Infantry

Units:
Apparition | Banshee | Daeva | Ghast | Imp | Liche | Medic | Mephit | Phantom | Revenant | Sapper | Shade | Spectre | Spirit | Virus | Wight | Wraith

Units tips/tactics:

Apparition

Apparitions are one of the most hated end game units by both sides. They do massive damage but have very high CD's. They are best used by tact/edu players.

Since the cloak patch, apps are more useful since they can fire cloaked.

Tip: stagger your app fire. One of the biggest drawbacks is overkill. All of your apps will fire and kill 1 unit with 10 hitpoints left on it. You can stagger app fire by "setting" 1/2 of them to fire, and setting the other half after the first set fires. This means you fire in 2 volleys and reduces overkill.

The primary reason that apps are not considered end game units is their fragility. High end Moths can dish out punishment that is equivalent to Apparitions. However it takes a lot more to kill a set of high end moths than it takes to kill off a set of apps. The only thing the apps can do that the moths cannot is camo and Aboms/Quorgs/Revs do that a lot better than apps. 1 set of low end oizy's and the apps are dead it takes a lot more than that to take out the equivalent in moths or revs.

23 August 2004

Banshee

DPS for TL 120 shee with super loader - 397.77 .. thats 50 DPS higher than TL 120 ghasts :).. actual damage is 358 x 0.9sec

14 December 2004

One of the cutest units in SG. :)

More seriously, they are a fairly good infantry unit. They are a close range fast attack unit.

TIP: Cloak your shees. Best targets for shees are alien units, or any low or no armor units. Banshees have very low cd average damage weapons. They do not do good against high armored units. Best used early to mid game. End game as arb hunters or GA vs vults.

24 August 2004

Daeva

Daevas do not get high hitpoints and are easier to target cloaked than spirits. Their ballistic weapons are silent, making them almost like phantoms. If your daevas are cloaked it can take someone who is not paying attention to his units a while to figure out that he is being shot at and a bit longer to figure out where from. Average damage weapons with average cd.

Daevas can equip grenades, it makes them highly fragile. Also the grenades are not very effective. Best used early to mid game as hunters.

24 August 2004

Ghast

Try the alt+w formation for ghasts. It makes sure they don't pile on each other as well as allows you to easily surround imps without having to intensely micro to prevent splash fire.

08 November 2004
Trisn

Basic ghast stat example

This is non reinc player with some points left over.

In perfect conditions you can fight cloaked 137 seconds, assuming your not killed the figures below are poc times minus 1 you will see what they can do you should also see you will need to block the poc to stop a poc attempt.

Enemy Unit - 7
Enemy Armour - 108
Unit HP - 18000

TimeDamageNo Units killed
13727683115.3795
0290585993.2555
0440889094.939388889
0591192196.623277778
09920004611.11366667
06 October 2004

Attacking imps with ghasts: If you need to attack lets say imp with ghasts use a ctrl-q formation. Surround the imps and click on 1 imp. You want to kill that 1 imp. What you need to do is kill as many as fast as you can while taking as little damage to all your ghasts. ALT-W formation attack 1 imp means you spread out around the imps, click on 1 imp. After a while click where there are no imps, your ghasts will run away from where you clicked. Click back on the imp again. Repeat until it is dead. Click on empty space in center of imps, then target and click on another imp. Your ghasts will move in and out of the attack in a open/close flower like motion. It makes it harder for the imps to target them and spreads out the damage to your ghasts. That said, find a easier target if it is available. Infiltrator imps are easy for ghasts to take. Cloaks are a lot harder.

04 September 2004

Ghasts and Manticores are 2 base units whose Unit quality is 1 more than other normal base. For those keeping clout at 26, 42 etc, this is the reason why you have the extra points there. It is for you to keep maxed sets of ghasts.

Avoid units that can do splash damage, imps banshees. It is tough trying to target these little invisble buggers, but the splash damage coupled with little armour hurts ghasts badly. Do not stand toe to toe with flamers if you can help it. Run away if you see mantas and gryps near you. Find easier pickings.

