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| F.A.Q. / Strategy Guide Version 1.0 zu Emperor - Battle for Dune (PC) |
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Emperor - Battle for Dune: F.A.Q. / Strategy Guide Version 1.0 (PC)
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| |___ | |\/| | | | | |___ | |\ \ | |_| | | |\ \
|_____| |_| |_| |_| |_____| |_| \_\ |_____| |_| \_\
B A T T L E F O R D U N E
L O N G L I V E T H E F I G H T E R S !
=======================================================================
Emperor: Battle for Dune (PC) - FAQ/Strategy Guide
Created By: MetroidMoo
Latest Version: 1.0
Created On: June 24, 2002
Last Updated: ---
=======================================================================
Contents:
1)FAQ Updates
2)Game Overview and Misc.
a. Interface
b. Building Structures & Units
c. Gathering Resources
d. Wormsign and Sandstorms
e. Unit Veternancy
f. Structure/Unit Data Explanation
g. Scoring Table
h. Shortcut Keys
3)House Atreides
a. House Advantage
b. Structures
c. Infantry
d. Vehicles
4)House Harkonnen
a. House Advantage
b. Structures
c. Infantry
d. Vehicles
5)House Ordos
a. House Advantage
b. Structures
c. Infantry
d. Vehicles
6)Sub-Houses
a. Sub-House Overview
b. Fremen
c. Guild
d. Imperial Sardaukar
e. Ix
f. Tleilaxu
7)Atreides Campaign
8)Harkonnen Campaign
9)Ordos Campaign
10)Downloads
11)Contact/Legal Information
=======================================================================
1) FAQ UPDATES
=======================================================================
Version 1.0 - June 24, 2002
First (and complete, too!) version of the guide. I'm not exactly a
RTS master, but I figured I'd give this a shot. ^_^
As a note, there may be some inaccuracies with the unit/structure data,
but the majority of the information is correct.
=======================================================================
2) GAME OVERVIEW AND MISC.
=======================================================================
This sections explains the basics of Emperor and a few other things.
>>>>>>>>>>>>
a. INTERFACE
>>>>>>>>>>>>
Any Command & Conquer players will have absolutely no trouble jumping
into Emperor. On the right side of the screen, you will find the sidebar.
The left column lists available structures that can be built, and the
right has your units. The radar screen in the upper-right is open when
you have an Outpost built. Use it to track your units and the enemy's
units. Yellow dots on the radar indicate sandstorms and worms. In
special circumstances, you might find a yellow flashing box on the radar
screen, indicating important information can be found there. You can
hit Space to hop directly to that spot.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
b. BUILDING STRUCTURES & UNITS
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Standard RTS mechanics here. Click a structure on the sidebar to start
its construction. Once its done, you can place it on the battlefield.
The outline of the building comes in three colors: yellow (structure's
front), green (buildable), and red (unbuildable). If even one square
is red, you cannot deploy the structure. Either move it to an area
out of any obstacles, or place it closer to your base. One useful
trick is rotating the building's placement. Hold down the left-mouse
button and drag it to the direction you want the building to face.
Units are trained at three different structures. Barracks create
infantry, Factories make vehicles, and Hangars construct aircraft.
Because of this setup, you are allowed to build a soldier, vehicle,
and an aircraft all at the same time. However, deploying additional
Barracks, etc. does not enable you to train multiple units of an
identical type at once, nor does it shorten production time.
>>>>>>>>>>>>>>>>>>>>>>
c. GATHERING RESOURCES
>>>>>>>>>>>>>>>>>>>>>>
Resource gathering works the same as it did in Dune 2000 and other C&C
games. When a Refinery is constructed, a Carryall and a Spice Harvester
comes with it for free. The Carryall transports the Harvester to a spice
field. It collects spice, is flown back to the Refinery, and dumps off
the spice. Remember a Carryall is not totally necessary to have, however
it makes accumulating money quicker.
A single Refinery is capable of being upgraded twice. Each time adds
an extra ramp (which also comes with a Carryall and Harvester). Although
this takes up less space, losing the entire Refinery will be costly.
If you're not playing on a map with an Arrakis tileset (and thusly
cannot build a refinery), you're given a payment of $10,000-$20,000 every
10 minutes or so. Your Mentat will inform you when this happens. You
don't need to do anything special to be paid; just stay alive!
>>>>>>>>>>>>>>>>>>>>>>>>>>
d. WORMSIGN AND SANDSTORMS
>>>>>>>>>>>>>>>>>>>>>>>>>>
If you've played Dune II/Dune 2000, you should remember the oh-so-lovable
worm attacks. And they're back! ^_^ Randomly on Arrakis maps, worms will
appear and devour your or the enemy's units. There are two "styles" of
attacks. The first is where a worm crawls on the desert surface and chases
after a unit until it's eaten. The second is a worm that suddenly pops out
of the ground and consumes whatever was sitting on its mouth. It's possible
to take out the worm with your attacks, but you probably won't have enough
time. If you see a sandworm on the surface pursueing your units, just
sacrifice a cheap vehicle by driving it into the worm's mouth. Doing this
causes the worm to return underground.
To go along with the sandworms, sandstorms were added. Again, these
only appear on Arrakis maps. These storms damage anything it touches, be
it infantry or structures. Keep in mind infantry have very little protection
against them, so move the units out of the way if possible. There's no way
to eliminate the storm...you have to wait it out!
>>>>>>>>>>>>>>>>>>
e. UNIT VETERNANCY
>>>>>>>>>>>>>>>>>>
As in Red Alert 2, units obtain ranks through fighting on the battlefield.
In Emperor, a unit goes through three different ranks, indicated by the
number of chevrons (1 to 3). Each chevron acquired adds new abilities
(Self-Repair, Stealth, etc.) or upgrades armor, damage, or range.
Listed in the data for units in this guide is the number of points
needed to reach a certain veternancy level. Each unit is worth a certain
amount of points when destroyed. If a unit racks up enough points,
it goes up in rank. For example, an Atreides Sniper needs 4 pts. to reach
the first veternancy level. This can be reached by having it kill two
Chemical Troopers (each worth 2 pts.), 4 Scouts, or whatever combination
that adds up to 4.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
f. STRUCTURE/UNIT DATA EXPLANATION
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
If you don't understand what the statistics mean in the structures and
units sections, here's a listing of what they stand for. Some categories
apply to both units and buildings, and some apply only to units OR buildings.
Health: Unit's/Building's HP. If it reaches 0, it's gone.
Cost: Amount of money (Solaris) needed to construct/train.
Buildtime: Amount of time it takes to construct/train. Every 32 "units"
of buildtime equals about 1 second of real-time with the game
speed set at 4. Correct me if I'm incorrect on that.
Power: Amount of power a building produces or uses. "+0" means the building
doesn't create or use up any power.
Upgradeable: Is the building upgradeable, or not?
Upgrade Cost: How much Solaris it costs to upgrade.
Upgrade Buildtime: Length of time it takes to upgrade.
Infantry Released: Amount of basic infantry units are released when the
building is destroyed or sold.
Prerequisites: Structures needed to construct/train this.
Tech Level: Level on the game's tech tree.
Armor Type: Type of armor used. There are a couple armor types not listed
in this guide, but the majority are covered in the data.
Sight Range: Amount of cells a unit can see from a position.
Speed: Movement rating of the unit.
Veternancy Bonuses: The bonuses a unit receives if it racks up enough
points. The "pts." listed is the amount needed to
reach that level.
Weapon Damage: Amount of HP damage a unit deals with an attack.
Weapon Range: Amount of cells a unit can attack from.
Rate of Fire: Measurement of how fast a unit attacks.
Damage vs. Armor: Amount of HP damage done to certain armor types.
>>>>>>>>>>>>>>>>
g. SCORING TABLE
>>>>>>>>>>>>>>>>
This table lists what values the buildings and units are the final
battle score. You can also use this data to help figure out how fast
you can increase the veternancy level of units.
---------------
HOUSE ATREIDES |
--------------------------- ---------------------------
Name Points | Name Points |
--------------------------- ---------------------------
Barracks 3 | Engineer 2 |
Construction Yard 4 | Infantry 2 |
Factory 4 | Kindjal Infantry 2 |
Hangar 4 | Scout 1 |
Landing Pad 2 | Sniper 2 |
Machinegun Post 3 ---------------------------
Outpost 3 | Advanced Carryall 3 |
Palace 4 | Air Drone 2 |
Refinery 4 | APC 3 |
Rocket Turret 3 | Carryall 3 |
Starport 4 | Harvester 4 |
Wall 0 | MCV 4 |
Windtrap 2 | Minotaurus 4 |
| Mongoose 3 |
| Ornithopter 3 |
| Repair Vehicle 3 |
| Sand Bike 2 |
| Sonic Tank 4 |
--------------------------- ---------------------------
----------------
HOUSE HARKONNEN |
--------------------------- ------------------------------
Name Points | Name Points |
--------------------------- ------------------------------
Barracks 3 | Engineer 2 |
Construction Yard 4 | Flamethrower Infantry 2 |
Factory 4 | Light Infantry 2 |
Flame Turret 3 | Scout 1 |
Gun Turret 3 | Trooper 2 |
Hangar 4 ------------------------------
Landing Pad 2 | Advanced Carryall 3 |
Outpost 3 | Air Defense Platform 2 |
Palace 4 | Assault Tank 4 |
Refinery 4 | Buzzsaw 2 |
Starport 4 | Carryall 3 |
Wall 0 | Devastator 4 |
Windtrap 2 | Flame Tank 3 |
| Gunship 3 |
| Harvester 4 |
| Inkvine Catapault 3 |
| MCV 4 |
| Missile Tank 4 |
--------------------------- ------------------------------
------------
HOUSE ORDOS |
--------------------------- ---------------------------
Name Points | Name Points |
--------------------------- ---------------------------
Barracks 3 | AA Trooper 2 |
Construction Yard 4 | Chemical Trooper 2 |
Factory 4 | Engineer 2 |
Gas Turret 3 | Mortar Infantry 2 |
Hangar 4 | Saboteur 2 |
Landing Pad 2 | Scout 1 |
Outpost 3 ---------------------------
Palace 4 | Advanced Carryall 3 |
Pop-up Turret 3 | Anti-Aircraft Mine 2 |
Refinery 4 | APC 3 |
Starport 4 | Carryall 3 |
Wall 0 | Deviator 4 |
Windtrap 2 | Dust Scout 3 |
| Eye in the Sky 3 |
| Harvester 4 |
| Kobra 4 |
| Laser Tank 3 |
| MCV 4 |
--------------------------- ---------------------------
-----------
SUB-HOUSES |
--------------------------- ---------------------------
Name Points | Name Points |
--------------------------- ---------------------------
Fremen Camp 4 | Fremen Fedaykin 0 |
Guild Palace 4 | Fremen Warrior 0 |
House of Ix 4 | Guild Maker 0 |
Sardaukar Barracks 4 | Guild NIAB Tank 0 |
Tleilaxu Flesh Vat 4 | Ixian Infiltrator 0 |
| Ixian Proj. Tank 0 |
| Sardaukar 0 |
| Sardaukar Elite 0 |
| Tleilaxu Contam. 0 |
| Tleilaxu Leech 0 |
--------------------------- ---------------------------
>>>>>>>>>>>>>>>>
h. SHORTCUT KEYS
>>>>>>>>>>>>>>>>
Although it is not necessary to know the shortcut keys, they can
certainly make your control of the battlefield more efficient.
-------------
View Commands
-------------
Scroll View Arrow keys
Rotate View Ctrl + Left/Right Arrow Key; Hold Right + Left Mouse
buttons and drag
Zoom Ctrl + Up/Down Arrow Key
Move to home base H
Reset Camera Home
Go to Radar Alert Space
Follow Unit F
Define Bookmark Ctrl + F1 to F10
Move to Bookmark F1 to F10
-----------
Unit Orders
-----------
Stop S
Guard G
Scatter X
Deploy D
Cheer C
Retreat to Base R
Retreat from Map Shift + R
Formation Move Hold J while giving an order
Force Attack Hold Ctrl and select target
Force Move Hold Alt and select destination
----------------------
Unit Selection & Teams
----------------------
Multiple Selection Hold Shift and select
Define Current Selection as Team Ctrl + 1 to 9
Select Defined Team 1 to 9
Find Team Alt + 1 to 9
Clear Group (nothing selected) Ctrl + 1 to 9
Next Unit N
Previous Unit M
Cycle Elite Units Y
Type Select T (press once for onscreen, twice for entire map)
Select All Armed Units P (press once for onscreen, twice for entire map)
--------------
Chat and Misc.
