Tech 2 Naval Units | ||||
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Submarine Hunter | ||||
Destroyer | ||||
Cruiser | ||||
Naval Defense |
Mobile anti-air units | ||||
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Tech 1 Mobile Anti-Air Gun | ||||
Tech 2 Mobile AA Flak Artillery | ||||
Tech 2 Cruiser | ||||
Aircraft Carrier |
Tactical missile defenses | ||||
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Tech 2 Tactical Missile Defense | ||||
Tech 2 Cruiser | ||||
Tech 3 Battleship | ||||
Tech 3 Navy (Other) | ||||
Tech 3 Siege Assault Bot |
Cybran T2 Cruiser: Siren Class | |
Anti-air naval vessel. Equipped with AA turrets and short-range rocket platform.[ e ] | |
Build costs | -18000 -2000 8000 |
---|---|
Max health | 3000 |
Speed | 4.5 (Water) |
Veterancy | 16 (+2/s) |
Intel (radius) | Vision: 65 Water vision: 60 Radar: 150 Sonar: 120 |
Weapon: Proton Cannon Direct Fire Naval - Projectile |
|
Damage per second | 230 |
Projectile damage | 115 |
Damage radius | 1 |
Salvo size | 2 Projectiles |
Reload time | 1 seconds |
Range | 80 |
Weapon: Nanodart Launcher Anti Air - Projectile |
|
Damage per second | 442 |
Projectile damage | 92 |
Salvo size | 6 Projectiles |
Reload time | 1.3 seconds |
Range | 75 |
Weapon: Zapper Anti Missile Defense - Beam |
|
Damage per second | 0.5 |
Beam damage | 1 |
Reload time | 2 seconds |
Range | 50 |
Weapon: Nanodart Launcher Direct Fire Naval - Projectile |
|
Damage per second | 180 |
Projectile damage | 60 |
Salvo size | 6 Projectiles (in 1 s) |
Reload time | 2 seconds |
Range | 80 |
The Cybran T2 Cruiser, nicknamed the Siren Class, is a Cybran unit. This is a cruiser, direct fire unit, anti-air unit, tactical missile defense unit and air support unit.
The Siren is an unusually capable naval surface unit, fitted with the exact same Proton Cannon as its destroyer cousin, and more than capable of detecting and bombarding enemy units on the shore. It is unique in this sense, as all other factions' T2 Cruisers lack a powerful main weapon; the Siren's weapon is identical to that of its destroyer counterpart. Its powerful Nanodart Launcher allows it to serve as powerful sea-based Anti-aircraft platform. Like all cruisers, the Siren Class is particularly susceptible to submarine attack due to its lack of torpedo launchers and anti-torpedoes.
Unlike other factions' cruisers, the Siren Class sports a landing pad where airborne units can land to be repaired and refueled. This ability makes the Siren Class useful as a mobile staging point. Including a fleet containing at least one Siren Class cruiser under the patrol route of gunships, torpedo bombers, or other patrolling aircraft will allow them to be repaired and refueled, significantly increasing their survivability, range, and effectiveness, as they do not have to travel back to a land based air staging facility.
Additionally, the Nanodart Launcher can be reconfigured to attack ground targets, and in theory, gives the Siren a combined damage per second of four-hundred-and-ten. However, Nanodart missiles lose their tracking ability when targeting ground units - its inability to consistently hit even stationary ground targets makes it a pointless exercise. Its swarm of rockets still helps with bringing shields down, even though it misses any moving units and usually most of the buildings as well. Regardless, the Proton Cannon still leaves the Siren Class as the most capable cruiser in surface-to-surface combat, as the next most effective cruiser in this role is the Aeon Infinity Class cruiser, having a meager seventy damage per second with its Quantum Cannon.
The hull of the Siren Class also fields a Zapper Tactical Missile Defense to keep counterbattery missile fire from TMLs to a minimum. With having this feature, a Siren Class has the ability to completely negate any form of surface weaponry from the Seraphim counterpart, the Ithalua, and deny a significant portion of the damage from the UEF Governor Class cruiser. Successful hits from land based TML buildings are extremely cost effective against navy.
An early Siren Class in areas with bases open to coastal bombardment can often lead to a quick victory by Cybran commanders as it will be effective against air units as well as anything sent at it on the surface, provided enemy submarines can be dealt with. A simple strategy is to utilize a mixture with Salem Class destroyers for torpedo weaponry, although if air units need to be avoided, the more fragile Barracuda submarine can also fill the role.
Tips[]
- Use Siren-class air staging ability in conjunction with Command-class aircraft carrier to provide additional staging points for your air force, reducing the waiting time for your planes to refuel and rearm after each sortie.
- Always escort your experimentals while crossing the sea with Sirens, since the expirimentals don't possess any strong AA weaponry, in particular the Megalith.
- Include Siren-class cruiser within your experimental force when they attack a heavily defended enemy coast (the number depends on how many your units in the attacking force as well as how strong enemy air opposition is) but a ratio of 2 cruisers for 4 experimentals (for Monkeylords) or 3 cruisers for each experimental (for Megalith) shall be enough. They will protect your experimental against air attacks as well as provide additional landing pads for your air cover.
- Do not send a Siren on heavily contested waters on its own; since it has no anti submarine weaponry, it will be shredded in seconds by sufficiently large force of submarines. Escort it with Salem-class destroyers and/or Barracuda-class sub hunter to deal with underwater threat.