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General tips :

  • Build basic anti-tank infantry and main battle tanks as fast as possible in order to survive the first few rounds. Beware of other enemy assault teams too, especially on higher difficulty.
  • In order to stop the waves of Clairvoyants more than a few towers are needed. Ignoring them can be detrimental if the challengers rely too much on stationary defenses, as the Clairvoyants aim at the challengers' power plants. It is therefore recommended to wall them up as quickly as possible.
  • As with all skirmish Foehn AIs, they will not build disguise-detectors to protect their bases. As a result infiltration units are free to roam in their bases providing the challengers with funds, ranks and stolen tech units. Just watch out for their armored units with shields. Think twice before choosing Foehn factions for this challenge (do note this is not a viable strategy anymore as Huntresses are now capable of detecting disguised infantry units).
  • Stolen tech units are useful against M.A.D.M.A.N. But be warned that if there's too many expensive ground units near an attacked M.A.D.M.A.N., it will DETONATE itself immediately.

Both players start at the south part of the map, where they are pitted against 3 Haihead bases coming from the direct north, east and west of the spawning point.

Beside the normal assault force consisting of Knightframes, Lancers, Huntresses and their Nanofiber Synced counterparts, what set this challenge apart from others is their buffed M.A.D.M.A.N.s, Cyclops Walkers and Megalodons. Since they are permanently boosted by Megaarena, using infantries are not recommended unless there is enough concentrated firepower to destroy them before they get within point-blank range.

Also, as of note, Seitaad Ballista, Deviatresses and Irritators can cause mayhem from long range as well, so it is suggested that the challengers take pre-caution while assaulting the Haihead bases.

Subfactions featuring defensive tactic will have more breathing room than others, due to their overall high firepower.

Euro Alliance can always make use of Mirage Tanks to quickly eliminate the M.A.D.M.A.N.s before they reach the base, and Charon Tanks can take care of the escorting Megalodon should the need arise (Note that M.A.D.M.A.N.s are immune to Charon). Cryocopters can also aid in destroying the M.A.D.M.A.N.s as well, just watch out for Knightframes and occasionally Shadrays.

As Haihead will regularly deploy cloaked Turmoil Grids directly into the challengers' bases, Soviet commanders are to be reminded that Sensor Towers do not automatically reveal Grids. Additionally, Soviet stealth detector units (Tesla/Shock Troopers and Borillos/Armadillos) are both effective against structures, which can lead to then turning on your own base and destroying key structures.

Russia is another great choice for this challenge. Just like any other Soviet Subfaction, they can make use of Terror Drones to soften the enemies' infantry forces. Rhino Tanks spot a great balance of speed and firepower, along with a relatively affordable price to help defend against the first few waves of M.A.D.M.A.N.s, and later in the game, a group of 3-4 Tesla Cruisers with their EMP-like effect and good speed can easily shutdown any threat from said challenge (this tactic can also be used against Megalodons provided the Tesla Cruisers continuously kite them). Scud Launchers can also be utilized to assault the Haihead's bases at a relatively safe distance without worrying about the buffed confusion technology in this challenge. Wolfhounds can also effectively blunt any M.A.D.M.A.N. offensive provided they aren't close enough to detonate near any buildings. In the early game, a horde of Shock Troopers can help the player survive the initial attacks, due to their effectiveness against both infantry and armored vehicles.

China performs exceptional well in this challenge. While M.A.D.M.A.N.s are more resistant to EMP in this challenge (75% resistance), a group of 3 to 4 Dragonflies, if microed and timed well, can permanently disable them. Then they can employ their iconic heavy firepower to dispose of the M.A.D.M.A.N.s, such as Qilins and Nuwas. If one is crafty enough, Iron Dragons, when deployed in a squad of four, can easily dispose of any incoming M.A.D.M.A.N.s and Megalodon from a distance. Although they aren't as effective as Russia's Shock Troopers, Tesla Troopers can adequately foil the initial first offensives given their effectiveness against tanks and being decent against infantry.

All Epsilon factions can tech into Aerodomes early, as Dybbuk-Attackers are a cheap, early, and VERY effective way of dealing a large amount of damage to an approaching M.A.D.M.A.N. without any risk. Other factions' jets simply do not provide as much total damage per attack run as Dybbuk-Attackers do. Around four Aerodomes should provide enough Attackers to deal with any of the Haihead attacks. Be careful, however, as the Megalodons usually target your Aerodomes; try to keep a handful of Archers or tanks to protect your base.

PsiCorps, with their Magnetrons and Magnetic Beam, can stop these lumbering behemoth to a halt, then they can have Marauders or even Libra to easily punch through their armor. Additionally, Libra and her clones are immune to confusion weaponry, making them an ideal assault force upon the enemies' bases.

Epsilon HQ can rely on manned Opuses and Colossi to quickly destroy the main objective of this challenge given their superior anti-armor firepower compared to other Epsilon vehicles, while the Aerial Fortress Irkalla will be a valuable asset for warding off Haihead's assault forces. Along with PsiCorps, if one can get Salamanders, their confusion rays and incredible firepower will shred everything apart and dominate the battlefields on their own, considering Haihead's overall unimpressive anti-air. The bases themselves can be cleared out quickly with Basilisks.

The hardest part of this challenge is surviving the very first wave of M.A.D.M.A.N.s . It is advised that the challengers build and send out around 6-7 MBTs for each one, along with some anti-infantry escorts for Lancers. If you can pay attention to the fight, then a swarm of basic anti-armor infantries can do the job as well - just remember to micro them properly, since the escorting Megalodons and the M.A.D.M.A.N.s themselves can instantly evaporate infantries upon contact.

Favorable sub-factions[]