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the reference sheet

TANKS units and buildings

What everything costs, what it can take, what it does and — the part that actually decides matches — what it loses to.

Units

UnitCostHPSpeedDamageRole
Rifleman10060fast8Cheap swarm and early scouting. Dies to everything with a gun on tracks.
Rocket Soldier20055medium30Anti-vehicle. Double damage to armour, half to infantry, slow reload.
Harvester700400slowYour entire economy, unarmed, and the enemy knows it.
Light Tank500220fast22The line unit. Fast enough to raid, cheap enough to lose.
Heavy Tank900420slow40The late-game hammer. Sends an assault through a defended gate.
V2 Launcherlowslowvery highArtillery. Flattens a fortified line from outside its range, dies instantly to anything that reaches it.
Mammoth Tankvery highslowvery highTop of the tree. Wins any fight it is allowed to arrive at.
MCVhighslowUnpacks into a construction yard. Mobile base, one use.
Commando1400180fastone shotHero. Kills any man on foot instantly, cannot hurt a vehicle, and demolishes buildings by hand.

The rock-paper-scissors

It is three rules and they explain nearly every fight:

  • Tanks beat infantry. Shells do 50% bonus damage to men on foot, and a tank can simply drive over them.
  • Rockets beat tanks. Double damage to vehicles — and half damage back against infantry, which is the balancing cost.
  • Infantry beat nothing, and that is fine. They are 100 credits. They scout, they screen, they soak the first volley and they hold a gate for the ninety seconds you need. They are meant to die.

The practical version: never send one type of unit anywhere. A group of eight tanks with four rocket soldiers walking behind them handles both halves of what it is going to meet. See how to beat a tank rush for what that looks like under pressure.

The Commando

There is one hero unit and he is not a stronger soldier — he is a different verb. His pistols kill anybody on foot with a single shot, do effectively nothing to a vehicle and nothing at all to a building. So ordering him onto a structure does not open fire. It sends him to walk up to it and stick a demolition charge on the wall.

The fuse burns for two and a half seconds while he stands there in the open, and then whatever he was leaning on is gone, whatever it was — a power plant, a tank factory, a construction yard. Some buildings, in some missions, get read instead of blown: the panel comes off, the drawings come out, and he walks away with them while the building is still standing.

He has his own armour class, because a hero with a rifleman’s hide is dead before the fuse is halfway down. Small arms and shells are blunted against him. The tesla coil is not, and two bolts kill him — which is deliberate, because the coil is what his two missions are actually about.

Buildings

BuildingCostPowerWhat it is for
Construction Yard−20Builds every other structure. Lose it and you cannot build any of them.
Power Plant300+100Runs everything else. Build it before you need it, not after.
Refinery−30Where harvesters unload. Your income lands here.
Barracks400−20Riflemen and rocket soldiers.
Tank Factory800−40Harvesters and everything on tracks.
Radar Dome600−40The minimap, and attack-move. Goes dark when power is short.
Service Depot−30Repairs vehicles. A damaged Mammoth is worth more repaired than replaced.
Gun Turretlow−20Cheap static defence. Brutal against infantry — 30 a shot against a rifleman.
Tesla Coilhigh−100Expensive, power-hungry, and it kills almost anything in two bolts. Goes dead the instant power drops.
Wirevery low0An obstacle, not a target. Units route around it and only shoot it when ordered or genuinely stuck.

Mission furniture

Three structures exist only because a mission puts them there — the rocket gantry, the satellite and the generator. Neither side can ever queue one, and the opponent will not rebuild them, because an objective that gets put back up ten seconds after you demolish it is not an objective.

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Questions people actually ask

What beats tanks in TANKS?

Rocket soldiers. They do double damage to vehicles, and at 200 credits a pair of them trades favourably with a 500-credit light tank. The catch is their slow reload and that they are made of paper, so they need something in front of them.

What beats infantry?

Tanks, twice over — shells do 50% bonus damage to infantry, and tanks crush them outright by driving over them. Never send riflemen at armour in the open.

Is the Mammoth Tank worth it?

In a straight fight, yes — it is the top of the tree and it is meant to feel like it. But it is slow, and three light tanks arriving ten seconds sooner have won more games than one Mammoth arriving late.

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