Craycorp

Crayven Corporation

Infantry

Marines


  • Description: Basic infantry unit. Comes in a group of 8. Best used for their radar emplacements. With the anti-tank rockets, also very effective   against      heavy tanks or APCs. Also good against rockets or drones, which can’t shoot back.

  • Equipment

Health Packs: Replenishes the health of the entire squad. 3 uses.

Radar: Provides vision over a wide radius, revealing enemy units and structures. One of the most useful pieces of equipment in the game. Does not require line of sight. 1 use.

  • Special Weapons

Mortar: Anti-infantry weapon. The projectiles travel in an arc to the target and may need to be targeted manually. Worthless against armor and too slow to hit scouts. 3 uses.

Anti-tank Rockets: General purpose RPG-type weapon. Best used against heavy targets. Two or more typically can destroy a medium tank. Can be intercepted by anti-missile systems. Unlike the OND counterpart, the rockets have a small area of effect and are good against enemy infantry as well. 3 uses.

  • Traits

+ Radar provides good vision

+ With rockets equipped, good vs. almost any unit

+ Cannot be hit by Drone Carriers or Rocket Launchers

– Slow

– Weak with low health

– Main weapon cannot penetrate most tank armor.

• Jaegers

  • Description: Crayven special forces infantry. Comes in a group of 4. Very long view range and weapon range. Jaegers are stealthy and when holding fire can be undetectable except at very close range. Great for picking off soft targets like Beam Platforms at long-range. The demolition pack can be detonated remotely and cause extreme damage. Pro tip: once a demo pack is planted, right mouse click on the icon to zoom to its location.

  • Equipment

Health Packs: Replenishes health of the squad. 3 uses.

Demolition Charge: High-explosive charge is detonated remotely and can destroy most targets with one blast. Can be difficult to place them in good positions. Heavy tanks and APC’s require multiple hits. 3 Uses.

Image Intensifiers: Increases the view range and perception of the squad. Rarely used, since the normal view range is almost as good as a scout. 4 Uses.

  • Special Weapons

RAW Round: Might kill some infantry if you’re lucky. Not worth it. 1 Use.

Gryojet Ammunition: Long range weapon that can destroy infantry and tanks alike. Great for killing Beam Platforms and Rocket Launchers. Can be intercepted by AMS.

  • Traits

+ Great view range for sniping important targets

+ Stealthy

+ Decent movement speed and can move over difficult terrain

+ Demo packs make great traps

– Weak with low health

– Main weapon not strong vs. armor

Armor


  • Scouts

  • Description: Speedy buggies that have a high view range and can be used for terrain denial with mines. Its AMS system is a powerful piece of equipment for something so small. Best used on large maps or when your radar has been destroyed. The main weapon is fairly weak but can be used against infantry, artillery, other scouts, or other soft targets. Comes in a group of 3.

  • Equipment

Health Packs: Replenishes health of the squad. 3 uses.

Mines: A group of 4 anti-tank mines that can destroy any vehicle that runs them over. Cannot destroy infantry. Can be cleared by heavy tank fire or artillery but is hard to detect. 3 Uses.

Anti-Missile System (AMS): Destroys all incoming missiles, rockets, artillery, and most special weapons. Highly concentrated attacks like Hellfire Rockets can overwhelm the system and get through. Very useful. 3 Uses.

  • Special Weapons

Mortar: Slow-moving weapon that is powerful only if it actually hits the target. Too slow and short-range to be worthwhile. 3 Uses

Depleted Uranium (DU) Rounds: A stronger round that can punch through light armor. Weak against medium tanks. Better against support units or other scouts. 3 Uses.

  • Traits

+ Fast

+ Good view range and perception

+ Mines very effective

– Light armor

– Its weapons are weak against most units

• Light Terradynes

  • Description: Quick and light tank armed with auto cannons that have a high rate of fire. Cannot penetrate heavy tank front armor. Can be good against Beam Platforms or artillery, and for suppressing units because it shoots quickly and fairly accurately. But on the whole, they just take up a slot better used for medium or heavy tanks. Comes in a group of 4.

  • Equipment

Health Packs: Replenishes health of the squad. 3 uses.

Auto cannon Turret: Places a remote turret that shoots nearby enemy units.

Rocket Turret: Places a remote turret that shoots nearby enemy units. More powerful than the auto cannon turret but with a slower rate of fire.

Anti-Air Turret: Places a remote turret that shoots nearby enemy air units.

