Post news RSS Ground Units as of 4.21.2013 (Edited by nightovizard; Details adjusted by Hamm)

Below is a list of the ground units for each faction and a brief description. For the most part this is final, unless you guys come up with something cool for the Novus and maybe the Hierarchy. - Nigh.: I have edited the long range hierarchy and hellonite units. - Added the mercenary units.

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United Army of Earth
Infantry:
- Infantry squad: Basic infantry unit. Take cover, slower movement, more defense (Ability)
- Rocket Troopers: Deploy in squads of three and equipped with rocket launchers that can be used against any enemy unit, even aircraft, with great effect. Take cover, slower movement, more defense (Ability)
- Commandos: Deploy in squads of four and specialized in anti-infantry. Increase firepower, slower movement (Ability) Stimulants, increases speed and firepower but loses HP (Ability)

Vehicles:
- APC: Armored vehicle capable of transporting infantry at higher speed and in relative safety. It utilizes a special laser defense system that was designed to shoot down enemy missiles (Ability) (Like the sw jugernaut)
- Humvee: High-speed recon and anti-infantry, weak vehicle. Search and destroy (Ability).
- Stryker: Lower speed and higher armor and firepower than the Humvee; also more expensive, has increased anti-air capability along with anti-infantry. Search and destroy (Ability).
- Tank: Heavy assault vehicle with anti-vehicle and anti-structure capabilities, useless against aircraft.

Aircraft:
- Apache: Expensive gunship that is anti-everything, useless in dogfights. Search and destroy (Ability).
- A12: Attack aircraft with the ability to switch between the main gun and bombs (Ability). Used as a fighter and a LGB bomber. Most expensive human vehicle.

Support:
- Carpet bombing: Maverick starfighters in orbit perform a carpet bombing in the specified location.
- Tactical nuke:
- (Skirmish): A missile is launched from the nuclear silo and decimates the target area.
- (Galactic): A missile is launched from an orbiting ship and decimates the target area.

Heroes:
- Col. Moore: Armed with a minigun; anti-infantry.
- Sgt. Willard: Commands a large tank with a rotating barrel ; anti-vehicle and anti-structure.
- [WALKER MECH]: Can switch between anti-vehicle/anti-structure and anti-infantry/anti-air weapons. (Ability)

**Versatile playstyle**

Novus Collective

Infantry:
- OhmBot: Weak, mass infantry. Run (Ability)
- Blade Trooper: Elite anti-infantry unit. Run (Ability)
- Constructor: Support infantry unit. Repair/Heal (Ability) Teleport near to a friendly/own unit(Ability)

Vehicles:
- Antimatter tank: Relatively weak and cheap tank unit.
- Field Inverter: Generally powerful walker, but specializes in anti-air. Search and destroy (Ability)
- Amplifier: Long-range anti-vehicle and anti-structure siege platform. Able to fire at aircraft.
- Portal: Deploys unlimited Ohm robots infantry reinforcements (Ability).

Aircraft:
- Dervish: High-speed interceptor, specializing in anti-air.
- Variant: Anti-vehicle and anti-infantry gunship, can deploy Ohm robots squads (Ability), Useless in dogfights. Search and destroy (Ability).

Support:
- EMP Strike: Disables all structures and vehicles in the affected area.
- Gravity bomb: Everything in an area disappears.

Heroes:
- Founder: Anti-infantry and provides tactical boosts to allied units (Ability)
- Mirabel & Viktor: Anti-infantry and anti-vehicle. Missile barrage (Ability)
- Vertigo: Stealth recon, can release an EMP (Ability) become invisible (Ability).

**Weak units, but very cheap. Macromanagament playstyle**

Hierachy

Infantry:
- Grunt: Basic infantry with increased anti-air potential against gunship units .Increase firepower, slower movement (Ability)
- Lost Ones (?): Elite anti-infantry and anti-structure units. Increase firepower, slower movement (Ability)
- Brute: Heavy melee anti-infantry and anti-vehicle unit. Run (Ability) Search and destroy (Ability)

Vehicles:
- Defiler: Light anti-vehicle and unit repair. Its laser beam its surprisingly effective against aircraf.
- Phase Tank: Heavy tank with anti-vehicle and anti-structure capabilities.
- Glyphcarver: Long-range anti-vehicle and anti-structure siege platform. Useles against aircraft.
(laser marker for orbital artillery stryke? You know, what you said on the post)

Walkers:
- Habitat Walker: Recruitment of infantry units.
- Assembly Walker: Construction of vehicles and aircraft.
- Science Walker: Upgrade production and research.(shield generator upgrade?)
- Purifier?

Aircraft:
- Saucer: Anti-vehicle and Anti-structure air support gunship. Search and destroy (Ability). Powerfull unit for taking down jets and gunships due its weapons.

Support:
- Radiation cascade: Spray radiation in a straight line.
- Mass drop: Unleash a massive junkpile drop on a designated area, damaging everything with loads of harvested junk.

Heroes:
- Orlok the Eternal: Anti-vehicle and anti-base; provides infantry boosts.
- Nufai: Anti-infantry; capable of galactic stealth.
- Kamal Rex: Anti-everything in moderation; provides general boosts to allied units.

