The workhorse — and the measuring stick
Maus tank
Your primary land fighter. Good HP, steady speed, a 5.2-tile shell with one-tile splash, and just enough ammo to need a depot trip. If you learn Maus, you learn Brightwater.
At a glance
- Where it goes
- Land only — two population, heavy
- Health / Speed / Magazine
- 400 HP / slow / 8 shells before restock
- Gun
- ~5.2-tile shell, ~2.4s reload, 62 dmg, one-tile splash
- Needs
- Nothing special — your HQs always make them, support just helps
Maus tank
The Maus is your heavy baseline: slow, durable, one-tile splash shells, and eight shots before a depot restock. Every enemy counter is tuned against this unit.
By the numbers
A Maus is tough, not zippy, with a magazine of eight. Its shell reaches about five tiles, flies fast-ish, and has one-tile splash. Veterans hit a little harder and cycle a little faster, up to a quick floor.
| Veterancy | Damage / reload |
|---|---|
| Green | 62 dmg / ~2.4s reload |
| Veteran I | 66 dmg / ~2.3s reload |
| Veteran II | 70 dmg / ~2.2s reload |
| Veteran III | 74 dmg / ~2.1s reload |
How to drive it
Lead contested ground with Maus between the enemy and your Berliets. Use attack-move through ambushes so turrets keep firing on the march. Win a local brawl, then flip a depot or pop a support building — don't just chase runners. That reverse-then-smoke trick lets a hurt Maus trade, back out, and come back.
What counters it
Rotkäppchen rockets outrange a Maus and, with the anti-armor bonus, hit tanks about 2.4× as hard as a Maus shell — a parked AT line screened by MGs is the hard counter. Don't stack every Maus in one narrow lane; keep a reserve near the truck road to catch the counter-push, and don't leave the truck lane empty while you siege.
Maus vs the roster
Maus beats boats in a close trade, loses to massed AT, shrugs off rifle bullets, and can one-shot a drone with splash if it connects. It's the honest middle — good at everything, best at nothing except being the anvil.