CORE UNITS:
CORE is not used as often as ARM. However the differences pertaining between he two sides in the game is not as vast as people make out. CORE may not have obvious ‘game winning’ units like the very accurate bertha or the economy boosting fark, but they have great strengths with units such as the Shadow and in general every sea unit is superior to their arm counterpart.
CORE is more than capable of meeting ARM head on in nearly every tactic. In simple terms. ARM is easier to play – but CORE has so many good specialist units that they are VERY tough to beat in the hands of a skilled player.
LEVEL 1 KBOTS
A.K – Even for its extremely low cost this unit is terrible. Compared to its equiv – the Peewee this unit is very poor. Don’t build it. *
STORM – Equivalent unit of the Rocko, the Storm is rightly a superior unit overall. It moves faster, and fires its rockets faster, as it doesn’t have to tilt its rocket pack ready to fire. Core con vehicles can very easily assist level 1 Kbot labs to mass produce them far easier than Rockos. This is a real bonus for CORE at level 1. A great unit *****
THUD – This CORE artillery kbot, has a shorter range than the Hammer, but doesn’t have to open its gun breech to fire, and has the rare ability (like the Flea) to climb extremely steep hills and mountains. This means it can be used to attack locations that can often be left undefended. But in general it has limited use, only good for firing over DT’s. **
CRASHER – This CORE missile kbot is decent enough, but not comparable in use to the Slasher. The Storm is a far more effective unit. **
LEVEL 1 VEHICLES
WEASAL – Slightly superior to the Jeffy, in that it can take 3 missile shots, more often. Since many ARM players don’t expect to be raided by a CORE player, the Weasel can often force them to build at least 1 missile unit. Combine them with Gators to achieve an effective raiding force. ****
INSTIGATOR – Faster than the Flash, with a decent raiding weapon, though not as effective as the emg. This unit is still good value for metal, and will serve your raiding needs very well. See the section on using the flash. Both units should be used in exactly the same manor. The difference between them is not as vast as many people like to make out. *****
RAIDER – The CORE equivalent of the Stumpy, the Raider is actually a slightly better unit, with a bit more armour. Raiders are best used as cannon fodder ahead of a pack of slashers or storms, since it allows the Slashers to fire off a few volleys off without taking damage. ***
SLASHER – Superior to the Samson, as its missile launcher is physically higher than the Sams. So what? Well this allows it to fire over wrecks on the battlefield, which the Sam cannot. This advantage isn’t seen often, but can win battles. A key unit for CORE, especially against the fight to pick off raiding units. *****
LEVELLER – This unique style unit is designed to quickly destroy level 1 units – notably Flashes with a high powered plasma cannon. However it doesn’t cope at all well in the role it was designed for, has poor armour, a low speed, and a high cost. Thus it’s a nigh on worthless unit. *
SPOILER – Like the Podger – this unit is nigh on useless. Mines were a great idea for a strategy game – but they failed to work. To costly, and they take up valuable unit space (so a large minefield is a waste) *
LEVEL 1 AIRCRAFT
FINK – Use in exactly the same way as a peeper. There is barely any difference from its ARM counterpart. ****
AVENGER – While the freedom fighter is a half decent unit, good at its job, but not much else, the Avenger is a very poor unit that cannot compete in a dogfight with a freedom fighter. It thus isn’t a viable option to go quick avenger with core. Not a good unit **
SHADOW – On the other hand – the Shadow is a lethally powerful bomber, capable of dropping a very heavy payload for very little cost. The Shadow is so good, it’s quite easily comparable with the ARM Adv bomber, the Phoenix. The Shadow is one of CORE’s best units, and should be produced en masse where possible, to take out key structures. *****
VALKYRIE – Exactly the same as the Atlas – used to transport roaches and units fast across the battlefield. ****
LEVEL 1 SHIPS
SEARCHER – Roughly the same to the ARM skeeter, the Searcher is cheaper, and a little more powerful, though its turret has a slower turn rate. Use these for rushing, and late on primarily for cannon fodder / AA / line of sight units for the Enforcer. ****
