Earth 2150
by J Sepulveda
phoenix_risen49@yahoo.com
Legal Information: This is mine. If you want to use it for your own personal
access, that's fine. If you want to post it somewhere, ask me first and I'll
probably okay it. Never charge anyone for access to this guide. Currently
posted on gamefaqs.com, neoseeker.com, and dlh.net.
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I. Version History
II. The Armies
A. Eurasian Dynasty
1. Concept
2. Units
3. Equipment
4. Buildings
B. United Civilized States
1. Concept
2. Units
3. Equipment
4. Buildings
C. Lunar Corporation
1. Concept
2. Units
3. Equipment
4. Buildings
III. Game Concepts and General Information
IV. Walkthroughs
A. Eurasian Dynasty
B. United Civilized States
C. Lunar Corporation
V. Codes
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I. Version History
4/21/2005 - Initial version. Partial walkthrus for ED and UCS.
4/29/2005 - 1.1 *UCS walkthru almost complete
*Tables added for UCS and LC units, structures, and equipment
*More information on all three armies' units and weapons
*Grammar and spelling check
5/13/2005 - 1.2 *Began LC walkthru up to Kamchatka
*Tables added for ED units, structures, and equipment
*Minor corrections on ED equipment and weapons
II. The Armies
A. Eurasian Dynasty
1. Concept
The Eurasian Dynasty is the least advanced of the three armies. In fact, much
of their technology is actually based on modern technology: helicopters, large
cannons, and treaded tanks are the basis of the army. The strength of the ED
is exactly that: they can kick ass and take names in a straight fight. A
Pamir will take down a Tiger or Lunar any day. The ED gets some really
impressive nuke-based weapons late in the game, but fielding them is extremely
expensive.
2. Units
N = no shield equippable
S = 600 PSU shield
M = 1200 PSU shield
L = 1800 PSU shield
All HPs are for level 0 experience
Equipment costs are added to chassis base cost
Chassis HP Shield Armor Speed Base Cost
Gruz 1800 S 0% 19 800
ZK Taiga 450 SML 0% 18 400
MI 27 Boyar 900 SML 0% 36 400
ZT 100 Siberia 600 SML 0% 18 500
ZT 101 Siberia 675 " " 19 "
ZT 102 Siberia 750 " " 19 "
TT 100 Pamir 180 N 75% 21 300
TT 110 Pamir 210 " " 25 "
TT 120 Pamir 240 " " 25 "
Tank
HT 400 Kruszchev 900 SM 75% 16 1200
HT 500 Kruszchev 1050 " " 17 "
HT 600 Kruszchev 1200 " " 17 "
HT 800 Ural 600 SML 25% 16 1200
HT 900 Ural 750 " " 17 "
TK 100 Caspian 450 S 0% 21 500
TK 110 Caspian 600 " " 25 "
TK 111 Caspian 750 " " 25 "
TL 70 Volga 900 SML 25% 18 800
TL 80 Volga 1050 " " " "
ZT 200 Minelayer 600 SML 25% 18 500
ZT 210 Minelayer 675 " 50% 19 570
ESS 30 Irkutsk 300 S 25% 21 300
ESS 40 Irkutsk 375 " 25% 25 "
ESS 50 Irkutsk 450 " 50% 28 "
ESS 200 Leviathan 900 SML 75% 17 1000
ESS 300 Leviathan 1050 " " 18 "
MI 106 Cossack 240 N 0% 36 350
MI 107 Cossack 300 " " " "
MI 140 Grozny 300 S 25% 36 450
MI 150 Grozny 375 SM " " "
MI 200 Han 600 SM 50% 25 1300
MI 210 Han 750 " " " "
MI 300 Thor 375 SML 25% 25 1000
MI 310 Thor 450 " " " "
Fake TT 60 N 0% 19 50
Fake ZT 60 N 0% 18 50
Fake HT 60 N 0% 17 50
Ukraine - This is the transport helicopter. You'll be using this to ferry
units and credits from your temporary mission base to your main base and
back. The Ukraine needs a Landing Zone built in the mission base in order
to arrive, but it can stay after the LZ is destroyed in an emergency. It
will carry up to 10 of any unit and 5000 credits. If the Ukraine is
destroyed, another will automatically be built and deployed to the main
base area after a short delay.
Gruz - The Gruz is a constructor unit, which means that it builds all the
structures you'll need. If you lose your only Gruz and don't have a VPC,
you're screwed. It also does some other useful things, like dig trenches
and tunnels, build bridges, and act as a damage magnet if you're feeling
daring. During the campaign, if you save every unit you possibly can
you'll pile up a bunch of these.
Taiga - Taigas form the support structure of the ED. Though they can be
lightly armed, they're not really worth the trouble. Instead, Taigas are
best used in their Repairer capacity. Also, they are the only unit that
can move containers from Mines to Refineries and Transport Bases.
Boyar - These are supply helicopters. Boyars must be assigned to Supply
Depots, and will then carry ammunition produced at the depot to units and
buildings that run out of ammunition. Boyars have no armaments and little
armor.
Siberia - The Siberia is essentially the combat version of the Taiga. It can
be armed with just about every non-cannon weapon and is the second combat
unit you'll be using in the campaign.
Pamir - Pamirs are the first combat unit and the mainstay of your military for
a very long time. They can take hits like lighter units can't and have a
tendency to survive. Their weakness is that the standard 105mm Cannon
Pamir is unable to attack air targets.
Kruszchev - The medium tank for the ED with a heavy hardpoint.
Ural - A heavier tank, this time with two heavy weapon hardpoints.
Caspian - Caspians are a rather unique tank built at the WPC that can run on
either land or water. It's not a substitute for a navy but it will ford
any body of water without a bridge.
Volga - After the moderate success of the Caspian, Volgas were adapted to
carry heavy mount weapons. Just like the Caspian it can travel over land
or water with equal ease.
Minelayer - These are useful in specific areas. Mines are invisible to all
enemy units (except Minelayers) and completely harmless to your own. The
downside is that after they run out of mines, they can't be reloaded. Your
Minelayers can also be used to detect enemy mines and destroy any that the
Minelayer is directly next to. Obviously, mines can only affect enemy
ground units or air units that choose to land.
Irkutsk - The Irkutsk is the first aquatic unit you'll use. As such, it's a
light ship with one hardpoint that should be used in packs, not singles.
Leviathan - The Leviathan is appropriately named as the ED battleship. The
ESS 200 has two weapon hardpoints and the ESS 300 has three. Unusually,
you can choose to build either 200s or 300s even after you have researched
the upgrade - this allows you to build either large or pocket battleships
at your discretion.
Cossack - Cossacks are the lightest air unit of the ED. They are fast but
poorly armed and armored. Cossacks make excellent scouts but have an
unfortunate tendency to blow up. They can outrun rockets in a straight
flight.
Grozny - The Grozny is almost exactly the same as the Cossack except: it has
25% armor instead of tinfoil; it can carry a Rocket Launcher as well as
20mm; and it gains more HP as it gains levels. Hold off on creating a
permanent air force until you have researched these.
Thor - Thors are the lighter bomber unit. They're just as powerful but not
quite as durable as the Han. The Thor can also be equipped with a
Container Hook much like the Taiga's Carrier, allowing it to move mineral
containers from distant Mines to Refineries without ground travel
restrictions.
Han - Finally, the Han is the heavy bomber. It's big, slow, tough, and
extremely powerful when loaded with nuclear bombs. Defend against enemy
interceptors with 20mm fighter escorts.
Fake Units - These are cheap versions of the Pamir, Siberia, and Kruszchev.
They can't take a punch but they will swell your ranks and look impressive
on the battlefield. Despite their mock weapons fake units can't shoot
anything. All fake units become available immediately after you research
the real thing.
Tank - You can never research the Tank, but you will come across six of them
during the Arctic 2 mission. They are much more powerful than Pamirs and
will serve admirably as the mainstay of your ground forces until you get
more powerful chassis. The Tank comes equipped with two 105mm Cannons.
Lenin - You have zero control over the Lenin during the campaign. It shows up
every once in a while to move credits between Transport Bases and the
Spaceport. No data, but it's nice to know what it's called.
3. Equipment
* = can mount standard weapon on top
+ = does not refer to physical damage; see weapon description
AA = can target air or ground units
STS = mounted on ground units and can only fire on ground units and structures
STA = mounted on ground and can only fire on air targets
Numbers under weapon base stats refer to ammo upgrades
Weapon Damage Range Ammo Target Cost
20mm Chaingun 15 6 100 AA 200
17 6 " " "
19 7 " " "
21 7 " " "
2x 20mm Chaingun 23 6 200 AA 200
26 6 " " "
29 7 " " "
32 7 " " "
Helicopter 20mm 15 7 100 AA 300
17 7 " " "
19 8 " " "
21 8 " " "
2x Helicopter 20mm 23 7 200 AA 300
26 7 " " "
29 8 " " "
32 8 " " "
105mm Cannon 25 6 60 STS 300
27 7 " " "
30 7 " " "
33 8 " " "
2x 105mm Cannon 38 6 120 STS 300
41 7 " " "
46 7 " " "
50 8 " " "
120mm Cannon* 50 8 40 STS 700
55 9 " " "
60 10 " " "
65 11 " " "
2x 120mm Cannon*
Rocket Launcher 20 8 50 AA 300
22 8 " " "
24 9 " " "
26 9 " " "
2x Rocket Launcher
4x Rocket Launcher
Helicopter Rocket
2x Heli Rocket
Heavy Rocket 40 10 30 AA 600
44 11 " " "
48 11 " " "
52 12 " " "
2x Heavy Rocket
3x Heavy Rocket
Heli Heavy Rocket 40 10 40 AA 600
44 11 " " "
48 11 " " "
52 12 " " "
2x Heli H Rocket
Laser 60+ 5 16 STS 300
2x Laser 90+ 5 16 STS 300
3x Laser 120+ 5 16 STS 300
Heavy Laser 120+ 6 16 STS 700
2x Heavy Laser 180+ 6 16 STS 700
4x Heavy Laser 240+ 6 16 STS 700
Ion Cannon 100+ 7 1 STS 300
2x Ion Cannon 100+ 7 1 STS 300
Heavy Ion Cannon 500+ 7 1 STS 600
2x Heavy Ion Cannon 500+ 7 1 STS 600
Bomb Bay 300 1 3 ATS 600
600 " " " "
800 " " " "
1200 " " " "
2x Bomb Bay
Ballistic Rocket 1500 32 1 AA 2000
2000 37 " " "
2500 47 " " "
5000 77 " " "
Banner N/A 200
Noise Generator
Repairer N/A 200
Carrier 1 N/A STS 100
Container Hook 1 N/A ATS 100
Shield 600 PSU
Shield 1200 PSU
Shield 1800 PSU
20mm Chaingun - A very basic weapon available to all the armies. It's light,
has high ammo capacity, and can attack air as well as land targets. On the
other hand it's very weak compared to later weapons. The 20mm only fires
in straight lines, which means that your units must have a direct line-of-
sight on the enemy. If you're using a mob assault only the front tanks
will be able to fire.
