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Mechabellum: SURVIVAL INSANE (1-4)

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HOW SURVIVAL WORKS.
 
BEFORE STARTING, TO WIN IS 20% STRATEGY 80% LUCK.
ALL THIS INFO IS AFTER 100 GAMES OF SURVIVAL AND WIN ON INSANE 4.
STARTING UNITS ARE:
STARTING RESOURCES 200.

3 RANDOM UNITS COST 100 RESOURCES (CRAWLER, FANG, ARCLIGHT, MARKSMAN)
2 RANDOM UNITS COST 200 RESOURCES (MUSTANG, SLEDGEHAMMER, STORMCALLER, STEEL BALL, TARANTULA, RHINO, WASP, PHOENIX)

ENEMY STARTING UNITS ARE:

 
5 RANDOM UNITS COST 100 RESOURCES
2 RANDOM UNITS COST 200 RESOURCES

IF YOUR UNITS SURVIVE YOU DEAL DAMAGE EQUAL TO SURVIVING UNITS. (MORE THEY COST MORE DAMAGE DEALS) EVERY 10 POINTS OF DAMAGE YOU GAIN 1 EXTRA RESOURCE.
IF YOUR UNITS NOT SURVIVE YOU RECIEVE DAMAGE EQUAL TO ENEMY SURVIVING UNITS.
YOU HAVE ONLY 4000 HP.

 
ALL UNITS HAVE DURABILITY, DESTROY UNITS LOST 1 DURABILITY (THE SQUADS NEED EVERY UNIT TO BE DESTROY TO COUNT) ONCE THE UNIT DONT HAVE DURABILITY IS REMOVE FROM THE BATTLEFIELD, AND ALL THE RESOURCES ARE RETURNED INCLUDED THE UPGRADES, NOT THE TECHNOLOGIES.(EXAMPLE LEVEL 1 CRAWLER GIVES BACK 100 RESOURCES, 1 CRAWLER LEVEL 2 GIVES BACK 150 RESOURCES)

FROM ROUND 2 EVERY ROUND YOU CHOOSE 1 OF 4 CARDS.
IS 1 ROUND OF UNIT AND THEN 2 ROUNDS OF PERK, POWER OR ITEM.

 
ROUND 2 IS UNITS
ROUND 3 IS PERK,POWER OR ITEM
ROUND 4 IS PERK,POWER OR ITEM
ROUND 5 IS UNITS.
ROUND 6 IS PERK,POWER OR ITEM
ROUND 7 IS PERK,POWER OR ITEM
ROUND 8 IS UNITS
ROUND 9 IS PERK,POWER OR ITEM
ROUND 10 IS PERK,POWER OR ITEM
ROUND 11 IS UNITS.
ROUND 12 IS PERK,POWER OR ITEM
ROUND 13 IS PERK,POWER OR ITEM
ROUND 14 IS UNITS
ROUND 15 IS PERK,POWER OR ITEM
ROUND 16 IS PERK,POWER OR ITEM
ROUND 17 IS UNITS.
ROUND 18 IS PERK,POWER OR ITEM

EVERY 3 ROUNDS YOU FIGHT A RANDOM SPECIAL UNIT (BOSS).
ROUND 3
ROUND 6
ROUND 9
ROUND 12
ROUND 15 (INSANE 4 EXPERIMENTAL WAR FACTORY)

 
ROUND 18
 
MY STRATEGY TO WIN.
YOU NEED TO KNOW THIS, IF THE GAME SAY YOU LOSE YOU LOSE. TO BE A STRATEGY GAME REQUIRES A LOT OF LUCK. I LOSE MORE THAN 100 TIMES BECAUSE LUCK.
BUT NOT EVERTHING IS LUCK YOU NEED TO ACCOMODATE YOUR STRATEGY TO THE CARDS THE GAME GIVES YOU.

THE BEST UNITS TO GO TO REDUCE LUCK DEPENDANCE ARE.

1: CRAWLERS:

 
ONLY ONE THING, TECH REPLICATE. YOU CAN HAVE A SWARM OF CRAWLERS WITH THIS, AND YOU DONT NEED A FRONTLINE WITH THEM. THE ONLY BAD THING CANNOT ATTACK AIR UNITS.

2:WASPS:

 
SWARM EVERTHING, THIS UNIT IS GOOD AGAINST EVERTHING EXCEPT ANTI SWARM ANTI AIR. AND WITH THE WASP UPGRADE PERK ARE UNSTOPPABLES.

