Total Annihilation/Units

Units of the two factions, Arm and Core, in Total Annihilation.

Relative Nanolathe speeds
Commander > F.A.R.K. > Advanced Construction Submarine > Tier 2 Construction Vehicle > Tier 2 Construction Kbot > Tier 2 Construction Plane > Tier 1 Construction Vehicle > Tier 1 Construction Kbot > Construction Ship > Construction Hovercraft > Tier 1 Construction Plane > Construction Seaplane

Commander
The Commander is the player's in-game avatar. It is a very powerful unit, possessing strong armor and a slew of potent weapons. It is capable of quickly constructing bases with its nano-lathe, as well as aiding in other construction efforts. It is the only unit armed with the Disintegrator-Gun (D-Gun, for short), which is capable of destroying anything it strikes. It is also armed with a small, red laser. The D-Gun is attached to the Commander's right arm, while the laser and nano-lathe are attached to its left arm. The Commander is both cloakable and amphibious, and is the only unit capable of healing itself over time. It also has the unique ability to capture other units. The Commander can store a vast amount of metal and energy within its back-mounted pack, using it to assemble units. While quite durable, the Commander is not invincible and can be easily destroyed by large groups of advanced units. Later in the game, it is best to cloak your Commander to keep him hidden, if you can spare the energy. Another way to hide the Commander effectively, while using very little energy, is to submerge him underwater. This will hide him from radar, but not from sonar. The nano-lathe is fully functional underwater, but the laser and the D-Gun are not. When submerged, he is vulnerable to torpedoes and depth charges, such as those from cruisers, destroyers, subs, and torpedo planes. If the Commander is ever destroyed, he detonates with the force of a nuclear explosion, often taking large quantities of units with it. It is noteworthy that all resources stored within the Commander are lost forever in the ensuing explosion.

Level 1 Construction Kbot
Class: Construction Kbot Builds: Solar Collector, Metal Extractor, Wind Generator, Energy Storage, Metal Storage, Metal Maker, Kbot Lab, Vehicle Plant, Aircraft Plant, Shipyard, L.L.T, Radar Tower, Adv. Kbot Lab, Guardian, Defender, Sentinal, Dragon's Teeth, Geothermal Powerplant.

Peewee
Class: Fast scout /spotter Kbot

Weapon: EMG (Energy Machine Gun)

Comments- The Peewee is cheap, and its speed and good visual range make it a good scout and expendable spotter for more powerful combat units. It is also a fairly effective raider, but the Flash tank is better for raiding because of its superior armor and firepower. Its weapon is modest but significantly better than that of the Core's AK.

Rocko
Class: Rocket Kbot

Weapon- Rocket Launcher

Comments- This has better armor and firepower than the Jethro, but its missiles often miss moving targets because they are non-tracking, and they are also liable to be blocked by obstacles including wreckage, because their trajectory is rather flat. Rocko's armor and firepower make it useful for taking down light laser and missile towers.

Hammer
Class: Artillery Kbot

Weapon: Light Plasma Cannons

Comments- This is your first "artillery" of sorts, with reasonable range and firepower. But its firing rate is slow and it rarely hits moving targets, so it it is poor in combat against mobile units and therefore needs an escort. It is also only an average climber by Kbot standards (the Core's Thud artillery Kbot is an excellent climber).

Jethro
Class- Anti- Air Kbot

Weapon- Missile Launchers

Comments- Jethro has weaker armour and firepower than Rocko, but its tracking missiles are accurate against moving units, including planes, and their firing rate is good. Jethro can fire while retreating, and should therefore hit and run in combat. The Samson missile vehicle has slightly greater range and firepower, and greater straight-line speed; but Jethro is more maneuvrable, especially in rough terrain.

Warrior
Class: Assault Kbot

Weapon- Light Plasma Cannon/ EMG (Energy Machine Gun)

Comments- The Warrior has both the Peewee class machine gun and a  Stumpy class plasma cannon (possibly not as powerful as the  Stumpy's). It has the best armor of ARM's level 1 Kbots, which makes it a good spearhead for both attack and defense in the early game.

