- OBLIVION – T2 POINT DEFENSE
- MARR – ANTI-AIR FLAK ARTILLERY
- MIASMA – ARTILLERY INSTALLATION
- SERPENTINE – TACTICAL MISSILE LAUNCHER
- VOLCANO – TACTICAL MISSILE DEFENSE
- TECH 2 RADAR SYSTEM
- TECH 2 SONAR SYSTEM
- SHIELD OF LIGHT – SHIELD GENERATOR
- VEIL – STEALTH FIELD GENERATOR
- WAVE BREAK – T2 TORPEDO LAUNCHER
- CRADLE – AIR STAGING FACILITY
OBLIVION – T2 POINT DEFENSE
The Oblivion does an awful lot of damage, but it shoots slowly, so fast-moving T1 and T3 units can change direction to avoid its shots. There are two options for building an Oblivion: as a forward emplacement to destroy the opponent’s T1 defenses, or in a big group as a base defense that outclasses the Cybran or UEF equivalents en masse.
Oblivion Stats
Armor: 2000hp
Cost: M528, E3648, T480
Intel: sight: 28 (547m)
Physics: size for adjacency: 4
Veterancy: 30, 60, 150, 300, 600 kills
veteran level 2: +425 hp,
veteran level 4: +425 hp,
veteran level 5: repair 2 hp/s
Oblivion Weapons
Oblivion Cannon (Direct Fire):
150.00 dps
area: 2 (39.1m)
range: 50 (977m)
projectile weapon: 600 damage
rate of fire: 0.25 (every 4s)
veteran level 1: +250 damage,
veteran level 3: +250 damage
MARR – ANTI-AIR FLAK ARTILLERY
Flak anti-air is leagues better than guns, and it stays useful against gunships until the end of the game, so you might as well take the plunge and build some after scouting to see if your opponent has T2 air yet. Don’t forget that it’s amphibious, so if your opponent is the type to build T2 air to take out your T2 torpedo launchers, there’s a solution.
Marr Stats
Armor: 3900hp
Abilities: Amphibious
Cost: M560, E5600, T700
Intel: sight: 24 (469m)
Physics: size for adjacency: 4
Veterancy: 30, 60, 150, 300, 600 kills
veteran level 2: +975 hp,
veteran level 4: +975 hp,
veteran level 5: repair 2 hp/s
Marr Weapons
Fizz Launcher (Anti Air):
16.00 dps,
area: 2 (39.1m),
range: 44 (859m)
projectile weapon: 40 damage
rate of fire: 2 (every 0.5s)
veteran level 1: +10 damage,
veteran level 3: +10 damage
MIASMA – ARTILLERY INSTALLATION
T2 artillery is expensive to build and operate, but offers a painless way to protect your base from huge threats like sea bombardment or experimentals without having to worry about micromanaging your tactical missile launcher. If you expect destroyers to be shelling your shoreline, or if you want to creep up defenses to within their base, build T2 artillery as fire support. Aeon T2 artillery was retuned in build 3251; now it’s just as powerful as the other sides’ artillery pieces, but slightly more accurate.
Miasma Stats
Armor: 2200hp
Cost: M2772, E19800 (-75), T1980
Intel: sight: 28 (547m)
Physics: size for adjacency: 4
Veterancy: 30, 60, 150, 300, 600 kills
veteran level 2: +550 hp,
veteran level 4: +550 hp,
veteran level 5: repair 2 hp/s
Miasma Weapons
Miasma Artillery (Artillery):
140.24 dps, area: 2 (39.1m),
range: 5 (97.7m) – 128 (2.50km)
projectile weapon: 2875 (5 times 575 damage over 1 second)
rate of fire: 0.05 (every 20.5s),
firing randomness: 1.5
veteran level 1: +1000 total damage,
veteran level 3: +1000 damage
SERPENTINE – TACTICAL MISSILE LAUNCHER
The more quick-fingered among you will love tactical missile launchers. They’re cheap to build, they always hit the target on the first shot, and you can fire them quite rapidly if they’re stockpiled. Unfortunately, en masse, it’s too much trouble to keep building and firing them. So these launchers shine on small maps or as a gambit inside a forward base, so that you can take out enemy Commanders and defensive positions.
