AppendixHovercraft Unit Information Table(Along with a few other units for comparative purposes)
[table=98%][tr][td=1,1,5%]
Side
[/td][td=1,1,14%]
Unit Name
[/td][td=1,1,13%]
Unit Function
[/td][td=1,1,7%]
Metal
[/td][td=1,1,7%]
Energy
[/td][td=1,1,7%]
Build Time
[/td][td=1,1,7%]
Armor
[/td][td=1,1,7%]
Range
[/td][td=1,1,7%]
Damage
[/td][td=1,1,7%]
AOE
[/td][td=1,1,7%]
Weapon Type
[/td][td=1,1,7%]
Reload Rate
[/td][td=1,1,7%]
DTM Ratio
[/td][/tr][tr][td=1,1,5%]
ARM
[/td][td=1,1,14%]C-Hovercraft
[/td][td=1,1,13%]Construction
[/td][td=1,1,7%]
396
[/td][td=1,1,7%]
4,370
[/td][td=1,1,7%]
10,494
[/td][td=1,1,7%]
723
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][/tr][tr][td=1,1,5%]
ARM
[/td][td=1,1,14%]Anaconda
[/td][td=1,1,13%]Gauss Tank
[/td][td=1,1,7%]
272
[/td][td=1,1,7%]
2,856
[/td][td=1,1,7%]
8,115
[/td][td=1,1,7%]
880
[/td][td=1,1,7%]
300
[/td][td=1,1,7%]
80
[/td][td=1,1,7%]
16
[/td][td=1,1,7%]
L
[/td][td=1,1,7%]
1.20
[/td][td=1,1,7%]
0.25
[/td][/tr][tr][td=1,1,5%]
ARM
[/td][td=1,1,14%]Bear
[/td][td=1,1,13%]Transport
[/td][td=1,1,7%]
665
[/td][td=1,1,7%]
7,938
[/td][td=1,1,7%]
20,341
[/td][td=1,1,7%]
1,150
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][/tr][tr][td=1,1,5%]
ARM
[/td][td=1,1,14%]Skimmer
[/td][td=1,1,13%]Scout
[/td][td=1,1,7%]
76
[/td][td=1,1,7%]
1,169
[/td][td=1,1,7%]
3,388
[/td][td=1,1,7%]
200
[/td][td=1,1,7%]
210
[/td][td=1,1,7%]
45
[/td][td=1,1,7%]
8
[/td][td=1,1,7%]
L
[/td][td=1,1,7%]
0.80
[/td][td=1,1,7%]
0.74
[/td][/tr][tr][td=1,1,5%]
ARM
[/td][td=1,1,14%]Swatter
[/td][td=1,1,13%]Anti-Air Missile
[/td][td=1,1,7%]
120
[/td][td=1,1,7%]
1,444
[/td][td=1,1,7%]
3,747
[/td][td=1,1,7%]
375
[/td][td=1,1,7%]
650
[/td][td=1,1,7%]
49
[/td][td=1,1,7%]
48
[/td][td=1,1,7%]
L
[/td][td=1,1,7%]
2.10
[/td][td=1,1,7%]
0.19
[/td][/tr][tr][td=1,1,5%]
ARM
[/td][td=1,1,14%]Wombat
[/td][td=1,1,13%]Rocket
[/td][td=1,1,7%]
325
[/td][td=1,1,7%]
3,131
[/td][td=1,1,7%]
17,933
[/td][td=1,1,7%]
450
[/td][td=1,1,7%]
670
[/td][td=1,1,7%]
300
[/td][td=1,1,7%]
80
[/td][td=1,1,7%]
L
[/td][td=1,1,7%]
9.00
[/td][td=1,1,7%]
0.10
[/td][/tr][tr][td=1,1,5%]
ARM
[/td][td=1,1,14%]Hovercraft Platform
[/td][td=1,1,13%]Factory
[/td][td=1,1,7%]
2,007
[/td][td=1,1,7%]
5,277
[/td][td=1,1,7%]
18,520
[/td][td=1,1,7%]
3,005
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][/tr][tr][td=1,1,5%]
CORE
[/td][td=1,1,14%]C-Hovercraft
[/td][td=1,1,13%]Construction
[/td][td=1,1,7%]
390
[/td][td=1,1,7%]
4,455
[/td][td=1,1,7%]
11,028
[/td][td=1,1,7%]
740
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][/tr][tr][td=1,1,5%]
CORE
[/td][td=1,1,14%]Nixer
[/td][td=1,1,13%]Rocket
[/td][td=1,1,7%]
318
[/td][td=1,1,7%]
3,352
[/td][td=1,1,7%]
19,124
[/td][td=1,1,7%]
460
[/td][td=1,1,7%]
650
[/td][td=1,1,7%]
320
[/td][td=1,1,7%]
80
[/td][td=1,1,7%]
L
[/td][td=1,1,7%]
9.00
[/td][td=1,1,7%]
0.11
[/td][/tr][tr][td=1,1,5%]
CORE
[/td][td=1,1,14%]Scrubber
[/td][td=1,1,13%]Scout
[/td][td=1,1,7%]
72
[/td][td=1,1,7%]
1,252
[/td][td=1,1,7%]
3,547
[/td][td=1,1,7%]
200
[/td][td=1,1,7%]
230
[/td][td=1,1,7%]
40
[/td][td=1,1,7%]
8
[/td][td=1,1,7%]
L
[/td][td=1,1,7%]
