Right now, these are the infantry I already have, besides workers.
Commando = Standard "do anything" infantry. They have a laser rifle which hits both ground and air.
Hell Hound = Flamer infantry, which is good at killing other infantry, but can't attack air.
Rocket Infantry = Weak vs other infantry, but good at killing Tanks and Mechs.
Mortar Team = Range 3 infantry with a 2 minimum range. Good at killing enemy structures and fortified positions.
Mage = Expensive support caster which can unlock up to 3 spells to control the battlefield.
Here are the vehicles I have so far:
Turbo Quad = An ATV which is good for killing infantry and workers
Tank = Good against all infantry except Rocket Infantry. Excellent for killing Static Defenses.
Mech = Best at cornering and killing air units.
Here are the Air Units so far
Jet Fighter = Good against Tanks and other ground-only specialists
Transport = Heals or repairs units inside
Destroyer = Heavy assault flier with regenerating Shields.
What do you think of these units and what other niches might I employ in the game?
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Opinion
1Opinion
Missing Niches You Could Add
Here are some roles that might naturally fit your ecosystem.
1. Recon / Detection Unit
Purpose:
reveals stealth
extends vision
spots artillery
This creates:
information warfare
ambush mechanics
scouting depth
Could be:
Drone
Scout Bike
Recon Commando
2. Dedicated Anti-Air Infantry
Right now:
Commando can hit the air
Mech counters air
But a fragile infantry AA unit creates:
cheap deterrence
area denial
escort gameplay
Could use:
missiles
lasers
portable railguns
3. Shield / Barrier Unit
Not healer.
Not tank.
Instead:
projects temporary cover
blocks attacks
protects advances
This creates:
breach warfare
formation tactics
escort strategies
4. Stealth Unit
Very dangerous design space.
Must be limited carefully.
Best use:
scouting
sabotage
ambush
NOT direct combat superiority.
5. Mobile Artillery Vehicle
You already have mortars.
But later-game:
long-range siege vehicle
fragile
devastating
This naturally escalates warfare scale.
6. Engineer / Field Builder
Could:
repair
deploy barriers
lay mines
build temporary defenses
This creates battlefield shaping.
7. Electronic Warfare Unit
Near-future setting makes this perfect.
Examples:
disables shields
jams aircraft
reduces enemy range
blocks intercepts
Very thematic.
8. Biological / Chemical Area Denial
ONLY if you want darker battlefield themes.
Could create:
hazard zones
movement denial
attrition corridors
9. Heavy Walker / Siege Mech
Distinct from Tank.
Slow.
Huge.
Terrifying.
Could:
ignore minimum range
crush defenses
absorb punishment
But vulnerable to:
Rocket Infantry
artillery
air strikes
Most Important Observation
Your current roster already supports:
screening
combined arms
flanking
counterplay
siege warfare
air denial
harassment
positional play
That means the core system is probably healthy.
That’s much more important than having 100 units.
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