105mm Cannon - This is the basic weapon your default Pamirs will be equipped
with. It's powerful against ground targets and buildings, but useless
against flying foes. The 105mm also fires only in straight lines.
120mm Cannon - Essentially it's an upgrade of the 105mm Cannon taking
advantage of a heavy weapon mount. Note that it uses 120mm shells instead
of 105mms, so you'll have to do more research for maximum damage.
Rocket Launcher - Basically an upgrade of the 20mm Chaingun. It's heavier,
deals more damage, requires frequent reloads, and can be mounted on Pamirs.
The Rocket Launcher is also available to all three armies. Default rockets
are dumb-fire, but upgrades create guided rockets can track targets with
greater accuracy. Unlike 20mms and 105mms, Rocket Launchers can fire in
arcs over friendly units, hills, walls, etc.
Heavy Rocket Launcher - Just like the regular Rocket Launcher, only with less
ammo and more damage. It can only be mounted on hardpoints capable of
supporting a heavy weapon mount, essentially large tanks and defensive
structures.
Laser Cannon - Unlike other weapons, the Laser Cannon deals no damage. It
heats the target until fuel and ammunition inside the target explode. Very
useful early on, it becomes less so after the invention of shields. A 3x
Laser will kill many units in a single hit. Lasers are useless against
buildings. As an energy weapon, Lasers recharge their ammo over time
instead of being rearmed by the Supply Depot.
Heavy Laser Cannon - Like the standard Laser but much more powerful. If your
enemies are fielding shielded tanks bust out this thumper to put some holes
in 'em.
Ion Cannon - Ion Cannons don't deal damage either, but will incapacitate units
and buildings. Disabled units and buildings have blue static around them
and can be captured by any Repairer unit. Ion Cannons are blocked by
shields and recharge their own ammo. Upgraded Ion Cannons recharge faster.
Heavy Ion Cannon - It's the Heavy Laser principle applied to Ion Cannons.
Very useful to compensate for enemy shields, especially the LC.
Bomb Bay - Fly directly over the target with your bombers and drop stuff on
their heads. Powerful, but only holds a few bombs at a time before you
have to fly home to reload, and you have to pause directly over the target
before the bomb falls, leaving you vulnerable. Difficult to use against
mobile enemies. Nuclear Bombs are more fun than a barrel of irradiated
monkeys.
Ballistic Rocket Launcher - Don't lump these in with standard Rocket Launchers
and Heavy Rocket Launchers. Ballistic rockets fire in parabolic arcs up
into the atmosphere over impressive range. You don't have to worry about
seeing the enemy as long as you know roughly where they are. The
disadvantages are extremely low ammo, expense, build time, the rocket hang
time that limits your ability to hit moving targets, and the fact that
these mobile artillery are completely unable to defend themselves. For all
that, there's nothing more fun than wiping out your opponent's entire base
with three well-placed nuclear rockets.
Banner - Banners can be very powerful when used correctly, but they are
difficult to manage. Every Banner mounted on either a building or a unit
extends an aura around it that increases the experience level of all
weapons by two. It does not grant the corresponding HP increase to units.
Banners are not cumulative.
Repairer - This fixes the damage inflicted on your units. It can only be
loaded on a Taiga. Repairers can also capture enemy units disabled by an
Ion Cannon or help friendly disabled units recover. Upgraded Repairers can
perform field upgrades on your units or repaint them to show up as a
different color on the minimap, an option I find less than useful.
Noise Generator - Reserve this equipment for fighting in multiplayer. It
prevents enemy units from being able to receive orders, but the isolated
tank will still fire on enemies around it. Since the AI just shoots
whatever it sees first anyway the Noise Generator doesn't have much effect
unless you're playing a human opponent.
Shield Generator - Another technology available to all armies, shields prevent
energy weapons from having any effect on the physical structure of units
and buildings. Since energy weapons are fairly devastating, this is very
important later in the game. After a shield is exhausted energy weapons
will affect the target normally. Shields recharge on their own over time.
Shields take up a separate slot from weapons or equipment. All buildings
can equip all sizes of shield.
4. Buildings
Structure HP Armor Hardpoints Power Cost
Power Plant 2400 0 0 N/A 500
Vehicle Production 3000 0 2 50 1000
Weapon Production 3000 0 1 50 2000
Supply Depot 2400 0 1 50 1500
Mine 2400 0 1 50 1000
Refinery 3000 0 0 50 1000
Transport Base 0
Small Tower 300 25% 1 0 400
Large Tower 900 50% 1 20 1000
Pillbox 1200 75% 1 20 1200
Research Center 2400 0 0 50 1000
Headquarters 3000 0 1 50 1500
Radar 750 0 0 50 1500
Tunnel Entrance 750 0 0 0 1000
Landing Zone 0 0 0
Power Plant - Power Plants both produce and transmit power to structures near
them. Unlike the UCS and LC, you'll have to place one for each of your
building clusters. Fortunately, they're simple, relatively cheap, and
small.
Vehicle Production Center - This structure builds all the noncombat vehicles:
Gruzs, Boyars, Transports, and Repairers. There won't be much use for it,
but it is absolutely necessary for the support structure for your army.
VPCs have two weapons hardpoints.
Weapons Production Center - The WPC builds every unit that has a weapon
attached, both land and air (water units are built at the Ship Yard).
You'll be visiting often. WPCs have one weapon hardpoint.
Supply Depot - These structures provide ammo for all your units and armed
buildings using ballistic weapons. To get the ammo to those in need, each
Supply Depot must have at least one Boyar assigned to it. The Assembly
Point referred to on its status screen indicates where the Boyars will wait
between orders. Supply Depots can be set to serve one tank, a few tanks,
or many tanks with the Fast/Average/Slow button. Early in the game keep it
on Slow, but as tanks become more expensive and powerful late in the game
you may progress to using the faster settings. Doing so requires a field
of depots and a flock of Boyars, though. Air attack units such as the
Cossack must fly back to a Supply Depot to rearm themselves. Supply Depots
have one weapon hardpoint and, as a free bonus, resupply themselves with
virtually no wait.
Ship Yard - The Ship Yard must be located on a body of water (duh) and builds
all the aquatic units. Ship Yards have two weapons hardpoints.
Mine - A Mine must be built over every mineral field you plan to use. It
will tap all the minerals under it and for one square in any direction.
Mines produce containers worth 250 each that must be transported to a
Refinery or Transport Base by a Taiga. The Mine will also show how many
credits are left to be mined. Mines have one weapon hardpoint.
Refinery - A Refinery converts the containers of a Mine into immediate cash.
This will show up in the cash reserves without any input from you. Credits
can then be spent on buildings, units, upgrades, research, or be moved to
the other base on the Ukraine and used.
Transport Base - Unlike Refineries, Transport Bases convert Mine containers
into credits to be sent to the Space Port in the main base with no input
from you. This is the key building of the campaign, and many missions will
require a certain amount of credits to be sent to the Space Port in this
fashion. Credits will accumulate until 2000 are waiting, then a transport
will automatically show up to take them to the Space Port. You can also
click the Call Trn button to send whatever credits remain to the Space
Port; you'll probably have to do this at the end of most missions.
Small Tower - Small Towers are light defensive structures. They can be
mounted with most weapons and are independently powered, so they won't shut
down when the Power Plant is destroyed. Small Towers have one weapon
hardpoint.
Large Tower - More powerful than Small Towers are Large Towers. They can
mount any weapon, including heavy mount weapons. Large Towers depend on
Power Plants and will not function without power. Large Towers have one
weapon hardpoint.
Pillbox - Pillboxes are heavily armored gun emplacements. They are exactly
like Large Towers except that they have more HP and stronger armor.
Pillboxes have one weapon hardpoint.
Wall - Walls are cheap ways to prevent ground units from moving through a
given square. You can order a Gruz to build a line of walls instead of one
square at a time. Walls can be destroyed with enough firepower.
Bridge - On mission maps with rivers or valleys you wish to cross the Gruz can
build a bridge. Clicking the bridge icon brings up a display of all the
potential places where a bridge can end on the map. Choose one foundation
point and the another across the obstacle to be bridged. Both narrow and
wide bridges cost 50 per square, but using wide bridge makes your Gruz
build two squares wide instead of one.
Tunnel - Tunnels can only be dug if the unit is already underground thanks to
a Tunnel Entrance (see below). Tunnels are free to construct. Narrow
tunnels are one square across and wide tunnels are two squares. You cannot
tunnel through bedrock.
Flat Terrain - This is the remedy for trenches (see below). A Gruz can
flatten a trench's sides to make it passable, though it's quite likely
you'll get stuck somewhere in the process and another Gruz will have to
flatten around you before you can move. Sometimes you can also use this to
make normal rough terrain safe for building structures.
Trench - A Gruz can dig a trench in a line that will block ground units from
passing over the tall sides. See Trenches under Concepts for more info.
Research Center - One Research Center is required to conduct research. Up to
two more can be built for extra speed, usually in the main base. Building
more than three doesn't provide any extra benefit.
Missile Control Center
Silo
Headquarters - A Headquarters will automate research, unit design, structure
weapons upgrades, or base defense. Each Headquarters can only be used for
one of these purposes at a time.
