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Emperor: Battle For Dune cheats / Emperor: Battle For Dune hints / Emperor: Battle For Dune faqs / Emperor: Battle For Dune solutions Emperor: Battle For Dune faqs and solutions The Complete “Emperor: Battle for Dune” FAQ By Shiroko (shiroko@dune2k.com) Table of Contents: ________________________ 1.0 – About this FAQ 1.1 – What is it? 1.2 – Where to get it 2.0 – Getting started 2.1 – The Great Houses 2.1.1 – House Atreides 2.1.2 – House Harkonnen 2.1.3 – House Ordos 2.2 – The Minor Houses 2.2.1 – The Fremen 2.2.2 – The Guild 2.2.3 – House of IX 2.2.4 – Imperial Sardaukar 2.2.5 – Bene Tlielax 2.3 – The Dune Universe 2.3.1 – Novels 2.3.2 – Arrakis 3.0 – Units, structures and junk… 3.1 – House Atreides 3.1.1 – Structures 3.1.1.1 – Construction Yard 3.1.1.2 – Windtrap 3.1.1.3 – Barracks 3.1.1.4 – Refinery 3.1.1.5 – Factory 3.1.1.6 – Outpost 3.1.1.7 – Hanger 3.1.1.8 – Landing Pad 3.1.1.9 – Starport 3.1.1.10 – Palace 3.1.1.11 – Machine Gun Post 3.1.1.12 – Rocket Turret 3.1.1.13 – Walls 3.1.2 – Units 3.1.2.1 – Atreides Infantry 3.1.2.2 – Sniper 3.1.2.3 – Kindjal Infantry 3.1.2.4 – Engineer 3.1.2.5 – Scout 3.1.2.6 – Sand Bike 3.1.2.7 – Mongoose 3.1.2.8 – Atreides APC 3.1.2.9 – Minutaurus 3.1.2.10 – Sonic Tank 3.1.2.11 – Repair Vehicle 3.1.2.12 – Air Drone 3.1.2.13 – Ornithopter 3.1.2.14 – Carryall 3.1.2.15 – Advanced Carryall 3.1.2.16 – Harvester 3.1.2.17 – MCV 3.2 – House Ordos 3.2.1 – Structures 3.2.1.1 – Construction Yard 3.2.1.2 – Windtrap 3.2.1.3 – Barracks 3.2.1.4 – Refinery 3.2.1.5 – Factory 3.2.1.6 – Outpost 3.2.1.7 – Hanger 3.2.1.8 – Starport 3.2.1.9 – Palace 3.2.1.10 – Gas Turret 3.2.1.11 – Pop-up Turret 3.2.1.12 – Walls 3.2.2 – Units 3.2.2.1 – Chemical Trooper 3.2.2.2 – AA Trooper 3.2.2.3 – Mortar Infantry 3.2.2.4 – Saboteur 3.2.2.5 – Engineer 3.2.2.6 – Scout 3.2.2.7 – Dust Scout 3.2.2.8 – APC 3.2.2.9 – Laser Tank 3.2.2.10 – Deviator 3.2.2.11 – Kobra 3.2.2.12 – Eye in the sky 3.2.2.13 – AA Mine 3.2.2.14 – Carryall 3.2.2.15 – Advanced Carryall 3.2.2.16 – Harvester 3.2.2.17 – MCV 3.3 – House Harkonnen 3.3.1 – Structures 3.3.1.1 – Construction Yard 3.3.1.2 – Windtrap 3.3.1.3 – Barracks 3.3.1.4 – Refinery 3.3.1.5 – Factory 3.3.1.6 – Outpost 3.3.1.7 – Hanger 3.3.1.8 – Landing Pad 3.3.1.9 – Starport 3.3.1.10 – Palace 3.3.1.11 – Flame Turret 3.3.1.12 – Gun Turret 3.3.1.13 – Walls 3.3.2 – Units 3.3.2.1 – Light Infantry 3.3.2.2 – Trooper 3.3.2.3 – Flamer Infantry 3.3.2.4 – Engineer 3.3.2.5 – Scout 3.3.2.6 – Buzzsaw 3.3.2.7 – Assault Tank 3.3.2.8 – Flame Tank 3.3.2.9 – Missile Tank 3.3.2.10 – Inkvine Catapult 3.3.2.11 – Devastator 3.3.2.12 – Gunship 3.3.2.13 – Air Defense Platform 3.3.2.14 – Carryall 3.3.2.15 – Advanced Carryall 3.3.2.16 – Harvester 3.3.2.17 – MCV 3.4 – Sub Houses 3.4.1 – The Fremen 3.4.1.1 – Fremen Camp 3.4.1.2 – Fremen Warrior 3.4.1.3 – Fremen Fedaykin 3.4.2 – The Guild 3.4.2.1 – Guild Palace 3.4.2.2 – Guild Maker 3.4.2.3 – Guild NIAB Tank 3.4.3 – House of IX 3.4.3.1 – House of IX 3.4.3.2 – Ixian Infiltrator 3.4.3.3 – Ixian Projector 3.4.4 – Imperial Sardaukar 3.4.4.1 – Sardaukar Barracks 3.4.4.2 – Imperial Sardaukar 3.4.4.3 – Imperial Sardaukar Elite 3.4.5 – Bene Tlielax 3.4.5.1 – Tlielaxu Flesh Vats 3.4.5.2 – Tlielaxu Contaminator 3.4.5.3 – Tlielaxu Leech 4.0 – You should know all of this 4.1 – Playing smart 4.1.1 – Concentrated fire 4.2 – The playground 4.2.1 – Worms 4.2.2 – Trees 5.0 – I’m having trouble with… 5.1 – I have no money 5.2 – Worms! My god they’re huge! 5.3 – I’m being tank rushed. 5.4 – Death Hands 5.5 – Chaos Lightings 5.6 – Hawk Strike 5.7 – Saboteurs 5.8 – Sandstorms 6.0 – Walkthroughs 6.1 – The basics of Single player game 6.2 – Atreides walkthroughs 6.3 – Harkonnen walkthroughs 6.4 – Ordos walkthroughs 7.0 – Multiplayer 8.0 – Frequently Asked Questions 9.0 – Useless facts and knowledge 9.1 – Crate contents 10.0 – In the future 10.1 – Future versions 10.2 – More FAQs 10.3 – Dune 12.0 – Revision history 1.0 – About this FAQ 1.1 – What is it? This FAQ is a fan made strategy guide for players of Emperor: Battle for Dune. Before this one I made FAQs for Dune 2000, Command & Conquer: Tiberian Sun and Red Alert 2. Back then I gave some reason why I do it, like I wanna see less newbies, and make sure people don’t spend money on useless guides that actually cost money. This time I’m not really going to reason it. 1.2 – Where to get it You can get the newest version of this FAQ and other FAQs at: http://www.dune2k.com/faqs/ 2.0 – Getting started 2.1 – The Great Houses 2.1.1 – House Atreides From the planet of Caladan – House Atreides is lead by their Duke and is known for nobility. The Atreides are the realization of good, starting from their behavior, going through their home world, the green, lush, water world of Caladan and ending in their ingame bonuses. The Atreides insignia is a Hawk, their color on Dune is blue. Since the Atreides care for their soldiers the most, they’re the only house with a repair unit. They also posses the bonus of sending elite soldiers back to the barracks and turn them into drill instructors, thus increasing all future units rank by one. This can be done for a cumulative effect and create some nasty effects. Especially for the very infantry oriented Atreides players. 2.1.2 – House Harkonnen House Harkonnen from the industrialized plant of Giedi Prime resembles pure evil. The Harkonnen look only for profit and will let a lot of people die on their way too it. House Harkonnen is ruled by the Baron, their insignia is a Bull. The employ brutal tactics and treat their population as bad as possible. This reflects their ingame style where they cannot repair their units and instead Harkonnen units keep working at 100% until the last second. 2.1.3 – House Ordos House Ordos is a cartel that only looks after power and profit. Based in the icy planet of Sigma Draconis. The Ordos build their military power using their money and they have access to weapons the Harkonnen and Atreides can only dream of. Including a lot of illegal weapons form the Ixians. They’re best in hit & run tactics and not in straight out fights. Their advantages in the game come from self repairing, shielded units and hovering units. Their insignia is a Snake. 2.2 – The Minor Houses 2.2.1 – The Fremen The Fremen are the natives of Arrakis. People accustomed to the harsh desert that have grown immense strength. They make for powerful allies on the planet Arrakis because of their numbers and potential to become an extremely deadly army. 2.2.2 – The Guild The spacing guild has a monopoly on all of the space travel in the universe. They have an important interest in spice since their mutated navigators need it to travel in space and “fold” it. The guild is always concerned from the situation in Arrakis and its main concern is that the spice will flow. 2.2.3 – House of IX The house of IX comes from a high-technology planet in the edge of the empire. Their distance from the Butlerian jihad kept them with technology, which would be considered, forbidden anywhere else in the empire. They have access to the most advanced technology in the universe and trade it with anyone that can supply the money. 2.2.4 – Imperial Sardaukar The Imperial Sardaukar were the emperor’s private army. Coming from the harsh background of a prison planet, the Sardaukar are hardened and make for excellent fighters. The best in the universe and matched only by the Fremen from Arrakis. 2.2.5 – Bene Tlielax The Tlielaxu are more a cult of mutated humans then a respectable house. They are masters of biotechnology and can do anything from changing shapes (Some of them, known as face dancer) to reviving clones of a dead human. 