Flea
Class: Fast Light Scout Kbot

Weapon: Extra- Light Laser

Comments: This thing is very fast. Yep, that's pretty much what it has going for it. It makes for an excellent scout, providing there's not some turret it runs into, because if it does, it's toast. Flea's have barely any armor. Less than the Weasel, if you can believe that. Plus, its laser is exceedingly weak, so don't go against anything with these, unless you have a massive group of them. Then there would be an infestation of Fleas!

Tier 2
The Arm's Level 2 Kbots are a huge strength that they possess. Nearly every one of them are a superior make. Here is a showcase of the Arm's excellent Kbots.

Level 2 Construction Kbot
Class: Adv. Construction Kbot

Builds: Kbot Lab, Moho Mine, Fusion Powerplant, Adv. Radar Tower, Moho Metal Maker, Big Bertha, Vulcan, Retaliator,Cloakable Fusion Plant

Zeus
Class: Assault Kbot

Weapon: Heavy Lightning Cannon

Comments: The Zeus is a good Level 2 Kbot which packs a heavy weapon which will easily destroy units. The problem is, in order for this bolt of pure energy to fry an enemy tank, it has to be quite slow, because it has a hard time trying to hit fast units. This comes from the fact it rather slowly moves its arm to aim. But aside from that, this is a worthy, sturdy Level 2 Kbot.

Fido
Class: Assault Kbot

Weapon: Gauss Cannon

Comments: These 4-legged Kbots are quite fast, have an accurate, powerful and surprisingly long-ranged weapon, and are able to take a reasonable amount of punishment. Its greatest weakness is that its shells have a very flat trajectory and are therefore easily blocked by wreckage or terrain obstacles. But in unobstructed terrain a Fido can destroy a much more heavily armored level 2 tank, provided it keeps moving so that the tank's ballistic shells miss.

Invader
Class: Crawling Bomb

Weapon- Destroying itself for a large explosion

Comments: Yep, if you read the stuff above, that perfectly describes a Invader: a very small bomb on legs. And its explosion is devastating for any unit/ building that is unlucky to be caught in it. However, everything comes with drawbacks, and the Invader is no exception. Invaders move at a amazingly slow speed, so it isn't a very good shock suicide bomber. Also, units with a decent range (ie. Storms, almost anything with missiles) will be able to take this thing out without any loss of life. So what can you do with this thing? Well, there's a few things. First, put crawling bombs in a narrow canal, or a well traveled shipping lane. When a group of ships goes over this crafty guy, simply detonate him at the right time, and the enemy navy will be feeling the hurt. Kamikaze aircraft are a fun and deadly way to use these critters. Load a Valkyrie with a crawling bomb, fly it over to the enemy base, and detonate it for a shower of death! However, this plan requires perfect timing, for it the transport gets hit a couple times, its dead, and the bomb will do next to nothing. Instead, start the self- destruct timer a little before you get to the base, and with good timing, you'll have the bomb blow up right when it gets to the enemy! The same goes for Kamikaze ships! Load a Envoy with about 6 Invaders, and cruise to the nearest enemy seaport. You need good timing for this one, but its easier to do than the air method. With luck, the entire enemy seabase will be a blazing inferno!

Zipper
Class: Fast- Attack Kbot

Weapon- Laser

Comments: A very effective scout Kbot. Zippers are super- fast and have a effective, fast laser. Used in groups, they are good for quickly overwhelming a group of heavy units. With their speed, they can dodge most shots, which is good, because their armour isn't very thick. Also great for quickly stopping the sprawl that the enemy AI usually does.

