creating a snowballing effect
- Repulsive shells - which will keep light units away
However, remember that in its initial form it is not really powerful and may be easily overrun by a big T1 army.
Requires heavy micro to stay out of T1 range.
Hardened Energy Storage
The Hardened Energy Storage increases your energy storage capacity by 40000.
Great for powering weapons that consume large amounts of energy.
It's also useful for storing excess energy for later use, and reducing energy stalls when wind speed is low or if you lose your generators.
Hardened Metal Storage
The Hardened Metal Storage increases your metal storage capacity by 10000.
Build in smaller groups to prevent explosive chain reactions if destroyed.
It's also useful for storing excess metal for later use, especially since metal production is lower than energy.
Haven
Haven is an aircraft carrier and a mobile anti-nuke system. They can be used to repair damaged aircraft, but their main use is to protect against nuclear missiles. They are also equipped with both radar and sonar with medium range, to help your ships spot enemy units.
The anti-nuke interception range is lower than anti-nuke structures, but they are the only possibility in protecting the sea from nuclear strikes.
Highwind
Highwind is a fast moving fighter jet that is designed for eliminating multiple and/or heavy air units.
It has little problems with scattered T1 air defenses. Always put your fighters on patrol in front of your base, so they attack any aircraft moving in the vicinity. Send fighters with your bombing runs to disable opponent's fighter wall before your bombers come to deliver the final blow.
Its stealthy attribute makes it invisible to radars.
Your enemy never knows how many you have without scouting. A bit slower but and a little more effective than its CORE counterpart.
Horizon
The Horizon is a seaplane equipped with advanced radar and sonar. While in flight, it’s capable of scanning for units that are in the air, on land, and even underwater.
Useful for scouting while at sea thanks to its speed and radar range.
It’s relatively fast for a seaplane but is an easy target for enemy fighter planes.
Hornet
Hornet is a super-fast gunship designed for late and endgame tactics. Equipped with a sabot missile launcher it can quickly deal great amounts of damage. It has a powerful armor that can withstand tons of anti-air missiles and flak shots, but its biggest advantage is its speed and maneuverability. When fighting it can make quick turns and barrel rolls to avoid missiles and it can fly as fast as fighters therefore it makes for a better strike force than bombers, when there is lots of land AA to fly over.
However, bare in mind its high costs.
Only with an endgame economy would you be able to build those in greater numbers.
Hound
Hound is a fast and very mobile plasma & mortar bot. It overshoots all T1 infantry, and may deal two types of damage.
Using Plasma Cannon - shoot along a Hi-trajectory long range parabolic trajectory, dealing light damage in a larger radius.
Using Gauss Cannon- much better Low-trajectory aim against fast moving units, and deals point-damage.
With good micro It may always stay out of range of most units.
Jaguar
Jaguar Is a super fast light tank equipped with a high DPS lightning turret. It may deal sizeable damage in close quarters combat, but lacks armor to fight against heavier units like Tigers.
Use Jaguars to quickly deal with T1 units, raid unprotected spots and easily kill commanders.
Having an additional anti-air missile launcher it is a very self-sufficient unit that can be used without combining it with others. Also a great way to quickly deliver AA to the front in T2 game stage.
Janus
A twin rocket tank, which can do pretty heavy damage.
Its slow moving speed and fire rate makes it susceptible to groups of fast moving units like Pawns, but once it shoots it deals damage in a massive radius, which can eliminate virtually all bots (except Centurions) in a single blow. Combine with Whistlers (missile trucks) and repairing units to achieve devastating effect on enemy defenses.
It is also a perfect unit for destroying Commanders, as only 5 shots is enough to deal lethal damage.
It requires some good micro, so focus!
Juno
The Juno can build and stockpile electromagnetic impulse missiles. The missiles have to be launched manually, and the area of effect lasts around 25 seconds.
Use them to destroy minefields, scout spam, radar units, and jammer units.
Beware that friendly units within range can also be destroyed by these missiles. Some units with radar/jammer abilities are not affected, such as Spy-bots.
Lazarus
The Lazarus is a repair and resurrection bot which can turn wrecks into brand new units, or reclaim them to get back your metal! It is fast, cheap to build and stealthy to radar. Therefore it's an effective method for reclaiming trees, rocks, structures and other reclaimable resources scattered across the map.
