Guide part 3
Good Guys (Forseti)
The good guys are Forseti. Since I don't really give too much of a flip about the story, let's just say the Forseti are kinda like the blue programs from TRON, except the Russian tutor-ette and Lef'nant Fox are quite fleshy where it counts, if you know what I mean and I think you do. The Forseti units are all blue, which is not a bad colour if they are trying to hide in the sea, but it sometimes makes them hard to spot against light coloured terrain like beaches and ocean. Forseti units are fairly varied, and the Goodies Gallery will reveal a lot about their technology and culture. Suffice to say that in the heat of battle, you won't be noticing that specific Mark (or "Model" as you Yanks like to say) of armour that's protecting Aquila's flank. Just try to keep them alive by killing the big unstoppable or hard to kill enemies, and the Forseti armour line will take care of the rest of the Muspell forces.
Infantry
Forseti infantry do not have the benefit of powered armour as planned for the United States' "Future Soldier" program (or whatever the hell they call it). That said, infantry are basically guys in flak vests armed with a powergun marching on foot. Yes. It sucks to be a grunt. They die in droves against some anti-personnel Muspell weapons, and they don't really do that much good against mechs (armour, walkers, anything that is a hard target) either. Aquila can walk through them and not kill them (unless you fire retro-rockets); this is a great way to give them support, but devote your time to more worthy allies, like tanks.
Armour
The constant stream of light blue tanks that comes from Forseti tank factories or landing barges stops when the point of origin is destroyed, so protect the barges or factories until the tanks all come out. The little blue guys have several classes and marks, but you will only identify them by the shots they fire. Tanks fire fast direct shots, while artillery units ("arty") lob their shots in a high trajectory. Forseti tanks adopt the "wide front approach" similar to what Eisenhower used in 1944 to 1945; unfortunately, this encirclement crap only works if the tanks can actually reach the range of the enemy. If there is a single tough enemy punching holes in the armour line, your tank groups get split up and wind up decimated. Help your tanks and make the odds 4 to 1 or more in the Forseti's favour. You can pull off victories using 2.5 to 1 for Forseti odds, but the victory will be slimmer.
Landing Barge
The LST (Landing Ship Tank, more commonly known as "Large Slow Target") is basically a mobile factory for tanks and infantry, or at least until it runs out of units it is holding. LSTs approach all combat zones via water. Beach obstructions such as mines, turrets, or other big units (damn Muspell battleships come to mind) will down LSTs like a fat guy does meatballs at a holiday dinner. LSTs are fairly armoured, but cannot withstand air attacks since they can only attack ground targets with their short-ranged grenade launchers. While you have air cover over most battles involving LSTs, it's mostly just Aquila against several schwarme of enemy bombers.
Transports
Think LSTs that fly. Now think slow moving and does not produce units. Get the picture? Transports do not generate units since they are supposed to be non-combat and act like delivery vehicles. You will deal with transports rarely, since the Aquila cannot fly for too long. The game designers were tough when it came to transports, but they weren't sadistic -- yet.
Cargo Ship
Now think ocean-going transports. Cargo ships are unlike LSTs since they have a deck that the Aquila may land on to recharge energy. They move in straight line and are damaged by just about anything, including mines and torpedoes. Cargo ships are relatively tough, so it can go through a few mines. But put it under the guns of a battleship and it sinks as fast an idea for a fuel cell car in an OPEC meeting.
File:Ally fighters.gif Jason Lorenzo's Squadron
Major Lorenzo and his "Wild Cards" is the Air Wing that you and Aquila are attached to, at least until more Aquilas can be made (not in this game). You get to pick the choice of air cover for Aquila before missions starting midway through the game. Lorenzo's own squadron is highly proficient at air-to-air combat, and Lorenzo is a hardened veteran of many dogfights. However, their craft are optimized for bouts with fighters and bombers. When it comes to heavily armoured Muspell carriers, walkers, tanks, and especially AA emplacements, their attacks are hardly worth noticing. Lorenzo and his squadron automatically retreat if their craft's damage levels reach critical, and you will have the Major's assistance available to the very end.
Billy Casbah's Squadron
This reckless loudmouth is the youngest squadron leader in the Wild Cards, excelling in bombing, strafing, and pinpoint strikes with his squadmates. His unit's craft are the polar opposite of Lorenzo's squadron, being able to decimate small walkers, turrets, and most tanks in one blast of beam plasma. However, his squadron really gets chewed up in air to air combat, so be prepared to do some sky clearing in fighter mode before your choice in Casbah's unit pays off.
Tara Fox's Squadron
Lieutenant Fox is the leader of No. 2 Squadron and her unit's craft are the most balanced, fairing equally well against both air and ground targets. Unless you know precisely what you are going after in a mission, Tara's squadron is the best choice to make, at least until she is forced out from play. Use her while she is available, and by the time you miss her services, you should be well informed of how the game plays to choose Lorenzo or Casbah for all the missions after Fox's premature sick leave.
Venturer Air Carrier
A large air carrier, like the Protoss Carrier from Starcraft, but with beams and guns in addition to its own fighter complement and a repair pad. It is a large, airborne target that can take care of most fighter attacks made against it. Its one weakness is bombers. While its AA capability is potent, Muspell bombers have a tendency to have three times the armour of a fighter, and before they die, a wave of six bombers can drop just enough bombs to seriously cut the Venturer's life by half. Protect the Venturer regardless of the cost -- even if it means suffering a mid-air collision, since you can always use the repair pad to restore Aquila's ammo and armour.
Marshal Command Frigate
The Marshal is the flagship for Colonel Kramer's task force. It is heavily armed for its size and like the Venturer, sports a repair pad. Since it is a wet navy ship, the Marshal is more stationary than the Venturer, content with shelling enemy units from just off shore. The Venturer could at least move. What you gain in firepower on the Marshal is lost by its immobility. No, it won't circle an island and shell different installations since that would make your life easier. It sits there even when 50 billion Muspell bombers get launched with orders to sink it. Since it is off shore, the Marshal is invulnerable to tanks, infantry, and walkers, but it is extremely vulnerable to Muspell battleships (which outrange it) and aircraft -- especially bombers or other monstrosities.
Repair Pad
The single most important ally in the game is an automated repair pad. It's popularity beats out the Land Mine that came to power in Nigeria in December 2002. It basically is a blue ring that the Aquila can stand in and get repaired and rearmed instantly. Aquila needs to stand precisely in the center and stop moving for the repair to take place. If the pad doesn't respond, it means the 30-second cycle time between the pad's ability to conduct repairs has not occurred. Just move off and move back a bit later. You will know if the pad repairs Aquila by the sudden glow that surrounds the pad. As a bonus, energy will be instantly maximized as well. Repair pads can be destroyed like any other Forseti structure so try to keep those bombers away, as well as any other freaky, deeky crap that does spouts hot plasma.