Galaxy Life Units Tactics Guide
Galaxy Life Units Tactics Guide by Stormcaller3801
To begin with, I have not unlocked all the units in the game, and as such, this is a guide that mixes actual experience with hypothesis based upon the various units’ stats as presented in game. For that reason, this should not be taken as 100% accurate, but rather, something to think about.
Roles On The Battlefield
Rather than group units by type (infantry, armor, aircraft), I’ve decided to approach them in terms of the tactics each one seems built for. But before we get into that, let’s detail what the three types bring to the table.
Infantry as a whole are cheap, small units that tend to combine low Health with respectable firepower. You can fit a lot of them in a Warp Gate and together they can pour out a lot of damage- but they die quickly to area blast attacks.
Armor units are resilient in one form or another. They can take a lot of damage but tend to be large and expensive relative to Infantry. Vulnerable to weaponry that concentrates a lot of damage on a single target, but make a good front line to protect other units.
Aircraft offer maneuverability and immunity to a lot of weapons by virtue of being airborne. They fall between Infantry and Armor in terms of resilience, size, and firepower, but can ignore Traps, Walls, Cannon Blast turrets and Mortar turrets. That immunity is expensive though, so best be sure you need it.
Give Us Your Money
The most easily identified category, Give Us Your Money units are designed to go after resources. They’re relatively squishy and they don’t deal out much damage- but that’s ideal for their role. The more they hit a resource building, the more resources they steal before it collapses. Tend to be quick, but you can’t rely on that to keep them alive. Instead deploy them when they’re not going to be shot- either by virtue of other units acting as sacrificial targets, or when there’s nobody to shoot them.
Units: Looter, Raider, Hoover UFO
Advantage: Grab lots of coins and minerals quickly
Disadvantage: Non-combat units
These units are characterized by the fact they’re small for their type, cheap, and don’t have a specialized role. They’re there to be trained or built in large numbers and act as a sort of jack of all trades without any specialized skill. You get them early, and will find better replacements later on (see We Get In Fights).
Units: Marine, Beetle Tank, Wasp
Advantage: Cheap everyman hordes
Disadvantage: Mediocre performance
We Get In Fights
These are the units that are designed specifically for tearing apart a target’s base, seeking out defenses like turrets and trying to smash them as quickly as possible. Tend to be expensive, relatively speaking, but you want them for just about every assault or revenge.
Units: Flamethrower, Starlinator, Colossus, Hawk
Advantage: Excellent assault units
Disadvantage: Expensive to field
These are units that have a special ability that marks them as unusual- something that bends the rules or simply doesn’t fit the other categories for whatever reason. This tends to be their one and only trick, but it can be a useful one if you know how and when to apply it.
Due to the nature of Trick Ponies, we’ll address them individually.
Almost Faceless Horde material, Bazookas are more glass cannons- they’re squishier in exchange for greatly improved firepower and range. You could think of them as an artillery unit. They’re also one of the few units able to target airborne opponents, which makes them good bunker fodder- while backed up by tougher things. Also fun to drop in a blind spot in a target’s defenses, where they can sit still and pound things around them. Useful as a second line supporting your assault- just keep in mind they target anything, so the support is going to be rather iffy after the first building falls.
The traditional one shot unit, the Kamikaze deals out a tremendous amount of damage to a target- and has good health and speed to get to it in one piece. The primary purpose is to blow large holes in walls to get other units to attack things behind them- but they can also be useful to try and soften up targets like Mortar turrets or stage a lightning raid on an exposed Star Base. The big problem is they really want to destroy walls- and most bases will have a lot of walls. Most of them not in your way. Apply judiciously.
The Mole doesn’t look like much on paper- the Damage, Health, and Size all argue for using Beetle Tanks instead. But the Mole’s advantage is that it can’t be attacked while moving underground. That seriously increases its resilience… so long as it spends most of its time moving. Your best bet with Moles is going to be using them to tear down low Health buildings and bypass hedge mazes of walls. Very specialized, but useful.
If the Bazooka is nearly a Faceless Horde, the Zeppelin almost fits in We Get In Fights. Very resilient, lots of damage output… but it doesn’t discriminate between defenses and other targets. It largely serves to devastate an area while absorbing incoming fire, which it needs to do because it also happens to be slow. If you want a Mortar turret or Cannon Blast turret removed quickly and there’s no anti-air nearby, this will do it for you. It may even do it if there are anti-air defenses nearby. Also good to let someone know when they’ve annoyed you by using them to level their entire base- after other units clean out the turrets.