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The horror! Three major powers united under a single flag have deployed all the superweapons: a Weather Controller, a Tactical Nuke Silo and a Psychic Dominator, and even hijacked the plans of Tempest Architect. T-t-time is running out!
- Map description

Superweapon Challenge is a Challenge map that pits the player(s) against three enemy armies with 12 superweapons right at the beginning of the match.

Information

The enemy has an USAicon American base in the west, a Russiaicon Russian base in the north and a PCicon PsiCorps base in the east. Each base starts with a Weather Control Device, a Tactical Nuke Silo, a Psychic Dominator, a Tempest Architect, two Nanocoat Regulators, a Tech Maintenance Center and two Tech Nuclear Plants, with the superweapons all walled and placed inside a Nanocoat Regulator's area of effect. Most portions of an enemy base that touch water are surrounded by reefs, making it impossible for amphibious units to make landfall, except at the back.

Tech buildings

Strategy

Because the fact that players will face 12 superweapons right off the bat, this challenge is obscenely difficult and cannot be accomplished without numerous casualties beforehand, especially from the superweapons activating nearly simultaneously. Players should prepare for a long, difficult battle if they want to complete this challenge.

Signal Inhibiting

Note: This strategy works best with WoCicon Wings of Coronia.

A Foehn player is almost mandatory for this challenge, since at the 10 minute mark all 12 superweapons will consecutively fire, and without Raccoons to shield them both players will likely lose their Construction Yards, if not the game itself. The Foehn player should start the game getting out a War Factory and Cyberkernel as fast as possible, then spam Raccoons to have them cover an area as large as possible before the superweapons hit. Quetzals, escorted by Buzzards and Pteranodons to protect them from Piranha Minisubs, are also useful to snipe the superweapons, taking advantage of the lack of anti-air behind them.

MCV Rush

Note: This strategy is impossible for single player and only works on multiplayer game.

If both players don't use Foehn, one of them each use Allied, Soviet or Epsilon faction or if a Foehn player doesn't focus on signal inhibiting, there is another way to beat this challenge.

Both players must collect crates before moving to enemy bases; one player takes the Allied base on the west and the other one takes the PsiCorps base on the east. Once they met the location of two separate bases, they start to deploy the MCVs and build barracks to train troops, they capture an enemy ConYard and Nuclear Plants in order to shut down their enemies' superweapons on the two separate bases. Once it is successful, then they focus on the superweapons on the north base before destroying all of the enemies' bases.

This strategy was made and uploaded on Youtube by the popular players Alstar and BlackSnow from the Mental Omega community (see Gallery).

Stallion Rush

Without rushing, any Allied faction is preferrable. The player should start training Engineers and capturing Tech Oil Derricks first then build an Air Force Command Headquarters. Next, build an Allied War Factory and start mass producing Stallion Transports and Engineers. Ready the Stallions on PsiCorps, American, and Russian bases respectively. Then, deploy and capture the Tech Nuclear Plants that provide all superweapons with power. If successful, capture the factories from the aforementioned bases and sell for cash bonuses. This prevents all AIs to replace their lost factories (Construction Yard included).

This strategy has been exploited by Terminal Velocity (see Gallery).

Gallery

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