Total Annihilation Game Guide
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Units of the two factions, Arm and Core, in Total Annihilation.

Relative Nanolathe speeds edit

Commander > FARK > Tier 2 Construction Vehicle > Tier 2 Construction Kbot > Tier 2 Construction Plane > Tier 1 Construction Vehicle > Tier 1 Construction Kbot > Construction Hovercraft > Tier 1 Construction Plane > Construction Seaplane

Commander edit

The Commander is a very powerful unit. It is the only unit which wields the D-Gun, which is able to destroy anything it hits. It has more armor than most units in the game and is also equipped with an arm mounted red laser and nanolathe on its right arm. It is able to build basic structures, cloakable, amphibious, and is the only unit which heals itself over time. It also has the unique ability to capture other units. The commander supplies the starting resource storage in its back mounted pack. If the commander is destroyed, this storage and the resources stored are lost. In addition, when destroyed, the commander will detonate with the yield of a nuke. While very strong, the commander is not invincible and can be destroyed quite easily by groups of advanced units and structures. Later in the game, it is best to cloak your commander to keep him hidden, if you can spare the energy. Another way to hide the commander effectively without using energy is to submerge him underwater. This will hide him from radar but not sonar. The nanolathe will function underwater but neither of the commander's weapons do. Submerged, he is vulnerable to torpedos, such as those from subs, cruisers, and torpedo planes.

ARM edit

Kbots edit

Tier 1 edit

Level 1 Construction Kbot edit

Class: Construction Kbot Builds: Solar Collector, Metal Extractor, Wind Generator, Energy Storage, Metal Storage, Metal Maker, Kbot Lab, Vehicle Plant, Aircraft Plant, Shipyard, L.L.T, Radar Tower, Adv. Kbot Lab, Punisher, Defender, Sentinel, Dragon's Teeth, Geothermal Powerplant.

Peewee edit

Class: Fast attack Kbot

Weapon: EMG (Energy Machine Gun)

Comments- The Peewee is a fast, light, and cheap trooper that is useful for scouting and early game battles. However, due to the Kbot's weak attack and defense, it is not the best unit for rough battles, especially against level 2 units. Due to its fast firing rate, it eats up buildings. It's good to deploy against the enemy base early in the game, before strong defenses are in place.

Rocko edit

Class: Rocket Kbot

Weapon- Rocket Launcher

Comments- A durable Kbot with a powerful rocket, useful for a regular trooper as level 1's go. Its weapon packs a punch, but it is hindered by its slow fire rate, and the low speed of the rocket. However, the Rocko is an all- around good soldier for any early army to have, and the rocket's long range makes for easier early Commander kills!

Hammer edit

Class: Artillery Kbot

Weapon: Light Plasma Cannons

Comments- The Hammer is a good and strong, albeit slow trooper. It is your first "artillery" of sorts, and its shells travel a good range, and pack a good punch. However, it suffers like the Rocko, in which it is slow, and has a slow fire rate.

Jethro edit

Class- Anti- Air Kbot

Weapon- Missile Launchers

Comments- Jethro's are really a nice, and vital, addition to any early army. It has good speed, a relatively fast fire rate, and the ability to hit pesky enemy air units which are plaguing your march to the enemy base. However, this comes with the price of weaker armor and weapons than its other launcher counterpart, the Rocko.

Warrior edit

Class: Assault Kbot

Weapon- Light Plasma Cannon/ EMG (Energy Machine Gun)

Comments- The Warrior is your standard trooper. Pretty much everything about them is just average, which is not a bad thing: it means they don't have any real weaknesses. Plus, the have the nifty feature of having the Peewee class machine gun in one hand, and the Stumpy class cannon in the other. (Well, maybe not as powerful as the Stumpy's) It uses both these weapons in battle, which is pretty cool.

Flea edit

Class: Fast Light Scout Kbot

Weapon: Extra- Light Laser

Comments: This thing is very fast. Yep, that's pretty much what it has going for it. It makes for an excellent scout, providing there's not some turret it runs into, because if it does, it's toast. Flea's have barely any defense. Less than the Weasel, if you can believe that. Plus, its laser exceedingly weak, so don't go against anything with these, unless you have a massive group of them. Then there would be an infestation of Fleas!

