![]() Sending one alone against a well defended enemy base is almost guaranteed to fail, as the unit will probably be destroyed shortly after reaching said base. Wrecks of experimental units are extremely valuableĪlthough experimental units are much more powerful than most units, a common mistake is to overestimate their power. Therefore Commanders are encouraged to build them in greater numbers, exhibiting numbers over strength.Īs the Seraphim were introduced, one additional experimental was added to each faction. Their firepower have been reduced as a result. In the expansion, construction costs and times have been halved, allowing them to be brought out quicker and sooner. ![]() Their construction times are also very high, often requring scores of Engineers or ACUs to get them into the field as quickly as possible. ![]() ![]() However, due to the high-powered nature of these mobile superweapons, a commander should have a robust supply of resources to deploy these units. Often considered "Tech 4" as they are constructed by construction units at Tech 3, much like structures. Each faction has three experimental units (Four in Forged Alliance, including the Seraphim) and constitute some of the major faction differences. Here, an army of Monkeylords marching through an enemy base.Įxperimentals are usually armed with powerful weaponry and have various abilities to give them an edge in battle. ![]() Experimental units are a force to be reckoned with. ![]()
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