Act of War: High Treason
New Units and Upgrades
U.S. Army
New & Modified Units
Electronic Fighting Vehicle (EFV)
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- The EFV electronic Fighting Vehicles are deployed out of the Heavy Armor Depots at a cost of $3800 each.
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EFVs have no weaponry and weak armor, but you can manually switch them on to have either of three very special abilities:
- Electronic Counter Measures – all nearby allied units (except other EFVs) will gain stealth capacity
- EMP – all nearby buildings (including own and allied) are powered down. This will often have ripple-effects; if a TFT FOC is powered down, all structures powered by that FOC are also shut down.
- ACCURACY – increases all nearby allied unit’s damage by x1.25. Effects are cumulative if several EFVs have this power switched on.
- Using one of these special powers requires 30 MWs from Field Power Generators.
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OH-58D KIOWA WARRIOR
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- The Kiowa Helicopters are deployed at the helipad at $1600 each.
- Kiowas have stealth capacity while not firing or using its Ping radar.
- You can manually activate the Ping radar which will increase the vision range by 2x and reveal enemy stealth units for ten seconds. It takes 60 seconds to recharge this ability.
- Kiowa’s can manually fire short-range rocket salvos which are mostly effective against infantry targets. It takes 30 seconds to recharge this ability.
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Stinger
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Stinger soldiers are deployed at the Barracks and require DefCon 2 and a Field Hospital. They're $1200 each and very effective against aircraft and helicopters only. They can Ambush and enter buildings.
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A-10 Thunderbolt
The A-10 now uses its nose-mounted Gatling gun against ground targets. It will automatically strafe the center of the target circle, inflicting medium damage in a straight line through the center of that circle. It is normally sufficient to take out infantry and light vehicles, and 3-4 Gatling strafing attacks can be enough to destroy a light structure.
MLRS
- The range of the MLRS systems is now vastly improved, as indicated on the green circle on the mini-map. This obviously makes the “Counter-Artillery Radar” upgrade much more powerful, as it reveals enemy artillery and allows the MLRS to fire back.
- By clicking the “Fire at will” button, the MLRS will automatically open fire at all enemy targets in range and in sight.
- The longer the distance to the target, the more scattered will the rockets be.
New & Modified Upgrades
M203 Grenade Launcher
- This upgrade is now purchased per Marine, at $100 each.
- It has the same effect though; increases the damage against enemy infantry, and allows large groups of Marines to be effective against buildings and static vehicles.
Bradley TOW Missiles
- This upgrade requires DefCon 2 and is purchased in the Light Armor Depot for $2500.
- After purchase, your Bradleys can toggle between using its normal 25mm chaingun and TOW guided missiles that are very effective against vehicles.
FAT-V KEM launcher
- This upgrade requires DefCon 2 and is purchased by selecting the FAT-V, for $1000 each. It is non-reversible.
- The Kinetic Energy Missiles are very effective against all types of static targets.
- The FAT-V will automatically fire a KEM every seven seconds at any target within range, and will stop for 1.5 seconds while firing.
A-10 Thundberbolt CBU-105 Sensor-Fuzed Cluster Bombs
- This upgrade requires DefCon 2 and is purchased in the Air Control Tower for $1500.
- The A-10 will automatically drop two bombs on the center of the target circle, causing medium damage to all types of targets in a large area around the point of impact.
U.S. Naval Units
Landing Craft, Air Cushion (LCAC)
- The Landing Craft, Air Cushion (LCAC) costs $1000 and is deployed at the Shipyard.
- It has eight transportation slots, i.e. same as a Black Hawk.
To load a unit in the LCAC, move both units close to the shore, select the unit(s) to load and right-click the LCAC. If it doesn't work, move the ship and the unit(s) to load closer.
- To unload a unit, move the LCAC close to the shore where you want to unload and click the Unload button. The units will automatically end up on the shoreline.
