VehiclesSwitch to Cortex
Supercheap and fast to build
Vehicles used for scouting and damaging the early eco structures. It is the fastest moving unit in the whole game but due to light armor any close confrontation will be lethal to it. Evade laser towers and destroy metal extractors to slow down your foe's expansion!
In T2 warfare Rovers come as an effective counter to slow shooting units, like Sharpshooters, Starlights and artillery. When produced constantly and sent to the front they can pull the heavy fire on themselves while your T2 units deal damage to artillery.
A stealthy minelayer / minesweeper unit, that can make your base feel really safe. It produces light and heavy mines which are designed to eliminate different levels of threat. Light mines can stop Pawns, Grunts, Blitzes etc. and heavy can even stop most T2 units.
It's a cheap way to secure places where you don't have time to set up proper defenses, like your flanks.
Always lay mines away from your opponent's line of sight and avoid having your own units on the minefield.
Remember that mines use energy to remain cloaked!
Groundhogs can also detonate enemy's mines using the attack command. Groundhogs are stealthy and produce a tiny radar jamming field that enables them to lay mines while staying undercover.
A funny trick using Groundhogs: Lay 4 heavy mines in a place where you expect an enemy Commander to go (eg. near a metal spot) and detonate them simultaneously when he walks over them to make your enemy a big surprise.
Being very cheap to build and having high top speeds can be useful for scouting and taking down unguarded metal extractors and eco. In late T1 warfare Blitzes can be used in large numbers for ambushing Commanders and speedy skirmishing.
Light armor and short range makes it susceptible to defensive towers and Pounders (Riot Tanks).
Shellshocker is an artillery vehicle used to take down T1 defenses, especially High Laser Turrets. It can out range all T1 defense towers except coastal defense plasma batteries. Shooting its plasma shells along a parabolic trajectory they are obviously helpless in close quarters combat. Always keep them protected by Stouts / Blitzes, or your own defensive structures. Don't forget to have targets in your radar's range or scouted.
A construction vehicle is able to build basic T1 structures like the ones made by the Commander. Moreover it can build some more advanced land and air defense towers, advanced solar generators and most importantly the T2 Vehicle Lab. It is slightly faster and stronger than the Bot constructor, but it can not climb very steep hills, so it is effective only in expansion on relatively flat terrain.
Each Construction vehicle increases the player's energy and metal storage capacity by 50.
Beaver is an amphibious construction vehicle, which can travel on land and underwater equally well allowing easy expansion between islands, under rivers and across seas.
It's build menu includes some water based units
The Beaver can build things like underwater metal extractors, tidal generators and most importantly the amphibious complex, a lab that includes T2 amphibious tanks and bots. As all amphibious units it can easily cross steeper hills unlike regular vehicles. It can be destroyed by torpedoes so avoid submarines, launchers and destroyers. It is wise to use pairs of cons for expansion, so they can heal each other and build defensive structures faster. This makes them immune to light assault units like Ticks / Rovers.
Whistlers are long range light missile trucks. They can outrange most T1 defensive units and deal constant damage to it. They can also serve as basic anti-air defense. Very ineffective in close combat, so always try to keep them at full distance by using FIGHT command.
In larger packs Whistlers can even take down Heavy Laser Turrets.
A pincer is a light amphibious tank which can travel on land and underwater equally well. It is weaker than most land based tanks, so to use it effectively avoid direct fire exchange and try to surprise your opponent by destroying undefended targets near the shoreline. Don't forget to send one or two amphibious constructors with your assault to reclaim left wrecks and claim metal spots on the way.
Stout is a medium assault tank. It has a relatively high HP so it should always be kept in the first line to sink in all damage.
Useful for taking down light defenses with its sheer force.
If not microed well, Stouts can be easily D-Gunned, so try to keep enemy Commanders at a distance. Combine with Whistlers or artillery for a great front-line push or use large packs for raiding enemy bases. Don't forget to bring some constructors with your assault for repairing and reclaiming wrecks.
A twin rocket tank, which can do pretty heavy damage.
Its slow moving speed and fire rate makes it susceptible to groups of fast moving units like Pawns, but once it shoots it deals damage in a massive radius, which can eliminate virtually all bots (except Centurions) in a single blow. Combine with Whistlers (missile trucks) and repairing units to achieve devastating effect on enemy defenses.
