BLUE

Beaver
T3
T2

Beaver

Amphibious Construction Vehicle
T2
T3
T1
Metal
150
Energy
3100
Energy Make
8
Hitpoints
925
Radar Range
Speed
39
Damage
Weapon Range
Buildpower
80
Show List

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 Kbots. 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 / Jeffys.

Construction Vehicle
T3
T2

Construction Vehicle

Tech Level 1
T2
T3
T1
Metal
135
Energy
1950
Energy Make
10
Hitpoints
1240
Radar Range
Speed
50
Damage
Weapon Range
Buildpower
90
Show List

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 Kbot 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 Fleas / Jeffys.

Important Build Options

Flash
T3
T2

Flash

Fast Assault Tank
T2
T3
T1
Metal
115
Energy
980
Energy Make
1
Hitpoints
598
Radar Range
Speed
95
Damage
110
Weapon Range
180
Buildpower
0
Show List

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.

Janus
T3
T2

Janus

Twin Medium Rocket Launcher
T2
T3
T1
Metal
240
Energy
2600
Energy Make
1
Hitpoints
924
Radar Range
Speed
51
Damage
88
Weapon Range
380
Buildpower
0
Show List

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 Kbots (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!

Jeffy
T3
T2

Jeffy

Light Scout Vehicle
T2
T3
T1
Metal
31
Energy
370
Energy Make
0
Hitpoints
80
Radar Range
Speed
168
Damage
37
Weapon Range
180
Buildpower
0
Show List

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 Jeffies 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.

Pincer
T3
T2

Pincer

Light Amphibious Tank
T2
T3
T1
Metal
200
Energy
2000
Energy Make
1
Hitpoints
1205
Radar Range
Speed
59
Damage
77
Weapon Range
305
Buildpower
0
Show List

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.

Podger
T3
T2

Podger

Stealthy Minelayer
T2
T3
T1
Metal
57
Energy
1100
Energy Make
1
Hitpoints
155
Radar Range
64
Speed
75
Damage
Weapon Range
Buildpower
40
Show List

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.

Samson
T3
T2

Samson

Missile Truck
T2
T3
T1
Metal
150
Energy
2100
Energy Make
1
Hitpoints
735
Radar Range
Speed
42
Damage
48
Weapon Range
600
Buildpower
0
Show List

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.

Shellshocker
T3
T2

Shellshocker

Light Artillery Vehicle
T2
T3
T1
Metal
135
Energy
2200
Energy Make
1
Hitpoints
556
Radar Range
Speed
46
Damage
46
Weapon Range
710
Buildpower
0
Show List

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.

Stumpy
T3
T2

Stumpy

Medium Assault Tank
T2
T3
T1
Metal
225
Energy
2000
Energy Make
1
Hitpoints
1606
Radar Range
Speed
76
Damage
82
Weapon Range
350
Buildpower
0
Show List

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.

Advanced Construction Vehicle
T3
T2

Advanced Construction Vehicle

Tech Level 2
T2
T3
T1
Metal
550
Energy
6800
Energy Make
20
Hitpoints
1860
Radar Range
Speed
49
Damage
Weapon Range
Buildpower
250
Show List

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. On top of what its Kbot counterpart can build, the vehicle is also able to produce Advanced Fusions, the most powerful energy making structure in the game.

Bulldog
T3
T2

Bulldog

Heavy Assault Tank
T2
T3
T1
Metal
950
Energy
13000
Energy Make
1
Hitpoints
4200
Radar Range
Speed
64
Damage
241
Weapon Range
460
Buildpower
0
Show List

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 shear force. It is more expensive than its RED counterpart (Reaper) but it deals higher damage with bigger AoE effect.

Consul
T3
T2

Consul

Combat Engineer
T2
T3
T1
Metal
250
Energy
4300
Energy Make
15
Hitpoints
975
Radar Range
Speed
73
Damage
Weapon Range
Buildpower
150
Show List

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.

Gremlin
T3
T2

Gremlin

Stealth Tank
T2
T3
T1
Metal
230
Energy
3700
Energy Make
1
Hitpoints
950
Radar Range
Speed
65
Damage
88
Weapon Range
220
Buildpower
0
Show List

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.

