The Mammoth Tank is a powerful anti… well… anti-everything unit. If you can afford to raise just one of these, you have yourself a powerful attacking unit. Mammoth Tank Army Points: 15 | Prerequisites: Factory Level 10 Not to be used as a front line of attack, the Juggernaut is best off staying in the back, lest you want to slow down your entire attacking line. While it may be slow, the Juggernaut provides a very strong offense to opposing structures. Juggernaut Army Points: 15 | Prerequisites: Factory Level 7 The damage dealt depends on the unit level. These guys have quite a lot in the name of firepower.Ĭhanges the Predator Tanks’ ammunition type, which increases their attack damage. It’s probably a good idea to send these guys in last, because you’re better off using them to finish off enemy structures, after your weaker units have taken care of the enemy defenses. The Predator is a slower, yet stronger anti-tank and anti-structure vehicle. Predator Tank Army Points: 10 | Prerequisites: Factory Level 5 Has a weaker effect on targets with a higher level. Temporarily disables one enemy infantry unit. Vehicles are a formidable prey for the Pitbull, and any walls will barely slow you down if you have a few of these units driving around. While weak against infantry, the Pitbull is a master at destroying enemy vehicles and structures alike. Pitbull Army Points: 10 | Prerequisites: Factory Level 3Ī basic rocket vehicle, the Pitbull is a significant threat on the battlefield. The infantry unit is released safely if the Guardian is destroyed. Good luck sending it against anti-tank infantry, but if there aren’t any around, you’re pretty safe with this unit.Īllows Guardians to transport one infantry unit to the first row of the enemy base. While it has little in the name of armour, the Guardian is strong against basic infantry. The Guardian is a speedy anti-infantry unit that zips up close to the battlefield. Guardian Army Points: 10 | Prerequisites: Factory Level 1 Sniper teams will eliminate enemy infantry quickly, and they’ll usually stay out of the warzone until their path is clear.Īdds a laser scope to sniper rifles, which increases accuracy and attack damage against infantry. These guys are slow, expensive to upgrade, and have very little in the name of defense, but they out-range all enemy infantry and can pave the way for your other units to move in for the attack. Sniper Team Army Points: 10 | Prerequisites: Barracks Level 12 The effect is interrupted by main targets, base buildings, or blocking structures, but can be resumed. Meant as a structure buster, the Commando can withstand a significant amount of firepower, while at the same time being capable of quickly eliminating infantry-based defenses and sneaking through to destroy an enemy base.Īllows Commandos to move faster when injured. The Commando is a one-man killing machine. The effect is interrupted by main targets, base buildings, or blocking structures, but can be resumed.Ĭommando Army Points: 10 | Prerequisites: Barracks Level 9 Capable of withstanding a bit more enemy fire, these units can brave machine guns for a bit longer, and they can pack a powerful punch to destroy vehicles and defenses to clear the way for more units in your next wave of attacks.Īllows Zone Troopers to move faster when injured. Zone Troopers are armoured anti-tank units. Zone Troopers Army Points: 5 | Prerequisites: Barracks Level 7 Send it to destroy enemy tanks, but be wary of any enemy infantry or machineguns, as these units are really susceptible to enemy fire of this sort.ĭamages enemy units and structures within a 1.5 radius around the main target. The missile squad, when on offense, is a basic anti-tank unit. Missile Squad Army Points: 5 | Prerequisites: Barracks Level 3 Temporarily disables a defensive structure from firing. They are strong against all infantry units, but are weak against anything with a machine gun or any form of artillery. The rifleman squad is the basic infantry unit. Rifleman Squad Army Points: 5 | Prerequisites: Barracks Level 1
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