Confederacy of Nationalists
|Confederacy of Nationalists|
|The symbol of the Confederacy|
|Playstyle||Hard-Hitting Hit and Run|
|Faction Colour||Deep Purple|
|Type||Blue Alert 3 Faction|
Advancing I go!
For a shady world we'll bring the Sun;
Advancing I go!
For an empty Heaven, we'll bring God!
- - "Hymn of the Confederacy of Nationalists", popularized by Spanish CoN troops fighting in Eastern Europe.
The Confederacy of Nationalists is based on the Revolutionary United Nationalists by Galgus, adapted for Blue Alert as an Alliance mirror to the Communist Revolutionary Vanguard. A special task force meant to cause trouble in the Comintern's back yard, the Confederacy of Nationalists are terrorists to some and freedom fighters to others; but they are hardcore opponents of Russo-American Proleterianism and have vowed to fight them wherever they can.
- 1 At a glance
- 2 Background
- 3 Gameplay mechanics
- 4 Unique Faction Mechanics
- 5 Confederacy of Nationalists Patriot Divisions
At a glance
|Faction Color||Deep Purple|
|Preferred Theatre of Operations||Scattered bases, hit-and-run.|
|Strengths||Focus on surprise attacks, strong force deployment, strong base razing, and field engineering capacity.|
|Weaknesses||Techs up one unit at a time, heavy units difficult to access, and less reliable base defenses than other factions.|
|Intended Players||People who like raid focused gameplay|
Fuller's secret weapon
We have always been at war with the Reds
Nope, still fighting
The CoN use a Airborne Construction Platform to construct their non-defense buildings and super-weapons, which flies at a slow but steady rate over the battlefield. It must land to begin construction with its SPAM templates
The CoN construct their defenses out of an underground and thus invisible and immobile secret base called the Underground Central. This building produces Defense Nodes which fly over the battlefield to land and deploy into Tower Bases, which the CoN build their turrets on.
Additionally, all CoN non-super-weapon buildings can be upgraded into underground* structures with entrances hidden by camouflage, making them invisible and better armored. Defenses are defaultly capable of hiding underground and surface to attack.
(The upgrade cost and time is equal to half the cost and time of the production of the building.)
(*In the case of sea structures, they become camouflaged underwater structures.)
However, the invisibility of these buildings and the Underground Central base will not prevent your enemy from noticing a unit popping up out of nowhere.
It is important to note that while un-ugraded CoN production structures have repair drones, their underground versions do not: instead they repair/ heal units hiding in them at a very fast rate.
CoN non-defense buildings cost less than those of other factions, but are also more frail. Tier System
The CoN has two tiers of units: tier 1 units can be built as soon as their production structure is.
Tier 2 units require their production building to be upgraded into its underground form and a Tactical Uplink anywhere on the map to be constructed.
While not technically a separate tier, Futuretech units are distinct in their requirement of Threat points as well as Credits to be built, and are commissioned at the Tactical Uplink.
Unique Faction Mechanics
The CoN. are unusual in that all their non-defense non-superweapon buildings generate some amount of power instead of consuming it. They use this power for upgrades, protocols, and some units: they are reliant on good use of this power to stand against other armies as they are weak without power.
All upgrades/unlocks that consume power can be toggled off after three minutes, freeing up power for another use.
The Underground Central, a structure responsible for building CoN base defenses, can also maintain up to two unit upgrades, which globally buff the units they specify in varying ways.
The Intelligence Center, which reduces the time it takes for removing an upgrade to be available, can maintain up to two Protocol unlocks: and multiple Intelligence Centers further reduce the upgrade removal wait time up to 3X the normal rate with two Intelligence Centers.
Their buildings are less expensive, but more frail than those of other factions: and can be upgraded into concealed underground versions which cloaks them, makes them considerably more durable, and slightly increases their power output.
Additionally, the CoN use a special "Threat" resource, which is gained by destroying enemy assets. These Threat points are required for the CoN to purchase powerful Futuretech units: although some amount of Credits are still required.