2.3 – The Dune Universe 2.3.1 – Novels Dune, if you didn’t already know is a science fiction novel from the mind of Frank Herbert. It was followed by some sequels and now some prequels. The orignal book was written back in 1964 and is considered as the bible of science fiction books in a lot of ways. The novels written by Frank Herbert were: Dune Dune: Messiah Children of Dune God Emperor of Dune Heretics of Dune Chapterhouse Dune Also, three “prequels” were written after Frank Herbert’s death by his son and another writer these books are: House Atreides House Harkonnen House Corrino You are recommended to read at least the original novel, and if you like it you might as well try the rest. 2.3.2 – Arrakis Arrakis, a desert waterless planet, nicknamed Dune could be just a little useless and silly planet. But it is the only place in the universe where the priceless spice Melange is found. The spice is a priceless mineral, it extends life, it lets the Bene-gesserit have their visions and without it space travel would be extremely slow and meaningless. Mining the spice is done on Arrakis by harvesters, and the process is quite dangerous because of the giant sandworms, lethal sandstorms, and the lack of water in sufficient amount that make the planet Arrakis unfriendly at best. 3.0 – Units, structures and junk… 3.1 - House Atreides House Atreides has two important advantages each player should be aware of. The first one is the repair vehicle that makes up for the Harkonnen disadvantage and allows the Atreides to repair all vehicles fast with a simple unit. The second advantage is the ability to send an elite infantry unit into the barracks and in return all future soldier form this type will start in a higher veterancy level. This can be done again and again and you can actually build elite Kindjals out of your barracks if you’re lucky. 3.1.1 – Structures 3.1.1.1 – Construction Yard The heart of your base and a preferable target by your enemies – The construction yard supplies the construction needs of your base. Construction yards cannot be built and in order to get new ones you must deploy a MCV. Unlike past Westwood games, the MCV this time is a very accessible unit and destroying someone’s construction yard will do him very little harm if he has money. Because of that the construction yard is somewhat less important this time around, but is still the number one structure to destroy for the opponent. Construction yards are heavily armored, and even though it can survive a Death hand, you will have to repair him immediately after that or the radiation will take it down. If such a thing happens and you find you have no money, sell something quickly. Remember you need to upgrade your Construction yard for better base defenses and the high- tech buildings. 3.1.1.2 – Windtrap The windtraps supply the power and water of your base. Without sufficient power your base can usually operate, but it won’t do a good job in it. Windtraps are cheap, and their armor is quite sufficient to make them a rather bad target so while attacking a base you’d rather choose the enemy factories and other over the windtraps. If you’re on low power two effects will occur. The first one is a slowdown in your entire production. The second and sometimes more troubling one is that some of your defenses will go offline (As well as your radar map) and this effect makes the windtraps useful targets before an invasion. 3.1.1.3 – Barracks The barracks is the cheapest factory in your possession, and the first one you get. IT supplies you with infantry, which can support you through a lot of battles for little money. Barracks are small, low armored (Though considering their price it’s not a problem at all). Building more than one is recommended, in order to cut down building time of infantry. And once you get a second base going, it’s the first structure you should deploy there. Watch out for engineer capturing these structure, it will give the enemy a spot to make new engineers and other infantry units that you wish your enemy won’t have. When you take over an enemy building in his base, pop up a barracks and start causing havoc. If you gain control of the enemy construction yard, and can’t keep it, build a barracks, and then sell it. The enemy can’t build an engineer on time unless he already has one, and will avoid just shooting his construction yard. You will need to upgrade your barracks in order to access advanced infantry. 3.1.1.4 – Refinery The heart of your economy – the refinery is an important building to you, and a very good target for your enemies. This is where your harvester load your precious spice gathered on the land of Arrakis. A refinery costs 1500 credits and comes with a free harvester and carryall. Making it a very good deal, much better than actually buy them. If you want to expend your economy and have the time and space build more refineries. When do run out of space, or need to build other buildings, build harvesters and carryalls by yourselves (Or better yet, order them from a Starport). You can also upgrade Refineries; each upgrade is cheaper than a new refinery and will add another pad at the refinery. You can have up to three pads at each refinery. Refineries are nicely armored but still make a good target because a player without them is screwed, usually much more than players without a construction yard (This actually depends in which phase in the game you are). 3.1.1.5 – Factory The Factory is where you build your vehicles. Factories are much more expensive than barracks, but they’re not too heavy armored, so blowing them up is a nice idea. Factories allow you to build (or replace destroyed) harvesters as well as build new MCVs and of course you combat vehicles. Factories need to be upgraded in order to gain access to advanced units. And you will need a Starport as well in order to build Sonic tanks. Factories should be placed in the back of your base where they’re safer since if the enemy gets your construction yard his next goal will be making sure you don’t have anymore vehicles. 3.1.1.6 – Outpost The Outpost serves as your radar. Until built your radar map will still be there, but it will only be showing your buildings. Once built (And assuming power is one of course) you will be able to see all enemy units, enemy buildings and friendly units on the map. Outposts come very cheap and are easy to replace, but the time needed for replacing them can be used nicely if you know what you’re doing. 3.1.1.7 – Hanger The Hanger is your aircraft factory. The last factory you build. You will build carryalls and advanced carryalls in it. As well as your houses primary air assault unit and AA unit (Known as pre-order units). You will need to upgrade the hanger in order to build the primary air assault unit and advanced carryall. Units that come out of the Hanger are fully armed. In order to rearm them though, you might need the helipads in some cases. 3.1.1.8 – Landing Pad The Landing pad serves as a rearming post for your fleet of ornithopters. It can rearm one ornithopter at a time. Once rearmed the ornithopter will move out and make room for another one to rearm, this is all an automatic process and allows you to have more ornithopters than landing pads without annoying micromanagement. The number of landing pads needed really depends on your dependency on the ornithopters. The more you have, the faster you send another air strike. 3.1.1.9 – Starport The Starport is an excellent structure when you have little money. It is also good when you have too much money. And it is also useful; when you have an amount in between. The starport allows you to order units directly from, well, not really clear where from but who cares. You can order up to six units at once, which will arrive after a while on a CHOAM frigate. The prices in the starport change from time to time, and may ever be cheaper than the ones in the factory or more expensive. You can buy only your house’s units in the starport, and this does not include infantry and the “Pre-order” units. Starports are heavily armored, expensive and require a lot of power. 