Pelican
Class: Aquatic Kbot

Weapon: Laser, Dual Missiles

Comments: Pelicans are really cool units; very useful, and superior to hovercraft for what they do. A very competent land unit, they also have the great feature of going out to sea. This is where they start to shine. Their great speed and good weapons makes it possible to inflict huge damage to water based units. And used in groups, they can surround and overwhelm a incoming navy! Although their armour could be a little better, (a flaw that most Arm units have), they can still take some hits before sinking to the bottom of the sea. In groups, these expert swimmers are very competent at water-based land invasions! Except for speed, these guys are better than hovercraft in every way. Plus, you got to love the way they enter the water, swim, and walk!

Maverick
Class: Gun- Slinging Kbot

Weapon: Heavy Gauss Cannons

Comments: The Maverick K-bot is very effective at taking out anything that isn't air or long-ranged based. His cool weapon has decent range (about a green laser's distance) and takes out units quite quickly and very useful in the campaign and in skirmish. However, with all the power of its sweet weapon, its armour does not compare, and can be killed quickly if you aren't cautious. Otherwise, this expensive and rather long building Kbot is arguably the best Kbot in the game. (Other than the Krogoth, of course, but does that really count as a Kbot? I'd say its more of a mech.)

FARK (Fast Assist Repair Kbot)
Class: Fast Assist Repair Kbot

Weapon: None

Comments: This nifty unit has a powerful nanolathe that effectively helps build unfinished structures and units, or repair damaged structures and units in record time. However, it cannot start any structures itself. As the name implies this Kbot can move at a good speed and act as an effective healer for damaged units on the front line. His small size allows him to maneuver effectively. A great field medic.

Shooter
Class: Sniper Kbot

Weapon: High Powered Blue Laser(Blue laser of death)

Comment: Behold the wielder of the all- powerful BLUE LASER OF DEATH! All kidding aside, this is the sniper of the game. And snipe he does, as his Blue Laser (of Death) suddenly erupts from his rather long gun, and kills a poor unsuspecting unit instantly from more than a screen away. Plus, it can render itself invisible, just like the commander, making stealth kills even easier! Sounds like God in the form of a Kbot, you say? Well, it's an awesome unit, but it comes with its drawbacks. First, its all-powerful weapon has a terrible fire rate, taking many seconds to "load" and fire again. Coupled with its lack of good armour and rather slow movement rate, and this thing is a sitting duck if it just used without backup. So where should the Shooters be, you ask? In the back lines, of course, like any other sane sniper in real life. Its cloak ability is great, if you have the large amount of energy to back it up. And when the Blue Laser (of Death) fires, be prepared for a large energy drain.

Tier 1
The Arm's Level 1 Aircraft are superior to the Core's. Here are the Arm's aircraft:

Level 1 Construction Aircraft
Class: Construction Aircraft

Builds: Solar Collector, Metal Extractor, Wind Generator, Energy Storage, Metal Storage, Metal Maker, Kbot Lab, Vehicle Plant, Aircraft Plant, Shipyard, L.L.T, Radar Tower, Adv. Aircraft Plant, Guardian, Defender, Sentinel, Dragon's Teeth, Geothermal Powerplant.

Peeper
Class: Scout

Weapon: None

Comments: Flies fast and has radar. Good for mapping the area and early scouting. Note that it almost stops while turning, so don't make it change directions while it's in range of an enemy missile tower.

Freedom Fighter
Class: Fighter

Weapon: Missiles

Comments: This fighter is a great swarm unit because they have an almost non-existent price and can build incredibly fast. They are great in numbers. However, don't use Freedom Fighters against buildings because they have several downsides. Firstly, their missiles are weak and comparatively short ranged. Secondly, they pretty much don't have armor. However, they are good for patrolling your base against Rapier attack.

Thunder
Class: Bomber

Weapon: Bombs

Comments: The Thunder is a decent, cheap bomber. Useful early in the game to keep your enemy occupied. It lacks air-to-air weapons, but a large group of these can take out an enemy base pretty quickly. If you expect enemy fighters, send Hawk or Freedom Fighter escorts.