These units and are purchased at the Tactical Uplink building.
Confederacy of Nationalists Patriot Divisions
|Construction Yard||The CoN construction yard, a deployed Airborne Construction Platform. It is a bit frailer than other Conyards, and constructs buildings quickly in a radius around it.|
|Geothermal Plant||Drawing upon the very heat of the earth, the Nationalist Geothermal Plant provides power for the rest of the base, and due to the need to be beneath the earth to be close to the Earth's hot spots, is underground by default.|
|Refinery||Requires a Geothermal Power Plant to build - Identical to the Ore Refineries of other factions aside its ability to upgrade into an underground version. Maximum holding capacity when upgraded into an Underground Refinery is two squads of infantry, 2 vehicles, and two aircraft: or if only a single unit type is inside, three squads of infantry, 4 vehicles, or 4 aircraft. Note: By hiding a Nationalist ore collector inside of an Underground Refinery, you can effectively hide the Refinery from your enemies so long as you act in time.|
|Underground Central||These underground secret bases are naturally cloaked and responsible for constructing Defense Nodes, which deploy into Tower Bases, which CoN defenses are constructed on. No Underground Central or ACP is needed for them to make themselves into the defense of your choosing. Underground Centrals are also responsible for maintaining up to two unit upgrades, which globally buff the units they specify in varying ways but cost power. These upgrades can be toggled off to free up power and an upgrade slot every two minutes after they are turned off. Additionally, friendly units can garrison inside of the Underground Central and emerge from it at any time- much like the Confederate bolt hole. Maximum capacity is two squads of infantry infantry, 3 vehicles, and two aircraft: or if only a single unit type is inside, four squads of infantry infantry, 5 vehicles, or 4 aircraft.|
|Intelligence Center||Requires a Refinery to build - The underground Intelligence Center, which reduces the time required for removing an upgrade to be available, can maintain up to two Protocol unlocks. Multiple Intelligence Centers further reduce the upgrade removal wait time up to 3X the normal rate with two Intelligence Centers.|
|Tactical Uplink||Requires a Refinery to build - Tactical Uplink Requires a Refinery to build. The Tactical Uplink is where Futuretech units are purchased with Credits and Threat points. Additionally, it is required to construct tier 2 units: along with upgrading the production structure of the units.|
|Haven||Acts as an infantry military factory, training camp, and a refuge for civilians. When upgraded into its underground version, it can hold four squads of infantry or one vehicle or one aircraft.|
|Assembly Plant||Requires a Refinery to build- Responsible for producing and maintaining RUN vehicles. When upgraded into its underground version, it can hold 5 vehicles or two squads of infantry or four aircraft.|
|Aviation Headquarters||Requires a Refinery to build - Builds, services, and reloads RUN aircraft. When upgraded into its underground version, it can hold two squads of infantry or 2 vehicles/ships or 6 aircraft: but it cannot service aircraft while infantry or vehicles are inside. Note: An underground Aviation Headquarters can act as an invisible refueling station for aircraft.|
|Port Authority||Requires a Refinery to build - Responsible for constructing and maintaining the small CoN. fleet. When upgraded to its underground version, it can hold 5 ships/ amphibious vehicles or four aircraft|
|Sigma Device||The Sigma Device functions differently from other Super-Weapons: charging up energy gradually that can be used to power a variety of special protocols. However, in exchange for this versatility and earlier use it lacks a significant "fully charged" affect: and each protocol has a recharge time separate from the charge meter. The Sigma Device can upgrade itself by adding up to four Control Hubs, which speed up the rate of charge, but they require power to work and credits to build. The maximum charge of the Sigma Harmonizer is 100.|
|Compression Chamber||A building that uses high levels of pressure to produce an extraordinarily destructive but unstable form of explosive gel that must be used shortly after its production. After producing a sufficient quantity of the substance, it loads it into a large missile which air-detonates: spreading the now uncompressed substance over a wide area. The gel must be set off by a sonic attack on each unit/ building covered by it, but spreads over a huge area and is much more dangerous than normal gel explosive. The Gel will fade after a long time, but unlike normal gel it cannot be removed earlier by GOOP or Engineers.|
Note: CON defenses are meant to be fairly easy to handle when fought correctly, but powerful when fought the wrong way- they all have Achilles heels. (Unlike the Achilles unit.)