Noise Generator
Radar - The UCS Shadow Generator makes their units invisible. The ED radar
makes them visible again so you can hurt them a lot.
Tunnel Entrance - Tunnel Entrances allow units to enter the underground. The
ED version is fairly slow and tends to bottleneck your forces, so build
multiple TEs if you plan to move large forces underground. TEs can be
built from either above or below ground, but they are vulnerable both above
and below ground while under construction; don't count on coming up in the
middle of the enemy base by burrowing under. TEs can also be used by enemy
units.
Landing Zone - The LZ is essential to call the Ukraine from the main base. If
it is destroyed before the Ukraine arrives onscreen, the Ukraine will
return to the main base. If the LZ is destroyed while the Ukraine is
waiting above it, the Ukraine will remain there until it is sent to the
other base but will not be able to return. If more than one LZ is built,
one LZ must be designated as the Active one.
Space Port - The Space Port is the only structure that cannot be built. It
automatically exists in the main base. The Space Port receives credit
transfers from Transport Bases, lumps them into 10000 credit units, and
sends them to the spacedock where they are used to construct Project
EXODUS.
B. United Civilized States
1. Concept
The UCS occupies the middle ground on almost all fronts in this conflict. The
units are moderately fast, moderately powerful, and moderately priced. As
such, while they tend to not excel in any one area, they can hold their own
in most situations. For this reason they're my favorite army, and the one
I'm most skilled with.
2. Units
N = no shield equippable
S = 600 PSU shield
M = 1200 PSU shield
L = 1800 PSU shield
All HPs are for level 0 experience
Equipment costs are added to chassis base cost
Chassis HP Shield Armor Speed Base Cost
Mammoth 1800 S 0% 19 800
Harvester I 600 SML 0% 17 700
Harvester II 750 " 50% 18 "
Harvester III 900 " 75% 19 "
Harvester IV 600 SML 0% 16 1000
Harvester V 750 " 50% 16 "
Harvester VI 900 " 75% 16 "
Condor 900 SML 0% 36 400
Tiger I 240 N 75% 17 200
Tiger II 270 " " 18 "
Tiger III 300 " " 19 "
Spider I 450 SML 0% 18 300
Spider II 525 " " 19 "
Spider III 600 " " 19 "
Panther I 900 SML 75% 17 600
Panther II 1050 " " 18 "
Panther III 1200 " " 19 "
Jaguar I 1200 SML 50% 16 900
Jaguar II 1350 " " " "
Minelayer I 600 SML 25% 18 500
Minelayer II 675 " 50% 19 570
Grizzly III 3600 SML 75% 800
Shark I 300 S 25% 21 300
Shark II 375 " " 25 "
Hydra I 900 SML 50% 17 1000
Hydra II 1050 " 75% 18 "
Hydra III 1050 " 75% 18 "
Gargoyle I 240 N 25% 36 600
Gargoyle II 270 S " 36 "
Gargoyle III 300 S " " "
Bat I 375 SM 25% 25 1000
Bat II 450 " " " "
Dragon I 600 SML 50% 25 1500
Dragon II 750 " " " "
Albatross - This is the UCS version of the Ukraine, exactly the same in all
respects except it doesn't make the annoying propeller sound as it
approaches.
Mammoth - The UCS constructor unit, like the Gruz in every respect. Builds
structures, digs trenches and tunnels, and builds bridges. Tends to pile
up in your main base.
Harvester - Harvesters are the means the UCS uses to extract minerals. Each
one pulls the minerals out of the ground and then carries them to either a
Refinery or Ore Transport Base for processing. The advantage of this
system is that there need be no structure built over the field itself. If
you can tolerate a long wait time you can mine any field on the map from a
single Refinery. A Harvester carries 500 minerals at a time. Harvester
IIIs mine faster.
Harvester IV - These are exactly like normal Harvesters except that they can
fly, making it easier to mine remote mineral fields. Harvester IIIs cannot
be field upgraded to Harvester IVs because IVs are considered a different
chassis.
Condor - Condors are supply transports and exactly like Boyars in all areas.
Tiger - Tigers are the basic combat unit of the UCS. They are light and
maneuverable and carry many basic weapons including the Repairer. They
cannot carry heavy mount weapons or shields. Learn to love them because
you'll be using them a lot. Many missions provide you with free Tigers.
Spider - Spiders are slightly less capable Tigers that have exactly one
advantage: they can mount Shield Generators. Spiders are primarily meant
to be a support chassis with Repairers, Banners, and Shadow Generators, but
can also mount light weapons. A few missions provide free Spiders.
Panther - Panthers are the medium tank for the UCS. They can carry any heavy
mount weapon and a Shield Generator.
Jaguar - Jaguars are the heaviest tank in the UCS army. Each one is a very
expensive investment, so guard them carefully and keep them supplied.
Jaguars can mount one standard weapon, one heavy weapon, and a Shield
Generator. They are slightly less hardy than Panthers but make excellent
assault vehicles.
Minelayer - Just like the ED Minelayer, it can lay a set number of mines as
well as detect and destroy enemy mines within one square. Basic Minelayers
start with 10 mines, Minelayer IIs have 20.
Grizzly - Like the Tank you can never research or build Grizzlies, but you
will capture three of them during Kurshatov FZ. Grizzlies enjoy an
absolutely unique resistance to Laser fire above and beyond even what
buildings can withstand. As such they are excellent fodder for the front
when facing a stream of ED Lasers. Your captured Grizzlies come armed with
a Heavy Rocket Launcher and standard Rocket Launcher each.
Shark - The Shark is the basic naval unit for the UCS. It only has one weapon
hardpoint, but they're quick to build and maneuver.
Hydra - Hydras are the UCS heavy bombardment battleship. It's big, slow, and
expensive; treat it exactly like a Jaguar. Hydra Is have one weapon
hardpoint, IIs have two hardpoints, and IIIs have three hardpoints.
Gargoyle - The lightest UCS air unit. It can carry either a 20mm Chaingun or
a Rocket Launcher, and is best used to provide cover for ground units or to
escort heavier bombers. Like the Cossack, they tend to explode if left
unattended, so watch them carefully to prevent the enemy from sneaking up.
Also useful for scouting. In a straight flight without altitude change a
Gargoyle can outrun a pursuing rocket from an enemy launcher. I recommend
only equipping Gargoyles with 20mm because of higher ammo capacity and Bats
are better for rockets.
Bat - Bats are the middle UCS air unit and the first true bomber. They have
great range with their Rocket Launchers and are excellent for taking out
antiair defenses so the Gargoyles can sweep in. Unfortunately, Bats are
very slow and only moderately armored, and so can be quickly dispatched by
enemy air units. They also run through rockets quickly, meaning that a
good bit of game time is spent flying them back and forth from the Supply
Depot. Bats can also be armed with Bomb Bays, but I recommend reserving
these for Dragons.
Dragon - Dragons are a significantly better chassis than Bats but cannot equip
any weapon except the Bomb Bay. I'm not particularly fond of bombing
because you have to get directly over the target, meaning that either there
are few antiair defenses below and you can use your existing air force or
there are few defenses at all and you can use your army to mop up. Dragons
are much too large an investment to sacrifice to AA weapons.
3. Equipment
* = can mount standard weapon on top
AA = can target air or ground units
STS = mounted on ground units and can only fire on ground units and structures
ATS = mounted on air units and can only target ground units and structures
STA = mounted on ground and can only fire on air targets
Numbers under weapon base stats refer to ammo upgrades
Weapon Damage Range Ammo Target Cost
20mm Chaingun 15 6 100 AA 200
17 6 " " "
19 7 " " "
21 7 " " "
2x 20mm Chaingun 23 6 200 AA 200
26 6 " " "
29 7 " " "
32 7 " " "
Gargoyle 20mm 15 7 100 AA 200
17 7 " " "
19 8 " " "
21 8 " " "
2x Gargoyle 20mm 23 7 200 AA 200
26 7 " " "
29 8 " " "
32 8 " " "
2x Grenade Launcher 60 6 80 STS 300
66 6 " " "
72 7 " " "
80 7 " " "
3x Grenade Launcher 90 6 120 STS 300
99 6 " " "
108 7 " " "
120 7 " " "
2x Heavy Grenade 120 9 120 STS 600
132 9 " " "
144 10 " " "
160 10 " " "
4x Heavy Grenade 184 9 240 STS 600
203 9 " " "
221 10 " " "
246 10 " " "
Sm Rocket Launcher 20 8 50 AA 300
22 8 " " "
24 9 " " "
26 9 " " "
2x Sm Rocket 30 8 76 AA 300
33 8 " " "
36 9 " " "
40 9 " " "
4x Sm Rocket 40 8 100 AA 300
44 8 " " "
48 9 " " "
52 9 " " "
Rocket Launcher* 40 8 50 AA 300
44 8 " " "
48 9 " " "
52 9 " " "
2x Rocket Launcher* 61 8 76 AA 300
67 8 " " "
73 9 " " "
80 9 " " "
4x Rocket Launcher* 80 8 100 AA 300
88 8 " " "
96 9 " " "
104 9 " " "
Heavy Rocket 40 10 30 AA 600
44 11 " " "
48 11 " " "
52 12 " " "
2x Heavy Rocket 61 10 44 AA 600
67 11 " " "
73 11 " " "
80 12 " " "
3x Heavy Rocket 80 10 60 AA 600
88 11 " " "
96 11 " " "
104 12 " " "
Gargoyle Rocket 20 8 20 AA 300
22 8 " " "
24 9 " " "
26 9 " " "
2x Gargoyle Rocket 40 8 40 AA 300
44 8 " " "
48 9 " " "
52 9 " " "
Bomber Rocket 40 10 40 AA 600
44 11 " " "
48 11 " " "
52 12 " " "
2x Bomber Rocket 80 10 50 AA 600
88 11 " " "
96 11 " " "
104 12 " " "
Plasma Cannon 100 7 50 STS 300
2x Plasma Cannon 200 7 100 STS 300
Heavy Plasma Cannon 200 8 50 STS 600
2x Heavy Plasma 400 8 100 STS 600
2x Heavy Plasma* 400 8 100 STS 600
Bomb Bay 400 1 3 ATS 600
600 " " " "
800 " " " "
1200 " " " "
2x Bomb Bay 400 1 5 ATS 600
600 " " " "
800 " " " "
1200 " " " "
Banner 8 AA 200
Repairer 1 STS 200
Shadow Generator I 5 AA
Shadow Generator II 10 " 1000
Shadow Generator III 15 " "
Shadow Generator IV 15 " "
Radar AA 200
SDI Laser 10 3 STA
Shield 600 PSU 100
Shield 1200 PSU 200
Shield 1800 PSU 400
20mm Chaingun - Exactly like the ED version in all respects.
