Defcon Unit Guide

Defcon Unit Guide

Introduction

Firstly, as the name suggests, this guide is all about the moveable units in DEFCON. These are split up into the Navy and The Air Force, which both play a major part in attacking and defending countries where they are decisive in winning matches.

Carriers


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Carriers are large multitasking

ships that have both defensive and offensive roles but cannot directly defend themselves.

They start off with 5 fighters, 2 bombers and 6 SRMB Warheads (two of which are equipped to the bomber). They can also launch depth charges against submarines in the vicinity.

Fighter Launch - Used to attack enemy ships and incoming bombers (as a defensive role), as well as scout enemy territory in search of ground targets.

Bomber Launch - Used to attack enemy ships (defensive role) but mainly deliver a stealthy nuclear warhead to targets - however these are quickly shot down by enemy fighters.

Anti Submarine - Used to destroy enemy subs with depth charges and sonar but leaves carrier vulnerable to attack from surface and aerial attacks- useful for submarine hunts or denying enemy submarines area to stop them getting in range of other ship/territories

Battleships


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Battleships are the main naval unit to destroy enemy carriers and to take down enemy air support

Battleships are extremely effective against other naval units and aircraft, using their main guns to take out carriers with ease. However, they are vulnerable to enemy submarine attacks (due to lack of sonar or depth charges) forcing them to keep close to depth-charge-deploying carriers for submarine deterrence.

These are the only ship that cannot attack ground targets and as such you should not be afraid to risk a few battleships to sink enemy ships.

Submarines


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These subs are the stealthy units of the fleet, enabling them for a pure offensive role against ships and enemy installations.

Submarines contain 5 Medium Range Ballistic Missiles (MRBMs) and are either submerged or surfaced. They are invisible to radar while submerged, but must surface to launch MRBMs. They can be detected by sonar from carriers or other subs. Once detected or on the surface they are very vulnerable to attack by aircraft or carriers so it is advised to move them away from enemy forces and strike where least expected.

The 5 nuclear missiles each sub carries can quickly cripple enemy defences and are often used to take out enemy subs quickly (to prevent a homeland attack).

Submarines have two other modes: passive and active sonar. In passive sonar mode the sub will try to remain as quiet as possible, slipping by enemy fleets without attacking. In active sonar mode the sub will ping the area with sonar, looking for enemy ships and subs to attack. However, this will show up on enemy radar (revealing the location of the sub), causing enemy ships to engage the sub immediately.

Fighters


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Fighters play three useful roles: attack, defence and scouting.

Fighters can attack other fighters, bombers and surface ships but their most useful function is scouting out enemy territory and discovering enemy installations. Unfortunately, they are very weak versus anti air missile silos and are usually targeted and destroyed quickly.

Fighter jets will automatically try to land at any friendly airbase or carrier within range once they have completed their assigned objective. If they run out of fuel they will crash and are lost. Fighters launched from airbases will regenerate over time and it is best to have a few fighters in reserve there to combat incoming bombers.

They can be launched from carriers or runways and their role is entirely dependent on the situation.

Bombers


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The bombers are a tactical weapon used to takeout ships and strike enemies without a nuclear launch alert.

Bombers can only carry one Short Range Ballistic Missile (SRBMs). They can fly long distance and drop the nuclear device at a close range. They are also effective against naval units. However, they are slow and extremely vulnerable to enemy fighters/anti air installations and are usually left for the endgame where ICBMs have been used or silos/airbases have been destroyed. They are the only unit able to launch a nuclear strike without having a nuclear launch alert and are useful if there is a gap in enemy radar.

The Conclusion


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Well that is it. If you liked this guide or found it useful in any way, then please feel free to comment and, as always, have a happy thermonuclear war!

:D

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=131456204					

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