**Very powerfull units, but expensive. Micromanagament playstyle**

Hellonite (Planned to do)

Infantry:
- Infantry squad: Basic infantry unit. Take cover, slower movement, more defense (Ability)
- Rocket Troopers: Deploy in squads of three and equipped with rocket launchers that can be used against any enemy unit, even aircraft. Take cover, slower movement, more defense (Ability)
- Flamethower squad: Deploy in squads of four and specialized in close range atacks, those are the hellbringers. Rage, faster, more damage but less defense (Ability)

Vehicles:
- Speeder: High-speed recon and anti-infantry, weak vehicle. (Like SW speeder bike but car version) Search and destroy (Ability). Jetpack jump to location (Ability)
- IFV: Lower speed and much higher armor and firepower than the Speeder; also more expensive, specialized against aircraft units. Search and destroy (Ability).
- Walker: Weak, but very versatile unit and high firepower. (Like AT-ST from SW)
- Spider tank: Heavy assault vehicle with anti-vehicle and anti-structure capabilities, useless against aircraft.
- Rocket artillery: Long range support vehicle. Useless against aircraft. Can change between 2 modes (Ability): 1. Movement mode, cant fire anything. 2. Combat mode, the vehicle becomes static and launches rockets from long distances. Long-range anti-vehicle and anti-structure siege platform. (Like sw SPMA T)

Aircraft:
- Valkyrie: A VTOL Jet. Mixture of the apache and the dervish. Ability to change between jet and gunship. can deploy a squad of marines (Ability). (Like star wars ATAT and LAAT)

**Blitzkrieg potential on this faction**

Massari

Heroes
- Queen altea
- Prince Zessus
- Lord charos
Infantry
- Avenger
- Disciple
- Architect/Seer
Vehicles
- Figment
- Sentry
- conqueror
- Peacebringer
- Storm chaser (?)
Aircraft:
- Sky lord
- Inquisitor

Those are the available massari units.

EXTRA:

Universeatwar.wikia.com

Mercenaries
Not a playable faction, those are the units that oyu cna recruit when you capture and build a mercenary building, its is basically composed by hellonite units:

- Speeder: High-speed recon and anti-infantry, weak vehicle. (Like SW speeder bike but car version) Search and destroy (Ability). Jetpack jump to designed location (ability)
- Walker: Weak, but very versatile unit and high firepower. (Like AT-ST from SW)
- Valkyrie: A VTOL Jet. Mixture of the apache and the dervish. Ability to change between jet and gunship. can deploy a squad of marines (Ability). (Like star wars ATAT and LAAT)
- Experimental superwalker: One of the most powerfull units of the mod. Can change between walker and gunship mode (Ability). Can produce Aircraft drones (Ability).

*We could do something similar for spaceships*

Comments
nightovizard Online
nightovizard

Pretty much final, except for the A12, let me explain:
A12 main weapon is a gau8 railgun powerful enough to take down tanks and other aircraft. But it can change to bombs, so it becomes only a bomber, not fighter.

Also the hierarchy support could be radioactive bombing and the abilito to spawn units from the superwalkers.

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HammBoyTheDestroyer Author
HammBoyTheDestroyer

I had thought the A12 had missiles, which would decimate air. But if it has bombs instead, those don't do much in the way of anti-air.

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nightovizard Online
nightovizard

thats it, but trust me, the main weapon causes much damage to everything, that thing destroys tanks and has been improved to damage superwalkers, but when it comes to killl big targets on the ground better use bombs.

And the A12 its an LGB so as you can see in the model it noly has bombs, not missiles.
S-tiger.photovillage.org

I think that if the a12 was always antiair would be overpowered. so changing between gun and bombs is a good way to use it in a strategic way.

As i told you before is like the banshee form the mod halo campaign commander.

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nightovizard Online
nightovizard

another thing to consider are prices:

Novus infantry cheapest price would be 150 , human infantry 250 and hierarchy ifantry 325. (Thats only referencial, actual price can be whatever yo want, but notice diferences, also novus reinforcements production is faster, so 3 ohm robots = 2 marines squad = 1 grunts or lost ones)

So novus reaper 900 / variant 750, human A12 1500 / apache 1200 , hierarchy saucer 1300.

novus tank 650 (Its very weak compared to the other 2) , human tank 900, hierarchy tank 1100 (Not sure if the hierarchy or the human tank which is stronger? hierarchy are specialized in wlakers)

etc...

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nightovizard Online
nightovizard

Added the hellonite. No ideas neither for heroes nor support.

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HammBoyTheDestroyer Author
HammBoyTheDestroyer

They won't need these since they're won't be playable. (Well, they may need one hero to act as their leader in campaign, but we'll take care of that later)

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nightovizard Online
nightovizard

Ok, but it would be cool if you could ''produce'' hellonite units when you capture some building that can produce mercenaries, you know. For example in that 1 vs 1 vs 1 vs 1 map, we said that the center could have important structures, one could be that one, the other could be for earning ore resources etc...

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HammBoyTheDestroyer Author
HammBoyTheDestroyer

Well, the player wouldn't have Hellonite bombing runs and such, but I do like the idea of the player being able to recruit Hellonite units. I think this should be limited though to a few basic units (maybe about four).

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nightovizard Online
nightovizard

Yes, we would select the coolest ones. For example the walker, the artillery rocket, the valkyrie and the walker.

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