Lash Teaches: Units!

Hiya! So you want to know about all the little pieces that move about on the board? Well, alrighty then!

Well first, you gotta know what kinda units can go where - it's no fun trying to get an Aircraft Carrier to move on land, believe me, I've tried! You see those number on the table below? That's Movement Cost - the amount it's gonna cost your unit to move onto that piece of terrain, which is taken away from the the Movement Points that unit has (For instance, a Mech has 2 Movement Points. Rubbish!). When that unit reaches 0 Movement Points, it ain't going anywhere! You gotta watch the landscape.

Unit Movement Types

Here's the magic table with all those pretty numbers in, followed by my personal lessons on each of these units!

Roads Plains Woods All Buildings
(excl. Ports)
Ports Mountains Pipe Shoal Sea Reef
Infantry 1 1 1 1 1 2 1
Mech 1 1 1 1 1 1 1
Tyres 1 2 3 1 1 1
Tracks 1 1 2 1 1 1
Pipe 1* 1
Coastal 1 1 1 2
Sea 1 1 2
Air 1 1 1 1 1 1 1 1 1
Oozium 1 1 1 1 1 1 1

* Can only traverse bases, 'cause nothing else is prepared for them!

Unit Information

Infantry

Infantry


Cost: 1,000g

Move: Infantry, 3


These little men run around killing other infantry and storming cities and HQs. An invaluable unit, build lots of these early, and keep them around to capture properties, and in extreme cases, defend against enemies capturing your properties. Just don't attack anything that isn't another infantry or mech without knowing what you're doing!

Mech

Mechanised Infantry


Cost: 3,000g

Move: Mech, 2


These are stronger little men that are better at running across mountains and rivers (good places for me to attack, hee hee!). They're carrying heavy rocket launchers, so they only have a movement of 2! But that is 2 spaces across anything but sea... These units have the power of tanks if they attack things first, but they are easily gunned down, so be sure to fire first and fire hard on anything weaker than a Md. Tank!

Recon

Recon


Cost: 4,000g

Move: Tyres, 8


These are for seeking out the hidden pieces of the enemy, Recons can see 5 spaces in Fog of War and have 9 points of movement. They can traverse roads and plains with ease but slow down drastically at forests and cannot traverse rivers and mountains. Equipped with machine guns and light armour they are good at killing infantry while taking minimal damage, but you'll get broken by any kind of tank, artillery, or if mechs attack you first!

Tank

Tank


Cost: 7,000g

Move: Tracks, 6


These little tanks move up to 6 spaces along roads and plains, but less so in forests and not at all in mountains or rivers. They can blow up most other vehicles apart from larger tanks and can shoot away infantry and mechs, just watch out for indirect attacks, mechs firing first, and any bigger kind of tank.

Md. Tank

Md. Tank


Cost: 16,000g

Move: Tracks, 5


Now we're getting there! These beast tanks can smash anything (except bigger tanks of course) on land with more effectiveness than a normal tank, but only has 5 points of movement and 1 space vision in Fog of War, meaning you should back it up with something like a recon in times of fog.

Neotank

Neotank


Cost: 22,000g

Move: Tracks, 6


Yay! I love these breaking machines! They are even more destructive than their Md. and standard counterparts, and will mostly destroy anything on land on contact. These combine the power of the Md. Tanks with the movement of normal tanks and unfortunately, the cost of both. but if you can afford them, they will smash up all your opponent's pieces!

Image of Megatank

Megatank


Cost: 28,000g

Move: Tracks, 4


These are my FAVOURITE UNITS FOR CRUSHING AND SMASHING AND BREAKING! I wish I built these, because they can obliterate anything they can trundle over to, including surfaced ships and helicopters... But they lack subtleties such as movement (they have 4) and ammunition (they can only carry 3!). Best used in defence and kept well-stocked by an APC.

APC

APC


Cost: 5,000g

Move: Tracks, 6


These units are the tea trolleys of the game, they bring any units they are next to fresh supplies of ammo and fuel, and can carry one infantry or mech unit with it for its movement of 6. Always good to have a couple of these around for when your rockets start running low!

Image of Artillery

Artillery


Cost: 6,000g

Move: Tracks, 5


Ah, indirect units. They hide in the shadows and the forests, raining explosions down on nearby enemies. These basic indirects have a range of 2 but are reasonably cheap and can move 5 spaces across roads and plains. Place these around chokepoints behind a strong unit such as a Md. Tank, and it will be hard for anyone to break through in one piece.

Rockets

Rockets


Cost: 15,000g

Move: Tyres, 5


These are the artillery's bigger brother. With a range of 3 from 2 spaces away, these things can fire for miles, but they travel on wheels and so are very slow apart from on roads. They are also very delicate, so don't let them get caught by a stray tank!

