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Mechabellum
Cheat Codes:
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Submitted by: David K.
Guide to Unit and Mechanism Details:
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Written by vast starry sky
An advanced tutorial for beginners.
-=Gold mechanics=-
Gold per turn = number of turns *200. The upper limit is very high.
Any money left over from the last round can be saved for the next round.
-=Health mechanism=-
The amount of health deducted after defeat is equal to the value of
all enemy units on the field, and the value of each unit is equal to
the amount of gold spent to purchase a level 1 unit of the same type.
For example, if a Vulcan is left in the field, he can only deduct 400
health, regardless of his level. However, it should be noted that the
value of this unit refers to the value of a single module in a pawn
card. For example, if there is only one crawler left in a team of
crawlers, the blood is calculated to calculate the value of this single
crawler, not a team.
-=Hate mechanics=-
Units have two attack weights, one is distance, one is turn time. The
unit will calculate which unit he can hit first based on distance and
turn time, and this is his target.
-=Reinforcement mechanism=-
From the second turn, at the beginning of each turn, there will be
four reinforcements to choose from and only one to choose from. Remember,
the reinforcements are the same on both sides. And already selected
reinforcements will not appear on the field again.
Only one of the different types of reinforcements can be selected for
each unit. The other types of reinforcements no longer appear after the
selection. If Longbow Expert 1 is selected, longbow Expert 2 and 3 will
no longer appear.
-=Initial expert=-
At the start of the first leg, each team has four initial openings to
choose from, but this initial opening is different for both sides. The
initial opening consists of one expert, two teams of T2s, three teams
of T1s, and unlocking the corresponding units. (t2 refers to units
purchased with 200 yuan unlocked with 50 yuan, t1 refers to units
purchased with 100 yuan unlocked with 0 yuan unlocked, and t3 refers
to giant units)
-=Unit deployment and unlocking=-
Only two units can be deployed per turn, the deployment specialist can
add an additional deployment cap, and the power tower on the left can
temporarily add a deployment cap.
Only one unit can be unlocked per turn.
-=Energy tower=-
When the tower is knocked down by the enemy, it gives all of us a negative
effect that reduces attack power, reduces movement speed, and increases
damage. The power towers on the left and right have different functions
you can choose from.
Intermediate Guide to Winning:
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Written by happyscrub
This is a guide for people who’ve already played around to the point that
they know how to play, know how the units and abilities work, but just
can’t seem to win games. This is a game of counters.
-=Winners Tips=-
Your goal is to come up with a comp to counter the other player’s team, or
create an army fast enough to where the enemy doesn’t have time to counter.
The way you do this is to not over commit to something. Then, when you see
a chance to go for the win, you go all out on an idea. The reason that you
don’t want to over commit early is that you can get countered. If you get
countered when you are overcommitting, it’s going to be hard to come back
into the game because your opponent will probably be trying to counter your
counters. Here are some tips that can help you with this tactic.
Don’t spend too much money on creating one unit type until you are ready to
commit. Do not spend more than 500 to 800 credits (depending on the situation).
If you build too many of one unit type early, the enemy will know how to
counter those units well ahead of time. You will not be surprising them. But
if you have a few different unit types on the field already, you have different
options to commit to and they will have a harder time guessing.
Don’t buy upgrades unless they are essential to the board. Good example of
this is armor and shield upgrades. Just 2 units with armor counters a ton of
low attack units. It’s a small investment that doesn’t make you over commit to
a strategy. Shields are another example for dealing with a lot of single target,
high damage attacks. But even with those upgrades, do not use them unless the
enemy is pressuring you to use them. Usually the threat of the upgrade is enough
to make a good opponent rethink. If they rethink before you upgrade, then you
just saved money on an upgrade. An example would be fangs vs marksmen. If you
got fangs in front tanking marksmen shots of a few marksmen, you do not need to
buy the shields. But if they still go even more marksmen with other units and
you find your fangs are barely working or not working… by all means shield. But
you’ve at least waited until you had a while making them feel comfortable to
build more marksmen into your counter.
Upgrades are better with the more units you have. You want to have multiple
options to have a unit type you want to start upgrading when you want to commit
so that your enemy has to guess which unit you are going to commit to.
Don’t level early unless it’s an essential level up. Good example is armor. Armor
gets better with level. Sometimes you need to level up a unit that is doing a
lot of tanking. If you level up too early, that’s putting more money into a unit
type that you might not want to stick with or that will get hard countered.
Use your health as a delay. There is no advantage of losing fights besides
giving your enemy XP to level up. But as I said earlier, that can hurt them.
Just take your time to figure out what you are going to do. If you lose the
first few fights and the enemy thinks he’s winning and then levels up those
units and upgrade them, you can spend less credits summoning counter units.
Be careful about advancing units to the absolute front in the early game. It
commits that unit to the front. Example would be if you start the game with 5
crawlers at the front. Once you do that, there will always be 5 crawlers in
the front for the rest of the game. The enemy can put a counter unit to kill
them. But let’s say you put your crawlers slightly back and let them die a
few rounds as your enemy builds mustangs to counter the crawlers. Now you can
put a unit like steel balls with armor in front of the crawlers. The steel
balls will soak all the damage and make your enemy have to come up with
something new.
This is just a quick and dirty guide. I just started playing in the last 48
hours. My combat power is only 1000+ but climbing before writing this.
Mustangs Explanatory Guide:
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Their power is from several factors:
* Their damage is fast
They shoot every 0.4s so that means they don’t overkill their targets and
they dont waste time switching targets… One of the weaknesses of many carry
units if the overkill whereas mustangs can very quickly chew through a bunch
of small bodies with no wasted time or damage and then can focus all the
needed damage on the targets that need it.
* Their range and speed is good
Which lets them capitalize on tower debuffs very well, and they are always
shooting rather than wasting time moving from target to target.
* They have 12 bodies
So other anti-carry units like snipers take 12 shots to kill them (mustangs
hard counter marks and birds for this reason more than any other reason.)
Also 12 bodies means that they have a very resilient damage, if they take 6
deaths, then only half the units dps is gone.
* They will almost always want a giant companion
And mustangs will be both chaff and chaff clear for their giant partners,
whether the giant is a melter, fort, or wf the mustangs answers swarms and
can do very good damage on their own
* The fact that they have 12 units means they can target multiple directions
simultaneously
This is very important when getting attacks from multiple directions on defense.
* They scale very well with items
A 6k dmg sniper will waste a ton of damage from a +100% atk item on many
targets, but the mustangs can do +100% dmg per shot and simply switch targets
2x as a fast bc there is no wasted damage.
There are weaknesses to mustangs as well but this is why the unit can become
so deadly.
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