
Blink
The Blink is a cheap and fast air scout that has a huge line of sight.
Use it to gather intel on your enemy, such as unit locations and economy.
Information is the most valuable asset on the battlefield, and knowing your opponent's plans can help you prepare counter strikes early.

Stork
The Stork is a light air transport that can pick up all Tech 1 and Tech 2 land units, except heavy units like the Fatboy or Tzar.
Use it to bypass the enemy's defensive line and to drop unexpected units into their territory.
It can also transport construction turrets, radar towers, and radar jammers. Don't forget to avoid anti-air towers and enemy fighters.

Falcon
The Falcon is a fast moving fighter jet that is designed for eliminating air units. It is the most effective form of Tech 1 air defense that can access any part of the map to get rid enemy aircraft.
Always put your fighters on patrol in front of your base, so they attack any aircraft moving in the vicinity.
Send fighters with your bombing runs to disable opponent's fighter wall before your bombers come to deliver the final blow.

Cyclone
The Cyclone is a fighter seaplane, capable of air–to–air combat. It can also submerge underwater, which is useful for escaping enemy fighters and ambushing units like the Dam Buster.
Use them to protect Seaplane Bombers or your naval units from enemy aircraft.
It has more health than its CORTEX counterpart, the Bat, but is ever so slightly slower.

Construction Aircraft
The Construction Aircraft can build basic Tech 1 structures and is an effective unit for expansion anywhere on the map.
Use multiple on a single structure to increase build power.
It is the fastest construction unit and is perfect for quick expansions. However, is has very little health and is vulnerable to enemy fighters. Each aircraft constructor also increases the player's energy and metal storage capacity by 25.

Horizon
The Horizon is a seaplane equipped with advanced radar and sonar. While in flight, it’s capable of scanning for units that are in the air, on land, and even underwater.
Useful for scouting while at sea thanks to its speed and radar range.
It’s relatively fast for a seaplane but is an easy target for enemy fighter planes.

Banshee
The Banshee is a light gunship equipped with dual rapid-fire machine guns.
Use a group of them for a surprise attack on enemy commanders lacking anti-air.
It can attack both land and sea units, but doesn't have much armor. Remember to support them by sending scouts ahead of the attack.

Stormbringer
The Stormbringer is a light bomber designed to hit slow-moving targets, static structures, and execute unanticipated bombing runs on enemy bases.
Target grouped units to benefit from the area of effect damage.
It is slightly weaker than its CORTEX counterpart, the Whirlwind, but also as a better line of sight range. Always scout ahead to identify your targets and local anti-air, and send fighters ahead of your bombers to break through the enemy’s fighter air-wall.
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Construction Seaplane
The Construction Seaplane can build basic Tech 1 structures, like other constructors, but can also build additional naval structures. It’s great for repairing ships on the frontline thanks to its speed.
Use multiple on a single structure to increase build power.
It’s similar to the T1 Construction Aircraft in that it can traverse both land and sea, however, it can also land on and submerge underwater. Each constructor also increases the player's energy and metal storage capacity by 50.

Sabre
The Sabre is a light seaplane gunship with dual laser cannons. It can attack both land and sea units.
Use in a group for fast surprise attacks on unsuspecting ships and naval bases.
It has more health than the Light Gunship but also costs more to build, and is vulnerable to naval anti-air.

Tsunami
The Tsunami is a seaplane bomber with a payload of 5 bombs. It’s designed to hit slow-moving ships and static naval structures, and execute unanticipated bombing runs on land bases.
It’s similar to the T1 and T2 bombers in terms of power and armor, which makes it very hard to stop using only T1 anti-air.
Target grouped units to benefit from the area of effect damage.
Always scout first to identify your targets and local anti-air, and send fighters ahead of your bombers to break through the enemy’s fighter air-wall. Remember to combine them with sonar planes to target underwater units.

Puffin
The Puffin is a seaplane gunship that drops homing torpedoes into the water. Being able to circle and strafe ships while dropping each torpedo, makes it more effective in narrow waterways where torpedo bombers tend to have trouble hitting their target.
Use it to take out those pesky submarines without sacrificing your ships.
It’s got higher DPS than its CORTEX counterpart, the Monsoon, but also costs more to produce. Remember to combine them with sonar planes to target underwater units.

