RTS

RTS stands for “Real Time Strategy”.

It’s a term that is used in a number of different contexts, one being for the Army Men to oversee a battle in real time and carry out strategies in the same way, while the battle is happening and being able to adapt to the circumstances in the moment to get the best result.

RTS Units

RTS units is a term given to the representation of troops on the battlefield, and these are 3:

— Infantry:

The soldiers or fighting units on foot, whatever the Toykind

Any individual who is on foot and is specialized in a certain military area is considered Infantry. Therefore, a pilot or driver are not considered as such, and anyone who changes their status and starts controlling a vehicle or construction, the same. These can be from Plastic Soldiers and Action Figures, to Block Brick Figures or Robots.

Army Men infantry:

Rifle Soldier:

The weakest Army Men infantry. They were the basic infantry in the past. Their M4s are mostly effective against other infantry and armor (when in large numbers).

Auto-Rifle Soldier:
First Real Life Army Men videogame printed 3D model

Basic Army Men rifle infantry. Their M16s are mostly effective against other infantry and armor (when in large numbers). The backbone of the Army Men infantry

Grenadier:
Operation Green

The Grenadier has a longer range and more destructive power the regular infantry. In groups, Grenadiers are effective against heavily armored units and structures. However be warned that if one grenadier were to die their own grenades would be destroyed causing splash damage to nearby units whether they be friend or foe and cause a chain reaction if Grenadiers are packed close together.

Bazooka Soldier:
Army Men

Infantry units equipped with rocket launchers, Bazooka Soldiers are slower than regular Rifle Infantry but are more effective at destroying enemy infantry, armor and aircraft.

Flamethrower Soldier:

These soldiers are slower and more susceptible to damage than other infantry (due to the large tanks of flammable chemicals they carry). The Flamethrower Soldier can decimate plastic and wood structures and infantry in seconds with his flamethrower. However, be warned: these units also create splash damage to nearby other units similar to Grenadiers if killed in combat.

Medic:

Battlefield medics have the ability to heal friendly infantry units but cannot attack enemy infantry do to the Whiskey Convention rules.

Engineer:

Engineers are deployed onto the battlefield to capture enemy structures or repair one’s own. They are unarmed and must be protected by other combat units.

They are the ones in charge of engineering and inventing when it came to creating new artifacts, weapons, and vehicles. They were one of the most important fronts in the fight against the Tan, because they were in charge of designing the technology to counter Plastro’s super weapons.

Plastro had access to the Real World on a large scale long before the Greens, and began using technology from there to fight them. The Green engineers did not have access to that type of technology, so they paled for a time against the Tan. Before the Real World, although they were always one step behind, the engineers usually ended up catching up and countering the Tan. But in this case the difference was bigger. But once they gained access to that world in Sarge’s Heroes, when the Green Command decided to make the portals public, it did not take them long to return to a sustainable balance in the Tanic-Greeno war. Although when access to other worlds was obtained, sustainable warfare gradually came to an end. This is one of the reasons why the Army Men Alliance created rules for the exploration of other worldsโ€ฆ because such interference can break the natural balance and bring toy civilizations to the brink of extinction.

Attack Dog (Grey & Red Army only):

Attack Dogs are the only unit that can detect Spies that are trying to infiltrate the base. Although unarmored and easy to kill, Dogs make the perfect in-base guard units against sneak attacks by engineers, Spies and Thieves.

Spy (Blue Army only):

Spies are covert infantry units that are disguised as enemy soldiers and can infiltrate enemy buildings. You can find out how much money your enemy has, what units they are building, and how many units they have. Careful consideration should be made in that attack dogs can discover them.

Thief:

Thieves can steal credits from enemy ore refineries and silos (1/2 the credit will be stolen).

Field mechanic:

This unit is able to repair any damaged vehicles that are nearby or ordered to. While repairing units at a bit slower rate, Mechanics have the advantage of mobility and their use is free (apart from the cost of molding them, of course).

Sparking Soldier (Red & Tan Army only):

These units shoot a low range electric blast on the enemy, carrying a coin battery in the back. These units are also unable to be crushed by large vehicles.