16 December 2003
lrtklbuckeye

Ghasts are one of the most powerful SG units. This unit is fast, small and does high damage. It has three faults - it only hits ground, it has short-range and it has no base armor.

This unit is nice at all player's stats. Cloaked ghasts can quickly clear almost all ground defence. Ghasts are excellent arbs/balls/trebs/radar hunters.

Ghasts can stop even tough pocers and mantlets. Maxed ghasts are very good POC stopers (recommend for eduers as keeped maxed set). They do very well standing on a POC cloaked at end game.

Dangerous ghasts's enemies are units with cloak detector: gryphons, mantas and so on. Try to avoid them.

Tips:

  1. Always use cloaking device
  2. Use attack on area, not on unit
  3. Nice trick is use ghasts + manta set. You will kill enemy cloaked or camo units very fast without losses
26 November 2003

Imp

Since infiltrator Imps cannot be arbbed or auto-targeted by enemy units, a good way to sucessfully capture the poc is to get infil, along with 1 or 2 groups of Aviation units to follow you. The bigger, the better. While the Aviation units are covering you, you walk with them while disguise is turned on. This prevents any nearby hostile units from attacking you. When the pack has all reached the poc, you will most likely start to hear sounds of Arbalests deploying. But they can't attack you so you are safe...for now.

The only ways to attack an infiltrator unit is to use an Albatross/Manta with the Infil Detector or by manually clicking on the unit. With the Mech special organic, Miasam, which is extremely big, Imps can take refuge under the Miasam when poccing. A standard poccing package is cloaked healing medics and the infil transported by the Miasam. The Miasam high HP together with healing medics allows it to cover the infiltrator for a certain period of time.

When going up against other imps surround the other imps. Try to keep them on the inside sweep of your flamers.

Good unit to use end game for poccing or poc defense. Vulnerable to Air to Ground units as they cannot move fast. If you have high level imps do not reinforce them too early near end game. Early to mid game flamers will get destroyed by gryphons and AG.

Needless to says, V imps = not recommended.

08 November 2003

Liche

A single liche is one of the most valuable support units you can have with any sitter. Their IRBM shield prevents the enemy phasing within a certain radius and thus allows you to quickly kill off their phaser without having to worry about anyone being phased in.

Equip you Liche with a cloak and IRBM shield (No weapon or it will be spotted to easy) and sit it nearby the poc. Put the IRBM shield on when neccessary (not all the time or it's likely to run out of energy) and hold tight for the enemy phasers to come. Watch how frustrated they get!

09 December 2008

It's probably the best GA unit. All enemy air units will die very fast if you reinforce your liches.

They have insane range (more than 30) with great damage (200+ even at the lowest tech levels). They also have IRBM Shield and can block nukes and phasing. Usually they can be equipped with Cloaking devices (Mutated Biodrives) and carry heavy armor.

Main liche disadvantage is very low speed. However you don't need to walk across the whole map: the large range allows you to shoot very far.

Of cause, you must have high EDU to equip your liches high level weapon.

18 February 2004

Medic

Sappers are best as a clouter unit (EG poccer).

118 Clout medics are the best with at least 28 MA (33 if you want heal and an extra 300 HP) and can be run with as little as 5 education.

Don't forget to make sure you put the warp on them!

---------------------------------------------------- Don't use the medic as a "support" unit to run around and heal your other units. The only exception to this is if you're an infil and miasam user (even then they'll be poccing anyway).

And NEVER use Education based medics. They're beyond disasterous.

09 December 2008

The medic unit heals/repair other units.

The medic are good with heavy ranged units (mephits, behemoth) because enemy can't kill your unit with one or two shoots and medic have time to go and heal/repair unit.

Another good thing: using cloaked medic for repair mobile units are better than heal infantry/organic because repair ability invisible for enemy.

Warp medics can be used to poc when warped in one at a time. If they are also healing capable they can heal each other on a poc while poccing. Cloaked medics in combination with a Infiltrator imp and Miasam are an awsome poccing combination.

Use end game as poccing warp medics or singly as a healer for a group of imps/moths etc..

06 July 2004

Mephit

Big and slow. The Infantry version of the moth is the Mephit. It has good range and high survivability making it a good poccer or poc blocker. As a phasic unit it can be used by clouters as a poccer end game.

