Meridian Command / units

Units & buildings

Know what you send. Know what you build.

The force

Infantry 5

Rifle Infantry model

Rifle Infantry

Holds ground and fights exposed infantry.

Use it to secure useful positions. Do not send rifles into a tank exchange.

Heavy Infantry model

Heavy Infantry

Reinforced infantry with sustained fire and anti-armour support.

Its machine gun handles foot soldiers while rockets threaten armour. Heavy kit slows the advance.

Rocket Infantry model

Rocket Infantry

Infantry-carried anti-armour fire.

Screen it with troops that can handle enemy infantry. Give the rockets a vehicle worth hitting.

Special Ops Infantry model

Special Ops Infantry

Elite reconnaissance and selective infantry combat.

Use mobility and observation to choose the exchange. A suppressed carbine is not dedicated air defence.

Mortar Team model

Mortar Team

Standoff demolition of walls and fortifications.

Keep its dead zone screened. It is a wall-breaker, not a substitute for an infantry firing line.

Armour 7

Pangolin model

Pangolin

Armoured fire support against infantry and light vehicles.

Keep it with the infantry and behind the tanks. Its heavy machine gun is not built for a tank duel.

Light Tank model

Light Tank

Mobile reconnaissance and skirmishing.

Use its optics and moving fire to probe the line. Heavy opposition demands support, not bravado.

Heavy Tank model

Heavy Tank

Armoured breakthrough and hard-target fire.

Lead a supported breach. Slower movement makes chasing scattered survivors a poor assignment.

Mobile Rocket Launcher model

Mobile Rocket Launcher

Long-range bombardment of fixed targets.

Protect its close approaches during the long reload. Troops and moving armour are poor targets for this job.

Mobile SAM model

Mobile SAM

Mobile missile defence against aircraft.

Stop and set up where friendly observers can support it. It cannot defend itself against ground attackers.

Wheeled Fire Support Vehicle model

Wheeled Fire Support Vehicle

Mobile cannon support and flanking fire.

Use speed to find an angle. Thin plating makes a frontal tank exchange a bad bargain.

Field Gun model

Field Gun

Long-range shellfire against structures and concentrations.

Keep a screen across its dead zone. Once the enemy reaches the gun, range is no longer an advantage.

Air 5

Kestrel model

Kestrel

Stand-off fire against infantry and light vehicles.

Use its gun and rockets from the flank. Keep a Helipad available for the return trip.

Mistral model

Mistral

Anti-armour strikes from the air.

Reserve its missiles for hard targets. Return to the Helipad rather than linger with spent ordnance.

Strike Fighter model

Strike Fighter

Bombing passes against ground and naval targets.

Plan a clean approach and return runway. Repeated passes depend on landing to rearm.

Interceptor Fighter model

Interceptor Fighter

Cannon interception of drones and aircraft.

Use it to contest the sky. Leave structure demolition to strike aircraft.

Heavy Bomber model

Heavy Bomber

Heavy bombing against structures and fortifications.

Clear the approach before sending it in. Slow turning and costly replacement punish casual routes.

Drones 4

Light Strike Drone model

Light Strike Drone

Disposable close-contact strike.

Commit it against a useful target, not an empty approach. It is fragile and does not return from a successful strike.

Heavy Strike Drone model

Heavy Strike Drone

Heavy close-contact strike against valuable targets.

Use its charge where the damage matters. A costly drone still needs a clear approach.

Rifle Drone model

Rifle Drone

Sustained small-arms fire from the air.

Keep it over exposed infantry. Armour is a poor use of its ammunition.

Interceptor Drone model

Interceptor Drone

Intercepts aircraft by physical contact.

It is destroyed on impact. Pursue drones and catchable low aircraft, not a faster jet disappearing overhead.

Naval 5

Cruiser model

Cruiser

Heavy naval gunfire and coastal bombardment.

Give the main battery a clear bearing. Its broad turning circle makes a last-minute course change expensive.

Destroyer model

Destroyer

Naval gunfire and coastal support.

Establish position before the exchange starts. Gradual acceleration leaves little room for a late escape.

Transport Ship model

Transport Ship

Unarmed naval movement.

Keep the route clear and escort the hull. It has no weapon to rescue a bad crossing.

Sea Engineer model

Sea Engineer

Builds offshore extraction platforms.

Escort it to the offshore worksite. An unarmed construction barge is not a screening ship.

Sea Oil Barge model

Sea Oil Barge

Carries offshore crude to the Shipyard.

Protect the sea leg and the onward truck route. Reaching port is not the end of the supply chain.

Support 16

Sighter model

Sighter

Forward observation and light self-defence.