3:OVERLORD:

 
FLYING TANKS, WITH REGENERATE HEALTH TECH AND ARMOR TECH AND HIGH DAMAGE AND AREA OF ATTACK, AND WITH THE OVERLORD PERK UPGRADE ARE UNSTOPPABLE.

4 FARSEER:

 
THE PERFECT SUPPORT, CAN BUFF DAMAGE RESISTANCE TO OTHER UNITS, DISABLE ENEMY TECH, GIVES EXTRA RANGE, PERFECT TO KILL AIR UNITS.

5 MELTING POINT:

 
THIS UNIT ITS ESSENTIAL TO PASS INSANE 4 TO DEFEAT EXPERIMENTAL WAR FACTORY.

NOW USE THE MEAT SHIELD STRATEGY, USE THE UNITS THAT DONT NEED IN THE FRONTLINE UNTIL THEY DISSAPEAR AND HAVE THE RESOURCES BACK TO SPEND ON OTHER UNITS. IF IN THE UNIT CARDS THERE ARE NOTHING USEFUL, USE MATHS AND GRAB THE MOST COST UNIT.

 
(FIRST UNIT COST+ SECOND UNIT UPGRADE-THIRD COST OF THE CARD)
1 SLEDHEHAMMER COST 200+100-0 YOU GAIN 300 RESOURCES
2 RHINOS 400+0-50 YOU GAIN 350 RESOURCES
3 HACKER 300+150-150 YOU GAIN 300 RESOURCES
4 STEEL BALL 400+0-100 YOU GAIN 300 RESOURCES
IF RESOURCES ARE NOT A PROBLEM USE THE UNIT THAT CAN HELP YOU ON THE ACTUAL ROUND.
 
EXPERIMENTAL UNITS (BOSSES) (WORK IN PROGRESS)
 
EVERY UNIT IN THE GAME HAVE THE EXPERIMENTAL COUNTERPART EXCEPT:
FARSEER.

TARANTULA.

FIRE BADGER.

SABERTOOTH.

ALL EXPERIMENTAL UNITS HAVE EXCLUSIVES TECHNOLOGIES, AND HAVE MORE LEVELS AND TECHNOLOGIES ON ADVANCED ROUNDS.
EXPERIMENTAL ARCLIGHT:

ROUND 9
ROUND 3
EXPERIMENTAL: AREA OF ATTACK UP, ALL STATS UP.
LATE ROUNDS CAN ATTACK AIR UNITS.
IS THE COUNTER: IS A SWARM DESTROYER OF MID HP UNITS.
HOW TO COUNTER: (ONLY EARLY ROUNDS) AIR UNITS WASPS. TANK UNIT, SWARM WITH CRAWLERS, FAR RANGE ATTACKS.

EXPERIMENTAL MARKSMAN:


EXPERIMENTAL: ATTACK SPEED UP X 5 BUT DEALS 5 TIMES LESS DAMAGE. AND SPAWNS OTHERS MARKSMAN. ALL STATS UP.
IS THE COUNTER: WEAK UNITS LOW HP AND ARMOR.
HOW TO COUNTER: ARMOR TECH FOR TANK UNITS, SWARM WITH CRAWLERS OR WASPS. WIN ON THE GAME OF MARKSMAN MORE ATTACK RANGE.

EXPERIMENTAL RHINO:


EXPERIMENTAL: SMOKE GRENADES TO REDUCE THE RANGE OF THE UNITS INSIDE THE SMOKE. ALL STATS UP.
IS THE COUNTER: CLOSE COMBAT UNITS AND MID RANGE UNITS. CRAWLERS DO NOTHING TO THE RHINO.
HOW TO COUNTER: AIR UNITS, MELTERS (MELTING POINT, STEEL BALL)

EXPERIMENTAL MUSTANG:


EXPERIMENTAL: SHARES HP WITH NEARBY MUSTANGS AND LIFE STEALS ON ATTACK, ALL STATS UP AND SIZE UP.
IS THE COUNTER: ALL TYPES OF SWARMS AND WEAK AND MID HP/ARMOR UNITS.
HOW TO COUNTER: ARMOR TECH, TANK UNIT, RANGE ATTACKS.

EXPERIMENTAL VULCAN:


EXPERIMENTAL: SMALL SIZE AND SPEED UP X 5
IS THE COUNTER: SWARMS AND MID HP/ARMOR UNITS.
HOW TO COUNTER: AIR UNITS, TANK UNITS, DAMAGE DEALER UNITS.

