Aircraft
Aircraft provide mobility and strike capability. They require the Air-Force Command building.
Helicopter
Versatile gunship with sustained firepower.
| Stat | Value |
|---|---|
| Cost | 1500 |
| HP | 250 |
| Speed | 6.0 |
| Damage | 45 |
| Range | 300 |
| Armor | Light |
| Weapon | Rocket |
Role: Flexible attack platform, harassment, anti-vehicle.
Notes:
- Can attack ground and air targets
- Doesn't need to return to base to reload
- Vulnerable to SAM Sites and Rocket Soldiers
Prerequisites: Tech Center
Harrier
Strike fighter with devastating single-pass attacks.
| Stat | Value |
|---|---|
| Cost | 1200 |
| HP | 200 |
| Speed | 8.0 |
| Damage | 120 |
| Range | 250 |
| Ammo | 1 |
| Armor | Light |
| Weapon | Air Missile |
Role: Precision strikes against high-value targets.
Mechanics:
- Carries 1 missile per sortie
- Automatically returns to Air-Force Command after firing
- Reloads while docked (120 ticks = ~4 seconds at normal speed)
Prerequisites: Air-Force Command
Using Aircraft Effectively
Mass Harrier Strikes
- Build multiple Harriers (Air-Force Command has 6 landing slots)
- Wait for all to dock and reload
- Select the Air-Force Command building
- Right-click an enemy target
- All docked Harriers with ammo launch simultaneously
Anti-Air Defense
| Counter | Effectiveness |
|---|---|
| SAM Site | 400 range, 80 damage missiles |
| Rocket Soldier | 220 range, can fire while moving |
| Obelisk | 350 range laser, hits air |
Aircraft Limitations
- Cannot capture or repair
- Vulnerable while returning to base
- Limited by Air-Force Command capacity (6 slots)
- Harriers are useless if Air-Force Command is destroyed while they're airborne