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Читы для Dark Reign: The Future of War

Чит-файл для Dark Reign: The Future of War

Dark Reign:
The Future of War

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Auran Games
Издатель:Activision
Модель распространения:розничная продажа
Жанры:Strategy (Real-time) / Top-down
Multiplayer:(8) модем, нуль-модем, LAN, Internet

Даты выхода игры

вышла 31 августа 1997 г.

FAQ [ENG]

Информация актуальна для
The Dark Reign Bible

Last updated 3rd of October 1997


Release 1.0
Written by Allan McKay (Machette)
MDC@mailbox.uq.edu.au
Www.uq.edu.au/~zzamckay/


DISCLAIMER:
		This FAQ is designed to help the public learn how to play
darkreign and soon promote you to an expert. And for the advanced players
to help teach you some of the awesome strategies used in darkreign. I take
no responsibility for anything you do, the only responsibility I take is
aiding the public in how to play this game.

Trademark information:
* Darkreign is a trademark of Auran and Activision (1997)
* DR is a trademark of darkreign, see darkreign for further information
* The Tactics Engine is a trademark of Auran (1994-1997)
* This Article is copyright of Allan McKay (1997) All rights reserved.
* C& unofficial strategy FAQ is a trademark of Roger Wong
(roger@powhq.nildram.co.uk)
  All rights reserved.
* Zencola is a trademark of Zencode, all rights reserved.
* Dark dribble is a trademark of the dribbler, see darkreign
* Dribble is a trademark of dark dribble, see darkreign
* Command and Conquer is a trademark of Westwood Studios
* Warcraft is a trademark of Blizzard Entertainment


COPYRIGHT NOTICE
     This article is Copyright 1997 by Allan McKay.  All rights
Reserved.
You are granted the following rights:

I.  To make copies of this work in original form, so long as
      (a) the copies are exact and complete;
      (b) the copies include the copyright notice and these paragraphs
          in their entirety;
      (c) the copies give obvious credit to the author, Allan McKay;
      (d) the copies are in electronic form.
II. To distribute this work, or copies made under the provisions
    above, so long as
      (a) this is the original work and not a derivative form;
      (b) you do not charge a fee for copying or for distribution;
      (c) you ensure that the distributed form includes the copyright
          notice, this paragraph, the disclaimer of warranty in
          their entirety and credit to the author;
      (d) the distributed form is not in an electronic magazine or
          within computer software (prior explicit permission may be
          obtained from Allan McKay);
      (e) the distributed form is the NEWEST version of the article to
          the best of the knowledge of the distributor;
      (f) the distributed form is electronic.

        You may not distribute this work by any non-electronic media,
including but not limited to books, newsletters, magazines, manuals,
catalogues, and speech.  You may not distribute this work in electronic
magazines or within computer software without prior written explicit
permission.  These rights are temporary and revocable upon written, oral,
or
other notice by Allan McKay. This copyright notice shall be governed by
the
laws of the state of Queensland, Australia.

        If you would like additional rights beyond those granted above,
write
to the author at "MDC@mailbox.uq.edu.au" on the Internet.

CONTENTS:
1. Introduction
   1.1 Introduction
   1.2 About the Author
   1.3 About the FAQ
   1.4 What's a revision?
   1.5 Where can I obtain the latest version of The Dark Reign Bible?
   1.6 Adding to the FAQ
   1.7 Acknowledgments
   1.8 Accurate information

2. What's new?

2. Features
2.1 What's RTLOS
2.2 What's the waypoint system?
2.3 What are some of the new multiplayer features?

3. Section One
3.1 Storyline
3.1.1 Tograns final message
3.1.2 History of the conflict
3.1.2.1 The decline of Earth
3.1.2.2 The pioneer age
3.1.2.3 The marked
3.1.2.4 The dawn of war
3.1.2.5 The desiccator
3.1.2.6 The Tograns
3.1.2.7 Objective
3.1.3 Biographies
3.1.3.1 Jeb Radec
3.1.3.2 Stiv Baator
3.1.3.3 Gil Karoch
3.1.3.4 Gregor Trilkin
3.1.3.5 Greg Bantrill
3.1.3.6 Benth Maral
3.1.4 Togra's Journal
4. Section Two
4.1 Common Units
		4.1.1 Construction Rig
		4.1.2 Freighter
		4.1.3 Hover Freighter
		4.1.4 Water Contaminator
		4.1.5 Infiltrator
   4.2 Infantry
	   	4.2.1 Freedom Guard Infantry
		4.2.1.1 Raider
		4.2.1.2 Mercenary
		4.2.1.3 Scout
		4.2.1.4 Sniper
		4.2.1.5 Field Medic
		4.2.1.6 Saboteur
		4.2.1.7 Mechanic
		4.2.1.8 Martyr
4.2.2 Imperium Infantry
		4.2.2.1	Guardians
		4.2.2.2 Bions
		4.2.2.3 Exterminator
		4.2.2.4 Suicide Zombies
4.3	Vehicles
4.3.1 Freedom Guard Vehicles
		4.3.1.1 Spider Bike
		4.3.1.2 R.A.T. (Rapid armour Transport)
		4.3.1.3 Skirmish Tank
		4.3.1.4 Tank Hunter
		4.3.1.5 Phase Tank
		4.3.1.6 FlakJack
		4.3.1.7 Triple Rail Hover Tank
		4.3.1.8 Hellstorm Artillery
		4.3.1.9 Shockwave
4.3.2	Imperium Forces Vehicles
		4.3.2.1 Scout Runner
		4.3.2.2 Invader Troop Transport
		4.3.2.3 Plasma Tank
		4.3.2.4 Amper
		4.3.2.5 M.A.D. (Mobile Air Defence)
		4.3.2.6 Shredder
		4.3.2.7 Hostage Taker
		4.3.2.8 Tachion Tank
		4.3.2.9 S.C.A.R.A.B.
	4.4 Aircraft
4.4.1 Freedom Guard Aircraft
		4.4.1.1. Skybike
		4.4.1.2. Outrider
4.4.2 Imperium Forces Aircraft
		4.4.2.1. Recon Drone
		4.4.2.2. Cyclone
		4.4.2.3. Skyfortress
5. Section Three
		5.1. Structures
				5.1.1. Freedom Guard Towers
					5.1.1.1. Air Defence Site
					5.1.1.2. Laser Turret
					5.1.1.3. Triple Rail Platform
				5.1.2. Imperium Forces Towers
					5.1.2.1. Air Defence Site
					5.1.2.2. Plasma Turret
					5.1.2.3. Neutron Accelerator
				5.1.3. Freedom Guard Production Facilities
5.1.3.1. HeadQuarters
5.1.3.2. Training Facilities
5.1.3.3. Assembly Plant
5.1.3.4. Water Launchpad
5.1.3.5. Taelon Power Generator
5.1.3.6. Field Hospital
5.1.3.7. Phase Facility
5.1.3.8. Camera Tower
5.1.3.9. Repair Tower
5.1.3.10. Rearming Deck
5.1.4 Imperium Forces Production Facilities
5.1.4.1. HeadQuarters
5.1.4.2. Training Facility
5.1.4.3. Assembly Plant
5.1.4.4. Water Launchpad
5.1.4.5. Taelon Power Generator
5.1.4.6. Repair Station
5.1.4.7. Field Hospital
5.1.4.8. Temporal Gate
5.1.4.9. Temporal Rift Generator
5.1.4.10 Camera Tower
6. Section Four
		6.1.	Multiplayer Tactics
6.1.1. Offence
6.1.2. Defence
7. Section Five
7.1. What are Martyrs good for?
7.2. Top Ten signs you're addicted to DarkReign
7.3. The ancient art of stealth
7.4. To cue units to build, or to build them all at once, which is the
best tactic?
8. Section Six
8.1  Is there any cheats or Easter eggs for DarkReign?
8.2. Is there a shareware version of Darkreign? Where can I get it from?
8.3. I downloaded a map off the net, how do I play it?
8.4. How do I install new units?
8.5. Will DarkReign run on a 486?
8.6. DarkReign 2 features and information
8.7. Is there any patches or bug fixes for darkreign?
8.8. Is there any third party utilities I can download to modify
darkreign?
9.   Section Seven
9.1. How to make a good level?
9.2. DarkReign WWW Sites
9.3. What cool new stuff is going to be in the next version of The
DarkReign Bible?
9.4. Thanks go out to:



----------------------------------------------------
1.1	Chapter [1]: Introduction
----------------------------------------------------


----------------------------------------------------
1.2	About the Author:
----------------------------------------------------

I am a 3D Artist, I have had 4 years experience in animating. I have
worked on a few small projects in the gaming industry but most of my work
has been outside the world of games, but I hope soon for that to change.
I'm from Australia and I hang out in #darkreign on efnet with the rest of
the true darkreigners. Come join us.

--------------------------------------------------
1.3	ABOUT THE FAQ
--------------------------------------------------
This FAQ was originally designed with just a few notes on strategies I had
found in darkreign. I wanted it to one day aid an FAQ I planned to make. I
kept on pumping strategies in and then decided to launch the DR FAQ
project. This FAQ won't just touch down on strategies but in every area I
can, from how to start the game and play the levels through to how to make
your own AI and units. I won't go into too much detail in this version of
the FAQ on the more advanced areas of game development but future
revisions of this FAQ will contain them. I have plenty to do and I won't
be able to put it all into v1.0 but I'm sure the next version will be
more kick ass than this. Until then I'm sure this will have more than
enough strategy and cunningness to kick your friend's butts at darkreign.

-----------------------------------------------------
1.4	WHAT'S A REVISION?:
-----------------------------------------------------
Revision classification works something like the following. If a new
version of the FAQ has only a small amount of information changed or
added,
the version number is increased by 0.1, and is called a 'minor revision.'
If
a new version of the FAQ has a substantial amount of new information
changed
or added, the version number is increased by 0.5, and is called a
'standard
revision.' If a new version of the FAQ has a huge amount of added or
changed
information, major parts of the FAQ are rearranged, or major parts of the
FAQ
are rewritten, the version number is increased by 1.0, and it is called a
'major revision.'


--------------------------------------------------------------------------------
1.5	WHERE TO OBTAIN THE DARKREIGN BIBLE?:
--------------------------------------------------------------------------------

You can get the latest version of this FAQ at:

www.uq.edu.au/~zzamckay/

--------------------
1.6	ADDING TO THE FAQ:
--------------------
If you have any information you would like to add to the FAQ, please send
E-mail to " MDC@mailbox.uq.edu.au  " (no quotes), explaining what your
addition is.
It will be reviewed, and if accepted, added to the next FAQ version.  In
the
E-mail, please supply your name and E-mail address.

Please note that all submissions to the FAQ become property of the
author (Allan McKay) and that they may or may not be acknowledged.  By
submitting to the FAQ, you grant permission for use of your submission in
any
future publications of the FAQ in any media.  The author reserves the
right
to omit information from a submission or delete the submission entirely.

------------------------
1.7	ACKNOWLEDGMENTS
------------------------

Auran and Activision for creating a great game, 2 and a half years just
getting it right so I wouldn't be able to put a tip in this FAQ like "rush
them with tachion tanks, it always wins" or something. They did a great
job and hanged out on IRC every Monday to ask everyone's questions, it's a
shame I could hardly ever wake up in time to log on.

-------------------------
1.8	ACCURATE INFORMATION
-------------------------

     An attempt has been made to make the information in this FAQ as
accurate
as possible.  Unfortunately, it has been difficult to match strategies and
walkthroughs to the proper mission identifications.

