GUIDES / COMBAT

Combat

The armor triangle decides who wins a fight; stances and positioning decide whether the fight ever happens on your terms.

Reading the armor math

Every weapon deals its base damage times a multiplier against the target's armor class — Infantry, Light, Heavy, or Structure. The units table prints the multipliers; the short version is the classic triangle: Marines shred infantry, Rocket Troopers crack armor, Tanks trample both infantry and light vehicles. A mixed force with the right counters beats a bigger pure one.

Stances

Two rules apply in every stance: units prefer enemy units over buildings — a building fight yields the moment a real threat walks in — and everything returns fire when a defense shoots it, including at the turret that fired. Plain-move orders stay deaf; attack-move is how you advance ready to fight — and it fans the group onto a formation grid at the destination, so your army arrives as a line instead of a pile.

Defenses

The air war

Vision wins fights

Scouts exist to die informed — and blindness is never permanent: the Barracks trains a replacement Scout for 150 credits. Radar widens your eyes and warns you of attacks on other worlds; the recon satellite removes fog over a whole world permanently. Fights you can see coming are fights you chose.

Late game: superweapons

Once Long Nines and Blackouts enter play, spread your base, keep an Aegis Umbrella funded over what matters, and read the superweapons reference — every program there has a counter printed next to it.

ALL GUIDES GETTING STARTED ECONOMY GOING OFF-WORLD COMBAT MAP EDITOR

REFERENCE GENERATED FROM LIVE GAME DATA — BALANCE v102 · 2026-08-27 · NUMBERS UPDATE WITH EVERY RELEASE