About

Once arch enemies, the US and Russia abandon their space race and unite their forces in the face of impending alien attack. Combining to form the elite International Space Defence Force, they recruit you to help lead resistance, before total devastation is unleashed on the human race.

The solar system is at war. Take command.

Battlezone: Combat Commander remasters FPS-RTS classic Battlezone II with slick new visuals, brand new achievements, Steam Workshop support and much more!

Fight across 24 intense missions, over 6 exotic living worlds, scavenging the battlefield for crucial bio-metal used to create powerful units, towering defenses, and vital facilities.

Advanced AI

Units learn and improve as they gain combat experience - new units fight like recruits, while experienced units are a lot more effective in combat, using strafing manoeuvres, choosing weapons to suit the situation, or even retreating when necessary.

Remastered Visuals

Experience Battlezone: Combat Commander like never before, with an all new DX11 renderer, shader based rendering, and a completely retextured and upscaled terrain.

Go Head to Head

Invite your friends for a cross-play multiplayer experience, including the classic Deathmatch mode, and a co-operative mode ‘MPI’ where players must work together to win by managing their offence, defence, and scrap collection.

MOD Support

Enjoy unique community generated content with support for mods, such as new singleplayer and multiplayer map mods, new vehicles, HUDs, assets, custom scripts and much more.

Command a Battalion

Control of over 30 unique unit types, from lethal tanks and tough ground units, to towering walkers and relentless air-support, and face off against the enemy in intense first-person combat.

1st March 2018

Vehicle Guide Part 2.

Vehicle Guide Part 2.
Missile Scout:



Craft Type

Hover

Speed

Medium

Armor

None

Cost

45

Turn Rate

Medium

Hull Capacity

2000

Ammo Capacity

2500

Image Signature

250%

Heat Signature

100%

Radar Signature

50%


Hardpoints:
Default Options:
Strategic Info:

Missile Scouts can often prove to be frustrating opponents but don't pose any major threat. They are very easy to dispatch so focusing on heavier units is advised. Once one of their shots has connected they seem to direct and focus firepower on the target. One interesting tactic is to draw Missile Scout fire your way and have other enemies come in between to take damage from their own units.



Pilot Tips:

Switching the Missile Scouts weapons to the Shadower Missile can be advantageous. Gun Spires and Guardians a suceptible to this weapon due to the long range capabilities. They are not a useful unit otherwise.



Key Points:

Tank:


Craft Type

Hover

Speed

Medium

Armor

Light

Cost

55

Turn Rate

Low

Hull Capacity

3500

Ammo Capacity

2200

Image Signature

250%

Heat Signature

200%

Radar Signature

50%


Hardpoints:



Default Options

:


Strategic Info:

When facing Tanks it is worth understanding the high amount of damage they deal. Avoiding their fire power is advised as they can be devastating if ignored.



Pilot Tips:

The key to using tanks effectively is to modify the various weapons attributed to the vehicle such as the Splinter Mortar or Plasma Cannons. Ambushed can be prevented by using the Site Camera whilst the Phontom VIR is effective against human threats.



Key Points:

ISDF Vehicles from the Recycler:

Scout:


Craft Type

Hover

Speed

Fast

Armor

None

Cost

50

Turn Rate

Low

Hull Capacity

1800

Ammo Capacity

1500

Image Signature

300%

Heat Signature

50%

Radar Signature

30%


Hardpoints:
Default Options:

Stategic info:

The Scouts' speed is its major tactical advantage. Unlike the Scion alternative the installed FAF Missiles do significant damage and have locking capabilities that can prove difficult to avoid. Focusing on this adversary early on may create a tactical advantage, however if a Scout has a Tank in support, the attention needs to be turned towards the more heavily armoured of the vehicles.


Pilot tips:

Due to their speed Scouts can be utilised as a harrassment unit. Scout production comes in tandom with your ability to build Tanks, as by this stage you will have cultivated enough scrap to develop a factory. Tanks are by far more of an asset in combat, so will ultimately render your scouts void.


Key Points:

Scavenger:


Craft Type

Treaded

Speed

Slow

Armor

Heavy

Cost

20

Turn Rate

Low

Hull Capacity

3000

Ammo Capacity

0

Image Signature

300%

Heat Signature

500%

Radar Signature

200%


Hardpoints:
Default Options:
Strategic Info:

Scavengers are particularly durable and hard to dispatch. It will require intensive cannon and rocket fire to destroy them. HP will not be regained upon their transformation into an extractor so there is no need to take them out before they deploy.


Pilot Tips:

It is crucial that the Scavenger is utilised as soon as possible. Have one cultivate scrap from around the base then deploy on a nearby scrap pool. If there are non available then set it by the nearest scrap pool for convenience and access. Constructing between 4-5 of these can be hugely beneficial.



Key Points:

Turret:


Craft Type

Hover

Speed

Medium

Armor

Light

Cost

40

Turn Rate

Medium

Hull Capacity

2500

Ammo Capacity

3000

Image Signature

100%

Heat Signature

10%

Radar Signature

10%


Hardpoints:
Default Options:
Strategic Info:

Turrets do not pose significant threat. They only use miniguns and are more of a minor deterant than a major source for concern. A Warrior can can essentially take two units out with need to repair or rearm. In greater numbers Turrets can pose more of an issue. If attacking a unit, place them between you and incoming turret fire to shield yourself from the blasting, and inflict damage upon their own structures.


Pilot tips:

It is recommended to arm Turrets with Pummel guns as they are far more effective against opposing units as the damage they deal is far greater than the miniguns. When constructing them together you can opt to select Lasers instead for great damage effect.


Key Points:

Tug:


Craft Type

Hover

Speed

Slow

Armor

Light

Cost

45

Turn Rate

Low

Hull Capacity

2500

Ammo Capacity

0

Image Signature

200%

Heat Signature

10%

Radar Signature

200%


Hardpoints:
Default Options:
Strategic Info:

One of the major issues one might have when dealing with Tugs is the units protecting it. Their light armour and slow speed mean they are virtually no threat. The contents of the tug will determine whether or not one decides to take it out.


Pilot Tips:

The tug is used infrequently and is scarcely utilised in the single-player campaign. On the occasions that they are to be accessed then it is recommended using armoured protection to guard them.



Key points:

Constructor:


Craft Type

Walker

Speed

Slow

Armor

Heavy

Cost

40

Turn Rate

Medium

Hull Capacity

2000

Ammo Capacity

0

Image Signature

200%

Heat Signature

100%

Radar Signature

200%


Hardpoints:
Default Options:
Strategic Info:

As non offensive units, Constructors pose little threat. They can however cause frustrating issues by them building structures behind your units trapping them. Make sure to take them out so this does not happen.


Pilot Tips:

Upgrading Extractors and the construction of your base is the primary purpose of Constructors. As a crucial function of base progression you will need to protect Constructors from enemy attacks.


Key Points:

Service Truck:


Craft Type

Treaded

Speed

Slow

Armor

Light

Cost

50

Turn Rate

High

Hull Capacity

2500

Ammo Capacity

1200

Image Signature

100%

Heat Signature

10%

Radar Signature

0%


Hardpoints:
Default Options:
Strategic Info:

Before attacking a base, one should consider taking out any Service Trucks as they provide adequate back-up for Relay Bunkers and Gun Towers.


Pilot Tips:

The slow speed of the Service Truck makes it an ideal acompanyment for other slow moving vehicles such as Assault Tanks, but also for backing up Gun Towers. Pairing them with quicker vehicles only makes them a hinderance.


Key Points:
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