First up, through June 1, 2012 CW1 and CW2 are both available for only $4.99 each! It’s a good time to convince any hold-out friends to join the fight…
Now, for this week’s picture from game 3. Air Power… no good Commander ignores it. To the contrary, it can save your butt when used effectively. In this shot you can see I have a Command Node that’s fighting an Alamo style defense. Sure, I could retreat. I could lift that Command Node off and fly it over to the safety of my main base. But that’s not how I roll. The Creeper can have that hill when it takes it from the ruins of my destroyed Command Node… and not a frame before.
To keep my Command Node’s position from being overrun, I’ve sent in some air power to let the Creeper know the fight won’t be easy. I’ll be building an assault force soon, and maybe a Bertha Cannon or two… but for now, my ‘Alamo’ needs a little destructive help from above.
I’ve launched a number of sorties made up of Strafers and Bombers. The Strafers lay down a line of shots that clear out thinner Creeper as they fly, and the Bombers drop ordinance that punches deep. You can also see in this image that I have defined attack vectors. Rather than circling around a single target point (which you can still do), I have ordered my aircraft to deliver their gifts along specified attack vectors. When defined, aircraft will orient their flight paths so they travel along this vector and fire their weapons only along this line. This can be very useful when you want to lay down destructive force in a more controlled fashion.