Armada vs. Cortex
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.
The Rector 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.
Scout quickly and cheaply with the Flea! 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 Flea 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.
The Rocko is a light rocket bot, commonly used to push the front-line. Because of its range Rockos can force a lone enemy Commander that is expanding by building light laser towers into retreat. In larger numbers, especially when supported by repairing bots, they are able to take down more advanced defensive structures.
The Rocko is, compared to its Cortex counterpart Storm, a bit faster but also slightly weaker.
Jethro 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. In bigger numbers it can even prevent bombing runs. It is able to walk underwater - combine it with amphibious units!
Hammer 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!
The Peewee 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 Peewee melts in the face of heavier defenses and is for instance especially vulnerable to riot tanks.
Warrior 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 A.K.'s, Peewees 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.
Fark 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 Farks to assist factories or (large) build projects and then move them quickly to the next construction site.
Advanced Construction Bot
Advanced Construction bot 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 the simpler T1 Construction bot and boosts your metal and energy storage by 100.
Infiltrator is the so called “spy” bot. 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 infiltrator 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 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
Marky is a mobile radar bot. 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 it a bit behind your fighting troops.
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.
Zipper is the third fastest land unit in the game - only Rovers and Fleas 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 etc. 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, Zippers may sneak in and deal the final unstoppable blow.
Super hard to D-gun, hence a good way to destroy unprotected commanders.
Zeus 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.
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.
Pelican 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.
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.
Fido 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.
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 canon. It cannot shoot aircrafts when underwater.
Scarab 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.
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 Zeus.
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 Infiltrators (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.
Maverick is a very peculiar unit 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.
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.
Spider 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.
Also works well in combination with other combat units like Zeus.
Spiders are almost immune to EMP weapons, so it is hard to paralyse them.
Invader is a crawling bomb designed for one purpose – to go kamikaze on enemy units and structures. It has a 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 chainreaction.
Thanks to their amphibious attribute they prove very helpful in attacking and regaining sea territory.
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 defences, 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.
Therefore, always make sure they are escorted by close-range support units, like Zeuses or Razorbacks, and some anti-air units.
Vanguards are able to outrange most defences, with an exception of Annihilators, T2 coastal defence cannons, tactical nuke launchers, long range plasma cannons and Behemoths. However, their all-terrain capability and high-trajectory weapon option often lets them target those defences while staying covered by natural land barriers.
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!
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 Snipers, Penetrators and Annihilators, 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.
Bantha 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
Banthas 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 defences 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 Banthas.
On land, be aware of Annihilators and Snipers, 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 Bantha 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 Banthas.
Losing Banthas means leaving valuable wrecks for you opponent to reclaim, which can change the outcome of a match. Optimally, support your Banthas 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 Banthas 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 Banthas 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 DGun. Keep a crowd of light units in front of your Banthas so that enemy cloaked units will have no way of approaching them. This also counters spy bots, which could paralyse your Banthas.
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. Its build menu includes some water based units 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 Fleas / Rover.
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.
Important Build Options
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 Peewees, A.K., Flashes 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! Spoilers can also detonate enemy's mines using the attack command. Podgers are stealthy and produce a tiny radar jamming field that enables them to lay mines while staying undercover. A funny gimmick using Podgers can be done: 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.
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 Snipers, Penetrators 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.
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 Stumpies / Flashes, or your own defensive structures. Don't forget to have targets in your radar's range or scouted.
Samsons are long range light missile trucks. They can outrange most T1 defensive units and deal constant damage to it. They can also serve as basic anti-air defense. Very ineffective in close combat, so always try to keep them at full distance by using FIGHT command. In larger packs Samsons can even take down Heavy Laser Turrets. Combine with Janus / Stumpy and repairing units for a devastating front-line push! Move them in line, because they can't shoot over each other.
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.
A stumpy 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 micro-ed well, Stumpies can be easily D-Gunned, so try to keep enemy Commanders at a distance. Combine with Samsons 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.