24 August 2004

Phantom

Phantoms are good midgame Armor Piercing versatile cloaked units. Using AP weapon they can hit even heavy armored units like Mantlets, Behemoths, Mephits, Revenants, Albatros, Pigs and so on. But they are not head-on units as their HP and armor rating aren't good. Phantoms are very good in groups with your allies or as hunters in rear of the enemy.

However, the Phantom's damage isn't very good. Thus, you will need alot of Phantoms to be able to hit the enemy hard enough (Tac/Edu stats recommended, i use 9 units with TL 83 weapon). And even don't try stop high HP units such as Mlorthas - you don't have a chance.

Some tips: 1. always use cloaking devices, anti-grav also recommended. 2. always use sensors to increase view/weapon range 3. fight in groups with allies. press 'S' to stop. when detected - run away. 4. never use phantoms as End Game units. 5. Stealth is the phantoms primary strength.

06 July 2004

Revenant

The revenant is a pefect sitter and can be used as a clearer too, to a certian extent. Education based Revenants are far more effective that clouter based revevants.

Best equiped with a cloak (if you manage it use a cloaking biodrive). Earthquake and Camofluage should be the last things on your mind.

A liche (IRBM shield to prevent phasing) or Mw spirit (to stop enemy jorias phasing) are great support units to accompany your revs and prevent pahsing while you sit the poc.

If you have 120 tactics, phasic revenants are becoming more popular by the day for there ability to be quickly phased from one poc to another and prevent the enemy from stealing it from you.

09 December 2008

If you do not have Aboms or Quorgs, the Revanent is the next best thing. You will see it used with EQ all the time. Great at saving a poc end game or as a camo unit covering a poc.

24 August 2004

Sapper

Sappers have very little acknowledgement by most users as they do not see the kills immediately.

This unit sometimes plays a vital role in battles offensive and defensive. They are great support unit against ghasts or fast units travelling to harass our portals as bascially they get blown up along the way unless equip with anti-grav (most players tend to ignore anti-grav).

I will like to highlight some of the ways to play Sapper and I will appreciate if a more experience user can add to my tactics of using them or correct any mistakes I make.

Firstly, I will start off with equiping the Sapper. Equipment of Sapper:

H-mines, cloak, use cells (color in green at 17,000 energy or in purple at 18,000+ energy) if possible DO equip with goggles.

H-mines: High damage to bring down enemy unit.

Cloak: You do not want to die fast without mining up the place. Always press STOP or "S" if you see enemy approaching or passing your way.

Cells: H-mines require a lot of energy since you will like to mine up the place, you need a lot of energy for mining.

Goggles: This is an even less known item to be equip for Sappers BUT they are very important. Goggles enable you to see where the enemy is heading so that you can choose to stop and prevent enemy from knowing you are there and kill you before you mine up the place.

Tactics of Using Sapper: Sapper is the first unit out as it takes sometime before the enemy reaches your portal and start mobbing you. Please remember, if you are reinforcing a battle after sometime has past or attacking a map that has enemy set up, DO NOT rein sapper. They will just die at portal, giving enemy xp and not much for you.

Walk a distance from your portal and start mining. Best to choose a path that is not so commonly used by our ALLY reins. This is becoz any enemy coming to our portal directly will also blow up our own ally units and worse if they are newly reinforced for the battle. (They will be cursing at the bugger using the sapper)

After 1/4 or one quarter of your energy is used, walk along a path that is very seldom used by the enemy and head towards the nearest enemy portal. Place a few mines along the way so that enemy has to waste time slowing down to sacrifice units along the way to clear them or better still, got all of them killed by clicking at our portal and not looking at the path travelled by their own unit to see whether they meet up with anyone along the way.

Once you reach the path that you know nme ground units will take start mining towards the poc. LOOK before you mine. Always mine towards the nearest poc that nme will defend, starting from the point as near as you dare to walk towards the nme portal. This is becos our poor nme will ram all the mines to get to the nearest poc.

