

They only attack like once every 10 seconds without massive micromanaging and unless you have enough to immediately kill what you're attacking in one swoop, they waste too much time circling around and are too expensive to be very useful.


The only thing I really disliked about that game is how absolutely crap melee air units are without micromanaging. I tended to ignore resistant units because with some micromanging and superior speed, I could avoid getting my expensive ranged units sieged by diseased and poisonous creatures while avoiding the increased electricity cost of those abilities. If I hadn't won by level 5, I was basically turtling while amassing an unstoppable force. Just a slow massive unit like the killer whalobster that could basically walk slowly in and destroy everything like a capital ship while having more range than any ranged competition for its own defense. Level 5 was generally the only level where speed had no meaning for me. I never really knew what to get on level 4, usually some more burly kind of shock troop with regeneration. I generally preferred the piercing unit to be on the level 3 tier because that's when high defense mid HP units tend to come out, also to mention that you also had to have a ranged unit by level 3 because that's when flying units come out.

Also on level 2 or level 3 was something like the zebra or camel combined with a low level ranged creature like the archerfish, chameleon or porcupine. Level 2 melee was basically shock troops with cheap HP (like a giraffle+something) or low HP high defense (like an armadillo+something) depending on if the other army had piercing. Keeping these small crap units alive really powered my overall army. For the level 1 I focused on scout ability oriented units, like the lemming+bat with the sonar pulse.
