VehiclesSwitch to Armada
Rascals are super cheap and fast to build vehicles used for scouting and damaging the early eco structures of enemies. It is the fastest moving unit in the whole game (except ARMADA counterpart - Rover) 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 early in the game!
In T2 warfare Rascals come as an effective counter to slow shooting units, like Snipers, 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.
To create effective minefields use Queue Command or Grid Building.
REMEMBER that mines use energy to remain cloaked! Trappers can also detonate enemy's mines using the attack command.
Trappers are stealthy and produce a tiny radar jamming field that enables them to lay mines while staying undercover.
A funny gimmick using Trappers can be done: Place 4 heavy mines on a location where you expect an enemy Commander to go (eg. near a metal spot) and detonate them simultaneously when he walks over them to give your enemy a big surprise.
The Incisor is a light, fast moving tank armed with a weak, but very precise laser weapon, accurate even when fired on the move. This makes it useful against fast lightly armored units, such as Pawn. A bit slower than its ARMADA counterpart - Blitz - but it has a higher range, so always try to keep distance.
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 Incisors can be used in large numbers for ambushing Commanders and speedy skirmishing. Light armor and short range makes it susceptible to defensive towers and Riot tanks.
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 stepper 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.
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 Fleas / Rover.
Lashers are long range light missile trucks. They can out range 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, avoid flashes and other fast infantry. In larger packs Slashers can even take down Heavy Laser Turrets. Combine with Pounders / Brutes and repairing units for a devastating front-line push!
Move them in line, because they can't shoot over each other!
Wolverine is an artillery vehicle used to take down T1 defenses, especially Heavy Laser Turrets. It can out range all T1 defense towers except coastal defense plasma batteries like the Guardian. Shooting its plasma shells along a parabolic trajectory they are obviously helpless in close quarters combat. Always keep them protected by Levelers / Instigators, or your own defensive structures. Don't forget to have targets in your radar's range or scouted.
The Muskrat is an amphibious construction vehicle, which can travel on land and underwater equally well allowing easy expansion between islands, under rivers and across seas. Its build menu includes some water based units 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 stepper 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 Fleas / Rover.
Garpike 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.
The Pounder is a powerful tank armed with an impulse weapon that deals AoE damage and repels light units.
It makes it highly effective against swarms of Pawns, Blitzes etc. A drawback is their low speed and inability to shoot over each other, therefore always try to move them in a line.
It's rather ineffective against long range defense towers - combine them with Lashers (rocket vehicle) or Aggravators (rocket bot) to push the front and use constructors for repairing.
The Brute 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 micro-ed well, Brutes can be easily D-Gunned, so try to keep enemy Commanders at a distance.
Combine with Lashers (rocket vehicle) or Wolverines (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.
Omen is a mobile radar vehicle. Always have at least one in your artillery/infantry 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. It is cheaper than its Armada counterpart, but also way slower.
Obscurer is a mobile radar-jamming device that can hide your units away from the enemy’s field of view. In combination with cloakable units like Gremlins, or a Commander it makes them totally undetectable (if your enemy hasn’t built the intrusion countermeasure system).
Quaker 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 Starlight 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.
Fury is a mobile anti-air tank equipped with a flak cannon. Its weapon deals ludicrous amounts of AoE damage 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.
Alligator is a medium amphibious tank. Equipped with a decent amount of hitpoints and a good plasma weapon it is the best amphibious unit cost-to-cost. Use it as the main part of your amphibious infantry. Combine with Poison Arrow and amphibious AA like Trashers to get a powerful and self-sufficient strike force.
Advanced Construction Vehicle
Tiger is 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 cheaper and more armored than its ARMADA counterpart (Bulls) but it deals less damage and offers shorter range. Combine them with Banishers to make a good counter to Bulls.
Negotiator 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. Its awesome range make 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. A bit cheaper than its ARMADA counterpart, the Ambassador.
Banisher Is a heavy missile tank. It is equipped with a homing rocket launcher this can shoot over a decent range. Its missiles deal very high damage and can take down T1 units with a single shot. Its homing missiles are very efficient even against quick and mobile targets. However, they take quite some time to reload (7.5 seconds). Therefore, they are not really designed for close-quarters combat. Always keep them covered with other infantry units.
Poison Arrow is a heavy amphibious tank with tons of hitpoints and powerful AoE plasma cannon. It can sneak in through water to enemy territory and cause heavy damage to anything on its way. Its gun one-shoots all T1 units and can even deal with some T2 troops and defenses. However moves and fires at a very slow rate, what makes it susceptible to fast infantry like pyros. Try to combine it with Crocs some amphibious AA like Crashers, to make it a self-sufficient strike force. Amphibious tanks can also climb hills better.
Saviour is a mobile anti-nuke missile system. It has a shorter range than regular anti-nuke static structures but you may move it around wherever you want.. In late-game it is very important to combine it within your striking forces to prevent them from getting nuked out of your territory. It stockpiles 1 anti-nuke in 90 seconds.
Tzar is a super heavy tank. Equipped with a powerful AoE plasma cannon can obliterate whole groups of light units with one shot. It is very heavily armored and can take in massive amounts of damage.
It defines a great use in an early T2 game.
Take it to the front covered by some AA units in order to push through the remaining T1 units and defenses like a knife through butter. Though, better try not to lose it, because it leaves very precious wreckage (894 metal).
Tremor is a miniature, mobile version of a Calamity. It is a very fast shooting artillery vehicle with an incredible range that can compete with longest-range defenses like Pulsar. It shoots along a parabola, making it able to target units over walls and hills. Due to its high costs it has a situational usage.
It is useful on maps with many natural barriers separating different sections and bases.
Creating a rain of plasma, it shoots and damages units in a huge area. Be careful with your own units so that they don't end up under Tremor's mighty spread of fire!