Jammer
T3
T2

Jammer

Radar Jammer Vehicle
T2
T3
T1
Metal
105
Energy
1700
Energy Make
16
Hitpoints
460
Radar Range
450
Speed
31
Damage
Weapon Range
Buildpower
0
Show List

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).

Luger
T3
T2

Luger

Mobile Artillery
T2
T3
T1
Metal
270
Energy
4100
Energy Make
0
Hitpoints
600
Radar Range
Speed
47
Damage
84
Weapon Range
940
Buildpower
0
Show List

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.

Merl
T3
T2

Merl

Stealthy Rocket Launcher
T2
T3
T1
Metal
920
Energy
6500
Energy Make
1
Hitpoints
1100
Radar Range
Speed
31
Damage
106
Weapon Range
1300
Buildpower
0
Show List

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
T3
T2

Panther

Lightning Tank
T2
T3
T1
Metal
330
Energy
6400
Energy Make
2
Hitpoints
950
Radar Range
Speed
87
Damage
206
Weapon Range
600
Buildpower
0
Show List

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.

Penetrator
T3
T2

Penetrator

Mobile Tachyon Weapon
T2
T3
T1
Metal
1200
Energy
13500
Energy Make
5
Hitpoints
2500
Radar Range
Speed
39
Damage
532
Weapon Range
950
Buildpower
0
Show List

Penetrator basically a mobile version of Annihilator. It is equipped with a tremendously powerful long range tachyon accelerator, which can one-shoot most T2 Kbots 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. To move in reverse use CTRL+RMB.

Phalanx
T3
T2

Phalanx

Anti-Air Flak Vehicle
T2
T3
T1
Metal
450
Energy
9100
Energy Make
1
Hitpoints
2350
Radar Range
Speed
65
Damage
357
Weapon Range
775
Buildpower
0
Show List

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.

Seer
T3
T2

Seer

Radar Vehicle
T2
T3
T1
Metal
125
Energy
2000
Energy Make
8
Hitpoints
880
Radar Range
2300
Speed
53
Damage
Weapon Range
Buildpower
0
Show List

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.

Triton
T3
T2

Triton

Heavy Amphibious Tank
T2
T3
T1
Metal
500
Energy
12000
Energy Make
1
Hitpoints
3360
Radar Range
Speed
53
Damage
116
Weapon Range
480
Buildpower
0
Show List

Triton 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. Stronger than Crocs, weaker than Poison Arrows.

RED

T3
T2
Construction Vehicle

Construction Vehicle

T2
T1
T3
Tech Level 1
145
Metal
2100
Energy
10
Energy Make
1290
Hitpoints
Radar Range
48
Speed
Damage
Weapon Range
90
Buildpower
Show List

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 Kbot 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.

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 / Jeffys.

Important Build Options

T2 Vehicle Plant
Advanced Solar Collector
Gaat Gun
T3
T2
Garpike

Garpike

T2
T1
T3
Light Amphibious Tank
220
Metal
2600
Energy
1
Energy Make
1279
Hitpoints
Radar Range
55
Speed
77
Damage
305
Weapon Range
0
Buildpower
Show List

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.

T3
T2
Instigator

Instigator

T2
T1
T3
Light Tank
125
Metal
1150
Energy
1
Energy Make
727
Hitpoints
Radar Range
79
Speed
97
Damage
230
Weapon Range
0
Buildpower
Show List

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.

T3
T2
Leveler

Leveler

T2
T1
T3
Riot Tank
220
Metal
2600
Energy
0
Energy Make
1338
Hitpoints
Radar Range
37
Speed
106
Damage
315
Weapon Range
0
Buildpower
Show List

The Leveler is a powerful tank armed with an impulse weapon that deals AoE damage and repels light units.

It makes it highly effective against swarms of Peewees, Flashes etc. A drawback is their low speed and inability to shoot over each other, therefore always try to move them in a line.

It's rather ineffective against long range defense towers - combine them with Slashers (rocket vehicle) or Storms (rocket Kbot) to push the front and use constructors for repairing.