Highwind
The Highwind is a fast moving stealth fighter that's designed for eliminating multiple and/or heavy air units.
Send it ahead of your bombers to mark targets and make a gap in the enemy's fighter wall.
It is invisible to enemy radars, but is a bit slower than its CORTEX counterpart, the Nighthawk.

Oracle
The Oracle is an aircraft equipped with advanced radar and sonar. While in flight, it’s capable of scanning for units that are in the air, on land, and even underwater.
Useful for scouting while at sea thanks to its speed and radar range.
It has a good radar range and speed so it's the best unit you can use for scouting. IAlways send it ahead of your bombers to locate targets for your bombing runs.

Blizzard
Blizzard is a heavy and slow bomber that can deal great amounts of damage flying over units and structures.
It is mostly designed to destroy buildings, but used well it can also deal high damage to mobile units - try to intercept their movements.
It deals much higher damage than the T1 bomber Stormbringer. As little as 4 Blizzards can destroy a Fusion Reactor on one flyby (7-8 for an Advanced Fusion Reactor). They can drop another round of bombs every 7 seconds.
They are cheaper but weaker than the CORTEX counterpart - Hailstorm.

Stiletto
Stiletto is an EMP bomber. It can be used to immobilize units over a big area.
It makes for a great support unit for your front mates.
Coordinate attacks and defense with them and paralyze enemy units just before they engage. It is more effective than EMP drones, because they drop bombs before getting in the range of eventual AA.
If you queue an attack order followed by a move, they can drop their EMP loads and immediately do a full turn. This way you can run away from enemy’s AA and supporting fighters.

Roughneck
Roughneck is a rapid-firing gunship. It has a decent armor, able to withstand most of T1 anti-air defenses. Their most common use is for defending your base or protecting your teammates within your air territory. They are not effective as striking units, due to their low speed. For this purpose - use bombers, or Hornets. It has heavier armor but weaker weapon than its CORTEX counterpart, the Wasp.

Abductor
Abductor is an armored transportation aircraft.
It can take on board even the heavier T2 units and easily withstand light anti air defenses.
Use it to deploy your forces right on the front, reducing your tactical reaction speed. It can load 4 small units (footprint 2x2) or a single big one. It is equipped with an EMP laser of high energy that can stop even heavy units like Tzars. You can use this fact to “steal units”. Paralyze it, load it, and transport near your construction-towers to reclaim it, or capture it with a Commander.

Advanced Construction Aircraft
Advanced Construction Aircraft is a unit that opens you the window to most of the T2 economy and defensive structures.
In most situations when you get one, start from updating your metal extractors, geothermal powerplants and then make fusion reactors and advanced metal makers.
It has a higher buildpower than its T1 version and boosts your metal and energy storage by 50.
As an air constructor it has the advantage of being able to quickly access all spots on the map. Use it in packs for fastest expansion in remote areas. It has lower buildpower than land constructors.
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Cormorant
Cormorant is a torpedo bomber. It has no weapon to fight against land units. However it is able to deal massive damage to any ship/submarine/amphibious unit. Torpedoes need a long open path to drop and accelerate in water. Therefore don’t try to drop them flying from the side of the shore line as they will just get stuck in sand.
Torpedo Bombers are able to attack underwater units without support since they are equipped with sonar and increased sight range.

Hornet
Hornet is a super-fast gunship designed for late and endgame tactics. Equipped with a sabot missile launcher it can quickly deal great amounts of damage. It has a powerful armor that can withstand tons of anti-air missiles and flak shots, but its biggest advantage is its speed and maneuverability. When fighting it can make quick turns and barrel rolls to avoid missiles and it can fly as fast as fighters therefore it makes for a better strike force than bombers, when there is lots of land AA to fly over.
However, bare in mind its high costs.
Only with an endgame economy would you be able to build those in greater numbers.

Liche
Liche is the ultimate weapon of terror and destruction. A heavy aircraft equipped with a tactical nuke launcher.
This guy can decapitate Commanders, destroy Fusion powerplants, or send whole armies into the air with just a single shot.
A well-microed Liche can win you a game, just locate all enemy Commanders and fly over them. Use SET-TARGET to make it not lose momentum when deploying a bomb. Two of those are enough to destroy an advanced fusion.
Common counters to Liches are Chainsaws / Eradicators / Screamers / Mercuries - avoid those.