It is also a perfect unit for destroying Commanders, as only 5 shots is enough to deal lethal damage.
It requires some good micro, so focus!
Umbra is a mobile radar-jamming device that can hide your units away form enemy’s field of view. In combination with cloakable units like Gremlins, or a Commander it makes them totally undetectable (if your enemy haven’t built the intrusion countermeasure system).
Prophet is a mobile radar vehicle. Always have at least one in your artillery/assault combos. It doesn’t have any weapon of its own and has rather low HP, hence always keep it a bit behind your other forces.
Gremlin is a stealthy tank that, when cloaked becomes impossible to spot for your enemy. Equipped with light plasma weapon and having weak armor it doesn’t stand a chance facing other T2 units. Don’t use it for fighting.
Use packs of 4-6 Gremlins to sneak in beyond enemy defense lines, get intel on plans and sabotage the economy.
If you see an unguarded base try to first disable its buildpower (destroying construction towers) making your opponent unable to react. Then go for Energy Converters to get a nice big chain explosion and finally strike Fusion Reactors and other eco. It can be detected if it comes into vicinity with enemy units or if your opponent has an Intrusion-countermeasure system.
Consul is a fast constructor that can assist, repair or build wherever you currently need it. It is mainly used for laying minefields, repairing fighting troops and building light defenses and assault units on the front. It gives a great advantage over your opponent who only uses labs, as he cannot deliver his forces that quick to the frontline. Build few nano-towers next to it and set it to build a queue of a certain unit, then click REPEAT. This way it will keep making those units until ordered to stop. Most importantly it can construct Recluses, Mavericks, and Jethros for AA support.
Mauser is a heavy artillery vehicle, able to overshoot most defensive and mobile units thanks to its great range. It is fairly cheap to produce and in contrast to the Penetrator it does not require energy to shoot.
Build packs of those for a good early T2 game push.
They are pretty weak in any close quarters combat situation, hence always cover it with your infantry.
Jaguar Is a super fast light tank equipped with a high DPS lightning turret. It may deal sizeable damage in close quarters combat, but lacks armor to fight against heavier units like Tigers.
Use Jaguars to quickly deal with T1 units, raid unprotected spots and easily kill commanders.
Having an additional anti-air missile launcher it is a very self-sufficient unit that can be used without combining it with others. Also a great way to quickly deliver AA to the front in T2 game stage.
Shredder is a mobile anti-air tank equipped with a flak cannon. Its weapon deals ludicrous amounts of damage in a large radius (AoE) to aircrafts and can easily take down all T1 and most T2 aircrafts that come into its vicinity. Flak weapons have shorter range compared to other AA weapons, hence try not to keep it far behind the rest of your army. It doesn’t have anything to fight with against land units, so keep it covered.
Advanced Construction Vehicle
Advanced Construction Vehicle 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 100.
Turtle is an amphibious tank equipped with medium duty weapon and armor. Falls short combating land units of similar cost, but thanks to its amphibious ability it is able to sneak in beyond enemy defensive lines through water. The ARMADA Turtle is stronger than CORTEX Alligators, weaker than Poison Arrows.
Ambassador is a heavy missile truck with unmatched range within T2 mobile units. It shoots missiles along a high-altitude arc enabling you to take down targets covered by walls and hilltops.
It's awesome range makes it a perfect siege weapon
Able to quickly obliterate enemy’s defensive structures and destroy strategic targets like geothermal powerplants etc. It is very costly but its huge damage output makes it worth a shot. Helpless against mobile units, always keep it protected by your infantry.
Bulls are a general purpose raider with significant armor and a decent plasma weapon. It can easily outrange and destroy most T1 units. This is the main and most numerous constituent of your T2 vehicle forces. Build them in huge numbers to overpower your enemy with sheer force. It is more expensive than its CORTEX counterpart, the Tiger, but it deals higher damage with bigger Area of Effect.
Starlight is basically a mobile version of Pulsar. It is equipped with a tremendously powerful long range tachyon accelerator, which can one-shoot most T2 bots and even deal with lighter T3. However it is costly and very fragile.
Never send them alone to the front. Always keep them spread as they explode vigorously and may start chaining.
Important: they uniquely have an ability to reverse, which is useful as they can only shoot forwards and their turning takes forever.