The C.R.A.B. Mech is the first heavy military unit of the Oceanic Future. It is unlocked by research the technology Mechanical Claws and it is trained in the C.R.A.B. Lab. It can also be received by completing the Aftershocks, Hands On, Change Of Course, Earthquake, Up For Grabs, and Hidden Agenda Story Quests.
Compared to its predecessor, the Battle Fortress, the Crab Mech gains a great 60 attack, but loses 20 defense and 5 range points, whilst movement is kept the same. Its initiative value also drops to 12, meaning that most artillery units from the Arctic Future and beyond move before it. It also has modest bonuses against ranged and fast units now, as well as some terrain bonuses here and there, but the biggest loss compared to the Battle Fortress is the Reactive Armor ability raising the damage cap to 4, though in compensation, it gains the Blast ability.
Like many other Oceanic Future units, this unit can travel over water.
Usage[]
The Crab Mech is generally a less useful unit in this age, given its very low defense, and the fact that the damage cap has increased, meaning it is killed more easily. In addition, many artillery units can move before it and deal significant damage to the Crab Mech before they can even move. Its low range and modest movement also contributes to its unpopularity and weakness. Although the Crab Mech can be received as a higher era unit, this is generally one to avoid, especially as the Crab Mech can be easily retaliated by Contact! units, and they have low movement and range. The Octopod, the other same age heavy unit, is arguably much better on the practice than the Crab Mech.
Despite this however, the Crab Mech's very potent attack can deal a lot of damage to enemy units, and their Blast ability is also useful for taking out Stealth units, such as the Hover Tank and Hydroelectric Eel, especially in the defending army.
Against Same Age Units[]
Hydroelectric Eel[]
The Crab Mech is somewhat strong when fighting the Hydroelectric Eel, as their Blast ability can target hidden Eels in bushes, and easily finish them in two hits. However, the Crab Mech is still weak against the Eel because of their low defense, as well as the fact that the Eels can deal significant damage on the first turn.
Gliders[]
Similarly, the Crab Mech can still take quite a lot of damage from the Gliders when they strike on the first round, but the Crab Mech still slightly overpowers the Gliders because of their Reactive Armor skill in the end.
Manta[]
The Crab Mech is very weak against the Manta due to the Manta's bonuses and their painful Contact! ability. Although the Crab Mech takes reduced damage from its Reactive Armor ability, the Manta's Poison damage can still deal significant damage to the Crab Mech.
Scimitar[]
Similarly, the Crab Mech is weak against the Scimitar due to their bonuses against heavy units. The Scimitar is able to deal potentially a lot of damage and not receive retaliation from the Crab Mech, especially as the Crab Mech's low range and slow speed can easily force them to line together when attacking the Scimitar.
Sub Cruiser[]
The Crab Mech is generally strong against the Sub Cruiser, as they can easily finish them in two hits, but a good defense bonus is still very necessary due to the Sub Cruiser's retaliation which can deal quite considerable damage along with their normal attacks.
Nautilus[]
The Crab Mech is arguably the most strong against the Nautilus, given the Crab Mech's very high attack damage which is able to even two hit kill Nautili with their Force Field ability. Meanwhile, the Nautilus struggles to deal much damage against the Crab Mech.
C.R.A.B. Mech[]
Crab Mechs will pretty much always deal 4 damage to each other (unless one's defense boost greatly exceeds it), so it generally isn't recommended to use Crab Mechs to counter each other. It is much better to use other units against the Crab Mech instead.
Octopod[]
The Crab Mech is generally weak against the Octopod, due to the greater range and mobility of the Octopod. The only advantage the Crab Mech has is that it has to be three hit killed, but even so, the Crab Mech will sustain a lot of damage even if they can two hit kill Octopods.
Turturret[]
Turturrets easily dominate against Crab Mechs, especially as the Turturrets' Mortar ability is very strong at damaging many Crab Mechs on the first turn, dealing significant damage to the Crab Mech. In addition, it will take two or three turns before the Crab Mech even reaches the Turturrets, making them even weaker against the Turturret. Never use Crab Mechs in face of Turturrets.
Medusa[]
The Medusa is also a threat to the Crab Mech, especially as they can attack the Crab Mech on the first turn, but the Crab Mech can still take reduced damage from their Reactive Armor ability and potentially attack Medusas on the next round (dependent on where they spawn), but it still isn't advisable to use Crab Mech armies when facing Medusas.
Trivia[]
The acronym C.R.A.B. does not really stand for anything (similar to B.E.L.T.). One can assume it is basically just an alternative way of saying the word 'Crab', which is why the capitals and dots are not used when referring to the unit.
Other Military Units[]
Legend: = Light Unit Class
= Ranged Unit Class
= Artillery Unit Class
= Heavy Unit Class
= Fast Unit Class