ENFORCER – Like the Crusader, but with slightly enhanced stats, the Enforcer is the perennial ship in the game. Packs of these decimate Subs and surface vessels if you target them right, and these are your number 1 primary defence against ARM Pels. *****
ENVOY – The CORE transport ship – similar to the hulk. Not used often for transportation, as the Valkyrie is far quicker. TIP : Load up lots of roaches into an Envoy, and use it as a floating Kamikaze ship. May not be greatly effective, but works well vs pels, as it has good armour to get really close. **
SNAKE – The Snake is a slightly superior version of the Lurker, though in general you would use both these units in exactly the same way. TIP: If you have to fight one on one with an enemy destroyer, you will generally lose, as the crus can manoeuvre around the sub. However, if you must defeat it, get your sub as close as possible to the enemy destroyer. About 50% of its depth charges will miss, and your torpedoes guarantee hits, and have shorter reload times. It is quite possible to kill a full health destroyer with a single sub, simply by getting very close to it. ***
LEVEL 2 KBOTS
PYRO – A Nice idea for a kbot – Flamethrower assassin, but totally useless online. The Pyro cannot fire at all well while moving – which is a pretty much essential requirement for any unit wishing to survive on the battlefield. Its cost is to high for the armour class and weapon power. Don’t build it. *
FREAKER – A fast raider Kbot, but not as good at raiding as Instigators. You also need a level 2 lab for this – and generally at this stage – raiding for individual metal patches isn’t effective. **
THE CAN – One of my favourite unit designs, the Can is an incredibly slow kbot, with very powerful armour, and a lethal Heavy Laser. These things take a fair pounding before going down, but unfortunately its lack of speed, and low range of its weapon let it down drastically. The Can, can (joke) however be airlifted, thus reducing the time taken for it to arrive on the battlefield, providing the air unit doesn’t get shot down. **
DECOY COMMANDER – A very clever unit, and can be brilliant at totally fooling a human opponent. In fast paced games, where your opponent will look to get your comm no matter what they are great. Hide your real comm, and position your decoy in an obvious location. If your opponent spots it – there are many times where he will attack it – with all his might, Maybe he will send bombers, maybe he will send his Hawk squads. Sending these units to your base, in a desperate attempt to kill you, can lure out his forces, giving you the chance to defeat a large section of his attacking capability. Most of his aircraft will die in the attempt – and yes your decoy will die. But the result?
So many times, my opponent has gone “gg” when my decoy blew, his entire air force dieing in the attempt. Then a few beautiful seconds pass before they realise they’ve just wasted their entire chance of winning the game. Decoys are also great for sucking wrecks underwater. They are only vulnerable to subs and destroyers like this. ****
ROACH – Just like the Invader, the Roach is primarily used with Air transports like a mobile bomb. ****
DOMINATOR – Similar to the Merl, but in Kbot form, the Dominator can be used to some effect on maps where you have to fire over a mountain range (like Lusch Puppy). Other than that it’s pretty weak. **
GIMP – While the ARM pelican is an awesome multipurpose amphibious unit, the CORE Gimp is woefully inadequate. Travelling underwater can avoid some problems, but also digs up a host of whole new ones. The Gimp cannot defend itself underwater and moves very slowly, thus making it an easy target for surface ships with sonar/defences. It is armed with a decent heavy laser, but doesn’t get the chance to use it to its full effect. **
SUMO – The designers from Cavedog obviously had a soft spot for The Can, so when CC was released, they made a new version, based on The Can. The Sumo, is even slower than the can, but has a more powerful, faster firing laser, with longer range, and even more heavy armour. Against massed missile units, the Sumo takes a while to go down, but can’t cope in the long run. This unit has its uses as a mobile Heavy Laser tower, and can actually be DT’d and used to such an effect. But over 800 metal for it? Bit to expensive and not a viable unit. What a shame. And if only Cavedog had made it transportable by air (which it isn’t). Bleh ***
MORTY – Now this is more like it. Where the ARM has the Maverick, powerful, unit killer at close range, the CORE has the Morty, one of the most underrated units in the game. To put it frankly – the Morty, in packs, are absolutely lethal.