It is prudent to combine resurrection bots with attacking units so they can repair and either resurrect or reclaim wrecks to keep your army reinforced.
Managing to resurrect a constructor of another fraction is a way to obtain their particular technology.
Liche
Liche is the ultimate weapon of terror and destruction. A heavy aircraft equipped with a tactical nuke launcher.
This guy can decapitate Commanders, destroy Fusion powerplants, or send whole armies into the air with just a single shot.
A well-microed Liche can win you a game, just locate all enemy Commanders and fly over them. Use SET-TARGET to make it not lose momentum when deploying a bomb. Two of those are enough to destroy an advanced fusion.
Common counters to Liches are Chainsaws / Eradicators / Screamers / Mercuries - avoid those.
Longbow
Longbow is a missile cruiser. They are equipped with a heavy long-range missile launcher and a medium anti-air turret. Their main use is getting near the shore, then launching powerful missile barrages against land bases. As long as you can manage to get them close enough, it takes only a few missiles to completely level bases to the ground. Fortunately, their range surpasses all land-based defensive structures, even the Pulsar, so the only viable ways to stop them is to intercept them or hit them with tactical nukes.
A high missile trajectory enables them to shoot over mountains and other natural land barriers, which can stop other ships that use plasma cannons.
Take advantage of the element of surprise by combining them with jammer ships to hide them from enemy radar, and let them sneak in close enough before starting the bombardment.
Lunkhead
The Lunkhead is an experimental hovertank. Equipped with two powerful cannons and significant armor.
Although it’s not very fast, the ability to hover makes it useful for attacking from the sea.
It’s not as strong as other experimental units or higher-tier ships, but can definitely hold its own in battle and is able to cross and skirmish from the water.
Mace
Mace is a plasma bot that can deal a sizeable damage with relatively low cost of building. It has a shorter range than rocket bots, but if you manage to reach them, it can easily eliminate them. It has slightly higher HP than rocket bots, hence it can be used in big numbers to destroy T1 defensive structures. Combine with resurrection bots, for healing and resurrecting fallen units, to quickly push the front-line.
Effective for defending mountain tops, as their range is longer when shooting downhill. Always try to get higher ground.
Watch out for Heavy Laser Turrets!
Marauder
Marauder is a fast amphibious experimental assault bot. Equipped with two powerful plasma cannons and two light anti-air turrets, Marauders are great standalone and versatile units used for surprise raids across the seas. The plasma cannons have a pushback effect, which makes lighter units unable to reach them, while the AA turrets are good enough to protect them from light aircraft, like using EMP drones.
They have very high speed both in and out of water, which lets them quickly reach the enemy shoreline and land before your opponent realizes the danger.
In water they transform into a submarine, staying below the surface and making them undetectable to radar. However, for a T3 unit they are rather fragile, so use them only if you see a nice opening in the enemy defences. Also make sure to keep them a safe distance away from enemy submarines, as they do not have any means of defending themselves while submerged. Marauders are the lightest and fastest T3 units!
Mauser
Mauser is a heavy artillery vehicle, able to overshoot most defensive and mobile units thanks to its great range. It is fairly cheap to produce and in contrast to the Penetrator it does not require energy to shoot.
Build packs of those for a good early T2 game push.
They are pretty weak in any close quarters combat situation, hence always cover it with your infantry.
Mercury
Mercury is a long range anti-air missile battery. Built by all T2 land/air constructors it piles up to five missiles (14s to produce one) that can shoot across great distances and deal ludicrous damage to aircraft.
A single missile can take down most air units.
Great for countering Liche (atomic bomber) runs, when used with SET TARGET command. Built on the extended front-line, thanks to its range it may be used to slowly dismantle enemy’s fighter wall.
Metal Extractor
The Metal Extractor extracts metal from metal spots on each map. The amount of metal you can extract per second is shown on each metal spot and ranges from 1.0 to 3.0.
Pawns are cheap units for protecting metal extractors from early raids.
Metal extractors are primary targets during early-game raids, and if destroyed, can stall an opponent's construction and give you the upper hand.
