UNITS
Infantry
Cost: 1,000
Movement: 3
Vision: 2
Strengths: Infantry are used to capture neutral and enemy buildings, which is key to generating income to fund your war machine. Additionally, infantry can climb a mountain to gain a wider sight range, and cross terrain that vehicular units cannot (such as rivers and mountains).
Weaknesses: Infantry are weak versus nearly every other unit type other than enemy infantry. Be especially wary of anti-air units, which can wipe out infantry quickly.
Mech
Cost: 3,000
Movement: 2
Vision: 2
Strengths: Mech units can capture bases like infantry but their movement limited, which makes infantry much better for any capture jobs. The mechs are superior to infantry because they carry bazookas as their primary weapon. The mechs are much more effective than infantry against vehicular units, primarily recons, rockets, and missiles (though they fare decently against anti-air and normal tanks).
Weaknesses: They are also decent attackers against armor but will still be wiped out if attacked by an anti-air unit.
Recon
Cost: 4,000
Movement: 8
Vision: 5
Strengths: Recon units are extremely mobile with awesome vision range, which makes them invaluable in games or missions with fog of war enabled. Recons aren't too strong on the attack however, and are best used attacking infantry, other recons, or an indirect-fire unit at close-range.
Weaknesses: Recon units will not inflict much damage against armored units and will get crushed by attacking mechs, tanks, or indirect-fire barrages.
Tank
Cost: 7,000
Movement: 6
Vision: 3
Strengths: At less than half the price of a medium tank, the standard tank can complete most battle tasks nicely. The tank is a dominating force against recons and indirect-fire units.
Weaknesses: Avoid indirect-fire, as you should with any unit, and beware of stronger tanks. Attacking mechs also have an advantage over the tank.
Medium Tank
Cost: 16,000
Movement: 5
Vision: 1
Strengths: A much more powerful version of the standard tank. It dominates recons, anti-airs, tanks, indirect-fire units, and anti-air units. You will suffer more damage in an attack against a heavy tank, however.
Weaknesses: Don't fight Heavy tanks! And steer clear of indirect-fire barrages, which will definitely punish the medium tank.
Heavy Tank
Cost: 22,000
Movement: 6
Vision: 1
Strengths: The expensive granddaddy of tanks is strong against every other ground unit type.
Weaknesses: Don't be within range of indirect-fire weapons!
Artillery
Cost: 6,000
Movement: 5
Vision: 1
Range: 2 to 3
Strengths: Artillery are good ranged attack units but they're certainly not as good as the rocket launcher. Artillery deal great damage to infantry units and can deal strong damage against the lighter vehicles (medium and heavy tanks are more resistant).
Weaknesses: Keep the artillery behind a screen of units to prevent the enemy from getting too close. As an indirect-fire unit, artillery can't fire at anything adjacent to itself. You can use a couple of indirect-fire weapons adjacent to each other to cover these blind spots.
Rockets
Cost: 15,000
Movement: 5
Vision: 1
Range: 3 to 5
Strengths: Offers very strong damage at a very long-range against all enemy ground and naval units.
Weaknesses: Rockets are similar to the artillery--keep them safely behind defenders. Bear in mind that rockets have more blind spots than artillery. Anything within two spaces of a rocket is inside of its range.
Anti-Air
Cost: 8,000
Vision: 2
Range: 2 to 3
Strengths: Although its name might imply that this unit is only strong against air units, the anti-air is also a dominant infantry killer--it can wipe out an equal infantry or mech group without suffering damage. And as the name suggests, it can annihilate air units.
Weaknesses: Avoid tanks like the plague.
Missiles
Cost: 12,000
Movement: 4
Vision: 5
Range: 3 to 5
Strengths: Long-range anti-air unit. The missile launcher can destroy all air units in very little time.
Weaknesses: Missiles can be a pricey investment if you don't protect them against enemy ground forces, from which the missile launcher has no defense.
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Resources
You currently start with a headquarters, and several resource buildings which provide sufficient resources for basic expansion and light units. In order to fund your war, you will need to expand and "capture" (reclaim) structures around the map to provide metal and energy. There are seperate metal and energy buildings to reclaim. The headquarters will provide more than enough storage to obtain all the resources.
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Victory
Much like Advance Wars, you will need to capture or reclaim your enemies' headquarters, which are invulnerable to attack, to win. Therefore, all games should be played comm-ends as default.
Screens (WIP)
Headquarters:
