The Fatboy II Experimental Assault Vehicle is a UEF minor experimental land unit. It is equipped with 4 small triple gauss cannon platforms and a single large triple artillery based one, which it uses to shell targets from long range. It has no anti-air capabilities, and should be escorted by Wasps or Archanists. In theory it is possible for the Fatboy II to beat almost any other minor experimental land unit in a one on one situation. The UEF experimental transport can carry two Fatboy II's, where it can only carry one King Kriptor, making the Fatboy II more popular with a lot of people. The Fatboy II runs on 4 separate tracks, making it capable of easily turning around in case of an emergency retreat.
Keeping with the tradition held with it's precessor, the Fatboy II may not have the energy shielding and unit-producing capabilities of the Mk I, but it is still capable of traversing under shallow waters with ease, making rear beach assaults a surprising easy move to pull off.
The Fatboy II has a long range, so it's best to use it as a sort of artillery. Keep it back from your army and have it to perform a support role while your main assault force keeps the enemy occupied.
The Fatboy II has no anti-air capabilities what-so-ever, therefore if the Fatboy II lacks escort, two bombers could take it out.
The Fatboy II main guns have extremely long range and can pound enemies from far away without fear of retaliation.
The Fatboy II is great at defense, but can be very poor at offense if used incorrectly as it is a wide target.
The Fatboy II is amphibious the same way the ACU is, but it cannot fire its weapons when submerged. Escort it with Tigersharks to protect it. However a confident commander canuse it to launch surprising attacks from the rear if used properly.
The Fatboy II can be used as an excellent base defender as it can attack an attack force before they come anywhere near your base. This is also useful for sieging a base as it has a longer range than turrets.
Be cautious about Executioner battleships as they have a longer range than the Fatboy II once upgraded.
The Fatboy II has more health than Megalith II but a single Fatboy can easily be overwhelmed by a few (8-10) well micro-managed units as the Fatboy II's shells can not change directions while in the air and when fired attempt to lead the unit in whatever direction it is headed at the time of firing. A good player will micro against most shots as they are easy to dodge, as a result of this, this experimental is best used to assist a land force or in pairs, because you cant dodge ALL shots.
The Fatboy II has a 360° turret, this means it can shoot whilst retreating!