Also, all CON. defenses (aside the Hideout) have the secondary ability to go underground and emerge from there: allowing them to increase their durability and cloak themselves by going underground: but they cannot fire in this mode.
(In the case of aquatic turrets, they retract and cover themselves in fiber optics panels.)
CON defenses consume no power when underground.
|Labyrinth Walls||The CoN take an interesting approach to walls- theirs are more expensive, but have the toughness of normal walls while being able to retract under the ground. They got their name from their use in forming mazes that can shift and reshift to keep enemy forces apart from one another|
|Bolt Hole||A place to store a single squad, plane or vehicle, the bolt hole is highly useful for setting up quick ambushes.|
|Aqua-Sonic Cannons||An underwater turret that can only be attacked by units that can hit subs. It has very little health though.|
|Distortion Node||Towers that release random bursts of Iron energy that damage enemy targets as they pass through them over time while they remain active. The more enemies try to move in them, the more damage they take. While tough, Distortion Nodes have directional weak points selected when constructing them to vent the heat they generate. Unlike the Bolt Hole, it can hold multiple units, including vehicles- but can hold less than the Underground Central. Maximum capacity is 5 infantry, 3 vehicles, and 3 aircraft: or if only a single unit type is inside, four squads of infantry, 5 vehicles, or 6 aircraft.|
|Drone Hub||A somewhat inexpensive anti-air defense consisting of a hub that controls a group of Shrike drones that attack enemy aircraft in an area around it. The drones it controls can only be targeted by anti-air weapons, and the hub can be targeted by anti-ground weapons. If the hub is destroyed, the drones will linger and chase enemy aircraft for 4 seconds, but at all times the drones are highly vulnerable to anti-air weaponry. It starts with 4 drones, and produces a drone every 7 seconds with a cap of four.|
|Bastion Turret||An anti-vehicle turret resembling a tank destroyer that is heavily fortified against frontal and airborne attacks, but has no rear armor. Additionally, its turret can only fire in a 90 degree radius, and turns slowly. It can also be stunned through infantry-based garrison clearing techniques.|
|Perimeter Gun||An inexpensive but somewhat under-performing anti-Infantry turret consisting of an automatic machine gun with a concrete emplacement. The turret can be destroyed conventionally or by running it over with any vehicle: and its anti-vehicle damage is considerably lower than its counterparts.|
|Dove||The flying animal scout of the CoN. It lacks an attack, but as a symbol of peace it can inspire enemies to not attack it for a brief amount of time.|
|Nationalist||Cheap infantry thrown into a battle with a FN-FAIL and relatively little else for the sake of speed and agilty, the Nationalist is a swift raider who can switch to burst fire mode for increased accuracy but less damage|
|Raider||Wielding a Flamethrower, raiders are effective against Infantry and Buildings: but have some difficulty moving into flamethrower range. Their secondary creates a thick cloud of smoke that prevents weapon targeting in the area: but this disables their flamethrowers for five seconds. This smoke is also useful for getting suppressed Infantry back on their feet.|
|Sentinel||Sentinels wield a concealable rocket launcher effective against heavy armor and aircraft. Their secondary disguises them as the infantry you select.|
|Technicalist||Technicians are the Engineers of the CoN, and as their secondary can slowly set up Remote Drones on enemy vehicles, ships, and landed aircraft free of charge and cooldown. These drones quickly dig into the unit, dispatch the crew, and allow a distant operator to operate the unit by remote control. This process takes about 5 seconds, requires the Technician to stand still and alive, and is in melee range- so it is virtually impossible to pull it off against enemies that are not time locked or in a hot combat zone. The drones are based on captured/ destroyed Terror Drones, but smaller, less armored, and very slow-moving: thus they are activated directly on an enemy vehicle.|
|Irregular||Armed with an anti-ground sonic grenade launcher adept at striking vehicle rear armor and somewhat decent against entrenched infantry. They are capable of concealing themselves using a shock-absorbing blind that also protects them from crushing, during which they are immobile and unable to attack. Upon revealing themselves, they gain an attack speed boost.|