T3
T2
Muskrat

Muskrat

T2
T1
T3
Amphibious Construction Vehicle
170
Metal
3500
Energy
8
Energy Make
995
Hitpoints
Radar Range
38
Speed
Damage
Weapon Range
80
Buildpower
Show List

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 Kbots. 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 / Jeffys.

T3
T2
Raider

Raider

T2
T1
T3
Medium Assault Tank
235
Metal
2400
Energy
1
Energy Make
1769
Hitpoints
Radar Range
72
Speed
82
Damage
350
Weapon Range
0
Buildpower
Show List

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.

T3
T2
Slasher

Slasher

T2
T1
T3
Missile Truck
155
Metal
2400
Energy
1
Energy Make
777
Hitpoints
Radar Range
39
Speed
48
Damage
600
Weapon Range
0
Buildpower
Show List

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.

T3
T2
Spoiler

Spoiler

T2
T1
T3
Stealthy Minelayer
61
Metal
1300
Energy
1
Energy Make
155
Hitpoints
64
Radar Range
65
Speed
Damage
Weapon Range
40
Buildpower
Show List

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.

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.

T3
T2
Weasel

Weasel

T2
T1
T3
Light Scout Vehicle
26
Metal
270
Energy
0
Energy Make
95
Hitpoints
Radar Range
128
Speed
35
Damage
180
Weapon Range
0
Buildpower
Show List

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 - Jeffy) 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.

T3
T2
Wolverine

Wolverine

T2
T1
T3
Light Mobile Artillery
155
Metal
2300
Energy
1
Energy Make
577
Hitpoints
Radar Range
32
Speed
45
Damage
710
Weapon Range
0
Buildpower
Show List

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.

T3
T2
Advanced Construction Vehicle

Advanced Construction Vehicle

T2
T1
T3
Tech Level 2
580
Metal
7000
Energy
20
Energy Make
1930
Hitpoints
Radar Range
46
Speed
Damage
Weapon Range
250
Buildpower
Show List
T3
T2
Banisher

Banisher

T2
T1
T3
Heavy Missile Tank
1000
Metal
23000
Energy
1
Energy Make
2250
Hitpoints
Radar Range
50
Speed
133
Damage
800
Weapon Range
0
Buildpower
Show List

Banisher Is a heavy missile tank. It is equipped with a homing rocket launcher this can shoot over a decent range. Its missiles deal very high damage and can take down T1 units with a single shot. Its homing missiles are very efficient even against quick and mobile targets. However, they take quite some time to reload (7.5 seconds). Therefore,  they are not really designed for close-quarters combat. Always keep them covered with other infantry units.

T3
T2
Copperhead

Copperhead

T2
T1
T3
Anti-Air Flak Vehicle
470
Metal
10500
Energy
0
Energy Make
2425
Hitpoints
Radar Range
65
Speed
357
Damage
775
Weapon Range
0
Buildpower
Show List

Copperhead 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.


T3
T2
Croc

Croc

T2
T1
T3
Medium Amphibious Tank
480
Metal
9100
Energy
1
Energy Make
2340
Hitpoints
Radar Range
69
Speed
129
Damage
440
Weapon Range
0
Buildpower
Show List

Croc is a medium amphibious tank. Equipped with a decent amount of hitpoints and a good plasma weapon it is the best amphibious unit cost-to-cost. Use it as the main part of your amphibious infantry. Combine with Pioson Arrow and amphibious AA like Crashers to get a powerful and self-sufficient strike force.


T3
T2
Deleter

Deleter

T2
T1
T3
Radar Jammer Vehicle
105
Metal
1900
Energy
0
Energy Make
520
Hitpoints
450
Radar Range
38
Speed
Damage
Weapon Range
0
Buildpower
Show List

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).

T3
T2
Diplomat

Diplomat

T2
T1
T3
Stealthy Rocket Launcher
880
Metal
6700
Energy
1
Energy Make
1250
Hitpoints
Radar Range
31
Speed
106
Damage
1310
Weapon Range
0
Buildpower
Show List

Diplomat 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. A bit cheaper than its ARM counterpart.