Other subtypes of soldiers

Paratroopers:
Paratrooper

These units can range from soldiers with rifles, machine guns and even grenades. Anything that is not too heavy.

They are usually dropped from troop cargo planes, but any soldier who jumps with a parachute can also be considered a paratrooper, even those who eject from a plane going down.

Sources for this article:

discord.gg/VfbqahDyUB

— Vehicles:

The vehicle is a means of transportation that allows the transfer of people or things from one place to another

When animals or objects are transported, it is called a transport vehicle, such as a boat, car, train, bicycle, motorcycle, automobile, truck, plane and ship, among others. When a vehicle is for combat, it is called combat vehicle. This vehicles can carry weapons and shoot some kind of ammunition.

Real World Tan Vehicle Factory

Standard Army Men vehicles

Army Men Tank

Tank
Top Speed: Slow
Weapon: Cannon
Rate of Fire: Slow
Cargo: One unit

Army Men Half-Track

Half-Track
Top Speed: Medium
Weapon: Heavy Machine Gun
Rate of Fire: Very fast
Cargo: Up to four units

Army Men Truck

Cargo Truck
Top Speed: Fast
Weapon: None
Rate of Fire: None
Cargo: Up to six units

Army Men Jeep

Jeep
Top Speed: Fast
Weapon: Medium Machine gun
Rate of Fire: Very fast
Cargo: One or two units

Army Men PT Boat

PT Boat
Top Speed: Fast
Weapon: Vulcan Cannon
Rate of Fire: Very fast
Cargo: Up to six units

The most common ground vehicles:

Jeeps:
Attack On Toys Jeep

Fast and lightly armored, this unit is ideal for quickly scouting out an area. Used as a support unit for an infantry squad, the Ranger can soften up the enemy before a direct confrontation occurs.

Mobile FOW generator:

The mobile version of the FOW Generator functions in much the same way the stationary one does. Although it projects a smaller gap field, you can hide several units under its cover, blocking the enemy from seeing what you’re sending against them.

Plastic trucks:

The Plastic truck is a heavily armored vehicle designed to collect Plastic and bring them back to its owner’s refinery. It is unarmed and slow but compensates for this with heavy armor.

MHQ:

The Mobile HQ vehicle allows creation or expansion of a base. Although expensive, the MHQ is useful to have around if the original Construction Yard is destroyed or captured. As with any other construction facility, the more of them you have, the faster construction will proceed.

APCs:
Attack On Toys APC

With the Armored Personnel Carrier, the Allies can transport up to 5 infantry units quickly across land. As it is a tracked vehicle, the APC is the lightest unit with the ability to crush Sandbag and Barbed Wire barriers. The turret mounted M60 helps keep infantry at bay while it goes about its mission.

Light tanks:
Light Tank

Fast, with decent armor, the Light Tank works well in mixed groups, and also in large divisions. What it lacks in firepower and armor, it makes up for in speed and rapid fire.

Medium tanks:
M48 Army Men Tank

The standard good ol’ Tank. This Tank is just as well armored, faster, and less costly than the Heavy Tank, though armed with only a single barrel. Used in groups with Light Tanks, the Medium Tank can draw fire while the Light Tanks destroy the threat.

Heavy Tanks:

This beasts are sometimes equipped with twin cannons, giving it twice the punch of the nearest equivalent, the Medium Tank. It sacrifices speed for this bonus, but the net result still makes it a formidable opponent on the battlefield.

Triceratop Tank:
Army Men Strike Ace Heavy Tank

The more badass tank. The largest land based weapons platform, the Triceratop Tank can take and dish out a lot of punishment. Its twin cannons are unmatched in power on load and its missiles make it effective against infantry and air units as well.

Artillery:

Very effective, if somewhat inaccurate, Artillery can devastate infantry and structures from afar. Its slow speed and light armor requires that it be protected.

RSB:

The Radar Signal Blocker unit allows the commander to jam the radar structure continuously and automatically if the unit is close to a radar center structure.