Atlas
Class: Transport

Weapon: None

Comments: Carries units (one at a time) with clamps under the fuselage. Slow and ungainly. But a fun strategy is to pick up an enemy commander and then self destruct your Atlas at the beginning of the game. That is if you want a very short game...

Tier 2
Arm Level 2 Aircraft are arguably the overall best units of the game. The Adv. Aircraft Plant can build a nice mix of speed, armor, transport, unit-killers, and building-killers.

Level 2 Construction Aircraft
Class: Construction Aircraft

Builds: Aircraft Plant, Moho Mine, Fusion Powerplant, Adv. Radar Tower, Moho Metal Maker, Big Bertha, Vulcan, Retaliator, Cloakable Fusion Powerplant.

Comments: Maneuverable, but not very tough, and slow at building compared to other Level 2 construction units. It does build faster than the Level 1 units, though... plus, you can have an infinite number drifting around working on a single building at a time. It's also interesting as a field medic or for reclaiming hard-to-reach wreckage.

Phoenix
Class: Bomber

Weapon: Bombs/light LIGHT laser

Comments:In addition to a larger bomb capacity than the Thunder the Phoenix also has a light laser that will attack targets that are a threat to the bomber (meaning it won't target solar collectors but will fire at enemy fighters and AA defenses). [This may change when using the +shootall command].

Lancet
Class: Torpedo Bomber

Weapon: Torpedoes

Comments: Only for use in deep, open water. This aircraft cannot hit land targets or ships moving perpendicular to its current flight path.

Brawler
Class: Gunship

Weapon: Twin EMG cannons

Comments: Think helicopter gunship, but without the rotors. Great for it's "staying power" over the target, as it weaves back and forth spraying EMG pulses. Good for hammering clusters like front line defenses and mopping up after the day is won. NOT for dogfighting. Its armor is OK, but you'll need quite a swarm to take out missile towers. Great for slowing the enemy's attack waves, and for CTRL-#'ing into a group. If you can catch heavy Core units like The Can without air cover, these are your best bet at taking them out.

Hawk
Class: Stealth Fighter

Weapon: Missiles

Comments: Excellent for dogfighting, extremely fast and has no radar signature. Their high speed allows them to outrun most anti-air missiles, decreasing the worth of the enemy's missile towers.

Eagle
Class: AWACS (Radar Plane)

Weapon: None

Comments: Good radar coverage. However, because it is airborne, it makes an inviting target.

Skeeter
Comments: Basic scout and your only form of air cover for the fleet until Tier 2 Archer (with Core Contingency). It is armed with a light laser and AA missile. Like the Peewee, the Skeeter is cheap, very fast, and useful in swarms, especially near the beginning of the game.

Crusader
Comments: Good Tier 1 destroyer.

Envoy
Comments: Large sea-going transport. Can carry up to 20 units. Because of it's thin armor and slow loading/unloading times, this ship is not suited to landings under fire.

Lurker
Comments: Sub, fair at taking out slow ships and underwater structures. Very slow and has very small LoS.

Adv. Construction Sub
Allows the creation of advanced sea structures

Conqueror
An advanced cruiser, this ship comes with the longest-ranged weapon at sea. It is very useful for long-range attacks on the enemy's ships and buildings, and has the armor to destroy at close range as well.

Ranger
Launches unguided missiles not unlike the Merl or Diplomat. Also has a small anti-aircraft missile launcher (like the Defender)

Millennium
Largest of the Arm fleet, this mighty ship has two large guns that can target independently of each other.

Colossus
The Colossus is the aircraft carrier of Arm's fleet. Essentially, floating air-repair pads with a built-in reactor to help compensate for the energy drain. The Colossus has a very large radar range, which often covers the entire map.

Piranha
Excellent Anti-Submarine platform. Not good for anything else. It can be useful in swarms, though.