--------------
Ally with Opponent A (multiplayer only)
Unit Transfer O (co-op campaign only)
Options Menu Escape
Chat (all players) Return/Enter
Chat (allies) Backspace
Chat (player of selected units) \
Diplomacy Screen Tab
=======================================================================
3) HOUSE ATREIDES - STRUCTURES & UNITS
=======================================================================
This section covers general information on House Atreides.
>>>>>>>>>>>>>>>>>>
a. HOUSE ADVANTAGE
>>>>>>>>>>>>>>>>>>
The Atreides advantage over the other houses is found in its infantry.
Whenever an Atreides infantry reaches an elite status (3 chevrons), you
have the option of sending the unit into your Barracks. You lose that
unit, but you can now train that particular infantry with a one chevron
ranking at no extra cost. Repeat this process two more times, and you
can train an infantry unit at an elite status! Very useful for Snipers.
On a totally unrelated note, pay attention to the voice of Duke
Achillus. Recognize it? It's the voice of the cartoon character I.M. Weasel!
>>>>>>>>>>>>>
b. STRUCTURES
>>>>>>>>>>>>>
--------------------------
Atreides Construction Yard
--------------------------
Health: 4,000 Prerequisites: None
Cost: N/A Tech Level: 0
Buildtime: N/A Armor Type: Building
Power: +0 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $600
Upgrade Buildtime: 0
Your base of operations. Without this, you can't construct any buildings.
You can move the Yard to a new location by selecting it and ordering it
to travel there. This unpacks the building into an MCV. The MCV can be
deployed back into a Construction Yard. Due to its importance, the Con.
Yard is extremely difficult to destroy without several units to do it.
-----------------
Atreides Windtrap
-----------------
Health: 1,500 Prerequisites: Construction Yard
Cost: $225 Tech Level: 1
Buildtime: 240 Armor Type: Building
Power: +100 Infantry Released: 1
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Windtraps are the equivalent of Power Plants. These structures are
cheap and don't take long to build. Keep in mind it doesn't take much
to eliminate them, especially if they're concentrated in a small zone.
Watch your power meter in the upper-right corner! Reaching "low power"
disables your radar and defenses.
-----------------
Atreides Barracks
-----------------
Health: 2,500 Prerequisites: Construction Yard, Windtrap
Cost: $225 Tech Level: 1
Buildtime: 309 Armor Type: Building
Power: -20 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $800
Upgrade Buildtime: 0
This trains your infantry. With no upgrade, you can make Scouts,
Infantry, and Snipers. The upgrade adds Engineers and Kindjal Infantry.
As Atreides, you can send in elite infantry to upgrade the ranking
of the units when they're built.
-------------
Atreides Wall
-------------
Health: 1,000 Prerequisites: Construction Yard
Cost: $20 Tech Level: 1
Buildtime: 60 Armor Type: Building
Power: +0 Infantry Released: 0
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Walls help prevent certain infantry and vehicles from running amok
through your base. However, there are units that are capable of
demolishing your walls with little effort. When you select the wall
from the sidebar, you can place an entire line of wall sections instead
of having to place each piece one by one (talk about tedious...).
-----------------
Atreides Refinery
-----------------
Health: 3,000 Prerequisites: Construction Yard, Windtrap
Cost: $1,500 Tech Level: 1
Buildtime: 720 Armor Type: Building
Power: -40 Infantry Released: 3
Upgradeable: Yes (twice)
Upgrade Cost: $1,200
Upgrade Buildtime: 720
On Arrakis tileset maps, the Refinery is used to gather spice to
add to your treasury of Solaris. A Carryall and a Harvester is included
with a Refinery. To help speed up money collection, this structure is
upgradeable to a total of three Harvester drop-off ramps.
----------------
Atreides Factory
----------------
Health: 4,000 Prerequisites: Construction Yard, Windtrap
Cost: $1,000 Tech Level: 2
Buildtime: 864 Armor Type: Building
Power: -40 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $1,200
Upgrade Buildtime: 0
Factories produce your vehicles (no aircraft). At first, only Sand
Bikes, Mongooses, Spice Harvesters, and MCVs are allowed to be built. The
upgrade adds the Minotaurus and APC. Deploying a Starport supplies the
Sonic Tank to your list.
----------------
Atreides Outpost
----------------
Health: 2,500 Prerequisites: Construction Yard, Windtrap
Cost: $400 Tech Level: 1
Buildtime: 240 Armor Type: Building
Power: -60 Infantry Released: 2
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Although you will have a radar screen even without the Outpost, it
doesn't display the location of any units. Building this structure
allows the radar screen to show the units in a color-coded manner.
You won't get too far without this.
---------------
Atreides Hangar
---------------
Health: 3,500 Prerequisites: Construction Yard, Factory
Cost: $1,300 Tech Level: 5
Buildtime: 540 Armor Type: Building
Power: -50 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $1,200
Upgrade Buildtime: 0
The Hangar builds aircraft units. Upon construction, only Carryalls
and Air Drones are buildable. The upgrade adds the Ornithopter and
the Advanced Carryall.
------------------------
Atreides Machinegun Post
------------------------
Health: 2,700 Prerequisites: Construction Yard, Barracks
Cost: $550 Tech Level: 2
Buildtime: 240 Armor Type: Heavy
Power: +0 Infantry Released: 1
Weapon Damage: 600 Weapon Range: 9 Rate of Fire: 25
Damage vs. Armor: None [100%]; Light [45%]; Medium [35%]; Heavy [20%];
Walls [30%]; Harvester [35%]; Aircraft [None]; Building [30%]
This is your basic line of defense against infantry and light vehicles.
The fact that it requires no power to operate makes the Machinegun Post
very useful. It cannot shoot down aircraft, so you will other units or
a Rocket Turret to cover that.
----------------------
Atreides Rocket Turret
----------------------
Health: 4,000 Prerequisites: Construction Yard (upgraded),
Cost: $1,200 Barracks
Buildtime: 309 Tech Level: 4
Power: -75 Armor Type: Heavy
Infantry Released: 1
Weapon Damage: 250 Weapon Range: 12 Rate of Fire: 45
Damage vs. Armor: None [20%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [85%]; Building [60%]
The Rocket Turret does poorly against infantry but rips through medium
and heavy armored vehicles. The turret can also blast aircraft out of the
sky. The power requirements are steep at -75. Putting several turrets down
will require a lot of Windtraps!
--------------------
Atreides Landing Pad
--------------------
Health: 2,000 Prerequisites: Construction Yard, Hangar
Cost: $800 Tech Level: 5
Buildtime: 240 Armor Type: Building
Power: -30 Infantry Released: 1
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
The Landing Pad is where your Ornithopters reload their ammunition.
Because all this building does is resupply ammo, you do not need to
deploy a separate Landing Pad for every aircraft in your army.
-----------------
Atreides Starport
-----------------
Health: 2,500 Prerequisites: Construction Yard, Hangar
Cost: $1,500 Tech Level: 7
Buildtime: 720 Armor Type: Building
Power: -100 Infantry Released: 3
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
The Starport is used for ordering any vehicles (land or air) from the
CHOAM (that's Combine Honnete Ober Advancer Mercantiles for you Dune
fans) company. You can obtain any vehicle, even if you don't have the
buildings normally required for making them. The catch is you can only
queue up to 5 units per order, and the prices of them are random. That
means you may end up paying more or less for units. You also have to
wait some time before the delivery reaches the Starport.
---------------
Atreides Palace
---------------
Health: 3,000 Prerequisites: Construction Yard, Starport
Cost: $1,600 Tech Level: 8
Buildtime: 1,080 Armor Type: Building
Power: -150 Infantry Released: 4
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Hawk Strike
Buildtime: 4,536 Weapon Damage: 0
Weapon Blast Radius: 4
Having this building in your possession gives you the ability to
use the Atreides superweapon, the Hawk Strike. It requires the most
power to stay online, and it's almost as tough as a Construction Yard.
The Hawk Strike attack confuses a group of enemy units into "retreating"
off the map. The weapon continuously affects the area you selected for
a few seconds. So, any other units that move under the hawk will also be
confused. This is useful if you find an army of tighly packed units
heading your away. Realize the hawk effect can wear off before those
units can disappear off the battlefield.
>>>>>>>>>>>
c. INFANTRY
>>>>>>>>>>>
--------------
Atreides Scout
--------------
Health: 200 Prerequisites: Barracks
Cost: $30 Tech Level: 1
Buildtime: 65 Armor Type: None
Sight Range: 20 Speed: 7
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The sole purpose of the Scout is for recon. He's fast and can reveal
a lot of ground on the map in little time. However, the Scout has no
weapon and extremely low HP.
-----------------
Atreides Infantry
-----------------
Health: 800 Prerequisites: Barracks
Cost: $60 Tech Level: 1
Buildtime: 87 Armor Type: None
Sight Range: 7 Speed: 6
Veterancy Bonuses: Level 1 (5 pts.) - +200 Health, Extra Damage
Level 2 (10 pts.) - Self-Repair
Level 3 (20 pts.) - Extra Armor
Weapon Damage: 219 Weapon Range: 5 Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
Your basic soldier. Like in other C&C games, massing large amounts of
Infantry can pose a threat (assuming tanks don't mow 'em down). Their
rifles barely harm Spice Harvesters and structures.
---------------
Atreides Sniper
---------------
Health: 600 Prerequisites: Barracks
Cost: $150 Tech Level: 2
Buildtime: 99 Armor Type: None
Sight Range: 15 Speed: 6
Veterancy Bonuses: Level 1 (4 pts.) - Extra Armor
Level 2 (12 pts.) - Self-Repair
Level 3 (30 pts.) - Stealth
Weapon Damage: 600 Weapon Range: 12 Rate of Fire: 76
Damage vs. Armor: None [100%]; Light [8%]; Medium [5%]; Heavy [2%];
Walls [1%]; Harvester [2%]; Aircraft [None]; Building [3%]
Think of the British Sniper from Red Alert 2 in a weaker form. His sniper
rifle has a long range and can kill or cripple any infantry in one or two
shots. I would recommend placing a couple of Snipers on clifftops around
your base, as they gain an advantage with terrain elevation.
-----------------
Atreides Engineer
-----------------
Health: 400 Prerequisites: Barracks (upgraded)
Cost: $400 Tech Level: 3
Buildtime: 350 Armor Type: None
Sight Range: 6 Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Engineers serves the same purpose he always has. He can instantly
restore a building's health to full, although he "sacrifices" himself
in the process. He's also capable of capturing enemy structures. Unlike
Red Alert, an Engineer can take over a building regardless of its HP.
Engineers have the ability to remove any leeches attached to vehicles.
-------------------------
Atreides Kindjal Infantry
-------------------------
Health: 600 Prerequisites: Barracks (upgraded)
Cost: $150 Tech Level: 4
Buildtime: 144 Armor Type: None
Sight Range: 10 Speed: 4
Veterancy Bonuses: Level 1 (2 pts.) - +200 Health, Extra Damage
Level 2 (10 pts.) - Self-Repair
Level 3 (20 pts.) - Extra Damage
Undeployed Mode
Weapon Damage: 100 Weapon Range: 5 Rate of Fire: 50
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
Deployed Mode
Weapon Damage: 500 Weapon Range: 12 Rate of Fire: 50
Damage vs. Armor: None [10%]; Light [100%]; Medium [90%]; Heavy [85%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [50%]
Pair up Kindjal Infantry with Snipers, and you have some decent defenses
against both infantry and vehicles. Kindjal soldiers have two modes.
Undeployed, they use a pistol that's pretty pitiful even against infantry.
Delpoyed, they switch to a mortar cannon. As one would expect, this
cannon is damaging against vehicles. Kindjal Infantry are very slow
and cannot even move while deployed.
>>>>>>>>>>>
d. VEHICLES
>>>>>>>>>>>
------------------
Atreides Sand Bike
------------------
Health: 1,200 Prerequisites: Factory
Cost: $300 Tech Level: 2
Buildtime: 150 Armor Type: Light
Sight Range: 8 Speed: 20
Veterancy Bonuses: Level 1 (8 pts.) - Extra Armor
Level 2 (20 pts.) - Extra Speed
Level 3 (40 pts.) - Extra Damage, Extra Range
Weapon Damage: 350 Weapon Range: 7 Rate of Fire: 50
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
The Sand Bike is excellent for recon and attacking against infantry.
