NOTA :: Units Tactic Manual
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Unit ClassExample membersDescriptionTactic use (listed from the most usual)Countertactics
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Fast BotsFlea, Peewee/A.K., Zipper/SprinterusUnit is fast in full speed. It's good in avoiding hits of heavy guns, can fast change position, usually have movement and guns good turn-rate.- scouting
- flanking
- raiding
- distracting main battle force
- distracting artillery and heavy guns
FAST COUNTER
- own fast bots (low effectivity if you try to catch them in raiding -> eco run, average effectivity in fights of main battle forces)
- rocket bots (variable effectivity, but generaly good)
- LLTs (variable effectivity, but on exposed highground places very good)
- hunting (need Snipers, effectivity variable)

STRATEGIC COUNTER
- fast tanks (need vehicle lab for Fast Tanks, need some micro skill, good effectivity)
- area dmg weapons (need Levelers OR Pyros OR Firebats, highly effective)
- anti-ground air (need AG-air, effectivity variable, depends on micro skill of enemy and on task of enemy units, good for hunting raiders)

ADVANCED COUNTER
- stoning (need Zeuses, effective with combination with other units firepower and speed)
- air transport + LLT (need a lot of micro, need air supremacy on given area, slow)
- air transport + Leveler (need micro, need air supremacy on given area)
- walls + mines (need walls + mines = time consuming, effectivity variable)
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Fast Tanks Flash/Instigator, Stumpy/Raider, PantherUnit is fast in full speed. It's good in avoiding hits of heavy guns, can
fast change position, usually have movement and guns good turn-rate.
- scouting
- flanking
- raiding
- distracting main battle force
- meatshield in battles of main forces
- distracting artillery and heavy guns
FAST COUNTER
- own Stumpies/Raiders/Panthers (need vehicle lab, low effectivity -> eco run)

STRATEGIC COUNTER
- own anti-ground air (need AG-air, effectivity mostly good if not big forces of panthers)
- rocket bots (need Rockos/Storms, average/higly effective for securing some areas from raids and protecting own forces from heavy cavalry strike)

ADVANCED COUNTER
- rocket bots + flame (need Rockos/Storms + few Pyros, a bit more time/res expensive varriant, better effectivity against enemy heavy cavalry strikes)

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SoldiersPeewee/A.K.Fast, strong weapons, enough HP. The basic unit of each army.- all in uses of "Fast Bots"
- main battle force
- the best firepower/cost ratio
- all countertactics listed in "Fast Bots"
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Rocket BotsRocko/StormRocko/Storm- main battle force
- anti-armor guards
- one of the best firepower/cost ratio
- only tech1 unit that is able to effectively slow down the advance of enemy tech2 armored units
STRATEGIC COUNTER
- Light artillery (Hammer/Thud)
- Leveler
- Sniper
- Maverick
ADVANCED COUNTER
- air transport + box-of-death (highly effective, depends on skill and management time)
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Light artilleryHammer/ThudHammer/Thud- main battle force
- one of the best firepower/cost ratio
- killing rocket bots
- killer of defence towers
- gains a strong range bonus on hills
FAST COUNTER
- trapping with fast bots
- flanking with fast bots

STRATEGIC COUNTER
- anti-ground air (need AG-air, high/perfect effectivity, depends on enemy, how much try to kill your air)
- medium artillery
- Leveler
- Sniper
- Morty
- Maverick
- Goliath
- ... and many others, because Hammer/Thuds are the most used units, there are many ways how to kill them

ADVANCED COUNTER
-Thuds + few Morties
- air transport + box-of-death (average-highly effective, depends on skill and management time)
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Semi-medium artilleryMortyMorty- distance fighters
- heckler unit
- all "Advanced tech1 units" countertactics

FAST COUNTER
- fast units distracting
- fast units flanking from different angles (use of slow gun rotation-rate and bad aim)
- snipers (until enemy gets mobile radar, its average effective, with enemy radar no effectivity)

STRATEGIC COUNTER
- armored forces attacks (need vehicle factory, average effective)
- medium artillery (need vehicle factory, very effective)

ADVANCED COUNTER
- fast bots zig-zag (variable effectivity)
- traps for slow morty and fast armored forces counterattacks (higly effective)
- air drop + medium artillery (in case of hilly land)
- air transport + box-of-death (average effective if hilly land, otherwise low or none)
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Medium artilleryLuger/Pillager, Dominator, Samurai/NixerVehicle and hover artillery distance weapons. In case of hovers possible to shoot in move, in case of vehicles bigger range, but need to stop for shooting.FAST COUNTER
- fast units distracting
- fast units flanking from different angles (use of slow gun rotation rate and bad aim)

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Heavy artilleryOddity/GalacticusBot version shoot in move...
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Super artilleryMerl/DiplomatHeavy cruise missile launchers. Excels at taking down static defenses and emplacements from a nice, safe distance. Extremely expensive and vulnerable to attack.
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HuntersSniperSniper- heckler unit
- main battleforces fight disbalancer
- hunter of scouts/light units
- all "Advanced tech1 units" countertactics

FAST COUNTER
- move from distance and dont let snipers to lower down number of your forces before you bring some countermeasure
- fast bots raid in position where sniper is shooting
- tank raid with same purpose

STRATEGIC COUNTER
- few mobile radars (snipers are no longer hidden from radar, very effective)
- Morty
- medium artillery