Grenade Launcher - Very similar to the ED 105mm Cannon, the Grenade Launcher
is devastating against ground targets and helpless against air targets.
Heavy Grenade Launcher - Just like the Grenade Launcher, but more powerful and
more exclusive.
Rocket Launcher - Exactly like the ED versions in all respects. Note that
Small Rocket Launchers can be loaded on heavy hardpoints for more damage -
these are called "Rocket Launchers" on the table. Upgraded Rockets get
better tracking ability.
Heavy Rocket Launcher - Exactly like...you get it. Upgraded Heavy Rockets
also get better tracking.
Plasma Cannon - This is the UCS energy weapon. It can deal huge amounts of
damage to unshielded opponents and can even chew through shields fairly
quickly. The downside is that it can't target enemies in flight. Like the
Laser, Plasma Cannons recharge over time.
Bomb Bay - Bomb Bays can only be equipped on the Bat and Dragon bombers. You
have to fly right over the target, but damage is impressive. Payload
isn't; you only get 5 shots at most before the long, slow flight home for a
reload.
Banner - Yep, it's a pretty flag that makes people rally. Weapons gain two
experience levels when they are within range of a Banner mounted on either
a unit or building.
Repairer - Not really a weapon but important nonetheless. Fixes your units
and structures, captures disabled units and structures, and mounts on
either a Tiger or Spider. The Repairer II can repaint friendlies or
perform field upgrades on existing units to bring them up to cutting-edge
technology, but it costs credits to do so.
Shadow Generator - This unusual device creates a fog of war around it that
prevents the enemy from seeing your units as long as all lights are turned
off. Shadowed units have a gray haze over them. The tech tree works funny
for this one: SGs I, II, and III can be mounted on Shadow Towers and have
the range listed above. SGs II, III, and IV can be mounted on units, but
act like one level below their rating, i.e. SG III on a Spider is the same
as SG II on a Tower. Hence, there's no way to put SG IV on a Tower; it's
only meant to act like SG III on a unit.
Radar - You receive Radar after researching Shadow Generator I. It doesn't do
anything worthwhile in the single-player campaign because you never fight
another UCS enemy, but if you were to do so it would make shadowed enemies
visible.
SDI Laser - The SDI Laser comes equipped on any SDI Defense Center you build.
It will shoot down nukes and only nukes that target a spot within its
radius. Ammo regenerates like all energy weapons.
Shield Generator - Protects units and buildings from assault by energy
weapons. The size of the unit limits the size of the generator that can be
attached. After the shield is exhausted energy weapons do damage as
normal. It's possible to equip Shield Generators on flying units, but
doing so is ludicrous since they can only be hit by energy weapons if they
land.
4. Buildings
Structure HP Armor Hardpoints Power Cost
Power Plant 3000 0 0 N/A 1500
Energy Transmitter 150 0 0 N/A 100
Vehicle Production 3600 0 1 50 1000
Weapon Production 3000 0 1 50 2000
Ship Yard 3600 0 0 50 1500
Supply Depot 2400 0 1 50 1500
Small Tower 300 25% 1 0 400
Large Tower 900 50% 1 20 1000
Fortress 3000 75% 4 50 3000
Plasma Control 2400 0 0 50 1500
SDI Defense Center 1500 0 0 50 1500
Research Center 3000 0 0 50 1000
Headquarters 2400 0 2 50 1500
Shadow Tower 900 0 0 50 1500
Teleport 1500 0 0 50 1500
Tunnel Entrance 1500 0 0 0 1000
Landing Zone
Power Plant - Like the ED, the UCS relies on nuclear power plants that
transmit power for a range around them. Unlike the ED, UCS power plants
are pretty expensive, larger, and are harder to take down. They also take
slightly longer to build. UCS Power Plants are capable of upgrading
themselves with extra reactors built around the plant to increase its
output more than you'll probably need.
Energy Transmitter - Power Plants may be similar, but the ED has nothing on
the Energy Transmitter. When a UCS player brings up the energy grid (F9)
you can see both yellow lightning bolts (current power distribution) and
gray lightning bolts. The gray are potential areas of expansion by means
of transmitters. Their range is smaller than a full-blown plant, but you
can build 15 Energy Transmitters for the price of one Power Plant. Instead
of building new Power Plants in every one of your bases and fortifications,
you can simply extend the range of one or two plants with transmitters.
The downside is that transmitters are pretty easy to take out, but they are
also easy to replace.
Vehicle Production Center - Just like the ED. It builds all noncombat
vehicles.
Weapons Production Center - Just like the ED. It builds all combat vehicles.
Ship Yard - Builds all aquatic units. Must be built on the coast.
Aerial Supply Depot - Responsible for making ammunition for your combat units
and armed buildings. At least one Condor must be assigned to carry ammo to
units and structures. Aerial units will resupply themselves by flying back
to the supply depot on their own. If a Supply Depot is armed, it rearms
itself with no wait.
Refinery - Refineries take the ore from Harvesters and give you cash on the
barrelhead in whatever base you happen to be at. Simple.
Ore Transport Base - Similar to the ED Transport Base, the Ore Transport Base
accepts donations from Harvesters and sends them to the Spaceport in the
main base in 2000 credit chunks. Remember to Call Trn at the end of every
mission, and make sure the transport shows up and is heading back to the
main base before you actually close up shop.
Small Tower - Small Towers are small defensive emplacements. They power
themselves and will continue to fire after the plant goes down. Small
Towers cannot mount heavy mount weapons and have one weapon hardpoint.
Large Tower - Large Towers are the Small Towers' big brothers. They can take
more punishment, but must be constantly supplied with power from the Power
Plant. Take that away and they fall strangely silent. Large Towers can
mount heavy mount weapons and have one weapon hardpoint.
Fortress - This is the most impressive dedicated defensive structure in the
game. It's big, but it carries two heavy weapons hardpoints and two
standard weapons hardpoints. The downsides are that it is very expensive,
presents a large profile to enemy attackers, and the entire thing goes down
if the Ion Cannons get through. Very annoying, that. Other than those
small glitches, it will stop enemy mobs cold.
Plasma Control Center - Reagan's Star Wars finally comes to life. The PCC
must build at least one and up to four plasma cannons around itself to be
useful, not unlike Power Plant extra reactors. Each cannon must charge for
a (long) period of time, then can be directed to fire at any point or
structure on the map. Expect some hang time as the plasma bolt goes
through a parabolic arc somewhere in the ionosphere before it heads back
down on target. Damages an area around the target spot.
SDI Defense - If it is built and powered it'll stop ED nukes from hitting your
base for a small radius around it. In theory. I haven't tested it out yet
and I'm not really anxious to.
Wall - Exactly like the ED, but substitute Mammoth for Gruz.
Bridge - Still the same.
Tunnel - Yep.
Flat Terrain - .
Trench - One more time.
Research Center - These make research possible. Just like the ED, you can
build up to three Research Centers for maximum efficiency. It doesn't make
the research itself cheaper, only somewhat faster. Don't build the extras
in the mission base, because you'll lose them at the end of the mission and
never get them back. Research costs are only deducted from credit reserves
in the region the Research Centers happen to be in.
Plasma Control Center
Plasma Cannon
Headquarters - Like the ED version, Headquarters allow certain functions of
the game to be automated so that you, the player, don't have to worry about
them. Each Headquarters can only do one of the following at a time: manage
research, design units, structure weapons upgrades, and base defense.
SDI Defense Center
Shadow Tower - It's a structure with a Shadow Generator attached. See the
Shadow Generator equipment for more details.
Teleport - An oddly pointless structure, the Teleport seems insanely useful at
first glance. It will move any unit that steps onto it to a Teleporter at
the other end, then move them back. All sorts of fantasies about flanking
the enemy emerge. Unfortunately, the Teleporter quickly bottlenecks large
groups. Also, it allows enemy units to use it just as easily as your units
do, meaning that your forward base can suddenly become a highway into your
power and supply infrastructure. Furthermore, you have to get a Mammoth in
to build another end before it's useful, and the fact that a Mammoth and a
fragile structure-in-progress have to be safe largely on their own means
that the forward location probably wasn't that great anyway. Teleports
require power from a Power Plant.
Tunnel Entrance - Similar to the ED Tunnel Entrance, this moves units
underground and back. Because it uses teleporter technology, though, it's
much faster and the bottleneck effect is lessened. TEs are vulnerable both
above and below ground during construction, limiting the number of places
you can bring your units up. And, of course, enemy units have no trouble
using it if they can restrain themselves from blowing it up first. TEs use
self-generated power.
Landing Zone - Landing Zones provide a place for the Albatross to arrive. For
more information, see the ED LZ entry. LZs require no power.
Space Port - Exactly like the ED version except it doesn't look as stupid. It
takes the credit shipments from mission Ore Transport Bases and lumps them
into 10000 credit groups for shipment to the spaceship construction. Once
credits leave for the spaceship, they're gone permanently.
C. Lunar Corporation
1. Concept
The LC represents the bleeding edge of technology in this new world. The
tradeoff for this is that their units tend to be quite expensive and rather
fragile. Unlike the ED or UCS, you probably won't manage much carryover
between missions with this army. On the other hand, you might not need it.
