Allies
Technology and flexible tactics. Win with speed and a better plan.
Faction traits
The Allies win with technology and movement: hit precisely, then be somewhere else. Units are faster and full of special tricks, with less armor and less raw gun. The economy needs care, and the late technology pays it back.
Signature tools include prism weapons, the Chronosphere, and weather control. Prism beams cut units apart, the Chronosphere drops a squad anywhere, and the weather device calls a storm down on a base.
Scout first, then raid and flank. The Allied air force runs from spotters to bombers, and the navy is just as technical — aircraft carriers included.
Signature units
Mirage Tank
Sits still and becomes a tree, which is a rude surprise for anything walking the tree line.
Strengths
- Disguised while stationary
- High damage
Weaknesses
- Thin armor
- Visible while moving
Rocketeer
Infantry with a jetpack. Excellent for harassment and for seeing what they would rather you did not.
Strengths
- Ignores terrain
- Useful against ground and air
Weaknesses
- Very fragile
- Ordinary damage
Prism Tank
A prism weapon whose beam jumps between targets and unravels a formation.
Strengths
- Very long range
- Refracting splash
- A siege weapon
Weaknesses
- Fragile
- Slow
Signature buildings
Prism Tower
A fixed defense. It holds a key entrance with power and range. It will not chase anyone, but it will make them reconsider the route.
Strengths
- Steady fixed fire
- Good for ore fields and entrances
- Stands watch without moving
Weaknesses
- Depends on power or sight
- Cannot relocate
- Long-range fire picks them off one by one
Airforce HQ
The command node for aircraft and base information. Every shadow on the map becomes a report that needs a signature.
Strengths
- Unlocks air technology
- Extends scouting
- Supports air operations
Weaknesses
- Little direct defense
- Depends on power and the base
- Infiltration hurts
Chronosphere
A strategic building. It quietly supports technology, intelligence, or a special ability.
Strengths
- Opens more tactics
- Provides a key base ability
- Fits the wider tech path
Weaknesses
- Usually expensive and unarmed
- Depends on the base and on power
- Needs a priority guard
Field guide
Blitz
Use Allied speed to hit a weak point, cause a mess, and leave. It slows their build and buys you the clock.
- 1.Train a mobile group of Mirage tanks and IFVs
- 2.Scout ore lines and thin defenses
- 3.Raid miners, power plants, and other key buildings
- 4.Pull out before their main army arrives
Chronosphere raid
Drop a squad inside the enemy base with the Chronosphere and delete the buildings that matter. Timing is the whole trick.
- 1.Secure your own defense and economy
- 2.Build a strike team of Prism tanks, Tanya, and other elites
- 3.Scout the base and pick the landing spot
- 4.Chronoshift into the core and destroy the command center
Air superiority
Build an air force, keep eyes on the map, and bomb what the scouts mark. It is expensive, and it is hard to play under.
- 1.Climb the tech tree and build several airfields
- 2.Train Harrier squadrons and Black Hawk helicopters
- 3.Keep spy planes up so you are not guessing
- 4.Kill anti-air first, then send bombers at key buildings