Construction Vehicle
Type: Construction

Builds: Solar Collector, Metal Extractor, Wind Generator, Energy Storage, Metal Storage, Metal Maker, Kbot Lab, Vehicle Plant, Aircraft Plant, Shipyard, L.L.T, Radar Tower, Adv. Vehicle Plant, Punisher, Defender, Sentinal, Dragon's Teeth, Geothermal Powerplant.

Jeffy
Fast little unit with a weak laser. Designed for scouting, excels at scouting.

Flash
The Flash is tougher than the PeeWee, and its speed makes it excellent for raiding outlying enemy structures or for rushing the enemy base very early in the game. A little later in the game their combination of speed, armor and firepower makes them useful for drawing fire while other units such as Stumpy or  Rocko destroy enemy buildings.

Stumpy
Stumpy's ballistic shells are inaccurate against moving targets but can shoot over hills and wreckage. Its acceleration and turn rate are rather slow, and so this unit is not well suited to tactical combat. But it has the best armor of ARM's level 1 vehicles, which makes it useful for spearheading attacks against enemy fixed defenses in the early game.

Samson
Samson's missiles track their targets, and are therefore accurate against moving targets including aircraft. Samson has modest armor but can fire while retreating, so it should hit and run. Samson has slightly greater range, firepower and straight-line speed than Jethro, but is less maneuvrable, especially in rough terrain.

Podger
Minelayer. Only available at the Tier 1 level. Lays six different kinds of mines, all which are cloakable.

Advanced Construction Vehicle
Builds a lot of stuff. Faster at building than all other construction vehicles except the FARK and Commander. Many consider this the best construction unit in the game. Beware: due to its bulk, it won't fit into all the confines of a typical cramped base.

Spider
The Spider can climb any surface. Its unusual weapon "stuns" enemy units for about 30 seconds, and is effective against the Brawler and  Rapier gunships as well as against most gound units (but not against faster aircraft). The stun capability is a useful "equalizer" in combat by paralyzing heavy-hitting units, and can also be used to freeze units so your Commander can capture them - if you capture an enemy construction unit  in this way you can construct factories to build all the enemy units (given time and resources).

Bulldog
The ARM's heavy hitter, the Bulldog is basically a large Stumpy with two cannons. Though not as powerful as the CORE Goliath, it still packs a powerful punch.

Merl
A missile launching vehicle that arcs unguided rockets high into the air, so it can hit targets that are behind obstacles or on high cliffs. The rockets do very heavy damage, but are slow enough to be inefficient against moving foes. The Merl also has a very slow rate of fire. It can be a very effective base buster if accompanied by a mobile radar, a mobile jammer and some close combat protectors.

Triton
An amphibious tank. Comparable to the Stumpy in firepower but at a level 2 price, and defenseless against toprpedoes and depth charges while in the water. Most strategy guides advise players not to use it.

Construction Hovercraft
Builds:

Solar Collector, Wind Generator, Energy Storage, Metal Storage, Metal Extractor, Metal Maker, Kbot Lab, Vehicle Plant, Aircraft Plant, Shipyard, L.L.T., Radar Tower, Geothermal Powerplant, Sentinel, Defender, Dragons Teeth, Guardian, Sonar Station, Tidal Generator, Underwater Metal Storage, Underwater Energy Storage, Underwater Metal Extractor, Floating Metal Maker, Defender - NS, Floating Dragons Teeth, Torpedo Launcher, Stingray, Hovercraft Platform

Skimmer
Class: Scout Hovercraft

Weapon:

Comments: Slow like a hovercraft, weak armor like a scout... bad combination. Not really worth building.

Anaconda
Class: Hovercraft

Weapon: Ballistic plasma shell.

Comments: Not strong enough for land or sea units, but all hovercraft are like that. Good for amphibious landings and bulking up a sea fleet. Not built to be the main invasion force, but to establish a foothold and function as preliminary defence for the new base.

Swatter
Class: Anti-Aircraft Hovercraft

Weapon: Missiles

Comments: Good basic AA hovercraft.