Metal Storage
The Metal Storage increases your metal storage capacity by 3000.
Build in smaller groups to prevent explosive chain reactions if destroyed.
It's also useful for storing excess metal for later use, especially since metal production is lower than energy.
Naval Advanced Metal Extractor
The Naval Advanced Metal Extractor extracts more metal from metal spots on each map. Start building them on your most protected metal spots first.
Build them when you’re ready to upgrade to Tech Level 2.
Metal extractors are primary targets, and if destroyed, they can stall an opponent's construction and give you the upper hand.
Naval Construction Turret
The Naval Construction Turret can assist and repair nearby units, and can be built on the water. This makes it excellent to use on maps with limited or no land.
Use multiple on a single factory to increase build power.
You can also move Navel Construction Turrets to other locations using the Stork or Abductor, and it has more build power than any other unit, excluding the Commander.
Naval Energy Converter
The Navel Energy Converter converts energy into metal and can be built on the water. This makes it excellent to use on maps with limited or no land.
Build in smaller groups to prevent explosive chain reactions if destroyed.
Later in the game, you may have excess energy that’s going to waste. So consider building multiple converters to produce more metal. Converts 70 energy into 1.1 metal per second, and can be built by the Commander or other construction units.
When attacking an enemy base, aim for their converters to set off an explosive chain reaction and cause damage to other nearby structures.
Naval Energy Storage
The Naval Energy Storage increases your energy storage capacity by 6000 and can be built underwater.
Great for powering weapons that consume large amounts of energy.
It's also useful for storing excess energy for later use, and reducing energy stalls when wind speed is low or if you lose your generators.
Naval Fusion Reactor
The Naval Fusion Reactor produces energy using heat from nuclear fusion reactions and can be built on the water. This makes it excellent to use on maps with limited or no land.
Useful for hiding your energy production underwater.
Energy production is a constant +1200. When destroyed it causes a large explosion that may likely kill other units nearby.
Naval Metal Storage
The Naval Metal Storage increases your metal storage capacity by 3000 and can be built underwater.
Build in smaller groups to prevent explosive chain reactions if destroyed.
It's also useful for storing excess metal for later use, especially since metal production is lower than energy.
Naval Radar/Sonar Tower
The Naval Radar/Sonar Tower provides early warning of enemy units in the air, on land, and even underwater.
Use it to monitor nearby units and watch for air attacks.
Radar coverage is blocked by high terrain, and can be jammed by units with radar jammers, or evaded by cloaked units.
Nettle
Nettle is the basic and cheap anti-air missile tower. Built by all T1 cons it is able to take down light aircrafts. Not enough to stop bombing/gunship runs. Always have one or two in your base to protect yourself from humiliating com-dropping tactics.
Oracle
Oracle is a radar & sonar plane that can locate land and underwater units.
It has a decent radar range and speed so it's the best unit you can use for scouting. Put a few in your fighterwall to have a permanent overview of the front, even when you lose the radars on land.
Always send 1 or 2 with your bombing runs to locate targets for your strike force. When hunting for a commander, the radar plane can locate it even if it’s cloaked. Its sonar ability can also be used to detect submarines and amphibious units.
Overwatch
Overwatch is a high-energy laser turret. Built by all T1 cons it overshoots every T1 unit except artillery vehicles.
Despite the long range and heavy damage it is hopeless when built alone.
Always incorporate it within other defensive structures.
Paladin
Paladins are medium assault cruisers. They are like an upgraded version of Destroyers, and are a casual part of a T2 naval strike force. Equipped with a medium-range plasma cannon, two light laser turrets and a depth charge launcher, they are very versatile.
They are the fastest T2 ship, and it is useful to rush your enemy with a few of them at the beginning of T2 sea battle stage. They can easily take out any T1 units, and offer very good protection against hovercrafts.
Pawn
The Pawn is a basic infantry bot. Cheap and mobile, it can quickly devastate poorly defended expansion, artillery, and even isolated commanders.
Don’t underestimate their firepower!
However, the Pawn melts in the face of heavier defenses and is for instance especially vulnerable to riot tanks.