     I try hard to make sure there are no bogus entries in this FAQ, but,
undoubtedly, one or two will probably slip by. Please let me know
immediately
if there is any information in this FAQ that you know is incorrect.

     Future updates and add-ons may render parts of this FAQ obsolete.


----------------------
2.	WHAT'S NEW?
----------------------
Future versions of this FAQ will have all new features, and updates and
anything new mentioned here for a quick reference.

--------------------
2.	Features
--------------------

2.1	What's RTLOS?:

RTLOS (Real Time Line Of Site) is a new feature that hasn't been
introduced into a real time action strategy game before, until now. What
it does is only show what your units can see on the map, which is fog of
war but this goes deeper.. If one of your men is looking at the direction
of a mountain, the unit won't be able to see past that mountain since it's
blocking his view, just like in reality. Yet if he climbed that mountain
then he not only would be able to see past it, but he's high up in the air
allowing him to see a lot further than before. This allows for great
strategy since you can hide areas and jump out and surprise someone.
It also means that if someone's up on a mountain they'll be able to see
your base and from down there they mightn't be able to see you, you can
then just lob artillery shells down at them and take them from surprise.

2.2	What's the waypoints system?:

This advanced feature allows you to lay down waypoints for your units to
follow, and they can be manipulated in real time. Say you wanted someone
to come round from behind someone's base and take a certain structure,
instead of manually telling him where to walk, you just lay down the
waypoints and hit go. There are many advanced settings such as AI control
and behaviour settings that allow for them to react to situations they way
you want them to. If you have multiple waypoints set up, you can send
twenty men into a base with their own individual orders to execute,
instead of sending them all in on one structure and taking them one by
one.

2.3	What are some of the new mutliplayer features?

There is only one, it is COMM as seen on the menu in the game. It is
broken down into new features, but works as one. Essentially it allows for
advanced alliances and communication. You can share units with others, and
wire cash to someone in a second. By adjusting the alliance settings you
can control each otherTs men, use all their facilities, and see their
RTLOS. I won't go into too much detail here, but in future updates I will
write down strategies and advanced tactics to take advantage of whilst
using this system.

Cue building:

You have the choice of either building units in cue whereas it will build
them one by one automatically, you just tell it what to build. Or you can
select individual structures and tell them to build units, they will all
build at once but it will be slower. To find out more about this feature,
go to the section

TO CUE UNITS UP TO BUILD OR TO BUILD THEM ALL AT ONCE, WHICH IS THE BEST
TACTIC?

Orders:

You can set orders such as damage tolerance, so that if they are wounded
and on red energy they will return to base to get repaired and then return
back to where they were. Or you can adjust it to a higher setting so they
don't bother about what health they are on they will just continue doing
what they are doing. Plus there are pre-made ones, such as "search and
destroy" where every unit given this order will go on a recon mission and
kill anything they find. If they are ordered to scout, they will scout
around but not attack anything that they find, and another is "harass"
where they will attack units and buildings that they find but leave them
alone at the first sign of danger and go harass another unit. Very useful
when just starting the game, to harass your enemy whilst he's trying to
build his base.

There are many more that will be added and reviewed in more detail in
later versions of this FAQ, this was just to touch down on one or two
features for the time being.


Dark Reign Backstory


-----------------------------------
4.	SECTION 2: OVERVIEW OF THE UNITS
-----------------------------------

A lot of the units you can't use until later on in the game, ie. you can
use raiders and spider bikes from the start but sky fortresses won't be
'til later on, on a later level, like level 8 or so on.

coming soon: full on unit and weapon damage statistics.

------------------
4.1	COMMON UNITS
------------------

4.1.1	Construction Rig:		300c

For those who have played Warcraft (everyone raise your hand) these guys
have similarities to the peasants and peons. Construction rigs do all the
work, they are the guys who build everything. They are quite weak, and
since they are slow, it's best not to send them out to some remote area by
themselves, if they are seen, then some guys can take them out in one
shot.

These guys are slow, they can't fire yet with a little bit of strategy
they can make great offense.

"These are essential for base building, so make sure you always have a
couple handy. Keep them spread out so you can start building your base
again if your buildings get wiped out."
                                               David Harrison, Auran.

4.1.2	Freighter:		1000c

These guys are the equivalent to C& harvesters. This is your income,
without them you won't have cash, guard them well. They take a fair few
hits, like 3 martyrs could take one out, but they are slow and take a long
time to harvest. They can harvest water or taelon. They have no weapons
and therefore cannot attack nor defend themselves.

"Water is the key. Make 3 extra rigs before anything else and send them to
find water."
		Tim Gunn, Timgunn@eastwind.com.au


4.1.3	Hover Freighter:		1500c

This is an aerial version of the freighter, it serves the same cause as
the freighter (harvesting) but it's faster and can over all terrain types
with ease. It also has a laser, but it is extremely weak and could easily
go down by two raiders if it stays to fight. But they are a lot faster,
you can send them over to the other side of the map to harvest and it
won't be too much longer than harvesting in your local water spring area.
Also being only 500 credits more expensive than the normal freighters, the
hover freighters are worth the price.

4.1.4	Water Contaminator:		10,000c

They are slow and expensive. They can be taken out in a couple of shots,
which also can make it less attractive. But on the other hand if you can
get one into the enemies water spring then they'll have to harvest
elsewhere, which means that they are going to be sending their harvester
to the other side of the map and possibly into your territory, making them
an easy kill. I don't recommend using them since if you're good then
you'll probably own the rest of the water springs and using it on one is a
bit of a waste. But then again if you do own every other water spring on
the map then destroying their only source of money will probably finish
them, otherwise make them desperate enough to harvest in your base.

"Slow, vulnerable, expensive, but if you get these to an enemy's water
well, they are in big trouble. Only build these if you are confident that
you can sneak this undetected into an enemy water well area. Good recon is
essential for successful use of this unit." David Harrison, Auran.
Contamination Strategy: Build 4 martyrs and a water contaminator and put
them into a phase transport. Send it over to the enemies water spring and
unload. Put the water contaminator over the spring, and if any enemies try
to stop you use one martyr one each of them.

4.1.5	Infiltrator:		1000c

Not only can they morph into enemy units and walk right past other enemies
without them even noticing you (which makes great recon) but they can
"infiltrate" the enemy bases and steal valuable technology. Such as going
into the enemies headquarters allows you to see the enemies' line of sight
(LOS) which then you would be able to see where the enemies all are and
what they can see. They aren't too fast but they are over medium in speed.

NOTE: Many people are complaining on how infiltrators are always being
found out and are always recognised straight away. To use a morphed
infiltrator, the unit that you morphed into must still be alive, if he
dies you will be instantly recognised.
 Both teams can build infiltrators.

Freedom Guard: Employing a hybrid of the Freedom Guard's earliest morphing
technology, Infiltrators can create an "active holoshield" around
themselves using a very specialised energy suit. The Infiltrator's device
is sufficiently focussed that it can create an image that exactly matches
the contours of the user, allow him take on the appearance of other
people. This breakthrough was immediately put to the test by Freedom Guard
intelligence agents, who used it to infiltrate the Imperium's hover
research center on Malik.

Imperium: It was some time before several arrogant members of the Imperium
Shadowhand came to accept that the Freedom Guard had in fact developed
technology that they were interested in acquiring. After being outwitted
on Malik in the Freedom Guard Infiltrator's theft of hoverdrive technical
specs, the Shadowhand determined to use similarly equipped units to gather
technical information concerning some of the new Freedom Guard
innovations. Powered holofield suits were rapidly developed, and disguised
Shadowhand operatives made several successful acquisitions. Most of the
technology stealing, however, was still carried on by the Freedom Guard.

-------------
4.2	INFANTRY:
-------------


Civilians: *** coming soon ***


-------------------------------
4.2	FREEDOM GUARD INFANTRY
-------------------------------

4.2.1	Raider:		150c

"Raider" is the kindest of the labels employed by the Imperium Directorate
to generally describe Freedom Guard ground units. Over time, it was a
label that the standard Freedom Guard infantry came to wear proudly.
Raiders were also the first units supplied with remote phasing
transceivers. These devices allowed them to use the Freedom Guard's most
revolutionary technology: solid phase transmortation. "Phasing", as it is
more commonly known, creates an electron field around a specified body or
object, allowing it to "sink into" objects of low to medium density as if
they were liquid. (a phase-equipped unit could not, for instance, phase
into a steel wall, but could phase into the ground.) While the Freedom
Guard devised a number of fighting techniques and technologies, the
phase-equipped Raider remained the backbone of the Freedom Guard war
effort for the duration of the conflict.


The basic grunt of the freedom guard side. They are armed with a laser
rifle. In packs of ten they are great for defending, scouting and for
small attacks. Once the phasing facility is built raiders have the ability
to phase underground. They are above medium speed, but are still quite
slow. Two or three of these can take out a spider bike without too many
problems, but there may be casualties in the process. Great for harassment
in-groups and individually, scouting and search and destroy are also quite
effective. Shredders make quick haste of raiders but raiders can take the
shredders out if in-groups.

4.2.2	Mercenary:		300c

While greatly outnumbered and under-equipped, the Freedom Guard was not
without its powerful benefactors. Indeed, it soon became clear to the
Imperium directorate that for the Freedom Guard to produce material and
soldiers at the rate they were demonstrating, they must be enjoying
substantial outside help. And it was no secret that any of a number of
large colonial manufacturing and shipping operations might well see the
potential of the Imperium's loss of direct control over their day to day
affairs as a positive development. It was in fact the case that one such
large shipping concern did decide to secretly aid the Freedom Guard. They
recognised that the principal thing the Freedom Guard lacked, other than
equipment, was experienced fighters - and they knew just where to find
them.
Renowned for his feats of strength and cunning, the fiery Jon Bard had
become a legend throughout much of the galaxy. Bard had been trained in
the Imperium military and was in fact a young officer on a transport ship
when he made the most fateful decision of his life. When his ship came
into port in Peyrak, he found that several of the items being unloaded
from the hold did not appear on his manifest. Upon investigation, he
discovered several crates containing neat stacks of  humans who were being
shipped, frozen, to some nearby mining colonies. There they would drone
away in caves in a condition of virtual slavery. Horrified by the
discovery of this secret cargo, Bard ordered the crates reloaded. He then
single-handedly seized control of the ship, killing the captain and
physically throwing his crewmates out onto the loading platform. Once
away, he "thawed" the captive passengers who instantly became his first
followers.
For years Bard and his group lived as fugitives and as such were forced to
train themselves to always be prepared for combat. When they were
approached by Encryton Shipping about joining the Freedom Guard war effort
as guns for hire, Bard and his band readily assented. It was in fact Jon
Bard who introduced the Freedom Guard to the effectiveness of the Rail
Gun, and it was this type of weapon that Bard's Mercenaries used to deadly
effect for the remainder of the conflict.

Hired from outside of the freedom guard, the mercenaries (mercs) have a
shoulder mounted rail gun and are very effective against infantry and
vehicles. In-groups they are deadly on structures. They are perfect
against tanks.

One game I played was three on three, I had my base screwed after being
attacked by three teams and a temporal rift. I managed to get a
construction rig out of there and one of my friends adopted me into his
base. After that I kept going broke since I didn't build a water
launchpad. But another friend who seemed so be rich kept feeding my ten
thousand dollars every five minutes. With that money I kept building mercs
and sent them in, in packs of twenty. I'd sneak them around behind the
enemies' base and rip a huge gap in their defense. Twenty mercs can do
serious damage, though it's not as effective as twelve sky fortresses I
managed to take structures out nearly as quickly.