3.1.1.10 – Palace The Atreides palace is expensive and has excessive power usage. It will allow you however to use the Hawk Strike. Once charged (Look for it under vehicles) you can choose a target for your Hawk Strike which will create a giant hologram of a hawk that will scare enemy units beneath it and make them spread around helplessly. The effect holds for some time, more than the Ordos Chaos Lighting effect. Target your hawk strikes at concentrated enemy groups, and do it before you attack, while is may seem like a wimpy weapon it can easily turn the tide of battle when used right. If you know your enemy has a Hawk strike ready and a force nearby, you are well advised to spread your forces, thus making you less vulnerable to the weapon. Note that units under the effect of a Hawk strike will flee of the map sometimes, in case you don’t understand: They won’t be returning! 3.1.1.11 – Machine Gun Post The Machine gun post is a light Atreides base defense. It is a tower with a soldier on top of it armed with a heavy machine gun. The machine gun will only cause minor damage to enemy vehicles but will slaughter enemy infantry very effectively and even though its short range can prove very effective if you get attacked early on or later on as an anti-engineer defense spread around in your base. Machine gun posts will continue firing even if your power is out. 3.1.1.12 – Rocket Turret The Rocket turret is a more powerful base defense for the Atreides. They require power to work, cost more and require upgrading your construction yard as well. However they have a high defense value. These turrets launch homing rockets at their targets that are very effective against vehicles and will also defend the base from aerial threats. 3.1.1.13 – Walls Walls give your base defenses some extra defense as well as fortify some units and make it harder for your opponent to come from different directions. To build walls, select “wall” from the buildings tab and start placing the walls. You can keep making walls and you get tired press the right button on the mouse to stop. The construction yard will automatically build the wall section you marked. Put units that can shoot over walls behind them, and remember, it’s quite easy to destroy them if one really wants to. 3.1.2 – Units 3.1.2.1 – Atreides Infantry The Atreides infantry is weak and cheap. It has rather little use for Atreides players since it can mostly harm other soldiers and damage vehicles slightly. Since you’d rather have snipers for killing soldiers, and Kindjals for fighting off vehicles and Atreides infantry is left with the job of supporting a combined force and nothing more. Atreides infantry comes from most of your structures when you sell or lose them. Atreides infantry is almost exactly like the Harkonnen Light infantry except they cost 10 credits more and are faster. 3.1.2.2 – Sniper The sniper is an anti-infantry long-range unit. The fact they’re available to the Atreides from the start makes them an annoying unit. They will take quite easily on infantry, but watch out for flamers and deployed mortar infantry that will defeat these guys. They are useless against vehicles at all, and therefore will do best with a support of anti-tank units. Mostly, you will want to use Kindjals for this job. Snipers have a long reload time and they cannot move while reloading and this makes them a bad maneuvering unit so you be able to avoid enemy mortars with them. 3.1.2.3 – Kindjal Infantry The Kindjal infantry are armed with a small pistol and a tripod launcher that shoot powerful mortars. When on the move they will use their pistols, you can deploy them to use their powerful weapons. Kindjals make for excellent units in holding bottlenecks. Mix them up with snipers for a better anti-infantry force and as long as you can keep long-ranged anti-infantry units from them they will do the rest. This gives them a high value in early game since the enemy does not posses these units yet. Kindjals are trickier to use in offense but can be as effective as in defense by deploying them right. Use infantry rock to add them and defend them from running themselves over (Plus a damage bonus). If you want to spend money on useful infantry to bring with your vehicles, you will usually go with the Kindjal infantry. Kindjals are excellent in making sure enemy tanks won’t get through bottlenecks. Just make sure they get the support they need. 3.1.2.4 – Engineer The engineer is a very deadly unit. As always before they can capture an enemy building by simply reaching it. They can also repair your buildings to full health and they’re the best line of defense against the Tlielaxu leech, since they can remove larvae from an infected unit (though a repair vehicle does the job better). Engineers are lightly armored and unarmed. They should be eliminated the second you see them coming towards your base. They make for an ideal transport on APCs since they are useless until you have access to the enemy base. Try putting some in APCs and bring them with attack force. Espeically effective in games with more than two players. 3.1.2.5 – Scout The scout is an important unit for any game. It is also the first unit you should build in any game. Scouts are very cheap, the cheapest thing in the game to be exact. They’re fast and have stealth ability. And their most important attribute is their sight. Use scouts early in the game to reveal the entire map and make sure you see the enemy bases. If you have hard time scouting an area do it more carefully and use the stealth ability. If you lose them don’t fear, they’re very cheap to replace. Later on in the game put scouts in key places. This is extremely important for games with “Fog of War” and is also effective in game without it. Since scouts can detect stealth units they will prove very effective in standing in front of your force or guarding entrances to your base. They can easily make a simple joke out of the annoying Fremen units or save your base from a stealth Atreides APC. 3.1.2.6 – Sand Bike The Sand bike is the Atreides light vehicle. It’s a small tricycle armed with a “friendly” machine gun. It is fast and lightly armored. It is great for hunting infantry around the map, or annoying your enemy by surprise attacks. It can also support your mongooses when fighting against infantry. Aside for that there’s little use for the Sand bike later on, especially because exploration is done by scouts. 3.1.2.7 – Mongoose The Mongoose uses the Atreides as their main combat unit. The Mongoose is a small two legged mechanoid armed with a small rotating rocket launcher. It is fast, nicely armored and packs a nice punch, therefore, it uses as a main combat unit in Atreides vehicle attacks, and also provides an important backup for your infantry when they meet flame tanks, contaminators or other deadly anti-infantry units. As another important bonus the Mongoose can launch its rockets to every air unit that will attempt moving above him. Giving it another value as a great tactical AA unit, which possesses speed, firepower and the ability to fight ground targets. Note that the Mongoose will lose to Harkonnen assault tanks in a direct approach so circle around them and exploit your rotating turret. 3.1.2.8 – Atreides APC The Atreides APC is a cheap but powerful transportation for infantry. It costs only 2/3 of the Ordos APC and this comes in a price. Atreides APCs have a very small meaningless firepower that makes them useless as a combat unit. They however can fight a few soldiers before dying, so don’t be afraid to kill some enemy troopers, especially if you use the stealth ability. They are also not too heavily armored but they are made very dangerous by their stealth ability. They remain invisible if they move at short distances (And stay away from detectors). This allows you to put 5 engineers into someone’s base easily if he’s not ready for it. It will only require annoying micromanagement on the way. When unloading or loading the APC loses its stealth. 