Pincer
A pincer is a light amphibious tank which can travel on land and underwater equally well. It is weaker than most land based tanks, so to use it effectively avoid direct fire exchange and try to surprise your opponent by destroying undefended targets near the shoreline. Don't forget to send one or two amphibious constructors with your assault to reclaim left wrecks and claim metal spots on the way.
Pinpointer
The Pinpointer enhances the accuracy of your radar towers for the entire team. You only need to build 3 facilities on each map.
Use them to improve the targeting of your artillery.
The benefits apply to your entire team and the more you have the more accurate your radars will be.
Pit Bull
Pit bull is a cloakable pop-up gauss cannon that has a great Damage Per Second (DPS) and range for considerably low costs. Built by all T2 land/air cons it serves the most basic role among the defenses – to pump in big DPS. Its pop-up and cloak ability makes it a great way to surprise attacking troops with unexpected damage source.
Platypus
Platypus is a very fast amphibious bot that uniquely hovers above the water surface. It is equipped with a light laser turret and a basic AA missile launcher.
Useful for quick raiding of unprotected naval structures and sneaking in to enemy territory through the water.
It is also a good way to allocate quick moving amphibious anti-air force quickly, wherever you might need it.
Possum
The Possum is a light hovercraft with a rocket launcher. Good for taking out defensive structures and softening up an enemy expansion before you push in.
Keep them at a distance or at least behind some close combat units.
It’s slightly cheaper than its CORTEX counterpart, the Mangonel, and its range is among the highest within Tech 1 units.
Prophet
Prophet is a mobile radar vehicle. Always have at least one in your artillery/assault combos. It doesn’t have any weapon of its own and has rather low HP, hence always keep it a bit behind your other forces.
Prude
The Prude is a Safe Geothermal Powerplant that produces 750 energy using steam. The difference to the standard Geothermal Powerplant is that it has a smaller explosion when destroyed.
Seize control of nearby steam vents to take advantage of reliable energy.
It can only be built on top of steam vents on each map. They’re more costly than Wind Turbines and Solar Collectors, but provide a good energy bonus when completed.
Puffin
The Puffin is a seaplane gunship that drops homing torpedoes into the water. Being able to circle and strafe ships while dropping each torpedo, makes it more effective in narrow waterways where torpedo bombers tend to have trouble hitting their target.
Use it to take out those pesky submarines without sacrificing your ships.
It’s got higher DPS than its CORTEX counterpart, the Monsoon, but also costs more to produce. Remember to combine them with sonar planes to target underwater units.
Pulsar
The Pulsar is the most powerful T2 defense structure. Built by all T2 land/air cons, it packs a bad-ass long-range tachyon laser that can one-shoot all T1 and T2 mobile units.
The Pulsar overshoots all other defense structures and may even take down T3 mechs.
Takes 1500 E to shoot. You can put it on “off” in order to hide its turret in its heavy duty armor that can withstand tons of damage.
Radar Tower
The Radar Tower provides early warning of enemy units and their movements on the battlefield. It’s also cheap and quick to build.
Use it to monitor nearby units and watch for air attacks.
Radar coverage is blocked by high terrain, and can be jammed by units with radar jammers, or evaded by cloaked units.
Ragnarok
Ragnarok is the ultimate weapon of mass-destruction. Built by all T2 land/air cons it is basically a spinning minigun of Basilicas plasma cannons that can shoot across the map and tear down whole bases. It takes giant resources to build but when it is in place it basically wins you a game.
However, remember that it also consumes great amounts of energy to shoot (14500 energy/shot), hence don’t build it if your income is below 35k energy.
Rattlesnake
Rattlesnake is a T2 cloakable pop-up long range plasma battery. Built by all T2 land/air cons it is able to protect your defense line from artillery units and dismantle enemy’s defense line. Out ranges all T1/T2 units except Pulsars and Basilica's etc. Build on hills to take advantage of extended range and take down strategic targets.
Set to High-Trajectory it deals more damage in a larger radius (AoE), but it will shoot slower.
Another use case is to stop Sharpshooters, which get outranged by these. Be sure to provide good line of sight for it, for good aiming.
Razorback
Razorback is a fast experimental battle mech. Equipped with two powerful rapid laser guns, they can inflict some of the highest damage in the entire game.