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 PeeWees, but once it shoots it deals massive AoE damage, which can eliminate virtually all bots (except Warriors) in a single blow. Combine with Samsons (rocket 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!
Flash is a light, fast moving tank with close combat rapid fire weapon. It is slightly more powerful and faster than Peewee and A.K. 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 Flash can be used in large numbers for ambushing Commanders and speedy skirmishing. Light armor and short range makes it susceptible to defensive towers and riot tanks.
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.
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.
Jammer 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).
Seer is a mobile radar vehicle. Always have at least one in your artillery/infantry 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.
Luger 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.
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 his plans and sabotage his economy. If you see an unguarded base try to first disable its buildpower (destroying nano towers) making your opponent unable to react. Then go for metal makers 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.
Merl 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. Its awesome range make 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.
Panther 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 Reapers. Use it 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.
Bulldog is 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 RED counterpart (Reaper) but it deals higher damage with bigger AoE effect.
Phalanx is a mobile anti-air tank equipped with a flak cannon. Its weapon deals ludicrous amounts of AoE damage 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.
Penetrator basically a mobile version of Annihilator. 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. Important: they uniquely have an ability to reverse, which is useful as they can only shoot forwards and their turning takes forever.
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 nano towers too, which enables you to move your buildpower where you currently need it.
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.
The Peeper is a cheap and fast moving air scout, that is not armed with any weapons, but has 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.
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.
The Thunder is a bomber, designed for destroying buildings. A little bit weaker than its CORE counterpart - Shadow.
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.
The Freedom Fighter 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.
In large packs, it is also able to destroy weak land-based structures, like nano towers.
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.
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.
Eagle is a radar and 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 strikeforce. 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 amphibs.
Dragonfly is an armoured 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 Goliath. You can use this fact to “steal units”. Paralyze it, load it, and transport near your nano-towers to reclaim it, or capture it with a Commander.
Brawler 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 Blades. It has heavier armor but weaker weapon than its CORE counterpart (Rapier).
Blade 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.
Lancet 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 sightrange.
Phoenix 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 its T1 form (Thunder). As little as 4 Phoenixes can destroy a fusion powerplant on one flyby (7-8 for an adv. fusion). They can drop another round of bombs every 7 seconds.
They are cheaper but weaker than their core counterpart - Hurricane.
Hawk 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.
Liche is the ultimate weapon of terror and destruction. A heavy aircraft equipped with a tactical nuke launcher. This guy can decapite 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 Liche are Chainsaws/Eradicators/Screamers/Mercurys - avoid those.
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.
Construction Corvette 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. On top of Commander’s build list, they are able to produce more advanced T1 defences, like the Floating Heavy Laser Turret, and give access to the T2 Shipyard. Each one adds 50 to your metal and energy storage capacity.
Use them for assisting the lab and quickly expanding, claiming underwater metal spots with underwater metal extractors.
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 have much higher build power and cost more than their land counterpart, so you don’t need many of them.
Two or three are usually enough to bring a large field of wreckage back to life.
Hulk is a heavy and durable sea transport. Each one has a transport capacity of 40, with each unit carried taking up space: 4 spaces for a large unit, 2 for a medium unit, and 1 for a small unit. They are mainly used to quickly transport the Commander and land constructors across water. The Commander can be loaded or unloaded from underwater.
Their armor is able to withstand a lot of damage, so it is relatively safe to transport your Commander this way. When they destroyed, all units inside go down with them as well.
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 armour and weapons than their CORTEX counterpart (Era).
Skeeter 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.
Skeeters are a bit faster than their CORTEX counterpart (Searcher).
Decade 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.
Lurker is a stealthy assault submarine. 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.
Crusader is the heaviest of the T1 ships. Their biggest advantage is their durable armour 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!
Crusaders, have lower costs, but also weaker damage, compared to their CORTEX counterpart (Enforcer).
