![]() Clean up the island and use a Chariot to capture the mass deposits. There is limited torpedo defence so once the gunships and torps are cleared, the Beacons will be free to engage. Send the Beacons to the bottom left along with a fighter escort to mop up the Stork torp bombers. The sylphs are vital for sea control - defeating enemy submersibles, such as the Tigershark, as well as the Governor cruisers to stop them from sniping the main base while the Beacons are pure DPS against tropedo launchers and factories. Use the repeat command to ensure they are pumping out sylphs and Beacons - you will definitely need some of each. This is the appropriate time to start constructing interceptors to defend your growing navy. The economy should also be well established at this point in order to continue. Along with the Valiant destroyers, this also marks the start of a buildup of T2 Stinger gunships and Governor cruisers. There will be plentiful torpedo launchers. When the attack is repelled, the 3 closest UEF bases are revealed. Also continue to build redundant T2 power and T2 factories to the north for extra safety. The map will soon be expanding, so be cautious. Equip the north edge of your base with the T2 Oblivion point defence and sandbag walls to stop enemy destroyers. Equip them with T2 torpedo defences to ensure they cannot be sunk while your forces are accruing attack submarines. Once this is done, rebuild the Naval Factories in the northwest. With the flak turrets this should help, but they will need to be expanded to the northwestern area. If they all can unload it will be overwhelming. ![]() Shortly after the air raids, fully loaded transports will start to arrive. If there are any wrecks you cannot use or unit wrecks, reclaim them by alt-attack moving with engineerings. Use the ACU engineering suite to assist the engineers in their task. Overall, as T2 Land is not available these turrets will be your main form of defence. ![]() Also do not bother with Shards, even though they can't be shot down, as they are mass inefficient. Simply use the engineers to build flak turrets. There will be so many air fighters it will not be worth any. Additionally, from the southwest bombers will come. Build extra air factories as necessary to produce T1 engineers - these can eventually be upgraded later.Īir will come in from the north and west with transports, representing the two main UEF bases. Start with the T2 Power Generators for economy, then progress to the mass extractors and drop T2 Extractors. Rebuilding on top of an identical wreck will cut the construction time in half. Use the engineers to place structures over the aeon wrecks. This is to increase global build rate as fast as possible. Start by constructing as many engineers as possible, both T2 from the air factory, and then T1 from every other factory. The exiting Aeon crusader is exhausted from the endless waves of UEF, giving the player an idea of what is about to come. ![]() As the mission progresses, the Specter T2 gunship and both (vanilla) T2 sea options will become available. Technology available: all T1 units, T2 Air unlocked but with Skimmer only. To defeat him, you need a huge army of ships to take out his defences first, and have gunships finish him off. ![]() Note: Arnold first appears at the naval base, then the land, the air, and his base. Crusader Eris(Note: She Leaves During First Part) ![]()
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