![]() The CZAR can build all Aeon T1, T2, and T3 air units aside from Transports and the Guided Missile. Note however, that this may result in half of your base being destroyed by the wreckage of the Czar. However, due to its average hit points, a number of SAM Launchers should be able to bring it down in a short time. Also, the fuel limit was removed in Forged Alliance because although it has a lot of fuel it is impossible to refuel the CZAR. The impact of the missile would kill the CZAR, because a tactical missile does 6000 damage. As the CZAR only had 5000 HP then you could build a T2 tactical missile launcher and then shoot a missile in the direction of the CZAR when it was close. In Vanilla Supreme Commander it was possible to shoot down a CZAR in a very cheap and efficient way. Due to the average DPS of its Depth Charges, it is vulnerable to large fleets of cruisers when over water, but can inflict devastating damage on them with its Quantum Beam Generator if it can get above them use your discretion as to whether it's worth the risk. Fortunately for the CZAR, it has a very powerful Air Crash and is likely to inflict severe damage to anything beneath it when it is destroyed. Consequently, most trips by a CZAR to an enemy base are one way only (and it can't land to be repaired by other units anyway). Despite its considerable AA ability, large hordes of enemy ASFs can easily destroy a CZAR and it is particularly vulnerable to T3 anti-air emplacements. The CZAR is extremely useful, but possesses low HP for its cost and is vulnerable to a few specific types of weapons. It can also take out large defensive lines including the "You Shall Not Pass" line. If a CZAR attempting to assassinate an enemy ACU with its primary weapon fails to reach its target before being shot down, the resulting crash and explosion will deal 15,000 damage to the ACU, likely killing it anyway. Even if the Czar is brought down, it possesses the most devastating air crash in the game, capable of destroying almost any non-experimental unit. Anything that gets directly beneath the CZAR, even a Megalith will survive only seconds before being destroyed. This unit is incredibly powerful against any other experimentals (except, again, the Ahwassa) and can reasonably be expected to destroy them when used in a defensive stance. In fact it is the second fastest experimental in the game after the Seraphim Ahwassa. Since it can fly, it is capable of deploying quicker than the other Aeon experimentals. ![]() The CZAR is the Aeon's most expensive experimental unit except for the Paragon. Although the CZAR cannot be repaired, it slowly regenerates its HP. The CZAR is capable of inflicting heavy casualties on air fleets and destroying anything on the ground or on the surface that it can get near. The CZAR is armed with several weapons including four Zealot AA Missiles, two Harmonic Depth Charges, two Fizz Launchers, a well as its primary weapon, the Quantum Beam Generator. The CZAR is a massive flying carrier that is capable of constructing aircraft and storing, refueling, and repairing up to 150 individual units at once. ![]() This is an experimental unit, as well as carrier, air support unit and factory. The Aeon Experimental Aircraft Carrier, nicknamed the CZAR, is an Aeon unit.
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