- LCACs are very vulnerable to enemy fire and are lightly armed.
FFG-7 Oliver Hazard Perry
- The FFG-7 OLIVER HAZARD PERRY-class frigate costs $4000 and is deployed at the Shipyard.
- It detects stealth units including submarines.
- It deploys one SH60B Sea Hawk helicopter which, while hovering, will suspend a Sonobouy that also gives stealth detection.
- By deploying several Sonobouy (i.e. dropping it in the water), a Sea Hawk can reveal large areas of fog of war, and also giving stealth detection. A Sea Hawk can deploy one Sonobouy every 15 seconds, at no cost.
- Sonobouys remain deployed for 90 seconds.
- Lost Sea Hawks can be replaced at a cost of $1000.
- The Oliver Hazard Perry has a powerful deck gun capable of indirect barrage fire, its main offensive weapon however is a long-range Harpoon anti-ship missile that can be launched once every ten seconds.
- The Oliver Hazard Perry has a powerful autocannon as anti-aircraft defense.
LHA-1 TARAWA Class Amphibious Assault Ship
- The Tarawa Class Amphibious Assault Ship requires Defcon 2, costs $9000 and is deployed at the Shipyard.
- The Tarawa deploys up to four Harrier II close-air support aircraft ($2000 each).
- For all intent and purposes, Harriers perform as helicopters.
- The Tarawa itself only has an autocannon as anti-aircraft defense, but the Harriers also carry air-to-air missiles.
- Has the ability to launch an LCAC loaded with several units:
- U.S. Marine ($200)
- Javelin Anti-tank missile system ($500)
- Stinger Surface-to-Air missile system ($1200)
- M2A3 Bradley Fighting Vehicle ($1800)
- Avenger low-level air defense system ($1000)
- M113A3 armored personnel carrier ($1200)
- M1A2 Abrams main battle tank ($3000)
SSN Los Angeles Class Attack Submarine
- The SSN LOS ANGELES Class Attack submarine requires Defcon 2, costs $3500 and is deployed at the Shipyard.
- It has stealth and stealth detection capabilities.
- When attacking, a Los Angeles submarine will launch two homing torpedoes against its target every 15 seconds. These will loiter around in the target area for 20 seconds, or until they find a target.
- BGM-109 Tomahawk Land-attack Cruise Missile.
DDG-51 Arleigh Burke Class Destroyer
- The Arleigh Burke Class (AEGIS) guided missile destroyer requires Defcon 1, costs $10000 and is deployed at the shipyard.
- The Arleigh Burke destroyer can deploy one SH60B Sea Hawk (see Oliver Hazard class destroyer above).
- By activating its Ping radar, the Arleigh Burke destroyer can see very far. While activated, it can also be seen from far away.
- The Arleigh Burke can deliver short range barrage fire with its deck gun, its main offensive weapon however are twin long-range Harpoon anti-ship missile that are fired once every nine seconds.
- Has very powerful anti-aircraft defenses with both autocannon and anti-aircraft missiles.
Task Force Talon
New & Modified Units
OCSW – Objective Crew Served Weapon
- Deployed out of the Barracks at $1000 each, the OCSW teams require a Field Intelligence center to be deployed.
- They can switch between two ammunition types; High-Explosive (vs. infantry) and Armor-Piercing (vs. vehicles and structures).
- Lightly armored.
Spinner Tacit Rainbow Launcher
- Deployed in the Spinner Command Center at $3400 each, these launcher can launch Tacit Rainbow missiles towards any ground target on the map.
- The Tacit Rainbow missiles are vulnerable to anti-aircraft fire.
- If a Tacit Rainbow missile cannot find a target (structure or vehicle) in the vicinity of its designated target area, it will circle around the area at high altitude until it spots a target, or the missile is manually destroyed.
- The Tacit Rainbow launcher will continue to launch missiles at the designated target until manually ordered to stop (or move).
