You won’t be defenseless against the kaiju in Kaiju Wars as they stomp all over your buildings. To help slow down and delay the kaiju advance, you can rely on a slew of units of the military, though you must be ready to take plenty of casualties, as delaying a 100-meter tall lizard requires you to physically put yourself in a blocking position.
Here’s everything you need to know about basic units in Kaiju Wars.
Kaiju Wars Basic Units
Tank

The quintessential blocker unit, the tank unit is a veritable lifesaver in its ability to muck up a kaiju’s movements. While the tank may have low basic attack damage of 1 and it can’t even target flying beasts, it makes up for these apparent weaknesses with a decent counter damage rating of 2.
For a ground unit, tanks have an average speed of two, making it difficult for keeping up with particularly speedy and healthy kaiju, but at least it’s more mobile than missile units that get bogged down in rough terrain. The best ability of the tank is that if a ground-based kaiju enters its tile and snacks on said unit of tanks, it gets slowed by a rating of 1, which can be critical in buying time to bring reinforcements or achieve a breakthrough science star for victory.
Anti-Aircraft

The anti-aircraft unit is essentially a tank but specialized in countering flying kaiju. It has the same slowing ability, except for airborne monsters, and has the same speed and mobility as its more armored brethren.
AA does have a slightly more flexible damage rating than tanks in that it deals 1 damage against ground targets and 2 versus airborne targets, but only deals 1 damage in a counter-attack. Tactically, the AA unit has some increased flexibility over the tank, but isn’t quite as effective in blocking kaiju, since most kaiju the player will face will be ground-based.
Missiles

We already mentioned the missile unit’s greatest weakness is its lack of mobility, as this unit has difficulty traversing hills, forests, and rubble tiles, which can be quite a hindrance if the given map lacks open fields and roads. The average speed rating of 2 doesn’t help it much in this regard either and this unit will struggle to keep up with faster kaiju, so good foresight and positioning are crucial to using this unit successfully.
Where the missile unit does stand out is in its damage. It has a ground attack rating of 2 and an air attack rating of 3, though it completely lacks any counter damage. This unit setup makes the missile system a solid damage dealer and is best to keep it away from the direct path of a rampaging monster.
Infantry

Returning to humanity’s blocker units, infantry is the most position-demanding unit in the current roster. Infantry has a low damage rating of 1 against ground targets and 0 versus aerial nuisances, so it’s only situationally useful on the offense.
Infantry stands out in its mobility as a ground unit with a rating of 3, letting it reposition quickly and keep up with kaiju movements. The positioning element of infantry comes into play with its special ability, which is gaining an additional 2 counter damage to its base 1 if the unit didn’t move during its turn. If missiles are a position-based damage-dealer, then infantry is a position-based defender unit that heavily benefits from foresight and preparation.
Radar

The radar unit is the funkiest of the bunch in that it has the lowest damage dealing capability of any unit with a rating of 1 for both ground and air targets, as well 0 counter damage, making it an ineffective blocker and situational offensive unit. Its base speed of 2 also doesn’t give it any exceptional mobility features.
However, the radar unit can be a useful asset to speed up victory if it’s paired with a buff project called Data Protocol, which gives the radar unit the ability to generate 2 science points if positioned within 2 tiles of a kaiju. It may not be the most directly useful unit in affecting kaiju movement or health, but the radar can still play a vital role in helping you along to victory.
Fighter

All five previous units we discussed were ground units that can only be recruited at the army base and now it’s time for air support, which can be deployed for airfields only. The first of these air units is the fighter, which in many regards is like the ground-based tank or infantry in its role as a blocker with a few major differences.
The biggest advantage to the fighter is its speed rating of 4 and the ability to go over any terrain without penalty. Its damage isn’t particularly impressive with a rating of 1 for ground and air targets, but a counter damage rating of 2. So if you need a gap quickly plugged or need a kaiju to pay for its trespasses but your ground units are too far away, the fighter can help in a pinch.
Bomber

The bomber is the damage-dealer of the skies with a decent attack rating of 2 for ground targets, but unfortunately, it can’t offend air targets at all. It does have a counter rating of 1, so it can situationally act as a blocker, but that’s definitely not where it excels.
In some ways, the bomber is the better aerial cousin of the missiles unit, in that the bomber has a higher speed rating of 3 and isn’t hampered by terrain. The bomber is a great harasser unit that can keep the pressure up on kaiju, even healthy and speedy ones.
Bushplane

A relatively simple air unit, the Bushplane has no combat value whatsoever in that it has a damage rating of 0 for ground, air, and counter damage, and a speed of 4. However, its primary use is in extinguishing crisis tiles – burning zones within a mission that heal a kaiju if it enters. The bushplane’s special ability clears out adjacent crisis tiles upon the aircraft’s destruction, so its use is mostly for manipulating the terrain and is generally situational.
Artillery

A damage-dealer through and through, the artillery unit is the only unit that can attack at a range of three. It only has a ground damage rating of 1, but it can’t attack the same turn it moves. To effectively use this unit, it’s vital to choose effective positions to minimize movement and maximize firing potential to whittle away at kaiju health.
Police

Police are a specialist infantry-style unit with low ground attack and counter damage of 1, but a decent speed at 3. Its special ability is to block the spread of crises in adjacent tiles, so unlike the bushplane, which actively clears such tiles, police don’t allow it to spread in the first place. Just like infantry and artillery, police require exceptional foresight, planning, and positioning to maximize their effectiveness in containing the spread of crises events and occasional skirmishing with the kaiju.
Basic units themselves won’t necessarily bring you victory, as the mission win condition is tied to science, but they will at least be present to keep the kaiju distracted and busy. The key to a successful defensive strategy is to utilize your arsenal in a synergistic manner to optimally buy yourself as much time as possible. So how will you face the kaiju threat?
Kaiju Wars is available on PC.
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