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LLT : Light Laser Tower
What's New: Significantly cheaper. Better sight. Much less armor.
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 652 (-1956)      
Metal 84 (-184)   Energy Storage 100
Build Time 3724 (-1000)      
Armor 387 (-323)   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  

 

Gaat Gun: Heavy Laser Tower
What's New: Improved armor and range.
Strategy Notes:
STATS:
Energy 5443      
Metal 589   Energy Storage 200
Build Time 9622      
Armor 1700 (+500)   Line of Sight 350
 
Weapon 1 Range Damage Reload Time Area
High Energy Laser 485 (+85) 180 .965 8
  Energy Guided Type  
  75   Line of Sight  

 

Pulverizer: 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 805      
Metal 76      
Build Time 1749      
Armor 300   Line of Sight 350
 
Weapon 1 Range Damage Reload Time Area
Missiles 700 95 2 48
  Energy Guided Type  
    YES LOS Air Only  

 

Dragon's Teeth: Perimeter Defense
What's New:
Strategy Notes:
STATS:
Energy 300      
Metal 11      
Build Time 565      
Armor 3600      

 

Punisher : Medium Range Plasma Battery
What's New: Improved armor.
Strategy Notes:
STATS:
Energy 7585      
Metal 1887   Energy Storage 200
Build Time 13268      
Armor 3940 (+1400)   Line of Sight 350
 
Weapon 1 Range Damage Reload Time Area
Plasma Cannon 1200 320 2.8 85
  Energy Guided Type  
      Ballistic  

 

Viper : Cloakable Pop-Up Rocket Battery
What's New: Improved armor. Weapon changed to rockets. Cloakable.
Strategy Notes: The new rockets pack much more firepower. The only minor down side is that with the loss of the long barrel weapon Vipers can no longer fire over fortwalls. Cloaking is now an option on pop-up weapons if you want to set up an ambush...
STATS:
Energy 6687   Cloak Cost 30
Metal 642      
Build Time 11528      
Armor Open/Closed 1588/12704 (+600/4800)   Line of Sight 310
 
Weapon 1 Range Damage Reload Time Area
Heavy Rockets 535 (+165) 225 (+85) 1.25 32 (+24)
  Energy Guided Type  
  0 (-25)   Line of Sight  

 

Toaster : Pop-Up Heavy Cannon
What's New: Metal cost decreased. Significantly increased armor. Better reload , range, damage, area of effect on cannon. Cloakable.
Strategy Notes: The Toaster now uses the same weapon as the Punisher, but has slightly better area of effect. All pop-up weapons can now cloak for those oh-so-sneaky ambushes.

Note that Toasters stay open and ready to fire by default. You need to manually shut off the Toaster with the On/Off button if you want to protect it from enemy fire. (This change gives you significantly quicker response time to incoming units than the old auto-open animation allowed.)

STATS:
Energy 12687   Cloak Cost 20
Metal 1946 (-200)      
Build Time 18377      
Armor Open/Closed 3877/25846 (+2000/13333)   Line of Sight 370
 
Weapon 1 Range Damage Reload Time Area
Plasma Cannon 1200 (+315) 320 (+25) 2.8 (-.2) 130 (+25)
  Energy Guided Type  
      Ballistic  

 

Immolator : Riot Gun
What's New: No longer damages Flash/Peewee only.
Strategy Notes: The Immolator is now a general purpose defense with reasonable damage and a large area of effect. It falls between the laser towers in hitting power but is can be very valuable for its large area of effect when a group of attackers come marching in.
STATS:
Energy 2390      
Metal 321      
Build Time 5094      
Armor 1242   Line of Sight 380
 
Weapon 1 Range Damage Reload Time Area
Riot Cannon 375 220 1.6 168
  Energy Guided Type  
      Line of Sight  

 

Jellyfish : 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 2640      
Metal 180      
Build Time 2280      
Armor 875   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 612   Energy 4102
Metal 23   Metal 162
Build Time 810   Build Time 9615
Armor 1750   Armor 1500
 
Horiz/Vert Section       Horiz/Vert Gate  
Energy 1936   Energy 5502
Metal 74   Metal 46
Build Time 1877   Build Time 8538
Armor 1750   Armor 6650
 
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 435

 

Intimidator : Long Range Plasma Cannon
What's New: Energy per shot increased...a lot.
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.
STATS:
Energy 62520      
Metal 4328      
Build Time 93237      
Armor 1900   Line of Sight 210
 
Weapon 1 Range Damage Reload Time Area
Intimidator Cannon 5120 2400 8 100
  Energy Guided Type Accuracy
  6000 (+4000)   Ballistic 1000

 