3.1.2.9 – Minutaurus The heavy Atreides Minutaurus is a slow powerful mechanoid. Armed with four long- range cannons the Minutaurus serves as artillery, heavy combat unit (And a nutritious snack for worms). Minutauruses are the biggest Atreides vehicle, they are very slow and require support because when left alone their targets can out- maneuver them. The cannons will fire in one burst of explosive shells that is highly dangerous to infantry and quite effective against vehicles. The range is quite big, and is a match for the Harkonnen missile tank and Ordos Kobra. Minutaurus requires you to upgrade your factory. They’re best in groups and with other units in front of them. An excellent unit for this will be the Moongoose that makes an excellent combo with the Minutaurus. The best way to fight these units is with units that can escape the shells and shoot between barrages. They are also very vulnerable to aerial strikes. Keep in mind that while being slow and heavy, the Minutaurus is actually quite weak compared to the enemy heavy units. 3.1.2.10 – Sonic Tank The Sonic tank is an old familiar Atreides unit. It shoots a powerful sonic blast that annihilates anything on its way. Sonic tanks are moderately armored and slow. Their important attribute is their firepower, and if they get to fire their weapon, the opponent usually doesn’t get that chance, if however they will be caught in fire too fast they will prove a waste of money. Sonic tanks are quite expensive, considering the fact that they are less armored than the Minutaurus but their advantage comes from their powerful weapon that is effective against infantry, vehicles and structures. It also possesses a long range and will keep going after it hit its target. This lets the sonic tank destroy groups of enemies in seconds and destroy several tanks in one shot sometimes but it can also be very annoying for their controllers as friendly fire is quite common in the sonic tank’s case and it is also very deadly. Sonic tanks are very effective when placed as walls waiting for an enemy on its way. 3.1.2.11 – Repair Vehicle The Repair vehicle is an important advantage for the Atreides. It puts them in a great situation against the Harkonnen that cannot repair their damage and balances them with the self-repairing Ordos units. The Repair vehicle is rather cheap and light armored (So operating in the middle of battle won’t leave it alive for too long). They’re great for standing beyond your forces and after enemy strikes to repair your forces. You can also have more than and then they will also repair each other. Repair vehicles can also remove leeches and they do this job better than engineers since they will also repair the unit after that. They are great for standing next to your refinery and repair all harvesters as they go by or by guarding your landing pads and keeping your fleet of ornithopters at their maximum. The later one is an important advantage as the Harkonnen lack of ability to repair their gunships is noted. Projected repair vehicles cannot repair, too bad. 3.1.2.12 – Air Drone The Air Drone is the Atreides “Pre Order” unit. It is rather cheap and once built will remain in the air until it’s destroyed. It cannot however hold itself in the same spot so it will move in circles in the spot you ordered it to go. While it may seem slow when moving in circles, this is not the case actually since the Air Drone can easily intercept any other aircraft in the game. When an aircraft is in range the Air Drone will release homing missiles and start shooting it down. It can take out enemy aircraft rather easily and makes for an excellent air-to-air unit. A recommended use for Air Drones aside from watching the skies above your base is hunting carryalls. The Air Drone is excellent as it shoots them really fast, can escape if needed and intercept them if they decide to switch spice fields. 3.1.2.13 – Ornithopter The Ornithopter is the Atreides main air unit. It flaps its two wings to move like a chopper and is armed with a missile launcher. It has limited ammo and must return to a landing pad to reload. Once reload it will clear its spot for a fellow ornithopter. Ornithopters are lightly armored and fast; they’re great for attacking units that wander around the map with no AA support or with little one. They make a worse base-bombing unit than the Harkonnen gunship because they have almost half the armor of the gunship and they unload their payload slower. Their big advantage however over the gunship is your ability to repair them, make use of that ability and keep at least one repair vehicle next to your landing. If you have enough of these, don’t be shy and go blow up the enemy’s construction yard and other key structures. 3.1.2.14 – Carryall Carryalls are used to carry your harvesters around. They’re moderately armored and fully automated. You have no control on them what so ever, which can make it hard to cause them retreat from danger. When getting free harvesters from refineries you will get a free carryall. However when you build or order your own harvesters you will need to get new carryalls by yourself (Through either the hanger or a Starport). Carryalls are excellent targets since they tend to make it harder for you to hunt harvesters, you might as well shoot them down first. There are plenty of units for this job and once you take out someone’s carryalls his economy will slowdown significantly. You get warnings when your carryalls are under attack, so listen carefully and make sure every time it happens if it is just a coincidence or does the enemy aim for them. If he aims for them you will need to start spending money on defending them. 3.1.2.15 – Advanced Carryall The Advanced Carryall takes stuff, and put them in another place. That’s pretty all there is to it, from here on the sky is the limit. You can pick up your forces and put them wherever you want. You can pick up enemy harvesters and bring them to your base so you can destroy them. You can pick up enemy devastators from your base and put them back somewhere far away or better yet, put them next to someone else’s harvesters. You can take someone’s harvester and put it in someone else’s base. And you can put APCs full of engineers or saboteurs right in the middle of the enemy’s base. Whatever you choose, there are a few notes though. Adv. Carryalls are expensive and light armored, so you don’t want them on suicide missions unless these are critical ones (Such as an aerial train to land forces in your enemy base) and not mundane ones (Transport units). Adv. Carryalls need a few seconds to take off again, and in these seconds are very vulnerable, so don’t try to pick an assault tank surrounded by five more, it won’t work. If the enemy has Adv. Carryalls make sure you hunt them down, it’s easy and will save you much trouble later on. Make sure you use the “Call Adv. Carryall” key (V by default) that will call an Adv. Carryall to come and pick the selected unit(s). 3.1.2.16 – Harvester Harvesters are the blood of your economy. They will supply your refineries with spice and keep you with money. Harvesters are slow and heavily armored. They contain up to 700 credits worth of spice when they need transportation a carryall will come to transport them (If one is available). Carryalls will also attempt to rescue them from danger and destroyed harvesters will be replaced for free at times. This makes harvesters a much harder target than before, and if you plan on hunting them you should have big forces that will destroy them before they evacuate from the place or forces that can control the spice field and kill them as they come. Shooting a carryall with a harvester will yield excellent results. Rather than building new harvesters, build refineries and upgrade them. It will be much cheaper (Since you get extra pad, harvester and carryall for a less) and will save on traffic problems that can become very annoying at times. 3.1.2.17 – MCV The Mobile Construction Vehicle is the first link in a base. It deploys into a construction yard that will be the heart of your base. Aside for the initial MCV you receive in the start of a game you can build new ones in the factory or order them from a starport. Note that obviously it’s an expensive unit. You might want to build MCVs if you lost your construction yard, wish to have backup (Or build structures faster) or you simply want to build a new base, which is an important thing in long game. Remember that you can undeploy your MCV and redeploy it in another spot if needed; this may be useful if your initial deployment makes you lose some building area you later on need. Don’t let these guys near deviators. 