UEF 1v1 Guide
UEF is the considered the ‘basic human’ faction of the game and has generally higher health –lower speed units on comparison to other factions, they focus on a more defensive play style; and you will find that the faction needs to reach higher level tech to gain access to their unique units.
- The Ravager point defence. (The minigun turret)
- The Continental heavy air transport. (Carries 28 T1 units)
- The Spearhead mobile missile platform. (Massive mobile missile salvos)
- The Neptune class Battlecruiser. (Essentially a T3 Laser Destroyer)
All reside in the T3 stage and reaching those higher levels gives you far more advantage over opponents in other factions. Combined with the T3 Bot Percival, quite possibly the strongest single land unit in the game, mass for mass with 9000 hp and 1600 damage per a single shot; often results in the UEF’s enemies being placed on a countdown timer, with 1v1’s reaching T3 often resulting in UEF victory if the opponent has not reached a large enough advantage. You also have the longest ranged battleship, and some powerful T3 air tools if the game reaches that stage, but without Advanced Resource Allocation System (ARAS) upgrade on your ACU you could find yourself lacking ability to rush as fast as other factions without keeping some of your old Generators around.
Hitting the T4 stage gives UEF the Fatboy, a mobile factory with 4 battleship level cannons. Providing a lot of damage from a huge distance as the unit rains down shells from afar, but with little hp and only a shield to defend it makes the Fatboy very vulnerable without energy, Intel, or air cover.
But you need those three to win no matter the faction, so…
You also have the Mavor, the largest gun in the game with unlimited range and unlimited time to build if your eco is trash, and the Novax satellite. Which cannot be destroyed unless the enemy comes into your base and destroys its control station. But how one would manage to complete one of these weapons in a 1v1 game without losing from the mass/energy investment is beyond me.
The final T4 you own is the Atlantis, a giant sub that makes planes, it dies to its mass worth in regular subs and ground firing battleships at it will cause major damage, so be careful where you use it.
However, all these units being higher tech does not mean you should play defensively until then.
While you are possibly slower than other factions, you still need that vital map control, reclaim, and mexes to win games, not only this, but you have the worst TMD. And the second worst T2 shield, so other factions have plenty of viable options to bust open your firebases. Keep fighting as you would with another faction, and make sure you cover potential raiding areas.
Anyway, into the somewhat detailed breakdown. This will probably be land focused with some comments to the other three branches if they are actually needed.
In the T1 stage, you have the Snoop, a pitiful little bikelike vehicle with 2 dps and 29hp, stunning. Except that it is your land scout, and you will be making these at almost any point in the game, this unit provides your hordes of tanks to see potential defenses and units. They spot targets for your AA and artillery, making solitary PD almost 100% useless if you don’t try and wade through it.
You then have the Mech Marine, and if you spawn on a small (10x10 or less) map, you should consider sending a few of these out early to kill off engineers to hamper your enemies start, but these bots only have 75hp and 23 or so dps, and won’t stand up to anything other than other LAB’s or scouts without some skilled micro. So don’t attempt to do anything more than raid with these bots or you might WILL be disappointed.
The vehicle that will be doing all the fighting for the UEF T1 stage is the Striker. It’s the most generic tank in the game, and you will need to use its higher hp to outlive other faction’s T1 units. However, the Aeon Aurora is still a threat to your striker, and reckless players will consider catching up to and destroying Aurora armies before their kiting deals too much damage. you can also micro this unit very well if you have the apm, dodging shots from slower projectiles to gain even more of a HP advantage.
This doesn’t mean that a Striker can go 3v1 against Mantis or Thaams, as the numbers really have to escalate for the hp bonus to stack up, being only a meager 30/20 hp extra respectively, scout and anticipate enemy movements to block raids or force your way into expansions, your choice.
Sporting the Lobo is a higher damage, slower firing artillery unit with a ‘fragcam’ that gives the shells vision when they land for a brief second. You’ll find use in watching a PD die from out of LOS, but you should probably be looking at something else by then. The lobo is considered arguably the worst artillery by some due to it’s poor rate of fire. However, striker + lobo + ACU(not necessary) is an ACU killing combination (Strikers surround ACU, restricting movement (use many move commands), Lobos shoot at the commander and since each shot that hits takes off 500 HP, with sufficient number of lobos and stikers you can kill a commander quite quickly).
The UEF bomber is a perfect swarm killer (especially vs. Aurora since Scorcher does 160 damage over an area and Auroras have 140 HP) and your frigate has jamming, meaning enemy frigates will sometimes shoot the fake blips instead of your boats.
(Also, build walls)
At this point, you would have used your ACU in combat, and is possibly the best at doing what unupgraded commanders do, which is tank damage. The UEF acu has the highest base HP and is very versatile, allowing you to have very powerful combinations such as Gun + T2 + Shield, RAS + T3 + Shield, and even a tml launcher that fires either regular missiles or nukes.
