Human/Concord Unit Descriptions
Note that the statistics listed here are the initial, or lowest rating. By choosing a clan,
researching, or buying with gold credits, you can upgrade your units indefinately.
Ground units
(In no particular order)
Scout
Attack-12 Shots-1 Range-3 Armor-4 Hits-16 Scan-9 Speed-12 Power-4
This unit is exactly what it says it is. Cheap, fast, good scan, and the ability to move and still shoot are reasons why you should always have a couple of these with your assault force. Be aware that their attack is not that great, but they can be extremely annoying in the early parts of the game.
My Favorite Tactics:
A great initial strike force consists of as many moderately upgraded scouts as you can buy. Note that this only works if you are close to the enemy. I also like to buy a couple of these at the start of the game to "scout out" the planet.
Tank
Attack-16 Shots-2 Range-4 Armor-10 Hits-24 Scan-4 Speed-6 Power-6
This unit is also what it says it is. One of the most armored vehicles on land, these are great beacuse they are cheap, rugged, and have two shots. Note that they are rather slow, however, they lose their shots while they move, and they can't out-range most combat units.
My Favorite Tactics:
If you are sure to land close to an enemy, having about 14 tanks with super armor, better attack, and improved speed can absoulutely demolish your enemy. Otherwise, I don't tend to use this unit much. I prefer the better range of the assault gun.
Assault Gun
Attack-18 Shots-2 Range-6 Armor-4 Hits-24 Scan-5 Speed-12 Power-12
Basically, the assault gun is a well-armed but lightly-armored unit. This unit is one of my favorites, because they can get in, shoot a good range/high attack shot, and get out before the enemy knew what hit 'em. Just watch out so that they aren't destroyed by the even better ranged missle units.
My Favorite Tactics:
This is the last of the quick strike tactics. But it can almost as good as the "tank rush". Be the Sacred Eights, get plenty attack, add about 2 range, some armor, and a little extra speed, then buy as many as you can. You will be unstopable in the early parts of the game. Notice that for some reason, this unit works a lot better in turn-based play rather than real-time.
Missle Crawler
Attack-22 Shots-1 Range-10 Armor-4 Hits-24 Scan-4 Speed-6 Power-18
This unit packs a punch. The missle crawler has the highest attack with the best range of any mobile land unit. The only drawbacks, which are big ones, are: It loses its shot if it moves at all, (and vice-versa) it is rather fragile, and it is very expensive. Be sure to gaurd it well.
My Favorite Tactics:
Make sure you can out-range the enemy with this unit. I also like to have plenty of attack, seeing as how this unit can't refire very often. This usually means a 13-14 range and a 28-32 attack. Also be sure to have a scanner nearby, so you can get the most of its range.
Rocket Launcher
Attack-16 Shots-2 Range-7 Armor-4 Hits-24 Scan-4 Speed-6 Power-12
This unit stinks as far as the original M.A.X. is concerned. It just doesn't have enough attack to do very much damage, and it is just as fragile and expensive as the assault gun, which has a much better move and shoot capacity. This unit's only strongpoint is it's ability to hit 13 squares at once:
(Square 7 is where the attack was made)
My Favorite Tactics:
This is a unit I don't tend to use to much. I can only find two good uses for this unit, both of which have to do with the fact that it can attack 13 squares at once. One is to use this unit as a mine-sweeper; just shoot randomly to create a safe path. Another use is to hunt down infiltrators if you think they are around. I have found that this unit isn't as bad in real-time.
If you've been here often, I haven't done much to this page in awhile. I REALLY hope to have good individual unit tactics, but for now I am working on other parts of my site. Sorry.
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