2. Units
N = no shield equippable
S = 1200 PSU shield
M = 2400 PSU shield
L = 3600 PSU shield
All HPs are for level 0 experience
Equipment costs are added to chassis base cost
Chassis HP Shield Armor Speed Base Cost
Phobos 30 N 25% 28 350
Mercury 900 SML 0% 36 400
Lunar m1 240 S 0% 28 100
Lunar m2 270 " " 32 "
Lunar m3 300 " " 36 "
Moon m1 300 SML 50% 21 300
Moon m2 375 " " 25 "
Moon m3 450 " " 28 "
Crater m1 750 SML 75% 19 1200
Crater m2 900 " " " "
Crater m3 1050 " " " "
Crusher m1 600 SM 50% 18 1200
Crusher m2 750 " " " "
Crusher m3 900 " " " "
Crion 750 SM 0% 15 1200
Meteor m1 180 N 25% 36 400
Meteor m2 240 " " " "
Meteor m3 300 S 25% " "
Thunderer m1 600 SML 50% 25 1500
Thunderer m2 750 " " " "
Fang 600 N
Jupiter - The Jupiter will transfer up to 10 units and 5000 credits between
the main base and the mission base. Just like everybody else.
Phobos - This is the LC support unit. It can't mount weapons, but it can use
Detectors, Regenerators, and Shield Rechargers.
Mercury - Just like the Boyar and Condor, the Mercury carries ammo from the
Supply Depot to whoever needs it.
Lunar - Lunars are the most basic LC combat unit. They are VERY light and
tend to die quickly in pitched combat, one after another. They can only
carry a few standard mount weapons. On the other hand, they're pretty
cheap and often provided by missions.
Moon - Moons are the first LC unit you might actually want to go into combat
in. They carry the same weapons Lunars do, but can take a hit or two in
a pitched fight.
Crater - Craters are the heavy tanks for the LC. They carry heavy weapons and
don't die easily. You might also get to preserve them for several missions
with carryover.
Crusher - These are the two-hardpoint tank for the LC. It's not quite as
tough as the Crater but has more firepower.
Meteor - Meteors are the LC's light air unit. They're fast and maneuverable,
but drop like flies if not carefully managed during attacks.
Thunderer - For heavy bombing runs, substitute the hardy Thunderer for
Meteors. I recommend using an Air Sonic Cannon and leaving the Rocket
Launchers to the Meteors. The disadvantages are short range and inability
to attack air units, meaning you'll have to escort them with Meteors to
keep them from being picked on.
Crion - This is your reward for fully researching weapons. The Crion can only
equip the Plasma Cannon, but it's a decent tank with high regeneration and
good maneuverability. Even ammo regeneration is acceptable. The UCS and
ED have nothing on this mobile artillery.
Fang - You'll begin the campaign with the Fang, an alien tank with rapid
regeneration and a devastating energy weapon that ignores shields. The
Fang is studied in several missions by LC scientists. The Fang's energy
bolts can disable units and buildings assuming they survive more than a few
shots (this would be useful if you had a Repairer to capture disabled
units), but it must be stationary to fire. It will quickly amass maximum
experience if you depend on it early in the game. Don't let the Fang get
killed because in the LC campaign you are piloting it - if it's destroyed
you die, too.
3. Equipment
* = can mount standard weapon on top
AA = can target on air or ground targets
STS = mounted on ground units and can only fire on ground units and structures
ATS = mounted on air units and can only fire on ground units and structures
Numbers under weapon base stats refer to ammo upgrades
Equipment Damage Range Ammo Target Cost
20mm Chaingun 15 6 100 AA 200
17 6 " " "
19 7 " " "
21 7 " " "
2x 20mm Chaingun 23 6 200 AA 200
26 6 " " "
29 7 " " "
32 7 " " "
Meteor 20mm 15 7 100 AA 200
17 7 " " "
19 8 " " "
21 8 " " "
2x Meteor 20mm 23 7 200 AA 200
26 7 " " "
29 8 " " "
32 8 " " "
Rocket Launcher 20 8 50 AA 300
22 8 " " "
24 9 " " "
26 9 " " "
2x Rocket 30 8 75 AA 300
33 8 " " "
36 9 " " "
40 9 " " "
3x Rocket 40 8 100 AA 300
44 8 " " "
48 9 " " "
52 9 " " "
Meteor Rocket 20 8 20 AA 300
22 8 " " "
24 9 " " "
26 9 " " "
2x Meteor Rocket 40 8 40 AA 300
44 8 " " "
48 9 " " "
52 9 " " "
Heavy Rocket 40 10 30 AA 600
44 11 " " "
48 11 " " "
52 12 " " "
2x Heavy Rocket 61 10 45 AA 600
67 11 " " "
73 11 " " "
80 12 " " "
4x Heavy Rocket 80 10 60 AA 600
88 11 " " "
96 11 " " "
104 12 " " "
Air Heavy Rocket 40 10 40 AA 600
44 11 " " "
48 11 " " "
52 12 " " "
2x Air H Rocket 80 10 60 AA 600
88 11 " " "
96 11 " " "
104 12 " " "
Electro Cannon 30 5 10 STS 300
2x Electro Cannon 46 5 10 STS 300
Heavy Electro* 80 6 10 STS 600
2x Heavy Electro* 123 6 10 STS 600
Sonic Cannon 60 4 5 STS 300
2x Sonic Cannon 60 4 5 STS 300
Heavy Sonic 60 5 10 STS 600
2x Heavy Sonic 60 5 10 STS 600
Air Sonic 120 5 6 ATS 600
2x Air Sonic 120 5 6 ATS 600
Plasma Cannon 1000 12 1 STS 600
Banner AA 200
Detector AA 200
Shield Recharger m1 AA 200
Shield Recharger m2 " "
Regenerator m1 AA 200
Regenerator m2 " "
Regenerator m3 " "
20mm Chaingun - Exactly like the UCS and ED versions in all respects.
Rocket Launcher - Ditto.
Heavy Rocket Launcher - One more time.
Electro Cannon - The Electro Cannon is the LC energy weapon. It is moderately
strong, certainly better than a Rocket Launcher, but it lacks the punch and
range of either the Laser or the Plasma Cannon. It also can't fire at
airborne targets. The Electro Cannon, like all energy weapons, is blocked
by shields and recharges itself over time.
Heavy Electro Cannon - Same as the standard Electro Cannon, but bigger and
badder.
Sonic Cannon - The Sonic Cannon generates an unfocused shockwave of energy
around the unit that damages everything it touches. It has relatively
short range and you must literally plunge the unit into the enemy's ranks
for maximum effect, but they do make for very dramatic last stands. Sonic
Cannons are energy weapons and therefore recharge and are blocked by
shields.
Heavy Sonic Cannon - Second verse, same as the first.
Plasma Cannon - This one's a little tricky because it doesn't show up on the
research tree. After you research both 2x Heavy Sonic Cannon and 2x Heavy
Electro Cannon it should appear on the standard research screen. The
Plasma Cannon can only be mounted on the Crion and takes a while to reload,
but it's the LC's answer to ED nukes and UCS Offensive Plasma Cannons.
Don't confuse it with the UCS energy weapon of the same name.
SDI Defense
Banner - A snazzy flag with a big star on it that makes your units feel
patriotic and better able to kill things. All of your weapons within range
of a Banner gain two experience levels.
Detector - The Detector slightly increases a unit's sight range and also
renders UCS units under a Shadow Generator visible.
Shield Recharger - The UCS and ED have to sit around to recharge their shields
after a fight. The LC is apparently easily bored. They invented this
equipment to help recharge shields faster. Just mix one Shield Recharger
with several damaged units and wait a shorter time than you would have to
otherwise.
Regenerator - Similar to the Shield Recharger, only for actual damage. All LC
units and structures regenerate over time, but the Regenerator speeds the
process up a bit.
Shield Generator - Shield Generators protect your units and structures from
the ravages of Plasma Cannons and Lasers. They are essential later in the
game. LC shields are stronger than ED and UCS variants because of superior
technology.
4. Buildings
Structure HP Armor Hardpoints Power Cost
Main Base 6000 0 4 100 3000
Laser Wall 600 0 0 10 100
Solar Power Plant 3000 0 0 N/A 700
Solar Battery 3000 0 0 N/A 700
Research Center 2400 0 0 50 1000
Headquarters 3600 0 1 50 1500
Mine 2400 0 0 50 1500
Supply Center 3000 0 1 50 1500
Weather Control 1500 0 0 50 1500
Defender 900 25% 2 0 700
Guardian 1800 50% 2 30 1100
Main Base - This is the heart of any LC base. the Main Base builds all units,
combat and noncombat, plus it mounts four (count 'em!) weapons hardpoints.
If it gets blown up, you won't be able to mount a counteroffensive with new
units, but you were probably dead anyway if this behemoth got killed.
Don't confuse this structure with the main base area, separated from the
mission base map.
Laser Wall - Laser Walls are much more expensive than ED and UCS vanilla
Walls. Instead of putting up one Wall at a time, plot a line and a number
of Laser Walls will be lowered from orbit at points along that line. Laser
Walls are connected by laser beams to adjacent Laser Walls and this beam
cannot be broken by ground units. The enemy can still destroy the Wall
structure itself, though. To activate or deactivate a given beam, click on
one of the two Walls holding it and then the other.
Solar Power Plant - The LC is much smarter than the UCS and ED. They realized
that it's stupid to put your power source right next to the defenses,
because then the power will go down and the defenses will be crushed.
Instead, the LC can beam power to their units and structures anywhere on
the map as long as they still have either a powered battery or a producing
Solar Power Plant. Solar Power Plants must have solar cells built around
them to be productive. During daylight hours (watch the clock in the upper
left corner), the cells will collect solar energy and beam it to friendly
structures. Power not currently required by structures is automatically
sent to Solar Batteries. Solar Power Plants produce no power without solar
cells or during the night.
Solar Battery - Solar Batteries are the logical solution to the problem of
using solar power at night. Batteries charge during the day with excess
energy produced by Solar Power Plants up to 100%, and discharge during the
night to keep structures functioning until sunup. At the time of
construction all Solar Batteries begin with a 25% charge. Without Solar
Batteries the base will completely shut down at night.
Mine - The LC is the most technologically advanced army, so it dispensed with
the measures used by both the ED and UCS for mineral collection. Build a
Mine on top of the mineral field and it will slowly process all the
minerals within one square of the Mine. Mines convert minerals directly
into credits for your use.
Ore Transport Refinery - The Ore Transport Refinery works like the LC Mine
except it transfers the credits produced to the Space Port in 2000 credit
chunks. Hit Call Trn at the end of every mission to nickel-and-dime your
way to victory.
