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     Back to IntroductionSybex BooksGameGuides.com


 
part 2

Chapter 5: Controlling Your Empire
Chapter 6: Terraforming
Chapter 7: The Art of War
    Military Might
    Unit Design
Chapter 8: Diplomacy
Chapter 9: Situational Awareness

Chapter 7: The Art of War

The Art of Unit Design (cont)

Transports
Transports are critical, as they are the only way to get land-based units off your continent and onto an enemy shore. Unfortunately, transports are often sitting ducks for even the lowest of naval units because they do not, and cannot, have any firepower whatsoever. However, we can still make them tough to kill by using some advantageous special abilities. Let's look at a few options.

Carrier Destroyer Transport
* 0-2-5
* Chassis: cruiser
* Equipment: troop transport
* Cost: 60
Outfitted with cheap synthmetal armor so it can withstand a sizable attack, this transport is decked out with two special abilities that make it extremely useful. First up is the carrier deck, which lets this unit repair and refuel air units, a valuable commodity. Second, it has a repair bay that performs the same function as the carrier deck, but this bay repairs any ground unit. This is a great ship to hang off an enemy coast, letting for all units, whether land or air based, be quickly returned into the field of battle in fighting shape.

Sub Quantum Destroyer Transport
0-8-5
Chassis: cruiser
Equipment: troop transport
Cost: 90
Outfitted with neutonium armor and a quantum chamber engine, this huge transport is capable of carrying a whopping 12 units. Added benefits include a deep pressure hull, allowing for nondetection as it moves underwater, and a functioning carrier deck for repairing and refueling air units. If you're tired of your transports sinking to the bottom of the ocean, this model will ease your pain.

Next - Air Unitsnext
 

 

 
 
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