New & Modified Upgrades
GUOS Mines
- This $1000 upgrade in the Barracks now allows the Task Force Commandos to deploy GUOS Mines instead of GUOS Drones.
- It costs $200 to launch a GUOS Mine. They can be detonated either by selecting the Commando, by selecting the Mine, or automatically when an enemy units comes nearby.
- GUOS mines have stealth capacity and reveal the Fog of War in their vicinity.
- A Task Force Commando can only have one GUOS mine deployed at a time. After a mine has been detonated, it takes the Commando 60 seconds to recharge the GUOS Mine launcher.
Future Force Warrior
- This upgrade of the Task Force Commando requires a SHIELD Control Center and costs $550.
- The upgrade has to be made individually for each Commando.
- Future Force Warriors are superior to Task Force Commandos in all aspects; armor, firepower, and speed.
Oil Vein Nano-Saturation
An Oil Derrick with the $1000 nano-saturation upgrade is essentially booby-trapped – if the Derrick is destroyed (or sold) and an opponent constructs a new Oil Derrick on top of that Oil Deposit, you can detonate the nano-saturation to immediately destroy the enemy Derrick and also cause massive damage on nearby vehicles and structures.
F/A-35 BLU-144 Black-Out Bomb
In addition to its normal bomb damage, with this upgrade (purchased in the Aircraft Control Tower at $3500, a successful F/A-35 sortie will also black out/disable a target structure for fifteen seconds. This is especially useful for taking out anti-aircraft and anti-tactical weapons defenses.
TFT Naval Units
LCAC
see U.S.
SSN Seawolf Class Attack Submarine
- The Seawolf Class Attack Submarine costs $3000 and is deployed at the Shipyard.
- It has stealth and stealth detection capabilities.
- When attacking, a Seawolf submarine will launch three homing torpedoes against its target every 15 seconds. These will loiter around in the target area for 20 seconds, or until they find a target.
- Naval Radar: considerably extends the ships visual range; reveals the ship's position to the enemy.
DD(X) Class Destroyer
- The DD(X) Class Multimission Destroyer requires SHIELD technology upgrade, costs $7000 and is deployed at the Shipyard.
- The DDX destroyer deploys two RAH-66 Comanche stealth recon/attack helicopters. These can be upgraded with Hellfire missiles just like usual.
- Replacing a lost Comanche costs $2400.
- The DD(X) can deliver long range barrage and direct fire with its very powerful twin deck guns.
- The DD(X) has anti-aircraft missiles to protect against incoming aircraft and missiles.
LPD-17 San Antonio Class
- The LPD-17 (San Antonio Class) Landing Platform Dock requires Drone technology upgrade, costs $7000 and is deployed at the Shipyard.
- The LPD deploys up to two VTOL F/A-35 close-air support aircraft ($2500 each).
- For all intent and purposes, the VTOL F/A-35s perform as helicopters.
- The LPD itself has anti-aircraft missiles for anti-aircraft defense, in addition to the F/A-35’s air-to-air missiles.
- It deploys a Sea Hawk anti-submarine helicopter; see the U.S. Army Oliver Hazard Perry frigate.
- It has a Ping radar; see the U.S. Army Arleigh Burke corvette.
- For offensive purposes, in addition to the F/A-35s, the LPD has a Harpoon missile launcher that fires twin long-range Harpoon anti-ship missiles once every six seconds.
- Has the ability to launch an LCAC loaded with several units:
- Task Force Commando ($450)
- Heavy Sniper ($900)
- OCSW Objective Crew Served Weapon ($1000)
- Stryker Infantry Combat Vehicle (ICV) ($1200)
- Spinner UGCV Multi-Role Drone ($3200)
Consortium
New & Modified Units
Polaris Sniper
- This fast scout vehicle requires a Field Prison Camp but only costs $900.
- It carries a Sniper in the back, very effective against infantry and light vehicles, but is very lightly armored.
