Units are the low polygon, wavy-armed warriors in TABS. They are colored to match their team (red or blue), save for their unique headgear, clothing, weapons, and other items. Every unit has its own set of abilities which it can use. Each unit can be either a melee, a support, or a ranged unit.
They have a relatively simple AI system. Although AI is considered quite "basic" in the Open and Closed Alpha, Landfall has redeveloped and innovated their AI for the Early Access release of TABS. The "New" AI has been showcased in the Closed Beta. They are special soldiers, whom you place before on the map before battle.
Each Unit has their own unique AI which determines its behavior in combat. Units with the melee unit movement type will approach their targets until they within the their weapon's range, and will back up to its maximum range when their targets get too close; units with the ranged unit movement type will also approach their targets until they are within their weapon's range, but will not back up when their targets are too close.
Certain units abilities to dodge or parry, while others can charge into melee range. These abilities and behaviors should be considered when selecting and deploying your units, as they can have a major impact on the game. Currently, units are controllable.
Size of the unit also plays a factor, as their size will multiply their hitpoints - the amount of damage they could take before they die. However, it is a misconception that the units' hitpoints straight up multiply the number in the Unit Creator when compared. For example, a unit with 100 hitpoints and 2.00x size in the Unit Creator actually has 400 hitpoints instead of 200. Below is a table showing how hitpoints scale with size.
Click Expand to view the table. ===>
Added Hitpoints Percentage (Percentage Scale)
From the table, we can hypothesize the way unit's hitpoint scale with size is with each 0.10 increase on the multiplier, it increases the hitpoints of the unit by 20% from the start; this percentage will keep scaling up to a maximum of 40% starting at 1.80x size. As such, hitpoints of 1.80x size can be calculated by adding the 100 hitpoints with the total percentage accumulated before (220%), and any hitpoints after this point can be calculated by adding 40% with each 0.10x added. This size-hitpoint scaling holds true for reverse as well.
Units will always have googly eyes as long as they remain set to on in the options menu. Units also get X's on their eyes when they are dead, with some units they will show >< on their face when damaged, and normally they blink --. All things in TABS can have variation, like Clams from the CLAMS man, or birds from the Scarecrow. The Snake Archer's bow can also have eye variations.
Units can have minor variations between them that are randomly generated, mostly for aesthetics. Some of the changes include:
Slightly taller/short units.
Units with large/small body parts.
Units with large/small pupils/eyes, sometimes one large/small than the other.
Cyclops units (rare).
Multiple eyed units (more than 2 eyes) (very rare).
Giant/tiny units (very rare).
Fat/Skinny units (rare).
Two of these variations (depends on the variations).
There are a large amount of units. Each one is placed into one of the several factions that depict different time periods or fantasies- Tribal, Farmer, Medieval, Ancient, Viking, Dynasty, Renaissance, Pirate, Spooky, and more. Each faction has about seven units, typically including a melee infantry unit, a ranged unit, a heavy unit, and a boss unit. Some factions will also have support or artillery units as well.
Currently there are 139 units in TABS.
Most of the units are unlocked in the game from the beginning, but there is an exception for the Secret andLegacy faction. To unlock such a unit, the person must go to Free Camera Mode and search around for a weapon, or for a similar item. With the legacy faction the player must find all the weapons on the legacy map, and with the full release comes the Fantasy Good and Fantasy Evil factions. Both requiring to go to a specific location in order to unlock.
Note: This is a general overview of the units, each of which has its own page. The links to those pages are listed below. All of the units are either a melee, ranged, or an artillery unit. Each unit is unique. There are no units with the same armor and weapons.
Note: The information in the unreleased section may be outdated. It may be advised to check the Units tab at the bottom to see upcoming units.