Its fast speed is another plus. Leave the heavier units to the Mongoose
and Minotaurus.
-----------------
Atreides Mongoose
-----------------
Health: 1,600 Prerequisites: Factory
Cost: $800 Tech Level: 3
Buildtime: 460 Armor Type: Medium
Sight Range: 8 Speed: 10
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage, Extra Armor
Level 2 (24 pts.) - Extra Range
Level 3 (48 pts.) - Extra Damage
Weapon Damage: 425 Weapon Range: 10 Rate of Fire: 30
Damage vs. Armor: None [20%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [85%]; Building [60%]
The Mongoose works nicely against heavy armor. Its ability to hit
aircraft makes it a useful asset as a portable SAM site. This can save
some extra cash and power over using Rocket Turrets.
------------
Atreides APC
------------
Health: 1,200 Prerequisites: Factory (upgraded)
Cost: $600 Tech Level: 4
Buildtime: 499 Armor Type: Medium
Sight Range: 8 Speed: 12
Veterancy Bonuses: Level 1 (8 pts.) - Extra Armor
Level 2 (20 pts.) - Extra Speed
Level 3 (40 pts.) - Extra Armor
Weapon Damage: 219 Weapon Range: 5 Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
If you need to transport some soldiers, this is the way to go! The APC
can carry up to 5 infantry at one time. It's slower than the Ordos version
but makes up for it in armor. You can use the Advanced Carryall to make
movement even easier for the APC. Don't expect the APC's weapon to be
of much use to you.
There's an easy method to turn the APC into an excellent scout! Simply
have at least one Scout inside the unit (any infantry would work, but
the Scout works best). The APC now has the sight range of the Scout!
-----------------------
Atreides Repair Vehicle
-----------------------
Health: 1,100 Prerequisites: Factory (upgraded)
Cost: $650 Tech Level: 5
Buildtime: 589 Armor Type: Medium
Sight Range: 8 Speed: 8
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
Because Atreides vehicles can't regenerate their health, Repair Vehicles
are needed. These deploy a claw that gradually restores any vehicle's HP.
Send a few of these as support for your forces.
-------------------
Atreides Minotaurus
-------------------
Health: 2,500 Prerequisites: Factory (upgraded)
Cost: $1,300 Tech Level: 5
Buildtime: 589 Armor Type: Heavy
Sight Range: 8 Speed: 8
Veterancy Bonuses: Level 1 (10 pts.) - Extra Armor, Extra Damage
Level 2 (24 pts.) - Extra Armor
Level 3 (48 pts.) - Extra Damage
Weapon Damage: 600 Weapon Range: 16 Rate of Fire: 120
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
Your main demolition crew. The Minotaurus is slow and highly protected.
It uses a long-range artillery cannon of sorts and can launch up to 4 rounds
at a time. Each round does significant splash damage, yet this attack is
really inaccurate. Use the Minotaurus to eliminate cannon defenses. Usually
you can find a blind spot where you can attack the turret and not get
pummeled yourself.
-------------------
Atreides Sonic Tank
-------------------
Health: 2,000 Prerequisites: Factory, Starport
Cost: $1,400 Tech Level: 7
Buildtime: 648 Armor Type: Medium
Sight Range: 8 Speed: 4
Veterancy Bonuses: Level 1 (13 pts.) - Extra Damage
Level 2 (30 pts.) - Extra Armor
Level 3 (60 pts.) - Extra Damage, Extra Range
Weapon Damage: 900 Weapon Range: 10 Rate of Fire: 45
Damage vs. Armor: None [100%]; Light [80%]; Medium [80%]; Heavy [80%];
Walls [50%]; Harvester [20%]; Aircraft [None]; Building [10%]
Not quite as heavily armored as the Minotaurus, the Sonic Tank is
just as powerful. Its sonic cannon is effective against any infantry
and vehicle. However...the tank's weapon cannot be fired on the move
and must line up with the target before attacking.
------------------------
Atreides Spice Harvester
------------------------
Health: 3,500 Prerequisites: Factory
Cost: $1,000 Tech Level: 2
Buildtime: 504 Armor Type: Harvester
Sight Range: 6 Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Spice Harvester operates like you would think. Its move out onto
the spice field and collects Melange, which is then processed in your
Refinery into Solaris. Each harvester can hold up to $700 in spice.
Obviously, this unit is always open to the dangers of sandworms.
Build a sufficient supply of Carryalls to help prevent the lost
of harvesters.
------------
Atreides MCV
------------
Health: 4,500 Prerequisites: Factory
Cost: $2,000 Tech Level: 2
Buildtime: 864 Armor Type: Heavy
Sight Range: 14 Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Mobile Construction Vehicle (MCV) can deploy into a Construction
Yard in a few seconds. To "undeploy" the Con. Yard, select it and order
it to move. It folds back up into an MCV. Have an extra one of these
handy in the event your Construction Yard is destroyed.
------------------
Atreides Air Drone
------------------
Health: 1,200 Prerequisites: Hangar
Cost: $800 Tech Level: 6
Buildtime: 499 Armor Type: Aircraft
Sight Range: 10 Speed: 20
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage, Extra Armor
Level 2 (24 pts.) - Extra Range
Level 3 (48 pts.) - Extra Damage
Weapon Damage: 800 Weapon Range: 15 Rate of Fire: 30
Damage vs. Armor: None [20%]; Light [60%]; Medium [70%]; Heavy [75%];
Walls [75%]; Harvester [50%]; Aircraft [100%]; Building [70%]
The Air Drone is primarily for defending against other aircraft. This
unit is not capable of hitting ground targets. This aircraft can fight
while moving, making it excellent for taking out Carryalls and the like.
It's extremely fast and can outrun most ground-to-air attacks. The Air
Drone also has some potential for recon.
-----------------
Atreides Carryall
-----------------
Health: 1,600 Prerequisites: Hangar
Cost: $1,100 Tech Level: 5
Buildtime: 450 Armor Type: Medium
Sight Range: 0 Speed: 20
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Carryall simply picks up Spice Harvesters to and from the spice
fields. It won't take much power to knock one out of the sky. There's
one key fact to remember: if the Carryall is destroyed while possessing
a harvester, the Carryall AND the harvester are gone.
--------------------
Atreides Ornithopter
--------------------
Health: 1,600 Prerequisites: Hangar (upgraded)
Cost: $1,000 Tech Level: 5
Buildtime: 499 Armor Type: Aircraft
Sight Range: 8 Speed: 20
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage
Level 2 (24 pts.) - Extra Speed
Level 3 (48 pts.) - Extra Damage, Extra Armor
Weapon Damage: 200 Weapon Range: 12 Rate of Fire: 30
Damage vs. Armor: None [20%]; Light [60%]; Medium [70%]; Heavy [75%];
Walls [75%]; Harvester [50%]; Aircraft [100%]; Building [70%]
You will probably make more use out of the Ornithopter than the Air
Drone. A small group is great for ambushing units that can't hit
aerial units and/or undefended portions of a base. Like most aircraft,
they're weak to almost any attacks. Keep an eye on the Ornithoper's
ammo supply! Have them reload at Landing Pads.
--------------------------
Atreides Advanced Carryall
--------------------------
Health: 900 Prerequisites: Hangar (upgraded)
Cost: $1,800 Tech Level: 6
Buildtime: 648 Armor Type: Medium
Sight Range: 8 Speed: 17
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
This version of the Carryall can up pick any vehicle, not just harvesters.
The Advanced Carryall costs $700 more and has 700 less HP compared to
its normal counterpart. One function you might not know at first is its
ability to collect enemy units. There is a slightly delay when attempting
to do this.
=======================================================================
4) HOUSE HARKONNEN - STRUCTURES & UNITS
=======================================================================
This section covers general information on House Harkonnen.
>>>>>>>>>>>>>>>>>>
a. HOUSE ADVANTAGE
>>>>>>>>>>>>>>>>>>
Harkonnen troops are trained under harsh conditions and always do
their best while fighting. So, as a result, Harkonnen units never suffer
from a slowdown penalty when under fire. If you watch the units of the
Atreides and Ordos, they crawl or travel slower after taking a couple
solid hits.
This House lacks a repair vehicle and regeneration technology, but
almost all units are given the self-repair ability at their second level
of veternancy.
>>>>>>>>>>>>>
b. STRUCTURES
>>>>>>>>>>>>>
---------------------------
Harkonnen Construction Yard
---------------------------
Health: 4,000 Prerequisites: None
Cost: N/A Tech Level: 0
Buildtime: N/A Armor Type: Building
Power: +0 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $600
Upgrade Buildtime: 0
Your base of operations. Without this, you can't construct any buildings.
You can move the Yard to a new location by selecting it and ordering it
to travel there. This unpacks the building into an MCV. The MCV can be
deployed back into a Construction Yard. Due to its importance, the Con.
Yard is extremely difficult to destroy without several units to do it.
------------------
Harkonnen Windtrap
------------------
Health: 1,500 Prerequisites: Construction Yard
Cost: $225 Tech Level: 1
Buildtime: 240 Armor Type: Building
Power: +100 Infantry Released: 1
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Windtraps are the equivalent of Power Plants. These structures are
cheap and don't take long to build. Keep in mind it doesn't take much
to eliminate them, especially if they're concentrated in a small zone.
Watch your power meter in the upper-right corner! Reaching "low power"
disables your radar and defenses.
------------------
Harkonnen Barracks
------------------
Health: 2,500 Prerequisites: Construction Yard, Windtrap
Cost: $225 Tech Level: 1
Buildtime: 309 Armor Type: Building
Power: -20 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $800
Upgrade Buildtime: 0
This trains your infantry. With no upgrade, you can make Scouts,
Light Infantry, and Troopers. The upgrade adds Engineers and
Flamethrower Infantry.
--------------
Harkonnen Wall
--------------
Health: 1,000 Prerequisites: Construction Yard
Cost: $20 Tech Level: 1
Buildtime: 60 Armor Type: Building
Power: +0 Infantry Released: 0
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Walls help prevent certain infantry and vehicles from running amok
through your base. However, there are units that are capable of
demolishing your walls with little effort. When you select the wall
from the sidebar, you can place an entire line of wall sections instead
of having to place each piece one by one (talk about tedious...).
------------------
Harkonnen Refinery
------------------
Health: 3,000 Prerequisites: Construction Yard, Windtrap
Cost: $1,500 Tech Level: 1
Buildtime: 720 Armor Type: Building
Power: -40 Infantry Released: 3
Upgradeable: Yes (twice)
Upgrade Cost: $1,200
Upgrade Buildtime: 720
On Arrakis tileset maps, the Refinery is used to gather spice to
add to your treasury of Solaris. A Carryall and a Harvester is included
with a Refinery. To help speed up money collection, this structure is
upgradeable to a total of three Harvester drop-off ramps.
-----------------
Harkonnen Factory
-----------------
Health: 4,000 Prerequisites: Construction Yard, Windtrap
Cost: $1,000 Tech Level: 2
Buildtime: 864 Armor Type: Building
Power: -40 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $1,200
Upgrade Buildtime: 0
Factories produce your vehicles (no aircraft). At first, only Assault
Tanks, Buzzsaws, Spice Harvesters, and MCVs are allowed to be built. The
upgrade adds the Inkvine Catapault, Flametank, and Missile Tank. Deploying
a Starport supplies the Devastator to your list.
-----------------
Harkonnen Outpost
-----------------
Health: 2,500 Prerequisites: Construction Yard, Windtrap
Cost: $400 Tech Level: 1
Buildtime: 240 Armor Type: Building
Power: -60 Infantry Released: 2
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Although you will have a radar screen even without the Outpost, it
doesn't display the location of any units. Building this structure
allows the radar screen to show the units in a color-coded manner.
You won't get too far without this.
----------------
Harkonnen Hangar
----------------
Health: 3,500 Prerequisites: Construction Yard, Factory
Cost: $1,300 Tech Level: 5
Buildtime: 540 Armor Type: Building
Power: -50 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $1,200
Upgrade Buildtime: 0
The Hangar builds aircraft units. Upon construction, only Carryalls
and Air Defense Platforms are buildable. The upgrade adds the Gunship and
the Advanced Carryall.