Doomsday Machine: Energy Weapon
What's New: Radar. Improved LOS and more armor when closed. Improved range on all lasers. Better AOE on Doomday. Better reload, but lower damage on Doomsday. On/Off selectable.
Strategy Notes: The Doomday laser still does the same amount of damage per second, but the change means less wasted "overkill" damage on units. The Doomsday now is open by default--use the On/Off toggle if you need to close it for the extra armor.
STATS:
Energy 14245      
Metal 2140   Radar 650
Build Time 39276      
Armor Open/Closed 3140/12560 (+0/6280)   Line of Sight 500 (+120)
 
Weapon 1 Range Damage Reload Time Area
Doomsday Weapon 650 (+50) 1250 (-1250) 4 (-4) 32 (+24)
  Energy Guided Type  
  800   Line of Sight  
 
Weapon 2 Range Damage Reload Time Area
High Energy Laser 550 (+150) 180 .965 8
  Energy Guided Type  
  75   Line of Sight  
 
Weapon 3 Range Damage Reload Time Area
Light Laser 450 (+150) 60 .4 (-.12) 8
  Energy Guided Type  
  10   Line of Sight  

 

Silencer : 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 48768      
Metal 975      
Build Time 181243      
Armor 2560   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  

 

Neutron : Neutron Missile Launcher
What's New: Costs halved. Range significantly reduced. Area increased. Damage reduced.
Strategy Notes: The range cut turns the Neutron into a more defensive weapon, but it's also much cheaper to build now as compensation. The reduced damage allows a few of the heavier Arm units to survive one hit, though most will be quickly dispatched by any nearby defenses.
STATS:
Energy 26067 (-26067)      
Metal 854 (-854)      
Build Time 75227 (-75226)      
Armor 2100   Line of Sight 350
 
Weapon 1 Range Damage Reload Time Area
Neutron Missile 3000 (-29000) 1000 (-1000) 180 400 (+38)
  Energy/Metal Guided Type  
  45000/500 (+30000/-1200)   LOS Interceptable  

 

Fortitude : Anti-Missile Defense System
What's New:
Strategy Notes:
STATS:
Energy 92321      
Metal 1508      
Build Time 96450      
Armor Open/Closed 780/1560   Line of Sight 150
 
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  

 

Buzzsaw : Rapid-Fire Plasma Cannon
What's New: Massive range boost. Good armor boost. Slightly less accurate. 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 462648      
Metal 35264      
Build Time 634011      
Armor 3700 (+2000)   Line of Sight 210
 
Weapon 1 Range Damage Reload Time Area
Rapid-Fire LRPC 10200 (+6400) 1800 0.5 120
  Energy Guided Type Accuracy
  2000   Ballistic 1200 (+400)

 

Cobra : Anti-Air Flak Gun
What's New: Lower metal cost. Significantly shorter build time.
Strategy Notes:
STATS:
Energy 18995      
Metal 792 (-300)      
Build Time 20112 (-20111)      
Armor 1655   Line of Sight 340
 
Weapon 1 Range Damage Reload Time Area
Flak Cannon 750 146 0.7 125
  Energy Guided Type Accuracy
  2000   Ballistic Air Only 1000

 

Behemoth : Geothermal Plasma Battery
NEW UNIT
Strategy Notes: A giant plasma cannon with range significantly longer than the MRPC. The Behemoth fires a quick 3 shot salvo then experiences a long delay before being able to fire again. Unfotunately, you can only build this guy on a geothermal vent. It produces energy when not firing at the same rate as a Geo plant.
STATS:
Energy 32428   Energy Make 250
Metal 3745   Energy Storage 450
Build Time 59640      
Armor 2750   Line of Sight 800
 
Weapon 1 Range Damage Reload Time Area
Plasma Battery 1800 480 0.5 3x Salvo 96
  Energy Guided Type Accuracy
      Ballistic 512

 

Widowmaker : Pop-Up Salvo Long Range Plasma Cannon
NEW UNIT
Strategy Notes: The Widowmaker fires a quick 3 shot salvo then experiences a long delay before being able to fire again. It will retract into its armored state when not firing Make sure you have the 17000 energy available to fire all three shots or it will sit in its open state waiting to finish its salvo, leaving it vulnerable to attack. It also has radar exactly matching it's weapon range.
STATS:
Energy 101530   Radar 4550
Metal 7661      
Build Time 171467      
Armor Open/Closed 2100/10500   Line of Sight 210
 
Weapon 1 Range Damage Reload Time Area
Burst LRPC 4550 2150 0.5 3x Salvo 90
  Energy Guided Type Accuracy
  5600   Line of Sight 1000