Kamov Ka-58 Black Ghost Stealth
- This stealth attack helicopter costs $2400. It has stealth capacity while not attacking.
- It can only attack air targets, aircraft and helicopters.
Piranha
Range has been greatly increased. (same as MLRS from U.S.)
TU-160 Blackjack
- The Tu-160 Blackjack bomber costs $3800 and is a fast and very powerful stealth bomber. Its payload are almost as powerful as the B2 bomber’s, and cover a much larger area.
New & Modified Upgrades
Hind AT-6 Spiral Missiles
This upgrade requires Revealed status and costs $3000. After purchase, all your Mi-35 Hinds will automatically fire an AT-6 Spiral guided missiles every six seconds. These missiles are effective against all vehicles (including helicopters!) and structures.
Railgun Turret Emergency Backup
This $500 upgrade has to be purchased individually for each Railgun Turret. It allows the turret to stay operational for 10 seconds in case of a power-out.
CST Naval Units
LCAC
see U.S.
Tarantul Class Corvette
- The Project 1241 Tarantul class guided missile corvette costs $2000 and is deployed at the shipyard.
- The Tarantul’s main offensive weapon is a long-range Harpoon anti-ship missile that’s fired once every ten seconds.
ZUBR Class Landing Craft
- The Zubr Class (Pomornik) Air Cushioned Landing Craft requires a Field Prison Camp, costs $4000 and is deployed at the shipyard.
- The Zubr has no offensive weapons, but twin autocannon for anti-aircraft defense.
- The Zubr basically works like a floating Barracks and Motor Pool combined; it doesn’t need to be loaded with units. It has twelve transportation slots in total. It can produce:
- AK-74 Assault Rifle Soldier ($150)
- Kornet Anti-tank missile system ($900)
- SA-7 Grail Surface-to-Air missile system ($1000)
- AMX-10RC Wheeled Armored Medium Tank ($1800)
- BTR-80 Armored Personnel Carrier ($1500)
- Tunguska 256-M low-level, self propelled air defense system ($1800)
- Akula Stealth Battle Tank ($3200)
Typhoon Class Strategic Missile Submarine
- The Typhoon Class (TYPE 941) Strategic Missile Submarine requires a Field Prison Camp, costs $3800 and is deployed at the shipyard.
- It has stealth and stealth detection capabilities.
- When attacking, a Typhoon submarine will launch one homing torpedo against its target every 20 seconds. These will loiter around in the target area for 25 seconds, or until they find a target.
- 2 x BGM-109 Tomahawk Land-attack Cruise Missile.
Visby Class Stealth Corvette
- The Visby Class stealth corvette requires Revealed Status, costs $4800 and is deployed at the shipyard.
- The Visby has a powerful deck gun capable of indirect barrage fire, its main offensive weapon however is a long-range Harpoon anti-ship missile that can be launched once every six seconds.
- It deploys a Cougar anti-submarine helicopter; see the U.S. Army Oliver Hazard Perry frigate.
- It has a Ping radar; see the U.S. Army Arleigh Burke corvette.
IX-529 Sea Shadow Stealth Vessel
- The Sea Shadow stealth vessel requires Revealed Status, costs $3000 and is deployed at the shipyard.
- It has stealth capacity.
- The Sea Shadow is unarmed but can depoly an F-32 VOTL aircraft for offensive purposes. The F-32 has a single Harpoon missile and can also launch devastating rocket attacks.
- Replacing a lost F-32 costs $2400.
Mercenaries
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Mercenaries come in three categories, with slightly different deployment costs and upkeep:
- Official Mercenaries: deployment $5000, upkeep: $100/6 seconds.
- Unofficial Mercenaries: deployment $10000, upkeep: $200/6 seconds.
- Illegal Mercenaries: deployment $15000, upkeep: $300/6 seconds.
- All mercenaries take 15 seconds to deploy, and 10 seconds to be released from duty.