Research Center - One Research Center makes research possible, two makes fast
research possible, three makes the fastest research possible, and four
makes wasting credits possible.
Aerial Supply Center - Exactly like the UCS and ED versions. Set Mercuries to
transport the ammo to units and buildings.
Defender - Defenders are the lighter base defense for the LC. They are
independently powered and will keep firing when all power has been lost.
However, they are a bit fragile. Defenders have two standard weapons
hardpoints.
Guardian - Guardians are heavily armored base defense. They are dependent on
the power infrastructure to keep firing. Guardians have two weapons
hardpoints.
Headquarters - See ED and UCS versions.
SDI Defense Center
Weather Control Center - Can provide a number of useful weather effects
depending on map conditions.
Landing Zone - Acts exactly like the LZ for the ED and UCS for the Jupiter.
Space Port - Accepts ore shipments from Ore Transport Refineries, bundles them
into 10000 credit shipments, then dispatches them to the spaceship
construction site.
III. Game Concepts and General Information
Before I say anything else, there are two main strategies to winning any
mission that involves destroying enemy bases, and there are a lot of
missions where killing enemy bases is either required or so extraordinarily
helpful that it might as well be. Those strategies are:
BLITZKRIEG: Before the mission, load the transporter with combat units,
preferably air units because they have no restrictions on movement. Upon
arrival immediately start searching the map for the enemy base. When you
find it, restart the mission and send your air units directly there.
Destroy any buildings in progress and any combat units you can find. If
you have the muscle, gut the base. Follow up with ground units from the
transporter. You see, the enemy has to build up forces the same way you
do. If you can strike with carryover units before the AI can put up
defenses, you can take out the base quickly and with minimal injury. Also,
using this strategy can net you the mineral fields of the enemy at almost
full capacity, either for the Transport Base or cash reserves. Keep in
mind that your enemy often has starting equipment far surpassing your own.
ATTRITION: This strategy works best after you discover Repairers. Instead of
attacking, just sit back in your base. Secure any resource fields you need
and wait out the enemy. It will constantly send units to harass you, which
you can blow up to deprive it of its resources. Eventually, the AI will
exhaust its mineral fields and start heading for yours. You know this has
happened when Harvesters start showing up, or LC Refineries start dropping
from the sky, or Gruzs won't stop trying to build Mines over your fields.
At this point, the enemy forces have peaked and will not be able to replace
their lost units, whereas you can always run away and repair to fight
again. Be advised that this strategy takes longer and doesn't have the
resource bonus, but it is generally safer.
The next section is basic information about the game that should have been
covered in the manual better than it actually was.
- Main Base: During the campaign there is never any need to build a VPC or WPC
in the mission area. Instead, build units in the main base and ferry them
in the transport.
- Experience: weapons gain experience by killing enemy units, indicated by the
dark bar under the HP and ammunition bars for every armed unit and
structure. More experienced units have better damage and HP. Experienced
armed structures have higher damage but no additional HP.
- Event Jump: Your aides will often give verbal alerts when certain events
happen, like completed production of units or sightings of enemy units.
Hit to immediately jump to the location of the last announced
event, then again to cycle through other recent events. Eventually
the jump clock expires so you won't be able to do this for old events.
- Carryover: At the end of every mission, pull all the units you can and any
spare credits and bring them to the main base in the transport. Units that
carry over like this can be shipped out to the next mission, saving the
cost of reconstructing an army. Carrying over units also maximizes
opportunities for accumulating experience.
- Pickups: In missions that have existing tunnel complexes, there are often
spinning icons underground for your units to find. Dollar signs are worth
10000 CR cash. Laptops give information and are sometimes mission
objectives. Blue cones denote computer cores and are often mission
objectives. Spiky boxes with blue static fields will give any unit
shields. Crates resupply units with ammunition (very useful in underground
combat) and respawn. Radios sometimes appear aboveground and give
information or objectives. I still don't know what red and black cages or
spinning Xs do.
- Cycling: In many missions, there is a certain minimum amount of credits that
must be mined and sent to the Space Port. The only way the game will
recognize this for the objective is if the credits are sent by a Transport
Facility automatically. You can also subvert the objective by using the
transport unit. Use the Give 2000 Credits button on the Transport facility,
then wait for the automatic transport to take them to the Space Port. Cut
over to the main base, wait for the automatic transport to deliver, then
use the Take 5000 Credits button. Move those credits back to the mission
base with the transport unit. Check the objective and you'll see that
you've gained 2000 toward your goal for the mission. Keep this in mind if
your mineral field runs short because you overcashed it. Remember that the
credits must be made up to the space program in the future or you'll still
lose the game.
- Trenches: Gruzs and Mammoths can both dig trenches. The steep walls on
either side of the trench cannot be crossed by any ground unit, but it is
possible for ground units to go down the middle of the trench. They are
also no barrier to air units. Trenches can be used to great effect as a
defensive measure if the ends are closed by the environment or other
trenches. Be very careful when trenching in anything other than straight
lines on flat surfaces because it's quite easy for the digger to get stuck
in the process and you'll need another one nearby to flatten terrain
underneath it before it can move again. Unlike building walls, digging
trenches is free.
- Automining: If you can leave a Transport Base with a Transporter, Harvester,
or an LC Transport Base directly over a mineral field at mission's end
without any enemies or armed enemy structures, the miners will
automatically send the credits to the Space Port. The End Mission button
will give you a report on this possibility before you confirm the mission
end. This doesn't work if you use a Refinery; you have to sit there and
ferry them all to the main base manually.
- Command Queue: You can set up any unit with a series of orders to follow
without further input from you with the command queue in the lower right
corner of the screen. Hit to start recording, then issue all commands
in the order you want them executed, then again to close the list. To
execute the queue hit . You can also use to start the unit
moving as soon as you start issuing commands instead of waiting for the
key. This is very useful for setting up a base with a construction unit or
setting units to complicated patrol routes.
Though the UCS and ED run parallel to each other, the LC uses a few things
that are absolutely unique to them and totally confusing to me when I first
played.
- LC Construction: Unlike the UCS and ED, the LC does not have a constructor
unit. Instead, click the Build tab on the control panel at the bottom of
the screen. Structures will be assembled in orbit and slowly lowered into
the correct position. If you want to cancel construction, go back through
the Build tab and right-click. Just like the ED and UCS structures are
extra-vulnerable during construction, LC structures are extra-vulnerable as
they are being lowered. If any units (including air units) happen to be
underneath the structure as it is lowered they are crushed.
- LC Power: The LC electrical grid has unlimited range on the map, so there
are no building restrictions. It is based not on nuclear fusion reactors
but solar power. Solar Power Plants must build solar cells to generate
power during the daytime and generate no power at night. Solar Batteries
must be built to ensure a nighttime power supply. Batteries charge up with
the excess power generated during the day and discharge whatever power is
needed during the night. They will continually lose power if Solar Power
Plants are not providing enough to keep the base going. Solar Cells start
generating power about 6:40a, hit peak at 9a, then start dropping at 3:30p
until zero power at 7:40p.
- LC Flight: All LC units have antigravity capability to one level or another.
This means that even ground units can float above water, so the LC has no
need for aquatic units of any kind.
- LC Regeneration: All LC units and buildings regenerate lost HP and shields
over time. The Regenerator and Recharger equipment make this faster, but
even units without these will recover from mortal wounds eventually. Point
is: always withdraw wounded units so they can recover and fight again,
vastly improving their effectiveness.
The rest of these are tactical points/opinions I hold about the game.
- Air Units: Air units are the key to the easiest way into any enemy base.
Most AI bases are built around the principle of land-based attack, with
mountain ranges and gullies providing barriers and defensive structures
covering only the land and sea approaches. Use air units to attack from
unexpected avenues and take out the enemy power plants so ground units can
sweep in and finish the job. Use long-range rockets to take out antiair
defenses. I recommend using max of four 20mm fighters and two or four
bombers so you can easily select damaged units and withdraw them during
firefights.
- Water Units: I have never found a use for water units in the campaigns.
They require thousands of credits in research plus a Ship Yard to produce
but they can't actually storm the enemy base. They can't be carried over
into the next mission with the transporter, so any resources invested in
building a fleet are lost forever at mission's end. Furthermore, they
can't even be used on many maps. Spend your credits on air units.
- Research: Only research technology you plan to use. If you're never going
to use Spiders or Crions don't waste the credits and time researching them.
Stick to technologies you like and know how to use.
- Shields: After you discover Shield Generators you will be able to build them
on every single one of your structures through the Building Upgrade screen
(F3). You probably don't need shields on every one of your buildings, so
upgrade carefully. If you're facing the ED, remember that Lasers don't
damage buildings and Ion Cannons only disable them. On the other hand, if
you're facing the LC or UCS, their energy weapons can be very dangerous to
structures so defenses and the power grid should all have some sort of
protection.
- Tunnels: The UCS and ED can build Tunnel Entrances to enter the subterranean
depths. While this could add an interesting dynamic, it usually doesn't.
Tunnels can be used to bypass enemy defenses and arrive in otherwise
inaccessible locations with ground units, but the upper location must be
secured before a tunnel exit can be constructed. In addition, tunneling
takes a long time, even with two or three Mammoths/Gruzs working alongside.
The exception to the "useless tunnel" rule is that some maps have valuable
pickups or even mission objectives underground. In any case, if you do
explore underground, do so with a constructor unit so you can burrow to new
rooms if necessary. Lacking a constructor, LC units can't tunnel but are
free to use enemy TEs if opportunity allows.
- OVermining: Many missions require you to mine a certain amount of credits
for the Spaceport and give you an End Mission after that number is reached.
If you're not in immediate danger, don't end the mission until the mineral
field is completely empty, and remember to Call Trn before you leave. This
nickel-and-diming will serve you well.
- Main Base Mining: At the beginning of the campaign the main base area has
access to a mine with about 70000 credits under it. Once it's exhausted
all spending cash must be provided by mission Refineries.
