Xta units

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A quick guide to the Tech two units of XTA


Arm Kbots

Warrior

Best used in groups of 3-5 for quick raiding parties or harassing.

Quite low health but enough to get past enemy lines.

Can out range Commander, if microed well one can easily kill a Commander.

In many ways a cross between Tech one Peewee and Zipper.


Mouse

Medium priced Kbot, but needs to be spammed to be effective.

Low damage for Tech two (still stronger than AK), fast firing laser.

Very quick and small, (hard to D-Gun/shoot).

Best used in swarms against Commanders or through gaps in enemy defences.

Very effective late game if group is large.

Very hard to stop, pinpoint weapons are largely ineffective.

Keep away from Anti Air.

When attacking, always keep on the move.


Fido

Medium range Artillery Kbot, pretty accurate and good damage for cost.

Not heavily armoured so keep away from enemy fire.

Can be used with Commander/Decoy like a Jethro line, if in numbers.

Fairly fast and can fire on move so good for "kiting" or hit and run.

Loses accuracy when moving, so best used in groups.

In one sense, a cross between a Hammer and Jethro, but faster.


Zeus

Low range, high armour fairly high damage but slow Kbot.

Avoid Commanders at all cost, only use once Commander is dead (or as bait).

Good for breaking defences.

Recieves a 10% armour increase if gun is packed (it unpacks to fire).


Pelican

An Amphibious Kbot with Anti Air and small laser.

Treated by type map as a Hovercraft.

Has a Tech one missle and a quick firing laser.

Good in swarms but avoid heavy contact.

Only Tech Two Kbot with Anti Air.


Maverick

High Energy cost, low health but very high DPS.

Fast firing plasma shots that do high damage, range is just less than Jethro.

Good with Commander healing but keep away from close quater combat.

Very good at killing Commanders due to high accuracy (with LoS) and damage.

Best in groups of two or three, with healing support or supporting close quater units.


Sniper

Long range support unit, slow but very high damage.

Has the ability to Cloak at a high E cost, also costs Energy to fire.

Good against Structures and will hit most times if you have LoS.

Will hit a radar dot nearly every time if you have three Radar Targetting Facilities.

Commanders have a damage tag against this unit. (They do less damage).

However, still good at killing Commanders, best if you have multiple and units to occupy Commander/gain LoS.


Raven

Longest ranged Kbot, outranges even Popup.

Very inaccurate but fires six missles.

Can cause for huge damage if multiple shots hit.

Costs Energy to fire.

Very high Metal cost to build, most expensive Arm Kbot.

Best used against concentrated amounts of units or to suppress an enemy.


Arm Vehicles

Panther

Fastest Arm Tech two vehicle with medium health.

Has Lightning attack (quick and high damage), and missle.

Basically a Tech two raider which can handle itself in a fight.

Best used in groups and to get into bases (economy).


Luger

Rapid fire, inaccurate but longed ranged artillery unit.

Does not do a lot of damage on impact, but rapid fire means targets are hit.

Expensive, but cheap enough to make two-three easily.

Low health and lack of speed mean it is best kept at a distance from fighting.

Best used in groups to compensate for inaccuarcy, and to supress an enemy or base fire.

Has High Trajectory mode to fire over/onto hills.


Penetrator

Slow moving Energy weapon with constant firing Energy beam.

Costs a lot to build, most expensive arm Vehicle, and energy to maintain fire but worth it.

Long ranged and needs defending.

Has low health for Tech two so keep it at distance.

Explodes when killed.

Best used with scouts for LoS as the beam can constantly fire.

One is enough, however additional ones work well.


Spider

All terrain paralysing unit with low health and cost.

Fast unit which can crawl anywhere, even vertically but struggles to do damage.

Has "EMP overload", does damage to self, paralyses self, but does same to surrounding units.

Due to cheap nature, easy and best to spam.

Many Spiders needed to paralyse enemies with large amounts of health.

Good to suprise enemies, need support to be effective.

Works very well against swarms and can be used to temporarily bring down Anti-Air.


