This will serve as the primary resource for instructions/directions for BMTG3 until the game incorporates a tutorial explaining the various units and features.
Each player has a bunker and a certain amount of influence. The amount of influence a player has is determined by how much land you control (FOBs) and for how long you control that land. Influence also determines how many units you can "recruit" and train.
FOBs, or Forward Operating Bases, are outposts that are scattered across the land that you should try to capture and hold. Engineers will capture a FOB if it is not controled by the enemy. If this is the case EOD (Explosive Ordnance Disposal) will need to come in and blow the enemy out of there. Once this happens the FOB is fair game to the first Engineer that can get to it.
Units
- Infantry - Basic combat unit. COST: 10 POWER: 15-20 RANGE: 5-6 SPEED: 11 ABILITIES: Combat
- Engineer - The land-grabbers. COST: 15 POWER: 15-18 RANGE: 3-4 SPEED: 9 ABILITIES: Captures unclaimed FOBs
- Medics - Save lives. COST: 15 POWER: 5-10 RANGE: 2-3 SPEED: 14 ABILITIES: Heal units
- EOD - Explosive Ordnance Disposal (demolition). COST: 25 POWER: 20-25 RANGE: 5-6 SPEED: 12 ABILITIES: Neutralizes Enemy FOBs
- Special Forces - Enhanced combat unit. COST: 30 POWER: 30-35 RANGE: 6-7 SPEED: 13 ABILITIES: Killing
Tips
- Deploy engineers first, they are slow and you will need the FOBs for inluence points.
- Create "teams" to concentrate attack power.
- Time unit deployment to compensate for the different speeds of each type of unit.