- The deployment cost is refunded when the mercenary team is released from duty. If they have taken casualties and/or damage, this will be proportionally reflect in a reduction of the refund (i.e if only 4 out of 5 Grizzly team members return, only $4000 will be refunded).
- When deploying a mercenary team (except for the three aircraft wings), first a yellow observation helicopter will appear during the deployment time of 15 seconds. If this observation helicopter is shot down, the deployment is cancelled and the deployment cost, minus a $2000 charge for the helicopter, is refunded.
- You cannot control the observation helicopter, or a mercenary team waiting to be evacuated from the battle-field.
- Each mercenary team can only be hired by one player at any given time.
Schwarzer Hund
The Schwarzer Hund Official Mercenaries consist of 5 close assault troops especially suited for capturing and holding buildings. They can also Ambush and capture POWs.
Grizzly Rescue Team
The five combat medics of Grizzly Official Mercenary Rescue Team are lightly armed and armored but can heal nearby troops every twenty seconds. They can also Ambush and capture POWs.
Dogs of War
The Dogs of War Official Mercenary squad consists of two Roland II anti-aircraft systems, very efficient versus aircraft and helicopters only.
Iron Rain
The Iron Rain wing of unofficial mercenaries consists of three Su-25 Frogfoot close-air support aircraft, very effective against vehicles only.
Burning Legion
The Burning Legion squadron of unofficial mercenaries consists of three T-80 Main Battle tanks, very effective against all ground targets.
Death Wing
The Death Wing of unofficial mercenaries consists of three Su-27 Flanker fighter aircraft, very effective against aircraft and helicopters only.
Rawhide
The Rawhide squadron of illegal mercenaries consists of three Smerch Multiple-Launch Rocket systems, effective against all unarmored or lightly armored ground targets within a large area. Not as powerful as conventional artillery, with medium range and light armor.
- By clicking the “Fire at will” button, the Smerch systems will automatically open fire at all enemy targets in range and in sight.
Shadow Hawk F-117A Nighthawk
The Shadow Hawk F-117A Nighthawk illegal mercenary stealth bomber is fast and drops a single very powerful self-prioritizing bomb with considerable splash damage.
Fireworks
The Fireworks illegal mercenary backpack nuke truck can place a nuclear charge with stealth abilities on a designated location, to be detonated manually from either the nuke or the truck. Make sure to move the truck to a safe distance before the detonation!
New Rules & Game Mechanics
Healing and Repair
- Healing and repairs are now managed similar to airstrikes; once you have units capable of healing/repairs, an extra interface button will appear.
- To heal/repair, simply click the button, then the area where you want to heal/repair, and the heal/repair units will arrive automatically.
Experience
- Experience is now earned in five steps, and for all units (even construction units and aircraft!).
- When you launch an airstrike, you’ll always pick your most experienced aircraft first. To instead pick your LEAST experienced aircraft first, keep SHIFT pressed while selecting the number of aircraft.
- A unit with Elite status (a little star) will raise the experience level of all nearby surrounding units temporarily.
Airstrikes
- You can now cancel airstrikes by either selecting the aircraft (in flight or by left-clicking on its icon to the left of the screen) and then clicking the Cancel button in the HUD area. OR, you can simply right-click on the aircraft icon to the left of the screen. A disengaging aircraft will leave immediately, but is vulnerable to enemy fire for another couple of seconds.
- The aircraft icons to the left of the screen now indicate the status of your airstrike¸ inbound, approaching, attacking, taking fire, disengaging, refuelling, etc.
- To follow an aircraft in flight, simply left-click the icon to the left of the screen.
- When you have aircraft in the air, you can see their range and field of vision on the minimap. To toggle between the normal minimap mode and the aircraft map mode, click the little aircraft icon to the right of the minimap.
Thanks go to Henry666 for taking some nice screenshots :) Visit his great site AOWmaps.net.
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