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The enigmatic Cartel is among the most difficult factions to fully grasp. One players become familiar with them, however, Cartel shows a combination of power, stealth, and fluidity. They favour helicopters to do just about everything, and use powerful experimental units and railgun technology. Most of their units use niche, less well known weapons; their vehicles and aircraft are all technology demonstrators or otherwise not created for mass production.

More than any other faction, Cartel uses rare earth often and in much larger quantities than the other factions.

Several units in the Cartel have anti tank abilities, giving them a variety of options to try to counter a tank spam.

Infantry

Contractor

Contractor
RoleAnti infantry
HP5
CostCredits 150
UpgradesLife Insurance, PsyOps Training, Breaching Training, Nanofibers Jacket
Special NotesCan capture prisoners, can enter neutral buildings
Contractor
Contractor

What they lack in range, Contractors make up for in relatively strong close-quarters engagements and extremely low prices. Equipped with the American KRISS Vector submachine gun, Contractors fill the early game anti infantry combat role and bank unit. With a total lack of a standard turret, filling civilian structures with Contractors is a good idea to defend against enemy infantry.

Viper

Viper
RoleAnti-Infantry/Armor
HP4
CostCredits 200
Produced ByBarracks
UpgradesTandem Charges, Life Insurance, Nanofibres Jacket
Special NotesCan enter neutral buildings
Viper
Viper

The Viper is an intermediate anti-armor unit. It lacks Shershen's range, but can also efficiently counter infantry and structures. With a low cost as well, Vipers are ideal first contact units against enemy ground vehicles.

Grinch

Grinch
RoleAnti aircraft
HP4
CostCredits 300
Produced ByBarracks
UpgradesLOAL-HI, Life Insurance, Nanofibres Jacket
Special NotesCan enter neutral buildings
Grinch
Grinch

Grinches are armed with the 9K338 variant of the Russian Igla anti aircraft missile. This anti aircraft unit can set up shop in districts closer to the back and fire large volumes of missiles at unsuspecting airborne targets, especially with the LOAL-HI upgrade which allows for indirect fire at a much higher range to quickly overwhelm and demolish them. Although they will rarely counter a bomber attack, in sufficient quantities they can usually destroy it right after.

Shershen

Shershen
RoleAnti armour
HP10
CostCredits 600
Produced ByBarracks
UpgradesTwin Launcher, Life Insurance, LOAL-HI, Nanofibres Jacket
Special NotesCan enter neutral buildings
Shershen
Shershen

A long ranged anti tank unit, Shershen can hide behind other units and in buildings to exploit their range and defeat enemy ground vehicles from afar, though they are limited by their size and slow fire rate.

The LOAL-HI upgrade increases the Shershen's range and allows them to perform indirect fire. Meanwhile, the Twin Launcher upgrade allows them to burst-fire two missiles, slightly increasing their overall rate of fire.

A graphical glitch appears with the Shershen unit. If upgraded with LOAL-HI but not Twin Launcher, the Shershen will use the twin launcher model regardless, but continue to fire singular missiles.

Punisher

Punisher
RoleCombat medic
CostCredits 500
Produced ByBarracks
UpgradesLife Insurance, Nanofibres Jacket
Special NotesCan capture prisoners, can enter neutral buildings
Punisher
Punisher

The Punisher is a heavy combat unit with the ability to heal nearby infantry and suppresses enemy infantry with a grenade launcher. Having a few along for an attack, especially by a Shadowhawk raid, can extend the health of your infantry considerably. Their range is short, so include a large group so as to cover everyone, and allow them to heal each other.

Vanguard

Vanguard
RoleSpecial forces
CostCredits 600
Produced ByBarracks
UpgradesLife Insurance, Nanofibres Jacket, PsyOps Training, Breaching Training
Special NotesCan capture prisoners, can enter neutral buildings. Stealthed.
Vanguard
Vanguard

The Vanguard is an extremely cheap unit to field, notably costing only credits instead of rare earth (for the American Delta Force) or aluminum (the Chimera's Exosoldier). Unlike the latter two, however, the Vanguard is equipped only with a submachine gun and has no anti tank weapon, and therefore are only effective against infantry or helicopters at close range. The main benefit to the Vanguard is that unlike Contractors, they have stealth and can run faster. Otherwise, the two units are very similar. Inserting a large group of Vanguards into an enemy base via a Shadowhawk can be used to punish an opponent who slacks on stealth detection.

Vehicles

Scorpio

Scorpio
RoleLight tank
HP7
CostCredits 1200
Produced ByVehicles Bay
UpgradesSmoke Rockets, Optical Camouflage Bricks
Scorpio
Scorpio

A powerful skirmish tank equipped with a railgun, the Scorpio is the early game attacking unit for the Cartel. Though ineffective against anything that isn't a land vehicle with low health, high cost and a slow fire rate, it can be built the moment your Vehicles Bay is finished and has an advantage at range. This makes it a common early game harassment unit to disrupt enemy supply lines. Even late game it can continue to support Spectres, LOSATs, and other units.

