WEAVER
Point to steer the target
AssembliesTechsOn the battlefield. The Weaver is a slow (0.8 tiles/s), single heavy gun platform of 24,750 hp that holds a lane on its own: every 0.6 s its twin autocannons put a 620-damage burst with a small splash on ground targets up to 8 tiles (80 m) away, which shreds packs of light units. In equal-cost fights it beats the swarms and lighter ground squads (Skitter, Hexguard, Ridgeback, Courser, Torch) and the Anvil, but loses to what it cannot touch or outlast: air (Rotor, Mirage, Seraph) while it has no Flak Mount, the Heron's long-range sniper shots, the Cutter's ramping beam, the Aurochs' heavy gun, Salvo rockets from beyond its reach, the Breaker up close and the titans. Alone it wins only about four fights in ten against the field, so it needs support. Deploy it at the centre front or anchoring one lane, ahead of your artillery, where swarms have to walk into its guns, and keep anti-air near it. Techs change its job: Flak Mount (150) lets the guns climb to 55° and hit air; AP Rounds (200) make it an anti-heavy gun at 2,170 damage every 0.78 s, fewer and harder hits that suit swarms less; Long Barrels (150) stretch its reach from 8 to 12 tiles (120 m); Heavy Plating (200) raises it to 34,650 hp and blocks 60 damage a hit, for holding the front. The drawing is the Weaver in the game today, on a test bed: its tripod gait (1.2 s cycle, each foot planted 55% of the time, the hull sinking 1.8% at each plant) on a moving belt, the turret tracking a range target at 105°/s whichever way the hull walks, the left barrel firing at 0.167 s and the right at 0.267 s of each burst, each kicking back 10% of its length. The mine hatch in its tail is always on the hull; Limpet Mines are not available in 1v1. Numbers come from the game's catalog and animation plan.