
| Main | General Info | Unit Stats/Info | Strategy | Resources |
| LLT : Light Laser Tower | |||||
| What's New: Significantly cheaper. Major armor reduction. Better sight. | |||||
| Strategy Notes: The LLT takes over as the basic ground defense with missile towers being AA only. LLTs are now much easier to build, particularly in the early game where they were a huge resource drain in OTA. |
| STATS: | |||||
| Energy | 637 (-1909) | ||||
| Metal | 81 (-181) | Energy Storage | 100 | ||
| Build Time | 3662 (-1000) | ||||
| Armor | 388 (-362) | Line of Sight | 380 (+30) | ||
| Weapon 1 | Range | Damage | Reload Time | Area | |
| Light Laser | 300 | 60 | .52 | 8 | |
| Energy | Guided | Type | |||
| 10 | Line of Sight | ||||
| Sentinel : Heavy Laser Tower | |||||
| What's New: Improved armor and range. | |||||
| Strategy Notes: With the AA-only change to MTs, HLTs are now a staple defense working well against most basic and advanced units. They don't put out quite as much damage per second as their equavalent cost in LLTs, but they don't have the glaring range weakness to the longer ranged basic KBots. |
| STATS: | |||||
| Energy | 5398 | ||||
| Metal | 584 | Energy Storage | 200 | ||
| Build Time | 9575 | ||||
| Armor | 1730 (+500) | Line of Sight | 380 | ||
| Weapon 1 | Range | Damage | Reload Time | Area | |
| High Energy Laser | 500 (+70) | 180 | .965 | 8 | |
| Energy | Guided | Type | |||
| 75 | Line of Sight | ||||
| Defender: Anti-Air Tower | |||||
| What's New: Only attacks aircraft. Improved missile tracking. Buildable by Commander. | |||||
| Strategy Notes: Missile tower forests are a thing of the past without ground attack ability. But don't neglect them completely, or you'll find yourself in deep trouble when the aircraft finally show up. |
| STATS: | |||||
| Energy | 843 | ||||
| Metal | 79 | ||||
| Build Time | 1843 | ||||
| Armor | 295 | Line of Sight | 350 | ||
| Weapon 1 | Range | Damage | Reload Time | Area | |
| Missiles | 700 | 97 | 2 | 48 | |
| Energy | Guided | Type | |||
| YES | LOS Air Only | ||||
| Dragon's Teeth: Perimeter Defense | |||||
| What's New: | |||||
| Strategy Notes: Don't forget to brush them or they may get cavities. |
| STATS: | |||||
| Energy | 250 | ||||
| Metal | 10 | ||||
| Build Time | 520 | ||||
| Armor | 3500 | ||||
| Guardian : Medium Range Plasma Battery | |||||
| What's New: Improved armor. | |||||
| Strategy Notes: The bane of every Great Divide game is back, tougher than ever, though it doesn't help much against the inevitable D-Gun. |
| STATS: | |||||
| Energy | 7687 | ||||
| Metal | 1946 | Energy Storage | 200 | ||
| Build Time | 13377 | ||||
| Armor | 3977 (+1500) | Line of Sight | 350 | ||
| Weapon 1 | Range | Damage | Reload Time | Area | |
| Plasma Cannon | 1250 | 360 | 3 | 64 | |
| Energy | Guided | Type | |||
| Ballistic | |||||
| Pitbull : Pop-Up Gauss Cannon | |||||
| NEW UNIT | |||||
| Strategy Notes: The Pitbull has the firepower similar to that of the heavy laser tower, but has pop-up ability, and doesn't require energy to fire. It can also cloak for those of you interested in preparing an ambush... |
| STATS: | |||||
| Energy | 5880 | Cloak Cost | 30 | ||
| Metal | 675 | Energy Storage | 25 | ||
| Build Time | 10846 | ||||
| Armor Open/Closed | 1745/6980 | Line of Sight | 450 | ||
| Weapon 1 | Range | Damage | Reload Time | Area | |