----------------------
Harkonnen Flame Turret
----------------------
Health: 2,700 Prerequisites: Construction Yard
Cost: $550 Tech Level: 2
Buildtime: 240 Armor Type: Heavy
Power: +0 Infantry Released: 1
Weapon Damage: 500 Weapon Range: 8 Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [20%]; Medium [15%]; Heavy [3%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [15%]
The Flame Turret is quite effective against mobs of infantry but merely
scorches the shells of vehicles. The no power requirement will make this
your best defense against soldiers.
--------------------
Harkonnen Gun Turret
--------------------
Health: 3,000 Prerequisites: Construction Yard (upgraded),
Cost: $1,200 Barracks
Buildtime: 309 Tech Level: 4
Power: -75 Armor Type: Heavy
Infantry Released: 1
Weapon Damage: 400 Weapon Range: 10 Rate of Fire: 100
Damage vs. Armor: None [30%]; Light [65%]; Medium [70%]; Heavy [80%];
Walls [75%]; Harvester [20%]; Aircraft [100%]; Building [15%]
The Gun Turret is used to defend against vehicles and aircraft. Its shots
do more damage than the Atreides Rocket Turret, but its fire rate is much
slower. So, you may want to have extra units to back up the Gun Turret.
---------------------
Harkonnen Landing Pad
---------------------
Health: 2,000 Prerequisites: Construction Yard, Hangar
Cost: $800 Tech Level: 5
Buildtime: 240 Armor Type: Building
Power: -30 Infantry Released: 1
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
The Landing Pad is where your Gunships reload their ammunition.
Because all this building does is resupply ammo, you do not need to
deploy a separate Landing Pad for every aircraft in your army.
------------------
Harkonnen Starport
------------------
Health: 2,500 Prerequisites: Construction Yard, Hangar
Cost: $1,500 Tech Level: 7
Buildtime: 720 Armor Type: Building
Power: -100 Infantry Released: 3
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
The Starport is used for ordering any vehicles (land or air) from the
CHOAM (that's Combine Honnete Ober Advancer Mercantiles for you Dune
fans) company. You can obtain any vehicle, even if you don't have the
buildings normally required for making them. The catch is you can only
queue up to 5 units per order, and the prices of them are random. That
means you may end up paying more or less for units. You also have to
wait some time before the delivery reaches the Starport.
----------------
Harkonnen Palace
----------------
Health: 3,000 Prerequisites: Construction Yard, Starport
Cost: $1,600 Tech Level: 8
Buildtime: 1,080 Armor Type: Building
Power: -150 Infantry Released: 4
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Death Hand Missile Explosion
Buildtime: 5,184 Weapon Damage: 5,000
Weapon Blast Radius: 3
Damage vs. Armor: None [90%]; Light [60%]; Medium [60%]; Heavy [60%];
Walls [50%]; Harvester [60%]; Aircraft [None]; Building [75%]
Death Hand Missile Radiation
Buildtime: N/A Weapon Damage: 15
Weapon Blast Radius: 10
Damage vs. Armor: None [100%]; Light [50%]; Medium [50%]; Heavy [50%];
Walls [10%]; Harvester [50%]; Aircraft [None]; Building [10%]
Having this building in your possession gives you the ability to
use the Harkonnen superweapon, the Death Hand Missile. It requires the
most power to stay online, and it's almost as tough as a Construction Yard.
The Death Hand Missile operates similar to the Soviet Nuclear Missile
found in Red Alert 2. However, for this weapon, the radiation lasts a very
long period of time, making it even more deadly. You will find it useful
if the enemy masses several buildings or units in a small area. If you
see the opponent puts all of his Windtraps in one spot, this missile can
help you sabotage his power supply. Then you can move in while his defenses
are down! One tip is to remember the radiation doesn't affect structures,
except for defensive ones (Rocket Turret, Gas Turret, etc.).
>>>>>>>>>>>
c. INFANTRY
>>>>>>>>>>>
---------------
Harkonnen Scout
---------------
Health: 200 Prerequisites: Barracks
Cost: $30 Tech Level: 1
Buildtime: 86 Armor Type: None
Sight Range: 20 Speed: 6
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The sole purpose of the Scout is for recon. He's fast and can reveal
a lot of ground on the map in little time. However, the Scout has no
weapon and extremely low HP.
------------------------
Harkonnen Light Infantry
------------------------
Health: 600 Prerequisites: Barracks
Cost: $50 Tech Level: 1
Buildtime: 87 Armor Type: None
Sight Range: 6 Speed: 4
Veterancy Bonuses: Level 1 (3 pts.) - Extra Armor
Level 2 (10 pts.) - Self-Repair
Level 3 (20 pts.) - Extra Damage, Extra Armor
Weapon Damage: 219 Weapon Range: 5 Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
Your basic soldier. Like in other C&C games, massing large amounts of
Light Infantry can pose a threat (assuming tanks don't mow 'em down).
Their rifles barely harm Spice Harvesters and structures. Light Infantry
have 200 less HP compared to Atreides Infantry.
-----------------
Harkonnen Trooper
-----------------
Health: 300 Prerequisites: Barracks
Cost: $90 Tech Level: 2
Buildtime: 99 Armor Type: None
Sight Range: 12 Speed: 4
Veterancy Bonuses: Level 1 (4 pts.) - Extra Damage
Level 2 (10 pts.) - Self-Repair
Level 3 (20 pts.) - Extra Damage, Extra Armor
Weapon Damage: 375 Weapon Range: 8 Rate of Fire: 100
Damage vs. Armor: None [10%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [85%]; Building [60%]
Troopers are a bit of a combination between Atreides Kindjal Infantry
and Ordos AA Troopers. They do decent damage against both aircraft
and land vehicles. As a drawback, their HP is almost as low as a Scout's,
and the rate of fire isn't too hot, either.
------------------
Harkonnen Engineer
------------------
Health: 600 Prerequisites: Barracks (upgraded)
Cost: $400 Tech Level: 3
Buildtime: 350 Armor Type: None
Sight Range: 6 Speed: 4
Veterancy Bonuses: Level 1 (2 pts.) - Extra Armor
Level 2 (6 pts.) - Extra Armor
Level 3 (12 pts.) - Extra Armor
Weapon Damage: 100 Weapon Range: 5 Rate of Fire: 45
Damage vs. Armor: None [100%]; Light [70%]; Medium [60%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
Yes, folks, we have an Engineer with a weapon! Granted, it's not
very effective, but it's better than nothing. ^_^ He can instantly
restore a building's health to full, although he "sacrifices" himself
in the process. He's also capable of capturing enemy structures. Unlike
Red Alert, an Engineer can take over a building regardless of its HP.
Engineers have the ability to remove any leeches attached to vehicles.
-------------------------------
Harkonnen Flamethrower Infantry
-------------------------------
Health: 800 Prerequisites: Barracks (upgraded)
Cost: $150 Tech Level: 4
Buildtime: 144 Armor Type: None
Sight Range: 12 Speed: 4
Veterancy Bonuses: Level 1 (4 pts.) - Extra Damage
Level 2 (10 pts.) - Self-Repair
Level 3 (20 pts.) - Extra Damage, Extra Armor
Weapon Damage: 250 Weapon Range: 4 Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [20%]; Medium [15%]; Heavy [3%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [15%]
You can always tell when there's Flamethrower Infantry by the large
tank on their backs... Their flamethrowers rip through packs of foot
soldiers with relative ease. Back them up with Troopers or other units
in case they encounters enemy land vehicles.
>>>>>>>>>>>
d. VEHICLES
>>>>>>>>>>>
-----------------
Harkonnen Buzzsaw
-----------------
Health: 1,300 Prerequisites: Factory
Cost: $350 Tech Level: 2
Buildtime: 180 Armor Type: Light
Sight Range: 8 Speed: 12
Veterancy Bonuses: Level 1 (8 pts.) - Extra Speed
Level 2 (20 pts.) - Self-Repair
Level 3 (40 pts.) - Extra Damage, Extra Armor
Weapon Damage: 350 Weapon Range: 7 Rate of Fire: 40
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
Your main defense against foot soldiers. Its cannons gun down infantry,
and the sawblade is also used to cut through them. Buzzsaws are able to
actually destroy spice fields. Just run it through some spice several times,
and watch it disappear!
----------------------
Harkonnen Assault Tank
----------------------
Health: 2,400 Prerequisites: Factory
Cost: $900 Tech Level: 3
Buildtime: 492 Armor Type: Heavy
Sight Range: 8 Speed: 5
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage
Level 2 (24 pts.) - Self-Repair
Level 3 (48 pts.) - Extra Damage, Extra Armor
Weapon Damage: 500 Weapon Range: 7 Rate of Fire: 30
Damage vs. Armor: None [10%]; Light [100%]; Medium [90%]; Heavy [85%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [50%]
The Assault Tank is the backbone of the Harkonnan army. It deals great
damage, but the tank's weaponry has slow tracking and has a hard time
locking-on to fast targets. Make sure you protect Assault Tanks from
aircraft with other units.
---------------------------
Harkonnen Inkvine Catapault
---------------------------
Health: 2,000 Prerequisites: Factory (upgraded)
Cost: $1,000 Tech Level: 5
Buildtime: 589 Armor Type: Heavy
Sight Range: 16 Speed: 8
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage
Level 2 (24 pts.) - Self-Repair
Level 3 (48 pts.) - Extra Damage, Extra Armor
Weapon Damage: 750 Weapon Range: 20 Rate of Fire: 100
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
The Inkvine Catapault is designed mainly for the destruction of
infantry, although vehicles can take some damage. It launches canisters
of fluid from the inkvine plant that contaminates whatever it hits.
Each canister has splash damage and causes some harm after it erupts.
Set up a few of the catapaults around your base.
-------------------
Harkonnen Flametank
-------------------
Health: 1,800 Prerequisites: Factory (upgraded)
Cost: $900 Tech Level: 4
Buildtime: 499 Armor Type: Medium
Sight Range: 8 Speed: 6
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage
Level 2 (24 pts.) - Self-Repair
Level 3 (48 pts.) - Extra Damage, Extra Armor
Weapon Damage: 125 Weapon Range: 4 Rate of Fire: 60
Damage vs. Armor: None [100%]; Light [20%]; Medium [15%]; Heavy [3%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [15%]
The Flametank torches infantry into crispy chicken... Large groups of
soldiers will be mauled down in no time. Its twin cannons allow it to
engage two targets at once, if necessary. Other than infantry, you
probably won't find much use of this. Keep a couple around if the need
arises.
----------------------
Harkonnen Missile Tank
----------------------
Health: 1,100 Prerequisites: Factory (upgraded)
Cost: $1,200 Tech Level: 5
Buildtime: 589 Armor Type: Heavy
Sight Range: 14 Speed: 6
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage
Level 2 (24 pts.) - Self-Repair
Level 3 (48 pts.) - Extra Damage, Extra Armor
Weapon Damage: 425 Weapon Range: 10 Rate of Fire: 180
Damage vs. Armor: None [20%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [85%]; Building [60%]
The Missile Tank makes a wonderful support unit with Assault Tanks.
With its long range missiles, the tank destroys aircraft and most
vehicles with hardly any effort. The 425 HP damage listed above is
for ONE missile. Eight missiles are launched in a single salvo. Note
the extreme rate of fire; take out more dangerous targets first and
concentrate on the weaker ones later!
--------------------
Harkonnen Devastator
--------------------
Health: 5,000 Prerequisites: Factory, Starport
Cost: $1,750 Tech Level: 7
Buildtime: 64 Armor Type: Heavy
Sight Range: 8 Speed: 1
Veterancy Bonuses: Level 1 (13 pts.) - Extra Damage
Level 2 (30 pts.) - Self-Repair
Level 3 (60 pts.) - Extra Damage, Extra Armor
Plasma Gun
Weapon Damage: 813 Weapon Range: 9 Rate of Fire: 60
Damage vs. Armor: None [40%]; Light [60%]; Medium [100%]; Heavy [100%];
Walls [100%]; Harvester [100%]; Aircraft [None]; Building [75%]
Missile
Weapon Damage: 600 Weapon Range: 9 Rate of Fire: 80
Damage vs. Armor: None [10%]; Light [50%]; Medium [80%]; Heavy [100%];
Walls [70%]; Harvester [50%]; Aircraft [80%]; Building [40%]
Self-Destruct Bomb
Weapon Damage: 5,000 Weapon Range: 0 Rate of Fire: 0
Damage vs. Armor: None [90%]; Light [60%]; Medium [60%]; Heavy [60%];
Walls [50%]; Harvester [60%]; Aircraft [60%]; Building [75%]
Despite its extreme power, the Devastator's speed makes you wonder
exactly how useful it is... Advanced Carryalls will probably be your
only option for moving this oversized BattleMech around. With its
plasma guns and missiles, the Devastator is fearless when it comes
to wrecking havoc on vehicles, aircraft, and structures. This unit
is issued a self-destruct mechanism that deploys a bomb. Only use
this bomb if you're positive you will lose the Devastator regardless
of what you try to do.
