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The Ouroboros Challenge features Last Bastion and its defensive tactic. All three enemies are situated on a mighty island fortress armed to the teeth. It is connected to the players' starting position, a small island at the southwest corner, by three icy paths.
One of the easiest challenges, without any additional offensive forces deployed save for a few Ramwagons, defending your own bases will hardly be a challenge. The only threat seems to be frequent Quetzal bombardments and Uragans. Maintaining a rapid-response AA team should prove to be helpful. The enemies occasionally launch multiple Boid Blitzes on you, but they will always prioritize your (ground) troops rather than buildings. It'll be a good idea to keep your troops clear of valuable buildings such as tech providers. And don't forget to move your forces when you hear the Boidmachine energizing sound (or make them move constantly with waypoints).
The enemies' fortress is heavily defended with an awful amount of Plasmerizers, Neutralizers, M.A.D. Mines and deployed Sweepers, as well as Ramwagons patrolling key positions. Attacking with conventional armored forces or/and surfaced warships is therefore ill-advised (although still possible). The sky is covered with Shrike Nests scattered all around the island. Aerial assault is somewhat a viable choice despite heavy loss.
The best counter to this challenge is submerged siege units, namely Akula Missile Subs and Reshephs, since they can easily exploit Plasmerizers' weakness of a very long charging time. With proper micro-managements, said submarines are able to launch their warheads and dive once again before the railgun fires. They can then repeat this procedure after the Plasmerizers lost their targets.
In this challenge, superweapons are on your side. A well-placed one can destroy a Tech Nuclear Plant, causing one of the foes to be low on power for minutes. What's more, the Foehn's Great Tempest is not harmful as other superweapons, and the enemy in the mid is more than often lacking space to build one.
Scorpion Cell's Tyrants are particularly helpful here as they can bypass the initial defensive wall and tunnel directly to the Foehn bases. Though losses will be inevitable, a large amount of them will be enough to destroy vital infrastructures. They can also dispose of Huntresses and Clairvoyants this way so their Infiltrators can safely go about with their handiwork of "borrowing" useful tech - namely, the Salamander.
Because the Huntress now has the ability to neutralize disguised infantry, infiltrating Foehn bases for easy money and technology is not as simple compared to previous versions of the game. However, Foehn factions are still generally not recommended for this challenge as while the Leviathan Helicarrier possesses incredible firepower for demolishing structures, their ground-based siege units are somewhat lackluster and will not fare well against the large amount of Plasmerizers on this map.