Watch approaches before the main force moves. Its rifle is insurance, not a breakthrough plan.

Minelayer model

Minelayer

Lays mines to disrupt ground approaches.

Place mines where traffic must pass. An attentive opponent can spot and avoid them.

Medic model

Medic

Restores nearby friendly infantry.

Keep it close to the troops it supports. It is unarmed and cannot bring dead soldiers back.

Mechanic model

Mechanic

Repairs nearby friendly ground vehicles.

Travel behind the armour, not ahead of it. It repairs damage but cannot recover a destroyed vehicle.

Armored Scout Car model

Armored Scout Car

Armed reconnaissance and infantry screening.

Probe ahead without committing to heavy armour. Its autocannon suits infantry and lighter opposition.

Combat Recovery Vehicle model

Combat Recovery Vehicle

Field repair for damaged ground vehicles.

Keep it behind the force it maintains. An unarmed crane does not belong at the point of attack.

Bridging Vehicle model

Bridging Vehicle

Deploys an assault crossing.

Choose the crossing before committing the vehicle. Deployment consumes the bridge carrier.

Amphibious Carrier model

Amphibious Carrier

Unarmed movement across water.

Use rivers and shallows to reach another route. Water travel is slow and offers no weapon to cover the crossing.

Scout model

Scout

Unarmed mobile reconnaissance.

Keep it moving around danger, not through it. Its value is the ground it reveals.

Engineer Rig model

Engineer Rig

Raises and completes structures.

Secure the worksite and the approach. An unarmed builder cannot settle a contested construction job.

Command Crawler model

Command Crawler

Deploys into Headquarters.

Choose sound ground before deploying. It is unarmed and not a replaceable front-line vehicle.

Metal Transport model

Metal Transport

Delivers mined metal to Headquarters.

Protect the route as well as the rig. Metal is not delivered until the truck arrives.

Oil Tanker model

Oil Tanker

Delivers crude oil to Headquarters.

Keep the hauling route clear. Fuel aboard a destroyed tanker does not reach the stores.

Heavy Tanker model

Heavy Tanker

Heavy crude haulage from a Deep Oil Rig.

Guard the road between extraction and Headquarters. A tougher tanker is still a logistics vehicle.

Recovery Specialist model

Recovery Specialist

Recovers resources from damaged enemy storage.

Secure the site before sending it to work. Its sidearm is not a substitute for a guard.

Heavy Transporter model

Heavy Transporter

Moves loaded units as cargo.

Clear the road before loading valuable troops and equipment. Cargo is lost if the transporter is destroyed.

The base

Resources 8

Small Oil Storage model

Small Oil Storage

Adds oil storage.

Defend the tank as well as the wells. Stored fuel can be lost when storage is destroyed.

Offshore Oil Platform model

Offshore Oil Platform

Extracts offshore crude for sea shipment.

Escort the barges and protect the receiving shore. Offshore output still needs a safe journey home.

Oil Rig model

Oil Rig

Extracts crude oil for delivery home.

Defend the field and tanker route. Upgrade the working site when stronger extraction is worth the investment.

Metal Mining Rig model

Metal Mining Rig

Extracts metal for truck delivery.

Protect the trucks between the rig and Headquarters. Upgrade a useful site instead of treating deliveries as guaranteed.

Large Oil Storage model

Large Oil Storage

Adds larger oil storage.

Protect the tank farm from a concentrated raid. More capacity makes the site worth defending.

Underground Oil Cavern model

Underground Oil Cavern

Hardened underground oil storage.

Buried storage resists conventional attack. Keep watch for enemy Special Ops sabotage.

Jet Fuel Refinery model

Jet Fuel Refinery

Industrial prerequisite for fixed-wing operations.

Build it as part of the aviation chain. A runway cannot bypass missing supporting industry.

Bank Vault model

Bank Vault

Adds protected credit storage.

Keep the treasury inside a defended perimeter. Credits stored here are at risk if it falls.

Power 2

Power Station model

Power Station

Generates power for the base.

Keep spare capacity for expansion. Protect the grid before adding another hungry facility.

Heavy Power Station model

Heavy Power Station

Heavy power generation.

Use its output to support a larger base. Concentrated utility capacity deserves protection.

Production 10

Barracks model

Barracks

Produces infantry and field specialists.

Train a force suited to the task ahead. Specialist personnel need cover when they leave the yard.

Drone Hangar model

Drone Hangar

Adds drone storage and operating bays.

Use it alongside a Drone Factory. Extra bays are useful only while the site survives.

Helipad model

Helipad

Produces and services attack helicopters.

Keep the landing approaches safe. Helicopters need a place to return when ordnance runs low.

Chip Factory model

Chip Factory

Enables electronics-dependent vehicle production.