-------------------------
Harkonnen Spice Harvester
-------------------------
Health: 3,500 Prerequisites: Factory
Cost: $1,000 Tech Level: 2
Buildtime: 504 Armor Type: Harvester
Sight Range: 6 Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Spice Harvester operates like you would think. Its move out onto
the spice field and collects Melange, which is then processed in your
Refinery into Solaris. Each harvester can hold up to $700 in spice.
Obviously, this unit is always open to the dangers of sandworms.
Build a sufficient supply of Carryalls to help prevent the lost
of harvesters.
-------------
Harkonnen MCV
-------------
Health: 4,500 Prerequisites: Factory
Cost: $2,000 Tech Level: 2
Buildtime: 864 Armor Type: Heavy
Sight Range: 14 Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Mobile Construction Vehicle (MCV) can deploy into a Construction
Yard in a few seconds. To "undeploy" the Con. Yard, select it and order
it to move. It folds back up into an MCV. Have an extra one of these
handy in the event your Construction Yard is destroyed.
------------------
Harkonnen Carryall
------------------
Health: 1,600 Prerequisites: Hangar
Cost: $1,100 Tech Level: 5
Buildtime: 450 Armor Type: Medium
Sight Range: 0 Speed: 20
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Carryall simply picks up Spice Harvesters to and from the spice
fields. It won't take much power to knock one out of the sky. There's
one key fact to remember: if the Carryall is destroyed while possessing
a harvester, the Carryall AND the harvester are gone.
------------------------------
Harkonnen Air Defense Platform
------------------------------
Health: 1,200 Prerequisites: Hangar
Cost: $1,500 Tech Level: 6
Buildtime: 750 Armor Type: Aircraft
Sight Range: 8 Speed: 2
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage
Level 2 (24 pts.) - Self-Repair
Level 3 (48 pts.) - Extra Damage, Extra Armor
Weapon Damage: 480 Weapon Range: 15 Rate of Fire: 10
Damage vs. Armor: None [90%]; Light [60%]; Medium [60%]; Heavy [60%];
Walls [50%]; Harvester [60%]; Aircraft [60%]; Building [75%]
The Air Defense Platform might not look like much at first, however,
it's a great companion. The ADP is generally effective any type of armor.
This unit's low HP and speed make it easy pickings for enemy units. Use
the ADP against units that cannot hit back at aircraft. Set up some
and scatter them around your base for extra defenses.
-----------------
Harkonnen Gunship
-----------------
Health: 2,600 Prerequisites: Hangar (upgraded)
Cost: $1,000 Tech Level: 5
Buildtime: 499 Armor Type: Aircraft
Sight Range: 8 Speed: 10
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage
Level 2 (24 pts.) - Self-Repair
Level 3 (48 pts.) - Extra Damage, Extra Armor
Weapon Damage: 500 Weapon Range: 8 Rate of Fire: 60
Damage vs. Armor: None [20%]; Light [60%]; Medium [70%]; Heavy [75%];
Walls [75%]; Harvester [50%]; Aircraft [100%]; Building [70%]
Take the Atreides Ornithopter, sacrifice speed for strength and damage,
and this is the end result. You can get use of it by assaulting the enemy
when they can't counterattack aircraft. The Gunship's slower speed make
it even more vulnerable to what attacks it absorbs, though.
---------------------------
Harkonnen Advanced Carryall
---------------------------
Health: 900 Prerequisites: Hangar (upgraded)
Cost: $1,800 Tech Level: 6
Buildtime: 648 Armor Type: Medium
Sight Range: 8 Speed: 17
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
This version of the Carryall can pick up any vehicle, not just harvesters.
The Advanced Carryall costs $700 more and has 700 less HP compared to
its normal counterpart. One function you might not know at first is its
ability to collect enemy units. There is a slightly delay when attempting
to do this.
=======================================================================
5) HOUSE ORDOS - STRUCTURES & UNITS
=======================================================================
This section covers general information on House Ordos.
>>>>>>>>>>>>>>>>>>
a. HOUSE ADVANTAGE
>>>>>>>>>>>>>>>>>>
Instead of needing to rely on repair vehicles to be healed, all Ordos-
specific vehicles start off with a self-repair skill. The Ordos infantry
can learn that ability at their first level of veternancy.
Along with that idea, some Ordos vehicles also have shield technology,
enabling them to take extra damage. Shields gradually restore themselves
if given enough time to do so.
>>>>>>>>>>>>>
b. STRUCTURES
>>>>>>>>>>>>>
-----------------------
Ordos Construction Yard
-----------------------
Health: 4,000 Prerequisites: None
Cost: N/A Tech Level: 0
Buildtime: N/A Armor Type: Building
Power: +0 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $600
Upgrade Buildtime: 0
Your base of operations. Without this, you can't construct any buildings.
You can move the Yard to a new location by selecting it and ordering it
to travel there. This unpacks the building into an MCV. The MCV can be
deployed back into a Construction Yard. Due to its importance, the Con.
Yard is extremely difficult to destroy without several units to do it.
--------------
Ordos Windtrap
--------------
Health: 1,500 Prerequisites: Construction Yard
Cost: $225 Tech Level: 1
Buildtime: 240 Armor Type: Building
Power: +100 Infantry Released: 1
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Windtraps are the equivalent of Power Plants. These structures are
cheap and don't take long to build. Keep in mind it doesn't take much
to eliminate them, especially if they're concentrated in a small zone.
Watch your power meter in the upper-right corner! Reaching "low power"
disables your radar and defenses.
--------------
Ordos Barracks
--------------
Health: 2,500 Prerequisites: Construction Yard, Windtrap
Cost: $225 Tech Level: 1
Buildtime: 309 Armor Type: Building
Power: -20 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $800
Upgrade Buildtime: 0
This trains your infantry. With no upgrade, you can make Scouts,
Chemical Troopers, and AA Troopers. The upgrade adds Engineers,
Mortar Infantry, and Saboteurs.
----------
Ordos Wall
----------
Health: 1,000 Prerequisites: Construction Yard
Cost: $20 Tech Level: 1
Buildtime: 60 Armor Type: Building
Power: +0 Infantry Released: 0
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Walls help prevent certain infantry and vehicles from running amok
through your base. However, there are units that are capable of
demolishing your walls with little effort. When you select the wall
from the sidebar, you can place an entire line of wall sections instead
of having to place each piece one by one (talk about tedious...).
--------------
Ordos Refinery
--------------
Health: 3,000 Prerequisites: Construction Yard, Windtrap
Cost: $1,500 Tech Level: 1
Buildtime: 720 Armor Type: Building
Power: -40 Infantry Released: 3
Upgradeable: Yes (twice)
Upgrade Cost: $1,200
Upgrade Buildtime: 720
On Arrakis tileset maps, the Refinery is used to gather spice to
add to your treasury of Solaris. A Carryall and a Harvester is included
with a Refinery. To help speed up money collection, this structure is
upgradeable to a total of three Harvester drop-off ramps.
-------------
Ordos Factory
-------------
Health: 4,000 Prerequisites: Construction Yard, Windtrap
Cost: $1,000 Tech Level: 2
Buildtime: 864 Armor Type: Building
Power: -40 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $1,200
Upgrade Buildtime: 0
Factories produce your vehicles (no aircraft). At first, only Dust
Scouts, Laser Tanks, Spice Harvesters, and MCVs are allowed to be built.
The upgrade adds the APC and Kobra. Deploying a Starport supplies
the Deviator to your list.
-------------
Ordos Outpost
-------------
Health: 2,500 Prerequisites: Construction Yard, Windtrap
Cost: $400 Tech Level: 1
Buildtime: 240 Armor Type: Building
Power: -60 Infantry Released: 2
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Although you will have a radar screen even without the Outpost, it
doesn't display the location of any units. Building this structure
allows the radar screen to show the units in a color-coded manner.
You won't get too far without this.
------------
Ordos Hangar
------------
Health: 3,500 Prerequisites: Construction Yard, Factory
Cost: $1,300 Tech Level: 5
Buildtime: 540 Armor Type: Building
Power: -50 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $1,200
Upgrade Buildtime: 0
The Hangar builds aircraft units. Upon construction, only Carryalls
and Anti-Aircraft Mines are buildable. The upgrade adds the Eye in the
Sky and the Advanced Carryall.
----------------
Ordos Gas Turret
----------------
Health: 2,700 Prerequisites: Construction Yard, Barracks
Cost: $550 Tech Level: 2
Buildtime: 240 Armor Type: Heavy
Power: +0 Infantry Released: 1
Weapon Damage: 500 Weapon Range: 14 Rate of Fire: 75
Damage vs. Armor: None [100%]; Light [20%]; Medium [15%]; Heavy [3%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [15%]
The Gas Turret, although dangerous against foot soldiers, has one
major drawback: it launches gas canisters and takes time to reach the
target. But these attacks do have some "splash" damage.
-------------------
Ordos Pop-up Turret
-------------------
Health: 3,000 Prerequisites: Construction Yard (upgraded),
Cost: $1,200 Barracks
Buildtime: 309 Tech Level: 4
Power: -75 Armor Type: Heavy
Infantry Released: 1
Weapon Damage: 550 Weapon Range: 9 Rate of Fire: 60
Damage vs. Armor: None [8%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [None]; Building [40%]
The Pop-up Turret looks almost identical to the Gas Turret but uses
a gun instead. Compared to the other Houses' turrets, its damage, range,
and RoF are fairly average and doesn't excel in any one area. The turret
can retract into the ground for extra protection from fire.
--------------
Ordos Starport
--------------
Health: 2,500 Prerequisites: Construction Yard, Hangar
Cost: $1,500 Tech Level: 7
Buildtime: 720 Armor Type: Building
Power: -100 Infantry Released: 3
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
The Starport is used for ordering any vehicles (land or air) from the
CHOAM (that's Combine Honnete Ober Advancer Mercantiles for you Dune
fans) company. You can obtain any vehicle, even if you don't have the
buildings normally required for making them. The catch is you can only
queue up to 5 units per order, and the prices of them are random. That
means you may end up paying more or less for units. You also have to
wait some time before the delivery reaches the Starport.
------------
Ordos Palace
------------
Health: 3,000 Prerequisites: Construction Yard, Starport
Cost: $1,600 Tech Level: 8
Buildtime: 1,080 Armor Type: Building
Power: -150 Infantry Released: 4
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Chaos Lightning
Buildtime: 6,220 Weapon Damage: 1,000
Weapon Blast Radius: 4
Damage vs. Armor: None [20%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [None]; Building [60%]
Having this building in your possession gives you the ability to
use the Ordos superweapon, Chaos Lightning. It requires the most
power to stay online, and it's almost as tough as a Construction Yard.
Chaos Lightning takes the most time to charge up compared to the
other two superweapons. This weapon sends a group of units into a
frenzied rage, and they attack either friend or foe. The lightning
also affects defensive structures (Rocket Turret, etc.). If your
opponent has a habit of stockpiling units in their base or has tens
of turrets sitting around, this weapon can easily sabotage their operations.
>>>>>>>>>>>
c. INFANTRY
>>>>>>>>>>>
-----------
Ordos Scout
-----------
Health: 200 Prerequisites: Barracks
Cost: $30 Tech Level: 1
Buildtime: 65 Armor Type: None
Sight Range: 20 Speed: 8
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The sole purpose of the Scout is for recon. He's fast and can reveal
a lot of ground on the map in little time. However, the Scout has no
weapon and extremely low HP.
----------------------
Ordos Chemical Trooper
----------------------
Health: 575 Prerequisites: Barracks
Cost: $50 Tech Level: 1
Buildtime: 87 Armor Type: None
Sight Range: 8 Speed: 6
Veterancy Bonuses: Level 1 (3 pts.) - Self-Repair
Level 2 (10 pts.) - Extra Armor
Level 3 (20 pts.) - Extra Damage
Weapon Damage: 250 Weapon Range: 3 Rate of Fire: 40
Damage vs. Armor: None [100%]; Light [20%]; Medium [15%]; Heavy [3%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [15%]
This Chem Warrior-equivalent is a watered-down version of Harkonnen's
Flamethrower Infantry. His gas gun has extremely low range and causes
continous damage against targets.
