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 launchers | ||||
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Tech 2 tactical missile launcher | ![]() ![]() ![]() ![]() | |||
Tech 2 mobile missile launcher | ![]() ![]() ![]() ![]() | |||
Tech 2 cruiser | ![]() ![]() ![]() ![]() | |||
Tech 3 strategic missile submarine | ![]() ![]() ![]() ![]() | |||
Other tech 3 mobile missile launcher | ![]() ![]() ![]() ![]() |
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 | ![]() ![]() ![]() ![]() |
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Anti-aircraft naval vessel. Armed with AA missile system, SAM system and tactical missile launcher.[ e ] | |
Build costs | ![]() ![]() ![]() |
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Max health | ![]() |
Speed | 4.5 (Water) |
Veterancy ![]() |
![]() ![]() |
Intel (radius) | Vision: 65 Water vision: 60 Radar: 150 Sonar: 120 |
Weapon: Long Range Cruise Missile Missile - Tactical Missile |
|
Damage per second | 120 |
Missile damage | 300 |
Damage radius | 3 |
Salvo size | 4 Missiles (in 4.2 s) |
Reload time | 10 seconds |
Range (min–max) | 12.5 – 150 |
Weapon: Gauss Cannon Direct Fire Naval - Projectile |
|
Damage per second | 50 |
Projectile damage | 200 |
Damage radius | 1 |
Reload time | 4 seconds |
Range | 60 |
Weapon: Flayer SAM Launcher Anti Air - Projectile |
|
Damage per second | 400 |
Projectile damage | 200 |
Salvo size | 4 Projectiles (in 0.9 s) |
Reload time | 2 seconds |
Range | 75 |
Weapon: Phalanx Anti Missile Defense - Anti Missile |
|
Damage per second | 1 |
Anti Missile damage | 1 |
Reload time | 2 seconds |
Range | 50 |
The UEF T2 Cruiser, nicknamed the Governor Class, is a UEF unit. This is a cruiser, direct fire unit, anti-air unit and tactical missile defense unit. The main armament of the class is a variety of missiles, but it also provides other supporting roles.
The most unique feature of the class is the cruise missile. With extraordinary range it is capable of dealing significant damage to key targets, such as static defence or mass pumps. This range can be extremely useful in attacking shorelines as it allows missiles to be fired at a safe distance far beyond that of most shore-based defenses. Against buildings, these capabilities compare very similarly to those of battleship cannons, and because cruise missiles launch with a high-arc trajectory they may be better for some seaside terrain. The main disadvantage of the cruise missile weapon is that it does not track moving targets.
As with other faction's Cruisers, this ship has excellent air defenses, namely the Flayer SAM. These high damage missiles track their target and deal extremely high damage, making the Governor a potent threat to any enemy air units. Cruisers also provide similar supporting capabilities to the Thunderhead-class frigate, including radar and sonar intelligence with extended range (doubled radar and 50% extra sonar ranges), which makes it an in valuable observation unit for seaborne commanders. This ability to see great distances with radar boosts the effectiveness of other direct fire vessels, who cannot see as far as they can shoot. Finally it also has access to a 360 arc Phalanx Anti Missile, although this TMD is less effective than that of other factions.
However, the Governor has some vulnerabilities. It has low HP, scarcely more than a frigate, and benefits from being paired with the Bulwark for extra survivability. Apart from below average direct-fire capability (it has a long range Gauss Cannon but this is only effective against T1 units), it lacks any defense against torpedoes and no means to attack units that are underwater, and therefore must be escorted with an anti-sub unit. The Cooper covers this role very effectively. The cruise missile it had possess a rather large minimum range, so any naval units that manage to get close to the cruiser can stay there while the Governors unable to fire back (except by deck cannons which had low damage).

A UEF Tech 2 Cruiser
Trivia[]
- Prior to the introduction of the Seraphim Ithalua, it was the only Tier 2 ship with long-range cruise missiles
- Something to note with this cruiser compared to the other faction's cruisers is that its Flayer SAM Launcher reloads more slowly. On top of this, SAMs does not do area of effect damage, and so a large force of air units can overwhelm the weapon before it can do much damage. Thus, multiple cruisers or a mixture of cruisers and railgun-equipped classes are required to be used if your opponent likes to put out large numbers of aircraft, especially the fragile T1 units.