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< Military Madness
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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

Movement Land Range Air Range
3 1 1
Defense Land Attack Air Attack
4 10 10
Military Madness unit Charlie.png

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

Movement Land Range Air Range
2 1 1
Defense Land Attack Air Attack
10 40 10
Military Madness unit Kilroy.png

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

Movement Land Range Air Range
9 1 1
Defense Land Attack Air Attack
8 10 10
Military Madness unit Panther.png

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

Military Madness unit Hadrian.png
Movement Land Range Air Range
4 5 N/A
Defense Land Attack Air Attack
30 45 N/A

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

Military Madness unit Octopus.png
Movement Land Range Air Range
4 4 N/A
Defense Land Attack Air Attack
30 60 N/A

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

Military Madness unit Atlas.png
Movement Land Range Air Range
N/A 6 N/A
Defense Land Attack Air Attack
20 90 N/A

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

Military Madness unit Trigger.png
Movement Land Range Air Range
N/A N/A N/A
Defense Land Attack Air Attack
80 N/A N/A

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

Military Madness unit Mule.png
Movement Land Range Air Range
6 1 1
Defense Land Attack Air Attack
10 10 10

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

Military Madness unit Pelican.png
Movement Land Range Air Range
9 N/A N/A
Defense Land Attack Air Attack
10 N/A N/A

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.

Tanks

Movement Land Range Air Range
5 1 N/A
Defense Land Attack Air Attack
30 45 N/A

TT-1 Lenet

Military Madness unit Lenet.png
Movement Land Range Air Range
6 1 N/A
Defense Land Attack Air Attack
40 50 N/A

S-61 Bison

Military Madness unit Bison.png
Movement Land Range Air Range
7 1 N/A
Defense Land Attack Air Attack
50 50 N/A

GS-81 Slagger

Military Madness unit Slagger.png
Movement Land Range Air Range
5 1 N/A
Defense Land Attack Air Attack
50 60 N/A

GT-86 Titan

Military Madness unit Titan.png
Movement Land Range Air Range
4 1 N/A
Defense Land Attack Air Attack
50 70 N/A

T-79 Grizzly

Military Madness unit Grizzly.png
Movement Land Range Air Range
4 1 N/A
Defense Land Attack Air Attack
60 60 N/A

PT-6 Polar

Military Madness unit Polar.png
Movement Land Range Air Range
2 1 1
Defense Land Attack Air Attack
80 90 40

HMB-2 Giant

Military Madness unit Giant.png

Buggies

Movement Land Range Air Range
6 2 1
Defense Land Attack Air Attack
20 40 10

MB-4 Lynx

Military Madness unit Lynx.png
Movement Land Range Air Range
8 1 1
Defense Land Attack Air Attack
20 70 10

MB-5 Rabbit

Military Madness unit Rabbit.png

Aircraft

Movement Land Range Air Range
12 N/A 1
Defense Land Attack Air Attack
30 N/A 90

FX-1 Falcon

Military Madness unit Falcon.png
Movement Land Range Air Range
10 1 1
Defense Land Attack Air Attack
30 70 20

AX-87 Eagle

Military Madness unit Eagle.png
Movement Land Range Air Range
11 1 1
Defense Land Attack Air Attack
50 70 70

EF-88 Hunter

Military Madness unit Hunter.png

Anti-Aircraft

Movement Land Range Air Range
6 1 1
Defense Land Attack Air Attack
30 30 65

AAG-4 Seeker

Military Madness unit Seeker.png
Movement Land Range Air Range
5 N/A 5
Defense Land Attack Air Attack
30 N/A 85

MM-107 Hawkeye

Military Madness unit Hawkeye.png

Unit comparison table

Name Code Unit Type Movement Land Attack Air Attack Land Range Air Range Defense
Charlie GX-77 Infantry 3 10 10 1 1 4
Kilroy GX-87 Infantry 2 40 10 1 1 10
Panther CBX-1 Infantry 9 10 10 1 1 8
Trigger M-77 Mine N/A N/A N/A N/A N/A 80
Falcon FX-1 Aircraft 12 N/A 90 N/A 1 30
Eagle AX-87 Aircraft 10 70 20 1 1 30
Hunter EF-88 Aircraft 11 70 70 1 1 50
Mule NC-1 Transport 6 10 10 1 1 10
Pelican C-61 Transport 9 N/A N/A N/A N/A 10
Hadrian SG-4 Mobile Artillery 4 45 N/A 5 N/A 30
Octopus MR-22 Mobile Artillery 4 60 N/A 4 N/A 30
Atlas SS-80 Fixed Artillery N/A 90 N/A 6 N/A 20
Lynx MB-4 Moon Buggy 6 40 10 2 1 20
Rabbit MB-5 Moon Buggy 8 70 10 1 1 20
Lenet TT-1 Tank 5 45 N/A 1 N/A 30
Bison S-61 Tank 6 50 N/A 1 N/A 40
Slagger GS-81 Tank 7 50 N/A 1 N/A 50
Titan GT-86 Tank 5 60 N/A 1 N/A 50
Grizzly T-79 Tank 4 70 N/A 1 N/A 50
Polar PT-6 Tank 4 60 N/A 1 N/A 60
Giant HMB-2 Tank 2 90 40 1 1 80
Seeker AAG-4 Anti-aircraft 6 30 65 1 1 30
Hawkeye MM-107 Anti-aircraft 5 N/A 85 N/A 5 30