Warthog

Warthog is an Eagle Empire commander. He mainly focuses on heavy weapons.

## Abilities - Passive

Plasma Laser, Cannon, and 20mm Cannon aiming arcs are increased in size by 20%.

Plasma Laser, Cannon, 20mm Cannon, Swarm, and Warhead reload decreased by 2 seconds.

Heavy Mortar reload decreased by 0.5 seconds.

All missiles and rockets have 25% greater thrust.

Howitzer, Deckgun, Orbital Laser aiming arcs are increased in size by 20%.

Howitzer, Deckgun, Orbital Laser reload decreased by 2 seconds.

## Abilities - Active

Plasma Laser, Cannon, 20mm Cannon, and Warhead direct damage increased by 25%.

Cannon, 20mm Cannon, and Warhead splash radius increased by 25%.

Heavy weapons reload instantly on miss.

Howitzer, Deckgun splash radius increased by 25%.

Howitzer, Deckgun direct damage increased by 25%.

## Overview

Warthog's passives and actives greatly focus on heavy weapons, Mainly benefits Warheads, Howitzers, Lasers, Deckguns, and Cannons; also 20mms, Swarms, Rockets (+ EMP), Orbital Lasers and Heavy Mortars to some extent. It has the second most passive and active entries in the game. Only beaten by Eagle Eye.

## Playstyle

As Warthog mainly benefits T2 tech (Factory, Munitions), it is a late-game commander, although it does slightly benefit some early-game weapons like Rockets & Heavy Mortars

Plasma Lasers gain 25% more damage, even though no splash benefit since it has none, this greatly benefits Concentrators and they are visibly stronger even on themselves, a 3-plasma Concentrator does nearly as much damage as a 4-plasma with 15000 energy cost. Also reloads on miss.

Cannons gain 25% more direct damage and splash, they're also very strong with the reloading on miss and break through 2 doors. Overall pretty useful. Good for Accelerators.

20mm Cannons also get 25% of both, although they do have lower damage & radius on each projectile so it scales less, they don't have reload on miss for obvious reasons either. They could be good for Accelerators too.

Warheads are one of the most benefited, when combined with a Firebeam it creates what is called a "Flaming/Firebeam **Warthog** Nuke (F**W**N)" (also called **W**FN sometimes.) which is arguably one of the strongest weapons in non-Workshop Mod gameplay, if not the strongest. They do ridiculous amounts of damage on a massive radius, one-shooting Foreground Bracing in a 3 grid square radius. While Background Bracing doesn't live below 5 grid squares. Cores also have the HP of Background Bracing. This is mostly because it has already quite strong damage and splash radius, so adding 25% more makes it add a lot more than it adds to other weapons. As long as the enemy doesn't notice, they can be easily one-shot, unless they have one machinegun...

Howitzers are almost the same as Warheads, although most of their damage comes from Damage Multiplier against bracing so it's not as buffed as Warhead, Except it can survive 4 times as many machineguns, and a lot more flak, the Second Chance makes this even stronger.

Deck Guns are like Howitzers, except with more shells.

Rockets, EMPs & Swarms get slight benefits by the extra speed, but nothing else.

Heavy Mortars only get slightly faster reload, even though they have "Heavy" in the name.

And according to the description, Orbital Lasers also only get a slightly faster reload, although slightly more noticeable. They do also get some more aiming arc.

Overall, It's playstyle is to go for late-game weapons, as it does nearly no buffs to early-game's and it makes some of the former way stronger.

## Counters

The commander itself doesn't really have any hard counters, since most playstyles already go for heavy weapons, but mainly for the extra damage it's better to do spaced woodspam and triple-door weapons, since non-spaced woodspam will easily cripple your economy due to the splash of the weapons, and most weapons destroy double doors during active. Since most of the greatly buffed weapons are shootable-down it's good to get some anti-air. Shields are also useful to stop things from penetrating further, since they stop all penetration from whatever hits them. It's also possible that T1 tech might be sold by the Warthog player, even more likely since they're probably going for heavy weapons, so it's good to get some Return-to-Sender Portals by around 4 or 5 minutes in. To force them to rebuild their tech. Plasma Lasers can be good if the enemy goes for FWNs, you could make it so the nuke makes them hit themselves if you time it right.