0.80
[/td][td=1,1,7%]
0.69
[/td][/tr][tr][td=1,1,5%]
CORE
[/td][td=1,1,14%]Slinger
[/td][td=1,1,13%]Anti-Air Missile
[/td][td=1,1,7%]
115
[/td][td=1,1,7%]
1,542
[/td][td=1,1,7%]
3,747
[/td][td=1,1,7%]
395
[/td][td=1,1,7%]
600
[/td][td=1,1,7%]
46
[/td][td=1,1,7%]
48
[/td][td=1,1,7%]
L
[/td][td=1,1,7%]
2.00
[/td][td=1,1,7%]
0.20
[/td][/tr][tr][td=1,1,5%]
CORE
[/td][td=1,1,14%]Snapper
[/td][td=1,1,13%]Ballistic Tank
[/td][td=1,1,7%]
280
[/td][td=1,1,7%]
3,069
[/td][td=1,1,7%]
8,564
[/td][td=1,1,7%]
850
[/td][td=1,1,7%]
290
[/td][td=1,1,7%]
85
[/td][td=1,1,7%]
48
[/td][td=1,1,7%]
B
[/td][td=1,1,7%]
1.30
[/td][td=1,1,7%]
0.23
[/td][/tr][tr][td=1,1,5%]
CORE
[/td][td=1,1,14%]Turtle
[/td][td=1,1,13%]Transport
[/td][td=1,1,7%]
650
[/td][td=1,1,7%]
7,541
[/td][td=1,1,7%]
19,587
[/td][td=1,1,7%]
1,080
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][/tr][tr][td=1,1,5%]
CORE
[/td][td=1,1,14%]Hovercraft Platform
[/td][td=1,1,13%]Factory
[/td][td=1,1,7%]
1,793
[/td][td=1,1,7%]
5,421
[/td][td=1,1,7%]
19,005
[/td][td=1,1,7%]
3,356
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][td=1,1,7%]
[/td][/tr][tr][td=1,2,5%]
ARM
[/td][td=1,2,14%]Pelican
[/td][td=1,2,13%]Hovercraft Kbot
[/td][td=1,2,7%]
255
[/td][td=1,2,7%]
2,468
[/td][td=1,2,7%]
5,982
[/td][td=1,2,7%]
800
[/td][td=1,1,7%]
260
[/td][td=1,1,7%]
60
[/td][td=1,1,7%]
8
[/td][td=1,1,7%]
L
[/td][td=1,1,7%]
1.60
[/td][td=1,2,7%]
0.24
[/td][/tr][tr][td=1,1,7%]
700
[/td][td=1,1,7%]
46
[/td][td=1,1,7%]
48
[/td][td=1,1,7%]
L
[/td][td=1,1,7%]
2.00
[/td][/tr][tr][td=1,1,5%]
ARM
[/td][td=1,1,14%]Triton
[/td][td=1,1,13%]Amphibious Tank
[/td][td=1,1,7%]
298
[/td][td=1,1,7%]
2,300
[/td][td=1,1,7%]
6,112
[/td][td=1,1,7%]
1,230
[/td][td=1,1,7%]
320
[/td][td=1,1,7%]
127
[/td][td=1,1,7%]
48
[/td][td=1,1,7%]
B
[/td][td=1,1,7%]
1.90
[/td][td=1,1,7%]
0.22
[/td][/tr][tr][td=1,2,5%]
ARM
[/td][td=1,2,14%]Skeeter
[/td][td=1,2,13%]Scout/Anti-Air
[/td][td=1,2,7%]
100
[/td][td=1,2,7%]
985
[/td][td=1,2,7%]
2,062
[/td][td=1,2,7%]
560
[/td][td=1,1,7%]
180
[/td][td=1,1,7%]
13
[/td][td=1,1,7%]
8
[/td][td=1,1,7%]
L
[/td][td=1,1,7%]
1.00
[/td][td=1,2,7%]
0.26
[/td][/tr][tr][td=1,1,7%]
604
[/td][td=1,1,7%]
31
[/td][td=1,1,7%]
48
[/td][td=1,1,7%]
L
[/td][td=1,1,7%]
2.40
[/td][/tr][tr][td=1,1,5%]
CORE
[/td][td=1,1,14%]Crock
[/td][td=1,1,13%]Amphibious Tank
[/td][td=1,1,7%]
295
[/td][td=1,1,7%]
2,310
[/td][td=1,1,7%]
6,119
[/td][td=1,1,7%]
1,144
[/td][td=1,1,7%]
320
[/td][td=1,1,7%]
127
[/td][td=1,1,7%]
48
[/td][td=1,1,7%]
B
[/td][td=1,1,7%]
1.90
[/td][td=1,1,7%]
0.23
[/td][/tr][tr][td=1,2,5%]
CORE
[/td][td=1,2,14%]Searcher
[/td][td=1,2,13%]Scout/Anti-Air
[/td][td=1,2,7%]
95
[/td][td=1,2,7%]
917
[/td][td=1,2,7%]
1,877
[/td][td=1,2,7%]
570
[/td][td=1,1,7%]
180
[/td][td=1,1,7%]
10
[/td][td=1,1,7%]
8
[/td][td=1,1,7%]
L
[/td][td=1,1,7%]
0.95
[/td][td=1,2,7%]
0.25
[/td][/tr][tr][td=1,1,7%]
590
[/td][td=1,1,7%]
32
[/td][td=1,1,7%]
48
[/td][td=1,1,7%]
L
[/td][td=1,1,7%]
2.50
[/td][/tr][/table]
AOE = area of effect. DTM Ratio = damage/reload rate/metal cost of unit. Weapon Type: L = line of sight, B = ballistic.
