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Imperium Unit Descriptions and Strategies:
Plasma Tanks
Plasma Tanks have a relatively powerful attack and hover ability but lack the range of Scout Runners or their Freedom Guard counterpart, Skirmish Tanks.
Vulnerabilities
Plasma Tanks have poor range for armored units and are therefore unable to take out turrets without being drawn into their range. Although the Plasma Tanks' hover ability lets them travel over water or swampy territory, it limits them to flat territory. Also, keep in mind that you get Tachion Tanks soon after you acquire the ability to build Plasma Tanks, and they are superior in every way (other than cost) to the Plasma Tank, reducing their usefulness.
How to Get the Most out of Plasma Tanks
Good "shock troops" at any time during the game, able to move swiftly and hit hard. Your core units early on in the game, capable of going toe-to-toe with any Freedom Guard units. After Tachion Tanks become available, Plasma Tanks become less helpful, but are still powerful and cheap units. Plasma Tanks are useful reserve units that can quickly respond to weaknesses in your core defense of turrets and Tachion Tanks. Retreat them across water or swampy territory if confronted by superior forces.
Next: Go on to Tachion Tanks
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