ADVANCED TACTICS
- spy bots (need Infiltrators, variable effective, depends on enemy radars range)
- Tracker
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Transportable towers (ground ones)Box-of-Death, Spliter, LLTs
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Stealth tanksPantherPanther- raider
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Self-prop. gunsLevelerHeavy slow moving gun with huge area of effect. Great for clearing enemy robot spam- bots spam killer, cheap units killer
- splash dmg dealer
- general anti-bot weapon
FAST COUNTER
- fast bots attack

STRATEGIC COUNTER
- Snipers
- Morties
- tank raid
- air raid
- vehicle arty fire
- Box of death or Splinter

ADVANCED COUNTER
- combined basic strategic counters
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Fat tanksReaper, Bulldog, GoliathHeavy or uberheavy armored tanks that are able crush the line with own fat bodies, catch the damage of enemy weapons and provide decent fire support. Weak from rear and from the air.- main battle force killer
- crusher (bane of weak robots)
- meatshield
- wall crusher
FAST COUNTER
- attack their rear armor, attack them from behind (=> at least 2 x bigger dmg)
- angry mob (surround them with many small units)
- not worthy shots (fat tanks have strong guns, but if shooting scattered enemy, kill rate is slow - low cost fast units can give you time to attack with other stronger weapons)

STRATEGIC COUNTER
- advanced antiarmor units - Fido, Greyhound
- blue laser weapons - Penetrator, Annihilator, Flying wing
- anti-ground air - Toad the best, less good Vasphs and Hellfish
- fat bots - Can, Sumo
- less effective - Dominator, Maverick

ADVANCED COUNTER
- mobile coastal gun spam (low effectivity on flat land, good effectivity on straight places)
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Advanced tech1 unitsZeus, Pyro, Sniper, Morty, Reaper, PantherAll still in labs/factories of tech1, but in comparation with basic units, cost 2x-3x more energy, has 2x-3x bigger buildtime then basic tech1 units- variable, but generaly increase the attack ability of main battleforces
- used in case of player thinks he can advance and grab some land with help of such units
- used as unusuall counterdefence
- used if low metal resources for given player
- used in case of idle factories
FAST COUNTER
- population control (dont let enemy to grow up numbers of these units, manually target them, if possible in battle)
- specific counter (depends on type of unit)

STRATEGIC COUNTER
- kill factories (very effective)
- kill energy resources (average/highly effective)

ADVANCED COUNTER
- strike hard on standard units cause enemy is weaker in beginning of use of such units, cause he spend factory-time for such units instead of standard ones
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Units of tech1.5
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Anti-Ground AirHellfish, Toadfoot, Vashp, Flying WingAG (Anti-ground) air; attack bombers & fighter/bombers- extremely effective against tanks/mobile units; a single run from a Toadfoot to a Raider's back armor will kill it in one goFAST COUNTER
- cheap low cost low range mobile AA (need Jethros/Crashers, variable effectivity, mostly low, depends on skills, tasks of enemy airforce, terrain, size of territory for guarding)
- cheap low cost low range static AA (need Spitter(DCA, average/higly effective in given area, but bad because its static defence)

STRATEGIC COUNTER
- AA air (need airfield, perfect effectivity)
- vehicle SAM AA (need Samsons/Slashers, average/good effectivity, depends on skills, tasks of enemy airforce, terrain, size of territory for guarding)
- flak AA (need static or mobile flaks, good effectivity in given area, but not effective for cost)

ADVANCED COUNTER
- AA air + SAM AA (need strong eco, perfect effectivity, the best possible combination, durable)
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Heavy bombersThunder/ShadowStrategic bombers- bombarding single strategic buildings (especially factories, radars, resources buildings, key static defences)
- bombarding tech2 vehicle artillery (if situation is really bad, not suggested as default strategy)

SPECIAL
- in low fly as weak decoy units for air traps
- psychologic weapon pushing noob player to spend a lot of resources into flaks
STRATEGIC COUNTER
- AA air (very effective)
- flak AA (need static or mobile flaks, good effectivity in given area, but effective only in case unremitting bombarding campaign, for one strike hits low effectivity)

ADVANCED COUNTER
- AA air + good intel cover (need combination of static and flying radar stations and strong AA air forces, perfect effectivity, cause the right counterattack can be done only with enough information about enemy moves)
- AA air + mobile flak AA (perfect effectivity, but cost a lot of time and metal to build big flak and AA air force for securing the map)
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Carpet bombersPhoenix/HurricaneHeavy strategic bombers- bombarding defence weapons clusters
- bombarding close (2-3) factories at the same time
- bombarding close eco buildings (winds, solars, fusions,...)

SPECIAL
- clearing the dragonteeth walls
- average decoy unit for air traps
-
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Napalm bomberFirebatFirebat- killer of clusters of units or weak buildings (windmill farms)
- bug killer

SPECIAL
- psychoterror weapon
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Stealth bomberBlack LilyBlack Lily- supervaluable ground targets killer
- hidden bomber (sometimes not noticed by attacked player)
- psychologic weapon
STRATEGIC COUNTER
- Radar, fighters and/or AA. Radar detects cloaked units within 1000 range. It makes it possible for fighters and AA to target the cloaked bombers.

ADVANCED COUNTER
Using t2 radar planes on patrol or Transports with mobile radars in them.
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Flying fortressCenturionCenturion- valuable static ground targets killer
- psychoterror weapon
- AA air killer
- decoy in many ways
STRATEGIC COUNTER
- Heavy AA air(10 Stealth Fighters(Core Vamp or Arm Hawk) or 3-5 Heavy Interceptors(3 Core Ospreys or 5 Blades) per Centurion)
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