Captains, welcome to the official T12.5 Garrison Strategy Guide. This guide aims to give you some insights on target mechanics for the new Garrison hull, the Covenant. Learn about your enemies, and find general target info to help you in battle. Good luck!
Robotics Yard
As Vassago rounds out his submerging armadas his craving for expansion leads him to begin construction of a vast system of robotics yards scattered throughout his territory. This construction begins to border Scourge territory, disturbing Makara. Like an itch that needs scratching, she sends her fleets to destroy any progress. Makara fears what the construction of these yards will mean for her campaign- and what Vassago could be planning.
Tier 12.5 Garrison Hull: Covenant
The Covenant is equipped with 8 weapon slots, 6 armor slots, 6 special slots. Six of the Covenant weapon slots can be equipped with countermeasures.
The Covenant’s built-in arc based weapon, the Bestower Missile, shoots 3 splash based warheads in a linear pattern giving the ability to take out multiple targets at once! Take advantage by lining up your shot with clustered turrets and buildings!
The Covenant’s main weapon, the Keeper Missile, is accuracy-based and fires at medium range, dealing Penetrative damage.
Enemy Info
Name: Crawler Mirage
- Type: Mortar Hull
- Health: Medium
- Damage: High
- Damage Type: Explosive
- Splash: High
- Accuracy: N/A
- Range: Very High
- Countermeasure Vulnerability: No
Note: This hull has two crosshair based mortars, one in the front and one in the rear. Avoid fire through its gaps while it moves slowly along its path.
Name: Creeper Void ARK Battlecarrier
- Type: Rocket Hull
- Health: Medium
- Damage: Medium-High
- Damage Type: Explosive
- Splash: Med-High
- Accuracy: N/A
- Range: Medium
- Countermeasure Vulnerability: No
Note: This fixed position Hull has a medium rocket range and a very high range slowing aura weapon (shown in the second image). Keep your distance to reduce your chances of getting hit!
Name: Pincher Executioner II Missile
- Type: Missile Turret
- Health: Medium
- Damage: Medium
- Damage Type: Penetrative
- Splash: No
- Accuracy: Yes
- Range: Short
- Countermeasure Vulnerability: No
Note: Outrangeable if positioned well with the range.
Name: Slicer Missile
- Type: Missile Turret
- Health: Medium
- Damage: Medium
- Damage Type: Penetrative
- Splash: No
- Accuracy: Yes
- Range: Medium
- Countermeasure Vulnerability: Yes
Note: Vulnerable to Anti-Missile type CMs. Missile Defense System is recommended.
Name: Rake Rocket
- Type: Rocket Turret
- Health: Medium
- Damage: Medium
- Damage Type: Explosive
- Splash: Yes
- Accuracy: N/A
- Range: Medium
- Countermeasure Vulnerability: No
Note: These turrets have a decreased spread the closer you are, keep your distance!
Name: Manipulatation Mortar
- Type: Mortar Turret
- Health: Medium
- Damage: Medium
- Damage Type: Explosive
- Splash: High
- Accuracy: N/A
- Range: Medium
- Countermeasure Vulnerability: Yes
Note: Vulnerable to Anti-Explosive type CMs. Gale Defense System Recommended
Name: Razorglade UAV
- Type: UAV Turret
- Health: Medium
- Damage: Medium-High
- Damage Type: Penetrative
- Splash: N/A
- Accuracy: High
- Range: High
- Countermeasure Vulnerability: No
- Kingkiller: Yes
Note: This turret has a 360 ranged ring. Enter the center to avoid further damage taken.
Glossary
Range definitions are relative to the primary season hull. Thus what is short for one hull might be considered medium for another, the goal is to convey easily to players which turrets/ships they can outrange and which turrets/ships may be firing on you from a considerable distance away.
- Very Short = Easily out-ranged.
- Short = Out-rangeable.
- Medium = At least the same range as the player but generally not much more.
- High = Will easily outrange the player hull.
- Very High = Will cover a significant portion of the target.
If the arc is not specified then it has a 360 degree arc.