4.2.3	Scout:		300c

The Freedom Guard Synod recognised early in their struggle against the
Imperium that they would never be able to match their enemy's armored
might. Instead, they focussed their efforts on the development of
alternate stealth technologies. An entire secret research facility,
Ascension Labs, was constructed for this purpose. Their investigation of
energised holoshielding produced a way to project a kind of 360 degree
holographic image in a confined area, allowing units to "disguise"
themselves as other objects. The image field is projected from a kind of
special energy suit. The earliest models of these were distributed to
troops involved in scouting and reconnaissance actions and permitted the
wearer to "morph" into virtually any similarly sized inanimate object.


She's pretty fast, and has great visual range. Though she cannot attack,
the scout is great for recon and for just placing on areas of the map so
you can see what kind of units are heading toward your base. Then if you
spot a martyr or a large tank you can get ready to move all your units
away and bring on your injured to take the impact of the martyrs. The
scout can morph into any object of the same size, which is pretty helpful,
but if you move around and the computer or anyone sees you then you are
most likely screwed unless you run and hide somewhere before they can
catch up to you. Therefore you cannot exactly run a scout into the enemy
base unnoticed, but when playing against the computer, if you attack with
spider bikes or something, they will be more worried about the offense you
have created to bother noticing walking trees. So just make a mild attack
then run a scout or two into their base morphed into a tree and put them
right outside their "weapons factory" so you then can see what they are
building. Another tactic that is useful for a bit is to use a sniper (see
below) and have her pick the martyrs and other deadly infantry off as they
run out of the training facility. But if you are seen nearby tanks will
soon be showing you what they keep stored down the barrels of their
turrets.

Moving a scout into the enemy base will allow you to be able to use your
artillieries to fire from large distance without getting close to see what
they are firing at. Therefore move a scout into the base and then begin
dropping shells on their base, after that if they are smart they will
probably search their base looking for scouts, so be careful, hide well or
run at the site of a tank.

A great strategy to use on the computer is to use your scout as a decoy.
If the enemy has a few men standing around the outside area of their base,
try sending a few raiders and a scout down. have the raiders set up behind
the enemies group of men, then run your morphed scout across the screen
catching their attention. They will all run to take the scout out before
it sees anything in their base, then rush your men up from behind and take
them out.

if you need to get a scout into the computerTs base, build a scout, then a
small attack group. As the group is attacking, send the scout into the
base, send it to the middle if you like, so you can see the whole base,
since the computer is busy defending from your small attack group, they
won't notice the moving tree sprinting through their base.

Unmorphed, scouts and snipers move a lot faster than they do morphed, keep
this in mind, especially if you are trying to outrun a spider bike which
spots you.

4.2.4	Sniper:		700c

The Synod found it useful to develop a team of specialised sharpshooters
to cut down on the Imperium's ability to spread out their infantry over a
wide area. These Snipers were outfitted with the same "morphing" equipment
as Freedom Guard Scouts.

Snipers are just like scouts but they can attack. They CAN fire at
vehicles but are more effective against infantry, "one shot one kill"
still effective against tanks and spider bikes, but they are not worth
giving away your position unless the vehicle is on red energy. They are
still very weak so they are good in defense since their shooting range is
pretty far away, therefore they can stand behind your other defensive
units and pick off all the enemies that come into range. Still placing
them in forests and putting them on guard is a great way to pick off
incoming infantry before they can aid in an attack.

4.2.5	Field Medic:		500c


The Freedom Guard did the best they could to save the lives of their
wounded soldiers in their grim war against the monolithic Imperium. Field
Medics were mostly volunteers with limited medical training who braved
storms of plasma fire to get to injured troops and, if possible, return
them to fighting condition. Many Field Medics drew criticism for a seeming
lack of compassion when treating patients, but battle after battle of
bandaging wounds and re-attaching arms could make anyone jaded.


These guys also don't wear body armour, therefore they do not take that
many hits to bring down. They are great for accompanying groups of
infantry, since when one of them gets hit, the medic will heal him
automatically. Or just lying around the base and healing the odd survivor
of a recent battle is fine for him, he can also cure those attacked by an
Amper, which also is another reason to have at least one or two in your
game. They aren't too fast but once they get to the injured, they'll heal
them as quick as a field hospital. Very effective, and saves a lot of
money in the long run.

4.2.6	Saboteur:		800c

A number of Freedom Guard mechanics actually had pre-war experience
working on Imperium machinery and equipment. Their knowledge of Imperium
construction technology meant in many cases that they knew precisely how
to quickly damage Imperium facilities.

Saboteur's can wreak massage damage upon the enemy structures. Except
before they can do that they have to get close enough to the enemy
structures. Luckily they have the ability like scouts do to morph into
trees and rocks. Once they get close enough to an enemy structure they can
cause up to half it's original health in damage.

A great strategy is to send a saboteur into the enemy base morphed as a
rock or plant. Then damage some buildings then send in a bunch of tanks to
finish them off.

4.2.7	Mechanic:		500c

While the Freedom Guard often ran up against shortages in men and
armaments, one thing they had in good supply was skilled mechanics and
field technicians. This was due in part to the fact that so many of the
Freedom Guard's number were descended from the old Exploratory Corps,
which through bravery and ingenuity colonised the galaxy. By necessity,
members of the Exploratory Corps over the years achieved a high level of
technical self-sufficiency, and this tradition has been carried on in the
Mechanic Corps of the Freedom Guard.


Like the Field Medic, they don't have that much armour, but are excellent
for their price. Not too great for going into battle, they usually get
wasted by tank hunters and other large explosion type units. But hiding
them behind a tree waiting for the war to end works well, and they are
perfect for defense, saving the tanks from having to drive all the way
back to the repair station.

4.2.8	Martyr:		600c

It was in the Freedom Guard's desperate defense of their water processing
facilities on Kendrick that the tradition of Freedom Guard suicide bombers
was born. One badly wounded Raider, Kit Aphaus, considered his position as
he crouched in a ditch waiting for the medics to arrive. What was the
point of the medics risking their lives to get to him and then wasting
their precious supplies on him? He was nearly twenty-five years old, and
because he was among the "marked", he would soon die anyway. Then a
desperate idea came to him. He had with him several of the concussion
detonators he and his group had been hoping to attach to the bottoms of
Tachion Tanks as they hovered by. This strategy had failed, but maybe his
new idea would work. If he was going to die anyway, why not take as many
Imperium troops and vehicles as he could with him. With a defiant yell, he
suddenly sprang up from his ditch with three detonators and ran screaming
toward a mass of Imperium tanks and Guardians. His commrades looked up
from
their hiding places, fascinated and horrified by their own identification
with the feelings that must have driven their friend to such a desperate
action. Suddenly, there was a gigantic, bright plasma blast. The ground
shook. A half dozen Guardians were strewn in pieces in the pass below, and
a Tachion Tank was flipped over on its turret. In response, a cloud of
Bions and Guardians emerged into the pass like angry bees.

"That's it!" cried the group leader, "We're goin'". Following his lead,
each Raider deactivated his phasing transceiver and ran straight into the
Imperium ranks. Several were cut down by Bion fire on the way, but many
made it through. The massive explosion could be seen from the portals of
Imperium ships in orbit above the planet. After the battle, Aphaus and his
commrades were accorded the highest honors and were even designated as
Martyrs for the Cause. In ensuing battles, a number of marked 24-year-old
Freedom Guard soldiers followed their examples. These suicide runs in fact
came to be seen as the most honorable way to die, and Freedom Guard
Martyrs remained a serious base defense problem for the Imperium for the
rest of the conflict.


Martyrs are perfect for a lot of situations. You can spread a few around
your base and hide them behind trees, then when the enemy attacks or does
a bit of scouting they'll run out of nowhere and blow them all up. You can
run them into the enemy base and take out some of their defense, a few of
them hitting their defenders will leave only a few people left for when
your "real" attack arrives. Martyrs are quite weak for attacking
structures, I found it took me about 20 martyrs to destroy an enemy
training facility. Martyrs are very fast, I find myself running martyrs up
to a remote base that has no defense instead of sending spider bikes.
Martyrs are a lot more powerful and are just as fast.

Try not to keep your defending men in groups, spread them out, otherwise
you'll be sitting there proud looking at how many men you have thinking
that no one could break through that defense, then a martyr comes up and
takes out 70% of your men. Better one to do then twenty-two.
                                        
--------------------
4.2.2	IMPERIUM INFANTRY
--------------------
4.2.2.1	Guardian:		150c

For nearly a century, they were known as "The Guardians of Order",
"Guardians of the Order", or simply "Guardians". They were the colonial
police force, a faceless symbol of Imperium policy and the will to enforce
it. Equipped with masked helmets, powered body armor, and years of
rigorous training, the Guardians are in appearance and action the
embodiment of the Order's creed: "the many as one."

Also known as the "Guardians of order" these have many similarities to the
freedom guards Raider. They are slightly more armoured and have a laser
rifle.
In groups these guys can be a real threat, they are great for harassing
and scouting.

4.2.2.2	Bion:		350c

Bions, bionetic fighting "men", were originally manufactured by Insignus
in small quantities and were intended to be anti-tank units and base
guards. So effective were they in their first engagements, however, that
they were soon being produced in large numbers. Bions are hard to bring
down and are useful against infantry, armor, air units, and even
structures.


Bions are heavily armoured cyborgs and are equipped with a plasma rifle.
They can shoot at ground units and at ariel units. They are also immune to
harmful gasses. Great for defense and with backup from tanks or other
infantry can make a devastating attack.

4.2.2.3	Exterminator:		500c

At first Imperium engineers were uncertain as to how to make the best use
of their new acid-based metal dissolving foaming agent. The advent of
hover suit troops provided the perfect delivery mechanism. The foam was
packed into pressurized grenades which explode into a cloud of burning
acid upon impact. The term "Exterminator" was coined by Marshal Ignatius
Arryat, who often referred to Freedom Guard Spider Bikes as "little
insects".


Exterminators have hovering ability thanks to their anti-gravity
generators. They also have acid grenades and are perfect against armoured
units. They have the best of both worlds, they can cross water and go up
hills where hover tanks can't, not bad for attacking, but better for
defense, they can stop both tanks and infantry with ease.

4.2.2.4	Suicide Zombie:		(requires hostage taker)

Once a standard solider, now a brainless zombie with a giant plasma bomb
strapped to their chest. Once the hostage take collects an enemy solider,
they labotomize the prisoner and releasing him ready to follow orders.
Just like the martyr, these guys are great against units, but week against
structures. They are a bit slower then the martyrs but they are free so
who can complain.

----------------------------------
4.3	Vehicles
----------------------------------

CIVILIANS: *** COMING SOON ***


-------------------------
4.3.1	FREEDOM GUARD VEHICLES
-------------------------

4.3.1.1	Spider Bike:		500c

Spider Bikes first appeared in the early days of the uprisings around the
remote settlement of New Star Colony on Gilwoch in 2589. The Bikes were
constructed to take maximum advantage of the steep grades of Gilwoch's
rough, hill-rippled terrain. So successful were their relentless lightning
raids that the Imperium, whose hover tanks were helpless to pursue the
insurgents up the winding slopes, was forced to abandon Gilwoch for good
three years later.

The freedom Guards prize unit, fast, cheap and powerful. They can go over
any terrain at full speed, and are very powerful against enemy vehicles,
but weaker to opposing infantry. Great in any situation, spider bikes fit
every profile of attack. They are the best choice for harassing and of
course scouting. Attacking in groups is always effective, and they are
also quite powerful at defending, if defending with tank hunters they are
awesome for defense.
*** More information to come ***

4.3.1.2	R.A.T. (Rapid Armour Transport)		450c


The workhorse of the Freedom Guard infantry, Rapid Armored Transports
(more commonly referred to by their acronym, "Rats") can move over almost
any surface, including water. (Special navigation fins were added after
the first production run.) The Rats can carry up to five infantry units
and use a technology similar to that used by Freedom Guard Scouts that
allows them to optically "blend in" with the surrounding terrain.

