Xta units
A brief 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.
Core KBots
Pyro
Lightly armoured and cheap assault KBot.
Quite fast for Core allowing it go ahead of most Core armies.
Uses flame weapon with low range however at close range does a lot of damage.
Best used in groups against defences or microed against units.
Can
Heavily armoured, slow moving assault KBot.
Has mounted Light Laser to deal moderate damage.
Best used in line formation in a group to give LoS whilst dealing damage.
Morty
Cheap, long ranged mortar unit.
Fires fast plasma shots with moderate damage and accuracy.
Able to keep up with most units meaning it can stay within range.
Has slightly less range than Heavy Laser Tower.
Low health but easily spammable and best used in line formation.
Comparable to Tech One Crasher lines with Commander repairing.
Dominator
Long range Rocket KBot, with medium cost.
Rockets have long flight time, so poor against moving targets.
Low health so best used with protection.
Best used against stationary targets or behind hills (can fire over).
Sumo
Heaviest Tech Two KBot.
High cost however heavily armoured.
Slow moving with twin Heavy Laser weapon (fires quicker).
High damage and good accuracy with medium range.
Slow but compensates with heavy armour, keep away from Commanders.
Best used as supporting troops whilst shooting from range.
Core Vehicles
Leveller
The slower, heavier counterpart of the Arm Panther.
Low cost, heavy armour with flame weapon.
Closer range gives more damage.
Good for assaulting defences or larger units.
Not good against fast units.
Core Artillery
Heaviest mobile land artillery in mod.
High cost, slow and moderatly armoured.
Takes a lot of Energy to fire but delivers high damage AoE plasma shot.
Long range and slow reload time, needs protection to be effective.
Can have low accuracy and needs LoS to be effective, AoE can compensate.
Goliath
Heaviest Vehicle in mod.
Has a lot of health however costs over 4,000 Metal.
Slow turnrate and speed makes it easily D-Gunnable.
Medium range Plasma turret, similar in damage to Core Artillery.
Medium fire rate and secondary mounted Light Laser weapon.
Needs support but good for assaulting defence, units and drawing out Commanders.
Keep weary of enemy Commanders.
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 Rockets Vehicles, with medium cost.
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.
Best used against stationary targets or behind hills (can fire over).
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.