This section assumes unit literacy rather than explaining basics turn by turn. The goal is to help you read threats, trade efficiently, and commit safely, regardless of map or CO. If you want the video explanation, it's here: Expert Guide to Unit Usage & Movement
1. Range Literacy Comes First
- Every decision starts with range.
- Always account for movement range, attack range, and counterattack range.
- Indirect units define no go zones.
- Use range preview constantly. Hold B on a unit to view its range while moving the map.
- Range mistakes are still the most common source of avoidable losses.
- Missiles, rockets, artillery, and battleships all punish lazy range checks.
- Even in winning positions, missed range checks can still throw away units.
2. Movement and Capture Fundamentals
- Infantry and Mechs are your main capture units.
- Infantry move 3 spaces.
- Mechs move 2 spaces.
- Cities heal ground units and help sustain map control.
- APCs and Transport Copters can move Infantry and Mechs into better positions.
- APCs also refuel units, which matters for fuel hungry units like Subs and aircraft.
3. Units Are Defined by Role, Not Cost
Direct Units:
- Infantry / Mechs: Capture, block, and trade. Mechs are cost efficient and can threaten heavier units with bazookas.
- Recons: Fast pressure and scouting tools. They are especially good at mobility, but Mechs can still punish them efficiently.
- Tanks / Medium Tanks: Pressure tools, not scouts. Medium Tanks are the strongest standard land threat and should be respected immediately.
Indirect Units:
- Artillery / Rockets: Area denial, not frontline brawlers.
- Rockets have more range and power than Artillery, and are usually the more dangerous indirect.
- Missiles are situational anti air traps and are strongest when the enemy must move into their coverage.
- Battleships are effectively the Rockets of the sea.
Air Units:
- Battle Copters: Flexible and dangerous, but fragile if anti air coverage is still active.
- Transport Copters: Utility units first. They are often worth sacrificing for position, tempo, or HQ access.
Naval Units:
- Battleships: Ultimate naval indirects. They dominate from range but hate close pressure.
- Cruisers: Anti air and anti sub gatekeepers.
- Submarines: Stealth ambush units that punish Battleships and Landers.
- Landers: Strategic transport pieces whose value often outweighs their combat value.
4. Matchups Are Rock–Paper–Scissors
- Think in forced responses, not price tags alone.
- Cruisers beat Subs and threaten air.
- Subs threaten Battleships and Landers.
- Battleships pressure Cruisers and anything else they can hit safely.
- Missiles only hit air.
- Rockets and Artillery hit land and sea.
- Medium Tanks overpower unsupported ground units.
- Mechs can still trade well into expensive targets in the right situations.
5. Sequencing Wins Games
- Correct order prevents retaliation and improves conversion.
- Let the enemy move first when patience improves your punish window.
- Indirect attacks often go first.
- Reveal hidden threats second, especially Subs.
- Commit direct units after the board is clarified.
- Clean up exposed units only after the dangerous pieces are accounted for.
6. Supremacy Before Expansion
- Do not rush landings into contested zones.
- Secure naval or air superiority first whenever possible.
- Unsafe landings are usually delayed losses.
- Delaying a landing is often correct if enemy Battleships, Battle Copters, or Indirects still control the area.
- Once supremacy is established, expansion becomes much safer and often inevitable.
7. Value Based Trading
- HP is secondary to position, threat removal, and denial.
- Trade based on battlefield function, not just unit cost.
- A 20,000G unit usually matters more than a 9,000G one, but a weaker unit may still be the right target if it opens the board.
- Sacrificing a damaged Transport Copter or Lander can be correct if it absorbs attacks and protects more valuable assets.
- One health transports still transport just fine, so low HP does not always remove their strategic value.
- Sometimes the correct play is preserving a stronger unit even if it means losing a cheaper combat unit.
Common tendencies:
- The AI overtargets transports.
- The AI often commits to obvious medium tank pushes.
- The AI will walk into missile or indirect traps if pressured.
- The AI can also choose capture lines over stronger attack lines.
Use these habits to bait, delay, block landings, and force inefficient trades.
9. Board State Reassessment Every Turn
- Re evaluate the full board at the start of every turn.
- Check which enemy unit is the strongest remaining threat.
- Re check naval, air, and indirect coverage before moving.
- Do not assume last turn’s plan is still correct after CO Powers, repairs, refuels, or repositioning.
- Battleship range, missile coverage, and landing zones should be reassessed constantly.
10. Target Selection Logic
- Remove the most dangerous unit first, not automatically the most expensive one.
- If two threats are comparable, remove the one that most constrains your next turn.
- Rockets are often a higher priority than Artillery because of their range and cost.
- Medium Tanks should often be focus fired immediately because they dominate land trades.
- Once the main threats are gone, remove support units, capture units, and remaining transports.
11. Endgame & Scoring Optimization
- Continue building units until the final turn.
- Damage enemy units near the HQ before HQ capture where possible.
- Block bases, airports, and ports to prevent the opponent from building new units.
- Once you have clear property superiority, use it to overwhelm production rather than sitting on the lead.
- A lead in captures should convert into a lead in deployment, then into cleaner trades and map control.
- In Campaign and War Room, building extra units on the final turns can improve Technique score by increasing total deployed units relative to losses.
- Even when HQ capture is available, it can be correct to damage or destroy more enemy units first if score matters.
- In the late game, cheap units are often best for blocking production tiles and surrounding the HQ.
- Bombers, Rockets, and other heavy finishers become more reasonable once the map is already won and money is no longer the bottleneck.
12. Core Philosophy
- Efficient units, constant production, disciplined positioning, and cost effective trades win consistently across Campaign, War Room, and Versus.
- Start with captures, protect your income, and let deployment advantage snowball.
- Build with purpose, move with terrain in mind, and trade with proportional force.
- Keep building, keep capturing, and keep forcing the opponent to answer cheaper threats with worse trades.