Unit DetailsConstruction HovercraftThe utility of these units have been severely compromised by Cavedog’s designers. Construction hovercraft cost almost as much metal as an Advanced C-unit but they can’t build level 3 structures and their worker time is as slow as a C-kbot (80 vs. 125 for a C-ship, 160 for an Adv C-Kbot). Their build distance is better than a FARK (70 vs. 60) but they are so big that they take up a lot of that space. They also have horrible turning and slope traversal capabilities on land. I suppose the designer’s felt a construction hovercraft that could build MT’s, MRPC’s and such would be more useful than one having a level 3 build menu. However, I think that argument is undercut by the simple fact that in order to build a hovercraft platform in the first place you would already have built C-units with these capabilities.
Still, there are a few of reasons to build them. If you are using the fast hovercraft strategy, a C-hover will allow you to colonize other islands, build tidals and FMT’s, and reclaim wrecks underwater. Construction hovercraft have the ability to build both land and sea level 2 structures. This may be useful in certain situations that need naval DT, FHLT’s, sonars, torpedo launchers, etc. (Too bad, they aren’t advanced C-units, it would have been really interesting to have them have both advanced land and naval build menus.) They have decent speed on water, are much better armored than C-planes, and subs and torpedo launchers won’t shoot at them like they would at C-ships. But when you play teams, it’s a lot better and cheaper to just ask your teammate to share a C-ship or C-plane.
I tend to build them only when I really need a C-unit and can’t bother to spend time or metal on another factory.
Hoverscouts (ARM Skimmer/CORE Scrubber)These two units have nearly identical attributes. If you recognize the raiding prowess of a Jeffy or Weasel you’ll love hoverscouts. Although they cost about twice as much metal they have more armor per metal than the Jeffy or Weasel so it will take a MT or Samson/Slasher 5 hits instead of just 2 to kill it (and a scout ship will need 7 missile hits). Their better armor and speed combined with a longer ranged laser with almost twice the firepower of a Jeffy or Weasel will allow them to wreak a lot of havoc on lightly defended mexes, solars and winds. They dish out 50-56 points of damage per tick so, if necessary, a hoverscout can fight and destroy a lone MT.
If only hoverscouts could be built from a vehicle plant they would be devastating on almost any map. But they don’t so your opportunities to use them are limited to certain situations and water maps. The key is to use their great speed to slip past defenders to reach vulnerable areas before a lot of MT’s are built. That is real tough when the hovercraft platform is a level 2 factory. So you’ll need to employ a fast hovercraft strategy. Hoverscouts should be the first couple of units built. Treat every hoverscout as on a suicide mission so their goal is maximize the amount of damage they inflict before dying.