The freedom guards infantry carrier. The R.A.T. has the ability to
camouflage itself with it's current environment. Having a maximum of five
passengers, the RAT is perfect for sneak attacks or for setting up attacks
from several sides. Better still it can cross over water and you can fit
construction rigs in making it great for setting up new bases or new water
harvesting sites. The only downside is that it is defenseless to any
attacks if spotted, but it's medium armour will allow you to withstand
such attacks.
*** More information to come ***

4.3.1.3	Skirmish Tank:		600c

Eccentric tinkerer Ravor Hurveth was originally a designer of agricultural
machinery on Teron in the years before the Freedom Guard uprising. As the
war expanded, Hurveth was approached by his younger brother Jom, a Freedom
Guard officer, about the possibility of developing some kind of armored
vehicle that could provide sufficient support for his troops that they
could stand and fight against Imperium Plasma Tanks. Hurveth agreed to try
to put something together using parts from some of his heavy-tracked land
clearing equipment. The result was the sturdy, versatile little Skirmish
Tank, which Hurveth oufitted with twin rotating missile launchers. Many
Skirmish Tanks came to be affectionately referred to by their drivers as
"Hurveys".

Fast and powerful, the skirmish tank moves with low momentum, allowing it
to change direction quickly. Great for small harass attacks, and great for
defense, even for large attacks. Not bad for scouting, the skirmish tanks
are great in packs with tank hunters. Skirmish tanks can fire upon air
attacks as well as ground units, should be your default tank considering
it's fast, powerful and can shoot down aircraft. Though it cannot
withstand too many hits, it is recommended keeping a couple in your base.

In groups the skirmish tanks are awesome, if the enemy has a sky fortress
you can rush in and take it out with about nine of these. They are great
in defense, since they are fast they can zoom around your base defending
cyclones.

One skirmish tank can take down one cyclone, they both die in the process.

"skirmish tanks are awesome because they are treaded, fast, and can shoot
at air units
this versatility makes them the best unit in the game for defense"

Mark Major, mmajor@zebra.net

4.3.1.4	Tank hunter:		700c

When first introduced, Imperium Plasma Tanks boasted such great weapon
range and such heavy armor that they often went into action without
infantry or air support. They seemed virtually invincible. It was a year
before the Freedom Guard was able to counter, but when they did, the
results were dramatic. It was during the Imperium's Rehnnish
counter-offensive that a column of Plasma Tanks on patrol in the narrow
lanes of the "haunted forest" of Yepradii were suddenly overwhelmed by
what one Imperium survivor of the encounter described as "rolling sheets
of lightning". What wiped out the armored column was in fact a new kind of
Freedom Guard vehicle equipped with a short range electrostatic weapon
that crippled the Imperium's field absorption armor. These quick little
scorpion-like monsters could be devastating in close combat, but their
powerful weapon had extremely short range and was therefore most effective
in confined areas.
Two Tank hunters and a skirmish tank are a great combination for unit
erasing.
Tank hunters are awesome in any situation. They can take down infantry in
two or three shots. and are brilliant in packs. Being fast they can easily
manoeuvre over ruggered terrain and spring up in the enemy base and begin
their offensive tactics. They are medium armoured and have a short
electrical discharge as a weapon, which makes them hopeless for long range
attacks.
*** More information to come ***

4.3.1.5	Phase Tank:		600c

The ultimate tool for ambushing, Phase Tanks were modified versions of the
Freedoms Guard's earliest armored vehicle model, the T1 Reaper. Using the
same phasing technology employed by Raiders and Barden Mercenaries, a
group of them could completely nullify the range advantage of Tachion
Tanks by "popping up" right next to them. Relatively inexpensive, the
Freedom Guard ended up producing large quantities of these little "barn
roofed" tanks for much of the war.

Phase tanks are medium speed. They are weak but they can phase, which
allows them to grow a sort of protective shell over them as they phase
underground, kinda of like the batmobile. They can still take hits whilst
phased but not as much damage is applied. Good for defense, they can
unphase take out the unit and phase again. They cannot move whilst phased.
*** More information to come ***

4.3.1.6	Flack Jack:		500c

Flack Jacks are weak and have no defense against ground units. They have
ariel attacking capabilities but aren't that strong either.
*** More information to come ***

4.3.1.7	Triple Rail Hover Tank:		1300c

Great range, the freedom guard stole the hover technology from the
Imperium forces. It has 3 rail guns and has excellent range and armour.
These are great in defense and are an essential to any "proper" attack
from the freedom guard. In packs these tanks are deadly, not to great for
ruggered terrain all though, but still an excellent offensive tank.

In groups these guys can level your base in no time. Neutron Accelerators
don't do too well when confronted by a few of these, it is very hard to
defend if you have something blowing away half your base and takes out
just about anything you throw at it. Martyrs once again work well but
cyclones or other ariel attacks work better, and don't die attacking.
If you can get a few of these to come around behind the enemy base where
there is no defense and then shift into the centre of their base then you
can open fire and probably toast anything that comes at you. Take out all
the units and freighters around so they can't get cash nor build anything,
then begin work on the more productive buildings ie. training facility,
headquarters.

4.3.1.8	Hellstorm artillery:		1100c

It became clear after the advent of the Tachion Tank that Imperium forces
were best engaged at long range. During their successful attack on
Corlbad, the Freedom Guard encountered little-used Imperium S.C.A.R.A.B.s
(mobile heavy artillery), and it occurred to them that it made perfect
sense for them to develop this type of long-range weaponry for themselves.
The result was "Hellstorm" Artillery, which fired a rifled fragmentation
shell that had an extremely wide area of effect. The Hellstorms are
vicious from great distance, but move slowly and are very lightly armored,
rendering them rather hapless targets at short range.


The longest range in the game, this baby can fire over three screens
width. The problem is that it's not that strong, but still scary when
attacking to hear a large shell launch then to see the wicked explosion
that it emits. and great backup to your attacks, it can stand far back and
lob shells at the enemy. Slow and low armour makes them easy to be fixed
if ever they become a problem, it's best to have escorts when directing
them.
*** More information to come ***

"ArtilleryTs: Besides their amazing range, these long range tanks are very
week, I find myself leaving them for last when attacked, sine most of the
other enemies can do more damage. I do not find them at all threatening,
not even in groups of ten. They may be good as a decoy against
intermediate players, they will see a giant explosion and rush all their
men to the artillery, and from there you could sneak some scouts in or
send a sneak attack in from the opposite side. But as for actually blowing
things up, they are quite disappointing." anonymous.


4.3.1.9	Shockwave:		4000c

The Shockwave is slow and has low armour, but is awesome if you can get it
to the enemy base. In packs of 3 these guys can wipe out the target's base
in seconds.

**WARNING** Do NOT put a Shockwave in your base and put it on guard. If an
enemy comes and it's pointing in the direction of your base, it will fire
at the enemy and take out 70% of your base!

The Shockwave makes a big rumbling sound and notifies you verbally, so you
do have a chance to move your units, but structures you can say bye to.
If your unit is approached by a shockwaves attack, then either try to go
around it or if you don't have the choice, just run through it, it will
most likely survive since it will only be in it for a second. The further
away you are standing the more it will take out in radius. It grows bigger
and bigger as it goes, so being right up from will have only a small
radius. But if you are outside their base it will run through and grow
bigger and take more out. But don't be too far away since it has a limit
to it's distance before it steadies down.

When you tell a Shockwave to attack something they fire the Shockwave from
where they stand, keep this in mind if you are behind your base and tell
it to attack a base infront of yours thinking it will drive down there and
then launch the Shockwave.

Listed below is a table of what the Shockwave can take out and what it
can't take out.

Shockwave vs :		4000c

	Freedom Guard Structures:                  Imperium Forces
Structures:

Training Facility: dead					Training Facility:
dead
Advanced Training Facility: dead			Advanced Training
Facility: dead
Assembly Plant: dead					Assembly Plant:
dead
Advanced Assembly Plant: dead				Advanced Assembly
Plant: dead
Water Launchpad: dead					Water Launchpad:
dead
Taelon Power Generator: dead				Taelon Power
Generator: dead
HeadQuarters (1): dead					HeadQuarters (1):
dead
HeadQuarters (2): Red Energy				HeadQuarters (2):
Red Energy
HeadQuarters (3): Yellow Energy			HeadQuarters (3): Yellow
Energy
Field Hospital: dead					Field Hospital:
dead
Phase Facility: dead					Temporal Gate:
Yellow Energy
Advanced Phasing Facility: dead			Temporal Rift Generator:
dead
Laser Turret: dead					Plasma Turret:
dead
Heavy Rail Platform: dead				Neutron
Accelerator: dead
Air Defence Site: Red Energy				Air Defence Site:
dead
Camera Tower: dead					Camera Tower: dead
Repair Station: dead					Repair Station:
dead
Orbital Defence Matrix: Red Energy			Prison: dead
Lycean Treaty Hall: dead				Genetic Research
Facility: dead
Rearming Deck: dead					Rearming Deck:
dead
								Nover
Research Facility: dead

As the table shows, not much can withstand a Shockwave.


-------------------------------
4.3.2	IMPERIUM FORCE'S VEHICLES
-------------------------------

4.3.2.1	Scout Runner:		500c

Precursors of their heavier cousins the Plasma and Tachion Tanks, the
original Scout Runners had been created as armored single-manned patrol
craft to support light infantry actions during the Healean disturbance on
Feisis nearly twenty years before the emergence of the Freedom Guard.
Refined and refitted with a new propulsion system and special long-range
scanning equipment, the Scout Runner is now the perfect tool for probing
enemy defenses and uncovering the strike bases of Freedom Guard raiding
parties.


The scout runners are medium speed and medium armour, through my
experience they aren't too effective in battle against other more powerful
units such as tachion tanks but they are still great for defending and
harassing.

Scout Runners are great decoy attacks, send a few in and then sneak
something more devastating in from behind the enemies base.

*** MORE TO COME ***

4.3.2.2	Invader Troop Transport:		600c

A common sight in all the colonial administrative districts, these sleek
hover transports could rapidly bring packs of Guardians to any spot where
there was trouble. Modified at the time of the Freedom Guard uprising to
include a heavy turret mounted laser rifle, the Invaders were often able
to wade into ranks of heavily armed Freedom Guard Mercenaries and deliver
their passengers into the center of the battle.

They are fast and armed with a laser, but aren't even annoying when
attacking. But three of these full of bions is a great attack or just
using it as a quick way of sending infantry into battle. Also if you want
to start a new base and don't want to risk sending a slow weak
construction rig over unknown terrain, you can zoom about three and two
bions over in one of these. They are great but people do underestimate
them most of the time, so using these can sometimes be an advantage in
multiplayer.

4.3.2.3	Plasma Tank:		700c

Plasma Tanks became the principal symbol of Imperium enforcement during
the early years of the Freedom Guard uprising. Their smooth black outline
was the product of the streamlined design concept that was the trademark
of their manufacturer, Insignus, and gave the tanks an especially cold,
inhuman appearance.


Plasma Tanks are great in swarms or just independently. They have very
strong armour and their plasma Cannon is very powerful. This should be the
default tank of any imperium attack. Plasma tanks use hover technology
like most imperium vehicles, which allows for great attacks over water.
One or two of these are great for defending, and are quite effective on
moving trees if they do see one. Search and destroy they aren't that bad
on and harassing works but not as well as some units harass.

