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![]() General Information Your soldiers comprise the bulk of your army, and they are perhaps your most versatile units. Though they may not have the raw firepower of tanks or field guns, they can adapt to various combat roles by using special equipment. Soldiers cost 4 points in unit trading. Mobility Soldiers can traverse just about any kind of terrain and can move fairly quickly. They are considerably faster on open ground than field cannons, but slightly slower than tanks. Scaling steep terrain or moving through water will greatly slow down a soldier. Standard Armament
Soldiers can pick up and use one item of additional equipment found on the battlefield, with the exception of fragmentation grenades (limit of 10). To pick up an item, select your soldier and click on the item you wish him to pick up. Useful items include: additional hand grenades, medkits, flamethrowers, Claymore mines, land mines, RPGs, incendiary grenades, flak vests, TNT vests, and belts of machine-gun rounds. These items are covered in Section C of this manual. ![]() General Information Designed for anti-personnel roles, this cannon can make a very effective support weapon for defensive emplacements. The cannon is heavily armored and difficult to destroy, except with artillery fire and/or very nearby soldiers. The field cannon costs 16 points in unit trading. Mobility Due to its large bulk, the field cannon moves extremely slowly and has difficulty traversing steep terrain. Armament The field cannon comes complete with a 110mm mortar cannon and an AMP (Artillery Mine Placement) converter for deploying land mines over long distances. 110mm Mortar: The main gun of the cannon fires a very powerful high-explosive mortar round, which can cause devastating damage to enemy infantry formations on a direct hit. It fires slowly and is tricky to aim, but has extremely long range. To aim the cannon, you must attack ground (control click) approximately 60% of the distance between the cannon and where you want the shell to land. This takes a lot of practice to get right, so you may want to experiment with this before you attempt to use a cannon in battle. Since the cannon can fire well beyond its own sight radius, it is advisable to scout out enemy targets with infantry to best take advantage of the cannon's long range. The main gun has unlimited ammo, but can only fire when its blue power bar is full (all the way across the top of the yellow unit selection box). AMP System: The AMP is the secondary firing mode of the field cannon. The AMP system deploys 5 mines over a fairly large area (dependent on distance) by pressing the special ability key and clicking on the target location. The mines are in all senses identical to the anti-personnel land mines that can be deployed by infantry (described in Section C-6). The cannon only comes equipped with two AMP shells, so use them wisely. Weaknesses: Though the field cannon is outwardly a very powerful combat unit, it does have its fair share of weaknesses. First, the cannon has extremely poor mobility, which makes it ineffective for quick offensive maneuvers and unable to dodge incoming grenades or artillery fire. Second, the cannon's main gun cannot fire at close in targets, making it defenseless against nearby infantry. Its reasonably heavy armor does not offer much help when it cannot return fire. ![]() General Description This steel giant is what Titans is all about. It combines size, speed, armor, and heavy weapons to make it a very dangerous combat unit. The M-61 is based on the medium tanks employed by various sides during World War II. The M-61 MBT costs 40 points in unit trading. Movement Due to the large size of the M-61, it is not able to move in heavily wooded or otherwise cluttered areas. Although the M-61 can slightly outspeed a soldier, its turning speed is very slow, leaving it open to attacks when changing directions. ![]() Armaments The M-61 sports a fast-firing forward mounted .30 caliber machine-gun and a powerful 77mm cannon as its main gun. It can also use its crushing weight as a close range weapon. Machinegun: Nicknamed "The Scythe" for its ability to mow down enemies like a scythe to wheat, the M-61's machine-gun is its primary attack (click on an enemy to attack it) at close to medium range. It is less accurate than a soldier's rifle, but makes up for innacuracy with its much faster rate of fire. Designed for anti-infantry, the machine-gun is almost completely ineffective against enemy tanks. The tank carries an effectively inexhaustible supply of .30 caliber ammunition. 77mm cannon: This is where the true power of the M-61 lies. The main cannon is able to deliver a high-explosive shell over long distances, with rather impressive accuracy. A single well placed shell can devastate a large infantry formation, killing many and wounding many more. The main cannon can be fired by using either the primary attack at long (greater than rifle fire) range, or the special ability key at medium to long range. The main cannon will not lead moving targets, so you may want to aim at the ground ahead of them.M-61s only carry 16 shells for the 77mm cannon. The cannon can only fire when the blue power bar is full (all of the way across the top of the yellow unit selection box). Overrun: When enemy infantry are too close for comfort, you can use your tank's treads as a weapon. Using the special ability key and clicking on a target at very close range will make the tank attempt to run over the target. This can also be used to knock down trees in the tank's path, although it is ineffective against large groups of infantry or trees. Design Flaws The M-61's size can be considered one of its drawbacks, as it makes an easier target and has difficulty traversing heavily wooded areas. The M-61 may have impressive armor, making it almost completely immune to small-arms fire, but weak armor on the underside makes it vulnerable to well-placed hand grenades. Section B written by Cunbelin and EyeSore. |
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