Supports equipment assembled at the Armored Factory. It has no unit queue of its own.

Drone Factory model

Drone Factory

Assembles, stores and services drones.

Protect the production site before filling its bays. Losing the base breaks the sortie plan.

Armored Factory model

Armored Factory

Builds vehicles and armour.

Match the queue to the next operation. Supporting factories and research still gate specialist equipment.

Ball Bearing Factory model

Ball Bearing Factory

Supports heavy vehicle and aircraft industry.

Build it before the Armored Factory or Airfield. Supporting industry belongs behind the line.

Aircraft Hangar model

Aircraft Hangar

Stores and services fixed-wing aircraft.

Prepare aircraft here for a friendly runway. A shelter is not an independent takeoff strip.

Naval Shipyard model

Naval Shipyard

Builds naval combat and support vessels.

Keep the launch approach clear. Offshore supply depends on the sea route and the land delivery beyond it.

Airfield model

Airfield

Produces aircraft and operates the runway.

Aircraft share the strip. Damage can slow operations or close the runway.

Logistics 2

Military Receiving Depot model

Military Receiving Depot

Receives rail requisitions and reinforcements.

Plan shipments before the force runs short. A receiving terminal belongs on secured ground.

Logistics Dock model

Logistics Dock

Receives merchant resource shipments.

Protect the incoming ships and docking approach. A sunk cargo ship does not deliver its load.

Defense 11

Light Sentry model

Light Sentry

Point defence against exposed infantry.

Cover approaches with sustained machine-gun fire. Armour needs a different answer.

Coastal Gun model

Coastal Gun

Guards coastal approaches against ships.

Cover it against land attackers. Its naval weapon cannot solve a ground assault.

Defensive Barracks model

Defensive Barracks

Shelters infantry in a fortified firing position.

Garrison it to make the covered ports useful. A strongpoint still needs a protected perimeter.

Heavy Sentry model

Heavy Sentry

Heavy machine-gun defence against infantry and light vehicles.

Hold useful approaches rather than challenge tanks. Pair it with anti-armour cover.

Light Explosive Sentry model

Light Explosive Sentry

Explosive area defence against infantry.

Cover crowded approaches and wall-backed positions. Tanks and structures are poor targets.

Heavy Explosive Sentry model

Heavy Explosive Sentry

Long-range cannon defence against hard ground targets.

Screen its close dead zone. Slow traverse rewards a clear approach lane.

Counter-Battery Pit model

Counter-Battery Pit

Returns shellfire against stationary threats.

Supports radar-linked counter-battery work. Moving after firing can defeat a return salvo aimed at the old position.

Optional counter-battery system

Light Anti-Drone model

Light Anti-Drone

Local interception of low-flying threats.

Cover nearby drones and helicopters. Ground attackers need another defender.

Light AA Emplacement model

Light AA Emplacement

Local gun-based air defence.

Useful against drones and helicopters. Fast aircraft call for a stronger air-defence plan.

Heavy Anti-Drone model

Heavy Anti-Drone

Heavier interception of low-flying threats.

Use its reach to cover valuable ground assets. Keep a ground defence beside it.

SAM Battery model

SAM Battery

Long-range missile defence against aircraft.

Protect its close approaches and ground perimeter. Nearby drones can slip inside its engagement envelope.

Barriers 5

Barbed Wire model

Barbed Wire

Obstructs infantry approaches.

Cover the obstacle with fire. Ground vehicles can crush a gap through it.

Trench Line model

Trench Line

Dug-in infantry cover.

Use it as a firing position, not an impassable boundary. Both sides can cross the earthwork.

Sandbags model

Sandbags

Crossable infantry cover and firing position.

Garrison useful sections to support the line. Vehicles can flatten the cover when crossing.

Standard Wall model

Standard Wall

Modular field barrier.

Use it to shape approaches under supporting fire. Rockets and cannons can breach it.

Reinforced Wall model

Reinforced Wall

Heavy modular barrier.

Back the wall with a force able to punish a breach. Heavy construction does not make it permanent.

Command 4

Sighting Tower model

Sighting Tower

Elevated observation and infantry fire.

Use the view to watch approaches and support a garrison. Occupants are lost if the tower collapses.

Training Academy model

Training Academy

Supports coordinated ground formations.

Use it for staggered assaults and supporting screens. Manual movement remains your order.

Radar Station model

Radar Station

Long-range observation.

Use its reach to support distant engagements. It is not a bunker and cannot shelter a garrison.

Intelligence Center model

Intelligence Center

Runs permanent equipment-unlock research.

Choose programmes to support the force you intend to field. Research is not an instant replacement for an army.

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