Tier 2 edit

The Arm's Level 2 Kbots are a huge strength that they possess. Nearly every one of them are a superior make. Here is a showcase of the Arm's excellent Kbots.

Level 2 Construction Kbot edit

Class: Adv. Construction Kbot

Builds: Kbot Lab, Moho Mine, Fusion Powerplant, Adv. Radar Tower, Moho Metal Maker, Big Bertha, Vulcan, Retaliator,

Zeus edit

Class: Assualt Kbot

Weapon: Heavy Lightning Cannon

Comments: The Zeus is a good Level 2 Kbot which packs a heavy weapon which will easily destroy units. The problem is, in order for this bolt of pure energy to fry an enemy tank, it has to be quite slow, because it has a hard time trying to hit fast units. This comes from the fact it rather slowly moves its arm to aim. But aside from that, this is a worthy, sturdy Level 2 Kbot.

Fido edit

Class: Assault Kbot

Weapon: Gauss Cannon

Comments: Fidos are really excellent. These 4- legged Kbots are quite fast, sport a accurate and surprisingly long- range weapon, and are able to take a reasonable amount of punishment. There's pretty much no faults in this mechanized "man's best friend", and ranks up with the best Kbots you can have in your army.

Invader edit

Class: Crawling Bomb

Weapon- Destroying itself for a large explosion

Comments: Yep, if you read the stuff above, that perfectly describes a Invader: a very small bomb on legs. And its explosion is devastating for any unit/ building that is unlucky to be caught in it. However, everything comes with drawbacks, and the Invader is no exception. Invaders move at a amazingly slow speed, so it isn't a very good shock suicide bomber. Also, units with a decent range (ie. Storms, almost anything with missiles) will be able to take this thing out without any loss of life. So what can you do with this thing? Well, there's a few things. First, put crawling bombs in a narrow canal, or a well travelled shipping lane. When a group of ships goes over this crafty guy, simply detonate him at the right time, and the enemy navy will be feeling the hurt. Kamikaze aircraft are a fun and deadly way to use these critters. Load a Valkyrie with a crawling bomb, fly it over to the enemy base, and detonate it for a shower of death! However, this plan requires perfect timing, for it the transport gets hit a couple times, its dead, and the bomb will do next to nothing. Instead, start the self- destruct timer a little before you get to the base, and with good timing, you'll have the bomb blow up right when it gets to the enemy! The same goes for Kamikaze ships! Load a Envoy with about 6 Invaders, and cruise to the nearest enemy seaport. You need good timing for this one, but its easier to do than the air method. With luck, the entire enemy sea base will be a blazing inferno!

Zipper edit

Class: Fast- Attack Kbot

Weapon- Laser

Comments: A very effective scout Kbot. Zippers are super- fast and have a good, fast laser. Used in groups, they are good for quickly overwhelming a group of heavy units. With their speed, they can dodge most shots, which is good, because their armor isn't very thick. Also great for quickly stopping the sprawl that the enemy AI usually does.

Pelican edit

Class: Aquatic Kbot

Weapon: Laser, Dual Missiles

Comments: Pelicans are really cool units; very useful, and superior to hovercrafts for what they do. A very competent land unit, they also have the great feature of going out to sea. This is where they start to shine. Their great speed and good weapons makes it possible to inflict huge damage to water based units. And used in groups, they can surround and overwhelm an incoming navy! Although their armor could be a little better, (a flaw that most Arm units have), they can still take some hits before sinking to the bottom of the sea. In groups, these expert swimmers are very competent at water- based land invasions! Except for speed, these guys are better than hovercrafts in every way. Plus, you got to love the way they enter the water, swim, and walk!

Maverick edit

Class: Gun- Slinging Kbot

Weapon: Heavy Gauss Cannons

Comments: The Maverick K-bot is very effective at taking out anything that isn't air or long-ranged based. His cool weapon has decent range (about a green laser's distance) and takes out units quite quickly and very useful in the campaign and in skirmish. However, with all the power of its sweet weapon, its armor does not compare, and can be killed quickly if you aren't cautious. Otherwise, this expensive and rather long building Kbot is arguably the best Kbot in the game. (Other than the Krogoth, of course, but does that really count as a Kbot? I'd say it's more of a mech.)

