ISDF
Units - From the Recycler
A few of the
strategies for the following units will be like those for
the Scion Units. This will not, however, be the case for all
of them. The reason for this is because, for instance, the
strategy to use against a Guardian is pretty much the same
as against an ISDF Turret. There is no real difference.
Scavenger
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Craft Type:
Treaded
Speed: Slow
Armor: Heavy
Cost: 20
Turn Rate: Low |
Hull Capacity:
3000
Ammo Capacity: 0
Image Signature:
300%
Heat Signature:
500%
Radar Signature:
200% |
Hardpoints:
None
|
Default Options:
|
Strategic Info
Against - Scavengers take a lot of hits to
kill. Typically use rockets or Cannons against them,
and pound them hard. Do not worry about killing them
before they deploy as, unlike in most games, they
will not regain their HP once they turn into an
Extractor.
Using - When using the Scavenger it is vital
to field it quickly. It is generally recommended to
have your first Scavenger pick up any lose scrap
around your base, and then deploy on a scrap pool.
If there is not any then have it deploy on the
closest scrap pool. You will usually want to
construct a total of 4-5 of these. |
Turret
|
Craft Type: Hover
Speed: Medium
Armor: Light
Cost: 40
Turn Rate: Medium |
Hull
Capacity: 2500
Ammo Capacity: 3000
Image Signature: 100%
Heat Signature: 10%
Radar Signature: 10% |
Hardpoints:
2 Guns (A)
|
Default Options:
Miniguns |
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Strategic Info
Against - When attacking Turrets you will
usually not need to worry. Since Turrets tend to
only use Miniguns, if you are in a Warrior you
should be able to take two out without needing to
repair or Rearm. If they are in greater numbers you
will need to watch out and try to put the one you
are attacking between you and the rest.
Using - Turrets, unlike Guardians, have a few
more options for weaponry. When you are constructing
them, it can be an immense help to arm your Turrets
with Pummel guns. You will find that they will be
far more effective then, and that they will cause
more damage. If you plan to put a group of Turrets
together, you may choose Lasers instead. Otherwise
the Pummel will be the best choice. |
Scout
|
Craft Type: Hover
Speed: Fast
Armor: None
Cost: 50
Turn Rate: Low |
Hull
Capacity: 1800
Ammo Capacity: 1500
Image Signature: 300%
Heat Signature: 50%
Radar Signature: 30% |
Hardpoints:
2 Guns (C)
1Rocket (C)
1 Special
|
Default Options:
Miniguns
FAF Missile
[empty] |
| |
Strategic Info
Against - Scouts move fast. They fight a lot
like the Scion version, except that they are a bit
harder to deal with as their FAF Missiles do enough
damage, and are capable of locking onto you. Take
them out early, however if they have a Tank as a
wingman you will want to focus on that first. A
Scout can be annoying, but they are nothing compared
to a Tank, or some of the ISDF's stronger units.
Using - For the most part Scouts are early
harassment units, and after that you can forget that
they exist. For the most part, however, by the time
that you are able to build Scouts, you should have
enough scrap to invest in a factory so you can start
pumping out Tanks. |
Tug
|
Craft Type: Hover
Speed: Slow
Armor: Light
Cost: 45
Turn Rate: Low |
Hull
Capacity: 2500
Ammo Capacity: 0
Image Signature: 200%
Heat Signature: 10%
Radar Signature: 200% |
Hardpoints:
None
|
Default Options:
|
| |
Strategic Info
Against - Tugs are lightly armored and easy
marks. When facing them, the more pressing issue is
typically the units that may be guarding the Tug.
If, however, the contents of the Tug are overly
important, you may wish to destroy it first.
Using - The Tug will probably be one of your
least-used units, if not the least used. When going
through the single-player mission you will need them
a few times, but these are probably the only times
in which you will require the use of your Tug. As
you will not be able to control them directly, it
will be important to guard them well when you do
need it. |
Constructor
|
Craft Type: Walker
Speed: Slow
Armor: Heavy
Cost: 40
Turn Rate: Medium |
Hull
Capacity: 2000
Ammo Capacity: 0
Image Signature: 200%
Heat Signature: 100%
Radar Signature: 200% |
Hardpoints:
None
|
Default Options:
|
| |
Strategic Info
Against - Constructors are non-offensive
units, however they can pose a problem when
assaulting a base. After you have taken out any gun
towers that are guarding a base, it is usually a
good idea to take out the Constructors too. The
reason for this is because the Constructor that is
neglected has a nasty way of being the one that
constructs a Gun Tower behind you, trapping you.