Since you can build these right at the start of the game, building a few
scout runners and these are an early attack that could put the enemy back
quite a bit. It is possible to build some and attack the enemy and then
build more and send them in to back them up, a few more times and you
could win the game before it even starts.

4.3.2.4	Amper:		500c


On the cloud-shrouded world of Amataur there is a massive edifice that
dominates one of the larger islands in the phosphorescent Regen Sea.
Inside is one of the Imperium Directorate's most closely guarded secrets:
the Arcundrel Life Research Center. Despite its benign name, it is rumored
that the center is home to some of the most deplorable human research
experiments ever conceived. Many of the technicians who staff the facility
are in fact products of some of the cybernetic research that is carried on
there. (It can be fairly assumed that much of the research that went into
the development of Bions took place at the Arcundrel Center.)
It was the Shadowhand that initially suggested to the directorate that
some of the Center's research into biotoxins might be put to good use on
the battlefield. Soldiers who were badly wounded could be shot full of a
kind of adrenal booster, giving them a burst of fighting energy. The
boosters were toxic, and ultimately fatal, but the idea was appealing to
the military because it meant that engaged troops could stay in the field
longer. For the delivery of the required biodarts, the Shadowhand
recommended using some of the cybergenetic creations that worked in
Arcundrel. Accepting the Shadowhand's suggestions, the Imperium High
Command soon put into action several teams of these tri-legged, half-human
monsters. In time they found that the "Ampers", as they came to be called,
could even be used effectively against healthy Freedom Guard infantry.
Upon seeing these creatures in battle, Freedom Guard leader Gerhad
Bantrill observed, "If any are still in doubt as to the justice and
urgency of our cause, they need only see this horror and the infected
character of our enemy will be made undeniably plain."

The Amper is the imperiums solution to the field medic, unlike the medic
though it heals the units to full health with a special dart, which then
slowly decreases the units health until he dies. Great for giving your
almost dead guys one last bang and if you can sneak an Amper into the
enemy base you can fire a few darts into their infantry and let them die a
slow death.
The Ampers speed is quite slow which means that they shouldn't really go
cross country by them selves, they are also quite weak and cannot see very
far, which are some more reasons why not to make Ampers be independent.

4.3.2.5	M.A.D. (Mobile Air Defence) 800c

The new M.A.D.s came off the Insignus production lines just in time to
help defend Imperium tanks at the siege of Indra against airstrikes by
heavy hitting Freedom Guard Outriders. The M.A.D.'s weapon is of the more
curious employed by the Imperium: a charged, bladed orb that could, if
scoring a direct hit, cut an Outrider or Sky Bike to pieces. Most Insignus
vehicles are equipped with hover capability, and the M.A.D.s are no
exception. They are excellent for defending artillery batteries from
sudden air attacks.

The imperium's strong anti-aircraft, they fire bladed orbs at the enemy's
aircraft and can be very dangerous against air units if exposed to these
babies for too long. Just like the flak jack they have no defense against
ground units and should be guarded at all times. They have good range and
speed but are quite weak and cannot handle too many hits.

Since they are hover units it's great to put a few out on water and waste
enemy air units as they think they are going to be undetected until they
hit your base. Also having a few scattered behind trees in your base and
one or two in the enemies base (make shore they are well hidden) can be
great defense against incoming attacks.

4.3.2.6	Shredder:		700c

Perhaps the best example of the Imperium's twisted ingenuity, the Shredder
existed in fantasy before it existed in fact. As legend has it, many years
ago, unruly prisoners interred at the old Jovian Detention Facility were
shipped off to work in the quarries on Callisto. Those who were captured
trying to escape were said to have been slowly dismembered in front of the
other prisoners with the huge circular saws used to cut out large sections
of the rock. (While this may have never really happened, the stories were
well known to generations of misbehaving children descended from the ranks
of the old Exploratory Corps.) Imperium General Feileen Hextar decided it
would be clever to revive these rumors as a prelude to the introduction of
the frightening new anti-infantry weapon that the old story had inspired.
Many of the earlier models of  Hextar's new "Shredders" were in fact
manufactured using re-tooled circular quarrysaw blades. These fiendish
unmanned disks of death cut down scores of Freedom Guard Raiders in their
first action on Teron.


Anti-Infantry slayer, great for killing units but it's best to put these
on low damage tolerance since they go down quick if the units get too many
shots into them. They are named great since shredding is what they
actually do, they are a bit slow to respond and if you "shred" one unit
they usually don't do anything after that unless you command them to
attack another unit, ie. you cut up a unit and then it'll just stand there
instead of moving onto the next unit. Medium armoud and quite fast
shredders are great for defending against infantry attacks, or making life
easier for your tanks when attacking the enemy.

Building nine or so of these and putting them on search and destroy is a
great way to slow down the enemy if you have the cash.

4.3.2.7	Hostage Taker:		600c

Despite the fact of the Directorate's growing concern over the
increasingly independent activity of the Shadowhand in Imperium affairs,
Imperium field commanders continue to support the cooperative use of the
Shadowhand's Hostage Taker vehicles in military campaigns. Their desire to
continue in this relationship stemmed in part from their frustration in
trying to find a way to respond to the suicide attacks of Freedom Guard
Martyrs. Representatives of the Shadowhand had promised the High Command
they had a way to serve the Freedom Guard a taste of their own poison. Few
details were offered. When Imperium generals expressed their reservations,
the Shadowhand responded by arriving uninvited on the battlefield with a
whole platoon of these evil, body-sucking monsters. "Demonstrations" were
first made of a small group of Freedom Guard prisoners being guarded
nearby. Almost in an instant, each man was sucked into the dark maw of the
hump-backed beast. The officer in charge was incensed. "We were going to
question those people!" he protested. "Questioning?" responded the unnamed
Shadowhand operative. "It is fortunate for the Directorate that our
methods are not so primitive. If you want to know what they knew...ah,
yes. It's coming across just now." He handed his personal console to the
dumbfounded Imperium commander. "And now, observe." He gestured toward the
rear of the vehicle, where one by one the men who had so recently been
sucked in suddenly emerged. Each had a kind of pack strapped to his back.
They did not speak and barely even twitched as they stared blankly
outward. "And now," intoned the operative softly as he gently struck a key
on his console. Suddenly the prisoners' eyed shot fully open and each man
spun on his heel and began running full speed out of the encapment and
back in the direction of the Freedom Guard's base. Moments later, loud
concussions could be heard from the same direction. The officer in charge
smiled at the operative, and the partnership was born.


Can only be used against infantry, the hostage taker snatches away an
enemy unit and lobotomies him leaving him under your command. Better still
they have a huge bomb attached to them, almost identical to martyrs except
that they are slower, you can then send the unit into the enemies pile of
infantry outside their training facility and blow them all. Hostage takers
are great if the enemy has a lot of units on patrol around their base, you
can one by one take them and let them out as a changed man, then select
them all and charge into the enemy base.
Hostage takers have strong armour and are medium speed.

build a hostage taker and then ten guardians, then get your hostage taker
to attack them by pressing "A". This will cause him to labotomise his ally
and turn him into a zombie. This will make a cheap way of having martyrs
instead of paying 600c with the FG you can use the imperium and make them
for 150c. But zombies aren't the equivalent of a martyr, they are slower
for a start, but this is a cheap way of making them and without risking
going into the enemies base to fish, and it's also faster. If you then
manage to sneak a few into the enemy base then they're in for a big
suprise!


4.3.2.8	Tachion Tank:		1300c

The most awesome war machine ever created by Insignus for their Imperium
clients, the Tachion Tank, with its revolutionary field-absorption armor
and powerful tachion cannon, stood as the unchallenged behemoth of the
battlefield for nearly a year until the Freedom Guard was able to counter
with new technologies of their own. Even when cut off or surrounded, the
Tachion Tank is far from helpless: the Imperium high command directed that
it be outfitted with a powerful neuclonic disruption self-destruct
mechanism to prevent its ever being captured and replicated.


Just one of these is enough to make the enemy retreat from their once
strong attack, the tachions are extremely strong, fast and heavily
armoured, and have great range. Building six of these can sometimes be
fatal. With support from any anti-aircraft such as bions or M.A.D.'s most
people won't even bother defending if they see you approach their base,
they'll probably sell everything and move on. Six is enough to wipe out
any defense they have, such as neutron accelerators and skirmish tanks.
Because of their range you can even stand outside of the range of a
neutron accelerator, tachion tanks are cheap for what they can do, and can
take a battering without a worry.

I found it a real pain having 26 bions and having them all wasted when I
was attacked by six "tachion Tanks".

4.3.2.9	S.C.A.R.AB. (Self Contained Armored Ranged Artillery Battery):
1300c

The S.C.A.R.A.B.s (Self Contained Armored Ranged Artillery Battery) were
one of the earlier projects undertaken by Insignus. They were actually
little used in the first years of the conflict because Imperium commanders
had such difficulty identifying fixed Freedom Guard targets at long range.
In the defense of Corlbad, however, they proved to be of great value when
they were used for the first time in combination with new Imperium Recon
Drones, which supplied them with the necessary targeting information.
S.C.A.R.A.B.s were also the first vehicle to employ Insignus' experimental
exoskeletal shielding. The shield provides extremely effective protection,
but is impractical for use with tanks because it prevents movement and
weapon fire.


A SCARAB can't take too many hits, and like the artillery isn't too
powerful, but it has great range and that's the main point of using them.
Offence is it's specialty, you can have one of these on the other side of
a river firing and it will rip apart enemy infantry leaving the base, even
for defense it's great, have a few men hiding behind trees so you can see
what's coming, and they will pick them off as they come, by the time the
enemies attack arrives at your base it will be one or two men since the
SCARAB took care of the rest. Since it cannot take too many hits, this
unit can enclose itself in an "retractable armored exoskeleton" and shield
itself away from enemy attacks whilst it waits for backup to arrive.

Great for backup whilst your tanks and infantry attack, you can have
tachion tanks and phase tanks hitting all the units whilst the SCARAB's
launch projectiles demolishing all the structures.

The SCARAB has hover technology, therefore it can hover over water but has
problems elevating over ruggered terrain.  Though since the enemy probably
won't be able to see you over water you can sneak in almost undetected,
and launch fireballs at the enemy and they'll send all their men over past
the water thinking you are firing from behind the river, not on it.

---------------------------
4.4	AIRCRAFT
---------------------------

--------------------------------
4.4.1	FREEDOM GUARD AIR UNITS
--------------------------------

4.4.1.1	Sky Bike:		800c

Ravor Hurveth's Skirmish Tank design was so lauded that the odd little
inventor was next asked to figure out a way to make a "flying Spiderbike".
Hurveth's design was clean and elegant. The heavy wheels and springaxles
were removed from the bike body, and strong, lightweight berrite wings
were added. Common Streamjet engines, standard equipment on many
recreational vehicles, were installed in the rear. The first models also
carried rail guns, but their firing mechanism caused so much in-flight
instability that they had to be replaced with high-velocity Stip missiles.


The Sky Bike is a modified spider bike used for airial recon and hit and
run attacks. Though it is quite weak and not very powerful, it's speed
allows it to do great recon and be able to hit enemies and leave at the
first sign of trouble. Building sixteen sky bikes can make a great attack
and can stop most defenses, but use only once or twice and hit hard the
first time since most people will then build crushing air defense that sky
bikes can't handle.

Just like all airial units, the sky bike must rearm itself when it runs
out of missiles at the rearming deck.

4.4.1.2	Outrider:		1400c

The outrider isn't as fast as the sky bike but it is a lot more powerful,
it is armed with  air to ground missiles which leaves it defenseless
against other air units. Backed up by flakjacks or sky bikes is usually
essencial if you want your outriders to survive.