Advanced Construction Sub
Valiant is a naval engineer. Similar to Farks on land, these are used to assist T2 constructors and to quickly build T1 units in the field. Notably, they can build Floating Nano Turrets, plant powerful naval mines and produce combat units such as Destroyers, Pelicans and Decades.
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.
Escort 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.
Ranger 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 againstland 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 defence structures, even the Annihilator, 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.
Piranha 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.
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.
Conqueror is a medium assault cruiser. 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.
Archer 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 Krow. Always remember to include them in your fleet.
Millennium 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.
Colossus 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.
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.
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 Chickens and Scavengers.
Defender 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.
Light Laser Tower 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 LLT's are often enough to stop a hostile Commander push.
Packo 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.
Guardian 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 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.
Sentinel 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.
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, LLTs, and deal the greatest chunk of damage to raiding units. It may even kill a walking commander before it gets D-gunned.
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).
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 Chickens and Scavengers. Very durable and 4x higher than it's little brother, the T1 Dragonteeth.
Big Bertha 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.
Ambusher 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 Annihilators, Berthas 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 Snipers, which get outranged by these. Be sure to provide good line of sight for it, for good aiming.
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.
Pit bull is a cloakable pop-up gauss cannon that has a great 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.
Flakker is a short range anti-air turret that can 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 it around strategic point-targets and front-line defenses.
Protector 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 and be careful as it may be EMPed by spies or ARM EMP silos.
Annihilator 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. It 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.
Vulcan is the ultimate weapon of mass-destruction. Built by all T2 land/air cons it is basically a spinning wheel of Big Bertha 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.
Necro is a resurrection bot which can turn wrecks into brand new army members or reclaim them to get back your metal! It is fast and cheap to build, therefore it can serve as an ideal solution for reclaiming trees, rocks and other structures scattered across the map.
It is essential to combine resurrection Bots with any attacking units so they can repair and resurrect / reclaim wrecks in real-time constantly reinforcing your army.
It can be used to obtain constructors of the other faction by resurrecting enemies wrecks.
A construction Bot (con-bot) 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 bot lab.
It is slightly slower and weaker than the equivalent vehicle constructor, but it can climb steeper hills, so it is effective in expansion on mountainous terrain. Each Construction bot increases the player's energy and metal storage capacity by 50.
It is wise to use pairs of con-bots for expansion, so they can heal each other and build defensive structures faster. This makes them immune to light assault units like Fleas / Rovers.
Storm is a light rocket bot used mainly To push the front-line towards the opponent’s base. It can out range light laser turrets so if your enemy expands solely with a Commander, Storms can force him to retreat. In bigger numbers and with repairing support of resurrection bots they are able to take down more advanced defensive structures.
To protect them use your Commander & Constructors to build progressing defense. In comparison to their BLUE counterpart Rockos they are a bit slower, but stronger..
The Crasher is a cheap mobile anti-air (AA) bot, that can easily take down light aircrafts, 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 unable to defend itself.
In bigger numbers it can prevent bombing runs. It is able to walk underwater - combine it with amphibious units!
T1 Artillery Bot
Thud can deal size-able amounts of damage with relatively low cost of building. It has a decent amount of hitpoints, thus they last longer than most other T1 bots.
Try to take high ground, because Thud's range is longer when shooting downhill.
Thud's are fairly slow, so watch out for fast moving enemies and (long range) defenses.
A.K. is a light infantry bot which is cheap and quick to build. Proves useful for scouting and taking down unguarded structures like metal extractors and early eco. It is armed with two light, but precise lasers with a slightly greater range than PeeWee PeeWee, so with little micro-ing skills you can outrange them easily.
In late T1 warfare A.K.'s can be used for ambushing Commanders and speedy skirmishing. However, light armor and relatively short range makes them very vulnerable to defensive towers and Riot tanks.
Freaker is a very handy constructor that can run fairly quickly and provide buildpower wherever you need it. On top of that it is able to produce nano-towers and infantry, most importantly – Pyros and Crashers (AA).
A great way to provide quick combat force in places far from your base is to use them to build a few nanos and then put a queue of Pyros setting it on repeat.