3.2 – House Ordos The Ordos are mostly based in hit & run tactics and their units fit this very well. Ordos vehicles auto-repair themselves and some of them are shielded. Note that while shields are usually good, any shot from a Lasgun weapon will spawn the dreaded “Holtzman” effect, which will destroy both the attacker and the defender. Ordos vehicles also can travel through dust bowls and the dust scout can hide in them for another sneaky feature. 3.2.1 – Structures 3.2.1.1 – Construction Yard The heart of your base and a preferable target by your enemies – The construction yard supplies the construction needs of your base. Construction yards cannot be built and in order to get new ones you must deploy a MCV. Unlike past Westwood games, the MCV this time is a very accessible unit and destroying someone’s construction yard will do him very little harm if he has money. Because of that the construction yard is somewhat less important this time around, but is still the number one structure to destroy for the opponent. Construction yards are heavily armored, and even though it can survive a Death hand, you will have to repair him immediately after that or the radiation will take it down. If such a thing happens and you find you have no money, sell something quickly. Remember you need to upgrade your Construction yard for better base defenses and the high- tech buildings. 3.2.1.2 – Windtrap The windtraps supply the power and water of your base. Without sufficient power your base can usually operate, but it won’t do a good job in it. Windtraps are cheap, and their armor is quite sufficient to make them a rather bad target so while attacking a base you’d rather choose the enemy factories and other over the windtraps. If you’re on low power two effects will occur. The first one is a slowdown in your entire production. The second and sometimes more troubling one is that some of your defenses will go offline (As well as your radar map) and this effect makes the windtraps useful targets before an invasion. 3.2.1.3 – Barracks The barracks is the cheapest factory in your possession, and the first one you get. IT supplies you with infantry, which can support you through a lot of battles for little money. Barracks are small, low armored (Though considering their price it’s not a problem at all). Building more than one is recommended, in order to cut down building time of infantry. And once you get a second base going, it’s the first structure you should deploy there. Watch out for engineer capturing these structure, it will give the enemy a spot to make new engineers and other infantry units that you wish your enemy won’t have. When you take over an enemy building in his base, pop up a barracks and start causing havoc. If you gain control of the enemy construction yard, and can’t keep it, build a barracks, and then sell it. The enemy can’t build an engineer on time unless he already has one, and will avoid just shooting his construction yard. You will need to upgrade your barracks in order to access advanced infantry. 3.2.1.4 – Refinery The heart of your economy – the refinery is an important building to you, and a very good target for your enemies. This is where your harvester load your precious spice gathered on the land of Arrakis. A refinery costs 1500 credits and comes with a free harvester and carryall. Making it a very good deal, much better than actually buy them. If you want to expend your economy and have the time and space build more refineries. When do run out of space, or need to build other buildings, build harvesters and carryalls by yourselves (Or better yet, order them from a Starport). You can also upgrade Refineries; each upgrade is cheaper than a new refinery and will add another pad at the refinery. You can have up to three pads at each refinery. Refineries are nicely armored but still make a good target because a player without them is screwed, usually much more than players without a construction yard (This actually depends in which phase in the game you are). 3.2.1.5 – Factory The Factory is where you build your vehicles. Factories are much more expensive than barracks, but they’re not too heavy armored, so blowing them up is a nice idea. Factories allow you to build (or replace destroyed) harvesters as well as build new MCVs and of course you combat vehicles. Factories need to be upgraded in order to gain access to advanced units. And you will need a Starport as well in order to build Deviators. Factories should be placed in the back of your base where they’re safer since if the enemy gets your construction yard his next goal will be making sure you don’t have anymore vehicles. 3.2.1.6 – Outpost The Outpost serves as your radar. Until built your radar map will still be there, but it will only be showing your buildings. Once built (And assuming power is one of course) you will be able to see all enemy units, enemy buildings and friendly units on the map. Outposts come very cheap and are easy to replace, but the time needed for replacing them can be used nicely if you know what you’re doing. 3.2.1.7 – Hanger The Hanger is your aircraft factory. The last factory you build. You will build carryalls and advanced carryalls in it. As well as your houses primary air assault unit and AA unit (Known as pre-order units). You will need to upgrade the hanger in order to build the primary air assault unit and advanced carryall. Units that come out of the Hanger are fully armed. In order to rearm them though, you might need the helipads in some cases. 3.2.1.8 – Starport The Starport is an excellent structure when you have little money. It is also good when you have too much money. And it is also useful; when you have an amount in between. The starport allows you to order units directly from, well, not really clear where from but who cares. You can order up to six units at once, which will arrive after a while on a CHOAM frigate. The prices in the starport change from time to time, and may ever be cheaper than the ones in the factory or more expensive. You can buy only your house’s units in the starport, and this does not include infantry and the “Pre-order” units. Starports are heavily armored, expensive and require a lot of power. 3.2.1.9 – Palace The Ordos Palace is an expensive power-eating building that will give you access to the Ordos superweapon – The Ordos Chaos Lighting. The Chaos Lighting will affect an area like all other weapons, all units in this area will go mad. Mad means these units will start shooting everything in site, usually their buddies and so a formidable force can be destroyed with one chaos lighting strike. Use this superweapon once your enemy groups some units, and feel free doing it in his base where they can start shooting his construction yard. A nice way to minimize damage will be killing the units under the effect of the lighting before they cause too much damage, this tactic is useful when the lighting is shot into the middle of a big force. 3.2.1.10 – Gas Turret The Gas turret is the Ordos anti-infantry base defense; it is cheap and will work in low power conditions. While it has a low range it will take care of any infantry in range. Mix them up with the advanced pop-up turrets to provide a defense against all kinds of units, since gas turrets are ineffective against vehicles. Supporting them with mortar infantry will also yield good results. 3.2.1.11 – Pop-up Turret The Pop-up turret is the Ordos base defense against vehicles. It has a bigger range than the gas turret, but it costs more and requires power to work. Pop-up turrets are good to block enemy tanks on their way, but are still vulnerable to air attacks and long range units. So you’re advised to guard them with mortar infantry and AA troopers. 