| Gauss Cannon | 550 | 225 | 1.25 | 8 | |
| Energy | Guided | Type | |||
| Line of Sight | |||||
| Ambusher : Pop-Up Heavy Cannon | |||||
| What's New: Build time decreased. Significantly increased armor. Better weapon. Cloaking. Open by default. | |||||
| Strategy Notes: The Ambusher now uses the same cannon as the Guardian except the Area of Effect is almost twice as big. Like most popups, it also has the ability to cloak at minimal cost to set up ambushes or hide if necessary. By default, the Ambusher will stay open. To take advantage of it's armored state use he On/Off button. (Open by default sidesteps the slow open/close animation that can prevent it from getting in long ranged shots or shutting down immediately when you need it to.) |
| STATS: | |||||
| Energy | 16821 | Cloak Cost | 20 | ||
| Metal | 2002 | ||||
| Build Time | 16172 (-4000) | ||||
| Armor Open/Closed | 3658/14632 (+2000/+8711) | Line of Sight | 360 | ||
| Weapon 1 | Range | Damage | Reload Time | Area | |
| Plasma Cannon | 1250 (+340) | 360 (+50) | 3 (-.1) | 120 (+20) | |
| Energy | Guided | Type | |||
| Ballistic | |||||
| Centurion : Heavy Rocket Battery | |||||
| NEW UNIT | |||||
| Strategy Notes: The Centurion fires a tracking Starburst rocket out a respectable range. Its tracking missile can also hit aircraft, particularly gunships, very effectively. The Centurian really shines on maps with tall terrain that a Guardian typically can't fire over. Centurians are a good all-around defense, but won't put out the firepower of a Sentinal, nor the range of a Guardian. |
| STATS: | |||||
| Energy | 3680 | ||||
| Metal | 742 | Energy Storage | 50 | ||
| Build Time | 8256 | ||||
| Armor Open/Closed | 1432/7160 | Line of Sight | 450 | ||
| Weapon 1 | Range | Damage | Reload Time | Area | |
| Starburst Rocket | 900 | 350 | 5 | 96 | |
| Energy | Guided | Type | |||
| YES | Line of Sight | ||||
| Dragon's Claw: Pop-Up Lightning Turret | |||||
| NEW UNIT | |||||
| Strategy Notes: When closed, the Dragon's Claw is indistinguishable from normal Dragon's Teeth (including not showing up on radar), but when enemy units approach, it opens up with a powerful short-ranged lightning gun. It can be a particularly effective spotter for longer ranged defenses--if they try to pass, it does high damage, if they try to kill it, use its pop-down function for extra armor and let the long range defenses beat on its attackers. |
| STATS: | |||||
| Energy | 1546 | Stealth | YES | ||
| Metal | 315 | Energy Storage | 15 | ||
| Build Time | 4638 | ||||
| Armor Open/Closed | 2225/11866 | Line of Sight | 380 | ||
| Weapon 1 | Range | Damage | Reload Time | Area | |
| Lightning Gun | 220 | 200 | 1.45 | 8 | |
| Energy | Guided | Type | |||
| Line of Sight | |||||
| Anemone : Depthcharge Launcher | |||||
| NEW UNIT | |||||
| Strategy Notes: Depth charge launchers are buildable by the commander and level 1 construction units in shallow water or on the shore. They are very effective early defenses for protecting nearby shipyards and preventing subs from parking off your coast. |
| STATS: | |||||
| Energy | 2658 | Max. Velocity | |||
| Metal | 170 | Acceleration | |||
| Build Time | 2180 | Turn Rate | |||
| Armor | 815 | Line of Sight | 350 | ||
| Weapon 1 | Range | Damage | Reload Time | Area | |
| Depth Charge | 475 | 125 | 3.2 | 64 | |
| Energy | Guided | Type | |||
| YES | Line of Sight | ||||