FARK (Fast Assist Repair Kbot) edit

Class: Fast Assist Repair Kbot

Weapon: None

Comments: This nifty unit has a powerful nanolathe that effectively helps build unfinished structures and units, or repair damaged structures and units in record time. However, it cannot start any structures itself. As the name implies this Kbot can move at a good speed and act as an effective healer for damaged units on the front line. His small size allows him to maneuver effectively. A great field medic.

Shooter edit

Class: Sniper Kbot

Weapon: High Powered Blue Laser

Comment: Behold the wielder of the all- powerful BLUE LASER OF DEATH! All kidding aside, this is the sniper of the game. And snipes he does, as his Blue Laser (of Death) suddenly erupts from his rather long gun, and kills a poor unsuspecting unit instantly from more than a screen away. Plus, it can render itself invisible, just like the commander, making stealth kills even easier! Sounds like God in the form of a Kbot, you say? Well, it's an awesome unit, but it comes with its drawbacks. First, its all powerful weapon has a terrible fire rate, taking many seconds to "load" and fire again. Coupled with its lack of good armor and rather slow movement rate, and this thing is a sitting duck if it just fired, and the enemy is closing in on our sniping friend. So where should the Shooters be, you ask? In the back lines, of course, like any other sane sniper in real life. Its cloak ability is great, if you have the large amount of energy to back it up. And when the Blue Laser (of Death) fires, be prepared for a large energy drain. Wow, these things must have large energy bills at the end of the month :)

Aircraft edit

Tier 1 edit

The Arm's Level 1 Aircraft are superior to the Core's. Here are the Arm's aircraft:

Level 1 Construction Aircraft edit

Class: Construction Aircraft

Builds: Solar Collector, Metal Extractor, Wind Generator, Energy Storage, Metal Storage, Metal Maker, Kbot Lab, Vehicle Plant, Aircraft Plant, Shipyard, L.L.T, Radar Tower, Adv. Aircraft Plant, Punisher, Defender, Sentinel, Dragon's Teeth, Geothermal Powerplant.

Peeper edit

Class: Scout

Weapon: None

Comments: Flies fast and has radar. Good for mapping the area and early scouting.

Freedom Fighter edit

Class: Fighter

Weapon: Missiles

Comments: This fighter is a great swarm unit because they have an almost nonexistent price and can build incredibly fast. They are great in numbers. However, don't use Freedom Fighters against buildings because they have several downsides. Firstly, their missiles are weak and comparatively short ranged. Secondly, they pretty much don't have armor. However, they are good for patrolling your base against Rapier attack.

Thunder edit

Class: Bomber

Weapon: Bombs

Comments: The Thunder is a decent, cheap bomber. Useful early in the game to keep your enemy occupied. It lacks air-to-air weapons, but a large group of these can take out an enemy base pretty quickly. If you expect enemy fighters, send Hawk or Freedom Fighter escorts.

Atlas edit

Class: Transport

Weapon: None

Comments: Carries units (one at a time) with clamps under the fuselage. Slow and ungainly. But a fun strategy is to pick up an enemy commander and then self destruct your Atlas at the beginning of the game. That is if you want a very short game...

Tier 2 edit

Arm Level 2 Aircraft are arguably the overall best units of the game. The Adv. Aircraft Plant can build a nice mix of speed, armor, transport, unit-killers, and building-killers.

Level 2 Construction Aircraft edit

Class: Construction Aircraft

Builds: Aircraft Plant, Moho Mine, Fusion Powerplant, Adv. Radar Tower, Moho Metal Maker, Big Bertha, Vulcan, Retaliator.

Comments: Maneuverable, but not very tough, and slow at building compared to other Level 2 construction units. It does build faster than the Level 1 units, though... plus, you can have an infinite number drifting around working on a single building at a time. It's also interesting as a field medic or for reclaiming hard-to-reach wreckage.

Phoenix edit

Class: Bomber

Weapon: Bombs/light LIGHT laser

Comments:In addition to a larger bomb capacity than the Thunder the Phoenix also has a light laser that attacks targets that are a threat to the bomber around it(meaning it won't target solar collectors but will fire at enemy fighters and AA defenses)

Lancet edit

Class: Torpedo Bomber

Weapon: Torpedoes

Comments: Only for use in deep, open water. This aircraft cannot hit land targets or ships moving perpendicular to its current flight path.