Otomatic

Otomatic
RoleAnti aircraft
HP20
CostCredits 900 Aluminum 300
Produced ByVehicles Bay
UpgradesAdvanced Software
Special NotesDetects stealth aircraft.
Otomatic
Otomatic

The Italian Otomatic anti aircraft platform is equipped only with an autocannon. While it packs a punch and is more durable, the Otomatic is poor in comparison to the Chimera's Pantsir and the American Blazer due to their missiles and its high cost. It can however be upgraded with Advanced Software that grants it the ability to intercept enemy missiles. Including a few with your attack force is a good idea to protect your expensive units from missile threat.

Jackal

AOA Jackal.png
RoleAnti infantry
HP5
CostCredits 800
Produced ByVehicles Bay
UpgradesOptical Camouflage Bricks
Special NotesTransports up to two infantry. Can detect stealth units.
AOA JackalIcon.png

This light vehicle is unique to the Cartel. Equipped with a PHASR energy rifle, the Jackal utilizes long distance, single shot, anti infantry attacks that ignore cover, picking them off easily. It also boasts two transport slots, while its increased sight range and stealth detection makes it a good recon unit.

AMOS

AMOS
RoleLight artillery
HP15
CostAluminum 750
Produced ByVehicles Bay
UpgradesStrix Shells, Optical Camouflage Bricks, MRSI Targeting
AMOS
AMOS

The AMOS is a powerful unit that fires large volleys of mortars. Costing very few resources, the Advanced Mortar System can be deployed in large groups and act as a powerful force multiplier.

AMOSes can be equipped with anti tank Strix Shells, which fragment in the air and cause extra damage to vehicles. Strix Shells, however, cause very little damage to infantry and buildings. Unlike the American Humvee and TUSK upgrades, upgrading to Strix Shells irrevocably changes all AMOS units to fire them, making this upgrade a poor choice for players who use the AMOS against buildings or infantry. However, the upgrade causes plenty of damage to enemy tanks and can still suppress infantry, making it a good overall upgrade. Be sure to fill in the anti structure and anti infantry artillery roles with the Koalitsija later in the game.

Scout CGS

Scout CGS
RoleLight transport
HP8
CostAluminum 500
Produced ByVehicles Bay
UpgradesScout Combat Kit
Special NotesStealthed. Transports up to four infantry.
Scout CGS
Scout CGS

This stealthed infantry transport is used as an early game raiding party transport. It can also be used as an anti infantry weapon in a pinch with a pair of machine guns.

The Scout CGS can be upgraded with the Scout Combat Kit, which replaces its machine guns with a flamethrower while granting it stealth detection. Contrary to the description which claims the loss of stealth upon firing, it already breaks stealth with its machine guns. As such, the upgrade simply improves its firepower against infantry and structures.

LOSAT

LOSAT
RoleTank destroyer
HP20
CostRareEarth 400
Produced ByPrototypes Bay
UpgradesBarrage Fire, Optical Camouflage Bricks
LOSAT
LOSAT

The Line of Sight Anti Tank, mounted here on an M8 Armored Gun System chassis, is chiefly an ambush vehicle due to its very high damage (especially with the Barrage Fire upgrade, which effectively doubles its burst damage) and slow rate of fire. It is generally best for the LOSAT to strike critical structures/vehicles and then quickly fade, or as a fire support unit with stronger units to take the heat.

Costing only rare earth, the LOSAT is a good use of rare earth once the main upgrades costing it have been researched. With only a machine gun for defense, the LOSAT is particularly vulnerable and needs to be well guarded.

BREM-80U

BREM-80U
RoleRepair vehicle
HP30
CostAluminum 1000
Produced ByRepair enter
Special NotesUnarmed.
BREM-80U
BREM-80U

The BREM-80U is a Russian armored recovery vehicle and serves as the Cartel's repair vehicle equivalent. Compared to the American Hercules, the BREM-80U is tougher but lacks weapons.

The BREM-80U cannot repair itself, but two can repair each other. Bring along at least two and keep them well protected to ensure your vehicles remain in fighting condition.

Spectre

Spectre
RoleMain battle tank
HP25
CostCredits 1000 Aluminum 750
Produced ByPrototypes Bay
UpgradesPassive Receiver System, 40mm Autocannon, Optronic Sensor
Special NotesStealthed.
Spectre
Spectre

This powerful tank, a hybrid of the Swedish Strv 2000 and the Polish PL-01 prototypes, is a hard hitting main battle tank. Like all stealth units, the Spectre gains a damage bonus immediately after breaking stealth to attack.