| Fortification Walls: Perimeter Defense | |||||
| What's New: Better armor. 3x Sections. Gates. LLT Post. | |||||
| Strategy Notes: The Fort
Wall button is now split into 6 sub-buttons. Click on the
square icon to build the normal post, the rectangles to
build the 3x horizontal or vertical walls, the circle
icon to to create an LLT post, or the multi-rectangle
icons to create horizontal or vertical gates. The 3x walls are for convenience sake, to ease building a true wall, or surrounding an object. The LLT Post mounts a light laser--when this laser is destroyed, the post turns into a normal FW post. Gates can be opened and closed using the On/Off toggle. The gate consumes 10 energy when on. |
| STATS: | |||||
| Post | LLT Post | ||||
| Energy | 675 | Energy | 4177 | ||
| Metal | 27 | Metal | 178 | ||
| Build Time | 965 | Build Time | 9842 | ||
| Armor | 2000 | Armor | 1500 | ||
| Horiz/Vert Section | Horiz/Vert Gate | ||||
| Energy | 2116 | Energy | 5432 | ||
| Metal | 92 | Metal | 44 | ||
| Build Time | 3450 | Build Time | 8456 | ||
| Armor | 2000 | Armor | 6500 | ||
| Weapon 1 | Range | Damage | Reload Time | Area | |
| LLT Post Laser | 300 | 60 | .52 | 8 | |
| Energy | Energy Storage | Type | Line of Sight | ||
| 10 | 100 | Line of Sight | 440 | ||
| Big Bertha: Long Range Plasma Cannon | |||||
| What's New: Energy per shot increased...a lot. Range increased, Accuracy decreased. | |||||
| Strategy Notes: These
guys require energy storage and nearly require fusion
level energy output now to fire. If you notice it isn't
firing at all but you have energy, you probably don't
have enough energy storage to meet the 6000 required to
shoot. Statistically, the Bertha is now virtually indistinguishable from the CORE Intimidator--removing the massive edge Arm had on various maps by "Bertha Rushing." |
| STATS: | |||||
| Energy | 64680 | ||||
| Metal | 4184 | ||||
| Build Time | 85185 | ||||
| Armor | 1800 | Line of Sight | 210 | ||
| Weapon 1 | Range | Damage | Reload Time | Area | |
| Intimidator Cannon | 5096 (+1000) | 2000 | 7 | 80 | |
| Energy | Guided | Type | Accuracy | ||
| 5500 (+4000) | Ballistic | 750 (-250) | |||
| Annihilator : Energy Weapon | |||||
| What's New: Better armor. Improved damage. Better AOE. On/Off selectable. | |||||
| Strategy Notes: The Annihilator now is open by default--use the On/Off toggle if you need to close it for the extra armor. |
| STATS: | |||||
| Energy | 25025 | ||||
| Metal | 3985 | Radar | 1200 | ||
| Build Time | 75071 | ||||
| Armor Open/Closed | 2010/6090 (+600/3270) | Line of Sight | 380 | ||
| Weapon 1 | Range | Damage | Reload Time | Area | |
| Annihilator Weapon | 1200 | 3000 (+500) | 5 | 32 (+24) | |
| Energy | Guided | Type | |||
| 2000 | Line of Sight | ||||
| Retaliator : Nuclear Missile Launcher | |||||
| What's New: Better Edge Effectiveness. | |||||
| Strategy Notes: Nukes now do 50% damage at the edge of their Area Of Effect rather than 25%. |
| STATS: | |||||
| Energy | 52134 | ||||
| Metal | 1010 | ||||
| Build Time | 178453 | ||||
| Armor | 2300 | Line of Sight | 350 | ||
| Weapon 1 | Range | Damage | Reload Time | Area | |
| Nuclear Missile | 32000 | 5500 | 180 | 512 | |
| Energy/Metal | Guided | Type | |||
| 18000/2000 | LOS Interceptable | ||||
| Stunner : EMP Missile Launcher | |||||
| What's New: Costs halved. Range significantly reduced. Reload time increased. Area and damage increased. | |||||
