The Doomsday Machine is an automated, deadly trap - an intelligent security system protecting a secret base hidden in the radioactive wastelands. Its algorithm commands it to destroy any intruder, whether it is a man, mutant or a Moloch robot.
The army advantages are: long distance Modules, large number of Medics, also a Trap and a Small Bomb, which can clear some space on the board in case of enemy dominance. However, the biggest strength of this army are its special Units, which are able to redirect and duplicate Ranged attacks (Net Fighter, Fireblast and Tripler). The army disadvantages are: small number of fighting Units, low Initiative, fewer chances to start a Battle and almost complete lack of Mobility.
Any friendly Unit firing at redirecting Unit's side with an inside pointed arrow will change direction of attack to outside pointed arrow(s).
Units which redirect ranged attacks
Friendly units 1 & 2 hexes from Module connection receive Module bonus.
Long Distance Modules
When hit by an enemy Unit on the marked side it explodes and does 1 point of damage to all adjacent Units.
Rotation - using HQ's special ability you can rotate any direction one Unit per turn (if HQ and the Unit are not disabled).
Infinite Combo - Playing Doomsday Machine you can encounter a strange situation of the biggest attack combination you can imagine. Know that it is not an error, it’s just a Doomsday feature. A split ranged attack, which gets back to a splitting Unit creates an infinite loop and inflicts an infinite damage.
Long Distance Module - Friendly units 1 & 2 hexes from Module connection receive Module bonus. In case of units 2 hexes away Long Distance Modules work over enemy units and empty spaces. In case of Medic Module, if it is connected to two units, and both units are destroyed, the player chooses one of them to be affected by Medic.