Tech 2 Air Unit
|Tech 1 Interceptor|
|Tech 2 Fighter/Bomber|
|Tech 2 Combat Fighter|
|Tech 3 Air-Superiority Fighter|
|Aeon T2 Combat Fighter: Swift Wind|
|[ e ]|
|Build costs|| -6000|
|Veterancy||6 ( +2/s)|
|Intel (radius)|| Vision: 32|
Weapon: Light Displacement Missile
Anti Air - Projectile
|Damage per second||150|
|Salvo size||3 Projectiles (in 0.2 s)|
|Reload time||1 seconds|
Weapon: Air Crash
Its impressive speed for its tech level and high DPS/cost makes the Swift Wind a formidable advantage for the Aeon, able to take down T2 Fighter/Bombers at nearly a one-to-one ratio despite its much lower cost. It will take down multiple T1 units and can engage some T3 aircraft like Strategic Bombers and Heavy Gunships, the main T3 airborne threats.
It is substantially cheaper (less than half the mass cost and less than 3/4 energy cost) and builds slightly faster than the other factions' fighter/bombers' to compensate for its inability to target ground units and slightly lower total health. This means that the Aeon already have a pretty comprehensive fighter net even before investing in ASFs.
One of its only disadvantages is its weapon's blind spot, a radius smaller than its attack radius in which the craft will not fire on enemies. While it may not be apparent when attacking enemy fighters, this blind spot quickly gets annoying when pursuing slower units such as gunships or bombers. Because of its relatively high low-speed, it tends to linger uselessly behind moving bombers and gunships. This is noticeable on the third mission of the campaign if Swift Winds are used to defend from early attacks.
The Swift Wind's stats yield a very important detail: the Swift Wind is a cost- effective counter to Aeon Restorer gunships. Utilize both to cover each other and maximize your air control.