Serpentine Stats
Armor: 1500hp
Abilities: Manual Build, Manual Launch
Cost: M700, E3500, T700
Intel: sight: 24 (469m)
Physics: size for adjacency: 4
Veterancy: 15, 30, 75, 150, 300 kills
veteran level 2: +375 hp,
veteran level 4: +375 hp,
veteran level 5: repair 2 hp/s
Serpentine Weapons
Serpentine Missile (Missile):
18000.00 dps,
area: 2 (39.1m),
range: 15 (293m) – 128 (2.50km)
projectile weapon: 6000 damage
rate of fire: 3 (every 0.33s)
veteran level 1: +1500 damage,
veteran level 3: +1500 damage
VOLCANO – TACTICAL MISSILE DEFENSE
Tac Missile Defense is rather useless on the sea, since your T2 ships have it anyway; instead, build it in a defensive position you expect to be attacked by T2 mobile missile launchers. The defense against enemy Tactical Missiles is merely a side benefit, but since especially Cybrans rely on mobile missile launchers, you can extend your T2 point defense’s lifespan significantly. It’s worth noting that the Aeon missile defense deflects missiles instead of just destroying them, so it has a very small maximum range, but it’s constantly active. Build these as a complement to your defenses on the front lines, as trying to protect your whole base is too expensive.
Volcano Stats
Armor: 3000hp
Abilities: Amphibious, Tactical Missile Defense
Cost: M140, E1600, T200
Intel: sight: 20 (391m)
Physics: size for adjacency: 4
Volcano Weapons
Will O Wisp Anti Missile (Defense):
9.00 dps,
range: 32 (625m),
effective range: 8 (156m)
projectile weapon: 30 damage x 3 projectiles = 90 damage per salvo
rate of fire: 0.2 (every 5s)
TECH 2 RADAR SYSTEM
T2 radar actually has a decent range, although it still has no armor. Make sure you can handle its -250 energy drain – radar is no good when you turn it off.
T2 Radar Stats
Armor: 50hp
Abilities: Upgradeable
Cost: M180, E3600 (-250), T600, build rate: 15
Intel: sight: 25 (488m), radar: 200 (3.91km)
Physics: size for adjacency: 4
TECH 2 SONAR SYSTEM
T2 sonar covers a very long range, making it useful to detect subs in pitched naval battles as well as scarier threats like underwater experimentals later. Plus you can upgrade it further to make it more useful.
T2 Sonar Stats
Armor: 1000hp
Abilities: Upgradeable
Cost: M120, E3600 (-100), T600, build rate: 15
Intel: sight: 25 (488m), sonar: 230 (4.49km)
Physics: size for adjacency: 4
SHIELD OF LIGHT – SHIELD GENERATOR
The Aeon T2 shield generator is small, cheap to maintain, but can’t really be upgraded and doesn’t connect to other buildings for adjacency bonuses. It is perfectly serviceable for protecting your defensive emplacements or T2 power farms, however, and it helps to be able to just throw one up anywhere you expect the enemy to attack.
Shield of Light Stats
Armor: 150hp
Shield: 11000hp (size: 20 (391m),
regen rate: 2200,
regen start time: 11,
recharge time: 16)
Cost: M480, E5760 (-150), T480, build rate: 10
Intel: sight: 20 (391m)
Physics: size for adjacency: 0
VEIL – STEALTH FIELD GENERATOR
The Aeon stealth generator at least has a decent stealth radius, allowing you to cloak your secret T2 power outpost or forward artillery / Tac Missile position, but it’s expensive to operate and you can’t decrease it with adjacency. This is another micromanagement-heavy unit, but if you manage to conceal your building of a T3 artillery in range of their base, the benefits can be huge.
Veil Stats
Armor: 50hp
Cost: M400, E6000 (-200), T1000
Intel: sight: 20 (391m),
radar stealth field radius: 24 (469m)
Physics: size for adjacency: 0
WAVE BREAK – T2 TORPEDO LAUNCHER
The Heavy Torpedo Launcher is vulnerable to destroyers shelling it from afar, but if anything ventures into its radius, it’s a formidable opponent. The Aeon’s damage advantage will usually be wastead, as it overkills T1 ships, but even the superior Aeon navy can need some of these to serve as a last-ditch defense, or protect against unknown assaults in a big multiplayer game.
Wave Break Stats
Armor: 12000hp
Cost: M1500, E9000, T1500
Intel: sight: 32 (625m), sonar: 42 (820m)
Physics: size for adjacency: 4
Veterancy: 10, 20, 50, 100, 200 kills
veteran level 2: +3000 hp,
veteran level 4: +3000 hp,
veteran level 5: repair 2 hp/s
Wave Break Weapons
Chrono Torpedo (Anti Navy):
1040.00 dps,
range: 42 (820m)
projectile weapon: 1300 damage
rate of fire: 0.8 (every 1.25s)
veteran level 1: +325 damage,
veteran level 3: +325 damage
CRADLE – AIR STAGING FACILITY
An Air Staging Facility is boring but necessary, as it prevents your aircraft (especially patrolling fighters) from losing fuel and becoming useless. You generally don’t need one unless there are substantial air threats to you.
Cradle Stats
Armor: 500hp
Cost: M350, E2100, T350
Physics: size for adjacency: 0
Transport:
– class 2 attach size: 2
– class 3 attach size: 4