Voyeur is a mobile radar bot. Always have at least one in your artillery / infantry combos. 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 it a bit behind your fighting troops.
Advanced Construction Bot
Advanced Construction Bot is a unit that opens the door to the T2 economy and high-level defensive structures.
In most situations when you get one, start upgrading your:
- T1 metal extractors to T2 Moho mines
- Build Advanced geothermal powerplants
- Build fusion reactors in combination with advanced metal makers.
It has a higher buildpower than its T1 version and boosts your metal and energy storage by 100.
Parasite is the so called “spy” bot. With its cloak and stealthy attributes 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 always be a step ahead.
When self-destructed, Parasites deliver an EMP explosion with a large radius, which can paralyse enemy units for up to 45 seconds!
Use this to temporarily disable enemy anti-nukes and strike with your ICBMs. Parasites are also great in combination with any artillery. Put it in front of enemy’s army to gain perfect vision and perfect aim for your artillery.
Skuttle is a crawling bomb designed for one purpose – to go kamikaze on enemy units and structures. It deals damage in a large radius when it explodes and way more damage (2,5x) when you self-destruct it in time.
If used in a pack remember to spread them to avoid chaining.
Thanks to their amphibious attribute they prove very helpful in attacking and regaining sea territory.
The Skuttle can also cloak. Use that ability to sneak in unharmed and destroy big blobs of enemy units at once.
Roach is a crawling bomb designed for one purpose – to go kamikaze on enemy units and structures. It deals significant damage in a large radius when it explodes and even bigger when you self-destruct it in time.
If used in a pack remember to spread them to avoid chaining.
Thanks to their amphibious attribute they prove very helpful in attacking and regaining sea territory.
Morty is a long-range plasma bot that overshoots all T1 and most T2 defense structures, most importantly – pit-bulls. Use it en masse to quickly dismantle enemy defense line and finish the job with your close-combat units.
Requires good vision to aim well, for this – use a Spy bot or a constant stream of cheap T1 scouting units.
Dominator is a long-range heavy rocket bot that shoots its missiles far to the skies to let them hit from a big angle. This way it is able to target remote structures and units covered by walls and high hilltops.
Able to overshoot most defensive structures – use it to break enemy defense line.
They are very fragile and useless against mobile units, therefore always keep them covered with short range infantry like Cans.
Slow but powerful amphibious bot
Equipped with a short-range heavy laser. Gimp is able to deal significant damage in close combat. On top of that it can also fight when underwater with its light torpedo launcher.
Gimp is pretty hard to spot when underwater, try to sneak in through the shoreline.
Commando is one of the most fun units in the game. It is the only bot that can survive falling from a shot-down air transporter. Also it has a personal radar and radar-jamming device.
Use this fact to drop it straight into an unprotected enemy base and tear it down with mines » The Commando can build medium mines.
Pro players use it to “steal” resources. To do that, damage a structure until it has few % of HP and then reclaim it gaining all the tasty metal. Falls short in comparison with regular combat units. Try to avoid engaging with them.
Its speed and maneuverability make it virtually impossible to D-gun, and with its high damage, close-range flamethrower, it is thé perfect unit for flaming down Commanders.
However its light armor makes it vulnerable to defensive structures, try to avoid them and sneak into unguarded spots. Always spread them to avoid chain-exploding.
As a gimmick used by pros it can be self-destructed to deal huge damage in a relatively large radius. Self-destruct time is only 1 second.
Manticore is a T2 amphibious anti-air (AA) bot that can deal significant damage to aircrafts using a multi missile barrage launcher and has an extra flak-cannon. It cannot shoot aircraft when underwater. It doesn’t have any weapon to protect itself from ground units, always keep it covered.
Termite is an all-terrain spider bot that can deal huge amounts of damage in close-quarters combat. Equipped with a heavy burning laser and good armor it stands a chance against most of the regular combat units.
Climb any slope and hit your enemy where he least expects it.