- Constructed Upgrades: Over time, you will be able to research upgrades to
weapons and chassis. Old units will not upgrade themselves, but all new
units have the upgrades at no additional cost. The UCS and ED Repairers
are capable of performing field upgrades, but other than that you are stuck
with the old units until they die and you replace them. Therefore, in any
mission where you can research a weapon or chassis that you are currently
using, don't build any until the research is complete. You will get
stronger units for the same cost. The exception is ammo upgrades which are
automatically applied to every unit regardless of when it was made.
- Luring: The AI reacts very predictably to invasions. As soon as any of your
units attacks a base structure, all the combat units in the area
immediately descend to remove the threat. Therefore, if you attack with
one unit and quickly run away, you can lure the enemy into a trap. Make
sure that your bait unit has a bolt hole through the trap mob and that your
trap is strong enough to actually stop the defenders. Once this is done,
use your experienced units' superior range to whittle down any Towers or
armed buildings for a slow but simple win.
- Gutting: Every time your units attack a base, each member of the mob chooses
its own target and keeps shooting until it runs out of ammo, kills the
target, or dies. These targets are chosen largely by the order that they
move into the unit's field of view. Therefore, if you let your units pick
their targets, they will waste time on Harvesters and Transporters while
air units and turrets pick them off. Instead, send your units to gut the
base and render it harmless first, then set them free to raze it. First,
kill the combat units you lure into the open. Second, take down defensive
towers directly in your path. Alternately, kill the power sources for
larger Towers and kill Small Towers and Defenders with concentrated fire to
minimize losses. Then focus on the power infrastructure to stop any armed
buildings from firing; this also stops production. Finally, kill units and
structures related to mining: Transporter Taigas, Harvesters, Refineries,
etc. This prevents the enemy from sucking up any more of the resources you
can claim as victor. After that, the base is helpless and can be destroyed
as you wish.
IV. Walkthrough
Format
A. Army
1. Mission Location
OBJECTIVES: All the Goals provided throughout the mission. These must be
satisfied to complete the mission successfully. Sometimes it is possible to
continue the campaign even though you lost a given mission.
TRANSPORT: Outlines what units should be loaded in the Ukraine/Albatross/
Jupiter before the mission begins so they can be dispatched with all speed.
Set this up BEFORE you click on the globe to select a mission. Any time I
write , , or means that you may substitute the combat
unit of your choice.
RESEARCH: All the researches available during this mission. Some missions
have research overlap with others because you can choose which mission to take
first.
ENEMIES: The enemy base locations and types of units.
MISSION: The mission walkthrough itself.
A. Eurasian Dynasty
1. Ural
OBJECTIVES: -Find deposits
-Provide your base with 20000 CR
-Construct Landing Base
-Fly two Ore Transporters to battle zone
TRANSPORT: Transporter Taiga x2, Pamir x3
RESEARCH: TT 110 Pamir
ENEMIES: LC base on west side of map, several LC patrols of 20mm Lunars.
MISSION: Congratulations, it's your very first Eurasian Dynasty mission.
After the mission starts, you will be taken to the mission base, which for now
consists of three more Pamirs and a Gruz. A few seconds in, your briefing
will appear to give you an idea of what you need to do (change the tab at the
top for more explicit instructions, and you can return to this screen later
under Menu->Goals).
Group the Pamirs and Gruz and head west. Cross a bridge and follow the path
around the mountains to discover a mineral field. Build a Mine that fits the
field, a Transport Base facing it, a Power Plant near them, and a Landing Zone
a little bit away so you have room to move. As soon as the LZ is completed,
send the Ukraine there with either the Ukraine's To Mission button or the LZ's
Call Trn button. When it shows up, set the Taigas to working the Mine and
Transport Base. Sit there long enough and you'll finish the mission. Load
all the mission units back into the Ukraine and click the globe.
Also on this map are a number of LC patrols and an LC base. If you explore
south of the southern bridge and into the center of the map you'll see them.
This is bad because your superiors will order you to destroy the LC, which is
a lot of work and definitely not worth it. Therefore, don't explore at all.
Keep all your units in your own base and you won't have to deal with the extra
objective. If you accidentally trigger the objective you can either reload
the autosave or Menu->Restart the mission. If you do decide to take down some
LC sissies, remember to build combat units in your main base and ferry them to
the mission instead of building a WPC in the mission base.
2. Arctic
OBJECTIVES: -Track down enemy troops
-Find the enemy base
-Destroy the enemy base
TRANSPORT: Transporter Taiga x2, Pamir x6, Boyar x2
RESEARCH: TT 120 Pamir
MI 106 Cossack
2x 20mm Chaingun, Helicopter Chaingun
20mm Bullet x3
ENEMIES: UCS base centered on north side of map, UCS patrol in southeast
corner. Lots of 20mm and Rocket Tigers and Towers.
MISSION: This mission will see your first actual combat. Head east along the
coast with the Gruz in the lead to act as a damage magnet. You'll encounter a
handful of UCS Tigers that should be easily crushed with concentrated fire.
Keep going east until you hit a small pond, then north to find a mineral
field. Set up your base: Power Plant, Mine, Refinery, Supply Depot, and LZ.
Be very careful not to move north of the mineral field or the UCS units will
spot you, and you don't want that yet.
Bring in the Taigas and Boyars and set them up, then group the Pamirs and go
east, then south. You should run across a number of UCS Tigers. Crush them
and search for a rotating artifact that looks like a radio. Collecting this
gives you access to a bonus mission.
If you still have a decent military, head up north to assault the base.
Build reinforcements if you need them in the main base and bring them over,
transferring extra credits from your Refinery if they're piling up. When you
are ready, follow the chasm up north to the rear of the UCS base. You'll be
facing Large Towers, which need electrical power to function. Take out energy
transmitters to prevent them from firing. As soon as you appear, the UCS will
muster all its Tigers and bring them back to attack you. Kill them with
concentrated fire and be willing to take some casualties. After you are
relatively safe, knock out the Power Plant. Now all the Large Towers are
helpless, but the Small Towers will still be able to fire so be careful.
Sweep south and west, destroying all structures, until you get mission
success. Pull out all units, drain the mineral field, and siphon the credits
to your main base with the Ukraine before you end the mission.
3. Arctic 2
NOTE: This mission is only available if you captured the radio artifact in the
first Arctic mission. I also recommend you do this one after Kamchatka so you
have Repairers already when you begin.
OBJECTIVES: -Get to the Russian Base
-Search for useful information in the tunnel systems
-Locate the central computer in the tunnel systems
-Provide your base with 50000 CR
TRANSPORT: Repairer Taiga x2, Transporter Taiga x2, Boyar x2, Pamir x4 (x6 w/o
Repairers)
RESEARCH: ZT 100 Siberia, ZT 101 Siberia, ZT 102 Siberia
2x 105mm Cannon
105mm Bullet x3
Repairer
ENEMIES: Three UCS bases in the northwest, northeast, and southeast corners of
the map. Ground units will be Rocket and Grenade Tigers; expect Gargoyles
from the southeast base. Harvesters will also appear regularly. Raids will
be relatively constant.
MISSION: Move the Gruz and Pamirs west and north into the center of the walled
area. Build a Tunnel Entrance somewhere out of the way and an LZ. Set the
Pamirs to clearing rubble so you have some space to breathe and get the
Ukraine in as soon as you can. Have the Gruz go underground to explore when
the TE is up. Send it north to the intersection, then west to find a laptop
(objective #2). Now go east, follow the turn, and tunnel through the small
blockage to find the central computer and two $s. The computer core lets you
move the six Tanks that are sitting close to where you entered. Click them
all and Change Script to a Battle Unit so you can fight with them. Send
everyone back up top.
The core also gave you control of the structures on the surface, but they are
all badly damaged and unpowered and won't last long without immediate repairs.
Put up two Power Plants to power all the existing structures, then complete
the wall around the base with the Gruz. Leave an opening between the
Pillboxes on the west side. Mass your attack units and send them west to the
mineral field, then north to a smaller field. You'll want to mine both of
these dry, but the UCS will try sapping the northern one first. After the
wall is up build a Mine on each of the fields and power for both with a
Transport Base between them. Start the Taigas running on the north field
first. By now all your combat units should have been transferred to the
mission area. Keep a handful back at the central base including some antiair
20mms and send the rest to protect the north mineral field.
After the UCS runs through its own minerals they will start looking at yours.
Each base will send units to attack you and Harvesters to try to steal your
minerals, but you should be able to fend them off as they will only attack
through the gap in the western wall. Gargoyles might appear too, so be ready
with your 20mms in one group for emergencies. You can equip the Supply Depot
and VPC with weapons if you like, but it's not necessary. After a while the
UCS units will stop coming because they have totally run out of cash.
It's up to you whether to take out the bases or not. You'll suffer
casualties unless you're very careful, but it is worth a hefty chunk of
experience. Remember to lead with your new heavily-armored Tanks and fire
from maximum range when taking out armed buildings and Small Towers. Other
than that, you should be able to just wait until the minerals are depleted in
both of your fields. If you do take out the bases, you can end the mission as
soon as you hit the minimum for the objective and let the Taigas do the rest
automatically.
4. Kamchatka
OBJECTIVES: -Escort Construction Vehicle to our Western Base
-Construct three Research Centers
-Secure Laser Prototype
TRANSPORT: Transporter Taiga x2, Boyar x2, Pamir x4, 20mm Taiga x2
RESEARCH: ZT 100 Siberia, ZT 101 Siberia, ZT 102 Siberia
MI 107 Cossack
Rocket Launcher
105mm Bullet x3
Repairer
ENEMIES: The LC will build a base over your old one in the southeast corner.
There will be some raids on your new base, especially if you do not defend the
mineral field. Ground units will be Rocket and 20mm Moons and Lunars, with
20mm Meteors as air support.
MISSION: The start of this mission seems very intimidating but it's not
really risky. Select all three Taigas and move them through the east wall,
then send them to the western base directly. Have the Gruz follow them
closely. If any of the units exit the base to the west they will be destroyed
by approaching LC forces. You need the Gruz to survive and the Taigas to be
cannon fodder for it. You'll still encounter the LC as you cross the bridge;
there's literally nothing you can do about it except hope. The LC will
eventually stop following you, but by that point the Taigas will be gone and
the Gruz will be heavily damaged. If you are extremely lucky or skilled you
can save one of the Taigas by letting the Gruz take more damage from trailing
Moons, but it's not worth reloading over.
