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Imperium Unit Descriptions and Strategies:
Ampers
The Imperium's malicious answer to the Freedom Guard Medics, Ampers heal infantry units but at a cost: Units healed by Ampers will slowly succumb to a poison unless they can get to a field hospital. Ampers can spread their healing power to enemy units, as well.
Vulnerabilities
Ampers have no attack against enemy infantry other than poisoning them (bringing them back to full hit points) and no ability to damage enemy armor units. Being slow and lightly armored aren't exactly assets either.
How to Get the Most out of Ampers
There aren't a lot of good things to say about Ampers. Not only will they kill your own units, they'll inject their healing/poisoning serum without waiting for orders to do so, leading to the possibility that your infantry could be poisoned without you noticing it. You're far better off relying on field hospitals than on Ampers to heal your units - you'll need the field hospitals in any event to cure your units of the Ampers' poison. If you must use Ampers, park them a bit behind your frontline infantry so that the Ampers won't use their serum without your bidding. When your infantry is in danger of being overrun, move up the Ampers and let them give your infantry a temporary boost. If the sole purpose of your infantry is to delay an enemy advance, Ampers can help you gain a few more precious seconds. Ampers are equally unimpressive on the attack, as their assault on enemy infantry takes effect too slowly to have any immediate impact on the battle. Turrets are far more effective.
Next: Go on to Mobile Air Defense Units
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