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The Brute counterpart to the Warthog, Choppers are durable raiding vehicles that can deal out punishment with their twin spike autocannons and their ability to ram enemy forces that approach too close. The spike cannons can be upgraded with Shrapnel Rounds for an additional explosive punch.
The Chopper gets its name from sharp rotary blades mounted at the front of the chassis to ram enemy vehicles and shred ground troops, a savage tactic reflective of Brute culture. Choppers are so popular among the Banished that competition to become a driver in the outrider squadrons is a major source of death and injury among Atriox’s packs.
BASIC TACTICS
Choppers are your starting scout and early anti-infantry vehicle. Researching the Chopper’s Shrapnel Rounds weapon upgrade also allows it to detect cloaked units. Combined with its speed and relatively low cost, the Chopper remains a valuable unit throughout a Multiplayer match. Creating a Chopper at the beginning of a match increases your chances of claiming distant resources—and early resource acquisition is often the deciding factor in which player comes out on top. Rushing with a force of Choppers can be a useful tactic. With two Augmented Harvesters and one standard Harvester, you should have enough Supply to create a steady flow of Chopper reinforcements.
Exclusively used by Shipmaster/Arbiter for their speed and firepower, Ghosts are single-occupant anti-grav speeders armed with twin plasma cannons and the Ram ability to decimate enemy infantry squads. Ghosts can also negate control over Resource Nodes. With the Vehicle Shielding upgrade, the Ghost becomes significantly more durable and an effective high-speed raider.
The Ghost can only be built when playing as the Shipmaster or the Arbiter. This unit replaces the Chopper inside the base, at a lower Supply cost of 225 (versus the Chopper’s cost of 250). The Population value for both the Chopper and the Ghost is three. While the Ghost has less armor than the Chopper, it’s considerably faster. Use this to your advantage to perform quick raids, or hit-and-run tactics with infantry at different Control Points or Resource Nodes. The Vehicle Shielding upgrade makes your Ghosts much more effective, and it’s a must if you plan on using these ultra-light vehicles in the later stages of a match.
Usually operating in close support of Banished infantry, the Marauder is a Jiralhanae design that traces its origins to armored hovercraft that ranged on the plains of Doisac during the world wars that eventually devastated their civilization. The vehicle is also found in the service of the mercenary Shipmaster as a heavier support vehicle for his Ghost raiders.
Apart from the Scarab super unit, the Marauder stands as one of the more heavily armored vehicle the Banished can produce. This toughness comes at a significant cost—400 Supply, to be specific—and its already impressive armor can be increased via the Thick Hide upgrade. Investing in the Shipmaster’s Advanced Cloaking I Leader Power grants the Marauder an active cloaking ability. Advanced Cloaking II extends the cloak’s duration. If you’re looking to get the most out of your Marauders, consider selecting the Shipmaster as your leader, and spending your Leader Points accordingly. Marauders don’t fare particularly well against air units. If you favor a vehicle-heavy force, mix in some Reavers with your Marauders, as the supplemental firepower can be a big help. Enemy units are briefly slowed by the Marauder’s plasma turret. Combined with its speed, this allows the Marauder to close the gap with any retreating infantry. Pair it with a few Ghosts or Choppers to demolish all infantry on the battlefield.
The Reaver is a relatively new addition to the Banished arsenal, and its manufacturer is unknown—though it bears telltale marks of both workshop and assembly vat construction, which hints at an origin on Doisac. Reavers have largely replaced the AA Wraith and anti-aerospace fortifications in the Banished forces, and have quickly earned a dreaded reputation among the Spirit of Fire’s pilots.
The Reaver is a walking unit unique to the Banished, built to act as a highly mobile counter-air unit. It is armed with Thrasher missile pods that track enemy aircraft, a spike cannon that can deter attack by infantry and light-armored vehicles, and an energy shield for some added protection.
BASIC TACTICS
The Predatory Leap ability allows the Reaver to jump short distances. This can be useful when you need to make a quick retreat. While the Reaver specializes in destroying air units, it’s also susceptible to heavy damage from enemy aircraft. A small group of Reavers can quickly overwhelm all but the most formidable air units, but be prepared to repair your Reavers during large-scale firefights. Reavers aren’t very effective against ground targets, and they’re particularly vulnerable to enemy vehicles. It’s often best to group these anti-air specialists with more versatile units.
One of the many Covenant vehicles modified by the Banished to serve their needs, the Locust is a walking unit originally built for mining and excavation. The Covenant repurposed Locusts to demolish enemy buildings and outposts with sustained bombardment by their focus cannons, and the Banished have made these vehicles even more dangerous.
The Locust walker is a siege vehicle armed with an unstable focus cannon that deals continuous damage to buildings and vehicles. Use this weapon’s range to your advantage—focus on attacking priority targets from a distance. Locusts are fitted with energy shields, but they’re relatively fragile once those shields are depleted. Locusts are able to move while firing at units; use this advantage to avoid counter-units when attacking a base. The Locust’s long-range sustained fire also helps eliminate enemy scouts who might be monitoring your army’s movements across the battlefield. Like all ranged units, Locusts are best used on high ground. When you attack an enemy base, look for a nearby cliff that might offer your Locusts a better view of their targets.
Modified to fit the Brutes’ warlike aesthetic, the Wraith serves the Banished as both a mainline tank and artillery piece. Armed with its distinctive plasma mortar, the Wraith can shatter heavily reinforced defenses from long distances or engage closer targets with devastating barrages. Despite the Wraith’s large size, its boosted gravity drive allows for impressive bursts of speed and surprisingly agile maneuvers over most terrain.
The Wraith is armed with a plasma mortar for long-range bombardment, and short-range plasma cannons for engaging ground and air units. Wraiths in Banished service are also fitted with energy shields. The Wraith’s mortar can accommodate a scorch mortar; the system’s unstable plasma shells leave a lingering pool of energy after impact. While its energy shields offer some extra protection, the Wraith isn’t as durable as its UNSC counterparts. If you plan to go head-to-head with a group of Scorpions or Grizzlies, make sure your Wraiths outnumber their targets. Use the Wraith to back up your army; it makes short work of most infantry and vehicle units. Be cautious of incoming counter-vehicle units or a swarm of enemy air units—these enemies can quickly dispatch a lone Wraith at close range.
UNIT DETAILS: Few weapon platforms strike as much fear into an opponent as Scarabs. Most battles end soon after a Scarab appears, massive and armored with nearly impregnable battleplate. Banished Scarabs are armed with an unstable plasma beam that deals incredible ground-target damage, and Thrasher missiles for air defense. The Scarab is slow but very mobile and can easily travel up cliffs and across rough terrain.
The Scarab’s active ability deploys a powerful shield. Save it to protect your Super unit from direct-damage Leader Powers. Due to the Scarab’s size and the speed at which it moves, dodging a well-aimed Leader Power can be extremely difficult. Scarabs can traverse all terrain, so there’s no reason to give the enemy the high ground. Of course, a lack of terrain is a different story—Scarabs can’t move across chasms. If you don’t have much of an army to send in with the Scarab, try to keep it hidden. Stick to the edge of the map, using its climbing ability to traverse rough terrain. It’s not likely a Scarab will go unnoticed for long, but the closer you can get to an enemy’s base, the better. If you do manage to keep your Scarab hidden, use the rest of your assault force as a distraction. Once you’ve engaged the enemy, use the Scarab to launch a devastating surprise attack.
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