As Cartel's MBT, the Spectre is less versatile than the Abrams and the Terminator. It packs a wallop, but its low health means it relies more on its high range range and stealth.

The Passive Receiver System upgrade lets the Spectre spot enemy stealthed units, while the Optronic Sensor improves the unit's sight distance and the range of the main gun. The 40mm autocannon adds to the Spectre's existing firepower, able to engage most other units at close range.

Vextra

Vextra
RoleInfantry fighting vehicle
HP15
CostCredits 500 Aluminum 500
Produced ByPrototypes Bay
UpgradesReinforced Frame, Optical Camouflage Bricks
Special NotesTransports up to eight infantry.
Vextra
Vextra

The Vextra is a flexible infantry fighting vehicle not unlike the Chimera's Puma. Its autocannon can decimate soft ground targets and helicopters at ease but is ineffective against heavily armored vehicles. In many ways it can supersede the Scout CGS as a raiding vehicle, especially once upgraded.

Koalitsija

Koalitsija
RoleArtillery
HP50
CostCredits 2500 RareEarth 500
Produced ByPrototypes Bay
UpgradesMRSI Targeting, Assault Gun Training
Koalitsija
Koalitsija

The Koalitsija (Coal-it-see-jah) is an experimental Russian artillery piece similar to the American NLOS-C. This incredibly durable artillery unit fires in two round bursts at long distances, causing massive damage to structures and oftentimes killing infantry outright. It also comes with a machine gun for defense. Its range is not as impressive as the NLOS-C, nor does it fire as many shots, but the Assault Gun Training allows it to hold its own in close quarters. Regardless, Koalitsijas are very expensive and need to be protected.

Helicopters

Skycrane

Skycrane
RoleConstruction unit
Produced ByHeadquarters
UpgradesOptical Camouflage Bricks
Special NotesNot controllable by the player.
Skycrane
Skycrane

The Skycrane is deployed from the Headquarters whenever a new structure is to be built. Once the structure is built by the Headquarters, a Skycrane will fly to the construction zone and construct the building. As a result, the cost of the Skycrane varies and it cannot be directly controlled by the player - it will always take the shortest and most direct route to the construction zone. It must therefore be protected from anti aircraft weapons, as the destruction of the Skycrane will not refund the player their resources. Although Skycranes are slow, the fact they do not have to contend with terrain makes them far safer to the other two factions' equivalent units, especially when upgraded with Optical Camouflage Bricks, which grants them stealth.

Recon K-MAX

Recon K-MAX
RoleReconnaissance, resource locator
HP5
CostCredits 1500
Produced ByHeadquarters
Special NotesDetects resource fields.
Recon K-MAX
Recon K-MAX

The Recon K-MAX is a drone helicopter used by the Cartel to reconnoiter the area. While any unit can scout, only the Recon K-MAX will be able to locate resource fields in the area.

Unlike the other two factions' recon units, the Recon K-MAX is completely unarmed and is very fragile. However, since it can fly, it can very quickly cover the map and locate the resource fields deep within the middle of the map or even an opponent's second or third refineries - opening the door for harassment opportunities. Ensure the Recon K-MAX stays away from any armed units, including rifle infantry, as they can take it down very easily.

K-MAX

K-MAX
RoleResource ferry
HP5
CostCredits 175
Produced ByRefinery
UpgradesOptical Camouflage Bricks
Special NotesCarries up to 200 units of resources.
K-MAX
K-MAX

The standard K-MAX drone is used to carry resources to the headquarters or extension modules from refineries. Unlike resource gatherers from other games, the carrier does not actively mine the resources: the refinery does.

Instead, the refinery automatically mines and stockpiles resources that are then picked up by the K-MAX and then transported either to a Headquarters, Extension Module, or Rare Earth Extension Module.

While being the fastest of the three resource carriers, the K-MAX only carries 200 units of resources, which is nothing short of embarrassing compared to its Chimera (300) and US Army (400-800) equivalents. A long string of K-MAXes is all but necessary for the Cartel; however, K-MAXes are also extremely cheap. Their mobility also helps compensate for their low carrying capacity. As with the other carriers, determine the ideal number of K-MAXes by seeing whether there are a large number of crates to be picked up at the refinery, or if there is a large pile of K-MAXes waiting in line to be serviced.

This K-MAX, unlike the Recon K-MAX, can be upgraded with Optical Camouflage Bricks to gain stealth. When combined with the Stealth Module upgrade on the refinery, this can result in the entire Cartel supply chain all but vanishing from an opponent's point of view, making harassment against them difficult.