Your gun upgrade does double damage instead of shooting twice as fast, but some UEF players might consider the T2 option more to tank even more damage and build some Triads which can deal with a few T1 units, and scare away some opponents in lower levels. Moderate level players might try creeping the pd to help secure enemy expansions, but make sure to have a strong force of units to do most of the fighting or tankier t2 units like the Ilshavoh and Obsidian will walk over you.
If you decide to PD creep, remember one of the main quotes from "The Art of War" - "An army may be likened to water - it turns from strength and attacks the weakness", so a smart opponent (or a smart you, if you fight a PD creep) will leave the PD creep be and will strike something else - an expansion, a lone factory, etc.
Being able to get both the gun and T2 upgrades can really make your ACU a dangerous weapon in many open maps, and some may consider using the Shoulder drones or Shielding.
When you hit Tech 2, you have three different direct fire land units to choose from, the Pillar, which is a Striker with 5 times the hp, more range and DPS. It is a decent and effective mainline unit and is the cheapest regular tank at the T2 stage (100 less mass then a Cybran Rhino) offering you an affordable T2 unit to spam in very high numbers, use these units to your advantage.
Next is the Mongoose, a fast raiding bot with lower hp and higher range, allowing you to kite most t1. Similar to the Cybran Hoplite, it is a long range bot used for kiting - avoid direct engagements with them and keep your distance - they are weak to bombing runs and also swarms of t1 tanks that get in too close, although a secondary grenade launcher can offer some saving aoe. These are not recommended for newer players due to the attention required to use them effectively, they require lots of apm and good radar coverage so try not to use many to start off.
Riptides are the other unit, with lower range and higher hp. It is your hover unit and it’s weapon gives almost no overkill, being a constant hail of bullets. It’s also more expensive than the two aforementioned units, and isn’t common in most land based games. It can be used as a raiding unit due to its speed but on land its use is highly situational.
You have a generic flak gun called the Sky Boxer and a generic mobile missile launcher called the Flapjack, you also have a generic mobile shield called the Parashield which have similar equivalents in the other factions.
And then, towering above other T2 units, is the Sparky. It's a field engineer, and has more buildpower then the base engineer but can only build defenses. [They have almost twice the buildpower of normal t2 engies, and are very, very fast. Faster than most t2 tanks. They can make all point defences, shield generators, tml, tmd, walls. They can be built from land, air or naval factories. It has jamming, radar, defensive weapons, can hover, can reclaim, and can pull off entire PD creeps just as good as your ACU. Because you should always be trying to lay your hands on as much reclaim as possible, the Sparky gives a massive advantage and can trample raids with some micro. You can also reclaim enemy units while they are still alive for additional damage. Sparkies are also useful in drops where you build point defences in the enemy base.
Your Bulwark T2 shield boat is a powerful unit and confers a massive bubble around your boats, providing massive advantages in the water. The UEF does not have a T2 submarine, but instead has a torpedo boat. These are extremely effective against submarines, at the cost of being vulnerable to surface fire. They have one of the best torpedo defenses in the game and are the perfect unit to build against submersible units.
Your gunship can lift single T1/2 units with a clamp, which can be used to drop engies or Pillars without having a transport.
Tech 3 is where a UEF player really starts to get ahead, and if you get it early, you can deal crippling damage to your enemy, the most important unit is the Percival mentioned earlier, 1500 damage means small numbers of this bot will straight up kill ACU’s in a few hits, and large mobs will kill T4 units with low casualties. It’s good, use it.
To make up for the one thing the Percival does not have (speed), you have the Titan. It’s some raiding bot with a shield and two fast firing guns, on comparison to the Loyalist, it’s garbage, but Titans can maneuver and flank around to kill supporting units, engineers, or mexes. Use it’s speed, it’s all it has. If you have been spamming the Pillar tanks like we suggested, making the swap straight up to the far more effective Percival is a better option.
You have the Demolisher for a mobile artillery piece, and that is generic too, but T3 mobile arty rips through firebases and you will want to deploy these against static opponents. you also have the Spearhead if you prefer missiles over shells, they are extremely cheap and better at dealing with buildings, but useless against mobile units unlike the Demolishers. You also have the Cougar, which has two miniguns to snipe out air units really well; use it against strategic bombers and fighter-bombers. Against gunships however your mobile T2 flak is more efficient as it's aoe damage can harm many gunships at once.
You also have the benefits mentioned at the start of the guide, and those are also immensely powerful. Creeping Ravagers is a solid move if you have the eco and do it early in the game before the enemy can respond with artillery. The Continental can drop six percivals at a time, doing so requires you to have T3 air; but if your enemy does not have considerable anti-air, you can land 9600 damage per volley wherever you choose, killing most ACU's in under 3 volleys. Percivals are also faster than ACU’s too, if you’re playing against UEF in T3, be careful.
Your T3 battleship is the best because of it’s range and your T3 gunships tank really well, you also have the aforementioned Battlecruiser, which is extremely powerful against T2 units. In combination with frigates and shield boats, the UEF T3 navy is the strongest in the game.
To rehash, UEF units are slower with more hp, they have good options on the land and you are allowed to focus on gaining high tech levels to gain advantages. You have a good range of defensive buildings, but don’t rely on them too much, and also, build walls.