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Freedom Guard Structures
Headquarters • Headquarters 2 • Headquarters 3 • Taelon Power Generator • Water Launch Pad • Training Facility • Advanced Training Facility • Assembly Plant • Advanced Assembly Plant • Laser Turret • Heavy Rail Platform • Air Defense Site • Camera Tower • Field Hospital • Repair Station • Rearming Deck • Phasing Facility • Advanced Phasing Facility • Bridge Imperium Structures
Headquarters • Headquarters 2 • Headquarters 3 • Taelon Power Generator • Water Launch Pad • Training Facility • Advanced Training Facility • Assembly Plant • Advanced Assembly Plant • Plasma Turret • Neutron Accelerator • Air Defense Site • Camera Tower • Field Hospital • Repair Station • Rearming Deck • Temporal Gate • Rift Creator • Bridge
Air units frequently rule the map because there are few things which can hit them; these turrets can help bridge the gap and protect your base from fly-overs. Static DefensesAs suggested by their name, these turrets have one function—to shoot down air units. They deal more damage faster to flying units than the standard turrets. Their range is also much better, and they have an improved visual range as well. So if you are being buzzed by enemy airships, these advanced turrets are a good investment. The attack range of 10 is nothing to sneeze at and outranges every air unit in the standard game. For this reason, even a few of these placed in strategic locations can effectively cover your base and punish any flying ship that comes near. Remember, however, that Air Defense Sites cannot hit ground units at all. So you may wish to place some units or other turrets near them to protect them from a land-based assault. On the flip side, if you are trying to use air units and are facing off against Air Defense Sites, have your air units keep their distance and bring in some ground-based units to handle the issue. Your air units can still provide cover fire for your ground forces; just be careful that they don’t wander too close to the Air Defense Sites. |
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