Description[]
The Sub Cruiser is the first ranged military unit of the Oceanic Future. It is unlocked with the technology Hydrodynamics. It can also be received by completing the Horizon, Foundations, Loud Sounds, Consequences, and Losing Grasp Story Quests.
The Sub Cruiser is a strong upgrade to its predecessor, the Surrogate Soldier, as improves by 10 attack and defense, as well as 2 range and 4 movement points. Bonuses do switch, as now the Sub Cruiser has bonuses against light and artillery units and terrain bonuses change a little too. The Sub Cruiser's Dug In bonus is increased and it keeps the Contact! ability.
The currently available units that can attack a Sub Cruiser without retaliation are artillery units (except the Stone Thrower, Cannon and Microwave Blaster), Anti-Materiel Snipers, light units with the Dragon Breath ability, Satellite Spotters and ranged units from the Space Age Mars upward.
Usage[]
The Sub Cruiser is arguably one of the best higher era units to use; it is the second-longest ranged Contact! unit (after the Harpoon Grenadier and the Gravity Gunner) and it is able to retaliate against many units, considerably more than that of the Surrogate Soldier, MG Team and Anti-Aircraft Vehicle, making it very strong. Some notable units it can retaliate against are Snipers, Combat Drones, Microwave Blasters and Hover Tanks.
However, when fighting Future Era to Virtual Future units, its retaliation is a bit of a joke due to the fact that it is theoretically strong against artillery and light units, but artillery units can avoid their retaliation, and light units such as the Dragon Drone and Scimitar can also avoid their retaliation, because of their Dragon Breath ability, yet it retaliates against all heavy unit and fast unit counters to it, including the C.R.A.B. Mech, Octopod and even the Hover Tank and Hydroelectric Eel with Stealth. The Sub Cruiser, however, still remains strong against its counters with its Contact! ability, given that you have a good attack boost despite its attack and defense are somewhat low in the Oceanic Future.
Against Same Age Units[]
Hydroelectric Eel[]
The Sub Cruiser is very weak against the Hydroelectric Eel due to their massive bonuses against ranged units as well as their strong stats. Even though the Sub Cruiser can retaliate against hidden Hydroelectric Eels, the Sub Cruiser deals little damage to them and they will have to attack them at melee range, which they also have to face their deadly retaliation.
Gliders[]
The Sub Cruiser is weak against the Gliders, but given the Glider's weak defense and inability to hide and the Sub Cruiser's Contact! ability, a few Gliders can easily be eliminated whilst using one Sub Cruiser and many rogues, although the Gliders still have a bonuses against ranged units and terrain bonuses. In addition, if Gliders do attack the Sub Cruiser, they can cause significant damage to them.
Manta[]
The Manta is the only unit in this age which the Sub Cruiser's Contact ability actually work against. Paired with the Sub Cruiser's bonuses against light units, the Sub Cruiser is very efficient at killing the Manta. Whilst the Manta does have the Contact ability, the Sub Cruiser's longer range makes them superior, although the Sub Cruiser should be careful of the Manta's Poison ability as that can still deal some damage to the Sub Cruiser.
Scimitar[]
Although the Scimitar can avoid the Sub Cruiser's Contact ability, the Sub Cruiser works very well against the Scimitar, due to their bonuses against light units. Only make sure to space your Sub Cruisers or rogues out to avoid multiple Sub Cruisers getting attacked.
Sub Cruiser[]
The Sub Cruiser should generally avoid attacking other Sub Cruisers due to their Contact ability, unless you are sure the enemy Sub Cruiser will die and therefore receive no retaliation. When taking out Sub Cruiser armies, you should use one Sub Cruiser and seven rogues. That way, the enemy Sub Cruisers will be retaliated when they transform your rogues, and your Sub Cruisers can safely finish them off without fear of retaliation.
Nautilus[]
Of the two ranged units of this age, they are somewhat even with each other, though the Sub Cruiser is generally more advantageous because of their Contact ability, despite the Nautilus gaining extra protection from the Force Field ability. This works very well if you have a greater attack or defense boost against Nautilus armies.
C.R.A.B. Mech[]
Whilst the Crab Mech has low range and defense, their Reactive Armor ability makes the Sub Cruiser somewhat weak against them. The Crab Mech also has a very high attack as well, meaning they can also deal a lot of damage to the Sub Cruiser.
Octopod[]
The Sub Cruiser is very weak when fighting the Octopod, as they not only have very strong attack and defense, but they also possess bonuses against ranged units, making the matter worse. Even with the Sub Cruiser's Contact ability, they are still very weak when fighting the Octopod, especially if the Octopod manages to attack them.
Turturret[]
The Sub Cruiser in theory is strong against the Turturret, though on the practice, when you use 1 Sub Cruiser and 7 Rogues, the Mortar ability is very strong at damaging many Sub Cruisers before the Rogue Sub Cruisers have even had a chance to spread out. However, this can be avoided by using a full Sub Cruiser army, as the Sub Cruisers can move and spread themselves out before the Turturret takes advantage of its Mortar ability, though Hydroelectric Eels and Flying units are much more effective when fighting the Turturret.
Medusa[]
The Sub Cruiser is strong against the Medusa, especially when you use one Sub Cruiser and seven rogues, and the Medusa lands in range of the Sub Cruisers, though the Sub Cruiser should be careful of the Medusa's high damage. Generally however, Flying units are much more effective when fighting the Medusa.
Other Military Units[]
Legend: = Light Unit Class
= Ranged Unit Class
= Artillery Unit Class
= Heavy Unit Class
= Fast Unit Class