Battlezone: Combat Commander

Battlezone: Combat Commander

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Vehicle Guide Part 2.
By Tommy_Rebellion and 2 collaborators
A comprehensive guide to vehicles in Battlezone:Combat Commander.
   
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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:
  • 2 Rockets (C)
  • 1 Special
Default Options:
  • Tag Cannon
  • Proximity Mine
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:
  • Use their focus firepower to damage other enemies.
  • Switching to the Shadower Missile can damage certain enemy units.
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:
  • 1 Cannon (C)
  • 2 Guns (C)
  • 1 Mortar
  • 1 Special
Default Options:
  • AT-Stab
  • Miniguns
  • Mortar
  • [empty]
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:
  • Avoiding heavy tank damage capabilities is recommended.
  • Utilise weapon modifications to your advantage.
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:
  • 2 Guns (C)
  • 1Rocket (C)
  • 1 Special
Default Options:
  • Miniguns
  • FAF Missile
  • [empty]

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:
  • Use scout speed to to initially pressurise opponents.
  • Try not to rely too heavily in the long run as other other units will provide better offensive capabilities.
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:
  • None
Default Options:
  • None
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:
  • Use intensive fire with cannons and rockets in order to destroy.
  • Set near scrap pools in order to get quicker access to resources.
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:
  • 2 Guns (A)
Default Options:
  • Miniguns
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:
  • Use a targetted Turret as a shield and have it placed between yourself and other turret fire.
  • Select Pummel guns for greater damage.
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:
  • None
Default Options:
  • None
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:
  • Be wary of Tug protection units.
  • Protect your own Tugs whenever you come across them.
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:
  • None
Default Options:
  • None
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:
  • Destroy them to prevent being trapped in bases.
  • Protect Constructors to allow for fluid base creation.
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:
  • None
Default Options:
  • None
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:
  • Take them out to remove them as backup for other units.
  • Support other slower moving vehicles.