Portal tank:

Once charged, this tank has the ability to teleport itself to any place on the battlefield that has been explored. The unit cannot take much punishment but, to compensate, has average speed and powerful missiles.

Mine Layer:

The Mine Layer is similar to that of the APC however it uses AAM mines that triggers when a vehicle runs over it. It carries five mines but can be resupplied with more mines in the Auto Repair Facility.

Anti-tank minelayer:

The Mine Layer’s chassis is similar to that of the APC, however it uses mines that trigger when a vehicle runs over them. It carries five mines but can be resupplied with more from the Auto Repair Facility.

Rocket Launcher trucks:

The Rocket Launcher can destroy most buildings with just two high-yield rockets. Factor in its incredible range, and it is easy to see why the other Toys fear this weapons platform. Its drawbacks are its light armor, long reload time, and inability to hit fast moving targets.

Electric Tank:

Worth their cost. With good power and speed but light armored it became an icon for later versions.

Demolition truck:

This vehicle carries a small low yield nuclear bomb that is detonated when the vehicle is destroyed either by command order, low hit points to point of destruction, or chronoshift.

MADD Tank:

Invented by Dr. Madd, The MADD (Mutually Assured Destruction Device) tank when activated it charges and builds up a shockwave. When it detonates it damages or destroys any unit or building in the area whether it be friend or enemy. It also destroys itself. Infantry are not affected by this ability.

The most common Aircrafts:

Longbow:

The Longbow attack helicopter is loaded with Hellfire missiles, allowing it to destroy armored targets with ease. Used in conjunction with naval or ground attacks, the Longbow is an ideal support aircraft, able to rapidly inflict additional damage to a target – usually with little to no return fire.

Hind (Red Army only):

Large and armored, the Hind uses its high velocity Vulcan chain gun to tear apart enemy units and structures. Equipped with a large ammo supply, the Hind will follow its target for quite some time, all the while tearing away at its defenses.

Chinook:

Able to transport 5 infantry type units through the air, the Transport Helicopter is ideal for landing engineers and other assault squads in an enemy base.

Yak:

Sometimes called the “Infantry Eraser”, the Yak fires in strafing runs, swooping down on groups of marching infantry, potentially destroying them all in a single run. The Yak is not that fast, making it an easy target for Allied Rocket Soldiers those that actually survive the first strafing run.

MiG (Red Army only):

This fast-attack craft carries a limited number of powerful and accurate missiles. Used in hit-and-run tactics, the MIG can remove armored craft before they can become a threat.

The most common Water vehicles:

Landing craft:

The Landing Ship Transport allows transportation of up to 5 ground based units across the water. Transports can only be loaded / unloaded on shore terrain, and they are at their most vulnerable while unloading.

PT Boat:

The fastest and lightest of the Allied naval vessels, the Gunboat is good at scouting naval routes, and detecting Submarines before they can cause any mischief. Its depth charge launcher will automatically fire at any Submarines detected nearby.

Destroyer:

The Allies’ mid-level naval vessel, the Destroyer is effective against land, air, and sea based threats. Its fast-firing Stinger missiles can hit air targets easily, and can also decimate nearby ground targets. If it detects a Submarine, its dual depth-charge launcher ensures that the Sub will be rapidly taken out of commission.

Cruiser:

Slow moving death. What the Cruiser lacks in speed, it makes up for in firepower and range. Able to lob destruction onto targets at incredible distances; though inaccurate, it can decimate an enemy base in minutes. A favorite target of Submarines, these ships have no naval defenses, relying on the faster moving Destroyers and Gunboats to protect them.

Submarine:

Silent and stealthy, Submarines can attack ships from afar. Subs must surface to fire, giving away their position, and opening themselves up to any nearby units that can hit them.

Missile Submarine:

The predecessor to the Dreadnought, the Missile Submarine fires missiles like the submarine, but they target bases instead.

— Aircrafts:

A very interesting form of transportation and weapons

Airplanes, helicopters and others are heavier aerodines than air, provided with wings and a body capable of flying, always propelled by one or more engines. An aerodyne is a heavier-than-air aircraft capable of generating lift by its own means, unlike aerostats. Both manned and not manned vehicles.

