Military Madness/Units

Infantry
Infantry units are the only ones capable of capturing a Factory or a Prison Camp. For this reason, they are crucial. Infantry units can be loaded into transport vehicles like the NC-1 MULE or C-61 PELICAN in order to quickly relocate them to strategic destinations.

Charlie units are not particularly strong, and should not be relied upon in battles against other units. In contrast, Kilroy units are more capable of taking out more defensive units if the numbers are on their side. Since neither unit has particularly good armor, try to make use of terrain to improve their defense. This can also be accomplished through support from neighboring units.

Both type are the only ground units which can travel across valleys and mountains. However, in a single turn, they are only permitted to travel up to the edge of a valley before they can proceed on the next turn. The CBX-1 Panther motorcycle infantry cannot traverse mountains.

GX-77 Charlie
Charlie can capture and occupy factories and prisons but has minimal attack and defense power. Movement is slow so it is best to use transporters to get close.

The GX-77 is the most common infantry unit in the game, and they are easy to underestimate. Move Charlie units away from roads and level terrain, and into areas that are hard for vehicles to reach, in order to protect them. If they are not needed for the purpose of capturing a building, use them to support other troops to boost their defense, or use them as shields to protect a more offensive unit.

GX-87 Kilroy
The heavy infantry has some surface attack and a small air attack. They can capture and occupy factories and camps but movement is slow and defense is low.

Kilroy units may be the slowest in the game, but they have a fairly impressive Land Attack ability. What they lack in defense, they make up for in destructive power. Leave opening attacks to stronger units, but Kilroy's make good options when you are attempting to destroy a weakened faction.

CBX-1 Panther
These motorcycle troops can capture and occupy factories and camps but have only a machine gun for attack and defense is minimal. Speed and mobility are very good.

Panther units are very fast, particularly on roads, so they are very useful for capturing factories or prison camps. Their limitation is that cannot traverse any terrain which is rated higher than 20%. If they can serve no other purpose, Panthers are good fodder for enemy attacks. While they don't possess a lot of offensive power, sacrificing them to support another unit may keep a more powerful unit in play for longer.

Long-Range Artillery
Artillery units can bomb an enemy unit from a safe distance. Striking an opponent indirectly is a very valuable ability thanks to the fact that the defenders can't counter attack. However, they similarly cannot defend themselves from a direct attack. Additionally, they can't both move and attack in the same turn, you can only do one or the other. Sometimes you must choose between attacking and leaving artillery vulnerable to attack afterward, or moving them to a safe location but forfeiting your attack.

The Hadrian and Octopus units are mobile, and can therefore advance along with your front line. (The Atlus, by comparison, is stationary). Make sure you use other units to defend them. Use terrain to help increase their defense level, and don't leave them exposed to attack on the front line. To compensate for being immobile, the Atlas possesses far greater offensive power. To set them up, they must be transferred from a factory to a Mule or Pelican. Once you deploy them, they can never move again, so you must choose their destination wisely.

SG-4 Hadrian
This self-propelled gun has a precise 155mm indirect attack cannon. Because of no direct attack ability, it must have additional support from other units to survive. Remember that you must choose to attack or move each turn, as doing both is not allowed. Hadrians cannot attack enemies that are close to it, but they can fire on Octopus units from just outside ofan Octopus' range.

MR-22 Octopus
This self-propelled gun has 24 connected 6mm rockets for indirect attacks. It has good firepower but lacks precision. Support is needed because of its light armor. Just like Hadrians, Octopus units can only attack or move in a single turn, not both. And also just like Hadrians, Octopus units can't attack enemy units that are right next to them. Make sure they are stationed too close to Atluses or Hadrians, which have a wider attack range than an Octopus.

SS-80 Atlas
The ultimate battle gun with long range and awesome power--a great performer. Needs transport for mobility and can only move once. No anti-air ability. The SS-80 Atlas can only be placed on roadsor flat ground. It may not be moved once it's placed, and therefore cannot be transported back to a factory for repairs. It also can't attack enemies right next to it, so it's important that you use other units to defend it and shield it from direct attacks. Atlases are ineffective against AX-87 Eagle and EF-88 Hunter units.

Once an Atlas reaches full star experience, it will possess enough power to destroy entire units in one turn, making it quite deadly to ground troops. You should do everything you can to prevent your opponent from using and leveling up their Atlas by keeping your units far enough away (7 hex grids or more) until you can take it out. While it's advisable that your transport Atluses to their destination with a Mule or Pelican, sometimes that may not be an option. You can deploy Atluses right next to a factory, but be aware that doing so will plug up one of your factory's ports, reducing access to and from the factory itself. Additionally, if you are having trouble capturing a factory, you may wish to use an Atlus to prevent your opponent from being able to do so.

Mines
Mines are very useful tools for slowing down your opponent's units. You can use them to block access through a narrow passage, or as a decoy. The computer controlled opponent will prioritize their destruction, shifting an attack away from some of your more useful units. Triggers also have a rather high defensive level, and neighboring units can leverage this defense for their own advantage.

M-77 Trigger
The land mines are used to interrupt enemy advancement. Movement is only possible by truck or air transporter and can only be moved once. High defense capacity. No attack. To position an M-77 Trigger, transport it from the factory using a Mule or a Pelican. Triggers are stationary once they are placed, so make sure you choose their destination well. Use them to slow down enemy progression through a likely passage, or to bolster your own units' defenses. Remember that if you don't transport a mine, you can set one up right next to the factory, but this will block one of the available pathways to and from the factory.

Transport Vehicles
Transport vehicles are used to transfer units across a map much farther and faster than they would be capable of on their own. Naturally, they are indispensable for moving Atluses and Triggers, but they also help with rather slow units like Kilroys and Giants. While they have great speed, they have terrible defense, and should avoid battles at all costs, especially when transporting your units. Fortunately, the number of units you are transporting does not reduce unless the entire transport unit gets wiped out.

NC-1 Mule
The Mule transports mines, infantry, motorcycles and field guns. Vulnerable to attack during transportation so support is needed. Fair mobility and limited attack.

Mules have next to no offensive or defensive power. They move most quickly on paved roads, but roads leave Mules with no defensive advantage.

C-61 Pelican
This transport plane can air lift all units except other aircraft. There is no attack ability and defense is small but mobility is great. Watch for other attack aircraft. While Pelicans are extremely useful for transporting units without the concern of terrain barriers, there are several enemy units which can wipe out Pelicans, such a Hawkeye and Seeker anti-aircraft units, as well as Falcon and Hunter aircraft units.