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(Individual unit sections setup, descriptions to follow.)
(Added Infantry descriptions)
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== Infantry ==
== 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 ===
{| {{Prettytable|text center=1|float=right}}
{| {{Prettytable|text center=1|float=right}}
! Movement || Land Range || Air Range  
! Movement || Land Range || Air Range  
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| 4 || 10 || 10
| 4 || 10 || 10
|}
|}
=== GX-77 Charlie ===
[[File:Military Madness unit Charlie.png|left]] 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.
[[File:Military Madness unit Charlie.png|left]]
 
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.
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=== GX-87 Kilroy ===
{| {{Prettytable|text center=1|float=right}}
{| {{Prettytable|text center=1|float=right}}
! Movement || Land Range || Air Range  
! Movement || Land Range || Air Range  
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| 10 || 40 || 10
| 10 || 40 || 10
|}
|}
=== GX-87 Kilroy ===
[[File:Military Madness unit Kilroy.png|left]] 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.
[[File:Military Madness unit Kilroy.png|left]]
 
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.
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=== CBX-1 Panther ===
{| {{Prettytable|text center=1|float=right}}
{| {{Prettytable|text center=1|float=right}}
! Movement || Land Range || Air Range  
! Movement || Land Range || Air Range  
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| 8 || 10 || 10
| 8 || 10 || 10
|}
|}
=== CBX-1 Panther ===
[[File:Military Madness unit Panther.png|left]] 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.
[[File:Military Madness unit Panther.png|left]]
 
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.
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