🪖 Ground unit

Anti-Air

Wall of flak. Copters and planes think twice, infantry thinks three times.

The Anti-Air, a toy unit from Tiny Tactics8,000 funds

Stats

Cost
8,000
Movement
6
Move type
Treads
Vision
2
Attack range
1
Fuel
60
Ammo
6
Hit as
Light vehicle

    Weapons

    • 💥 Flak

      Range 1 · 6 shots before resupply

      Hits Transport Copter (120%), Attack Copter (120%), Infantry (105%), Mech (105%), Fighter (70%) and Bomber (70%) and 8 more.

    Strong and weak against

    Base damage between two full-health units on open ground, before luck and commander bonuses. “Strong” means it deals at least 55% and more than it takes back.

    💪 Strong vs

    😬 Weak vs

    Can’t damage: Lander, Gunboat, Cruiser and Battleship.

    Anti-Air damage table

    AgainstAnti-Air dealsAnti-Air takes
    Infantry105%14%
    Mech105%85%
    Recon50%40%
    APC50%–
    Anti-Air50%50%
    Tank25%85%
    Heavy Tank10%105%
    Artillery50%80%
    Rockets50%90%
    Missiles50%–
    Transport Copter120%–
    Attack Copter120%30%
    Fighter70%–
    Bomber70%105%
    Lander––
    Gunboat–45%
    Cruiser––
    Battleship–90%

    Terrain and movement

    The Anti-Air uses the treads move type, like APC, Tank, Heavy Tank and Artillery. Each tile costs movement points; it has 6 per turn, and every point spent also burns 1 fuel.

    • 1 point: Plains, Road, Bridge, Shoal, City, Factory, HQ, Airport and Port.
    • Slower: Forest (2).
    • Can’t enter: Mountain, River, Sea and Reef.

    Terrain gives defense stars: at full health each star cuts the damage it takes by 10%, and by less as it gets hurt (see the rules).

    Building, repairs and transport

    • Built at: Factory.
    • Repaired and resupplied at: your own city, factory and HQ (2 HP per turn, paid at 10% of its cost per HP; fuel and ammo are free).
    • Can ride in: Lander.

    Ready, set, roll out!

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