In addition to base raiding, they are great on water maps for killing tidal farms, sonars and C-ships. If you can get 3-4 of them near a factory, shipyard or torpedo launcher it’ll be toast if you catch them undefended or the other Commander is distracted (3 of them can destroy any level 1 factory in less than 18 ticks).
Although just a tad slower than scout ships I’ve used a neat trick for evading them. Just queue their routes over land and the ships will pile into the shore trying to chase them (if they spot them at all). I once had a Swatter slip past half a dozen Skeeters on Gods of War. Another shot would have killed it but it managed to get ashore far enough that the Skeeter missiles began to hit the ground and the Swatter wiped out all the mexes and a few winds before finally dying.
If you’re in a pinch and metal constrained you can use hoverscouts to fight Pelicans. For the metal, you could have 3.5 Swatters for every Pelican. Get them in close and let them duke it out. Unfortunately, (and this is from experience) you can’t expect to use them regularly for Pelican fighting because it is nearly impossible to make enough of them due to build time (you’ll be lucky to get 3 Swatters per minute to 2 Pelicans unassisted).
Hoverscout turning, slope traversal and weapon aiming abilities are very good. Sometimes, if the hoverscout is moving at maximum speed, its weapon may have trouble aiming and firing at targets. And at other times it seems the hoverscout runs into the one spot on the beach that bogs them down. Other than that these units have no defects.
Hovertanks (ARM Anaconda/CORE Snapper)The ARM Anaconda is a gauss armed hovertank with great speed and decent firepower and armor for the metal. It outguns any ship for the metal and fires well while on the run. One Commander has used Anacondas frequently on Painted Desert to smash into and destroy MT fields. The key to that tactic was to use the Anaconda’s speed to bring its superior firepower into play and overcome the greater range of the slower firing MT’s. Its only disadvantage, like other gauss armed units, is the tendency of its shots to hit the ground instead of the target on sloped terrain (i.e. Gods of War) and the inability to destroy DT or wreckage or shoot over them.
The CORE Snapper is a plasma cannon armed hovertank similar to the Anaconda. The Snapper’s ballistic weapon and armor combined with its speed make it better than the Anaconda for amphibious assaults and way better than a Crock. If you use the artillery bug on the Snapper it will have a range of over 600 when firing 180 degrees to the rear. Unfortunately, the shot speed of the Snapper is a little slow and shots may often miss small moving targets such as scout ships and Pelicans. I have often used Snappers to fight Pelicans with decent but not great success. The Pelican is definitely superior on a one on one fight if it’s moving. Otherwise the two have nearly equal firepower. So to make the best of the fight, use the Snapper’s speed to maneuver superior numbers in. Better yet, mix in a few Searchers to absorb damage. If you can’t afford to micromanage the battle, the Snapper is your choice. (Note: the Anaconda with its fast gauss rounds is great for fighting Pelicans.)
Missile Hovercraft (ARM Swatter/CORE Slinger)The ARM Swatter is probably the deadliest hovercraft around so it’s a good thing for CORE that many ARM Commanders have overlooked this unit in favor of the Pelican. Why? The missile on the ARM Swatter has the longest range of any non-ship mobile unit that is manually targetable (655 vs. 600 for a Samson or Slasher). It also inflicts the largest amount of damage of any non-ship missile (49 vs. 46 for MT’s and 40-41 for Samsons/Slashers). Damage per tick is 25 vs. 16 for a Samson or 50% more! And it takes the hovercraft platform 19 ticks unassisted to build one, the same as a vehicle plant producing a Samson unassisted. Now combine all this with great speed and maneuverability, the LOS of hoverscouts and amphibious abilities and you have one heck of a dangerous raider. I’ve even tried them once on Painted Desert and used their speed to ignore MT’s and penetrate all the way to the back of my opponent’s base.
I have definitely built more CORE Slingers than any other Commander in the history of TA. Similar too but slightly less capable than the Swatter, the Slinger has proven to be a great raider, decent defender and swift Commander assassin for the CORE. As my primary answer to Pelicans on Gods of War, these units have proven their worth time and time again. Regrettably, Slingers have an annoying bug. Its weapon is mounted on a platform that needs to rise up before turning and firing. Sometimes, the missile launcher gets stuck in the up position but won’t fire, ever again. I think it occurs when I give it too many force fire orders.