EXPERIMENTAL SLEDGEHAMMER:


EXPERIMENTAL: SIZE UP AND ALL STATS UP, HIGH HP REGENERATION.
IS THE COUNTER: LOW DAMAGE UNITS
HOW TO COUNTER: AIR UNITS, SWARM OF CRAWLERS, MELTING UNITS, HIGH DAMAGE UNITS.

EXPERIMENTAL STEEL BALL:

ROUND 15

ROUND 9

EXPERIMENTAL: BIGGER SIZE ALL STATS UP, WHEN DESTROY SUMMONS NORMAL STEEL BALLS.
IS THE COUNTER: ALL GROUND GIANT UNITS, TANK UNITS
HOW TO COUNTER: AIR UNITS, SWARMS OF CRAWLERS.

EXPERIMENTAL CRAWLER:

ROUND 3

ROUND 12

EXPERIMENTAL: SIZE UP, ALL STATS UP.
IS THE COUNTER: EVERTHING THAT TOUCH, GROUND UNITS
HOW TO COUNTER: AIR UNITS, MELTERS, SWARM OF CRAWLERS.

EXPERIMENTAL HACKER:


EXPERIMENTAL: ALL STATS UP AND NOW CAN TARGET AIR UNITS.
IS THE COUNTER: EVERTHING EXCEPT....
HOW TO COUNTER: SWARM OF CRAWLERS AND STORM CALLERS.

EXPERIMENTAL OVERLORD:


EXPERIMENTAL: NOW SUMMON OTHER UNITS LIKE THE WAR FACTORY. ALL STATS UP.
IS THE COUNTER: SLOW UNITS (BECAUSE THE OVERLORD KEEPS SUMMONING MORE UNITS) AND GROUND UNITS WITHOUT ANTIAIR.
HOW TO COUNTER: ANTI MISSILES TECH OR ANTI MISSILES SUPPORT. HIGH DAMAGE UNITS OR MELTING POINT.

EXPERIMENTAL WRAITH:

ROUND 6

ROUND 12

EXPERIMENTAL: ACID GRENADES, ALL STATS UP.
IS THE COUNTER: ALL TYPES OF SWARM AND SLOW GROUND UNITS.
HOW TO COUNTER: MID TO HIGH DAMAGE UNITS OR MELTING POINT.

EXPERIMENTAL MELTING POINT:


EXPERIMENTAL: SHIELD AREA AND NOW CAN TARGET MULTIPLE UNITS AT ONCE. (18 UNITS THE LAST TIME I CHECK)
IS THE COUNTER: EVERTHING THAT ITS IN RANGE.
HOW TO COUNTER: LONG RANGE ATTACKS OR SWARMS A LOT OF SWARMS OF CRAWLERS.

EXPERIMENTAL FANG:

 
EXPERIMENTAL: ALL STATS UP, ATTACK SPEED X 5, RAGE MODE EVERY 10 SECONDS IT LASTS 5 SECONDS.(THE LAST TIME I CHECK)
IS THE COUNTER: SLOW UNITS WITH POOR RANGE, THIS UNIT CAN SOLO ALL YOUR UNITS IN RAGE MODE.
HOW TO COUNTER: SWARM OF CRAWLERS, LONG RANGE UNIT WITH A STRONG TANK,

EXPERIMENTAL WAR FACTORY (ONLY IN INSANE 4):


EXPERIMENTAL: EXTREME STATS UP, AFTER 30 SECOND REGENERATES HEALTH. SUMMONS A LOT OF UNITS.
IS THE COUNTER: SLOW UNITS AND LOW DAMAGE UNITS. THE WAR FACTORY CAN END YOUR GAME IF YOU DONT HAVE THE CORRECT UNITS.
HOW TO COUNTER: MELTING UNITS, OR VERY HIGH DAMAGE UNITS. HAVE A FRONTLINE TO DISTRACT THE WAR FACTORY.

(FROM HERE I NEED TO GET MORE FOOTAGE)
EXPERIMENTAL WASP:

EXPERIMENTAL: ALL STATS UP, SIZE UP,
IS THE COUNTER OF: SLOW UNITS.
HOW TO COUNTER: ANTI AIR TECH AND SWARMS.

COMING SOON FOR THE REST OF UNITS.

 
 
PERKS, POWERS AND ITEMS (COMING SOON)

 
 
UNITS AND TECHS (COMING SOON)

   
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