They can take a fair few hits since to their great armour, they arn't bad
for attacking but are better for backing up attacks laid in by ground
units, plus good for taking out incoming attacks before they arrive at
your base.

Swarms of outriders can take down any ground unit with ease. Watch out for
bions since three or more can take care of the outriders, but against
other infantry they can fly over and take them out and fly off to the next
target.

-------------------------------
4.4.2	IMPERIUM FORCES AIR UNITS
-------------------------------

4.4.2.1	Recon Drone:		400c

Lightly armoured, cheap and very fast. These guys can zoom into your base
and zoom out without you even knowing it. They make a good decoy to get
enemy units firing at it whilst you attack their structures but are a lot
better for recon than just punching bags. Having a lot of these around
makes it easy to see incoming attacks and send a few tanks out to meet
them half way.

At the start of the game they are great for recon, but as the game
progesses they are perfect for allowing artilleries to launch their fire
projectiles into the enemy base, and for working out the most deserted
areas of the enemies base so you can teleport construction rigs and bios
into their without the enemies knowledge.

4.4.2.2	Cyclone:		1500c

Small military aircraft had been largely unnecessary for the Imperium
until the advent of the Freedom Guard insurgency. In 2609, Insignus, the
Imperium's principal military engineering firm, offered a new design: a
light, fast attack flyer that could break and spin at full running speed
and come to a dead stop in mid-air. These "Cyclones" proved the perfect
tool for chasing down swift Freedom Guard Spider Bikes as they scurried
back to their hilltop hide-outs after raiding expeditions.


Cyclones: Cyclones are extremely powerful, in groups of twelve they can
take out anything that comes at them. Recently I was attacked by
forty-eight cyclones, it was an eight player game, and he just flew from
base to base wrecking everything in site, after a while they became a bit
uncontrollable since it began slowing down the network, but it was
impossible to defend agains that many cyclones and the game ended very
quickly. To avoid attacks like that, if you are the imperium build "anti
aircraft", build four of them and put them next to eachother, then put
four of them in each corner of your base and one in the centre. it is very
costly but in the long term it's better safe then sorry, also once that is
complete, if you ARE rushed by thirty sky bikes or cyclones then your
allies will end up running their last construction rig to your base for
shelter. Not many people do this because they don't think they will be
attacked by aircraft, Man people build turrets and try to get ready for
scouts and tripple rail hover tanks, a good war general won't limit
themselves to the ground, but then again they shouldn't rely on airial
attacks to always be succesful. Strategy is the key, and once you have set
up defense you will be able to concentrate on strategy.

If you build eight sky fortresses, then it's a good tactic to bring along
four cyclones to defend against sky bikes, then you can keep the sky
fortresses in the enemies base protected until they recharge and blow up
the next building.

4.4.2.3	Sky Fortress:		2500c

The Imperium High Command was determined to use every weapon at their
disposal to ensure that their campaign to take Gunawan was successful. To
this end, they unleashed their newest air terror, the "Sky Fortress".
These massive ring-shaped behemoths float over the landscape as placidly
as old-style dirigibles, but this image of tranquility is shattered when
they let loose a discharge from their massive plasma compression weapons.
Despite its tremendous firepower, the Sky Fortress is ponderously slow and
makes an easy target for ground based Freedom Guard Flak Jacks who scan
the skies searching for signs of these hulking monsters looming over the
horizon.


Sky Fortresses are very expensive and take a while to build, once built
they only get one shot before having to recharge. Once again recharging
takes time, this is great for sending in as a war starter, you can send it
in and take someone's defense and then move in the tanks, on the other
hand they are great for after a war, once most things are gone you can
move one in to finish the base off. They are slow moving but they hold the
most powerful plasma blast known to man. It's best to destroy all the
skybikes or cyclones the enemy might have with cyclones before moving the
sky fortress in. In packs of eight skyfortresses are awesome, no if they
all fire at the same time they'll total any building you choose, have
cyclones wait around them until they recharge and then open fire on
another building. Not even a headquarters (3) can withstand eight blasts.


-------------------
5.	SECTION THREE
-------------------


---------------------
5.1	STRUCTURES
---------------------

---------------------
5.1.1	FREEDOM GUARD TOWERS
---------------------

5.1.1.1	Air Defence Site:		1000c

These structures fire rapid pulse lasers at incoming aircraft. They will
take down any air units that hang around too long in their range.


*** More information to come ***

5.1.1.2	Laser Turret:		500c

This is the standard defense structure. It can fire at ground and air
units, can build instantly once you have a headquarters. It hasn't got the
best of range but can take down enemy infantry once they are in range, but
can fall quickly to more advanced units such as tachion tanks. Great for
basic defense when you first start, and once you get into the game back
them up with one or two heavy rail platforms. A lot of people forget to
build air defense or don't bother, and usually go down later on in the
game, but these laser turrets aren't too harmfull but still scare off the
first jet or two before they realise that the jets aren't really getting
dammaged.

5.1.1.3	Triple Rail Platform:		1700c

These are expensive compared to standard laser turrets and take a long
time to build, but once set up are equiped with two gattling rail guns
that can finish most vehicles that cross their path. They have good range
and often force the enemy to retreat several times until they figure out a
statergy that works to destroy them. They have no ariel deffense but in
combiniation with an air defense site can make strong holds for your base.

Triple Rail Platforms can be annoying if someone sneaks one outside your
base or near a water spring you are currently harvesting from. Tachion
tanks are great against them, so are air units.

----------------------------
5.1.2	IMPERIUM FORCES TOWERS
----------------------------

5.1.2.1	Air Defence Site:		1000c

Most people don't try to attack these structures from air, they just avoid
them completely, they fire quickly and don't miss, which always scares off
aircraft in the vacinity. They are great for their price and if you have a
few of these in the middle of nowhere they can wear down enemy aircraft as
they fly in to your base for an attack, which then makes then an easy kill
when they finally arrive at your base.

5.1.2.2	Plasma Turret:		500c

Great for ground support when just starting up your base, and have the
ability to shoot down enemy air units if they stay in range for long
enough. Not really effective against air units but can scare them off long
enough for you to build some propper air defense. Against anything more
than a plasma tank they can go down, and bions can keep out of range and
fire at them. Still good to keep the enemies ocupied whilst you build some
mobile defense and against weaker infantry they are great weapons of
destruction.

5.1.2.3	Neutron Accelerator:		1700c

Not only is their range strong, but they can take down almost any infantry
with one shot. They are very strong against rushes and can keep the
enemies away until they decide on a stratergy that may take down the
neutron accelerator, which usually fails the first time. They have no air
defense which leaves them open to air attacks if no bions or air defense
sites are up. In pairs of two they make almost impossible structures to
destroy, but artillieries in groups of twelve can take them out in time.

-------------------------------------
5.1.3	FREEDOM GUARD PRODUCTION FACILITIES
-------------------------------------


5.1.3.1	HeadQuarters:		750c

This structure allows building of construction rigs and other buildings.
This structure is a necessity, and can be upgraded twice. Because of the
price, and how they can build rigs, they are great as a weapon of attack.
If you send a rig into the enemies terretory you can begin construction of
a headquarters, from there you can pump out rigs and build turrets and
training facilities.

5.1.3.2	Training Facility:

Training Facilities allow production of infantry. It can be upgraded once
to an Advanced Training Facility. The units it can build alone before
other structures are built are, Raider, Mercenary, Martyr and the Sniper.

5.1.3.3	Assembly Plant:		2200c

This structure allows production of vehicles and eventually air units. By
itself it can build spider bikes, freighters, tank hunters and skirmish
tanks.
Assembly plants can be upgraded once to an Advanced Assembly Plant.

5.1.3.4	Water Launchpad:		2500c

Water Launchpads are used to harvest water to gain credits. This is you
income. They come with frieghters and do not effect unit construction,
just allow you to harvest water.

5.1.3.5	Taelon Power Generator:		2000c

Taelon is a source of energy, taelon power generators give you a certain
ammount of energy, they also come with a freighter that can be used with
either taelon or water. If you harvest taelon (taelon look like green
patches on the groun) then you can get more energy and boost up your
energy supply.

5.1.3.6	Field Hospital:		500c

Once built you can heal injured men with this structure, it also allows
you to build medics. These are very helpful and fast, and can bring almost
dead men back to life again.


5.1.3.7	Phase Facility:		1200c

A Phase Facility allows you to phase underground  using the phase
transport. You can upgrade it once to an Advanced Phase Transport, which
allows certain units such as Mercs and Raiders to to phase (turn
invisible) whilst they are still. But they cannot fire nor move whilst
phased.

5.1.3.8	Camera Tower:		200c

Camera Towers are tall towers with a  camera allowing you to see long
distances ahead, that is the only feature they have use for.

5.1.3.9	Repair Station:		800c

Repair Stations allow you to repair your damaged vehicles and also allows
you to build medics which are just like mobile repair stations in their
motive but are a lot slower at repairing. Repair Stations should be an
essential in multiplayer games.

5.1.3.10	Rearming Deck:		1000c

This Structure allows construction of air units... Assembly plant
required.

-----------------------------------------------
5.1.4	IMPERIUM FORCES STRUCTURES
-----------------------------------------------

5.1.4.1	HeadQuarters:		750

Headquarters allow production of construction rigs, and give you access to
building all other buildings. They are necessary for construction of a
base. They can be upgraded three times.

5.1.4.2	Training Facility:		1500c

A Training Facility will allow production of infantry, it can be upgraded
once to an Advanced Training Facility once the headquarters has been
upgraded to a HeadqQarters (2). The standard units that can be built after
completion of this structure are the Guardian and the Bion.

5.1.4.3	Assembly Plant:		2200c

This structure allows construction of vehicles, once built they can build
scouts, plasma turrets and freighters. It can be upgraded once to an
Advanced Assembly Plant.

5.1.4.4	Water LaunchPad:		2500c

This structure allows you to harvest water to gain credits. The Water
LaunchPad also includes a freighter which does the actual harvest. It can
harvest both water and taelon.

5.1.4.5	Taelon Power Generator:		2000c

This structure boosts your energy up a notch, it also comes with a
freighter which can be used to harvest either water or taelon.

5.1.4.6	Repair Station:		800c

Repair stations repair your damaged vehicles, they also allow construction
of mechanics which can also repair vehicles and are mobile, but are a lot
slower at fixing them.

5.1.4.7	Field Hospital:		500c

Field Hospitals heal your wounded infantry and allow production of field
medics which can heal wounded infantry, much similar to the mechanic.

5.1.4.8	Temporal Gate:		1800c

This structure allows you to teleport three units to a destination that
has been researched on the map (non black areas). It takes time to charge
but then instantly teleports them there.

5.1.4.9	Temporal Rift Generator

Once built, this structure can create a large temporal rift in the area
you choose, though itTs radius of destruction isnTt that large in diameter
it will wreck ANYTHING that stands in itTs centre. You can use once and
then wait for it to recharge before using it again.

This is great if your friend is the freedom guard. They can Shockwave from
two different directions into the centre of the enemies base, you can then
rift their headquarters, no structure will be left and then send in some
tachion tanks to wipe out any construction rigs that are still alive.

"Once you have enough units and defenses to protect your base. Build a
rift generator and kick arse. "
				Tim Gunn, Timgunn@eastwind.com.au


5.1.4.10	Camera Tower:		200c

This is a tower with a camera on it that can see a great distance.

