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 Mechabellum Cheats

 
   
 
 
Mechabellum

Cheat Codes:
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Submitted by: David K.

Guide to Unit and Mechanism Details:
------------------------------------
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:
------------------------------
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:
---------------------------
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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