Melting through most T1 and T2 units within seconds, they are a great anti-swarm unit, thanks to their rapid rate of fire and high precision. One of the best choices for close quarters combat, they are very effective in the early T3 stages, due to relatively low costs and high speed.
Razorbacks are able to be deployed to the battlefield very quickly, often rushed for surprise T3 attacks during the T2 stage.
However, Razorbacks can be easily countered by long-range units, like Sharpshooters, Starlights and Pulsars, so for an optimal pushing force accompany them with Vanguards or other long range units, and ideally with a steady stream of scouts. While their lasers can target air and take down light aircraft, beware of heavy gunships and EMP bombers.
Recluse
Recluse is an all-terrain spider bot that can climb any slope and hit your enemy where he least expects it.
It is equipped with multiple rocket launcher which shoots slow-flying missiles. Due to the delay between shooting and hitting it is not effective against fast moving units. However it works perfect against immobile structures and it deals quite a lot of damage.
They are almost immune to EMP weapons, so it is hard to paralyse them.
Rocketeer
The Rocketeer is a light rocket bot, commonly used to push the front-line. Because of its range, Rocketeers can force a lone enemy Commander that is expanding by building Guards into retreat. In larger numbers, especially when supported by repairing bots, they are able to take down more advanced defensive structures.
Considerably less effective against fast mobile units. Watch out for Grunts / Pawns!
The Rocketeer, compared to its Cortex counterpart Aggravator, is a bit faster but also slightly weaker.
Roughneck
Roughneck is a rapid-firing gunship. It has a decent armor, able to withstand most of T1 anti-air defenses. Their most common use is for defending your base or protecting your teammates within your air territory. They are not effective as striking units, due to their low speed. For this purpose - use bombers, or Hornets. It has heavier armor but weaker weapon than its CORTEX counterpart, the Wasp.
Rover
Supercheap and fast to build
Vehicles used for scouting and damaging the early eco structures. It is the fastest moving unit in the whole game but due to light armor any close confrontation will be lethal to it. Evade laser towers and destroy metal extractors to slow down your foe's expansion!
In T2 warfare Rovers come as an effective counter to slow shooting units, like Sharpshooters, Starlights and artillery. When produced constantly and sent to the front they can pull the heavy fire on themselves while your T2 units deal damage to artillery.
Sabre
The Sabre is a light seaplane gunship with dual laser cannons. It can attack both land and sea units,
Use in a group for fast surprise attacks on unsuspecting ships and naval bases.
It has more health than the Light Gunship but also costs more to build, and is vulnerable to naval anti-air.
Seeker
The Seeker is a cheap, fast hovercraft with a close-range laser weapon. Useful for amphibious landings, and surrounding enemy units to take advantage of the flanking bonus.
Great for evading a defensive line if you can find a nearby beach behind enemy lines.
Thanks to its low cost, the Seeker makes for a great unit to mass produce and overwhelm your opponents. It is commonly used as a swarm to raid bases and expansions while avoiding defenses. Watch out for light laser turrets!
Sentry
Sentry, also known as a Light Laser Tower (LLT) is the cheapest and fastest to set up form of defense. Built by the Commander and all T1 cons. It is reasonable to build one or two to protect your T1 base against early scout raids. When expanding, protect your metal extractors with those. Two Sentry's are often enough to stop a hostile Commander push.
Serpent
Serpent is a battle submarine. They have unmatched range and damage, and pose a very big threat to unguarded fleets. Their role can be compared to that of the Sharpshooter bot on land. They can deal heavy damage from afar, but are vulnerable in close quarters combat, and are easily destroyed by submarine killers.
Use them to destroy heavy ships and protect the sea from T3 amphibious units. However, do not rely on them as the only part of your fleet, as they will fail in a clash with advanced torpedo launchers or submarine killers.
Sharpshooter
Sharpshooter is a long range sniper bot that deals ludicrous amounts of damage at one shot. It takes 10 seconds to reload its rifle.
Helpless against swarms of fast moving units. Always accompany it with some short-ranged infantry like Welder.
These snipers work best when you have full vision of enemy units, because it can't effectively aim at radar blobs. This is why it works great combined with Ghosts (spy bots) staying in front of enemy forces.