------------------------
6.	SECTION FOUR
------------------------

--------------------------------
6.1.	MULTIPLAYER TACTICS
--------------------------------

6.1.1	Offence:

Large LAN games: If you are in a game with more than 3 people in the game,
if another team is attacked, use this to your advantage. While they are
building heaps of men and sending them all into battle, work out which one
of the two is the bigger threat. Is it the one attacking, if so if I took
him out would the other guy be a bigger threat? Or should I attack the
other guy whilst he's down and finish him whilst he's trying to defend
from the other attack? In most cases it's best to hit the attacker, he'll
usually have all his units up in the enemy base and he'll be looking at
the enemies base controlling all his units and not really looking at his
base. From there you can send down a large attack force and work out the
best strategy to take him out. One would be to cripple his cash by taking
out all his structures, he won't notice this is happening since there will
be no "enemy engaged" notification since he is already engaged in a
battle. Or you can take out all his construction rigs and then use about
twenty mercs on his headquarters. If he does have men in his base still
then try to use martyrs to fix them since they are quick and will take out
a radius of men, instead of firing one by one at each unit. If you take
out all his rigs and his headquarters in most cases it will neglect him
from building any more structures, temporarily anyway. The basic way to
win a war is to work out the main threats and eliminate them. Break them
down into steps, such as

* Blue team is a threat
- Buildings allow production, stop them and he has only what he has right
now          to stop me
- Construction rigs and headquarters allow production of other buildings,
   take these out.
- Assembly Plant allows production of vehicles. Take this out and it will
stop tank production.
- Training facility allows production of infantry, take this out and no
martyrs or raiders to stop me.
- Temporal Rift Generator could screw me up if the enemy has one charged,
he
   could come back and win by using it.

With that worked out you can easily hit each production facility and any
other threatening structures right away and cripple his defense. After
that they will only be able to attack with what they've got but those
units will probably die trying to attack the enemy and won't even get a
chance to attack you.

Map dominance: One great tactic is to gain ground at the start of the
game. Deploy your basic base (training facility, headquarters, taelon
power generator and water launchpad) then send three construction rigs in
different directions. Once you have found water holes build a headquarters
and then from there build three more construction rigs. These rigs will
then build a water launchpad, a training facility and a laser turret. Or
you can just use that one scouting rig to build a water launchpad, but if
that base is found then it will be a lot harder to defend. During the time
of building go about your normal game building offense and defense for
your main base. Build a few turrets in that area so your bases won't
crumble at the first sign of enemies. If during this time you built a lot
of harvesters and taelon generators, then you should be swarming in cash.
Most people think this is your only base and don't know about your REAL
base until later on in the game. Plus the bonus of having multiple bases
is that not only does everything build faster but if you're under attacked
you can still build and live a normal base life without any worries of
your whole base going down. Since if the worst comes to the worst that's
just one base less.
Whilst people are working on one base you can go about harvesting and
building up attacks and hit them whilst they are focusing on your decoy
base. And if your defense is good enough then you won't have to worry
about much.

In every RTS game I've played one of the best strategies was to take out
their rescources, in other words stop their income. I remember in Warcraft
2 having a few knights outside a gold mine slaying peasents and pions as
they came in and out of the hold mine, or having a few catapults on the
other side of the river slaying the pions as they ran out with their gold.
And of course in C&C choppers, sending 5 of them onto one harvester was
enough to screw their income for good. and the same goes for stealth
tanks,
4 of them waiting in the tiberium patch could unstealth take it out and
restealth before the enemy could check what happened. Therefore, in
Darkreign one great strategy I found was making 2 martyrs and some other
infantry or tanks. Something small is preferable so you can hide them in
the bushes. send your men to the enemies water hole, put the infantry in
the bushes guarding the water along the path the harvester takes, then put
two martyrs near the water hole, the harvester will come along and be
opened up on by the infantry, then the martyrs will completely take it
out, two is enough, but the infantry are their just to make shore it dies.

The imperium forces are great for sneak attacks I found. Using a fast
tank, or recon drone, send it in and look around for an empty area that
the enemy has chosen to neglect, such as in the bushes, make shore no
infantry are around. and make shore it's flat and open enough to build on.
load up 2 construction rigs and a shredder into the teleport (shredder is
an option, just incase you failed to notice a few martyrs about) then
teleport them to the empty location. Once in lay down a "main building"
and a gun turret. Once they are built build more construction rigs and
build a "barracks" and pump out some infantry, then build the big turrets
and a "site post". If you manage to get every single one of those
buildings up then you have basically won the game, it is quite easy to
build all of them you just have to find the most empty spot in there, even
if you just find a small area in the bushes you can build a "big turret"
and a site post, and manage to set camp there for a while. But from then
on you can teleport a Shockwave and others to that location, you will
finish them in notime. If they have lots of cash, they could perhaps build
spider bikes and martyrs and try to come back. But the best strategy for
preventing this form of attack is to have martyrs littered allover your
base, then when they teleport you can take all three in one big boom!

Shockwave diversion:

Send three construction rigs into the enemy base on the opposite side of
where you want to hit. Begin building structures such as turrets and so
on. The enemy will see this and try to stop you from building, they will
concentrate on destroying those three work in progress structures since it
is important that they don't get up, at least to him it will be. Whilst he
is attacking those structures, move your slow Shockwave as close into his
base as you can, he will most likely be looking at the structures being
built and not look at the Shockwave in his base. Carefully aim so you can
do the most devastating Shockwave as you can and then waste his base. Then
send some tanks in to finish what evers left. If you have the time to line
up the Shockwave and if you can get close enough, you can take their whole
base sometimes leaving only their headquarters on yellow energy ready to
be waster by triple rail hover tanks.




6.1.2	Defence:

Nail in the coffin: After 10-20 minutes into the game, work out where the
enemy sends their big attacks, ie.if they send 20 men on a certain path.
In most cases it'll be near some trees out of site, probably to the side
of your base. Place 3 martyrs along that path, near corners so when
the martyrs see the enemy they will all be in a bunch going around the
corners. That way if the first martyr doesn't get them the second will.
The third is a backup, incase they have some heavy stuff coming, just to
be
prepared. That way by the time the tripple rail hover tanks get to your
base they should only take one or two shots, and if you've worked out
their main attack paths you'll probably have some turrets ready anyhow.

Stopping those damn artillery attacks: If you are under attack by several
artilleries, try building 4 martyrs (they are fit for everything!) and
sorround the artilleries and charge in. They should fix all your problems.

Corking the plug hole: Also if you have worked out their main attack
paths, put some scouts around those paths, that way you'll know when they
are attacking and you'll also know what's in stall for you. Then if they
have some martyrs you can move your infantry away and bring on the injured
to take the hit, or if it's an artillery, sneak some tank killers around
behind them and hit them before they hit you. If you open fire from a long
way away, it's most likely they have some scouts in your base, select a
few men and float the cursor over some of the trees, if it turns red click
and toast the scouts.

Cautiousness: Try not to keep your defending men in groups, spread them
out, otherwise you'll be sitting there proud looking at how many men you
have thinking that noone could break through that defense, then a martyr
comes up and takes out 70% of your men. Better one to do then twenty-two.


A 2nd chance: What to do if you are in a six player and up game and you
lose your last man: If you have allies tell them to give you a
construction rig through the comm area. If you have no allies, try
offering 5000c for a rig, most people will take it for 2000c. Then you can
start your base back up if you have the cash.

"Make sure you have some boys scouting out past your base so scarabs don't
cause havoc. And have shredders scouting your base to kill any unwanted
morphed trees."
Tim Gunn, Timgunn@eastwind.com.au



---------------------
7.	SECTION FIVE
---------------------




--------------------------------
7.1	WHAT GOOD ARE MARTYRS FOR?
--------------------------------

"Well if Martyrs weren't already in Darkreign I was going to put them in,
except I would have made their explosion much more greater, I've always
imagined technicians from C& with a nuke strapped to their chest running
into the enemy base saying "okay" in their high tone voice. But hey
Activision beat me to it."

Martyrs are hopeless against structures, and against more heavily armoured
units such as tachion tanks they aren't too much of a threat, tachion
tanks take about four martyrs to take out which is 2400c which isn't
really worth it. But Martyrs are great against incoming infantry. Who knew
that a suicidal 25 year old can make great defense? Though some of these
tactics have already been discussed throughout this manual, they are
repeated again here with some new tactics.

Put a few martyrs behind trees inside your base, they make great hard
hitting defenders. Their once large attack group shrinks down to three
half dead men when they approach your base and a martyr or two jump out of
nowhere and can their butts.


If in a multiplayer game, you notice the enemy stacks their men up outside
their base, sneak a few martyrs close in, and one by one send one in to
take their whole group of men waiting outside of their training facility.
After a while they will stop leaving them out, but be patient, soon
they'll forget and go back to their old habits. People always build heaps
of men then get preoccupied with other things and leave them all in idle
standing outside of their training facility and assembly plants.

If your base is under heavy attack from lots of infantry and plasma tanks,
build some martyrs and rush them into to bring down the main attack, hit
the harder areas to stop them and then begin construction of some spider
bikes and triple rail hover tanks.

At the very start of the game send a few in one at a time, it will really
slow down the production of the enemies men, since you'll blow up anything
they build. I did this once, then the enemy built neutron accelerators to
stop me from attacking then artilleried my base to death, followed by a
rift. It's a good strategy but in eight player games, people can get kinda
pissed.

Always have Martyrs handy, if you see a Shockwave incoming then you can
fix it quick! They are quite fast and don't have to poise and fire then
reload, instead they hit once but hard, and one or two is enough to stop
any shockwaves from bothering you.
Spread your base out, then shockwaves and rifts wonTt be able to take you
in one swoop. Plus scouts will be able monitor less than they could in a
cramped base.

Martyrs are great for breaking the defense barrier that the enemy might be
holding. If it's mainly just infantry and tanks, send a few martyrs
(preferably eight) down to clear the road for when your triple rail's
arrive. And have artilleries back u up.

Martyrs are best used against groups but are still good against single
units, such as if you know u gotta take that scout out before the
artillery get's to aim and so on.

---------------------------------------------------------------
7.2		TEN SIGNS YOU'RE ADDICTED TO DARKREIGN
---------------------------------------------------------------

1: You're not aloud to go out of the house because you're grounded, so you
decide to "phase    transport" into the ground, 5 minutes later you
surface in your best friends bedroom.

2: You sell your house and move to Texas, so you can get a better
connection to activnet.

3: You see a girl from school you like, and are following here around
school. When she turns    to look at you, you yell "copy" and morph into a
tree.

4: You are secretly hiding Togra under your bed so the imperium forces
don't find him.

5: You hang up the phone for the first time in two months. You quickly
ring the hospital
   and order a drip, you then get back to darkreign, and now receive all
your food and
   drink through a little tub going through your mouth.

6: You become an employee at Westwood studios, so you can sabotage C&C2
and make shore
   darkreign 2 comes out as the best real time strategy game ever made.

7: Your best friend lives in New Zealand, you've never met but you have
more conversation
   with him that you do with anyone else in the world, You don't know much
about him
   except that when in a panic, he phases his last 3 fastest men into the
middle of nowhere
   hoping no one will find him.

8: You have a fight with your girlfriend, claiming she is a spy from the
the freedom guard,
   sent to find out everything you know. You hit her over the head with
your keyboard.

9: You name your grunts individually, and then have real life conversation
with  them...
    Do you like me John?  Affirmative

10: You need some money so you get your freighter to harvest the water in
your sink.




----------------------------------
7.3	THE ANCIENT ART OF STEALTH
----------------------------------

Hiding behind trees: Moving men behind trees in forests can hide you from
the enemy, just click the unit then click under teh gree, or where the
leaves are, then they will move under the tree, you can hide most units
there undetected and wait for a chance to strike.