Termites are almost immune to EMP weapons, so it is hard to paralyze them.
Heavily armored T2 Heavy Laser Bot
Can is able to deal great amounts of damage in close-combat.
Used mainly as a tanker in combination with long range units like Morties or Dominators.
Much stronger than its ARM counterpart Zeus, but also more costly. When metal is plenty – mass them to produce an unstoppable force that does the job on it's own and doesn't require much micro-control.
Decoy Commander is just a fake commander. It may build most of the units, the real one can (+mines) and 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.
The Decoy Commander has a lot of buildpower and is very good to assist in late-game mass-production.
Sumo is a super slow and massively armored bot. It has the most Hitpoints among all T2 units making it the best choice for a tanking unit for your artillery.
In one-on-one situation it can even stand a chance against lighter T3 units.
It is equipped with a heavy laser that deals massive damage over an impressive range. It’s a precious unit in your army that leaves a big wreck.
Try to micro it wisely and repair it when needed.
He roars, and whistles! He even plays music? Oh well, this guy is one can short of a six-pack, that alien. With a huge amount of hitpoints, matiching it's size, he makes the biggest of commanders look like rag dolls. Not one commander can survive alone. It is recommended for every Korgoth, 4 people fight it. He can fire over map features with eye gun and blast his way through with his arm cannons. He does have short range radar, and getting close to him is suicide.
The only way to beat a Korgoth is not going head on!
Or perhaps there is a way...
The Muskrat is an amphibious construction vehicle, which can travel on land and underwater equally well allowing easy expansion between islands, under rivers and across seas. Its build menu includes some water based units 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 stepper 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 Fleas / Rover.
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 stepper 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.
Important Build Options
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 Peewees, A.K., Flashes 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.
REMEMBER that mines use energy to remain cloaked! Spoilers can also detonate enemy's mines using the attack command.
Spoilers are stealthy and produce a tiny radar jamming field that enables them to lay mines while staying undercover. A funny gimmick using Spoilers can be done: 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.
Weasels are super cheap and fast to build vehicles used for scouting and damaging the early eco structures of enemies. It is the fastest moving unit in the whole game (except BLUE counterpart - Rover) 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 early in the game!
In T2 warfare Weasels come as an effective counter to slow shooting units, like Snipers, Penetrators 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.
Wolverine is an artillery vehicle used to take down T1 defenses, especially Heavy Laser Turrets. It can out range all T1 defense towers except coastal defense plasma batteries like the Guardian. Shooting its plasma shells along a parabolic trajectory they are obviously helpless in close quarters combat. Always keep them protected by Levelers / Instigators, or your own defensive structures. Don't forget to have targets in your radar's range or scouted.
Slashers are long range light missile trucks. They can out range most T1 defensive units and deal constant damage to it. They can also serve as basic anti-air defense. Very ineffective in close combat, so always try to keep them at full distance by using FIGHT command, avoid flashes and other fast infantry. In larger packs Slashers can even take down Heavy Laser Turrets. Combine with Levelers / Raiders and repairing units for a devastating front-line push! Move them in line, because they can't shoot over each other.
Garpike 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.
The Raider 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 micro-ed well, Raiders can be easily D-Guned, so try to keep enemy Commanders at a distance.
Combine with Slashers 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.
The Instigator is a light, fast moving tank armed with a weak, but very precise laser weapon, accurate even when fired on the move. This makes it useful against fast lightly armored units, such as Peewees. A bit slower than its BLUE counterpart - Flash, but it has a higher range, so always try to keep distance. 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 Instigators can be used in large numbers for ambushing Commanders and speedy skirmishing. Light armor and short range makes it susceptible to defensive towers and Riot tanks.
The Leveler is a powerful tank armed with an impulse weapon that deals AoE damage and repels light units.
Deleter is a mobile radar-jamming device that can hide your units away from the enemy’s field of view. In combination with cloakable units like Gremlins, or a Commander it makes them totally undetectable (if your enemy hasn’t built the intrusion countermeasure system).