|Moralizer||Shocked and offended at the loose morals of the Comintern with its promotion of free love and tolerance of subsets of society that they never dreamed of, moralizers have sought out the CoN and offer their services as suppressor infantry, using MG-49 machine guns to spit out huge amounts of lead, and can throw ear splitting sonic grenades to drive enemies out of cover to be slaughtered.|
|Quieter||The CoN Sniper, equipped with a rifle that they can use to sight for an artillery barrage filled with sticky goop to slow down the enemy. Like most Snipers, they are cloaked while not moving.|
|Packer||Infantry using a mortar with a special hover platform meant for quick deployment and redeployment, Packers can either fire standard shells or sonic gel shells to punish enemies at a long range|
|Agent||The CoN Infiltrator, capable of disguising as enemy Infantry. Their secondary ability allows them to fly and land like a Rocketeer due to research sharing, though they are armed with just assault rifles and light drachenfausts (which they can only use in flight) and fly as slowly as Rocket Angels. Taking to the air does not remove their disguise, and they can disguise as other flying infantry even on the ground- but this only truly fools the radar.|
|Black Knives||The Special Forces of the Confederacy of Nationalists are named for their distinctive black knives, which they have grown quite skilled with; but tend to use their sonic rifles quite a lot more to kill enemy infantry while sticky gel-bombs damage vehicles and structures, and their disguises let them get quite close to their targets...unless there's something to smell them nearby.|
|Iris||Iris uses a prototype EtM power armor suit capable of changing itself to fit new situations. Her secondary "deploys" her into a stationary form, where she can change her armor between four forms. This takes a small amount of time and have a cool-down. Shade Refit- Iris becomes invisible and gains a minor movement speed bonus. In this form, Iris places gel charges on enemy surface units and structures in melee range, causing them to take heavy damage the next time they take sonic damage. She can also use arm-mounted flachette launchers to attack enemy Infantry. Gale Refit- Iris gains the ability to fly and a speed bonus. In this form, Iris attacks enemy aircraft with arm-mounted sonic cannons. Veil Refit- Iris gains a significant speed bonus when in water, and is permanently submerged when in water. In this form, she can attack enemy sea-based units and structures by welding through their armor. She can also attack land units and structures in this way, but she is more vulnerable on land. Dawn Refit- In this form, Iris attacks with a long-ranged sonic mortar, which creates a shockwave that deals anti-surface mechanical damage, but has a minimum range. Iris is essentially an infantry artillery unit in this form, but she can defend herself with a weaker sonic cannon which deals auto-cannon damage.|
|Drone Collector||The CoN Ore Collector, operated remotely and standard aside its secondary ability: which is to slowly upgrade itself into a considerably faster Warden Drone, equipped with a time lock device. This weapon locks one target at a time in time: and while the upgrade and build costs together make this an overpriced unit, if you lose a Refinery but the collector survives, upgrading it should be cost-effective. When upgraded, the secondary of the Warden Drone disguises it as a Drone Collector, while allowing it to perform the Drone Collector's job.|
|Rover Patrol Vehicle||A fast-moving, turreted anti-infantry vehicle made from pre-WW2 era armored cars that is decently armored against anti-personnel fire but lacking against anti-vehicle weapons. It attacks with a light Sonic Cannon, which deals Auto-cannon damage. Its secondary drops a Gel Mine, which is an invisible mine that splashes sonic gel over units in an area when run over. While the sonic effect of the Rover's weapon is too weak to do any meaningful harm on its own, it can set off sonic gel.|
|Torrent APC||The Torrent is a Fighter IFV from world war two built to flank enemy vehicles as well as transport Infantry. It is equipped with a cannon that is effective against light vehicles and against the rear armor of heavier ones.|