Brawler edit

Class: Gunship

Weapon: Twin EMG cannons

Comments: Think helicopter gunship, but without the rotors. Great for it's "staying power" over the target, as it weaves back and forth spraying EMG pulses. Good for hammering clusters like front line defenses and mopping up after the day is won. NOT for dogfighting. Its armor is OK, but you'll need quite a swarm to take out missile towers. Great for slowing the enemy's attack waves, and for CTRL-#'ing into a group. If you can catch heavy Core units like The Can without air cover, these are your best bet at taking them out.

Hawk edit

Class: Stealth Fighter

Weapon: Missiles

Comments: Excellent for dogfighting, extremely fast and has no radar signature.

Eagle edit

Class: AWACS (Radar Plane)

Weapon: None

Comments: Good radar coverage. However, because it is airborne, it makes an inviting target.

Ships edit

Tier 1 edit

Construction Ship edit
Searcher edit

Comments: Basic scout and your only form of air cover for the fleet until Tier 2 Archer (with Core Contingency)

Crusader edit

Comments: Good Tier 1 Battleship

Envoy edit

Comments: Large sea-going transport. Can carry up to 20 units. Because of it's thin armor and slow loading/unloading times, this ship is not suited to landings under fire.

Lurker edit

Comments: Sub, fair at taking out slow ships. Very slow and has very small LoS.

Tier 2 edit

Adv. Construction Sub edit

Allows the creation of advanced sea structures

Conqueror edit

An advanced battleship.

Ranger edit

Launches unguided missiles not unlike the Merl or Diplomat. Also has a small anti-aircraft missile launcher (like the Defender)

Millennium edit

Largest of the Arm fleet, this mighty ship has two large guns that can target independently of each other.

Colossus edit

Floating Air-repair pads

Piranha edit

Excellent Anti-Submarine platform. Not good for anything else. It can be useful in swarms, though.

Vehicles edit

Tier 1 edit

Construction Vehicle edit

Type: Construction

Builds: Solar Collector, Metal Extractor, Wind Generator, Energy Storage, Metal Storage, Metal Maker, Kbot Lab, Vehicle Plant, Aircraft Plant, Shipyard, L.L.T, Radar Tower, Adv. Vehicle Plant, Punisher, Defender, Sentinal, Dragon's Teeth, Geothermal Powerplant.

Jeffy edit

Fast little unit with a weak laser. Designed for scouting, excels at scouting.

Flash edit

The flash is tougher than the PeeWee, and is excellent for raiding outlying enemy structures. These are handy backup for Stumpy waves at the beginning of the game, as they can keep enemy units busy with their EMG's, leaving the Stumpies free to fire from a long distance, usually undisturbed.

Stumpy edit

An excellent all-around unit that has a ballistic shell and medium armor. The acceleration and turn rate is a little low, and so this unit is not well suited to being in the heat of things. However, it is great for shooting from behind hills and wreckage, as well as assisting with raids.

Samson edit

Anti-Aircraft platform. Also used for supporting ground attacks and a retreating defense.

Podger edit

Minelayer. Only available at the Tier 1 level. Lays six different kinds of mines, all which are cloakable.

Tier 2 edit

Advanced Construction Vehicle edit

Builds a lot of stuff. Faster at building than all other construction vehicles except the FARK and Commander. Many consider this the best construction unit in the game. Beware: due to its bulk, it won't fit into all the confines of a typical cramped base.

Spider edit

The spider is a type of vehicle that is designed to be able to walk up any surface. And it can! However, the spider has no real offensive weapons. It only has a weak laser that "stuns" the enemy. The enemy unit sits there, unable to move or shoot, until the spider is destroyed or it stops being hit with the laser. It is good for capturing units and is rumored to have uses in stunning enemy gunships, which are then blown to pieces by nearby anti-aircraft fire.

Bulldog edit

The ARM's heavy hitter. Though not as powerful as the CORE Goliath, it still packs a powerful punch.

Merl edit

A missile launching vehicle that arcs unguided rockets high into the air, only to rain down death and destruction on unsuspecting stationary targets.

Triton edit

An amphibious tank. Comparable to the Stumpy in firepower.