They require 500 Energy per shot which you need to have in reserve!
When you have sufficient energy you may also make use of its cloaking ability in order to make it less likely to get targeted. These units are very precious and fragile, try to keep them safe.
Shellshocker
Shellshocker is an artillery vehicle used to take down T1 defenses, especially High Laser Turrets. It can out range all T1 defense towers except coastal defense plasma batteries. Shooting its plasma shells along a parabolic trajectory they are obviously helpless in close quarters combat. Always keep them protected by Stouts / Blitzes, or your own defensive structures. Don't forget to have targets in your radar's range or scouted.
Shredder
Shredder is a mobile anti-air tank equipped with a flak cannon. Its weapon deals ludicrous amounts of damage in a large radius (AoE) to aircrafts and can easily take down all T1 and most T2 aircrafts that come into its vicinity. Flak weapons have shorter range compared to other AA weapons, hence try not to keep it far behind the rest of your army. It doesn’t have anything to fight with against land units, so keep it covered.
Skater
Skater is a light scout/AA ship. They offer very high speed, and a large line of sight. Use them in the beginning of sea battles to harass your enemy’s early base structures, and block their constructors from expanding. Their AA turret is weak and won’t stand a chance against more advanced aircraft, but during the T1 stage they provide useful protection from EMP drones and gunships. Always include a bunch of them in your fleet.
They are hopeless in a matchup with any other ships, so only use them as a support/scouting force.
Skaters are a faster than their CORTEX counterpart (Herring).
Smuggler
Smuggler is a mobile radar-jamming device that can hide your units away form enemy’s radar. In combination with cloakable units like Sharpshooters, or a Commander it makes them totally invisible and undetectable.
The only way to detect jammed & cloaked units is to build the intrusion countermeasure system.
Sneaky Pete
The Sneaky Pete is a short-range radar jammer that can be cloaked. Useful for confusing enemy targeting systems and covering nearby units.
Use them to hide your real units until they’re actually seen.
Radar jammers show several signatures on your enemy’s radar and make it hard to determine where and how many units are in the area.
Solar Collector
The Solar Collector produces energy using the sun. Solar energy production is a constant +20 and is essential when wind speeds are low.
Can be used for backup energy when the wind is weak.
They’re not as cost-effective as Wind Turbines, and instead, provide a safe and stable source of energy.
Sonar Station
The Sonar Station is similar to the Radar Tower, except it detects sea units instead of land or air units.
Great for detecting sneaky submarines and submerged commanders.
Can be built by the Commander or other construction units.
Sprinter
Sprinters are the third fastest land units in the game - only Rovers and Ticks are a bit faster. It is equipped with a rapid-fire machine gun of a very short range.
Useful for raiding unprotected structures & slow artillery
Thanks to its speed, it is also effective to build it as the last addition to your pushing force. When the heavy duty frontline breaks, Sprinters may sneak in and deal the final unstoppable blow.
Super hard to D-gun, hence a good way to destroy unprotected commanders.
Starlight
Starlight is basically a mobile version of Pulsar. It is equipped with a tremendously powerful long range tachyon accelerator, which can one-shoot most T2 bots and even deal with lighter T3. However it is costly and very fragile.
Never send them alone to the front. Always keep them spread as they explode vigorously and may start chaining.
To aim properly, they need good vision. You can use Gremlins or a scout spam to provide it. Their aim can be also hugely improved with use of a Targeting Facility.
Stiletto
Stiletto is an EMP bomber. It can be used to immobilize units over a big area.
It makes for a great support unit for your front mates.
Coordinate attacks and defense with them and paralyze enemy units just before they engage. It is more effective than EMP drones, because they drop bombs before getting in the range of eventual AA.
If you queue an attack order followed by a move, they can drop their EMP loads and immediately do a full turn. This way you can run away from enemy’s AA and supporting fighters.
Stork
The Stork is an airborne transportation unit. It can pick up all T1 land based units and T2, with exception of heavy ones, like Fatboy or Tzar.
Use it for unexpected unit drops bypassing your enemy's defense line, but don't forget to scout first for any anti-air units. Drop your commander into their bases to D-gun all structures and humiliate your opponents.
