Commander Concept: Warfield

I’m not good at introducing, so I will just leave you with a table of contents:

  1. Units
  2. Calldowns
  3. Levels

Let’s begin.

Units (normal version) :

  • Sons of Korhal : elite marines, cost 30% more than a normal marine, but has 1 more range. Has two passive—grant nearby air units with longer sight and range, gain attack speed increase while an allied unit within sight is dead. Can be upgraded to have more armor and health.
  • Ghost : Can cloak, and has the highest range when being loaded inside a bunker. Weapon damage increases with the distance between the target. Can regenerate health, regenerate health faster while cloaked.
  • War Guard: Hellbat variant, can’t switch into a hellion. Have the highest threat…and a lot of armor. Attack will be causing a lockdown to this unit, but it will apply even more armor to the unit.
  • Goliath : have Imaging Radar. Can be upgraded with Multi-Lock Weapons System.
  • Viking: Only have fighter mode. Can be upgraded to restore the original assault mode and twist it into a defense mode—works as a PDD, but able to deduce damage from aoe effects like Parasitic Bomb and seeker missiles.
  • mechavac : Medivac variant which only allowed to support mechanical units. This unit doesn’t have nano repair beam or any kit to heal units, but it has an aura—makes units receive the same amount of shields when taking damage.
  • Liberator : Liberator with longer attack range in defender mode. Attacks in fighter mode will motivate allied units. Can be upgraded to attack ground units in fighter mode.
  • Wraith : a Wraith. Can be upgraded to activate a special siege mode. The portable shield of THIS unit is rechargeable.
  • Science vessel : Special support unit. Replace nano-repair beam into a destruction beam which continuously deduces movement speed and armor of enemy mechanical units. Can be upgraded to overload portable shield.
  • Valkyrie : ANTI-AIR fighter. The portable shield of THIS unit is significantly higher.
  • Raven : Support unit excels in deploy defensive structure and Warfield’s SPECIAL-SCVs-TACTICS. Can deploy auto turret, Interference Matrix, and use seeker missiles. Can be upgraded to change seeker missiles ability into DEPLOY MISSILES HANGER.

Units (Elite Guard) :

  • Elite Guard : Experienced soldier enhanced with (only one) Umojan tech. Will use stim pack when radical meditation (the second passive of SOK) triggered. THIS stim pack has no cooldown.
  • 404 infiltrators : Elites among the Dominion ghost academy. Attacks weaken the enemy, using hold fire command will significantly reduce one of his ability cooldowns.
  • Outback Hunter: Have been a frontline soldier for more than a decade. Can jump up and down on cliffs and use hellion mode, while hellion mode will cost the machine to malfunction.
  • Bulwark Company : Special goliath company in the Dominion Armed Forces. Modify with the latest technology, have higher movement speed (legs replaced by suspension plate) and its Imaging Radar effective radius is higher.
  • Sky Fury Squadron: An elite Viking unit of the Terran Dominion Armed Forces. Defense mode no longer needed since it is combined into the fighter mode.
  • B.u.s : an elite Mechavac unit of the Terran Dominion Armed Forces. Apply an additional 50% portable shield to nearby friendly mechanical units. has two abduction charges.
  • Peacekeeper : an elite Liberator unit of the Terran Dominion Armed Forces. Attacks from defender mode will melt the target, applied with twin Concord Cannon.
  • White Wolves : Part of the elite of the Dominion Fleet. Cloaking in siege mode no longer required additional energy. Original siege mode upgrade will attach pulse cannon, instead of rail gun to this unit.
  • SciH sector : An elite Science Vessel unit of the Terran Dominion Armed Forces. All of its original Science Vessels abilities now deals damage. SCIENCE HURTS.
  • Valarjar : Part of the elite of the Dominion Fleet. Use A.I. pilot, can revive upon death.
  • M.E.T.A. : An elite Raven unit of the Terran Dominion Armed Forces. Accompany by 2 scvs. Will deploy its decoy upon death. M.E.T.A. decoy can use all of the raven’ abilities.
  • Helios : Warfield’s battlecruiser is elite-only. It features an experimental armor which deduces the highest damage taken to 40, and it will also apply to an emergency protocol which increases its movement speed and armor when its hp is below 40%. This unit can release an electrical shockwave to stun enemy MASSIVE mechanical units(exclude hero units ofc), and grant all nearby mechanical units +1attack. Nonetheless, one of its upgrades is interesting—when it is destroyed, it will remain as an invulnerable unit and you can use Gulls to repair it(Also, it will deal damage to all units within the crashing zone).