If you can provide line of sight to them, they will quite happily sit back, and shell anything. They have a tremendous range, fast fire rate, decent power, and low cost. The added bonus is they fire over wreckage and DT’s, making this the ultimate base busting support unit. Combine these with Storms when you can. *****
NECRO – The supposed equivalent to the Fark, unfortunately the Necro is bugged, and thus doesn’t live up to sheer usefulness of the FARK. The Necro can resurrect any wreckage, thus you are able to save the cost of rebuilding destroyed structures, and even capture enemy con units to give you both techs. Even if the Necro wasn’t bugged, it wouldn’t be as useful. A shame. **
SPECTRE – CORE radar jamming kbot. Quite useful. ***
VOYEUR – The CORE spy kbot. As useless as the ARM version. Spy kbots can be spotted on radar? Pffft *
LEVEL 2 VEHICLES
REAPER – Very Similar to the Bulldog, though looking cooler. I wouldn’t ever recommend building this unit… and you probably know why if you look below *
CROC – This amphibious tank is very poorly armed and armoured and is not a good choice. It is incapable of defending itself when driving underwater, and is usually killed the instant it emerges from beneath the waves. *
MOBILE ARTILLERY – Just like the Luger – this unit is very poor all-round. When you have capability to make Goliaths – why would you make this! *
GOLIATH – This tank is a true beast, capable of taking many hits, and has a lethally powerful weapon, with decent range, splash damage, and a good fire rate. Packs of Goliaths chew through nearly all Missile based defences, and when accompanied by packs of level 1 units like slashers/storms they can whittle down all but the most entrenched defences.
The only (real) downside is the cost. 600 odd Metal for a tank is a lot – 8 Goliaths would buy you an intimidator. Send level 1 units with Goliaths to take hits and provide los. Great unit – and worthy of building in late games for CORE. *****
HEDGEHOG – This mobile anti-nuke is used exactly the same way as the ARM Scarab. In-fact it’s even more important for CORE, as the CORE static anti-nuke (Fortitude) is bugged, and often doesn’t fire when a nuke is approaching. Making Hedgehogs solves this problem. ***
DIPLOMAT – Used in exactly the same way as the ARM Merl. The Diplomat provides an effective Mortar-style attack. Its missile is useless vs mobile targets. **
COPPERHEAD– Since CORE often cannot get massive Vamp swarms to combat ARM hawks; the Copperhead is a viable option to position throughout a base. If you can lure the enemy forces over your base, to where the Copperhead/Flak cannons are, they can very quickly make short work of a swarm. The Copperhead has the same bug as the ARM Phalanx – guarding a unit with it gives the Copperhead the opportunity to fire its flak cannons at any attacking unit. ***
DELETER – A CORE radar jamming vehicle – the Deleter is an effective tank for shrouding portions of your base from enemy radar. Good on small maps, and excellent for guardian creeping. ****
INFORMER – The Core mobile radar vehicle. Again – Make adv radar instead. *
LEVEL 2 SHIPS
HIVE – Used primarily to generate Energy to power large economies in sea maps. The Hive generates a little more E that the Colossus. TIP: To get even more resources, turn every Carriers radar ‘off’. This saves an additional 50 energy per second, and almost enough to power an extra +1 M per carrier. *****
EXECUTIONER – This CORE cruiser is impressively armoured and armed. A long range plasma, depth charges, sonar, and good armour. Slightly enhanced stats as compared to the ARM Conquerer. ****
WARLORD – The big daddy of all sea units, the Warlord is a lethally effective surface ship. Its effectiveness is primarily down to its GAAT-type Heavy laser mounted on the bow. This laser has a very long range, fires at a decent speed and hits nearly every time, even on moving targets. The Warlord is also the ultimate defence versus ARM Pelicans.