|Spaniel Tank||Based off of a German design rejected for service in the Alliance military during the cold war for being too poorly armored, the Lightning is essentially a relic of a period of thinking that tanks could no longer resist fire from other tanks; instead relying on speed and maneuverability to get the most use out of its 120mm gun. It can alternatively use a sonic concussive blast to knock infantry down and buffet vehicles for a fairly substantial amount of time; setting up the kill for other units.|
|Bulldog Tank Destroyer||Using a 120mm extremely high velocity gun and fibre optic camouflage, the bulldog is a venerable light tank destroyer that sees renewed service in the armies of the Alliance, and if the damage its standard shells are doing aren't enough, it can fire APHE shells which don't penetrate quite as well but deal significantly more damage when they explode inside.|
|AMX Chevalier recovery tank||A modified WW2 era relic given a new life as a recovery tank, this powerful little vehicle also carries a number of repair and medical drones with it that can help it recover damaged or destroyed vehicles and dead or injured infantry. It can also fire out its grabbing systems to grab at a distant tank instead of having to roll all the way over to it.|
|Crosswind Scout Vehicle||A swift modification of the venerable Kubelwagen armed with a pair of anti-air rocket pods. Its weapon fires in bursts with a slight reloading time between volleys. It is amphibious via pontoons, but moves slightly slower on water. Its secondary calls in reinforcements, sending a call for help to any unit you control on the map. Units targeted in this way move on the shortest route to the Relay and gain a speed boost. This forced movement can be canceled, but the speed boost is lost if it is.|
|Bren Mortar Carrier||A fast moving light artillery bren gun carrier armed with three infantry mortars that can offer quick fire support, using either standard HE shells or Sonic Gel shells|
|Pacifier FAV||A hovering vehicle armed with two anti-infantry mini-guns and twin 155mm artillery cannons that can either fire them in a direct mode to serve as an assault gun or in an indirect mode to serve as an artillery unit to smash buiildings and blobbed troop formations.|
|Airbourne Construction Platform||The CoN's flying version of the MCV. It is less armored than a typical MCV due to its lighter weight, but after landing to deploy into a Construction Yard it builds all of CoN's non-defense buildings. It also is capable of repairing nearby units with three repair drones.|
|Advent Helicopter||The Advent is a modified WW2 era British Helicopter armed with a gatling gun for anti-infantry duties and a single EMP bomb which can briefly stun enemy ships, vehicles, and defenses for two seconds. It must reload at a friendly airfield: and its anti-infantry ammo is rather limited to make room for the bomb.|
|Squall Helicopter||Adept at harassment, the Squall is armed with an anti-ground heavy grenade launcher, which deals auto-cannon damage and is effective against ore collectors. Its secondary diverts power to a target jamming device: which prevents any non-infantry unit or base defense around it from firing. The Squall must re-arm its grenade launcher and recharge its jamming system at an airfield.|
|Nimbus Fighter||A WW2 era Nimbus fighter re-armed with a sonic cannon and hastily converted to VTOL use. It fires fewer but more damaging shots than other fighters, which may be a consideration in dogfighting micromanagement: and like them has to refuel its ammo at a friendly airpad. It is slightly slower than other fighters and slightly more armored, though its over time damage output is slightly lower. Its secondary commands it to return to base as soon as possible.|
|Cutlass Ramjet||While largely phased out of first tier Alliance AIr Forces, this world war two era aircraft can still help a commander keep bombers off his back with its still potent autocannons and missiles, and its ramjets still provide impressive speed both towards the target and when it has to return to base and the VTOL modifications have improved its maneuverability|
|Rascal Divebomber||Armed with twin autocannon gunpods, nose mounted machine guns, and a series of rather offputtingly modern anti-tank missiles, the Rascal Divebomber remains a terror to ground units despite its advanced age, and with some added rockets; it can make a decently fast get away when it needs to bail out of a situation|