----------------
Ordos AA Trooper
----------------
Health: 300 Prerequisites: Barracks
Cost: $100 Tech Level: 2
Buildtime: 99 Armor Type: None
Sight Range: 8 Speed: 4
Veterancy Bonuses: Level 1 (4 pts.) - Self-Repair
Level 2 (10 pts.) - Extra Armor
Level 3 (20 pts.) - Extra Damage
Weapon Damage: 375 Weapon Range: 8 Rate of Fire: 40
Damage vs. Armor: None [10%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [85%]; Building [60%]
Improve the Harkonnen Trooper's stats, and this is what ya get. He can
hit both land and air targets and has a much faster rate of fire. Again,
HP is quite low.
--------------
Ordos Engineer
--------------
Health: 400 Prerequisites: Barracks (upgraded)
Cost: $400 Tech Level: 3
Buildtime: 350 Armor Type: None
Sight Range: 6 Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Engineers serves the same purpose he always has. He can instantly
restore a building's health to full, although he "sacrifices" himself
in the process. He's also capable of capturing enemy structures. Unlike
Red Alert, an Engineer can take over a building regardless of its HP.
Engineers have the ability to remove any leeches attached to vehicles.
---------------------
Ordos Mortar Infantry
---------------------
Health: 700 Prerequisites: Barracks (upgraded)
Cost: $100 Tech Level: 4
Buildtime: 144 Armor Type: None
Sight Range: 8 Speed: 4
Veterancy Bonuses: Level 1 (4 pts.) - Self-Repair
Level 2 (10 pts.) - Extra Armor
Level 3 (20 pts.) - Extra Damage
Undeployed Mode
Weapon Damage: 100 Weapon Range: 5 Rate of Fire: 45
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
Deployed Mode
Weapon Damage: 375 Weapon Range: 15 Rate of Fire: 45
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
Like the Kindjal, this infantry has two modes. Undeployed does little damage
to soldiers and no damage to just about anything else. Deployed easily takes
out infantry and does some harm to vehicles. The deployed mode's long range
capability is very helpful.
--------------
Ordos Saboteur
--------------
Health: 600 Prerequisites: Barracks (upgraded)
Cost: $150 Tech Level: 5
Buildtime: 260 Armor Type: None
Sight Range: 8 Speed: 6
Veterancy Bonuses: None
Weapon Damage: 3,000 Weapon Range: 0 Rate of Fire: 0
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
The Saboteur is designed entirely for blowing himself to pieces.
His hefty damage trashes infantry, light vehicles, and buildings with
little effort. It doesn't cause fatal damage to more heavily armored units,
but what it does is significant. Try to search for undefended portions of
an enemy's base and sneak several Saboteurs into it. Even a few can
disrupt the enemy's power on the battlefield.
>>>>>>>>>>>
d. VEHICLES
>>>>>>>>>>>
----------------
Ordos Dust Scout
----------------
Health: 1,100 Prerequisites: Factory
Cost: $350 Tech Level: 2
Buildtime: 150 Armor Type: Light
Sight Range: 8 Speed: 14
Veterancy Bonuses: Level 1 (8 pts.) - Extra Armor
Level 2 (20 pts.) - Extra Armor
Level 3 (40 pts.) - Extra Damage, Extra Range
Weapon Damage: 350 Weapon Range: 7 Rate of Fire: 50
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
Like the Atreides Sand Bike, the Dust Scout is designed for attacking
soldiers and light vehicles, as well some recon. Anything else, and it's
toast.
----------------
Ordos Laser Tank
----------------
Health: 800 (Shield: 300) Prerequisites: Factory
Cost: $700 Tech Level: 3
Buildtime: 432 Armor Type: Medium
Sight Range: 8 Speed: 12
Veterancy Bonuses: Level 1 (10 pts.) - Extra Armor
Level 2 (24 pts.) - Extra Range
Level 3 (48 pts.) - Extra Damage
Weapon Damage: 400 Weapon Range: 10 Rate of Fire: 40
Damage vs. Armor: None [10%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [None]; Building [40%]
The Laser Tank is the main component of your forces. Compared to most
other vehicles, it's cheap. A perk for the laser cannon is that it is
able to harm targets while the tank itself is moving. This tank has
its own shield that absorbs 300 HP damage. It does regenerate over time.
Watch out for other laser weapons, though! A laser shot to a shield causes
a chain reaction that destroys the tank and whatever hit it.
---------
Ordos APC
---------
Health: 500 (Shield: 500) Prerequisites: Factory (upgraded)
Cost: $900 Tech Level: 4
Buildtime: 499 Armor Type: Light
Sight Range: 8 Speed: 20
Veterancy Bonuses: Level 1 (8 pts.) - Extra Armor
Level 2 (20 pts.) - Extra Speed
Level 3 (40 pts.) - Extra Armor
Weapon Damage: 200 Weapon Range: 10 Rate of Fire: 50
Damage vs. Armor: None [20%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [85%]; Building [60%]
The Ordos APC has less armor than its Atreides cousin, but its speed
rating makes up for it. It can hold up to five infantry at once. As with
the other APC, the infantry inside of it affects its sight range. This
APC has a 500 HP shield. Like the Laser Tank, laser shots set up
chain reactions.
Due to its fast speed, putting a Scout into this APC makes it the
ultimate recon unit of all three Houses. You can easily uncover the majority
of the map in no time at all. On top of that, you'll be able to outrun
most missile attacks with the extra speed at the second veternancy level.
-----------
Ordos Kobra
-----------
Health: 3,000 Prerequisites: Factory (upgraded)
Cost: $1,200 Tech Level: 5
Buildtime: 589 Armor Type: Heavy
Sight Range: 16 Speed: 12
Veterancy Bonuses: Level 1 (13 pts.) - Extra Armor
Level 2 (30 pts.) - Extra Damage
Level 3 (60 pts.) - Extra Damage
Undeployed Mode
Weapon Damage: 300 Weapon Range: 8 Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
Deployed Mode
Weapon Damage: 600 Weapon Range: 16 Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
The Kobra is your best protector against enemy infantry. If you glance
at the weapon stats, it is obvious going deployed is best. Deploying
doubles the damage and range without affecting the rate of fire. The Kobra's
howitzer doesn't fare well against heavy vehicles, so have Pop-Up Turrets
(or whatever you want) to support it.
--------------
Ordos Deviator
--------------
Health: 1,300 (Shield: 800) Prerequisites: Factory, Starport
Cost: $950 Tech Level: 7
Buildtime: 648 Armor Type: Light
Sight Range: 8 Speed: 8
Veterancy Bonuses: Level 1 (10 pts.) - Extra Armor
Level 2 (24 pts.) - Extra Range
Level 3 (48 pts.) - Extra Armor
Weapon Damage: 250 Weapon Range: 8 Rate of Fire: 150
Damage vs. Armor: None [20%]; Light [20%]; Medium [20%]; Heavy [20%];
Walls [20%]; Harvester [20%]; Aircraft [None]; Building [20%]
The Deviator's special ability is to launch brainwashing gas instead
of exploding things to bits. Whenever a vehicle is hit with the Deviator's
weapon, you are allowed to control it as one of your own. This has some
incredibly obvious uses. For example, lead Spice Harvesters to sandworms,
or have Devastators self-destruct right in their own base! Be aware it
takes a while for the Deviator to "reload" its gas.
---------------------
Ordos Spice Harvester
---------------------
Health: 3,500 Prerequisites: Factory
Cost: $1,000 Tech Level: 2
Buildtime: 504 Armor Type: Harvester
Sight Range: 6 Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Spice Harvester operates like you would think. Its move out onto
the spice field and collects Melange, which is then processed in your
Refinery into Solaris. Each harvester can hold up to $700 in spice.
Obviously, this unit is always open to the dangers of sandworms.
Build a sufficient supply of Carryalls to help prevent the lost
of harvesters.
---------
Ordos MCV
---------
Health: 4,500 Prerequisites: Factory
Cost: $2,000 Tech Level: 2
Buildtime: 864 Armor Type: Heavy
Sight Range: 14 Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Mobile Construction Vehicle (MCV) can deploy into a Construction
Yard in a few seconds. To "undeploy" the Con. Yard, select it and order
it to move. It folds back up into an MCV. Have an extra one of these
handy in the event your Construction Yard is destroyed.
--------------
Ordos Carryall
--------------
Health: 1,600 Prerequisites: Hangar
Cost: $1,100 Tech Level: 5
Buildtime: 450 Armor Type: Medium
Sight Range: 0 Speed: 20
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Carryall simply picks up Spice Harvesters to and from the spice
fields. It won't take much power to knock one out of the sky. There's
one key fact to remember: if the Carryall is destroyed while possessing
a harvester, the Carryall AND the harvester are gone.
------------------------
Ordos Anti-Aircraft Mine
------------------------
Health: 1,100 Prerequisites: Hangar
Cost: $600 Tech Level: 6
Buildtime: 499 Armor Type: Light
Sight Range: 10 Speed: 6
Veterancy Bonuses: None
Weapon Damage: 480 Weapon Range: 15 Rate of Fire: 0
Damage vs. Armor: None [20%]; Light [60%]; Medium [70%]; Heavy [75%];
Walls [75%]; Harvester [50%]; Aircraft [100%]; Building [70%]
Unless your opponent plans to send wave after wave of air fighters,
the AA Mine is practically useless. Once an aerial unit enters its range,
the mine explodes and delivers several missiles against the target.
After it's gone, you need to spend $600 more for another one. Stick to
AA Troopers to save money.
--------------------
Ordos Eye in the Sky
--------------------
Health: 1,750 Prerequisites: Hangar (upgraded)
Cost: $2,000 Tech Level: 5
Buildtime: 499 Armor Type: Light
Sight Range: 16 Speed: 7
Veterancy Bonuses: None
Weapon Damage: 400 Weapon Range: 16 Rate of Fire: 0
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
This is a rather fun unit to toy around with... When an Eye in the
Sky (or EITS for short) deploys, it explodes and sends debris and one
Saboteur down to the ground. The debris can damage whatever just happens
to be under it. Once the Saboteur lands, he's yours to control.
I discovered one useful trick with the EITS for destroying structures.
Use Force Move (Alt + Left-click) to move the EITS above the "roof" of
a building. Then deploy it. The Saboteur will automatically land inside
and blow up without having to wait. Usually, this either cripples the
structure or demolishes it entirely.
-----------------------
Ordos Advanced Carryall
-----------------------
Health: 900 Prerequisites: Hangar (upgraded)
Cost: $1,800 Tech Level: 6
Buildtime: 648 Armor Type: Medium
Sight Range: 8 Speed: 17
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
This version of the Carryall can pick up any vehicle, not just harvesters.
The Advanced Carryall costs $700 more and has 700 less HP compared to
its normal counterpart. One function you might not know at first is its
ability to collect enemy units. There is a slightly delay when attempting
to do this.
=======================================================================
6) SUB-HOUSES
=======================================================================
This section covers general information on the sub-houses.
>>>>>>>>>>>>>>>>>>>>>
a. SUB-HOUSE OVERVIEW
>>>>>>>>>>>>>>>>>>>>>
In the campaign mode of Emperor, you have the choice of pairing up
with certain sub-houses (up to two total) to aid you in your quest for
conquering Arrakis. In multiplayer and skirmish, you just pick what
two you want at the setup screen. Any sub-house can be effective if you
know how to use it. Play around with them in skirmish mode to get an
idea of how they work.
>>>>>>>>>
b. FREMEN
>>>>>>>>>
-----------
Fremen Camp
-----------
Health: 2,000 Prerequisites: Construction Yard, Barracks
Cost: $600 Tech Level: 3
Buildtime: 540 Armor Type: Building
Power: +0 Infantry Released: 2
Upgradeable: Yes
Upgrade Cost: $1,000
Upgrade Buildtime: 0
This barracks trains Fremen infantry. Upgrading adds the Fremen Fedaykin.
