Marines > Rocket Infantry
Jump Jet Infantry > Marines usually
Rocket Infantry > Light Tanks
Turbo-Quad smokes Marines and Jump Jet Infantry, but gets beat by Rocket Infantry and Light Tanks.
Light Tank > Heavy Tanks
Heavy Tanks > all infantry
Stealth Fighter > Bomber
Stealth Bomber > All ground except Patriot Missiles.
Water Elementalist (spellcaster) does AOE damage to a single space, or uses Defensive abilities, or summons an elemental to fight for you, etc.
There are other units and structures and abilities to consider too.
Marines move 2 spaces.
Jump Jets move 3 spaces and ignore terrain, but must land once per round regardless.
Rocket Infantry moves 2 spaces.
Turbo-Quad moves 4 spaces
Light Tank moves 4 spaces
Heavy Tank moves 3 spaces
Stealth Fighter moves 6 spaces
stealth Bomber moves 5 spaces
Water Elementalist moves 3 spaces
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Opinion
1Opinion
The first few make sense but not the very first one about marine, should be weaker than rockets
One marine does not kill rockets, it takes 2 or 3 to cost effectively kill them, but you are right and wrong at the same time. Everything needs at least 2 counters to make sense.
i still have a few tweaks to make, but I've actually theory tested the sequel just as much, if not more, than the original.
The sequel is a two-resource game. It uses both Gold and Oil, and Oil is about 4 times more rare than Gold, so units that cost Oil have a trade-off of being more expensive to counter what they counter.
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