|Augury Support Plane||A heavy plane modified from a second world war era cargo aircraft equipped with a Vacuum Stripper cannon (a name that has earned it all manner of tactless jokes), which lowers the defenses of any unit or building hit by it: but has no splash, no damage of its own, and short range. It can also release stores of Shade Drones to release them quickly and directly onto the battlefield. Sub-unit: Shade Drone: Small, fast-moving, temporary drones equipped with short-ranged sonic cannons. Adept at flanking enemy vehicles, but they struggle to damage buildings. However, both the Vacuum Stripper Cannon and its Stores of drones are limited.|
|Rook Dropship||An odd transport airship of sorts that lands to deploy Infantry and Vehicles. It has an incredibly armored front, making it hard to destroy while landed without use of flanking. When it lands, it deploys a powerful sonic cannon: which is effective against heavy vehicles and base defenses but has a limited turret turn arc. However, the Rook cannot take off immediately after landing, so it must be defended for a short time on the ground for it and the infantry it carries to escape to the skies.|
|Utility Boat||A small ship armed with stationary, self-concealing sea mines that it can deploy to keep enemy ships at bay. It is also equipped with an array of drones designed to drop these mines on enemies as bombs: but they can be shot down by AA fire. This attack has long range, but is out-done by modern artillery and is highly ineffective against Infantry.|
|Telkhine Transport submarine||A submarine made from French designs for a pre-war cargo submarine that is lightly armed with a deck gun taken from a WWII era assault gun and some small torpedoes, the Telkhine Transport Submarine can bring units to where they need to go in secrecy.|
|Siren AA Sub||The Siren is a former British midget submarine that uses a flechette gun to keep aircraft at bay. A special anchor harpoon has also been rigged onto them that can keep larger ships from turning away from the Siren or topple buildings and fortifications.|
|Patriot Destroyer||These old destroyers, based on designs from before the second world war form the bulk of the Confederacy's surface naval presence. The old forward guns have been replaced with more modern turrets based on self propelled artillery vehicles to give a decent punch from nine 105mm guns, while the rear has been turned into a sonic pulse emitter that can be fired to reveal significant parts of the map, damage naval scouts and swimming infantry, and reduce the accuracy of enemy ships.|
|Eidolon Submarine||The Eidolon are old U-boats given a new lease on life by the CoN, using anti-sub and ship torpedoes to support the Confederacy of Nationalist's Naval presence. It also maintains a bay of drones specifically designed to scramble AA targeting: though they are typically destroyed by the scrambled AA fortifications.|
|Nation Cruiser||Often disparagingly nicknamed the "retreat" cruisers due to having more guns on their rear than their fore, these cruisers have five turrets, each fitted with three five inch guns to snow an enemy in ordnance as the guns use a staggered method of fire to ensure nonstop, no break barrages. When in danger, they can partially submerge to make it much harder to hit them without anti-submarine weapons, but will not be able to fire in this state.|
|Country Battlecruiser||The largest surface ships in the Confederacy fleet, the six sixteen inch guns of these battlecruisers seems paltry, but replacing the center gun of each turret is a sonic cannon that gives them the edge in close combat. They can cease firing to create a "sonic bubble" around themselves that reduces the impact of incoming projectiles to defend the rest of the fleet.|
|Tiamat Submarine||A large submarine that surfaces to release drone controlled artillery platforms on the water (though after a certain number it must return to base to reload) This artillery is not very accurate, and is far more effective against buildings than armies: but the Tiamat can deploy them quickly, allowing it to set up surprise bombardments easily. The Tiamat can also surface to release a wild burst of anti-air rockets, though it must wait twenty seconds between shots.|
|Zendar Carrier Submarine||A submersible carrier that can launch Fatherland fighters, Motherland interceptors, Overland bombers, or Homeland Attack craft, the Zendar can't quite match up to most carriers air wing to air wing, but it can catch many of them unawares with special sonic torpedoes that can cause rapid flooding in an enemy ship as it opens holes in their structure|