Hailstorm

## Unit in the game:

### Researches

Evolved Interferometry, M.R.A, Accelerated Courses, Armor Plating (Federation), Weapon Systems (Federation)

## ASR Missile (x5)

### Description

Long-range cruise missile, only aim above fighter/interceptor unit classes

## Sensor

### Description

Sensitive radiation system that detects invisible targets and reveals covered space objects

The Hailstorm is a Human missile destroyer.

## Gameplay

The Hailstorm is the mainstain of the Federation player in mid-to-late game due to it's high hull count, armor, multiple missile strikes with a long range that can neutralize defenses, even barricaded ones as these missiles ignore obstacles, and detection ability. This utility is further enhanced with it's upgrades - M.R.A and Evolved Interferometry - that are researched at the Astro Telescope, the tech structure requirement for the Hailstorm itself.

Once introduced, Hailstorms take up the Orca's previous role as a frontliner - relegating it to anti-fighter duties - allowing to spearhead confrontations and support heavier late-game units such as the Avenger in terms of continuous firepower. Because of it's detection ability, Hailstorms can effectively neutralize Thorun Raiders and Sylon Glooms and thus stand as the most durable of detectors in the game. Hailstorms, however, shine greater in the role of tactical artillery, where the combined firepower of a group can neutralize serious threats.

In the early versions of Five Nations, the Hailstorm previously had a single missile for an anti-fighter counter. It was since then removed, as well as a portion of it's original hull count, after being determined Hailstorms were too overpowered. Since then, Hailstorms have a vulnerability to fighter units that can be remedied with Orca escorts.

Hailstorms are made available become available to the player in the campaign in *Convoys to Salvation* in Chapter 01 - Hostile Visitors.

## Unit Strategy

Hailstorms are generally combined with both the Orca, for both it's anti-fighter and anti-hull capability, and the Pasteur for healing and shield regeneration, forming the common H.O.P composition that dominates most battlefields across the game. Hailstorms can also be paired with Hurricanes, but Orcas tend to be more preferrable, long-term. The main purpose of the Hailstorm, in these cases, is the staying power where they should be on the front, taking damage as the Pasteurs heal them, while the Orcas behind dash out damage, especially against units with high hull count. This can prove tricky and demanding to micromanage since the Orca has lesser attack range than Hailstorms even with the RDX-2 upgrade.

Beyond the staying power of the Hailstorm in the H.O.P strategy, Hailstorms also dish out more damage than the Orcas, both against hull and shields, as they fire volleys of five missiles that deal 10 damage each, bringing the total to 50 damage. Because of this, a group of more than seven Hailstorms can devastate an entire enemy battle group, especially if on an inferior range than the Hailstorms, have no fighter escorts/contingencies or immediate healing capabilities like the Sylon forces do. In addition, Hailstorm missiles ignore obstacles in their attack path, making it deal to for players to snipe away defenses such as Aegises and Guard Stations and/or high value targets behind expendable meat shield units and structures. Also, the detection nature of the Hailstorm totally neutralizes attempts to eliminate them via stealth units except arguably Crows. In regards to sight, Hailstorms perform as exceptional spotters for both the Avenger and the Teller, especially with Evolved Interferometry researched.

Despite such an amount of power, however, the Hailstorm is not without it's soft spots - In addition to it's vulnerability to fighter units, the costs and tech requirements of the Hailstorm are restrictive, seconded by the Athrael Flanker, which means losing Hailstorms are often as heartfelt to the player as are Avengers, Dresdas and Tellers. Also, because of it's high hull count, Hailstorms take longer to heal and can drain Pasteur energy reserves, especially if the Pasteur's Plante Battery upgrade and Fast Charging are not researched.

## Counter-measures

Concerning fighters, the most optimal counters to Hailstorms are the Crow, Lancet, Martyrprobe, Spears in swarms and upgraded with Integrated Remodulator, Predators in Assault Mode, and the Guard, Impaler and Spikeworm. The Impaler might be the exception as it can be targeted by Hailstorms, but it's inexpensive nature from being spawned from Decays more than offsets this vulnerability.

Concerning cruisers, especially before advanced ones such as Devastators, Invaders and Overseers are ever deployed, the Flanker is the sole cruiser that can duel with a Hailstorm and overcome it due to it's both anti-hull capability and high armor count. Aside from that, high numbers of combinations - such as the Twinblade and Gloom, or the Marauder and Havoc, or the Ventator and Mind - are the sole chance of fighting Hailstorms head-on and surviving. Still, the restrictive production cost and tech requirement of the Hailstorm can be used to the player's advantage. In many cases, the loss of the Astro Telescope can lock the opponent from constructing additional Hailstorms.

The most direct manner of neutralizing Hailstorms generally revolves around dishing out large quantities of splash damage and outranging the Hailstorms before they can get into firing range. For these cases, both the Avenger, Rictus, Arson and the Harbinger are ideal, as the Federation opponent will often take serious hits and be forced to retreat, allowing other units to close in. Flanking Ventators which can make the most of their straight-line attacks can also help neutralize Hailstorm groups, by both splash damage, diverting away firepower and exhausting power reserves of nearby enemy Pasteurs, while Corsairs can temporarily tank damage from Hailstorm volleys. The Thorun Devastator is also a strong duelist for both it's potent splash damage attack and hull amount, as is the Plasma Raid, in spite of it's slow speed and small attack range.

Spellcasters, however, remain as the most effective counters to enemy Hailstorms, in particular those capable of large splash damage such as the Breaker and Theocrat, and especially the Teller, which do help neutralize large numbers of Hailstorms easily. The Decay's Teredo Swarm is also useful in reducing the rate of attack of Hailstorms, as are the Clairvoyant's Neutron Torpedoes and the Joseon's EMP burst which can paralyze Hailstorms. Hailstorms are also susceptible to Assimilators, given the Sylon players gain the advantage of taking over both a fighting unit and detector.

## Racial Counter Relations

###  Federation

**Soft** - Hurricane, Crow, St. George, Dresda, Avenger (II), Defense Platform
**Hard** - Engineer Shuttle, Icarus, Orca, Pasteur, Joseon, Kutuzov, Barricade Sat, KEIKO Sentry
###  Sylon

**Soft** - Spear, Gloom, Arson, Eclipse, Plasma Raid
**Hard** - Labor, Hauler, Twinblade, Absorber, Mask, Installator, Caldron, Shade, Aegis, Assimilator, Pillbox, Repair Station
###  Athrael

**Soft** - Intruder, Flanker, Harbinger, Invader, Mothership, Explorer, Theocrat, Obelisk, Lancet, Martyrprobe, Revenger
**Hard** - Drone, Rector, Gathering, Clairvoyant, Warpglider, Polaron Sphere
###  Thorun

**Soft** - Predator, Predator (assault mode), Devastator, Havoc, Corsair, Flagship, Breaker, Ion Cannon
**Hard** - Extractor, Welder, Zoner, Marauder, Grinder, Guard Station, Raider, Vanguard
###  Zhogarn

**Soft** - Guard, Mite, Rictus, Ruptor, Elasmoruptor, Overseer, Charybdis, Fonia
**Hard** - Argus, Spawn, Worker, Ventator, Impaler, Mind, Alpha, Agaric