

They have many means of deceiving your opponent, and the Darkenoid is great for taking out Commanders when it crashes!ġ) Naval bombardment, completely lacking a navy of their own.ġ) Research. They also have the best intel.Ģ) Assassinating.

Their artillery cannot target quick units!Ģ) Illuminate EMP's, as UEF depend on shields more so than the other factions.ġ) Supporting, through use of the EMP and Space Temple. (Or just artillery bomb their base).ģ) Swamping the enemy with units produced from your mobile factories.ġ) Heavy and mobile land offensives. On a scale of how easy a faction is to play as, the UEF is by far the most straight-forward, followed by the Cybrans and finally the Illuminate, due to their reliance on outwitting instead of out-gunning.ġ) Surviving - their units have high hp, and their Commander has good defensive and economic abilities.Ģ) Keeping the enemy far away due to artillery, giving you time to think. This unit allows the Cybrans to effectively shut down any UEF air units in their range, and make the enemy's building missile launchers a sad waste of mass and energy. However, they are a very versatile faction, being able to deploy the Adapter, which is a combination of AA, anti-missile, and mobile shield. The Cybrans, like the Illuminate, are not very good at head-on engagements, mostly due to their lack of a proper tank. They also have most of the best late-game emperimentals. The Illuminate have a lot of tricks up their sleeve, as while they are poorly suited to directly engaging an enemy, they can utilize their land units' hover ability to attack from the sea, and later in the game, teleport directly to their target. Due to the nature of their buildings, they can make some of the most ubelieveably stubborn turtle shells, and are better suited to "surviving" rather than outright "winning." The UEF has a strong focus on a) doing damage, b) absorbing damage, and c) owning everything in the air.