Once the Gruz arrives, immediately build the three Research Centers behind
the other structures and an LZ in the middle of the open area (the one south
of the mineral field, not the no-man's-land between the turret walls). The
enemy will send tanks to attack, so let the Large and Small Towers take them
out. Set up a Mine and Refinery on the mineral field. When you get a chance,
build a wall north of the Mine and a Small Tower or two; otherwise the LC will
flank you with Meteors and tanks approaching from the beach later. Get your
research going on Repairers, the Siberia, and Cossacks. Cossacks are flying
Faberge eggs, but they are a necessary first step for your air force.
By now your superiors will have informed you that you need to go back to the
old base, now overrun with the LC, and explore underground to find a Laser
unit. Build up to the unit limit (set for each mission and visible on the WPC
status screen). The LC is using Meteors, so build some antiair 20mm Siberias
or Cossacks. Remember: don't build Siberias until you have completely
researched them in order to get the most for your production credits.
When you are ready, assemble your mob and head back the way you came. Have
the Gruz (repaired by now, right? Right?) follow so you don't have to waste
time later waiting for it to trundle to the site. You'll run into a few units
on the way but should take them out in short order. Make sure your antiair
are grouped together for quick selection and countermeasures because your
Pamirs are helpless against Meteors. Approach the base from the west to
prevent your Boyars from taking damage while reloading your units. Some LC
tanks may run into the wilderness when they take damage; follow them and kill
them. If left alone too long, they can regenerate and become a threat.
As soon as your tanks have cleared the northern part of the LC base, let the
Gruz build a TE in a safe spot within the walls and go down. The Laser
Siberia should show up on the map on its own. Change Script and get it back
to the western base. Drain the mineral field, evacuate your units, transfer
the credits, and end the mission.
5. Leviathan
OBJECTIVES: -Destroy robots with new Laser weapon
-Locate LC base and destroy it
TRANSPORT: Boyar x2, Repairer x1, 20mm Siberia x3, Laser Siberia x1, Pamir x3
RESEARCH: Laser (after test), 2x Laser, 3x Laser
ENEMIES: The LC base is at the east edge of the map. It is defended by
Electro Moons. There will be one attack shortly after the test is completed.
MISSION: At first you can only control the Laser Siberia. Send it north and
west to the small enclosed area with six disabled robots. Kill them.
You will get a message that the LC has arrived in the area, gain control of
all the structures and units, and be able to research Lasers. The LC will
attack immediately, so be ready with the Laser Siberia and Pamirs and call in
reinforcements with a shiny LZ. Get all your carryover units together and
loaded and move east to the LC base. Kill everything. Build a Mine and send
a Transporter Taiga to the LC mineral field if you really want to maximize
your profits, then let it run automatically after you leave.
6. Canada
OBJECTIVES: -Find main computer and copy project data
-Destroy enemy base
TRANSPORT: Grozny x4 (or Cossacks), Transporter Taiga x4, Repairer Taiga x2
RESEARCH: no new advances
ENEMIES: Three enemy bases, all of which are revealed to you when the mission
begins. Surface enemies are generally 20mm Gargoyles and Plasma Tigers.
Underground you will face Panthers armed with Plasma Cannons. Lots of them.
MISSION: Set up your base to the southwest near the mineral field. You'll
want two Mines here so you can pull the minerals out and send them home. This
mission is an opportunity to really set aside a chunk of change for EXODUS.
The enemy is massing forces for raids at three points on the map: south of
your base, west-southwest, and east-southeast. Use your air force to knock
them out, then send them to the west base. If you're fast enough the UCS
won't have defenses over their mineral field yet. You can hover just to the
west and kill all the Harvesters, starving him. There are scattered Sharks
east of this base, northwest of the east base, and at the center of the map
that you can also mop up. For now, that's all you need to do above ground.
The next part is tricky. Your initial objective is only to find the enemy
computer core, and you are told that you can use the underground tunnels to
get to it. This is true. The core is under the southern enemy base. The
downside is that the underground of this map is infested with patrols of
Plasma Spiders and Panthers, and you don't have shields yet. The only weapon
with enough punch to take down Panthers quickly is the Triple Laser, so build
at least six of them if you plan to play by the mission's rules. Also bring
down a Repairer and get ready for a long crawl. Have fun.
Still here? Good. No one says you have to play by the rules at all. Build
a TE east of the field and send a Gruz down. You'll see tunnels to the north,
but don't burrow into them. Instead, start a long mission and burrow straight
south. Then cut east into the tunnel system below the southern enemy base.
If you stray from your path into the surrounding tunnels, your Gruz will be
killed. It might be killed anyway so save often. Also, autodestruct the TE
to make sure that roaming Panthers won't come up into your base and wreak
havok. You should be able to find the core and a laptop that reveals the
entire underground map. You can spend a little time hunting down the few
pickups underground, but there is nothing worthwhile. Write this Gruz off
because it's not worth the recovery effort.
Now that you have the computer data, you are commanded to destroy the enemy
bases. The first one is starved and no longer a threat - use your air force
to kill the power and let the army clean up. The east base has a large force
of Gargoyles, so lure them out of the defense grid by hovering over the
coastal plain to the west. Knock them down to size, then gut the power and
let the tanks mop up again.
Now that the first base has been cleared you can build another Mine over its
old field. There is another field at the southern tip of the west peninsula
you can also exploit. Allocate Refineries and Transport Bases as you see fit.
The southern base is a bit harder, mostly because you have to take it down
entirely with air and naval forces. It is also holding a large naval force
just to the north and a flock of Gargoyles. By now the mineral field east of
this base is probably empty, so the Harvesters will provide easy targets.
Attacking them will draw out the Gargoyles and a few Rocket Tigers - proceed
with caution and repair when necessary. After the defenders are down take
out the Research Center.
There is one more mineral field just west of the center of the map that you
can exploit, but you will have to build a bridge to reach it. Also, you
cannot end the mission and automine unless you clear out all the Panthers and
Spiders underground first - that's just not worth it at all. Wait out your
mining ops and pull the Transporters back before you leave.
7. Alaska
OBJECTIVES: -Destroy enemy base
-Supply base with 100000 CR
TRANSPORT: Tank x6, x4
RESEARCH: MI 140 Grozny
2x Rocket Launcher, 3x Rocket Launcher
Helicopter Rocket Launcher, 2x Helicopter Rocket Launcher
Medium Defense Building
ENEMIES: There are three UCS bases on this map. The first is over the large
mineral field, the second is in the southern central part of the map, and the
third spans from the northern central area to the northwest corner. You'll
see lots of Rocket and Grenade Tigers plus 20mm Gargoyles, but the main threat
is the Rocket Small Towers lining two long corridors.
MISSION: Get comfortable, because no matter what this will be a long mission.
You get started with two Cossacks, a Gruz, and an LZ near a small mineral
field with a recon report on a large mineral field to the north. Call the
Ukraine and get the Gruz started on building a Mine and Refinery on the small
field. Don't build anything else here because this won't be your base.
When the transport arrives send all the tanks in to destroy the UCS base over
the large field. There will only be one or two Rocket Tigers and some
structures equipped with Rockets. Take it out quickly because if you wait to
assemble your entire army the base will be much better defended. Keep the
Ukraine pulling in your units, combat first, then support. You'll need at
least 6 Transporter Taigas to finish the mission as quickly as possible.
After the field is secured send the Gruz north and build three Mines over it
with as little overlap as possible. Two Transport Bases should be all you
need. Also put up two Supply Depots, at least two Power Plants, and a second
LZ (I find that the first one always gets destroyed by a Gargoyle I didn't
see coming). I also built a wall around most of my base, but I think this was
a waste of resources. Empty the small field first into your Refinery for
cash, then get the extra pair of Taigas onto the large field.
Once you are set up enemy units will start trickling in for the entire
mission. Be ready for attacks from both the southwest and northwest passages.
Don't try to follow these back for a counterstrike because both passages are
lined with Rocket Towers that will whittle down your forces. It's also not
worth scouting with the Cossacks because this will entice entire flocks of
Gargoyles to descend on your base. Set up the small field Mine with a 20mm
but don't bother equipping the others. Let the ground units do the fighting
and repair them frequently to keep them alive. There's a lot of experience to
be had on this map if you play it right.
Once the small field is drained, abandon that base entirely and pull your
units back closer to the Mines. Wait out the mission. If you want to, you
can tap the large field with another Refinery, but it can be risky because
there are a limited number of minerals under the field. Specifically, it's
worth about 166K, and 100K of that must go to the Transport Base or you'll
never be able to finish the mission. Drain the field completely and Call Trn
before you evacuate.
8. Japan
OBJECTIVES: -Destroy main enemy base to the South
-Destroy enemy base in the West
-Destroy enemy base in the Southeast
TRANSPORT: All available Cossacks and Groznys, then Tanks.
RESEARCH: TK 100 Caspian, TK 101 Caspian, TK 111 Caspian
ESS 30 Irkutsk, ESS 40 Irkutsk
ENEMIES: From the mission goals, you know there are three LC bases on this
map and their approximate locations. What they don't tell you is that the
West base will attack with mostly Electro Moons and some Rocket Meteors
and the Southeast base will use mostly Rocket Meteors with some Electro Moons.
I'm not sure what the South base uses because I kill it quickly, but I think
it leans toward Electro tanks. The Electro Cannons the LC uses run through
your Pamirs pretty quickly and will continue doing so until you discover
Shield Generators.
MISSION: The first part of this mission is heavily reliant on speed. Unload
the Ukraine, group whatever units you have, and send them south along the
corridor to the largest base as soon as they have disembarked. Use the air
force to provide cover for your Tanks and Pamirs, especially against Meteors.
Take out the base power before you get too close to the Guardians and you
should be okay. It is very important to handle this quickly because if you
allow this base to grow it will become much more difficult to take down.
Killing this base also gives you access to its rich mineral field, but you
don't have the units to defend this satellite mine as well as your original
base. Keep pumping carryover units into the mission with the Ukr