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unit-fortress

Overview

Fortress is a heavy artillery ground mech that appears as a mid-to-late game enemy unit and can also be fielded by the player. It is designed to deliver long-range, high-area artillery strikes against ground targets, trading anti-air capability for powerful ground-focused splash damage and survivability. Over several updates the unit has been buffed in health, speed, damage and range, and its role as a long-range bombardier is emphasized in its descriptions.

The Fortress mounts a pair of slow-firing, Hail-like cannons that fire two shots at a rate of 0.5/sec (2x) and deal 20 direct damage plus 80 area damage in a roughly 4.3-tile radius, with a small knockback of 0.8. Its weapons cannot target air units, so it functions strictly as an anti-ground artillery platform. Its durability has been increased across patches (noted increases to 800, 820 and later 900 health in tracked updates), and its movement speed was adjusted to a tiles/second value in recent builds.

Because the Fortress excels at outranging many medium and high-tier defenses, it is effective at sieging enemy bases and clearing clusters of ground units. Its long reach lets it exploit gaps where shorter-range turrets cannot retaliate, making it useful for poking at fortified positions. On defense, Fortresses outperform Hails against dense ground waves due to higher per-shot damage and a larger area of effect.

However, the unit has weaknesses worth noting when using or facing it. Its AI (in campaign contexts) may sometimes push it into close-range threats such as Scorch, Lancer, or Fuse turrets, negating its range advantage; careful micromanagement can mitigate this. Several turrets—Ripple and Hail among them—can outrange or effectively counter Fortresses: Ripple often guards cores, and Hail-style turrets out-range and can focus fire more steadily because they fire single shots rather than a spread. High-armor turrets (or those that ignore armor reductions) may also chew through Fortresses unless supported.

Practical tips and interactions:

  • Use Fortresses in groups when sieging to maximize area denial and to allow damaged units to be repaired behind healthier ones; Repair Turrets or manual micro heal-repair behavior help keep them alive under focused fire.
  • Pair Fortresses with units that handle anti-air or softening of point defenses: Zeniths are complementary (Zeniths can clear anti-ground units and support against aerial threats), while Megas can airdrop Fortresses into position but are more fragile and less damage-efficient than Zeniths.
  • Don’t rely on Fortresses against bases packed with Ripple or long-range Hail turrets without first dealing with those threats; their focused single-shot fire can out-duel Fortresses over sustained engagements.
  • On defense, place Fortresses to cover chokepoints or to target marching ground waves where their splash advantage over Hail is most pronounced.
  • Keep command limits and deployment logistics in mind; earlier builds tied production to a Fortress Mech Factory (later removed) and command cap changes have historically affected how many can be fielded at once.

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