Units
The
game play is very deep, balanced,
and compelling, especially when combined with
the latest special Save the Admiral Missions and the
endless mix of randomized maps and challenges. As a
result, fans of this game play
many battles every day/week, as can be seen
on the Internet High Scores pages…
Ships used in Lost Admiral
Returns come in quite a range of flavors, and represent
abstracted versions of their real world counterparts.
Core units are Battleships, Submarines, and
Destroyers.
Battleships are very big, and kill enemy Destroyers in
one shot! Submarines can kill Battleships in three
shots, and the Battleship cannot shoot back at
Submarines at all! Destroyers kill enemy Submarines in
one shot, but are very vulnerable to enemy
Battleships.
Several other warships are
available to find and fight the enemy. Carriers are good
for scouting out areas of the map and finding the enemy
before becoming engaged in deadly combat. PT Boats excel
in quick movement to reach remote cities, scout out
areas, or chase down small enemy ships. PT Boats also
hunt Submarines well, killing them in two shots.
Cruisers are jack of all trades, able to fight all types
of units, but are not the best of all ships for damaging
specific types of enemy units.
Perhaps the most important of all the ships
available are Transports and Armed Transports (AT). Both
of these ships are the only unit that can capture a
city, thereby earning that city's victory points for
their owning player. The Armed Transports move more
quickly than Transports, and can fight PT boats on equal
terms. Transports are cheap to buy for capturing cities,
but are instantly destroyed by any warship that can
reach them.
Some battles will also have special
customized Flagships that you get to create
during the start of the battle. These ships are
much tougher than their normal counterparts in the
game, with unique abilities making them
akin to the Queen
piece in chess...
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