Image of A-Air

Anti-Air


Cost: 8,000g

Move: Tracks, 6


These useful little gunners can blow stuff out of the sky with ease from up close, and also decimate waves of infantry with its high-powered vulcan cannons! It has a decent movement of 6, just don't run into any tanks.

Missiles

Missiles


Cost: 12,000g

Move: Tyres, 5


These are the Rockets of the sky, with the same range as their land counterpart, but killing aircraft instead of ground troops. They also have the advantage, however, of being able to see as far as they can fire in Fog of War without the aid of other units... BLAM! Hee hee!

Image of Piperunner

Piperunner


Cost: 20,000g

Move: Pipe, 9


This thing is fast, powerful against anything on land, but takes a beating from anything but machine guns. And it can only run on pipelines. As it is an indirect unit, you will have to zip it over somewhere and back it up before it can fire, but it will be able to make a speedy retreat.

Tentative image of Oozium

Oozium


Cost: N/A

Move: Oozium, 1


This strange blob absorbs enemy units, killing them instantly...Like a king in chess... And like a king in chess, they move one square and one square only. It has a ton of defence. Also - you can't buy them, they must be predeployed! Tee hee hee!

Fighter

Fighter


Cost: 20,000g

Move: Air, 9


On to the aeroplanes! The fighter is essentially a sky Neotank, firing any other aircraft out of the air. It is fast (9) and carries a good deal of ammo (9), so make sure you have a fighter or two for aerial battles. Just watch out for anti-airs, missiles and cruisers.

Bomber

Bomber


Cost: 22,000g

Move: Air, 7


Bombers are full-scale flying destroyers. They cruise the landscape at 7 spaces a day raining death upon any ground or sea unit. You can even blow up an anti-air or cruiser if you get the first attack, but just be wary of others hiding nearby!

B-Copter

Battle Copter


Cost: 9,000g

Move: Air, 6


Battle Copters are the all-round light attackers of the game. They can attack any ground unit with varying success (good against tanks, infantry and indirects, bad against Anti-Air guns), surface sea units (good against everything but cruisers) and other helicopters. In copter V copter fights, whoever fires first wins! Generally, copters are fairly weak attackers.

T-Copter

Transport Copter


Cost: 5,000g

Move: Air, 6


This copter will fly one infantry or mech unit up to 6 spaces at a time. They are weak though, so don't let them get attacked.

Image of Stealth

Stealth


Cost: 24,000g

Move: Air, 6


Like a high-powered hidden battle copter, this can attack any unit pretty well and move 6 spaces! And like a submarine it can stay hidden in the air for as long as you like, but when hidden it uses 8 fuel! So don't stay stealthed unless you're about to be broken!

Image of Black Bomb

Black Bomb


Cost: 25,000g

Move: Air, 9


Basically a fly-by-wire missile, the black bomb files around and then blows up whenever you like, cascading 5hp damage within a radius of 3 spaces! Like silos, it can't kill any unit completely, but it can do tremendous damage. Soo much fun! One of my favourite inventions!

Battleship

Battleship


Cost: 28,000g

Move: Sea, 5


Hee hee hee! This long-range indirect monster can fire shells over a massive distance for a ton of damage! A range of 6 spaces and a movement of 5, the Battleship is a dangerous machine. Just keep an eye out for submarines and rogue bombers!

Cruiser

Cruiser


Cost: 18,000g

Move: Sea, 6


Cruisers have several uses. First and foremost they are anti-submarines, dealing massive damage to them. Secondly, they act as floating anti-airs, and thirdly, if the worst comes to the worst you can load up to 2 copters onto them. They have 6 movement.

Lander

Lander


Cost: 12,000g

Move: Coastal, 6


Landers are the only way to transport ground units like tanks across the seas. You can load up to two of any ground unit into them and they can travel 6 spaces across the ocean per day. They are resistant to tank attacks but enough of anything else will sink them and everything inside. Hee hee!

Submarine

Submarine


Cost: 20,000g

Move: Sea, 6


Like Neotanks are to ground units and Fighters are to air units, Submarines are the main water V water unit attackers. They have high power against any ship and the ability to submerge themselves to stay hidden from enemies. When submerged, only cruisers can fire on subs, but on the surface you have to watch out for any indirect attacks.

Image of Black Boat

Black Boat


Cost: 7,500g

Move: Coastal, 7


This handy little boat can load two infantry types and zip around 7 spaces a day supplying and repairing for 1hp units it is next to. Think of it as an APC/mobile city for your navy. It doesn't break stuff, but it's kinda useful, I s'pose.

Image of Carrier

Aircraft Carrier


Cost: 30,000g

Move: Sea, 5


Does what it says on the tin. Can carry two of any aircraft and supply the ones it is holding. It also has a very long range (from 3 spaces away to 8 spaces away) of anti-aircraft missile, a very potent weapon against sea-passing air fleets. Has a movement of 5.

Page updated: Wednesday, 18 July 2007