Mobile Fusion

Arm's only "mini" fusion.

High health but very slow, high cost.

Gives 260 energy but is second most expensive Arm Vehicle.

Keep away from all battles.

Best used at start of Tech two to start economy.

Has large explosion, can be used, when desperate, to Self Destruct near enemies for big blast.


Similar units for the two Factions

Radar/Jammer Kbots/Vehicles

Radar has larger radar than Tech one Radar Tower.

Vehicles have more health, but less range

Produce Energy, but lose Energy when on.

Jammers will jam your own Radar, so keep them off unless needed.


Scarab/Hedgehog

Mobile Missle Defence Systems, to stop Nuclear Missles or Tactical Nukes.

Same price as stationary Anti Nuke, (medium Metal very high Energy).

Same range as stationary Anti Nuke.

Can store missles like normal Anti nuke.

Has a small explosion on death, very slow and should be kept far from enemy

Hedgehog is slightly more expensive.

Turn to "Hold Fire" to avoid them trying to attack.

Set them to Patrol or Repeat a Move order, to keep base in Anti Nuke coverage and so Enemy does not spot and is unable to bomb.


Merl/Diplomat

Long range missle vehicles, with medium cost.

Best used against stationary targets or behind hills (can fire over).

Rockets have long flight time, so poor against moving targets.

Slow and low health so best used behind main force.

Diplomat does more damage but costs more Metal and has higher Build Time.


Invader/Roach

Crawling bomb Kbot, cheap, quite fast and can climb many surfaces.

Not completly all terrain.

Very low health, but has instant Self Destruct when activated.

Small explosion if killed but very large explosion if Self Destructed.

Best used in ambush or against preoccupied enemies.

Can go underwater.

One can kill a Commander if close enough.


Zipper/Freaker

Tech 1.5, quick but weak, has ability to Stealth for 50 Energy a second.

Has high Los but only useful if enemy has limited defences/firepower.


Phalanx/Copperhead

Mobile Tech two flakker Vehicles.

Able to hit ground and air effectively.

Fast firing flak weapon does small damage but constant fire.

Has medium range and quite low cost.

Due to low health, not a frontline unit.

Is needed for any force due to Anti Air abilities, best if you have more than one.

Copperhead costs more but has more health.


Bulldog/Reaper

Upgrade of Tech one tank, second highest health/armour of Tech Two Vehicles.

High damage per shot and medium rate of fire but slow.

Quite expensive, but good in groups of three and to protect support units.

Best used against defence, when no Commander is around or to bring Commander out of hiding.

Reaper is slightly faster and cheaper in Metal.

Bulldog has higher health and cheaper in Energy/buildtime.


Infiltrator/Parasite

Spy Kbots with ability to Cloak and Stealth.

Cheap in Metal but expensive in Energy.

Costs Infiltrator 210 and Parasite 200 Energy to Cloak while stationary.

Costs Infiltrator 420 and Parasite 400 Energy to Cloak while moving.

Costs Infiltrator 1000 and Parasite 1300 Energy to Stealth (radar invisible).

Infiltrator has longer Line of Sight, and costs less to build.


Triton/Croc

Amphibious Vehicles, very cheap at less than 500 metal.

Low range and relatively low health.

Triton has 3000 while Croc has 3500.

Has low DPS, however good in groups and effective for price.

Has good slope tolerance and can go underwater, so useful for flanking.

Triton is useful with Spider due to slope tolerance.


Decoy Commanders

Look exactly like real Commanders.

Give 1000 storage in Metal and Energy but produce low amounts.

Have fake D-Gun, activated by button.

Primary weapon is laser.

High buildspeed, LoS and radar, but no sonar. Same health as normal Commander but do not have Anti-Sniper damage tag.

Have smaller decloak radius than Commander (harder to decloak).

Can build everything normal Commander can, but cannot Morph or Capture.

Expensive, but useful as builders, repairers, to give LoS or to trick Enemy.

Can go underwater.



Additionally, there is a more in depth unit guide here.