Can be used for transporting construction towers too, which enables you to move your buildpower where you currently need it.
Stormbringer
The Stormbringer is a bomber, designed for destroying buildings. A little bit weaker than its CORTEX counterpart - Whirlwind.
It drops bombs over the target and makes a flyby to reload its ammunition.
It can strike every 9 seconds.
Always scout first and combine with fighters to eliminate enemy's airwall before bombing.
Click A for attack and drag your RMB to execute a carpet bombing, or use area attack command to strike targets within a circle.
Stout
Stout is a medium assault tank. It has a relatively high HP so it should always be kept in the first line to sink in all damage.
Useful for taking down light defenses with its sheer force.
If not microed well, Stouts can be easily D-Gunned, so try to keep enemy Commanders at a distance. Combine with Whistlers or artillery for a great front-line push or use large packs for raiding enemy bases. Don't forget to bring some constructors with your assault for repairing and reclaiming wrecks.
Sweeper
The Sweeper is a mobile anti-air hovercraft that's perfect for taking out light aircraft over the sea and land. It uses tracking missiles rather than flak, so it’s more accurate.
Combine it with other units to provide some needed air defense.
It even has built-in low-range sonar!
Tick
Scout quickly and cheaply with the Tick! Only outpaced by the vehicle scout Rover, this unit is an apt choice to evade enemy units and defenses, providing valuable intel while packing just enough firepower to cripple your opponent’s early-game expansion. The Tick is however far from ideal for fighting other non-scout combat units. But because of its low cost it is relatively expendable and can, especially in large numbers, be an effective way to draw enemy fire or even take out backsides of light or unprotected bases.
Tidal Generator
The Tidal Generator produces energy through water movement. Tidal energy production is a consistent value and is pre-determined by the map settings.
Build in smaller groups to prevent explosive chain reactions if destroyed.
They’re essential when there is limited land and excellent on water maps.
Titan
Titan is an advanced heavy assault mech. They are the strongest amongst all ARMADA land units and, cost-wise, arguably the best unit in the game. They are equipped with three types of weapons:
- Dual rapid-fire lasers for close range combat
- A medium range homing missile launcher, targeting both land and air
- A powerful long range tachyon laser, also for land and air
Titans are the most versatile T3 experimental bots. Combining tremendous weaponry, a relatively high movement and maneuverability and heavy armor, they outclass every ARMADA land unit in the game. Their health is high enough to withstand and break though even the strongest T2 defenses using just brute force, and their weapons can deal with heavier aircraft too. However, there are several counters which you have to be prepared for when using Titans.
On land, be aware of Pulsars and Sharpshooters, which when massed can deal lethal damage to any T3 unit. Don’t engage if you are not 100% sure you are going to make it, as losing even a single Titan may be detrimental to the course of the game. In the air, watch out for EMP bombers, and never forget to provide anti-air support for your Titans.
Losing Titans means leaving valuable wrecks for you opponent to reclaim, which can change the outcome of a match. Optimally, support your Titans with many repair or resurrection bots to quickly repair damage, and in the case of losing one, to reclaim or resurrect the wreck.
As a last resort, if you are certain your Titans are going to die in enemy territory, initiate a self-destruct (Ctrl+D) to have them die in a huge explosion, leaving no wrecks behind. Beware though, as Titans have a much longer self-destruct countdown than regular units (10 seconds). Try to use this enhanced explosion to damage as many hostile units as possible.
Lastly, beware of cloaked and jammed Commanders, because no matter how strong your experimental unit is, it will still turn into dust when met with a D-Gun. Keep a crowd of light units in front of your Titans so that enemy cloaked units will have no way of approaching them. This also counters spy bots, which could paralyse your Titans.
Tsunami
The Tsunami is a seaplane bomber with a payload of 5 bombs. It’s designed to hit slow-moving ships and static naval structures, and execute unanticipated bombing runs on land bases.
It’s similar to the T1 and T2 bombers in terms of power and armor, which makes it very hard to stop using only T1 anti-air.
Target grouped units to benefit from the area of effect damage.