Wombat
Class: Rocket Hovercraft

Weapon: Unguided Rockets

Comments: Merl- and Diplomat-like rockets at the Tier 1 level. Best for shooting immobile and/or unsuspecting targets.

Bear
Class: Transport

Weapon: None

Comments: Holds six units. Large target and not to be used for amphibious landings under fire.

Construction Kbot
Builds:

Solar Collector, Wind Generator, Energy Storage, Metal Storage, Metal Extractor, Metal Maker, Kbot Lab, Vehicle Plant, Aircraft Plant, Shipyard, Light Laser Tower, Radar Tower, Advanced Kbot Lab, Geothermal Powerplant, Gaat Gun, Pulverizer, Dragons Teeth, Punisher, Hovercraft Platform, Viper, Immolator

A.K.
Class: Infantry

Weapon: Red Laser

Comments: Can't hold it's own against the PeeWee. So not worth the effort of building unless you want cheap scouts. However they are extremely deadly in great numbers, as the laser is accurate, and large numbers translate into a high rate of fire, especially while the enemy units are busy auto-targeting your higher-tiered units.

Storm
Class: Rocket Kbot

Weapon: Rockets

Comments: Launches rockets in a horizontal trajectory. Good punch, excellent range, but has a long reload time. It's useful at taking out slow-moving units like Stumpies, especially if you can keep it moving around, making it difficult for the Stumpies' cannons to track.

Thud
Class: Artillery Kbot

Weapon: Plasma Shells

Comments: The best climber of all "normal" ground combat units (only ARM's Spider climbs steeper slopes), and this can enable the Thud to reach targets that other units cannot. It gets its first shot off faster than ARM's Hammer artillery K-bot because it doesn't have to open its muzzle covers before it fires; but this is a minor advantage, as artillery units are not good at unit-against-unit combat.

Crasher
Class: Anti-Aircraft Kbot

Weapon: Guided Missiles

Comments: Good at shooting down basic aircraft and assisting with fighting retreats. Not for close-in fighting or "standing your ground" with.

Adv. Consruction Kbot
Builds:

Kbot Lab, Advanced Radar Tower, Fusion Power Plant, Moho Mine, Intimidator, Doomsday Machine, Silencer, Fortitude Missile Defense, Air Repair Pad, Cobra, Fortification Wall, Toaster, Cloakable Fusion Reactor, Moho Metal Maker, Targeting Facility, Buzzsaw, Krogoth Gantry

Pyro
Class:

Weapon: Flamethrower

Comments: A flamethrower unique to the Core, the Pyro is excellent at taking out immobile defenseless structures. An added plus is that it's flame will not harm your units. However, it cannot hit moving targets, and it's armor is weak. Best used for mopping up, or perhaps for the initial rush on enemy defenses.

The Can
Class:

Weapon: Green Laser

Essentially a giant slab of armor with two stubby legs. Virtually unstoppable, the Can is one of the Core's most powerful and yet vulnerable units. Extremely slow and unable to hit distant targets, any unit with even a slightly greater speed and range of fire, can, in theory kill a Can without being hit once. However, with its heavy armor and The Green Laser of Doom, the Can will effectively annihilate anything in its slow and merciless path. Proper use of the Can is often a key part to an effective Core strategy. Care must be taken to provide them support, in the form of long range and aerial defense. When mixed in with a larger force of many small units, they are easily worth their cost.

Roach
Class: Kamikaze Kbot

Weapon: Self-Destruct.

Comments: See ARM Invader

Spectre
Class: Radar Jammer

Weapon: None

Comments: Jams radar nearby to prevent enemy from tracking you with radar

Freaker
Class:

Weapon:

Comments:

Morty
Class: Mortar Kbot

Weapon: Plasma shells

Comments: Good mobile unit with good weapon and excellent reload time. Good at circumventing LLT defense---it can hit them from out of their attack range, and even fire over hilltops, compounding its advantage. Excellent in groups. The best way to stop these is counter-attack, as they can destroy defenders without getting into range.