3.2.1.12 – Walls Walls give your base defenses some extra defense as well as fortify some units and make it harder for your opponent to come from different directions. To build walls, select “wall” from the buildings tab and start placing the walls. You can keep making walls and you get tired press the right button on the mouse to stop. The construction yard will automatically build the wall section you marked. Put units that can shoot over walls behind them, and remember, it’s quite easy to destroy them if one really wants to. 3.2.2 – Units 3.2.2.1 – Chemical Trooper The Chemical trooper is the basic Ordos infantry. It has two tanks of chemicals on its back, which he sprays into his enemy’s face. It can kill infantry in a second but its effective ness against vehicles is limited. Chemical troopers can defeat the enemy light infantry usually, but they do however lack range. Use them with mortar infantry and AA troopers early on to create a formidable force. When an Ordos structure is sold or destroyed, chemical troopers will emerge. 3.2.2.2 – AA Trooper Though the AA in the name the AA trooper is similar to the Harkonnen trooper. It is more expensive though. It is armed with a missile launcher that can shoot both air & ground. It is however almost totally useless against infantry. AA troopers in groups can fight off enemy tanks easily, especially if they are on infantry rock. To make them more efficient support them with chemical troopers against enemy soldiers. Their most important attribute for the Ordos though is their AA support. The lack of a base defense with AA capability makes the AA trooper the most effective AA in their possession, since they’re cheap and have a big firepower, if you’re enemy packs on air units build those for defense. 3.2.2.3 – Mortar Infantry Mortar infantry are a very deadly infantry unit. They are armed with a pistol when on the move, which is capable for little damage. But when deployed they pull off their mortars and start bombing with serous firepower with a very long range. They’re cheap and light armored like all infantry so they die fast however if they are kept defended they will provide the best firepower (Per money) for the Ordos. The mortars will kill infantry easily and damage vehicles seriously as well, they however have one main disadvantage, their speed. Mortars are very slow and even rather slow units can escape them. As long as they maneuver around your mortars the soldiers remain useless, but once they stop they will start pounding on that units head. They’re also effective against groups since they’ll be hitting something anyway in that case. To use them effectively deploy them in tactical positions, infantry cover makes for excellent spots. You can also take mortar infantry with you for attacks, but it will require more micromanagement. The best way to counter these units is with Minutauruses, Kobras or Inkvine Catapults. Thought a flame tank that gets close will also do the job wonderfully so need to use these units only. 3.2.2.4 – Saboteur The Saboteur is nothing more than a fancy suicidal unit. It is rather cheap and can prove very effective at times. It can use its explosives to detonate against anything you wish (Well, not aircrafts) and can cause some nice damage. However if the saboteur is killed before blowing himself up he will cause much less damage. Saboteurs can be very effective against structures and infantry, but their effectiveness against vehicles is limited. If you have extra money and no need of other infantry build these guys and start sending them one by one to the enemy (Not in groups as they will all blow up together) at different targets and cause some damage to stuff. If you can put some on APCs before you attack your enemy and unload them at the right time in the enemy base you can have a nice surprise and a blast (Got that? Hihi). If however you really want to get this guys into the enemy base and got the cash, go for the Eye in the Sky that does this job in the best way possible. 3.2.2.5 – Engineer The engineer is a very deadly unit. As always before they can capture an enemy building by simply reaching it. They can also repair your buildings to full health and they’re the best line of defense against the Tlielaxu leech, since they can remove larvae from an infected unit. Engineers are lightly armored and unarmed. They should be eliminated the second you see them coming towards your base. They make for an ideal transport on APCs since they are useless until you have access to the enemy base. Try putting some in APCs and bring them with attack force. This is especially effective in games with more than two players. 3.2.2.6 – Scout The scout is an important unit for any game. It is also the first unit you should build in any game. Scouts are very cheap, the cheapest thing in the game to be exact. They’re fast and have stealth ability. And their most important attribute is their sight. Use scouts early in the game to reveal the entire map and make sure you see the enemy bases. If you have hard time scouting an area do it more carefully and use the stealth ability. If you lose them don’t fear, they’re very cheap to replace. Later on in the game put scouts in key places. This is extremely important for games with “Fog of War” and is also effective in game without it. Since scouts can detect stealth units they will prove very effective in standing in front of your force or guarding entrances to your base. They can easily make a simple joke out of the annoying Fremen units or save your base from a stealth Atreides APC. 3.2.2.7 – Dust Scout The small light Dust scout is an excellent recon vehicle, but this is Emperor: Battle for Dune so you’ll use scouts instead. So what is left for the dust scout? It is fast and packs a nice machine gun that lets it take out infantry nicely. Using it’s speed it will prove as a nice tool for hunting enemy infantry and annoying the enemy by attacking his harvesters. Dust scouts have the ability to move over dust bowls, and not only that. If the stay in place in a dust bowl they’ll dig themselves in so the enemy won’t be able to see them (You won’t be able to see them too, but you can select them of course). This ability makes them a nice unit to hide around and kill unexpected foes. Make sure you disable guard mode (G’ by default) if you want to keep them in the dust bowl and wait for the right moment. 3.2.2.8 – APC The Ordos APC is a hovering carrier for infantry armed with a rocket launcher and defended by a shield. It can carry up to five soldiers and makes for an excellent engineer transportation (Or saboteurs). The APC is shielded and therefore if shot by a Lasgun will explode with its shooter (Holtzman Effect). The APC can take a fair amount of damage, more than the Atreides APC, and it also costs more. It’s weapon makes it also a useful vehicle since its rocket launcher can shoot enemy aircraft and it is the only really good mobile AA unit the Ordos have. Make use of the fact that Ordos APCs in a force don’t attract too much attention and hide some engineers or saboteurs on them for later on, just for when the enemy doesn’t expect anything. The Ordos APC can go over dust bowls. 3.2.2.9 – Laser Tank The Ordos Laser tank is a unique deadly unit. Equipped with the best technology in the universe this tank hovers above ground, has a shield to protect it and above all is armed with a deadly Lasgun. The Laser tank, although powerful is a weapon best suited for hit & run tactics, since in a front confrontation with the mainstream units of the other houses, it will lose. The Laser tank is faster than the Mongoose and the assault tank and has a rotating turret, if you use this ability wisely you can circle around your enemy and sometimes get ridiculous results in a fight with very few Laser tanks. Laser tanks are shielded, and therefore if shot by a laser weapon (From another Laser tank or an Imperial Sardaukar Elite) will be destroyed with the attacker (Known as the Holtzman effect when energy weapons hit shields). Laser tanks will reload their shield and self repair and due to their low armor will do it very fast. So Laser tanks that get evacuated from combat while damaged will be good as new in no time. They’re effective against vehicles and should avoid infantry. They make for excellent vehicle hunting units because of their high speed and regeneration. Remember that Laser tanks over and therefore can go over dust bowls. 