Calldowns :

  • Strike team
    Warfield has a unique top-bar ability which allows him to SEPARATE his units into FOUR strike team—Alpha, Bravo, Charlie, and later on: Delta. Units assembled into the given team will receive its effects. Warfield DOESN’T has a SELECT-ALL-ARMY option while he will use each 4 top-bar to select and control units from each team.
  1. Strike team Alpha
    Units assigned to team Alpha will receive additional heath. And later on (WITH level progression) will unlock an effect that allows all units within team alpha an escape option from every 120s, escape option applies all units with team Alpha with 150 shields upon taking lethal damage, and an escape pod (when the shields expired) back to TCC.
  2. Strike team Bravo
    Units assigned to team Bravo will receive permanent-cloaking devices. While only a handful of units can fit into this team, and SOME UNITS just can’t join in. Later on (WITH level progression), units within team Bravo will receive additional weaponry based on its fraction: Battlefield-camp units like SOK or ghost will have a special demolition device, which can cost enemy to attack the attached structure in a short period; Starport units like VK or SV will have advanced cloaking field, which will apply forced-cloak effect (even units with detector can’t detect it) every 50s.
  3. Strike team Charlie
    Units assigned to team Charlie will receive bonus attack speed and movement speed. And later on (WITH level progression) will unlock bonus +1 damage.
  4. Strike Team Delta
    Units assigned to team Delta will automatically upgrade into elite units. Elite units AKA Warfield’s Elite Guard will receive buffs like every elite unit would receive in the co-op mission, while players can now research ULTIMATE UPGRADES within the Field Research Facility for them.
    WHILE WITH LEVEL PROGRESSION, the strike team Delta will CHANGE into another playstyle.
  • Tactical deployments
    Warfield also has two top-bar abilities used for the deployment of specific units. And these are Field Response Theta(elite medivac), Gorgon, and variable bunker. These units count as Warfield’s top-bar units and do not have a time limit, plus they are not targetable to the enemy.
  1. Field Response Theta
    Invulnerable elite medivac which can be repositioned to different areas OR FOLLOW another unit via top-bar. 2 tactical deployments can be set as Field Response Theta.
  2. Gorgon
    Untargetable gorgon battlecruiser which can be repositioned to different areas via top-bar. Gorgon’s attack requires energy, it could only be recharged while NOT being deployed. The gorgon is programmed with a priorities list for the attack. 1 tactical deployment can be set as Gorgon.
  3. Variable Bunker
    Bunker, which will instantly be deployed on the field, and automatically repairs itself when is destroyed. 2 tactical deployments can be set as a variable bunker.

Levels:

  1. Dominion Tactics : Warfield will train SCVs in his tactical command center automatically. His units production time is reduced by 30%, research time and cost is reduced by 30%, and he can assign his units into a different strike team for several bonuses.
  2. Tactical deployments : unlocks the Tactical deployments ability, which allows Warfield to deploy 1 specific unit into the battlefield.
  3. Battlefield-Camp Upgrade Cache 1: unlocks the following upgrades at the Battlefield-Camp Tech Lab:
  • Increase Sons of Korhal’ health by 20.
  • Ghost are permanently cloaked.
  • War Guard can use Charge, charging to the targeted location and receive +1 armor within 5s.
  • Allows Goliaths to attack air and ground units simultaneously.
  1. Advanced Bunkers : Equips bunkers with Ibiks cannon that attack ground units. Increases the armor of bunkers from 1 to 2. Infantry fight from inside receives +2 range bonus, instead of +1. Also, unlocks the following upgrades at the Engineering Bay:
  • Warfield’s units near one of his bunker receive increased sight and range.
  • War Guard and Liberator receive specific effect while near one of the assault bunker.
  1. Fleet Upgrade Cache 1 : unlocks the following upgrades at the Starport Tech Lab and Fusion Core:
  • Vikings can use defense mode, deduce damage from aoe effects and block projectile within a short period.
  • Mechvacs can use Abduction, Pulls a friendly mechanical unit to the location of the Mechvac and heals it while abduction is being attached.
  • Liberators can attack ground units in fighter mode.
  • Wraiths can use siege mode, replace the burst lasers into a rail gun.
  • Science vessel can overload the portable shield from each Warfield’s affected units.
  • Raven can deploy seeker missiles hanger, which will continue to launch seeker missiles to enemy appears at the selected area.
  1. Tactical SCVs : SCVs build 30% faster, repair Warfield’s unit 40% faster, and repair structure 50% faster. SCV’s repair cost reduced by 20%.
  2. The Fourth Strike Team : Unlocks the strike team Delta slot of Warfield’s Strike team top-bar ability.
    Also, unlock all of the following ultimate upgrades within the Field Research Facility:
  • Every three roll of Elite Guard’ stim pack will store up the effect, cost the fourth roll apply even more attack speed increase.

  • 404 infiltrators can use striking weakness, deals high damage to mechanical units based on its maximum health, this ability will apply the same effect of 404 infiltrators weapon attacks by 130%.

  • Outback Hunter can use hellion mode to cause a devastating malfunction, deals damage to all enemies nearby within 8s.

  • Bulwark Company can use JUSTICE PROTOCOL, become an air unit within 5s and launch 25 rockets to enemies.

  • Increase Sky Fury Squadron’ health by 100.

  • Abduction from B.u.s reduces damage taken from the affected unit.

  • Peacekeeper damage to the same target from defender mode increases by 10, with a maximum of 30.

  • White Wolves in siege mode restore 5 energy with each attack.

  • SciH sector can use destructive defense matrix, deals 200 damage within 20s, units with destructive defense matrix will also continue to push back its allies.