For Sappers to mine up or be effective, it takes around 4 mins to mine wifout the use of a volte. I recommendonly 4 mins as you have to rein other units to kill them off as well. You can either choose after 4 min to purposely expose yourself so that their ground can kill you off n hopefully taking the path to their own destruction travelling to you or walk as fast as you can towards the nearest allied portal of your choosing.

Best way to die is to pretend to poc at the poc that you have mined when attacking. You can have the satisfaction of watching them ram through all the mines to get to you :D

16 November 2003
hotbot

Shade

Shades are awsome starting units. Best used as start of battle units when you have no clear idea what the enemy is using in the battle. It excels as a fast Verastile ground unit. One of the better units to start with right after reincarnation. If you try to use them end game expect a lot of complaints from your own team. They are best used hunting down arbalests, ballistas, vultures, weak slow moving units. They are not effective against high armored pigs, pelicans or eagles.

24 August 2004

Spectre

Nuking EG: It's all about timing and precision.

I'll recommend that you nuke EG only if you have at least 7 H-Talons. Nuke in a way such that the enemy will reset poc, but cannot complete poc even if he steps onto poc immediately after nuke. Take in mind that IRBMs take 10s to launch.

For example, for a 5-Poc Defense map, the enemy will typically step onto poc at 2:29. Hold your nukes, keeping in mind that you cannot nuke too early. If you nuke too early, at maybe 2:00, the enemy can just step off poc, then step back on after the nuke, in time to complete the poc. If the enemy pocs at 2:29, nuke at about 1:26-1:28. Remember that nukes take 10s to be launched. If you nuke at 1:26, then the nuke should come down at 1:16, killing all enemy poccers. Done so, the enemy will have only 2s to get back onto poc if he wishes to complete the poc by end of battle, which is technically impossible. If possible, nuke at 1:25, leaving enemy with only 1s to get back onto poc ^^. However, we usually give about 1 to 2 seconds leeway in case of lag.

07 September 2004
SilverStar

Nukers, good end game defense unit, only good for clearing pocs end game on attacks.

TIP: Measure out your nukes, arbs have only a few thousand hit points. Be mindful of overkill. Split up your nukers into small clusters when you are ready to fire. Set them on quick keys before hand to make things easier. Fire your nuke sets then move to a new location or exit the map.

TIP: When nuking a poc on defense, look for liches before hand. Check with clouters in the battle a few minutes before the poc time to see if any liches are in the battle. If liches are present nuke off to the side of the poc.

24 August 2004

Spirit

If you choose to use mw or sc spirits AS A SUPPORT UNIT, do not equip a weapon, but rather, cloak, sensor, and the mw/sc. This means you can simply click the enemy to mw/sc it instead of using the hotkeys or the clicking the button on the screen then clicking the enemy.

The 100-200 damage is not too helpful, is a waste of ma, and makes your presense known.

01 March 2008

Note: Gold spirit weapons are visible lasers. So you might as well swtich to sensor evasion if you use them. I just go for high armor/hp. If you use ballistic weapons get cloak over sensor evasion.

Note #2: If you equip both cloak and sensor evasion, your spirits are visible to other players. Their auto-targeting however will not work.

24 August 2004

Spirits are long range support units. Their high weapon range and sight gives them the edge in the hit-and-run tactic. Though fast and agile, they are prone to faster units like the Pegasus or the Gryphon as their HP and Armor are quite low in low stages.

Their ability to cloak and use Sensor Evasion is excellent against artillery units and for stalling. They can also cause havoc amongst close range units as their range and cloak makes them hard to detect. Cloaked spirits are hard to target if you keep moving them around. Like ghasts they have a very small image on the screen which makes it harder to click on with a mouse.

Sensor evasion will also cut enemy range in half. So a moth which can target other units at 18 will only target an evading spirit at 9. If you have both sensor evasion and cloak on your spirits your units can be seen but not auto targeted.

GA Spirits have high damage (more than GA Pegs) and can quickly eliminate enemy air units (but not MK8 pigs of cause).

I like to equip Spirits with cloak (mutated biodrive) + H-ballistic wearpon. Its hard for the enemy to detect where I shooting from.