  • Special Weapons

Mortar: Slow-moving weapon that is powerful only if it actually hits the target. Too slow and short-range to be worthwhile. 3 Uses

DU Rounds: A stronger round that can punch through light armor. Weak against medium tanks. Better against support units. 3 Uses

  • Traits

+ Fast

+ High rate of fire

+ Good vs. light units like beams

– Weak armor

– Weak special weapons

– Waste of space (takes up a tank slot)

• Medium Terradynes


  • Description: Main battle tank. Comes in a group of 4. Main gun is the most powerful of the tanks and armor is good. Unfortunately it does not have good defensive options, with no AMS or shields. The repair station is unique, being the only other thing besides an APC that can fix units, but that might not justify the vulnerability of the tank itself to special weapons.

  • Equipment

Health Packs: Replenishes health of the squad. 3 uses.

Repair Station: Plants a stationary repair structure that heals all nearby units like an APC. Great if your APC was destroyed. 1 Use

Targeting System: Makes the squad’s shells deadly accurate. Moving targets can evade the precise rounds, but slow, stationary, or clumped targets are all good options. Good against heavy tanks, infantry, or as a last option against Rocket Launchers. Can be blocked by shields but not by AMS. 3 Uses.

  • Special Weapons

HE Round: Pretty to look at, but does about as much damage as a firecracker. Never pick this weapon. 3 Uses

Advanced HE Round: Always pick this weapon. Kills almost anything as long as you hit the target. Blocked by shields and AMS. 2 Uses.

  • Traits

+ Good all-around vehicle squad.

+ Great firepower and armor

– Vulnerable to special weapons with no AMS system

– Weak vs. drones and rockets

• Heavy Terradynes


  • Description: Heavily armored tank. This is the best choice for beginners because of its survivability. Its AMS blocks most special weapons, rockets, drones, and artillery. Can be used to clear mines. The Advanced HE Round gives it a good punch. Comes in groups of 2.

  • Equipment

Health Packs: Replenishes health of the squad. 3 uses.

AMS: Destroys all incoming missiles, rockets, artillery, and most special weapons. Highly concentrated attacks like Hellfire Rockets can overwhelm the system and get through. Very useful. 3 Uses.

  • Special Weapons

HE Round: Might dazzle the enemy into submission because it sure won’t kill them. 3 Uses

Advanced HE Round: Always pick this weapon. Kills almost anything as long as you hit the target. Blocked by shields and AMS. 2 Uses

  • Traits

+ Heaviest armor in the game

+ Strong defensive ability with AMS

– Slow

– Inaccurate main gun

– Weak vs. Beam Platforms

Support


• Rocket Launchers

  • Description: Powerful support unit that attacks with a barrage of rockets. Comes in groups of 3. It can hit targets over obstacles and outside its line of sight, but it needs a spotter to see them first. It has weak armor and cannot target infantry but is excellent against enemy tanks. If timed properly, its Hellfire weapon can punch through AMS.

  • Equipment

Health Packs: Replenishes health of the squad. 3 uses.

AMS: Destroys all incoming missiles, rockets, artillery, and most special weapons. Highly concentrated attacks like Hellfire Rockets can overwhelm the system and get through. Very useful. 3 Uses.

Image Intensifier: Increases the view range and perception of the squad. 4 Uses.

  • Special Weapons

Hammerhead Rounds: Don’t bother. First, air units are almost never taken and second, the main rockets can target air themselves.

Hellfire Rounds: Launches multiple warheads simultaneously to strike the target at the same time. Great against tanks and unshielded units.

  • Traits

+ Accurate, powerful primary weapon

+ Can shoot over obstacles

– Light armor

– Weak vs. Beam Platforms & Infantry

– Cannot target infantry

• Artillery

  • Description: Artillery unit that has a long attack range but small sight range. Needs radar or scouts to be effective. Although accurate against stationary targets, requires careful manual targeting against most enemies. Also good for terrain denial and mine clearing. Has 1 unit per squad.

  • Equipment

Health Packs: Replenishes health of the squad. 3 uses.

Image Intensifier: Increases the view range and perception of the squad. 4 Uses.

  • Special Weapons

Janice Round: A single, accurate, and lethal round that can take out medium tanks with one hit. As with all artillery, takes time to get to the target so best used when the enemy is distracted and cannot react in time. 3 Uses.

Tactical Nuke: Has a large blast radius and does significant damage, but is unlikely to destroy any but the lightest target with one shot. Good for taking out defender guns protecting radar emplacements when targeted manually out of the defender gun’s range. 1 Use.

  • Traits

+ Powerful with long range

+ Great vs. infantry and other slow targets

– Slow and light armor

– Shells take a long time to reach the target

//

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