Total annihilation strategy
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Finks are not expensive, and the information you’ll gain about your enemy’s base is worth it. In the later game one Fink rarely gets far, so it is advisable to build ten or twenty of them and suicide them into the enemy base. It is absolutely essential to use the Fink to scout an opponent if you don’t have any other options. it is very useful because it is fast enough to penetrate into an enemy base before it is killed, allowing you to see what your opponent is up to. It is good in its chosen role and generally best when firing from a defensive position. The Leveler itself is slow, however, and not particularly durable. It has a powerful cannon which does great damage, has a large area of effect, and decent range. LevelerThe Leveler is a mostly defensive unit which is meant to counter masses of enemy light tanks and Kbots. If you don’t want to, then don’t build one. If you want to lay mines, then build a Spoiler. The Slasher’s guided missile is also great against aircraft.Ī mine layer vehicle, the Spoiler is itself just a means to an end. Many players build Slashers as a counter to enemy light tanks and use them to perform hit-and-run attacks. It doesn’t do a lot of damage, but it has theĪdvantage of range. The Slasher is a much-loved unit due to its fast speed and its guided missile launcher. The Raider is good at assaulting positions which are protected from direct-fire weapons, but it is otherwise inferior to the Instigator. It is armed with a surprisingly weak cannon which often misses moving targets. The Instigator is generally inferior to the ARM Flash tank, which has more firepower, but the Instigator is never the less one of Core’s best early game units.Ĭlassified as a medium tank, the Raider is a bit tougher than the Instigator and a bit slower. It is one of the quickest land units in the game and its laser is extremely accurate, although a bit short on range. It is far too weakly armored for combat.Ī fast light tank, the Instigator is often used in early game rushes. TanksĪ fast scout tank, the Weasel really has no use besides probing enemy defenses. The Crasher’s missiles fire on a flat trajectory, so like the Storm the Crasher can’t fire over obstacles. It also means that the Crasher can be used to harass Storms and Thuds by staying at long ranges - the Storms and Thuds will often miss the Crashers. This makes the Crasher extremely versatile. It doesn’t do a lot of damage, but its rockets are guided and are effective against air units. It can often climb steep cliffs which other units can’t. The Thud is also, for whatever reason, a really great climber. However, its projectiles do have an arc, so the Thud can be useful for attacking targets which are guarded by terrain. It isn’t fast, it doesn’t so a lot of damage, and its projectiles are slow and often miss moving targets.
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They also do not fire with an arc, so maps with many obstacles will dramatically decrease the Storm’s effectiveness. However, they are armed with dumb-fire rockets, which can be problematic against fast targets. They’re often the early game assault Kbot of choice for Core players. should only be built as part of early game rush operations.Ī nasty rocket Kbot, the Storm has long range and can do a lot of damage. Enemies with beam weapons or guided missiles are particularly dangerous since the A.K. It is extremely lightly armored and can be killed quickly by any other unit in the game.