Using - Constructors provide the primary
means of constructing your base and upgrading
Extractors. Because of this you will want to guard
them well and not let them fall into the sights of
an enemy's Ion Guns. |
Service Truck
|
Craft Type: Treaded
Speed: Slow
Armor: Light
Cost: 50
Turn Rate: High |
Hull
Capacity: 2500
Ammo Capacity: 1200
Image Signature: 100%
Heat Signature: 10%
Radar Signature: 0% |
Hardpoints:
None
|
Default Options:
|
| |
Strategic Info
Against - Service Trucks tend to backup Gun
Towers and Relay Bunkers. Because of this it is
usually necessary to destroy the Service Truck
before you are able to actually mount an assault
upon a base.
Using - Service Trucks are slow and
cumbersome. Because of this they work great either
backing up Gun Towers, or some of the slower moving,
heavy units like the Assault Tank. Do not waste time
having them backup your Tanks, as they will only
take away the speed advantage that your tanks have.
|
Service Pod
|
Craft Type: Hover
Speed: N/A
Armor: None
Cost: 2
Turn Rate: N/A |
Hull
Capacity: 150
Ammo Capacity: 0
Image Signature: 100%
Heat Signature: 100%
Radar Signature: 100% |
Hardpoints:
None
|
Default Options:
|
| |
Strategic Info
Against - The Service Pods are normally used
to backup non-AI pilots that may be guarding their
Recycler. Because of this it can prove very helpful
to divert a few shots toward destroying them.
Using - Service Pods are only good for a
quicker repair/rearm when you don't have time to
wait for your Service Bay. Because of this you will
usually want to keep 5-10 on hand to run over and
grab really quickly. Otherwise they will not prove
overly helpful. |
ISDF Units - From the
Factory
Mortar Bike
|
Craft Type: Hover
Speed: Fast
Armor: None
Cost: 45
Turn Rate: High |
Hull
Capacity: 1200
Ammo Capacity: 1000
Image Signature: 100%
Heat Signature: 300%
Radar Signature: 10% |
Hardpoints:
1 Mortar
|
Default Options:
Mortar |
| |
Strategic Info
Against - The AI uses mortar bikes with
freakish accuracy, far more than most real players
are capable of. When you see Mortar Bikes, it is
usually a good idea to dispatch them, even if
heavier units are guarding them.
Using - The AI is usually fairly capable of
using Mortar Bikes, and rarely inflicts damage upon
themselves by their use. Because of this it is
generally better to allow your troops to occupy
their vehicles, while you direct their course of
attack. |
Missile Scout
|
Craft Type: Hover
Speed: Medium
Armor: None
Cost: 45
Turn Rate: Medium |
Hull
Capacity: 2000
Ammo Capacity: 2500
Image Signature: 250%
Heat Signature: 100%
Radar Signature: 50% |
Hardpoints:
2 Rockets (C)
1 Special
|
Default Options:
Tag Cannon
Proximity Mine
|
| |
Strategic Info
Against - Missile Scouts are rather annoying,
but pose little threat. They are not nearly as
trying as the Scion Lancers are, and because of this
they are far easier to dispatch. If heavier units
are surrounding them, focus on the heavier units.
One nice thing about them, however, is once they hit
you with their first shot they uncontrollably fire
again and again in your direction. This can be used
to your advantage by allowing yourself to get hit,
then putting the enemy that you are fighting with
between the two of you.
Using - Before producing Missile Scouts, it
is a good idea to switch their weapon to the
Shadower Missile. The reason for this is because
with the Shadower Missile they are quite capable of
taking out Guardians, and even causing Gun Spires
some problems, due to the super long range.
Otherwise you will find little use for them, as the
Tank is far more useful. |
Tank
|
Craft Type: Hover
Speed: Medium
Armor: Light
Cost: 55
Turn Rate: Low |
Hull
Capacity: 3500
Ammo Capacity: 2200
Image Signature: 250%
Heat Signature: 200%
Radar Signature: 50% |
Hardpoints:
1 Cannon (C)
2 Guns (C)
1 Mortar
1 Special
|
Default Options:
AT-Stab
Miniguns
Mortar
[empty] |
| |
Strategic Info
Against - Tanks are rather nasty, yet not as
difficult to deal with as Scion Warriors are. Use
the same tactic upon them as you would a Warrior.
Using - While the standard Tank is quite
effective, you might have better luck using them by
modifying them to use a Plasma Cannon, the Pummel
Guns, Splinter Mortar, and either the Phantom VIR or
the Site Camera. The Phantom VIR works great against
human opponents, however the Site Camera can alert
you as to when you will be ambushed. |
Rocket Tank
|
Craft Type: Treaded
Speed: Slow
Armor: Heavy
Cost: 65
Turn Rate: High |
Hull
Capacity: 3000
Ammo Capacity: 2500
Image Signature: 250%
Heat Signature: 50%
Radar Signature: 10% |
Hardpoints:
2 Rockets (C)
1 Rocket (A)
|
Default Options:
Shadower Missiles
Salvo Rocket
|
| |
Strategic Info
Against - Rocket Tanks hit hard. They also
turn fairly rapidly, which can pose problems when
circling them. The nice thing, however, is that if
you are capable of getting some sort of cover, you
can duck in and out and fire at them pretty easily,
as they move very slowly.