| Strategy Notes: The range cut turns the Stunner into a more defensive weapon, but it's also much cheaper to build now as compensation. |
| STATS: | |||||
| Energy | 26067 (-26067) | ||||
| Metal | 901 (-901) | ||||
| Build Time | 55727 (-55726) | ||||
| Armor | 2300 | Line of Sight | 350 | ||
| Weapon 1 | Range | Paralize | Reload Time | Area | |
| EMP Stunner Missile | 3000 (-29000) | 7200 (+5400) | 180 (+50) | 640 (+138) | |
| Energy/Metal | Guided | Type | |||
| 45000/500 (+27000/-500) | LOS Interceptable | ||||
| Protector : Anti-Missile Defense System | |||||
| What's New: It's much more difficult to "nuke flood" the Protector than in OTA. | |||||
| Strategy Notes: Use it just like you would in OTA: to prevent nukes from destroying your cool stuff. |
| STATS: | |||||
| Energy | 88000 | ||||
| Metal | 1437 | ||||
| Build Time | 95678 | ||||
| Armor Open/Closed | 780/1560 | Line of Sight | 155 | ||
| Weapon 1 | Range | Damage | Reload Time | Area | |
| Anti-Missile Missile | 2000 | Special | 120 | 96 | |
| Energy/Metal | Guided | Type | |||
| 10000/200 | YES | LOS Anti-Missile Only | |||
| Vulcan : Rapid-Fire Plasma Cannon | |||||
| What's New: Massive Range boost. Massive Armor boost. Larger model (cosmetic change.) | |||||
| Strategy Notes: This bad boy can now fire all the way across mid-sized maps. The accuracy change isn't really a disadvantage since it allow a greater spread on the stream of shots rather than killing the same thing ten times over. |
| STATS: | |||||
| Energy | 479111 | ||||
| Metal | 45198 | ||||
| Build Time | 587421 | ||||
| Armor | 3400 (+2000) | Line of Sight | 210 | ||
| Weapon 1 | Range | Damage | Reload Time | Area | |
| Rapid-Fire LRPC | 8160 (+5080) | 1000 | 0.25 | 100 | |
| Energy | Guided | Type | Accuracy | ||
| 2000 | Ballistic | 800 | |||
| Flakker : Anti-Air Flak Gun | |||||
| What's New: Lower metal cost. Significantly shorter build time. | |||||
| Strategy Notes: The king of gunship defense, it still won't handle faster aircraft very effectively until it has a significant number of kills. Use it to suppliment your Missile Tower AA web around expensive targets. |
| STATS: | |||||
| Energy | 17425 | ||||
| Metal | 769 (-300) | ||||
| Build Time | 19005 (-19005) | ||||
| Armor | 1574 (+50) | Line of Sight | 350 | ||
| Weapon 1 | Range | Damage | Reload Time | Area | |
| Flak Cannon | 700 | 130 | 0.6 | 120 | |
| Energy | Guided | Type | Accuracy | ||
| 2000 | Ballistic Air Only | 1000 | |||
| Devastator : Gatling Gauss Battery | |||||
| NEW UNIT | |||||
| Strategy Notes: A massive Guass cannon that can fire through hills, wreckage, or other intervening obstacles. The Devestator mines its gauss slugs directly from the ground, and its rate of fire is directly affected by the amount of metal it's positioned on. It will work out in the open, but fire very slowly--position it on a good metal patch for a much better rate of fire. It also extracts metal at the same rate as a Moho Extractor. |
| STATS: | |||||
| Energy | 41020 | Energy Use | 15 | ||
| Metal | 5450 | Metal Storage | 1250 | ||
| Build Time | 120840 | ||||
| Armor Open/Closed | 2680/10720 | Line of Sight | 450 | ||
| Weapon 1 | Range | Damage | Reload Time | Area | |
| Very Heavy Gatling Gauss | 1025 | 500 | 0.5 Salvo | 16 | |
| Energy | Guided | Type | |||
| Ballistic | |||||