Always scout first to identify your targets and local anti-air, and send fighters ahead of your bombers to break through the enemy’s fighter air-wall. Remember to combine them with sonar planes to target underwater units.
Tumbleweed
Tumbleweed is a crawling bomb designed for one purpose – to go kamikaze on enemy units and structures. It has a large Area of Effect (AoE) when it explodes and even bigger when you self-destruct it in time.
If used in a pack remember to spread them to avoid a chain reaction.
Thanks to their amphibious attribute they prove very helpful in attacking and regaining sea territory.
Turtle
Turtle is an amphibious tank equipped with medium duty weapon and armor. Falls short combating land units of similar cost, but thanks to its amphibious ability it is able to sneak in beyond enemy defensive lines through water. The ARMADA Turtle is stronger than CORTEX Alligators, weaker than Poison Arrows.
Twilight
The Twilight is similar to the Metal Extractor, except it can be cloaked to hide it from your enemy.
Useful for extracting metal from potentially dangerous areas such as the frontline.
The amount of metal you can extract per second is shown on each metal spot and ranges from 1.0 to 3.0. It costs -12 energy to remain cloaked.
Umbra
Umbra is a mobile radar-jamming device that can hide your units away form enemy’s field of view. In combination with cloakable units like Gremlins, or a Commander it makes them totally undetectable (if your enemy haven’t built the intrusion countermeasure system).
Umbrella
Umbrella is a mobile anti-nuke missile system. It has a shorter range than regular anti-nuke static structures, but you may move it around wherever you want.
It is able to climb hills.
In late game it is very important to combine it within your striking forces to prevent them from getting nuked out of your territory.
Vanguard
Vanguard is an all-terrain experimental long range artillery mech.
The pinnacle of ARMADA technologies.
Equipped with a heavy plasma cannon, they can outrange all mobile land units in the game, with the exception of its CORTEX counterpart - Catapult. The cannon shoots powerful plasma shells with high damage and area-of-effect, though with a long reload time (8 seconds).
Vanguards are one of the most effective units at dismantling T2 defenses, even a small group can quickly make an opening in the frontline. However, their slow movement and lack of effective close quarters weapons makes them vulnerable to raids with fast units.
Always make sure they are escorted by close-range support units, like Welders or Razorbacks, and some anti-air units.
Vanguards are able to outrange most defenses, with an exception of Pulsars, T2 coastal defense cannons, tactical nuke launchers, long range plasma cannons and Cerberuses. However, their all-terrain capability and high-trajectory weapon option often lets them target those defenses while staying covered by natural land barriers.
Veil
The Veil is a long-range radar jammer. Useful for confusing enemy targeting systems and covering nearby units.
Use them to cover your real units until they’re actually seen.
Radar jammers show several signatures on your enemy’s radar and make it hard to determine where and how many units are in the area.
Voyager
Voyager is a naval engineer. Similar to Butlers on land, these are used to assist T2 constructors and to quickly build T1 units in the field. Notably, they can build Floating Construction Turrets, plant powerful naval mines and produce combat units such as Destroyers, Platypus and Dolphins.
Don’t underestimate the damage you can do with a well-placed naval minefield. Use them to quickly secure large areas from hovercrafts, particularly early after you take control of the sea. Use mines until you are able to produce the proper T2 ships to defend yourself.
Webber
Webber is a fast, stealthy, all-terrain EMP bot. It doesn’t deal any damage itself, but it can paralyse enemy units with its close-range EMP laser. Very effective to use as a supportive unit in combination with Recluse.
Try to keep them marching on the front of attacking units. They are quite mobile, micro them to evade enemy attacks or reclaim paralysed units.
Also works well in combination with other combat units like Welders.
Spiders are almost immune to EMP weapons, so it is hard to paralyse them.
Welder
Welder is the most basic ARM T2 general purpose infantry unit equipped with a lightning rifle. For a reasonable cost you get a bot with a decent armor and high damage output. The lightning cannon on the Welder can spread to 2 (nearby) enemy units, dealing 33% bonus damage.
Its disadvantages are low speed and short range, however, in combination with Sharpshooters (Snipers) they make up for a very powerful pushing force.
Always keep them in a line in front of the snipers, protecting them from fast unit swarms.