Dominator
Class:

Weapon:

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Voyeur
Class: Radar Kbot

Weapon: None

Comments: Good for raiding parties and temporary radar. If used with jammers this unit can use it's radar and still not be seen by enemy radar!

Sumo
Class:

Weapon:

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Gimp
Class:

Weapon:

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Parasite
Class:

Weapon:

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Decoy Commander
Class: Construction unit

Weapon: none

Comments: If you want to fool your enemies, then this is the unit for you. Try building lots of these units to confuse your opponent. This is a very handy unit during multiplayer games, especially when they are set to end when the Commander gets killed. However, in skirmish mode it is even better because while the AIs may have trouble figuring out which commander is real, all of their decoy commanders say "Decoy Commander" when your cursor is over them. Marginally useful for its fast build speed: it can help out in construction just like the real Commander.

Necro
Class: Resurrection Kbot

Weapon: None

Comments: Can bring wreckage of friendly and enemy units back to life: on your side! Good for rebuilding an army (if you have a second army of Necros) and reclaiming deep in enemy territory (the Necro can't be seen on radar)

Weasel
Class:

Weapon:

Comments:

Instigator
Class: Light assault tank.

Weapon: Red laser.

Comments: The Instigator is a good early-game attack unit. Its armor is decent, and its weapon is accurate and does fair damage. In swarms, it is yet more powerful, as the large number of lasers firing gives the pack a high "effective" rate of fire.

Raider
Class:

Weapon:

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Slasher
Class:

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Spoiler
Class:

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Leveler
Class:

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Advanced Construction Vehicle
Builds:

Vehicle Plant, Advanced Radar Tower, Fusion Power Plant, Moho Mine, Intimidator, Doomsday Machine, Silencer, Fortitude Missile Defense, Air Repair Pad, Cobra, Fortification Wall, Toaster, Cloakable Fusion Reactor, Moho Metal Maker, Targeting Facility, Buzzsaw

Crock
Class: Amphibious Tank

Weapon: Ballistic plasma shell

Comments: This is a great unit for assembling surprise attacks on enemy coastlines. Sneak in close and bombard the ememy coast with shells. The downside of this is that they cannot fire underwater and just one lurker/submarine can wipe out an entire raiding party.

Reaper
Class:

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Deleter
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Mobile Artillery
Class:

Weapon:long range plasma shells

Comments: This is a fantastic unit for bombarding enemy defences from a great distance. Even missile kbots have to close the gap before firing, although Guardians and other long-range structures can still destroy it first.

Goliath
Class:

Weapon:

Comments: The biggest, worst, most butt-whipping land unit in the game, besides the Krogoth. This huge slab of metal has a big gun with an impressive refire rate and splash damage. The ultimate in conventional base-cracking units, a dozen or two will flatten front line defences. Combine with Pyros to double the damage to anything stationary!

Informer
Class:

Weapon:

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Diplomat
Class:

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Krogoth
The ultimate unit to many commanders, the Krogoth comes equipped with 2 anti-air rockets, 2 cannons located in the arms, and an Annihilator laser (blue laser of death) that is found on its head. (Extreme weapon and reload rate of 4 seconds) In addition, the Krogoth has massive armor (able to withstand seven nuclear missiles), extreme range (V-launch missiles and Annihilator Laser). The only downsides to this great unit are its high cost, long building time, and semi-slow movement (minor disadvantage). Having just one Krogoth will add a tremendous boost to your base's defense, to say nothing about it's offensive capabilities.A Krogoth is extremely powerful, and hard to kill. The best defense against one is to destroy it while it is being built (think mass bombers). Otherwise, large numbers of guardians are effective in an open area, since the Krogoth must close in in order to utilize its Annihilator laser. The Krogoth might be extremely powerful, but its large cost and slow build time severely inhibit its effectiveness (thank goodness). A more conventional mix of forces may not inspire the dread in opponents, but usually is more cost-effective. A single target is easier to kill than forty spread out units.