Scout: The most obvious is to use a scout and morph into a plant or tree.
to be undetected, move the scout in short bursts, stopping every couple of
seconds, and if in the enemy base to move the scout unnoticed, make shore
you are always out of site of the enemy and slowly in very small bursts
move the unit closer, if you have any other units around send them in, the
enemy will all go and attack that unit, whilst that is happening move your
scout to where u want her to go, they won't notice her whilst in battle.

Phased Raiders: Move in packs of 5 and no more, always have the phase
button ready in case enemy units are around, so you can vanish at the sign
of trouble.

Hovering SCARAB: If the enemy base is near water, move your scarab over to
the water and open fire on the enemy base, by the time they realise they
are under attack, they will think you are firing from the other side of
the lake and sen units around to kill the SCARAB. Just stop firing
temporarily and they will think you have driven off. Then open fire again
once those units have returned or have been taken care of.

remote bases: Build any remote water launchpads up high on top of a
mountain, then the enemy will walk on right by and not even see you, plus
u will get a better site. Plus hover tanks such as tachions won't be able
to get up there to attack you. But most of the time you won't even be
seen.


--------------------------------------------------------------------------------
7.4	TO CUE UNITS UP TO BUILD OR TO BUILD THEM ALL AT ONCE, WHICH IS
THE BEST TACTIC?
--------------------------------------------------------------------------------

Firstly let me explain what I'm talking about. When you start a game you
can click on any unit up to ten times and then once one of them is built
the next one in cue gets built. This is a great way, but if you've got
something slow like a Shockwave being built it kinda hogs the cue and
nothing else gets built. Then you get attacked and instead of having
eighty tanks and jets ready to scare the attackers off, you have a
Shockwave and a few men. But the more training facilities and assembly
plants you have, the quicker things are to build. You can have a whole
field of assembly plants near the end of the game with one purpose, to be
able to build shockwaves at a fast pace, if you have the cash then you can
build 6 shockwaves no sweat. But there is another way to build units
instead of cuing, which is a bit slower if a lot of things are building,
but means you can produce spider bikes and whatever else you want whilst
that dang Shockwave takes it's time.
By selecting a certain structure, click then on the unit you wish to
produce, it will then build from that structure and not on a universal
scale (meaning it won't be set so it uses every training facility to build
it) then select another building and build from that, then you'll have
several units building at once instead of cuing up.

Which is better though? Cuing is still cool but so is dual building. It
all depends on what you want to do, It's better to spread out your men,
and of course if you want one unit built at a specific building (Shockwave
built next to the enemy base from your hidden assembly plant) but if you
want speed and don't care where they come from (they'll be produced at the
primary building, double click on any of the buildings to make them the
primary building) then use cuing since it will be faster and a lot easier
since you don't have to find the building select it and then begin
production.

It all depends on the situation and what you want to achieve.

---------------------------
8.	SECTION SIX
---------------------------


----------------------------------------------------------
8.1	IS THERE ANY CHEATS OR EASTER EGGS FOR DARKREIGN?
----------------------------------------------------------

There are cheats for darkreign that were left in after the game was
released. In future versions of this FAQ I will print them.

There are a few Easter eggs, Greg Borrud (director of darkreign at
Activision) told me that they are leaking the BIG Easter egg in about a
month from it's release. These also will be mentioned in future revisions
of this FAQ.

--------------------------------------------------------------------
8.2	IS THERE A SHAREWARE VERSION OF DARKREIGN? WHERE CAN I GET IT
FROM?
--------------------------------------------------------------------

The shareware version of DarkReign is released in mid/late October

There will be a couple of levels, not much has been specified as of yet on
wether or not it will support mutliplayer games.

---------------------------------------------------
8.3	I DOWNLOADED A MAP OFF THE NET, HOW DO I PLAY IT?
---------------------------------------------------

Assuming the map is already in a directory, let's say the map is called
sanddune. In the darkreign directory there is subdirectories (directories
within directories). in dark/scenario/ is the directory where all maps are
stored. If it is a multiplayer map then you put it in the multi directory,
if it's single player map then you put it in the campaign directory.


------------------------------------
8.4	HOW DO I INSTALL NEW UNITS?
------------------------------------

     *** Coming Soon ***


---------------------------------------------------
8.5	HOW WILL DARKREIGN RUN ON A 486?
---------------------------------------------------

I have played dr on a 486dx4-100 20mbram 2mb vesa video card, and though
it does not run at the speed it does on a Pentium, it runs at a playable
speed. Like if you play quake on a 486 it is a bit slower than on a
Pentium but it's still smooth and playable. I have not tried mutliplayer
yet so I am not certain wether a 486 would run smoothly in mutliplayer, I
say it would but darkreign runs on the slowest computer being played, so
if you have three p266's and a 486 all hooked up, the game will run at the
486's speed.


---------------------------------------
8.6	DARKREIGN 2: FEATURES AND INFORMATION
---------------------------------------

In future revisions of this FAQ I will try to get as much information from
the sources I know of about darkreign 2. Such as units, features and the
story line. This section won't be updated for a while just yet since
though darkreign 2 is to be made, it's not going to begin development for
at least 4-7 months.

----------------------------------------------------------------------------
8.7	WHERE CAN I DOWNLOAD MAPS, UNITS AND OTHER CUSTOM FILES FROM FOR
DARKREIGN?
----------------------------------------------------------------------------

Under the www sites section is some sites where you can visit for the
latest darkreign news, maps and other things to do with darkreign. I will
try to keep up to date with the sites and give a basic rundown on what's
on the site.




--------------------------------------------------
8.8	ARE THERE ANY PATCHES OR BUG FIXES FOR DARKREIGN?
--------------------------------------------------

A bug fix is being made right now, it will fix up some problems with the
AI and a few other problems not found before the code release was shipped.


------------------------------------------------------------------------
8.9	IS THERE AND THIRD PARTY UTILITIES I CAN DOWNLOAD TO MODIFY
DARKREIGN ?
------------------------------------------------------------------------

Darkreign came with almost every utility needed to make the AI, maps,
units and so forth, but there are a few utilities in progress.

One program is Pack Explorer (no relation to pak explorer)
It is a work in progress utility that makes dealing with the FTG files a
lot easier. It's still in it's beta stage, but will be released soon
enough. Next revision will most likely include it.


-----------------------------
9.	SECTION SEVEN
-----------------------------


--------------------------------
9.1	HOW TO MAKE A GOOD LEVEL
--------------------------------

Firstly plan out what kind of level it is going to be, unlike quake levels
you don't need too much planning, but a basic idea of the setting does
help. What kind of tile set will it use? Snow, forests? Also plan how big
the map is going to be and how many players will it be designed for. Once
you have the basic idea, begin making the level, try to give it hills and
areas that are good hiding areas such as in forests and on top of hills.
In the areas where people are to make their base, try to have flat
terrain, otherwise they'll only be able to fit three or four buildings
there if the ground is not flat.

Think of good tactics to out smart whoever would be there. Such as
sneaking around behind them, most people will build all the way up to the
wall, but if you make it so there is a mountain area behind the base, so
then people can sneak up from behind and come down where they have no
defense. Perhaps have a really high flat area, so if someone cam in
undetected, then they could build a turret up there or perhaps a training
facility. Don't try to make it so each base is a death trap, but try to
have ways to take the base if you see the opening. Not everyone will, but
someone with a lot of experience and skill will observe the terrain and
work out the best way to use it to his or her advantage. Making it so it
is all blocked out except for one entrance kind of ruins it since you can
just cork 10 men in through that doorway and have artillery's back you up.
So if someone attacks you'll fix them straight, and for them to take you
they'll have to use brute force. So always set each base up so the more
experienced players will see perfect ways to hit hard with a few minor
units.

Add extra water springs in, so if someone then builds a remote base down
the map a bit they'll be able to harvest, and if they harvest up all the
water in the spring whilst they wait for it to refill they can go to a
different water hole.

Have lots of trees around the level and at least a few in the base,
otherwise scouts and snipers will stick out if they try to pose as a tree
inside someone's base.

Also don't spend three hours designing excellent landscape designs on half
of the map so that you can easily charge into their that base and have
about 6 options of taking the base because of a certain way you designed
the terrain. Try to add equal areas in both bases, so that they both have
enough space to build and they both have trees in there base and so on.

Try not to keep the map on the same level of altitude, keep some areas up
high and others very low, but try always to keep it flat so you can build
on it.

Once the map is finished, go through with the paint brush and add random
textures on to give it a bit of realism. So it's not all perfect, like a
bit of dirt/desert on the grass area as if the grass is worn away and the
dirt or desert sand is showing. Try to add a few extra objects, such as
rocks into the map, and give it a random look. Don't make the grass a
giant square block, try to make it jiggered and uneven. In most areas, and
grow inward in others.

Try to find similar textures to the ones you are using and paint a few on,
such as with mud, add a lighter mud to give it a bit more realism.

When placing the units down, try to give flat areas near both taelon and
water. Then the player won't go walking in the wrong direction looking for
the water hole to build their base next to.

These are just some helpful directions in making a level look good and
play comfortably. It can get a lot more complex if you want it to be, but
most of it is straight forward.

Remember if it's a multiplayer map, save it as a multiplayer map, people
forget and save it as a single player mission half the time, then they
have to reopen it and save it again, this will save you the hassle.


----------------------------------
9.2	DARKREIGN WWW SITES
----------------------------------

Darkreign Chronicles: http://darkreign.stomped.com

For news this is probably the closest thing the darkreign community has to
bluesnews (www.bluesnews.com). It has the latest news on everything from
the latest trouble shooting guide to the new patches about to be released
for dr by activision to new utilities being released. Darkreign Chronicles
contains all the logs from all the darkreign meetings held on efnet and is
well worth the look.

Files logs, graphics, reviews, interviews, editing tips, links, contests
it has it all.

Tactics HUB: http://www.dcc.net.au/hub/

Using a very familiar design to help make navigating the site easily. The
Tactics HUB is the home of DR plus! And is a very comprehensive site
dedicated to tactics resources for editing darkreign. If you want to make
a total conversion, new unit or get a map, or anything, go there.

It will soon contain hundreds of maps and new art and tile sets amongst
other custom addons.


Dark Reign Heaven: www.heavenweb.com/dark/index.htm

A great site for dr news, new units and forums. It was the first darkreign
site to be created and still is one of the most informative.



NOTE: If you have a site or know of an awesome site you want added to the
www sites section, send an e-mail to "MDC@mailbox.uq.edu.au" (without the
quotes). I'm going to only put up the most awesome sites on the web, so
please don't get pissed if I don't put the site up.



----------------------------------------------------------
9.3	WHAT TO EXPECT IN THE NEXT VERSION:
----------------------------------------------------------

* Review of each multiplayer map and which side is better for playing on
that         map and will take advantage of the terrain.

* How to customise the game, make new units and install them.

* Plenty of new strategies

* Easter Eggs and Cheats (I may not include the cheats in this FAQ since
it  might ruin the game for a lot of people, so I will consider it, but
it's not definant)

* More www sites.

* New files, addons and utilities, reviews of them

* More detailed information on 80% of this faq

* A damage table on what units can kill what and are better used for what
kind   of attacks.

* Plenty more to come. Please help contribute to this faq, send quotes and
thoughts on units and whatever else you would like, and perhaps ideas to
include in here, such as new sections on air tactics or something like
that.

* This site was quite messy and the strategies weren't really put into any
section. I will probably release the next version quite soon and it will
be more organised, I will also try to get some quotes from the developers
on their thoughts and their favourite strategies.

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