They Are Billions - Combat Units Guide - Magic Game World

They Are Billions – Combat Units Guide

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Moving Units

You will come across a variety of moving units in the game, here are their details.

 

Ranger – The ranger is the first combat unit you can access and you spawn with 4 of them, They prove to be effective against early zombies as long as they are alone, The ranger cannot deal with large groups of enemies effectively by ANY standard, even groups of rangers have a very hard time, however, the ranger is the only unit that doesn’t make sound when killing zombies, so they are rather unique. Their best use is having them recon the map for you, considering they have the fastest movement speed and patrolling just so they can protect small areas. A veteran squad has little difference.

 

Soldier – These are the second combat units you can access and the brunt behind your armies, You spawn with one of these at the beginning of a game, This unit can be effective in all scenarios but cannot, like the ranger, do crowd control unless, in large numbers, These units in groups will be the most of your attack power due to their high rate of fire, sufficient damage and decent mobility. I myself use these for clearing infected settlements with a group of 8-9 soldiers for maximum suppression. These units are good for assignment to any assault or defensive force you require. The veteran unit is able to fire slightly faster and kill all early zombies with 2 shots.

 

Sniper – These slow bulky units have the highest range of all moving units and are capable of one-shotting all early and middle-game zombies, however, their rate of fire is very slow and their speed is the slowest of all units. They are best placed in towers to pick off enemies with their long line of sight and range, Their firing speed is increased when they become veterans. They cannot do any offensive forces unless you have a way to support them.

 

Lucifer – The first end game unit, each of which is unique. Lucifer is a flamethrower carrying a decent health pool unit, He is very slow and cannot shoot through surfaces, he must be on the same side of the wall as the enemy he is engaging, He is very good for punishing large hordes but normally hordes will target him first, making him very quick to die if not supported, He is a very effective for crowd control and will be very useful for later hordes.

 

Thanatos – The second end-game unit, this angry mortar-carrying jerk has the highest damage per shot, however, he is the slowest firing unit, Thanatos is best for keeping behind walls and firing at crowds of zombies to decimating them, He is capable of melee but is extremely bad with it, Just think of him as mobile artillery support. He will be essential to your defense for the final horde.

 

Titan – This mechanical beast driver gentleman is a huge asset end game, He has fast-firing miniguns that deal little damage in huge areas with extremely fast bursts, He has one of the highest health pools of all units, one of the highest DPS and doesn’t trade out much speed for the combination, however, he is an expensive unit and not a very good one at that, They prove good to patrol the map in groups but alone they seem underwhelming, This unit can be used in all forms of tactics.

 

 

Stationary Units

This will give you an idea of what to do for your defensive weapons.

 

Great Ballista – This early game tower weapon fires a huge crossbow bolt and will one-shot all early units while usually killing any surrounding units or at least knocking them back, it is however very slow firing and easy for numbers to ruin its effectiveness.

 

Shock tower – This mid-game tower is a slow-firing arc weapon that will wipe out entire sections of a horde, It’s got a very small range but will prove its worth in close combat, it holds its effectiveness throughout the whole game, provided you have it fortified with walls.

 

Executor – This end-game turret has a reasonably fast fire rate and sports the same guns as the Titan, making it ideal for crowd control, however, it does have more damage and range than the Titan, and it costs much more resources than the other turrets, This turret will be essential to your end game defenses, It can make the difference for your cities survival.

 

Towers and Walls – Walls and towers are essential pieces in the cities defense, making checkpoints with the walls is recommendable and the towers increase range and line of sight for any unit in them, The tower can hold 4 units and the garrisoned units cannot be harmed until the tower is taken down.

 

  • Falagar

    He is the founder and editor of Magic Game World. He loved gaming from the moment he got a PlayStation 1 with Gran Turismo on his 7th birthday.

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