3.2.2.10 – Deviator This old lethal Ordos weapon is back. The Deviator is another hovering shielded unit of the Ordos. It is light armored and slower than the other hovering units, but is still fast enough to keep up with their pace. The Deviator is armed with an extremely lethal weapon; it shots a rocket that contains a special gas that will take control of machines – turning enemy vehicles under your control for some time. The time a unit remain deviated will be shorten by shooting it. While the unit is under your control you can do whatever you want with it. (Including deploying a MCV to have a permanent construction yard). The Deviator itself however has a medium range only and the projectile is very slow and moving units can avoid it, slow units however make a good target, especially the Harkonnen devastator that can be simply self-destruct after that. 3.2.2.11 – Kobra The Kobra is a heavy tank armed with a medium range cannon that is effective against infantry at most but will damage vehicles effectively as well. What makes the Kobra a lethal unit is the ability to deploy it and increase its damage and range. Once deployed the Kobra can easily take care of big groups of infantry (Its important role since the other Ordos vehicles are very bad in this job) and its long range cannon can also outrange a lot of enemy weapons and use as a match for the Minutaurus. Kobras don’t hover, which ruins your dust bowl advantage that the other vehicles give you. They’re not shielded, but they self-repair (Like all Ordos vehicles). Kobras are also slow and one last note, they’re quite expensive. 3.2.2.12 – Eye in the sky The Eye in the sky is an excellent air assault unit, though it is quite different from the other house’s ornithopters. The Eye in the Sky is a moderately armored aircraft that is not armed and moves in a moderate speed (Slow for an aircraft). Inseatd of shooting its target it explodes and a saboteur parachutes into the ground. You then have control of the saboteur and can do whatever you want with it. You must deploy the Eye in the sky for this effect, if it is destroyed the pilot won’t get out and you just spent a lot of money (As you will notice this unit is very expensive). Once deployed the Eye in the Sky will explode and the debris falling will cause some damage, enough to save you some job and kill soldiers around your target at times. The saboteur will parachute into the ground; notice that it can be killed in the air. If the saboteur lands on ground it will act like a usual saboteur (And if killed before detonation won’t cause a lot of damage). However if it lands right into its target it will cause a serious amount of damage to it. Three well deployed Eye in the Sky will take down a construction yard. Sounds expensive? That’s why the Eye in the sky isn’t the solution to all of your problems. It is most efficient when you have a lot of money to spare or if you can make a nice order from the starport at a good time (Price tends to reach 1300 credits at least once a game). You can then with a nice strike disable a big part of the enemy base, a very effective trick if you can keep your enemy unaware since enemies are the least ready for Ordos’ aerial strikes. To use Eye in the Sky in maximum efficiency deploy it above the target so the Saboteur will land directly into its target. 3.2.2.13 – AA Mine The AA Mine is a simple solution for Ordos players that do not like enemy aircraft and do not wish to stack a lot of AA troops. It is however most useful when the enemy does not control a mass of aircrafts, if it does you are advised to use AA troopers. If he doesn’t than the AA Mines will make sure the few aircraft he have won’t get far away. The AA Mine is slow and needs to be placed in the right spot first rather than intercept. While selected you can see a circle noting its range. When an enemy aircraft enters its range it will detonate releasing five homing missiles that will lock onto the enemy aircraft and destroy it (Yep, always). AA Mines are rather cheap and provide a nice way to force the opponent off aircraft since they cost less to you than to him. Spread a few of them around also covers up for the lack of stable AA defenses of the Ordos. 3.2.2.14 – Carryall Carryalls are used to carry your harvesters around. They’re moderately armored and fully automated. You have no control on them what so ever, which can make it hard to cause them retreat from danger. When getting free harvesters from refineries you will get a free carryall. However when you build or order your own harvesters you will need to get new carryalls by yourself (Through either the hanger or a Starport). Carryalls are excellent targets since they tend to make it harder for you to hunt harvesters, you might as well shoot them down first. There are plenty of units for this job and once you take out someone’s carryalls his economy will slowdown significantly. You get warnings when your carryalls are under attack, so listen carefully and make sure every time it happens if it is just a coincidence or does the enemy aim for them. If he aims for them you will need to start spending money on defending them. 3.2.2.15 – Advanced Carryall The Advanced Carryall takes stuff, and put them in another place. That’s pretty all there is to it, from here on the sky is the limit. You can pick up your forces and put them wherever you want. You can pick up enemy harvesters and bring them to your base so you can destroy them. You can pick up enemy devastators from your base and put them back somewhere far away or better yet, put them next to someone else’s harvesters. You can take someone’s harvester and put it in someone else’s base. And you can put APCs full of engineers or saboteurs right in the middle of the enemy’s base. Whatever you choose, there are a few notes though. Adv. Carryalls are expensive and light armored, so you don’t want them on suicide missions unless these are critical ones (Such as an aerial train to land forces in your enemy base) and not mundane ones (Transport units). Adv. Carryalls need a few seconds to take off again, and in these seconds are very vulnerable, so don’t try to pick an assault tank surrounded by five more, it won’t work. If the enemy has Adv. Carryalls make sure you hunt them down, it’s easy and will save you much trouble later on. Make sure you use the “Call Adv. Carryall” key (V by default) that will call an Adv. Carryall to come and pick the selected unit(s). 3.2.2.16 – Harvester Harvesters are the blood of your economy. They will supply your refineries with spice and keep you with money. Harvesters are slow and heavily armored. They contain up to 700 credits worth of spice when they need transportation a carryall will come to transport them (If one is available). Carryalls will also attempt to rescue them from danger and destroyed harvesters will be replaced for free at times. This makes harvesters a much harder target than before, and if you plan on hunting them you should have big forces that will destroy them before they evacuate from the place or forces that can control the spice field and kill them as they come. Shooting a carryall with a harvester will yield excellent results. Rather than building new harvesters, build refineries and upgrade them. It will be much cheaper (Since you get extra pad, harvester and carryall for a less) and will save on traffic problems that can become very annoying at times. 