Every unit is deadlier in swarms but for missile hovercraft it is especially true. A single Swatter or Slinger is useful for picking off mexes and winds, get a couple of them together and they can be base busters or Commander assassins. Eight Slingers can kill a Commander in less than 18 ticks and I’ve done it many times on Gods of War and Coast to Coast (even one guy on Evad River Confluence). Why so easy? Because they have so much speed and range. Most victims turn towards the hovercraft to d-gun only to find me moving them away while plastering them with missiles. Some walk into the water to get the missiles to smack into the water but they stick their heads out to use the d-gun. A force fire targeted behind the victim’s head and BOOM!
For fighting Pelicans and destroying sonars, tidals, shipyards and torpedo launchers you will need to force fire the missile behind the target. In battle against Pelicans, you will need a lot of micromanagement but their great range and better numbers helps compensate for this. Again, mixing in some scout ships to absorb damage will help. For fighting planes you can think of these guys as mobile FMT’s.
These are the most useful and versatile hovercraft units in the game.
Rocket Hovercraft (ARM Wombat/CORE Nixer)These are the only artillery type units in the hovercraft arsenal and they are pretty decent units. They actually have better armor/metal and damage/tick/metal ratios than MERLs or Diplomats. But their weapon range is too short and because hovercraft are generally used on fairly flat and wide water maps, ships such as destroyers, cruisers and even frigates are generally more effective. They do make semi-decent raiders when jammed (each rocket can kill a FMT) and they can supplement a force of hovertanks and missile hovercraft to knock out DT’d HLT’s or LRPC’s. I recall one time someone had FW’d in a Big Bertha about 3 rows deep on Gods of War. I had six cruisers on it but their shells kept hitting the top of the first row of FW’s so the Wombat or Nixer would have been useful there. Their turning capabilities are pretty poor, if you’re using them for hit and run it’s best to have them retreat at an angle vs. a full 180 degrees because they tend to try and turn first and then move.
Usually, it is a better strategy to use a combined arms approach with bombers or heavy ships than to make rocket hovercraft.
Hovertransports (ARM Bear/CORE Turtle)I’ve never used these units in multiplayer and can’t ever imagine doing so. They have horrible turning and slope traversal capabilities not to mention they never seem to load or unload units when you order them to, even if they are standing right next to them. Plus, it’s difficult select these units once they are loaded, you usually need to drag a box around them.
Some Commanders have suggested using them to load a couple of crawling bombs and sending them in to self destruct next to some important or valuable enemy units. Frankly, I can’t see this working very often, these hovertransports are pretty slow and their armor is not very strong plus it’s just too much micromanagement.
Transports do have a strange ability to pick up enemy units around them. I’ve seen Commanders use the transport ship to pick up Pelicans, but I think the hovertransport is too buggy to even do that right.
Hovercraft PlatformNot much to say here other than the curious but pleasant fact that the CORE hovercraft platform is 214 metal cheaper than the ARM version and has more armor. Heck, ARM already has the Pelican and better hovercraft anyway.
Map StrategiesGods of WarIn 1v1, the single best counter to the fast hovercraft strategy is a really skilled bomber that keeps flying off-screen. I like playing CORE and I am not skilled enough for dogfighting plus the Avenger is inferior to the Freedom Fighter. So I suffer the bombing raids. My usual build order to fight the bomber (which takes longer for the hovercraft platform to be built) for the lower left island is 3 winds, 1 mex, 1 wind, radar, vehicle plant, 2 mexes, reclaim plant, wind, mex, reclaim rock, 2 winds, guard out C-vehicle, mm and reclaim factory. I make 2-3 Slashers and then 1 C-vehicle. The Slashers can easily handle a marauding fighter but the bomber is tricky which is why the radar is there. I hot key the Slashers and wait for his blip to show up. If I can target him on radar they can get two volleys off to kill it with a loss of one wind and mex usually. You’ll need to keep a little reserve of metal in order to rebuild bombed out mexes. If I nail the bomber with little loss the C-vehicle can start making MT’s while the Commander finishes the hovercraft platform and he can reclaim the Slashers for the metal.
Even though my opponent will usually have a C-plane reclaim all the rocks on this map it is not a major setback because that first bomber set him back in resource production and he tends to have very little in defense (planes have a real tough time fighting Slingers). Raid his base from several directions and watch out for the Commander’s d-gun. There’s almost no way to defend his mexes. If you get a chance, park a Slinger at each island to kill off his C-planes.
Now in a 2v2 where one player goes hovers and the other air or sea, hovercraft are much deadlier especially if you share resources to get it up in under 4 minutes. One player could raid with hovercraft while the other can build a LRPC or go level 2 ships. I wish I had a steady partner for these games but I remember one game where it was 2v2, CORE vs. ARM with pretty good players (LOC_Niceguy was one of the ARM Commanders I recall) and my hovercraft supported by my partner’s ships just overran their bases.