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| Light Armored Vehicles (LAV and Smallfoot) |
 
Hitpoints: 4
Movement: 1
Damage: 1
Range: 1
Price: 1
While a lone lav is fairly useless cannon fodder, when lined up they can be extremely effective. They make great barricades when combined and given the low cost, these barricades are easily supplied with fresh lavs. Lavs tend to be utilized more by the thoughtful player who bides his time waiting for the best opportunity to strike.
(written by Brashen)
This unit is also discussed on the massive assault forums:
http://massiveassault.com/forum/viewtopic.php?t=247 |
| Fast Attack Vehicles (Tank and Bio-T) |
 
Hitpoints: 5
Movement: 2
Damage: 2
Range: 1
Price: 2
The tank is an important part of any assault force; they are faster than LAVs, dish out more damage, and can take an extra point of damage before being destoyed. When combined with transports they can be both fast and deadly over open terrain. In the right circumstances, tanks are well worth the additional purchase cost.
Tanks do have their limitation though, and while the extra damage they do still comes in handy, they are not so well suited to fixed line combat. In such circumstances, it is quite often better to have 2 LAVs instead of 1 tank, or 2 LAVs and an artillary than 2 tanks. The same is generally true where combat takes place in forest or desert.
(Written by MortonHQ) |
| Short Range Artillery (Mortar and Scorcher) |
 
Hitpoints: 4
Movement: 1
Damage: 2
Range: 2
Price: 2
Short range artillery are essential in almost every war. As soon as a front line is established, it should almost always be reinforced with artillery, both short and long range. Short range artillery are especially useful in fixed line combat, when they can be used to finish off damaged units; 1 dead enemy unit is far better than 2 damaged ones. A reasonable ratio to have is 2/3rds front line units and 1/3rd support units.
Short range artillery become less useful when the combat zone is spaced out or where units need to be redeployed quickly. Even when combined with transports, they are more cumbersome than heavy bots, which can load and unload from a transport in the same turn.
(Written by MortonHQ) |
| Heavy Assault Bots (Heavy Bot and Ostrich) |
 
Hitpoints: 7
Movement: 2
Damage: 3
Range: 2
Price: 4
Heavy Bots are impressive weapons on the battlefield. They are possibly the best all around land unit, with their speed, damage, and range. Coupled with transports, they are downright scary. With 2 move, they can enter a transport, be moved 5 hexes, then unload in the same turn. With this tactic, they are great against unprotected artillery and towers. In mobile battles in open terrain, Heavy Bots are a must have. See the discussion on Tanks too, as a lot of the same attributes apply. Heavy Bots are also nice for naval operations, because of the limited spots on a transport. Load a couple of these on a Naval Transport along with a land transport, and you have one nasty naval landing in the works.
This said, Heavy Bots have weaknesses as well. First because they are so expensive. It also might be tempting to stick them on the front lines with their hitpoints, but they are too expensive to risk this way, and the enemy will find this a very enticing target. They are better as support behind a moving front. If you have a stationary front, it may be better to get 2 Mortars, which have the same range, but combined do more damage.
(Written by Maelstrom)
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| Mobile Missile Platforms (Rocket Launcher and Annihilator) |
 
Hitpoints: 3
Movement: 1
Damage: 3
Range: 4
Price: 4
While slow and vulnerable,these guys are the second best thing to drive the opponent completely mad (after 3 planes in a protected city of course). They work pretty good standing 2 steps away from a line of your LAV`s as no other ground unit except other RLs can reach them (turrets are really rarely used so it should not be considered a major threat to RLs). The main problem is to support the cover as, should it be destroyed, RL`s will definitely fall prey to a transported Heavy Bot or something like that. Also always remember that if your opponent is loading RL`s into transports you should consider leaving the battlefield with yours immediately (unless you are ready to lose them) or make sure his will be destroyed on the following turn. Also guerilla RL in the wood against non-transport-supported tanks is really nice .
(Written by Magistr Honna) |
| Stationary Defense Turrets (Guard Tower and Death Turret) |
 
Hitpoints: 9
Movement: 0
Damage: 2
Range: 4
Price: 4
There is a couple major things that almost make Towers not worth their purchase price. First of all, the fact they can't move. Second of all, they don't have enough stopping power... 2 damage doesnt go very far against tanks and heavy bots. But they also have a few things that are definately redeeming factors. First is their range, which matches Rocket Launchers, and secondly their hitpoints. They are the most durable of Any single unit in the game. Generally, I only use Guard Towers as guerrilla units in a territory where I may not be able to send reinforcements to any time soon. I also place them deep in forests or deserts, where they are difficult to reach. I especially like choosing locations that only have one or two hexes the enemy can attack from. They work very well fending off Mortars and LAVs, as they can punish them for a few turns before the enemy gets within range. They don't work very well when the enemy can bring Heavy Bots and Tanks in transports to bear. Its good to protect towers with LAVs as well, if you have the extra money.
Because of their amount of hitpoints, your opponents will probably not go after your guard towers first, so they may be a welcome addition to a defense line you know you will have to hold for a long time. They have a range of a Rocket Launcher, without the vulnerability. If they are two steps back from your front line, the only units that can damage them are planes and Rocket Launchers. The enemy won't risk his Rocket Launchers, because they are too weak, and planes will probably choose easier targets. For this reason, they might be a good choice in certain circumstances. Just remember that if you Do push the enemy back, suddenly your Tower is useless, while a Heavy Bot or Rocket Launcher for the same price could be moved with the front.
(Written by Maelstrom)
This unit is discussed in the Massive Assault forum: http://massiveassault.com/forum/viewtopic.php?t=275 |
| Ground Transport (Land Transport and UPS) |
 
Hitpoints: 3
Movement: 5
Damage: 0
Range: 0
Price: 2
Special: Carries 2 other land units
The transport is absoultely essential to defeat any human player, and gives you a huge edge over the AI. To win in Massive Assault, your forces need to move quickly to the lines of battle to lend their support, and a transport is the way to do it. Used in combination with Tanks, Heavy Bots, or Amphibians, land transports are a force to be reckoned with. A tank or bot can enter the transport with one movement point, the transport can move several hexes, and then the tank or bot can exit to attack an enemy. This combination gives you a long reach to attack soft targets. When attacking a Defense Tower, transports are necessary to bring your units to bear against it quickly, and when invading a country, a transport can place your units deep inside. If your enemy has planes, a transport can move into their capital from a long ways away, thereby destroying the enemy's planes. Transports can also be used in concert with Rocket Launchers. Put a couple of your own on the transport, and then you have a very long and devestating reach. This combination will allow you to bring your rocket launchers within range, then do a murderous attack.
Because of the vast uses of these transports and their low hitpoints, they tend to come under fire quite a lot. You must keep your transports protected. They are cheap however, so losing one isn't usually a fatal error, unless you had other units on it, which will be destroyed with the transport. You better be sure the enemy cannot reach a loaded transport.
(Written by Maelstrom)
Not only are transports vital for transportation, they also are useful for shuffling units along battleline as well, to provide maximum efficiency.
(Added by Magistr Honna)
They can also be used as a blocker - thier fast speed allows you to patch a hole in you front line or even block a crucial tactical position to prevent your enemy from using his Mobile Groups effectively for one turn.
(Added by Sky Keeper) |
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