Sources for this article:

— Water vehicles:

Water craft: Vehicles capable of navigating through water

A form of vehicle/transport capable of navigating through water propelled by sail, oar or motor, both on the surface (boats) and below it (submarines). Both can be manned and unmanned.

The water is filled with lurking danger. Surface craft and submersibles are ordered to attack Green fortified positions wherever they are. PT Boats and Submarines arenโ€™t going to make life easy for you…

Some Army Men continue to die instantly in water. But here is salvationโ€ฆ

The old G1 Army Men died when they touched water. A mystery that was never revealed. But luckily a serum was invented for that and it seemed that the future Army Men would be molded without that problem, losing the aquatic transports some importance for that. But that was not the caseโ€ฆ
The issue with water was never resolved, although it is true that some soldiers can be molded immune to water, and that there is a serum that after a while makes anyone immune. But the discovery of the immense Real World changed the issue of water vehicles even more, since the Real World is 70% water. So these fully came back.

Sources for this article:

Download Army Men: Air Tactics PC Manual PDF

— Structures & Buildings:

Buildings, fixed defensive positions, and protective barriers. Anything that produces Army Men units or defends the base from threats. Some buildings are necessary to gain access to certain units. Others are necessary to gain access to energy, plastic, and more.

– HQ:

The HQ and the Construction HQ are buildings where the command centers are located. The Construction HQ is the foundation of a base and allows the construction of other buildings.

The HQ or Headquarters is a building that was in Army Men: RTS campaigns. It allowed commanders to make Barracks. It also allowed to make Bulldozers, dump trucks, bulldozers, and radio men. It is quite literally the Headquarters of any base’s operations. Cost: 400 plastic units.

– Power Plant:

The standard Power Plant. Power output is directly related to the Power Plant’s condition, so protect them during battles.

– Super Power Plant:

This large, high yield structure handles the energy strains of some later, more power intensive structures and defenses.

– Resource Depot:

Is the structure in which the Army Men process all of the Plastic and Electricity the Dump Trucks collect. Plastic is taken to the Resource Depot from destroyed buildings or units where it will be recycled again. As well as from plastic object and energy resources laying around the battlefield. Energy is also returned here from objects found laying around like flashlights or car batteries. Resources are carried by Dump Trucks with lasers attached to them.

– Plastic Refinery:

The Refinery melts Plastic into a maleable liquid component element. Building the Refinery immediately deploys an Plastic Recovery Truck. The Refinery can store up to 2,000 credits of melted Plastic.

– Plastic Silo:

This Silo can hold up to 1,500 credits of melted Plastic. Guard it carefully. If destroyed or stolen, the amount stored is deducted from your plastic economy.

– Barracks:

The Barracks is where all Army Men infantry are molded or trained. Some can be upgraded to Super Barracks. Some infantry molds may not be available until other structures are built. ture is responsible for the building & molding of all ground vehicles. Building multiple Barracks decreases the amount of time required to create a plastic soldier.

Barracks: The Barracks create the bread and butter of the Army Men: the infantry. Barracks is the first line of attack… and defense. Units built from the Barracks do not require electricity, which can be scarce at times. Cost: 300 plastic units.

Super Barracks: Upgrading Barracks get the Super Barracks. This next level structure gives the ability to produce the best of the best fighters: Bazooka Men, Machine Gunners, Snipers and Mortar Men. These Soldiers have increased range and more powerful guns than the basic Grunts. Cost: 400 plastic units.

– Medical Tent:

Is a building featured the most in Army Men IIArmy Men: Toys in Space and Attack on Toys. Medical Tents are buildings that will heal any allied unit that moves under it, as if a Med Kit was used.

– Garage:

This structure is responsible for the building & molding of almost all ground vehicles. Some can be upgraded to Super Garage. Building multiple Garages decreases the amount of time required to create a vehicle. The RTS Garage could built Minelayer, Medic, Half-track, Tank and the Chopper and Dumdum with the Super-Garage.

Garage: The Garage gives the ability to build heavy assault vehicles and one of the most important assets, the Medic jeeps. Cost: 400 PU.

