06

You need to start this mission with plenty of Engineers and Medics. Waste no time taking them to the site of the first objective, and don't dawdle establishing an AAT and AVTs. You might have to duke it out with the personnel, which is why the Medics are going to be crucial to your success. And, of course, be vigilant in policing any charges planted by the Strogg. If you can get your momentum up, you might have a chance to bring in your Anansi and Titan, which will help you hold out longer and...

Ihk

The basic secondary firearm of the Strogg, the Blaster has a 20 degree range of inaccuracy, but packs some pretty decent power when it lands a hit, considerably more than the GDF pistol. An upgraded Blaster (Level 4 Promotion) also has a charge shot. Aggressors will have access to this secondary weapon. The Lighting Pistol is unique in that it has 100 accuracy. Unfortunately the steep damage fall off over distance (half the range of a standard Pistol) means this isn't a good long range weapon...

Mcp

The MCP is a slow, clumsy, but well armored vehicle mostly relevant because of its importance to certain missions. It does not pack much in the way of offensive capability and must usually be escorted by other vehicles and or infantry support. The Anansi is fast, maneuverable and capable of devastating offense. It will become vital to supporting your men on the ground, capable of chewing through enemy turrets, and many vehicles. Be wary that the Anansi packs very light armor, however. While it...

Gpmg

The GPMG is a powerful rapid-fire weapon available only to soldiers. It's got considerably better range than the pistol variants, and shoots rapidly, but the low accuracy makes it difficult to use at long range. It deals more damage per round than the Assault Rifle, too, which means it can be quite deadly in the right situations. This weapon is heavy and will slow players down while moving. This is also why it's difficult to shoot accurately while moving. However, when crouching or prone, the...