T3
T2
Goliath

Goliath

T2
T1
T3
Very Heavy Assault Tank
1650
Metal
22000
Energy
1
Energy Make
7000
Hitpoints
Radar Range
38
Speed
300
Damage
650
Weapon Range
0
Buildpower
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Goliath is a super heavy tank. Equipped with a powerful AoE plasma cannon can obliterate whole groups of light units with one shot. It is very heavily armored and can take in massive amounts of damage. It defines a great use in an early T2 game. Rush it take to the front covered by some AA units in order to push through the remaining T1 units and defenses like a knife through butter. Weather try not to lose it because it leaves very precious wreckage (894 metal).

T3
T2
Hedgehog

Hedgehog

T2
T1
T3
Mobile Anti-Nuke
1250
Metal
32000
Energy
100
Energy Make
780
Hitpoints
Radar Range
47
Speed
250
Damage
72000
Weapon Range
0
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Hedgehog 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.. In late-game it is very important to combine it within your striking forces to prevent them from getting nuked out of your territory. It stockpiles 1 anti-nuke in 90 seconds.

T3
T2
Informer

Informer

T2
T1
T3
Radar Vehicle
92
Metal
1300
Energy
8
Energy Make
510
Hitpoints
2200
Radar Range
33
Speed
Damage
Weapon Range
0
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Informer 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. It is cheaper than its ARM counterpart, but also way slower.


T3
T2
Intruder

Intruder

T2
T1
T3
Amphibious Heavy Assault Transport
1350
Metal
16000
Energy
3
Energy Make
20000
Hitpoints
Radar Range
50
Speed
Damage
Weapon Range
0
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Intruder is a heavily armored transportation vehicle. It can deliver troops to the battlefield quickly and safely. Its armor can withstand heavy fire. One very fun use for this unit is to ship your Commander right into your enemy’s defense line to self-destruct it. It is also amphibious which enables it to deliver your forces through water.

T3
T2
Pillager

Pillager

T2
T1
T3
Mobile Artillery
280
Metal
3300
Energy
1
Energy Make
560
Hitpoints
Radar Range
51
Speed
71
Damage
915
Weapon Range
0
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Pillager 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.


T3
T2
Poison Arrow

Poison Arrow

T2
T1
T3
Very Heavy Amphibious Tank
1050
Metal
29000
Energy
2
Energy Make
5700
Hitpoints
Radar Range
44
Speed
206
Damage
575
Weapon Range
0
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Poison Arrow is a heavy amphibious tank with tons of hitpoints and powerful AoE plasma cannon. It can sneak in through water to enemy territory and cause heavy damage to anything on its way. Its gun one-shoots all T1 units and can even deal with some T2 troops and defenses. However moves and fires at a very slow rate, what makes it susceptible to fast infantry like pyros. Try to combine it with Crocs some amphibious AA like Crashers, to make it a self-sufficient strike force. Amphibious tanks can also climb hills better.


T3
T2
Reaper

Reaper

T2
T1
T3
Heavy Assault Tank
665
Metal
10000
Energy
1
Energy Make
4800
Hitpoints
Radar Range
69
Speed
156
Damage
410
Weapon Range
0
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Reaper 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 shear force. It is cheaper and more armoured than its ARM counterpart (Bulldog) but it deals less damage.


T3
T2
Tremor

Tremor

T2
T1
T3
Heavy Artillery Vehicle
1850
Metal
49000
Energy
2
Energy Make
2700
Hitpoints
Radar Range
38
Speed
738
Damage
1275
Weapon Range
0
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Tremor is a miniature, mobile version of a Buzzsaw. It basically is a very fast shooting artillery vehicle with an incredible range that can compete with longest-range defenses like Annihilator. It shoots along parabola, which makes it able to target units on the other side of walls and hilltops. Due to its high costs it has a situational usage. Useful on maps with many natural barriers separating different sections and bases. It shoots with a pretty spread aiming hence it damages units in a huge area at once literally creating a ‘rain of plasma’.