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Chapter
7: The Art of War
The Art of Unit Design
Offensive and defensive units come in a wide variety of flavors and serve
a wide variety of uses. What is useful against one faction may be pointless
against another, simply because of its defensive posture. For instance,
your impressive air armada may seem like a force to be reckoned with on
paper, but how come it's getting wasted the second it sets foot in enemy
territory? The answer is you're not softening up those air defenses before
sending in your fighters.
Unit Workshop
Pressing the U key will bring up the unit design workshop, the place you'll
go to create all manner of new military units. Even if you've set the
game up to create units on your behalf, you can still come to this screen
at any time and make new units or change existing ones.
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WARNING
Don't choke your workshop with outdated units. Unless
you manually delete them, they will remain in your library. You
only have 64 slots, so use them wisely and keep them updated.
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Let's take a look at some custom
unit designs that, taken together, represent a flexible stable of units
ready for any situation. Keep in mind that, obviously, your ability to
create these units is contingent on your technology level.
Infantry
Infantry units are ground-based foot soldiers that should used for taking
over cities after the city in question has been softened up. Here are
three different designs, each representing a technological stage in the
game, that is, early, middle, and late in the game.
Trained Laser Squad
* 2-2-1
* Cost: 40
Cheap to build, the trainer laser squad consists of a laser weapon, synthmetal
armor, and a fission power plant. What sets this unit apart from a normal
infantry is the special high morale ability. This lets the unit be constructed
at a higher experience level, in turn making it more effective in combat.
Optimally, a trained laser squad should seek out a monolith for yet one
more level upgrade.
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NOTE
The units contained in this chapter are not the only
way to go. You should experiment with new designs and chart their
own course.
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Trained Missile Shock Troops
* 6-6-1
* Cost: 60
* +25 percent offense when attacking city
Trained missile shock troops deal out the punishment with missile launchers.
Outfitted with probability sheath armor and a fusion reactor, these shock
troops have two special abilities (you can have two special abilities
after researching neural grafting): high morale and deep radar. Deep radar
lets the unit see two terrain squares away, making it a good choice for
watching enemy activity along the borders.
SAM Singularity Artillery
* 24-12-1
* Cost: 300
The ultimate in infantry offense, but it comes with a very high price
tag. You won't be rolling these out on a conveyor belt. However, all you
need is a handful to keep your enemies on their toes. Outfitted with a
singularity laser, stasis generator armor, and a singularity engine, the
SAM artillery has two special abilities: air superiority, letting it attack
air units, and heavy artillery, letting it bombard a city from two squares
away. Have a couple of these outside an enemy city, and they'll quickly
soften up the defenses, fight off air attacks, and roll into town. The
SAM is virtually unstoppable
Next
- Garrison
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