  • Valarjar with the upgraded model will always revive upon death, but the third time of reviving will destroy the unit.

  • Upgrade all of the M.E.T.A’ weapons

  • Helios will remain as an invulnerable unit upon death, players can use Scvs to repair it, Helios also drops wreckage upon death, players can use Scvs to pick up the wreckage to speed up the repair process. Helios deals damage to all units within the crashing zone.

  1. Advanced deployments : unlocks the second Tactical deployments ability slot, which allows Warfield to deploy 2 specific unit into the battlefield.
    Also, enhance the following Warfield’s top-bar units:
  • Field Response Theta heals 2 units, instead of one, units receive Field Response Theta’ heal gains stim pack.

  • Gorgon’ sight increase by 4.

  • All Assault bunker bonus effects granted by variable Bunker will increase by 15% upon deployment within 20s.

  1. Garrison : ALL ground units are now deployed instantly at the Rally Point. Units production time reduce upgrade from commander level 1 progression upgrade change to reduce units cost by 30% and air units production time by 40%.
  2. Spe-tech-cular supplement : Building a Mechavac, Raven, or Science Vessel will result with an additional Mechavac, Raven, or Science Vessel.
  3. Battlefield-Camp Upgrade Cache 2 : unlocks additional upgrades at the Battlefield-Camp Tech Lab:
  • Increase Sons of Korhal’ armor by 1.
  • Ghost can mark an enemy in every 30s, the marked enemy is attackable by Gorgon, this attack doesn’t require energy from Gorgon.
  • War Guard can use shock n awe, reducing all damage receive within 5s to a maximum of 100.
  • Effective radius of Goliath’s Imaging Radar is reduced by 30%, and the maximum range of goliath’s Hellfire Missiles will now change to the maximum range of Imaging Radar. Goliath can attack air units once they are entering the effective area of Imaging Radar, attacks don’t require sight.
  1. Strike True : unlock additional following effect for units within the Strike Team Alpha, Strike Team Bravo, and Strike Team Charlie:
  • Allows all units within team alpha an escape option from every 120s
  • Units within team Bravo receive additional weaponry based on its fraction
  • Units within team Charlie receive +1 damage.
  1. Fleet Upgrade Cache 2 : unlocks additional upgrades at the Starport Tech Lab and Fusion Core:
  • Increase Vikings’ damage reduction and effective time of defense mode by 30%
  • Reduce Mechvacs’s Abduction cooldown by 20%.
  • Liberators transform four times faster.
  • Wraith’s railgun from siege mode now stun enemies for 2s.
  • Reduce Science vessel’s overload ability cooldown.
  • SCV’s within sight of ravens now receive less damage while repairing.
  • Upgrade Valkyrie with an advanced model, allows it to fire 10 missiles instead of 6, and increase its movement speed.
  1. Elite Guard : Tactical Command Center can now use promotion, units receive promotion will upgrade into elite units.
  2. DELTA : alter the effect for units within the Strike Team Delta, only 4 different units can be assigned into team Delta, the assigned unit will be promoting into Warfield’s elite AND relocated into each strike team, AND its presence will increase the movement, attack speed, ability cooldown, PLUS reduce the cost by 20% of its original unit.

And so, this is the Warfield co-op commander.
Now I’m gonna take a rest, or talking about his tactics.

Feel free to give out your comment or any suggestion :smiley:

Masteries:

Power set 1

  • Increase tactical deployment effectiveness (Field Response Theta healing amount, Gorgon’ attack energy reduce, variable Bunker bonus effect up time)

  • Increase Strike Team effectiveness (Team Alpha’ units health, Team Bravo’ additional weaponry cooldown, Team Charlie’ units attack and movement speed, Team Delta’ units stats increase)

Power set 2

  • Increase speed of resources gathering to SCVs

  • Increase speed of building SCVs

Power set 3

  • Refund cost of all units from Team Alpha upon assignment.

  • Units from the first set of team Alpha cost fewer resources.

Strengths

  • Warfield is a commander excels in multi-line assault and ally supporting due to his unique top-bar. By removing the select-all-unit hotkey and giving players already established control groups make the management of it less hectic. Allows him to finish multiple objectives in maps like PAP, M, MO, TVP, L&L, TOP,, etc… AND servicing with great performance in DON as both defender and attacker.

  • Since Warfield’s top-bar units are mostly invulnerable, he can always send his elite medivacs to strengthen his ally, sniping vipers or ravens with his Gorgon, or just using the great ship to provide sight. This will be a great advantage for some of the commanders.

  • Warfield’s workers are free, allows him to handle the macro with ease and using his resources in other places at the early game. Eventually provides him with an early game advantage.

Weaknesses

  • Warfield’s army might seem to be overpowering, but they require support from almost every single one of his units and specifically, his Assault Bunkers. Given that his units (except the Elite Guard units) are fragile without them.

  • Warfield’s SCVs are special. They cost NO minerals but having a restriction of its total amount and an auto-cast production mechanic. Forcing players to plan accordingly with his bunker deployments and avoid losing his SCVs with any cause. Losing workers with this commander has the largest impact.

  • Micro-commander