Hovercraft edit

Tier 1 edit

Construction Hovercraft edit

Builds:

Solar Collector, Wind Generator, Energy Storage, Metal Storage, Metal Extractor, Metal Maker, Kbot Lab, Vehicle Plant, Aircraft Plant, Shipyard, L.L.T., Radar Tower, Geothermal Powerplant, Sentinel, Defender, Dragons Teeth, Guardian, Sonar Station, Tidal Generator, Underwater Metal Storage, Underwater Energy Storage, Underwater Metal Extractor, Floating Metal Maker, Defender - NS, Floating Dragons Teeth, Torpedo Launcher, Stingray, Hovercraft Platform

Skimmer edit

Class: Scout Hovercraft

Weapon:

Comments: Slow like a hovercraft, weak armor like a scout... bad combination. Not really worth building.

Anaconda edit

Class: Hovercraft

Weapon: Ballistic plasma shell.

Comments: Not strong enough for land or sea units, but all hovercraft are like that. Good for amphibious landings and bulking up a sea fleet. Not built to be the main invasion force, but to establish a foothold and function as preliminary defense for the new base.

Swatter edit

Class: Anti-Aircraft Hovercraft

Weapon: Missiles

Comments: Good basic AA hovercraft.

Wombat edit

Class: Rocket Hovercraft

Weapon: Unguided Rockets

Comments: Merl- and Diplomat-like rockets at the Tier 1 level. Best for shooting immobile and/or unsuspecting targets.

Bear edit

Class: Transport

Weapon: None

Comments: Holds six units. Large target and not to be used for amphibious landings under fire.

Seaplanes edit

Core edit

Kbots edit

Tier 1 edit

Construction Kbot edit

Builds:

Solar Collector, Wind Generator, Energy Storage, Metal Storage, Metal Extractor, Metal Maker, Kbot Lab, Vehicle Plant, Aircraft Plant, Shipyard, Light Laser Tower, Radar Tower, Advanced Kbot Lab, Geothermal Powerplant, Gaat Gun, Pulverizer, Dragons Teeth, Punisher, Hovercraft Platform, Viper, Immolator

A.K. edit

Class: Infantry

Weapon: Red Laser

Comments: Can't hold it's own against the PeeWee. So not worth the effort of building unless you want cheap scouts. However they are extremely deadly in great numbers, as the laser is accurate, and large numbers translate into a high rate of fire, especially while the enemy units are busy auto-targeting your higher-tiered units.

Storm edit

Class: Rocket Kbot

Weapon: Rockets

Comments: Launches rockets in a horizontal trajectory. Good punch, excellent range, but has a long reload time. It's useful at taking out slow-moving units like Stumpies, especially if you can keep it moving around, making it difficult for the Stumpies' cannons to track.

Thud edit

Class: Artillery Kbot

Weapon: Plasma Shells

Comments: Excellent fighter, and has a big advantage over the ARM version: It doesn't have to flip any muzzle covers up before it fires.

Crasher edit

Class: Anti-Aircraft Kbot

Weapon: Guided Missiles

Comments: Good at shooting down basic aircraft and assisting with fighting retreats. Not for close-in fighting or "standing your ground" with.

Tier 2 edit

Adv. Construction Kbot edit

Builds:

Kbot Lab, Advanced Radar Tower, Fusion Power Plant, Moho Mine, Intimidator, Doomsday Machine, Silencer, Fortitude Missile Defense, Air Repair Pad, Cobra, Fortification Wall, Toaster, Cloakable Fusion Reactor, Moho Metal Maker, Targeting Facility, Buzzsaw, Krogoth Gantry

Pyro edit

Class:

Weapon: Flamethrower

Comments: A flamethrower unique to the Core, the Pyro is excellent at taking out immobile defenseless structures. An added plus is that it's flame will not harm your units. However, it cannot hit moving targets, and it's armor is weak. Best used for mopping up, or perhaps for the initial rush on enemy defenses.

The Can edit

Class:

Weapon: Green Laser

Essentially a giant slab of armor with two stubby legs. Virtually unstoppable, the Can is one of the Core's most powerful and yet vulnerable units. Extremely slow and unable to hit distant targets, any unit with even a slightly greater speed and range of fire, can, in theory kill a Can without being hit once. However, with its heavy armor and The Green Laser of Doom, the Can will effectively annihilate anything in its slow and merciless path. Proper use of the Can is often a key part to an effective Core strategy. Care must be taken to provide them support, in the form of long range and aerial defense. When mixed in with a larger force of many small units, they are easily worth their "bang for the buck."