--------------
Fremen Warrior
--------------
Health: 800 Prerequisites: Fremen Camp
Cost: $150 Tech Level: 3
Buildtime: 432 Armor Type: None
Sight Range: 12 Speed: 6
Veterancy Bonuses: Level 1 (4 pts.) - Extra Damage
Level 2 (14 pts.) - Extra Armor
Level 3 (28 pts.) - Self-Repair
Weapon Damage: 600 Weapon Range: 12 Rate of Fire: 40
Damage vs. Armor: None [100%]; Light [8%]; Medium [5%]; Heavy [2%];
Walls [1%]; Harvester [2%]; Aircraft [None]; Building [3%]
The Fremen Warrior is a suped-up Sniper with a faster rate of fire
and 200 more health. Even though they cost the same amount, the Warrior
takes much longer to train. This unit is a great alternative to Snipers,
even if you're playing as Atreides. The Fremen Warrior is highly resistant
to Sonic Tank-type weapons.
---------------
Fremen Fedaykin
---------------
Health: 1,000 Prerequisites: Fremen Camp (upgraded)
Cost: $250 Tech Level: 5
Buildtime: 589 Armor Type: None
Sight Range: 12 Speed: 6
Veterancy Bonuses: Level 1 (4 pts.) - Extra Damage
Level 2 (14 pts.) - Extra Armor
Level 3 (28 pts.) - Self-Repair
Weapon Damage: 238 Weapon Range: 5 Rate of Fire: 40
Damage vs. Armor: None [100%]; Light [80%]; Medium [80%]; Heavy [80%];
Walls [50%]; Harvester [20%]; Aircraft [None]; Building [10%]
Several Fedaykins in a group are a formidable force against vehicles
and possibly even infantry. They use what appears to be a portable version
of the Sonic Tank's weapon. It's damage is not as high as you might like,
however it's equally effective against light, medium, and heavy armor.
Like the Warrior, it's resistant to Sonic Tank-type weapons.
The Fedkayin's lesser known ability is riding sandworms. Deploying a
Fedaykin causes him to plant a thumper in the sand that attracts a worm.
If given adequate time, the Fremen soldier will hop onto the summoned
sandworm, and you will be able to control. As you might expect, this worm
is capable of devouring any infantry or vehicle foolish enough to stand
in its path. Keep in mind the Fedaykin can only ride the worm for a short
length of time!
>>>>>>>>
c. GUILD
>>>>>>>>
------------
Guild Palace
------------
Health: 5,000 Prerequisites: Construction Yard, Factory
Cost: $2,000 Tech Level: 4
Buildtime: 1,080 Armor Type: Building
Power: -180 Infantry Released: 0
Upgradeable: Yes
Upgrade Cost: $1,600
Upgrade Buildtime: 0
The Guild Palaces produces the Guild units. Upgrading adds the Guild
NIAB Tank. Make sure you allot enough buildable space for this palace,
as it's the largest structure in the game.
-----------
Guild Maker
-----------
Health: 1,000 Prerequisites: Guild Palace
Cost: $1,000 Tech Level: 4
Buildtime: 589 Armor Type: Medium
Sight Range: 8 Speed: 4
Veterancy Bonuses: Level 1 (6 pts.) - Extra Damage
Level 2 (16 pts.) - Extra Armor
Level 3 (32 pts.) - Self-Repair
Weapon Damage: 600 Weapon Range: 9 Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
This bizarre creation is designed to trash infantry and light vehicles.
Its lightning attack can arc and strike multiple targets at one time.
The main downside to the Guild Maker is that for its cost to produce, it
has really low HP.
---------------
Guild NIAB Tank
---------------
Health: 3,000 Prerequisites: Guild Palace (upgraded)
Cost: $2,000 Tech Level: 5
Buildtime: 720 Armor Type: Medium
Sight Range: 8 Speed: 12
Veterancy Bonuses: Level 1 (18 pts.) - Extra Damage
Level 2 (20 pts.) - Extra Armor
Level 3 (40 pts.) - Self-Repair
Weapon Damage: 1,250 Weapon Range: 9 Rate of Fire: 100
Damage vs. Armor: None [20%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [None]; Building [60%]
The NIAB Tank combines the Tesla Tank and Chrono Tank. Like the Guild
Maker, this tank uses lightning to damage foes and can hit several targets.
The firing rate is slow, but it does an extreme amount of harm at 1,250 HP.
This vehicle also starts off with the ability of self-repair. The NIAB Tank
can be deployed to teleport to any spot on the map. Like any "chronoshifting"
unit, it takes time to get to the destination and time to recharge once it
reaches that place. Teleport your tanks to an area that the enemy is not
guarding, so your tanks do not get destroyed before even fighting.
>>>>>>>>>>>>>>>>>>>>>
d. IMPERIAL SARDAUKAR
>>>>>>>>>>>>>>>>>>>>>
------------------
Sardaukar Barracks
------------------
Health: 3,200 Prerequisites: Construction Yard, Barracks
Cost: $700 Tech Level: 3
Buildtime: 540 Armor Type: Building
Power: -30 Infantry Released: 2
Upgradeable: Yes
Upgrade Cost: $1,000
Upgrade Buildtime: 0
This building produces Sardaukar units. Upgrading adds the Sardaukar Elite.
---------
Sardaukar
---------
Health: 900 Prerequisites: Sardaukar Barracks
Cost: $300 Tech Level: 3
Buildtime: 432 Armor Type: None
Sight Range: 12 Speed: 6
Veterancy Bonuses: Level 1 (6 pts.) - Extra Damage
Level 2 (16 pts.) - Extra Armor
Level 3 (32 pts.) - Self-Repair
Weapon Damage: 600 Weapon Range: 9 Rate of Fire: 20
Damage vs. Armor: None [100%]; Light [45%]; Medium [35%]; Heavy [20%];
Walls [30%]; Harvester [35%]; Aircraft [None]; Building [30%]
A group of Sardaukar will have no problems eliminating infantry. Their
guns do 600 damage and fire even faster than the Fremen Warrior can.
Sardaukar take time to train. Don't expect to round up an army of 'em
in a minute.
---------------
Sardaukar Elite
---------------
Health: 1,800 Prerequisites: Sardaukar Barracks (upgraded)
Cost: $350 Tech Level: 5
Buildtime: 689 Armor Type: None
Sight Range: 12 Speed: 7
Veterancy Bonuses: Level 1 (6 pts.) - Extra Damage
Level 2 (16 pts.) - Extra Armor
Level 3 (32 pts.) - Self-Repair
Knife (Close Combat)
Weapon Damage: 1,000 Weapon Range: 1 Rate of Fire: 34
Damage vs. Armor: None [100%]; Light [5%]; Medium [5%]; Heavy [5%];
Walls [5%]; Harvester [5%]; Aircraft [None]; Building [5%]
Laser (Ranged Combat)
Weapon Damage: 300 Weapon Range: 10 Rate of Fire: 50
Damage vs. Armor: None [10%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [65%]; Building [40%]
The Sardaukar Elite has the most HP I've seen for any infantry. If
this soldier goes into close combat with other soldiers, he switches to a
knife that downs any infantry in two hits or less. For long range, he
uses a laser. It works okay against vehicles and aircraft, but you
need several of these infantry to be a formiable force.
>>>>>
e. IX
>>>>>
-----------
House of Ix
-----------
Health: 4,000 Prerequisites: Construction Yard, Factory
Cost: $1,000 Tech Level: 4
Buildtime: 864 Armor Type: Building
Power: -60 Infantry Released: 0
Upgradeable: Yes
Upgrade Cost: $1,500
Upgrade Buildtime: 0
The House of Ix produces Ixian units. Upgrading adds the Ixian Projector Tank.
-----------------
Ixian Infiltrator
-----------------
Health: 800 Prerequisites: House of Ix
Cost: $500 Tech Level: 4
Buildtime: 432 Armor Type: Light
Sight Range: 8 Speed: 7
Veterancy Bonuses: None
Weapon Damage: 1,500 Weapon Range: 0 Rate of Fire: 0
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
The Infiltrator is a portable stealth bomb. It's camouflaged while
moving and being stationary. As with other units, its position is revealed
by defensive turrets, or if the Infiltrator touches an enemy unit. Sneak
this unit into unguarded areas of an enemy base and watch it esplode!
It's not quite as effective as the Ordos Saboteur, though.
--------------------
Ixian Projector Tank
--------------------
Health: 1,000 Prerequisites: House of Ix (upgraded)
Cost: $1,500 Tech Level: 5
Buildtime: 589 Armor Type: Light
Sight Range: 8 Speed: 14
Veterancy Bonuses: Level 1 (4 pts.) - Extra Armor
Level 2 (8 pts.) - Extra Damage
Level 3 (16 pts.) - Self-Repair
Weapon Damage: 219 Weapon Range: 5 Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
This is a rather interesting piece of work... When deployed, the
Projector Tank can "clone" any unit. Select the tank and then choose
the unit you wish to duplicate. Remember that you are not restricted
to cloning your own units! You can also click enemy units and use them
as your forces. You can differenciate a clone and the real deal by its
color. A replica has a lighter shade. Replicas look and even attack like
their genuine counterparts! Duplicated units cannot go into a deployed
mode. As a result, it's pointless to clone certain units (Ordos Saboteur,
Ixian Infiltrator, etc.). Clones can disappear in a couple ways: their
time limit disappears (their health circle is their time limit) or an
enemy unit fires or touches them.
>>>>>>>>>>>
f. TLEILAXU
>>>>>>>>>>>
------------------
Tleilaxu Flesh Vat
------------------
Health: 4,000 Prerequisites: Construction Yard, Factory
Cost: $1,000 Tech Level: 4
Buildtime: 864 Armor Type: Building
Power: -60 Infantry Released: 2
Upgradeable: Yes
Upgrade Cost: $1,500
Upgrade Buildtime: 0
The Flesh Vat produces Tleilaxu units. Upgrading adds the Tleilaxu Leech.
---------------------
Tleilaxu Contaminator
---------------------
Health: 1,000 Prerequisites: Tleilaxu Flesh Vat
Cost: $300 Tech Level: 3
Buildtime: 432 Armor Type: None
Sight Range: 12 Speed: 3.5
Veterancy Bonuses: Level 1 (4 pts.) - Extra Armor
Level 2 (10 pts.) - Extra Armor
Level 3 (20 pts.) - Extra Armor
Weapon Damage: 10 Weapon Range: 1 Rate of Fire: 30
Damage vs. Armor: N/A
Contaminators are trained solely for the purpose of infecting other
infantry. When an enemy soilder is infected, it morphs into another
Contaminator you can control. It doesn't take much effort to send
a viral outbreak in the enemy's troops. Keep in mind Contaminators
are extremely slow. Use APCs if you can.
--------------
Tleilaxu Leech
--------------
Health: 1,000 Prerequisites: Tleilaxu Flesh Vat (upgraded)
Cost: $800 Tech Level: 5
Buildtime: 589 Armor Type: Light
Sight Range: 8 Speed: 14
Veterancy Bonuses: Level 1 (4 pts.) - Extra Damage
Level 2 (8 pts.) - Extra Armor
Level 3 (16 pts.) - Self-Repair
Weapon Damage: 200 Weapon Range: 7 Rate of Fire: 30
Damage vs. Armor: N/A
Leeches operate like the Contaminators, except for vehicles. Against
the AI, this unit can be your best friend, as the AI rarely bothers
to remove the leech spores with Repair Vehicles or Engineers. When a
spore is attached to a vehicle, it acts as a poison and gradually takes
away health. Once the unit is destroyed, another Leech appears, which
can then spread the spores to other units. Use the Tleilaxu Leech to
disable or cripple slow-moving vehicles (Devastators and the like)
before they wreck havoc in your base.
=======================================================================
7) ATREIDES CAMPAIGN
=======================================================================
This section covers the required missions for House Atreides.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
MISSION 1 - THE CONQUEST BEGINS
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
BRIEFING: Destroy the enemy and capture this territory for the Duke!
ENEMY: House Harkonnen
Being your very first mission for the Atreides, it is pathetically
easy. Place extra Snipers around the Machinegun Posts for extra defense
against infantry. Build a Barracks and train them, if necessary.
Eventually, reinforcements arrive as Sand Bikes and Mongooses. Move
some Mongoose units to your turrets. Now you should have enough power
to prevent what little the Harkonnen throw at you.
The game then displays a small enemy force being attacked by a sandworm.
Get used to it, as it’ll happen to you a lot later in the game. Recruit
a strike team of Snipers, Sand Bikes, and Mongooses and order them to
move towards the center of the map.
Here, you’ll find a Harkonnen Frigate, crates, and explosive barrels.