Equiping one or two of your spirits with mind-warp(bio) or short-circuit(mech) is also a good idea. If you have GA spirits I recommend short-circuit. It keeps the fast air units from flying away from you and is really great against pigs.

11 February 2004

Virus

If you use viruses with mellee weapon, avoid overkill by using altq or alt w to surround enemies and pressing "s" instead of selecting an enemy unit. The fact that virii can do so much damage means that they will often times do more damage than the enemy can afford in hp therefore causing overkill.

If you choose to d kill, look for leviathans and pigs. They usually have the most energy. Jorias, roc, and orbus are also good because they usually have plenty of energy to phase units and this also gets rid of one more phaser.

01 March 2008

another thing u can do if using dkill is have a red eye in the set that detects units stats. it will display fuel,hlth,armor and range.

28 June 2005

Clouters, if you want a fast leveling unit that can take a beating, get the virus. Capable of 7khp 24arm cloak 4200 dmg with 40/108/42/46 these things are amazing. Bring them early game and sit enemy portals. Try to be one of the first people in the battle so everytime somebody reins, your weapon resets and you can attack again ^^.

02 March 2005
HellsRise

One of the most dangerous units as a low level units, the virus is capable of killing the highest armoured units in 1 strike. It is a melee unit with extremly high cd and massive damage.

TIP: Cloak your virus, use hit and run tactics. It is better that you spread out your virii before you strike. Overkill means you only kill 1 unit instead of 3 or 4.

Note: Dkill is awsome if the enemy is using cells. The larger his energy reserves the more damage he does when he goes up. It is fairly weak when used on gamma or solar powered units. Watch the map look at the methane gas spouts, any enemy unit that shows that is recharging when it walks over or flys over a methane spout is a good dkill target. Dkill enemy at when they enter battle. That is when they have full charges in their power packs and will do the most damage when they blow.

24 August 2004

Wight

Other than a volte, a great support unit for the wight is a shield orbus. A shield orbus and non-v wights make great poc sitters (assuming that there are no enemy air units pecking at you). The disadvantage to wights is their short range so when you meet long range enemies, just pop open the shield and either walk close until they are in range or just simply wait for them to come into the shield where you can pulverise them. The shield would also be good in conjunction with the volte because then you could in theory shield as long as you wish.

01 March 2008

Simply put, the best non splash dmg poc defender.

Clearing pocs is a bit more difficult due to energy issues or simply, the slow pace of wights and a general short range in weoponary. Ofcourse if you do have the ma for it, the V weopons over a great range with damage unequaled by others V units.

There are a few builds to Wights I will explain an Maxed poc defender wight set ( non V).

Stats: Clout: 6(mk3) or 62 ( mk5 with enough space for a better armour) Edu :100 ( tech 109 weopon, with tech 110 overloader) or 102 to be more squads friendly, and ofcourse 120. Mechanical Appt: Anywhere above 60. I reccomend 70 as that allows: tech 109 weopon, 110 overloader, good biocase, best bonus cell, daniel cell and an armour piece. To have great V wights more MA is needed or you can sacrifice armour and biocase.

An extremely important back up to your Wights, a volte, tech 110 overloader drains at 800 ngy a second ( seems more) and without standing on a deployed volte your overloaded wights will last a short 40 seconds of streaming fire.

Command tip, hot key the volte separately and make it booster infront of your wight group, upon nearing the enemy predict and deploy the volte thus allowing the wights to be in range just as they step on the volte.

Lastly switch targets when you can. Your wights are firing faster than the game can register as such if you do not switch targets your wights would be shooting an already 0 hp units 3 or 4 more times than necessary which would endanger the wight's ever scarce energy reserves. As such try to keep track at how long your wight squads need to shoot to take down the enemy hp bar and switch over as soon as the bar reaches 0.

14 February 2005
Trisn

Wraith

The clouters dream poccer. High armored slow moving knights that when made phasic and used in combination with a ROC is the standard clouters package of heavy poccer.

TIP: Phase units onto the pocs 1 at a time if the poc is arbed.

EMP: Wraiths have a very effective EMP weapon. Cloaked EMP wraiths can EMP a unit before the enemy is even aware of them because draining power does not flash unit icons.

24 August 2004


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