Roach edit

Class: Kamikaze Kbot

Weapon: Self-Destruct.

Comments: See ARM Invader

Spectre edit

Class: Radar Jammer

Weapon: None

Comments: Jams radar nearby to prevent enemy from tracking you with radar

Freaker edit

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Morty edit

Class: Mortar Kbot

Weapon: Plasma shells

Comments: Good mobile unit with good weapon and excellent reload time. Good at circumventing LLT defense---it can hit them from out of their attack range, and even fire over hilltops, compounding its advantage. Excellent in groups. The best way to stop these is counter-attack, as they can destroy defenders without getting into range.

Dominator edit

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Voyeur edit

Class: Radar Kbot

Weapon: None

Comments: Good for raiding parties and temporary radar. If used with jammers this unit can use it's radar and still not be seen by enemy radar!

Sumo edit

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Gimp edit

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Parasite edit

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Decoy Commander edit

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Weapon:none

Comments:want to fool your enemies. then this is the unit for you. try building lots of these units to confuse your opponent. this is a very handy unit during multiplayer games. However, in skirmish mode it is even better because while the AIs may have trouble figuring out which commander is real, all of their decoy commanders say "Decoy Commander" when your cursor is over them.

Necro edit

Class: Resurrection Kbot

Weapon: None

Comments: Can bring wreckage of friendly and enemy units back to life: on your side! Good for rebuilding an army (if you have a second army of Necros) and reclaiming deep in enemy territory (the Necro can't be seen on radar)

Aircraft edit

Tier 1 edit

Tier 2 edit

Ships edit

Tier 1 edit

Tier 2 edit

Vehicles edit

Tier 1 edit

Construction Vehicle edit
Weasel edit

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Instigator edit

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Raider edit

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Slasher edit

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Spoiler edit

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Leveler edit

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Tier 2 edit

Advanced Construction Vehicle edit

Builds:

Vehicle Plant, Advanced Radar Tower, Fusion Power Plant, Moho Mine, Intimidator, Doomsday Machine, Silencer, Fortitude Missile Defense, Air Repair Pad, Cobra, Fortification Wall, Toaster, Cloakable Fusion Reactor, Moho Metal Maker, Targeting Facility, Buzzsaw

Crock edit

Class: Amphibious Tank

Weapon: Ballistic plasma shell

Comments:this is a great unit for assembling surprise attacks on enemy coastlines. sneak in close and bombard the enemy coast with shells. the downside of this is that they cannot fire underwater and just one lurker/submarine can wipe out an entire raiding party.

Reaper edit

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Deleter edit

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Mobile Artillery edit

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Weapon:long range plasma shells

Comments:this is a fantastic unit for bombarding enemy defenses from a great distance. even missile kbots have to close the gap before firing on this baby! although guardians can still fire on it and other long range structures.

Goliath edit

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Comments: The biggest, baddest, most butt-whupping-est land unit in the game, besides the Krogoth. This huge slab of metal has a big gun with an impressive refire rate and splash damage. The ultimate in conventional base-cracking units, a dozen or two will flatten front line defenses. Combine with Pyros to double the damage to anything stationary!

Informer edit

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Diplomat edit

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Hovercraft edit

Tier 1 edit

Seaplanes edit

Tier 1 edit

Krogoth edit

The ultimate unit to many commanders, the Krogoth comes equipped with 2 anti-air rockets, 2 cannons located in the arms, and an Annihilator laser (blue laser of death) that is found on its head. (Extreme weapon and reload rate of 4 seconds) In addition, the Krogoth has massive armor (able to withstand seven nuclear missiles), extreme range (V-launch missiles and Annihilator Laser). The only downsides to this great unit are its high cost, long building time, and semi-slow movement (minor disadvantage). Having just one Krogoth will add a tremendous boost to your base's defense, to say nothing about it's offensive capabilities. A Krogoth is extremely powerful, and hard to kill. The best defense against one is to destroy it while it is being built (think mass bombers). Otherwise, large numbers of guardians are effective in an open area, since the Krogoth must close in in order to utilize its Annihilator laser. The Krogoth might be extremely powerful, but its large cost and slow build time severely inhibit its effectiveness (thank goodness). A more conventional mix of forces may not inspire the dread in opponents, but usually is more cost-effective. A single target is easier to kill than forty spread out units.