|—A Buzzard looking for prey|
The Buzzard is an attack gunship used by the Foehn Revolt.
The Revolt does not utilize standard jets as all of their aircraft can remain in air virtually indefinitely due to their wind manipulation tech. This has allowed them to deploy these powerful aircraft, at a low cost of physical and technological resources. The Buzzard exists to aid the Foehn troops and tanks in combat from above, with its double set of dual integrated heavy machine guns. It has two of these for dealing with the enemy infantry and light vehicles on the ground, and two separate ones for eliminating the flying threats.
While the idea behind the Buzzard is rather straightforward compared to the other, more exotic designs of the Revolt, its importance in the Foehn army is unquestionable. Even though Foehn specializes in unique flying weapon designs, often capable of manipulating the air in which they move, most of those are utilized by the Wings of Coronia for their devastating raids from the sky. The Buzzard's simple but effective design allows it performs well as a support to both frail, but powerful attackers of Haihead, but also as an excellent companion unit to the Coronian Pteranodon. Additionally, the Buzzard can release stun traps on the ground, to temporarily immobilize any infantry, which come into contact with them.
Buzzards act as the primary light anti-infantry and anti-aircraft support unit for all subfactions of the Foehn Revolt. They are responsible for providing their ground forces with much-needed air cover from threats that the Jackal Racer might not be suited to retaliate against safely, such as an inbound airstrike or encroaching Epsilon Adepts. They are available early on in the battle after the establishment of a Cloud Piercer and are important units to each Foehn subfaction in their own way: Haihead's premier anti-air unit (the Shadray) is slow to respond against air incursions, Last Bastion lacks air power and speed for their specialized armored divisions, and Wings of Coronia's expensive flying machines, while destructive against vehicles and aircraft alike, are ineffective against infantry.
Buzzards also serve another role as an area-denial unit with their airdropped stun grids. Upon deployment, it will immobilize infantry that attempt to pass through the trapped area. While the stunned infantry will recover after a short period of time, a Foehn commander can easily exploit this by peppering an infantry battalion in a vital chokepoint for other Buzzards and other Foehn forces to finish the immobilized infantry off.
These gunships are still relatively expensive and quite fragile for their cost, so direct engagements with enemy units with anti-air capabilities is highly not recommended. They are also unable to threaten anything beyond infantry and light vehicles with their VHMGs, as they cannot deal major damage to heavier targets unless attacking in large squadrons.
Buzzards controlled by the AI have the following attack patterns:
- 2x targeting anything, accompanied by 2 Pteranodons
- 4x targeting infantry
- This task force may be accompanied by 2 additional Buzzards
- 2x following friendly forces
- 2x guarding Shrike Nests or Railgun Towers
- 2x guarding Foehn Barracks, Foehn Ore Refineries then Foehn War Factories
- 2x guarding Windtraps, Foehn Ore Refineries then Foehn War Factories
- 2x targeting garrisoned structures
It is worth noting that all the task forces that only consist of Buzzards will only be built when the AI owns a Nanofiber Loom, which is not its prerequisite building.
Behind the scenes
- Prior to 3.3.3 the Buzzard releases spike traps that damages enemy ground units passing through them when deployed.
- The Buzzard is strikingly similar, both in appearances and roles for the most part, to the UD-12 Shepherd VTOL and UD-6 Talon strike crafts from Battlefield 2142.