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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