Grab the crates for extra cash and continue on to the main base. Defeat
whatever Buzzsaws and Light Infantry they have. Use the Snipers to hit
the barrels from a safe distance, and watch the base explode!
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
MISSION 4 - HEIGHLINER HIJINKS
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
BRIEFING: Ordos and Harkonnen troops have defied the Great Convention.
They have captured our troops en route to Arrakis on one of the Guild
Heighliners. The Spacing Guild has given us permission to use a small
force of men to rescue them. You must be cautious, Commander.
ENEMY: House Harkonnen
Deviating from the usual format, you're now playing in an indoor area.
Don't worry; it's a simple mission. You start out with four Snipers.
Use these Snipers to scout ahead and shoot out infantry. Remember that
they always have a height advantage in this mission when attacking.
Also make use of the conviently placed explosive barrels.
A couple times throughout the map, you will stumble upon coffin-like
objects. Touch them with one your units to uncover an Imperial Sardaukar
soldier. They are very useful to just about anything here.
When you encounter Harkonnen Frigates, destroy them! Everytime one
is destroyed, two Harkonnen Light Infantry pop out. Activate your
Atreides Frigates for extra forces. Eventually you come to Gun Turrets
and Energy Gates. Shoot the barrels with your Snipers to demolish them.
Soon after that, there are some scattered Harkonnen vehicles about.
Again, use the barrels, and they won't even get a shot off. Your Mentat
then informs you of General Fomarch's capture at a Harkonnen docking bay.
A Harkonnen Devastator and a few infantry guard the general. Although
seeing that oversize 'Mech may seem overwhelming, it's a pushover. Try
to hit the barrels by it to destroy it. If you (unfortunately) "awaken"
the Devastator, just wait until it approaches another barrel, shoot it,
and watch it explode. You shouldn't even need the Mongooses if you
follow that strategy. With the general in safe hands, you're done!
>>>>>>>>>>>>>>>>>>>
MISSION 7 - AMBUSH!
>>>>>>>>>>>>>>>>>>>
BRIEFING: Our Duke and his Fremen guests are surrounded by Tleilaxu
Gholas and Face Dancers. We believe that House Ordos is behind the
attack! Engage the enemy and rescue the Duke! There is only on way out--
by air! The majority of our troops still wage war on Arrakis. You must
use our remaining units wisely! A transport crate containing an advanced
prototype Carryall has been dropped in the area. Clear the enemy units,
locate the Carryall, and fly the Duke to safety!
ENEMY: Tleilaxu, Assassins
Your number priorty in this mission on Caladan is to keep Duke Achillus
alive at all costs. Lose him, and you fail! Order your starting forces
to dash over to the crippled outpost nearby to "activate" it. Don't
bother making any upgrades or repairs, as they will be a waste of funds.
Send in your elite Snipers into the Barracks to upgrade the default
veternancy level, and train 6 elite Snipers with 1 Scout. Use your
Scout to keep tabs on any Assassins or Tleilaxu forces roaming about.
Move your Scout to the Carryall, and watch the Carryall self-destruct.
Back at the outpost with Duke Achillus, the entire base will explode
(so...reorganize your forces to a safer spot!). Attack any enemies
with your Fremen soldiers and Snipers.
Towards the eastern edge of the map is a civilian settlement. There
should be a rather large legion of Assassins wandering about. AVOID
THEM AT ALL COSTS! Although you can probably deal with them, you certainly
won't get away without a few casualities. So, move along the western
cliff to the base at the top of the mission to discover another outpost.
Have Duke Achillus walk in to activate the fort.
If you take notice, you still have the ability to train elite Snipers.
Produce some and set them around your base for protection against
enemies. Eventually, reinforcements arrive in another corner. Use the
Minotauruses to wipe out the remaining Assassins and Tleilaxu. You
complete the mission once they're all eliminated.
>>>>>>>>>>>>
INTERMISSION
>>>>>>>>>>>>
With the previous mission complete, you now have the decision to either
attack the Ordos captial or Harkonnen capital. In the end, it doesn't
really matter which one you pick. Depending on how you reach a captial
can make the game *much* longer than it needs to be. Don't go through
missions that are not necessary!
>>>>>>>>>>>>>
ORDOS CAPITAL
>>>>>>>>>>>>>
BRIEFING: Destroy the enemy's capital here on Arrakis. We will then launch
an assault on their homeworld to prevent any further aggression. The Fremen
and the Sardaukar have agreed to fight alongside us. This is a critical
time, Commander. The Duke is depending on you. You must not fail him!
ENEMY: House Ordos
As along as you get a good defense set up early on, this mission will
not pose a problem. There's a Fremen Camp in the lower corner of the map
that needs defending. Place at least one Rocket Turret and a couple Machine
Gun Posts, and the settlement should be okay.
For your base's defense, use turrets, Snipers, Kindjal Infantry,
Minotaurus, and whatever else you feel is needed. Get a House of Ix online
and produce some Projector Tanks when you have the funds. Duplicate Fremen
Warriors and Fedaykin, and use their unique stealth abilities against
House Ordos. Use the Fremen replicas to destroy the Ordos harvesters to
delay production of any waves of attack forces.
In the northwest corner of the map, the Ordos base is undefended (or at
least should be that way). Have an Advanced Carryall drop off a couple
Projector Tanks, and pump out more Fremen dupes. Use the Warriors against
infantry and the Fedaykin for everything else. As long as you keep making
new copies, you should be able to sabotage the base easily.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
ORDOS HOMEWORLD - DRACONIS IV
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
BRIEFING: The city must be taken, and our enemies neutralized. Reduce it
to rubble!
ENEMY: House Ordos
Unlike your other missions, you have no reinforcements and there's
no spice to harvest (since this is not Arrakis). You start out with
$35,000 and receive random payments at various time intervals. Just
because you don't need to harvest spice doesn't mean you should go
burn all your money in ten minutes...
The strategy for this map is almost the same as the last one. Build
your defenses, create Ixian Projector Tanks, and dupe Fremen infantry.
Because this map is so huge, produce several Projector Tanks (6-7
work best). To speed up the duplication process, select all of your
tanks at once and click on the unit you want replicated. This makes
all of the Projector Tanks produce one duplicate.
Send wave after wave of Fremen Fedaykin against House Ordos, as they
will opt for vehicles instead of foot soldiers. These clones are more
effective than what you may first believe. Large groups (30+) are
formidable against any force. I find this a lot easier than spending
money on actual units. Keep pushing House Ordos back, and eliminate
all of their structures to win.
>>>>>>>>>>>>>>>>>
HARKONNEN CAPITAL
>>>>>>>>>>>>>>>>>
BRIEFING: Destroy the enemy's capital here on Arrakis. We will then launch
an assault on their homeworld to prevent any further aggression. The Fremen
and the Sardaukar have agreed to fight alongside us. This is a critical
time, Commander. The Duke is depending on you. You must not fail him!
ENEMY: House Harkonnen
Follow the same strategy used on the attack against the capital of
House Ordos. One thing you should note is that it's best to harvest
spice in the space between your base and the Fremen settlement. If
you mine there instead of the middle of the map, you won't have to
put up with constant ambushes on your harvesters.
What I found odd about this mission is that sometimes the Harkonnen
forces will enter a "Retreat" mode very early on. Of course, if they
fail to exit the map, you win with hardly any effort...
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
HARKONNEN HOMEWORLD - GIEDI PRIME
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
BRIEFING: The city must be taken, and our enemies neutralized. Reduce it
to rubble!
ENEMY: House Harkonnen
Again, follow the same guide I provided for against House Ordos. It
may just be me, but it seems you receive fewer funds here on Giedi Prime
than you would on Draconis IV. Due to that fact, ALWAYS watch your money!
Use Ixian Projector Tanks to create unlimited attack waves instead of
pumping out several real units.
>>>>>>>>>>>>>
FINAL MISSION
>>>>>>>>>>>>>
BRIEFING: If the Emperor Worm awakens, all mankind is doomed to eternal
slavery! You must destroy it!
ENEMY: House Harkonnen, House Ordos, Guild, Tleilaxu
As you can tell, you'll be fighting quite a few different fronts here!
Start constructing your base as soon as possible. Deploy your APCs to
discover a few Elite infantry. Send them into the Barracks! You should
have enough to train Elite-ranked Snipers and Kindjal Infantry. Remember
this: Elite Snipers are NOT placed under Guard mode by default! Initiate
Guard mode if you actually want them to attack enemy units when they're
close enough to the Snipers.
For the moment, do not disturb the Harkonnen base south of your
beginning position. You will fight them soon enough. Use a mix of Sonic
Tanks, Minotaures, Kindjal, etc. for defenses. Keep some units that are
capable of hitting air targets, as you'll be ambushed by Gunships at times.
Guild NIAB Tanks are another threat. They usually teleport right smack
dab in the middle of your base, so watch yourself!
Eventually, the Atreides Mentat informs you of the Emperor Worm
attempting to awaken. You then have thirty minutes to destroy the worm,
or lose the mission. Use Minotaures to destruct the Tleilaxu turrets
on the cliffs and blaze a path to the worm. Have Projector Tanks clone
Fremen Fedaykin (or whatever else) to help. Ignore the NIAP Flyers you
see scattered all over Creation. They're only drones and do absolutely
nothing to both air and ground units. If you manage to move a sizable
force to attack the worm, you should win.
If you're facing extreme difficulty, here's a tip. Take an Advanced
Carryall and pick up a unit that will be used against the worm. Force
move (Alt + Click) the Carryall to the corner near the Harkonnen base.
Proceed to fly it along the very edge of the map. The Carryall should
now be near all of the Guild Refineries near the worm. Drop off the
unit a distance away from the Emperor Worm, and then attack. Hopefully,
you can catch your enemies off guard and not have to worry about losing
your unit. The Guild Mega Cannon will be a problem. So, either capture/
destroy it, or use heavily armored units to attack (Minotauruses last
quite a while). I was able to deplete nearly 1/3 of the worm's health
with only one Minotaurus! Send multiple units in at once to ensure
your hopes of victory!
=======================================================================
8) HARKONNEN CAMPAIGN
=======================================================================
This section covers the required missions for House Harkonnen.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
MISSION 1 - THE CONQUEST BEGINS
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
BRIEFING: Crush the enemy and capture the territory in the name of
House Harkonnen!
ENEMY: House Atreides
The mission is identical to the first one in the Atreides campaign.
Defend yourself from the first few waves of units. Train more Troopers
to take out any incoming Sand Bikes. Once your Elite reinforcements of
Buzzsaws and Assault Tanks arrive, ship 'em over outside the enemy base.
Destroy any opposition there, and shoot the barrels to quickly level
the entire base.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
MISSION 4 - THE GREAT CONVENTION
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
BRIEFING: The guild has been bribed to overlook our...liberal interpre-
tation of the Great Convention. Destroy the opposition. Blow up all of
the enemy frigates! Death to those who oppose us!
ENEMY: House Atreides, House Ordos
In this indoor mission, you are provided with Elite infantry that are
to be used to destroy any frigates you find here. Remember these soldiers
all have the ability to self-heal! To make things even easier for you,
the entire map is revealed.
Soon after the game starts, the Guild Navigators announces that
everything in the heighliner will be jettisoned after fifteen minutes.
So, you must work quickly!
Use the Troopers to destroy explosive barrels from a safe distance.
These barrels make it quite easy to eliminate enemy soldiers. Have your
Light Infantry and Flamethrower Infantry handle situations the Troopers
can't. Work your way through the ship, destroying the frigates.
Eventually, extra reinforcements arrive, although I feel they won't
be that helpful to you. Scattered about are Sardaukar coffins. Touch
them with one of your soldiers to "activate" them. An Imperial Sardaukar
is stored in each coffin. Chances are you'll find them to be a great ally.
Once all the frigates are gone, the mission is complete.
>>>>>>>>>>>>>>>>>>>>>>
MISSION 7 - CIVIL WAR!
>>>>>>>>>>>>>>>>>>>>>>
At this point in the campaign, the Baron dies, and his two sons are
fighting over who should replace their father. You are forced to choose
between Gunseng or Copec. What you decide has very little impact on the
rest of the game. The only major change will be the cutscenes. Allying
with Gunseng provides a bit of a challenge, but Copec is somewhat easier.
The choice is yours!
>>>>>>>>>>>>>>>>>>>>>
MISSION 7.1 - GUNSENG
>>>>>>>>>>>>>>>>>>>>>
BRIEFING: You will be briefed on the field of battle, Comm | | | | |