Unfortunately the Warlord has zero submarine defences, and becomes a primary target to all ships and air units, due to its massive metal cost. This requires a large screening force of Enforcers and Searchers. In a combined fleet, the Warlord can turn the tide of a battle, and on all sea maps, where metal production reaches high levels; CORE forces can produce Warlords, that provide far superior heavy support to fleets than the Millennium. Keep these units back, and let them pound away out of sight. ****
MISSILE FRIGATE – Like the Ranger – this is really only a specialist unit. It isn’t an effective fighting ship. The Executioner is a better choice. **
SHARK – With guided Torpedoes this unit would be an excellent level 1 sub. However since you need an adv shipyard to build it – they often aren’t seen until late in the game. At this time, massed Crus are much more prevalent, better at killing subs, and Sharks become an endangered species. **
SHREDDER – This unit is akin to the Archer – a high powered anti aircraft ship. On its own, it is a very capable anti-aircraft ship. Though in general searchers are better as they provide multiple targets, the Shredder, when protected by other ships can have a very sudden impact on attempted bomber/hawk/gunship attacks. ***
PHANTOM – Though ARM has the excellent Fibber, CORE have an equally effective unit – which is rarely used online. This radar jamming ship is excellent combined with a fleet. Consider this – late on a lot of surface water battles take place with radar targeting. Also radar is heavily relied on to position ships in advance to take on fleets, since all heavy ships have a low turn rate.
Jamming the position of your fleet, allows you to more ably position your ships, and force the enemy to rely on line of sight more – as opposed to radar targeting. On smaller maps like gods of war, where radar targeting and unit micro is v important, the jammer ship can be more useful than the fibber. Johns Pass is also a fantastic map to use jamming ships on – as fighting through the narrow alleys of water at the sides is often a radar target battle. ****
LEVIATHAN – This is a very highly powered submarine, with heavy armour, and guided advanced torpedoes which do a lot of damage. It costs a huge amount of metal, but it cannot compete in the late game situations where it will be built. Massed crussies will kill it very quickly with their depth charges. **
LEVEL 2 AIRCRAFT
RAPIER – The Rapier is a superb gunship, which fires 2 unguided rockets. Though slow, like the Brawler, they are capable of more damage over time, and are especially useful as they can fire their rockets as they move. This allows them to take down MT forests far easier – though generally this would be a waste.
The Rapier is especially good at taking out key important structures quickly. (E.g. Fusions / adv factories / heavy warships. It is also deadly versus a Commander, and is one of the most common commander killers in the game. Although you cannot mass produce them as quickly as many ARM aircraft – the Rapier is deadly even in smaller groups. ****
HURRICANE – The Hurricane has the largest payload in the game, dropping an inordinate amount of bombs. Like the Phoenix, it is also armed with a light tail laser (which is albeit useless) and has enhanced armour – capable of taking a fair few missile hits.
Though the Hurricane is statistically the best bomber in the game, the CORE level 1 bomber – the Shadow, is much cheaper, and comparatively drops a massive payload for its value. Thus the Shadow is the ONLY choice for bombing with Core. Just make lots of level 1 labs and mass produce shadows. Hurricanes are great but, pale in comparison to the Shadow. ***
TITAN – The CORE torpedo bomber isn’t as effective vs surface ships as bombers or Rapiers. That said they are effective for pinpoint torpedoing singular structures or units underwater – especially submarines and commanders. **
VAMP – The Vamp is the CORE equiv of the Hawk, but isn’t quite as effective. Also the Hawk’s true strength is its ability to be mass produced using FARK’s. This ability is distinctly lacking with CORE, which makes the Vamp not a totally viable solution to compete with ARM. You’d be much better off massing lots of Shadows, or making Rapiers.
That said the Vamp is still a very good unit, and you are often required to use CORE’s somewhat poorer ability to mass produce them in order to compete. The unit is good – but the ability to produce them at the same rate as ARM hampers their ability. ****