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Epic Unit Guide

By FuumaMonou - 1st May 2008 - 02:19 AM

Eradicator Hexapod



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When it comes to raw potential and what you can make the most of, Scrin's Eradicator Hexapod is the Epic Unit of choice. The main reason for this is because Scrin has the most choices for repairing units on the fly at a good rate with either Corrupters or Mechapedes with Toxin Segments. This means you have a meat-shield that for argument's sake, can't die as long as they don't attack the Mechapedes or Corrupters. With other units supporting your Eradicator Hexapod, you can imagine that they are going to get their army torn apart going for the Corrupters or Mechapedes that are behind that huge Eradicator Hexapod. In addition, remember that you can use the Phase Field support power to make the Eradicator Hexapod close to invincible for a certain period of time, while still letting it crush infantry and vehicles. This can definitely come in handy. The Eradicator Hexapod's initial weapons are plasma discs that resemble closely the Devastator Warship's weapon. This is effective against all ground class units.

Just like the other Epic Units before it, the Eradicator Hexapod can also be garrisoned with infantry. The Eradicator Hexapod can garrison up to three infantry units to give it different weapons and abilities.

Disintegrator - This will give your Eradicator Hexapod a close range anti-vehicle weapon. Now, this weapon does some decent damage, however, its range isn't as long as your initial weapon (it isn't bad by any means). To use this correctly, you will need to get pretty close to opposing units, which probably isn't the best choice in most situations.
Assimilator - The Assimilator, just like all Engineer class infantry units garrisoned in an Epic Unit, heals the Hexapod slowly. With the ability you gain from garrisoning a Mastermind or Prodigy, means that this self-repair has great potential. However, we will get to that ability shortly.
Shock Troops - This will give your Eradicator Hexapod an anti-air and anti-vehicle weapon. Obviously a fairly well rounded choice if you are going for a straight forward Eradicator Hexapod with no tricks. Though, there are probably better choices in general in most situations. Plus, Shock Troops can handle themselves.
Ravangers - This will give your Eradicator Hexapod a predominantly anti-infantry weapon, though it fares well against vehicles as well. If you are going for generic upgrades in power, this is going to be your upgrade of choice.
Mastermind/Prodigy - Upgrading the Eradicator Hexapod with one of these gives it the ability to teleport within a fairly big radius. The greatest potential for the Eradicator Hexapod comes from this because it not only gains the ability to teleport to safety when a situation is dire, but it gives it the ability to teleport into battle. Teleporting into battle is so very important because as an Epic Unit, it can run over third tier units. Therefore, teleporting it right in front, or behind, a swag of Mammoth Tanks, Avatars, etc will give you a great chance to crush them since when the Eradicator Hexapod slightly overlaps one of these units, it crushes it. If you aren't successful in that, it will get them on the run so your other units will be able to take advantage of this (especially the Avatar since they can't reverse move and would be crushed if they tried).

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Now unfortunately for the Eradicator Hexapod, its ability is probably the worst out of the three Epic Units. It will give you 15% of the cost of any opposing unit or structure you destroy that is in the Eradicator Hexapod's radius (the circle that you see when you have the Eradicator Hexapod selected). While this doesn't seem too shabby, it really doesn't seem to amount to much at all in your wallet. This ability isn't quite as tide-turning as the other two.

Suggested Combinations
Now, with the Eradicator Hexapod having pretty weak upgrades, it is usually better to focus on one thing instead of combining tons of different things. So the suggestions are
  • One Mastermind/Prodigy and Two Disintegrators: The teleport/close range combo is very useful for flanking enemy armor or zooming right up to his MCV and watch him panic.
  • One Mastermind/Prodigy and Two Ravagers: A solid anti-infantry defense with an option to escape.
  • One Mastermind/Prodigy and Two Assimilators: If you are aiming to do hit and run harassment then this is the combo for you. Teleport right into the enemy base and deal as much damage as you can; if you're losing too much hp then simply use phase field to repair or run away.
  • Three Assimilators: Same as the combo above except you will have a bit more health and your epic will have to walk the whole way.
  • Three Disintegrators: This combo is best to handle base assault. The 6 lasers will make short work of any structure in your way.
  • Three Ravagers: Your best bet against infantry spam.