Metalknights - Military Units
(Sponsored by nMKo)


Ground Units

[Ground Units][
Navy Units][Air Units]
Name Attack Ground Attack Air Defense Range Speed Cost Unit Description University Needed University Cost Unit Value*(sold)
Flag 0 0 1 0 0 6 Protect your territory, dropped by Bulldozer - None - 0 3
Soldier 1 0 2 1 4 18 Can conquer new cities and invade enemy bases, cities... - None - 0 9
AlphaWarrior 3 0 3 1 5 34 An improved version of the Soldier - None - 0 17
Bulldozer 1 0 1 1 5 25 Used to build mines, woodmills, etc and also roads! - None - 0 12
Truck 1 0 1 1 5 24 Used to carry iron, wood, oil, gold to sold them in cities - None - 0 12
Transport 1 0 3 1 9 33 Used to move slower units (or ships to the ocean) - None - 0 16
Porcupine 0 0 10 0 0 20 Mine that explode if an enemy approach, good defense - None - 0 10
Panther 3 0 3 1 8 40 Motorized Soldier. Stronger and faster 1st Ground Tech 80 20
M-31 4 0 4 1 5 43 Small tank, good and cheap defense for cities 2nd Ground Tech (A)
(gives the Elf Tech for free)
86 21
Elf 4 0 5 1 10 50 Very fast small tank, not well armed but do a great job 2nd Ground Tech (B)
(gained for free by the M-31 Tech**)
100 25
Commando 2 0 3 1 10 88 Can spy enemy cities. Cannot be seen even with a radar 3rd Ground Tech 176 44
Striker 6 0 6 4 0 57 Long range cannon. (No counterattack possible!) 4th Ground Tech (A)
(gives the Tiger Tech for free)
114 28
Tiger 8 0 5 2 7 67 Small tank equiped only with powerful long range missiles 4th Ground Tech (B)
(gained for free by the Striker Tech**)
134 33
Grizzli 7 2 7 1 8 70 Equiped with a strong cannon that can also reach planes 5th Ground Tech 140 35
Patriot 6 0 10 10 0 89 Used to defend a base or a city. Always counterattack! 6th Ground tech 178 44
Artillery 11 0 3 5 11 91 Equiped with powerful long range missiles. Poor on defense 7th Ground Tech 182 45
AirFreedom 0 12 5 6 10 90 Rule the sky from the ground at a fair price 8th Ground Tech 180 45
Scorpion 13 2 11 1 10 104 Average tank. May defend itself from air attacks 9th Ground Tech 208 52
Scud 15 0 1 10 4 116 Very long range missiles. Very powerful weapon against cities 10th ground tech 232 58
Metal Knight 18 4 13 1 11 135 Supreme tank, biggest cannon. Also equiped with air missiles 11th Ground Tech 270 67

* If not in full health the value is reduced (unit experience does not affect the value)
** If by any chance you reached the M-31 / Striker Tech by acquiring enemy techs or allied tech swap, you are then forced to buy the Elf / Tiger Tech separately


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Navy Units

[
Ground Units][Navy Units][Air Units]
Name Attack Ground Attack Air Defense Range Speed Cost Unit Description University Needed University Cost Unit Value*(sold)
Scout 4 0 5 1 20 50 Fast scout ship. Useful for blocking enemy troops on a bridge - None - 0 25
Cargo 0 0 5 1 18 60 Allow you to move your units across the ocean. Quite fast - None - 0 30
Destroyer 6 0 7 1 19 61 Medium size warship. A bit stronger that the Scout 1st Navy Tech 122 30
Shark 6 0 8 1 15 99 Submarine, cannot be seen by players without a radar 2nd Navy Tech 198 49
Shooter 8 3 10 7 19 108 Warship with long range missiles to attack coasts 3rd Navy Tech
(can also be acquired for free through a wreck)
216 54
Captain 15 4 13 1 22 124 Very powerful warship, also have air missiles 4th Navy Tech
(can also be acquired for free through a wreck)
248 62

* If not in full health the value is reduced (unit experience does not affect the value)
** Sharks can be used to acquire wrecks. Wrecks give you $$$ or a new Navy Tech, thus potentially allowing you to get the Shooter and Captain Techs for free


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Air Units

[
Ground Units][Navy Units][Air Units]
Name Attack Ground Attack Air Defense Range Speed Cost Unit Description University Needed University Cost Unit Value*(sold)
HawkEye 0 10 1 6 0 61 Useful to attack coming Hercules before they land - None - 0 30
Predator 5 3 3 1 18 132 Very fast small aircraft for sneak attacks 1st Air Tech 264 66
Hercule 0 0 5 1 14 103 Cargo plane, allow to move units faster or across ocean 2nd Air Tech **
(requires 6th Ground Tech)
206 51
Apache 8 5 6 1 12 150 Helicopter equiped with short range missiles to blow up tanks 3rd Air Tech 300 75
Eagle 14 1 10 1 12 170 Fighter, excellent for air-ground attacks 4th Air Tech 340 85
Falcon 1 14 8 1 14 155 Fighter, excellent for air-air attacks 5th Air Tech 310 77
Furtif 9 12 10 1 15 186 Stealth fighter, cannot be seen by others even with a radar! 6th Air Tech 372 93
Nuclear 99 0 0 25 0 1000 Nuclear weapon, destroys all units within 4 squares radius!! 7th Air Tech ***
(cannot be acquired as a second tech at a metro city)
2000 500

* If not in full health the value is reduced (unit experience does not affect the value)
** The Hercule Tech requires you to have achieved atleast 6th Ground Tech, but it can also be acquired through a Metro City as a second tech straight away irrespective of what Ground Tech you have
*** Metro Cities (City with 5000+ population) give you two tech advances instead of one. All other techs can be acquired as a second tech in a Metro, except the Nuclear


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Author: Genie
ICQ#: 4506289 © 2003



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