3.2.2.17 – MCV The Mobile Construction Vehicle is the first link in a base. It deploys into a construction yard that will be the heart of your base. Aside for the initial MCV you receive in the start of a game you can build new ones in the factory or order them from a starport. Note that obviously it’s an expensive unit. You might want to build MCVs if you lost your construction yard, wish to have backup (Or build structures faster) or you simply want to build a new base, which is an important thing in long game. Remember that you can undeploy your MCV and redeploy it in another spot if needed; this may be useful if your initial deployment makes you lose some building area you later on need. Don’t let these guys near deviators. 3.3 – House Harkonnen House Harkonnen units are slower and heavier than the other houses. Because they lack repair options their units keep working in 100% until the moment they die. 3.3.1 – Structures 3.3.1.1 – Construction Yard The heart of your base and a preferable target by your enemies – The construction yard supplies the construction needs of your base. Construction yards cannot be built and in order to get new ones you must deploy a MCV. Unlike past Westwood games, the MCV this time is a very accessible unit and destroying someone’s construction yard will do him very little harm if he has money. Because of that the construction yard is somewhat less important this time around, but is still the number one structure to destroy for the opponent. Construction yards are heavily armored, and even though it can survive a Death hand, you will have to repair him immediately after that or the radiation will take it down. If such a thing happens and you find you have no money, sell something quickly. Remember you need to upgrade your Construction yard for better base defenses and the high- tech buildings. 3.3.1.2 – Windtrap The windtraps supply the power and water of your base. Without sufficient power your base can usually operate, but it won’t do a good job in it. Windtraps are cheap, and their armor is quite sufficient to make them a rather bad target so while attacking a base you’d rather choose the enemy factories and other over the windtraps. If you’re on low power two effects will occur. The first one is a slowdown in your entire production. The second and sometimes more troubling one is that some of your defenses will go offline (As well as your radar map) and this effect makes the windtraps useful targets before an invasion. 3.3.1.3 – Barracks The barracks is the cheapest factory in your possession, and the first one you get. IT supplies you with infantry, which can support you through a lot of battles for little money. Barracks are small, low armored (Though considering their price it’s not a problem at all). Building more than one is recommended, in order to cut down building time of infantry. And once you get a second base going, it’s the first structure you should deploy there. Watch out for engineer capturing these structure, it will give the enemy a spot to make new engineers and other infantry units that you wish your enemy won’t have. When you take over an enemy building in his base, pop up a barracks and start causing havoc. If you gain control of the enemy construction yard, and can’t keep it, build a barracks, and then sell it. The enemy can’t build an engineer on time unless he already has one, and will avoid just shooting his construction yard. You will need to upgrade your barracks in order to access advanced infantry. 3.3.1.4 – Refinery The heart of your economy – the refinery is an important building to you, and a very good target for your enemies. This is where your harvester load your precious spice gathered on the land of Arrakis. A refinery costs 1500 credits and comes with a free harvester and carryall. Making it a very good deal, much better than actually buy them. If you want to expend your economy and have the time and space build more refineries. When do run out of space, or need to build other buildings, build harvesters and carryalls by yourselves (Or better yet, order them from a Starport). You can also upgrade Refineries; each upgrade is cheaper than a new refinery and will add another pad at the refinery. You can have up to three pads at each refinery. Refineries are nicely armored but still make a good target because a player without them is screwed, usually much more than players without a construction yard (This actually depends in which phase in the game you are). 3.3.1.5 – Factory The Factory is where you build your vehicles. Factories are much more expensive than barracks, but they’re not too heavy armored, so blowing them up is a nice idea. Factories allow you to build (or replace destroyed) harvesters as well as build new MCVs and of course you combat vehicles. Factories need to be upgraded in order to gain access to advanced units. And you will need a Starport as well in order to build Devastators. Factories should be placed in the back of your base where they’re safer since if the enemy gets your construction yard his next goal will be making sure you don’t have any more vehicles. 3.3.1.6 – Outpost The Outpost serves as your radar. Until built your radar map will still be there, but it will only be showing your buildings. Once built (And assuming power is one of course) you will be able to see all enemy units, enemy buildings and friendly units on the map. Outposts come very cheap and are easy to replace, but the time needed for replacing them can be used nicely if you know what you’re doing. 3.3.1.7 – Hanger The Hanger is your aircraft factory. The last factory you build. You will build carryalls and advanced carryalls in it. As well as your houses primary air assault unit and AA unit (Known as pre-order units). You will need to upgrade the hanger in order to build the primary air assault unit and advanced carryall. Units that come out of the Hanger are fully armed. In order to rearm them though, you might need the helipads in some cases. 3.3.1.8 – Landing Pad The Landing pad serves as a rearming post for your fleet of ornithopters. It can rearm one ornithopter at a time. Once rearmed the ornithopter will move out and make room for another one to rearm, this is all an automatic process and allows you to have more ornithopters than landing pads without annoying micromanagement. The number of landing pads needed really depends on your dependency on the ornithopters. The more you have, the faster you send another air strike. 3.3.1.9 – Starport The Starport is an excellent structure when you have little money. It is also good when you have too much money. And it is also useful; when you have an amount in between. The starport allows you to order units directly from, well, not really clear where from but who cares. You can order up to six units at once, which will arrive after a while on a CHOAM frigate. The prices in the starport change from time to time, and may ever be cheaper than the ones in the factory or more expensive. You can buy only your house’s units in the starport, and this does not include infantry and the “Pre-order” units. Starports are heavily armored, expensive and require a lot of power. 3.3.1.10 – Palace The Harkonnen palace, once you get through the price and power demands, will give you access to the ultimate weapon – The Death Hand missile. The Death Hand is an atomic missile, once charged you can launch it anywhere on the map. The damage from the missile can take out most structures and it will then leave lethal radiation. The missile is powerful enough to destroy a construction yard if the enemy won’t repair it and let it suffer the radiation damage. Death hand is the only superweapon that doesn’t require grouped enemies to be effective. Simply wipe out a section of your enemy’s base. Aid the missile with a good aerial strike to take out all the key structures at the enemy’s base at once. 3.3.1.11 – Flame Turret The Flame turret is a cheap anti-infantry defen Other Emperor: Battle For Dune cheats hints faqs solutions: 1. Emperor: Battle For Dune hints 2. Emperor: Battle For Dune hints 3. Emperor: Battle For Dune hints 4. Emperor: Battle For Dune hints 5. Emperor: Battle For Dune hints 6. Emperor: Battle For Dune hints 7. Emperor: Battle For Dune hints |