Super Garage: The Garage Upgrade. This will give access to the next level of equipment, including Choppers!. Cost: 400 PU.

– Naval Factory:

The Naval Factory builds and launches all naval vessels, except submarines. Damaged sea craft docked at the Naval Factory can be repaired. Building multiple Naval Factories decreases the amount of time required to create a naval vessel.

– Dog Tents:

This structure allows the molding and training of attack dogs. Scrapped after Whiskey Convention

– Sub Factory:

The Sub Factory builds and launches Submarines and Troop Transports. Damaged Submarines and Transports docked at the Sub Factory can be repaired.

– Airstrip:

The Airstrip allows construction of some airplanes, and allows access to Paratroopers, Parachute bombs, and Spy Planes. Only one plane is allowed per Airstrip that has been constructed. If an in-use Airfield is destroyed while its associated plane is still in the air, the plane will crash.

No matter where the plane is manufactured, it needs a Airstrip to land on. They are used by airplanes to refuel and rearm as well.

– Helipad:

The Helipad allows construction of all helicopters and will reload any that are in need.

– Auto Repair Facility:

Vehicles can have their health restored by entering an Auto Repair Facility. This is a building commanders can used for the first time in Army Men II and Army Men: Toys in Space. This building will repair any allied vehicle that moves on it, much like how the Medical Tent works for allied units.

Repairs any damaged vehicle that you move onto it. Mine layer units can be re-loaded by driving them onto the pad. (Repairing a vehicle is much faster than building one, and for a fraction of the original cost. This is a worthy investment).

– Radar:

The Radar uses spy planes or the satelital networks to give an overhead view of the battlefield. Detects enemy units that are within range. It is very useful when the Fog of War disappeared. Detected units appear on the Strategic Map in their appropriate colors. The building detects enemy units as they move into it’s detection radius on the map, letting the commander call in air strikes or otherwise prepare for them.

Cost in Army Men 2, Toys in Space was 100 PU.

– Technological center:

In addition to allowing the construction of high-tech units, also starts construction of the GPS Satellite. When finished, the satellite will automatically launch, revealing the entire battlefield (excluding spots hidden by FOW Generators).

– Pillbox:

A defensive building, A fortified bunker occupied by a single soldier (or more) who may be armed with a Rifle, a Bazooka or a Heavy Machine Gun. The Pillbox is ideal for defending your base from enemy infantry attacks. Another building used to defend the base by being offensive or defensive similar to the Guard Tower in style. Basically there is a gunner or two inside that shoots at oncoming enemies. While being protected by a barrier wall. The gunner is actually part of the building but basically that is a pillbox.

The Pillbox is a very powerful base defense against most of the ground units. Tanks are resilient enough to inflict heavy damage to it, and mortar men can out-range it, but otherwise, the pillbox can fend off most ground assault. However, it is usually completely defenseless against choppers.

In RTS campaign, this was a small building which allows the Soldiers inside to be protected, yet have the ability to shoot 360ยฐ from a single position. They were vulnerable from the air without any defense to helicopters (like most pillboxes today). Cost: 300 PU

The plastic cost of Rifle pillboxes in Army Men 2 and Toys in Space were 100 Plastic Units. Bazooka and Heavy Machine Gun 200 PU (250 points of health).

– Camouflaged pillbox:

Equipped with the same weapons as the Pillbox, this defensive structure has the advantage of better armor and near-perfect camouflage. It blends with the surrounding terrain, making it virtually invisible.

– Turret:

Invented by the Greys when they were loosing the Great War, is a Turret-mounted cannon is a Heavily armored fortification with good range. This Turret is effective against armored threats and usually is a Tank turret or somewhat like that.

– Guard Tower:

Guard Towers are very effective for providing defense around the perimeter of the base and at the main entrance, as well as against air attacks. Good towers can link to Barbed Wire Posts.

Used to defend your base from oncoming enemies that try to get into your base or destroy you. Fires one steady stream of bullets at enemies in the vicinity. Guard towers are the most common Army Men defensive buildings.

