If you are Aeon, then simply sacrifice the engineers. Failing that, you may wish to simply detonate them, as the campaign's low unit cap of 500 will eventually become a hinderance. Your now obsolete tech 1 engineers can be assigned to assist tech 2 capable units, surround your mass extractors with mass storage (increasing their income from +18 to +27), assist/repair the starting shield generator, or whatever you deem necessary. If you rush/assist your ACU T2 upgrade, you should be able to have 3-4 AA T2 turrets before the first large wave of guships hits your shield. Once you've upgraded your ACU, or obtained some tech 2 engineers, it is important to build some tech 2 AA, initially under the existing UEF shield because that area is least covered by the starting UEF AA.
Given the abundant resources you have at start, the best use of the first 2-4 engineers you produce is to speed up the ACU T2 upgrade. Meanwhile, begin churning out T1 engineers from your factory, and begin construction of additional factories and AA defenses, as your position will be continually harassed by enemy air units, particularly bombers and gunships, sometimes escorted by T2 fighers. The first order of business should be to get a factory up and running (land or air), and to start producing engineers. Since your starting resource income is fairly strong it is a good idea to move your ACU into the area protected by the surving UEF shield and begin the tech 2 engineering suite upgrade, which is quicker than upgrading a factory, then producing tech 2 engineers. What you are left with is the ruins of a UEF base, with some low level AA, a few tech 3 generators and mass fabricators, and a tech 3 shield generator, in addition to scattered tech 3 mass extractors. Upon doing so, the quantum gate is destroyed by the spectres, which self-destruct for no apparent reason. There is no actual risk, however, and you may take as much time as desired to choose your faction. He starts to say something about updating your objectives after destroying the bases, but is rudely cut of by a large amount of Spectres gunships that attack the base, primarily the quantum gate. HQ explains that there are two Order bases northwest of your position, guarded by two artillery installations. (I find that if you are Cybran, Using massed Bricks will bypass the need for most of this strategy You will still need some anti-air, though). A few examples of these cost differences are:Ĭybran Soulripper: (Skirmish: 40k mass, Campaign: 20k mass)(campaign has 30k fewer HP, too)Ĭybran Monkeybot: (Skirmish: 16k mass, Campaign: 24k mass)Ĭybran T3 Loyalist: (Skirmish: 3100 hp, Campaign: 3000 hp)Īeon Galactic colossus: (Skirmish: 23k mass, Campaign: 32k mass)Īeon Czar: (Skirmish: 48k mass, Campaign: 18k mass)Īlso be aware that some units are not available in the campaign until later for example as UEF you can't build the T3 air transport or T2 shield boat, both of which would be nice to use during the early campaign.
A strategy that you have developed in skirmish may need to be modified during campaign. NOTE: The following guide deals only with main objectives.īe aware that the costs of units (primarily experimentals) differs between skirmish and campaign modes. Protect Fort Clarke(Building must survive or you will fail.).Defend the Civilians at Seabring(50% must survive or you will fail.).