Tech 3 Naval Units
|Strategic Missile Submarine|
Tactical Missile Launchers
|Tech 2 Tactical Missile Launcher|
|Tech 2 Mobile Missile Launcher|
|Tech 2 Cruiser|
|Tech 3 Strategic Missile Submarine|
|Tech 3 Mobile Other|
Strategic Missile Launchers
|Tech 3 Strategic Missile Launcher|
|Tech 3 Strategic Missile Submarine|
|Tech 3 Battleship|
|Experimental Missile Launcher|
|Cybran T3 Strategic Missile Submarine: Plan B|
|[ e ]|
|Build costs|| -66000|
|Veterancy||12 ( +3/s)|
|Intel (radius)|| Vision: 16|
Water vision: 35
Weapon: Loa Tactical Missile
Missile - Tactical Missile
|Damage per second||200|
|Reload time||10 seconds|
|Range (min–max)||15 – 150|
Weapon: Nanite Torpedo
Anti Navy - Torpedo
|Damage per second||225|
|Torpedo damage||225 (0.5s DoT)|
|Salvo size||2 Torpedos|
|Reload time||2 seconds|
Weapon: EMP Flux Warhead
Missile - Strategic Missile
|Range (min–max)||128 – 1024|
|Strategic Missile cost|| -1764000 (-4200/s)
It is the Cybrans' only option for a naval tactical missile launcher, but this unit can fire both types of missiles. Tactical missiles are launched automatically (at no cost), but strategic (long range nuclear) missiles must be constructed before launching. In Forged Alliance, strategic missiles can be built while the sub is moving, so it is wise if your economy can handle it to begin building these missiles right away. Because of the long build time, it is now unwise to assist a strategic missile sub in building its strategic missiles. Think of the sub as a mobile strategic missile silo, much less vulnerable to gunships and bombers, and a lot less likely to be discovered if hidden.
It is not recommended to allow Strategic Missile Submarines to take on an opposing navy on their own in the open water, as their top speed and acceleration is the slowest of all naval units, and that will quickly bring them within counter-sub weapon range. As with all submarines, if you need to improve its speed simply surface the vessel to gain a speed advantage, although this makes it more vulnerable to surface fire.
Strategic Missile Submarines do not need to surface to fire their Tactical or Strategic missiles. Tactical missile defense units can stop its tactical missiles, but they have no effect on its strategic missiles. Conversely, strategic missile defense units can stop its strategic missiles, but they have no effect on its tactical missiles. A Strategic Missile Subs nuclear payload has a considerably lower inner damage than a traditional nuclear silo (25,000 damage compared to 70,000). This will usually only matter to surviving experimentals, but it is possible for an upgraded/veteran commander with a personal shield to survive a direct hit. The cost per second in energy is slightly smaller than a traditional Strategic Launcher, but the build time is two minutes higher.
The Plan B is the only strategic missile submarine with torpedo launchers. Their power is such that it can batter its way through two Cybran Salem-class Destroyers OR Up to three UEF Valiant-class Destroyers (due to weak torpedoes) OR a lone Exodus-class Destroyer (due to its depth charges) using TORPEDOES ALONE! (if you move away far enough to fire Tactical Missiles, expect one more destroyer sunk from each faction). In fact, on large maps, if your Plan B finds a lone Galaxy-class Battleship (only class with torpedoes) as long as you stay far enough away to fire Tactical missiles, you can destroy it (The submarine edition of Loa Tactical Missiles split into 3 smaller, much weaker missiles, each doing 500 damage for a total of 1500, when hit by a Tactical Missile Defense, but that is still a lot of consistent damage due to sheer size of target in this case) without losing your much cheaper strategic missile submarine (though the other player has got to be REALLY distracted/oblivious, unless this is one of the 81x81 km maps). The Plan B may be 10% more expensive than the other subs, but that 10% is less than the cost of ONE Barracuda-class Submarine Hunter, and adds Torpedoes of equal power to TWO Barracuda-class Sub Hunters. The few naval units the Plan B cannot overwhelm with its torpedoes include Seraphim T3 Sub Hunters and all naval experimentals.
BE ALERTED: Other TMLs lose all or partial capability after being hit by enough TMD fire, even the Viper and TML-4 only retain 1/4 (total 30, not 120) and about 5/12 (total 2499, not 6000) firepower after the main missile is downed by one or two TMD hits. However, the Plan B's missiles retain 1500 out of 2000 points of damage power as long as no sub-missiles are shot down by more TMDs. This means that 75% of the power is retained, making it much more useful and economical at cracking shields protected by TMDs before using your TML-4s to wreak real havoc.