– Flamethrower Tower:

The Flamethrower Tower targets and destroys approaching enemy ground units by shooting balls of fire. It is best used against large groups of infantry; it is moderately effective against armored units as well. Since there are volatile fuels used in the Flamethrower Tower, it damages nearby units and structures if destroyed.

– Electric Coil:

The Electric Coil automatically directs bolts of high energy lightning at enemy ground units, reducing men to ash and tanks to molten plastic in seconds. Used too much energy.

– Acid Gun:

Invented by Plurtz Tan Army in 2002, this special weapon is prohibited by the Army Men Alliance Whiskey Convention, for being too cruelty and playfulless.

– AA Gun:

AA Guns are anti-air defense turrets which protect the key installations against any toy aircraft, helicopters and paratroopers. Many of these are seen in Air Attack 1 & 2. And equipped with twin 40 mm cannons.

Although its range is not great, any enemy aircraft flying over these are guaranteed to be heavily damaged, if not destroyed. They are accurate and deadly. This is a anti-air defense turret which protects the base from enemy helicopters and paratroopers. They basically shoot down any enemy aircraft that comes near the base. In order to stop from aerial attacks being a problem to your base. They do not have any real effect though on ground units attacking you.

– GTAM automated defenses:

GTAMs automatically launches long range missiles at enemy aircraft.

– FOW Generator:

The FOW Generator allows to hide the base from enemy sight, creating Fog of War in radar view. Any enemies scouting the area will only reveal the shroud around themselves, and it will immediately close up once the invading unit is destroyed or leaves the area.

– Portals:
Inter dimensional Portals: Doors to parallel universes “Fortunately General Grimm and the brave soldiers of the Green Army have been successful in locating and destroying these dangerous portals as they mysteriously appear across the land” – Vikki Grimm during the Green Army News in Sarge’s Heroes 2 events Portals function as gateways between the Plastic … Continue reading Portals
– Artificial Portal:

The evolution of the humans Philadelphia Experiment, the Artificial Portal allows the Army Men to move a unit from one location to an other without having to cross the space in between. However, the unit will only exist in its new location for a brief time before returning to its point of origin. This technology is still a bit unstable, to the point that some scientists say it could destroy reality. Using it on certain units or using it constantly could produce unusual side effects.

– Iron Quantum Device:

The Iron Quantum Device renders any unit or building invulnerable for a short period of time, converting Plastic into Iron.

– Missile Silo:

The Missile Silo can readies any type of big missile, even an Atomic Bomb that can be launched onto the battlefield, causing massive destruction to structures and infantry. The more heavily armored units will fare better, but not by much.

– Fake Structures:

The Army Men have used Fake Structures in the past, several times, to deceive the enemy. These have a fraction of the hit points of a normal structure, but can be used to create the illusion of critical structures. They are usually made of cardboard or are a simple flat image made of cardboard as well. Sometimes they are made of sand or sticks and materials from the Real World.

– Sandbags:

Sandbags are good for stopping non tracked vehicles and infantry. All tracked vehicles can run over this type of barriers. They serve as good cover against conventional weapons ammunition, but are easily blown to pieces by cannon fire.

– Barbed Wire Fence:

The Barbed Wire is used to hold back the enemy and keep them out of bases. It is cheap and fast to build. Keeps enemy from being able to enter through that location in which Army Men place the fence. Until of course being destroyed in which they will be able to get past then. Barbed Wire Barrier stops non-tracked vehicles and infantry. Tracked vehicles can destroy the barrier by shooting it and / or running over it.

They do not usually provide cover against enemy fire, although some do (depending on what they are made of exactly). Cost: 50 plastic units.

– Walls:

Strong walls that can withstand a few hits of cannon damage. Ammunition does not cause damage.

Sources for this article:

https://armymen.fandom.com/wiki/Buildings_in_Army_Men:_RTS
https://armymen.fandom.com/wiki/Auto_Repair_Facility
https://armymen.fandom.com/wiki/AA_Gun
https://armymen.fandom.com/wiki/Barracks
https://armymen.fandom.com/wiki/Medical_Tent

Sources for this article:

discord.gg/VfbqahDyUB

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