Using - When using Rocket Tanks, it is a wise
idea to keep a Service Truck or two around them.
Also consider combining them with Walkers and
Assault Tanks, as the speeds of all of these
vehicles is matched closely enough that they can
prove nearly impossible for the enemy to deal with.
|
Assault Tank
|
Craft Type: Treaded
Speed: Slow
Armor: Heavy
Cost: 70
Turn Rate: Medium |
Hull
Capacity: 4500
Ammo Capacity: 3000
Image Signature: 500%
Heat Signature: 50%
Radar Signature: 500% |
Hardpoints:
1 Cannon (A)
2 Mortars
|
Default Options:
Plasma
[empty]
|
| |
Strategic Info
Against - Assault Tanks are very difficult in
groups, however when fighting with them one-on-one
they are rather easy to take out. Simply circle them
CLOSELY, as the barrel of their cannon should not be
able to move as fast as you, and if you fire while
you do then they will be unable to hit you while you
destroy them. There is another nice problem that
Assault Tanks have. They can't fire down. If you
find a ditch that you can hide in, you can get all
the free shots on them that you want, and they will
be incapable of retaliating.
Using - Assault Tanks, when they are using
the Plasma Cannon, have an outrageous range. They
can take down enemy Gun Spires without much hassle
at all. They are also capable of causing serious
damage, and since their range is so great, they
match well against Scion Titans. |
Walker
|
Craft Type: Walker
Speed: Slow
Armor: Heavy
Cost: 100
Turn Rate: Low |
Hull
Capacity: 8000
Ammo Capacity: 6000
Image Signature: 500%
Heat Signature: 10%
Radar Signature: 500% |
Hardpoints:
2 Cannons (C)
2 Guns (C)
|
Default Options:
Blast
Laser
|
| |
Strategic Info
Against - Walkers are vicious, and the AI
uses them well. Avoid these whenever possible, and
when you do have to attack them, bring in
reinforcements. A lone Walker can occasionally take
out 2-3 Warriors. It is best to send in your wingman
as a pawn, then, while the Walker is concentrating
on him, sweep in and bury the walker.
Using - While the default setup for the
Walker is nice, they become far more effective if
you switch their cannons from Blast to Plasma. With
Plasma cannons they can shoot far enough to reach
most enemies before they can get close enough to do
any damage, and they will fire rapidly enough to
seriously cripple most enemies in a few shots.
|
APC
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Craft Type: Flying
Speed: ?
Armor: Light
Cost: 50
Turn Rate: ? |
Hull
Capacity: 3000
Ammo Capacity: 0
Image Signature: 50%
Heat Signature: 1000%
Radar Signature: 0% |
Hardpoints:
None
|
Default Options:
|
| |
Strategic Info
Against - APCs are useless against units, but
can do serious damage against buildings. When you
are faced with APCs don't worry about protecting
your wingmen, but attack them as soon as possible if
you see them while they are still heading for your
base. APCs, when they attack, drop troops with
Rocket Launchers around them and then they begin to
assist the troops with attacking the structure.
Using - Because APCs are so non-effective
against units, don't bother having them attack a
unit. To use them effectively, group a few APCs
together and, when you are laying siege to the Scion
base, order the APCs in to take out their Recycler
while they are unable to stop it. |
Bomber
|
Craft Type: Flying
Speed: ?
Armor: None
Cost: 75
Turn Rate: ? |
Hull
Capacity: 2000
Ammo Capacity: 5000
Image Signature: 50%
Heat Signature: 1000%
Radar Signature: 0% |
Hardpoints:
None
|
Default Options:
|
| |
Strategic Info
Against - Bombers are nasty. Your Gun Spires,
and most of your offensive units, will ignore them
completely. It is rather ridiculous that they do
ignore them, however, as even a Warrior is capable
of taking out a Bomber if they can get high enough
on a hill. There is no reason at all that Gun Spires
can't hit them. However, because your troops and
your base ignore them… it is very important that you
take them out as soon as you are able to.
Using - When you are the ISDF use your Bomber
constantly. NEVER stop using it. Every now and then
get close enough to the enemy base that you can
paint a target for the Bomber, and have the Bomber
destroy that target. If you can, paint their
Recycler or Matriarch. |
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