SuperHind

SuperHind
RoleAttack helicopter, transport
CostCredits 1200 Aluminum 750
Produced ByVehicles Bay
UpgradesComputerized Flying Procedure, ZAB Napalm Bomb
Special NotesCarries up to ten infantry.
SuperHind
SuperHind

An extremely powerful and flexible helicopter gunship, the SuperHind is more than capable of eliminating all but the hardest targets. As a helicopter, tank guns can't touch it, and weak AA units will seriously struggle to take it down. Initially ineffective against buildings, it can be upgraded to devastate them with Napalm Bombs. This combined with its high transport capacity makes it Cartel's main workhorse in the early game.

Comanche

Comanche
RoleHarassment
HP10
CostCredits 500 Aluminum 500
Produced ByHelipad
UpgradesComputerized Flying Procedure
Comanche
Comanche

Unlike the SuperHind, the American Comanche is a recon helicopter. Though equipped with an autocannon similar to all other helicopters, the Comanche isn't meant for direct action with its low health. Instead, it relies on its stealth to fire off highly damaging rockets at short range, exploiting the damage bonus from breaking stealth. This makes the Comanche an ideal ambusher or harassment unit, though they are hindered somewhat by their long delay between rocket salvos. A player who fails to cover the rear of their base with stealth detection can quickly find a large group of Comanches unloading rockets into their Headquarters.

Shadowhawk

ShadowHawk
RoleTransport helicopter
HP100
CostAluminum 500
Produced ByHelipad
UpgradesSide Door Minigun
Special NotesCarries up to eight infantry. Stealthed.
ShadowHawk
ShadowHawk

Another stealthed helicopter, the Shadowhawk is a modified Blackhawk helicopter capable of transporting infantry behind enemy lines. Generally superior to the Scout CGS and Superhind, the Shadowhawk can fly in while stealthed, and drop off infantry. Having a Shadowhawk as part of your attacking force can also provide you with a quick way to get pilots from downed vehicles away from the fight.

The Side Door Minigun upgrade allows the unarmed Shadowhawk to defend itself against small amounts of infantry, and can also intercept enemy missiles.

Aircraft

X-32

X-32
RoleGround attack
HP10
CostAluminum 1250
Produced ByAir Control Center
UpgradesAARGM
Special NotesAttacks ground targets only. Stealthed.
X-32
X-32

This prototype aircraft once competed against the prototype of the F-35 Lightning. It now serves as the Cartel's standard ground attack aircraft, armed with anti tank cluster bombs. These bombs work similarly to the AMOS' Strix Shells and devastate ground vehicles, but do next to nothing against infantry. Like the F-35B Lightning II, the X-32 is primarily held back by its slow speed. It is also completely defenseless against many AA platforms as well as enemy aircraft, not to mention its high aluminum cost.

The X-32 can also be upgraded with Advanced Anti Radiation Guided Missiles. These missiles can home in on a radar-emitting source, such as those on enemy AA vehicles (Terminator/Blazer/Otomatic/Antey-2500/Pantsir) - and destroy them quickly. This makes the X-32 a good method of countering small groups of AA units, potentially creating an opening that a Shadowhawk or other aircraft can use.

Su-47 Berkut

Berkut
RoleAir superiority
HP20
CostCredits 1800 Aluminum 400
Produced ByAir Control Center
UpgradesR-74M Missile, Computerized Flying Procedure
Special NotesAttacks air targets only. Stealthed.
Berkut
Berkut

This deadly aircraft serves as the Cartel's method of clearing the skies of enemy aircraft. The Berkut, characterized by the unmistakable forward-swept wings, has unmatched agility and can pressure its other equivalents. In addition to having integrated countermeasures, it can be upgraded to hold R-74M missiles, which fire backwards and eliminate hostile missiles before they can damage the plane.

XB-70 Valkyrie

XB-70 Valkyrie
RoleStrategic bomber
HP10
CostCredits 4000 RareEarth 400
Produced ByAir Control Center
UpgradesCountermeasures Dispensers, Pye Wacket Missiles
Special NotesAttacks ground targets only.
XB-70 Valkyrie
XB-70 Valkyrie

The only fixed wing aircraft without stealth, the North American XB-70 compensates with speed. It is extremely difficult to catch, and carries a devastating payload of napalm bombs. As with the B-2 Spirit, a properly deployed Valkyrie can blunt an attack considerably.

Enemy aircraft that approach the Valkyrie and expect an easy kill, however, will be surprised to find that it can be upgraded with Pye Wacket Missiles. These Cold-War era missiles, developed exclusively for the XB-70, provide the Valkyrie with 360 degree protection against enemy interceptors in a similar fashion to nEUROn's MICA Missiles. Even ground based engagements may prove difficult as the Valkyrie can be equipped with countermeasures dispensers to spoof missiles. As one of the most expensive units in the game, Valkyrie still requires extra care for use.