The Machines Race

The Machines race is currently the least completed race in the game. The Terran race almost has its tech tree completed and balanced. The Machines are on the other side of the coin. They have few buildings, few units, and only one advancement. Even in their current virtually undeveloped state, however, they are a formidable force.
         The Machines should not be used as the first race. One should become comfortable with at least the Terrans before deciding to try to use the Machines. The Machines are completely different from what you’ve probably experienced in other RTS games1.
         The Machines begin missions with only a Super-coil and a Spiral, both in cocoon form. To collect energy, you build Collectors and make a pipe system leading to a Super-coil (of course, you also have to switch that pipe from receiving to sending, but you should be able to guess that, right?).
         Machines buildings can also repair their damage if they return to their cocoon state and redeploy. There could be some problems with Super-coil re-deploying and isn’t possible for Spirals.
         Since Machines build using cocoons, you can fly them in behind them and start cranking out units. A funny strategy is sending a bunch of Irises behind enemy lines and watching the base get destroyed.

The Three Musketeers

Bug

Cost: 200   Time: 375
Hit Points: 100
Sight: 5   Speed: 1
Gnd. Atk.: 5
Gnd. Rng.: 2
Gnd. Rate: 25
Gnd. Arm.: 1

The Bug unit is he first of its kind that I’m aware of. A decent reservoir of health for a first unit, fast enough to keep up with the group, can’t see too far, the ability to repair itself when damaged, and an extraordinary ability: duplication. The Bug can duplicate itself for no energy cost, producing another Bug. The health of the two bugs is split evenly from the health of the old bug.
         I used to think that because the health of the two new Bugs was split evenly between them, this was a bad ability (but I also didn’t understand how the auto-repair worked). Then someone pointed out to me that before duplication, you have X health and 5 attack. After duplication, you still have X health and double the attack. Given enough time, you can produce a "Bug carpet."
         Some think Bugs are too powerful. I think Bugs are powerful enough as they are. After a few rounds (and you’ve produced a few Bug carpets), feel free to decide yourself.

Robot

Cost: 125   Time: 250
Hit Points: 64
Sight: 8   Speed: 15
Gnd. Atk.: 5   Air Atk.: 5
Gnd. Rng.: 14   Air Rng.: 14
Gnd. Rate: 30   Air Rate: 30
Gnd. Arm.: 0   Air Arm.: 0

The Robot unit is the second ground unit the Machines can produce. Unlike the Bug, the Robot has range and it can attack air units. The Robot’s major downfall is its slow walking speed. When you send them from point A to point B, be sure to allow them forever and a day to get there. OK, that’s extravagant, but it illustrates my point. Robots are slow. Their rate of fire also is slower than that of the Ranger, so don’t be expecting them to win any quick-draw shooting contests. In terms of range, however, they can outrange the Gods’ Sentinel. Considering the Sentinel’s range, that’s a magnificent feat. Unfortunately, they don’t have the sight to do so, so it’s still a problem.
         In my opinion, your better off producing Bug carpets than Robot armies.

Destroyer

Cost: 150   Time: 330
Hit Points: 310
Sight: 5   Speed: 1
  Air Atk.: 15
  Air Rng.: 12
  Air Rate: 25
  Air Arm.: 0

The Destroyer is a powerful anti-aircraft unit. Like the Robot, it’s produced at the Core, though you need to have a Dome to create them. I usually create them to compensate for my Bug armies’ lack of anti-air ability. They are far more effective against aircraft than the Ranger or the Robot, and about equal is anti-air power to the Shark.

The Two Aircrafts and the AirBug

Shark

Cost: 250   Time: 450
Hit Points: 220
Sight: 15   Speed: 6
Gnd. Atk.: 8   Air Atk.: 16
Gnd. Rng.: 8   Air Rng.: 11
Gnd. Rate: 35   Air Rate: 35
Gnd. Arm.: 0   Air Arm.: 0

The Shark is the Machine’s first air unit. It might slightly be equated to the Burner. In terms of power, the Shark isn’t going to take first place, but neither will it take last. The Shark is best used against fellow aircraft, but is can fight well against ground units as well. In general, I think the Shark is a moderately powerful unit.

Stormbird

Cost: 1000   Time: 6000
Hit Points: 512
Sight: 14   Speed: 2
Gnd. Atk.: 20
Gnd. Rng.: 13
Gnd. Rate: 40
Gnd. Arm.: 0

The Stormbird is the second Machine air unit. Unlike the Shark, the Stormbird can only fire against ground units, though with greater force than the Shark hits aircraft. The Stormbird is also incredibly slow. When it has enough stamina, the Stormbird can produce HYDRA Mines, which are anti-air units of sorts.
         One of the advantages of the Stormbird is its long range. A Stormbird is a good investment against Rotor Defenders, if you protect them well enough.

HYDRA Mine

Cost: 150   Time: 300
Hit Points: 65
Sight: 10   Speed: 1

HYDRA Mines come from Stormbirds. When they sense aircraft nearby, they duplicate and one of the duplicate flies off after the enemy. One might call them AirBugs. An aircraft flying into a field of HYDRA Mines won’t by flying for much longer. HYDRA Mines are also cloaked, so the enemy won’t be able to see them. Unfortunately, HYDRA Mines only scan for enemy units when it’s spinning.

Morphed Cocoons

Iris

Cost: 600   Time: 825
Hit Points: 400
Sight: 11
Gnd. Atk.: 1   Air Atk.: 1
Gnd. Rng.: 10   Air Rng.: 12
Gnd. Rate: 200   Air Rate: 100
Gnd. Arm.: 0   Air Arm.: 0

The Iris building is the Machines’ static defense unit. It attacks by unleashing several particles that seem to “see-saw” over a unit. If a particle is over a unit, it receives damage. This applies to nearby units as well., thus making it “splash” damage. I don’t typically use the Iris, instead relying on Bug carpet for defense. Once you have over 100 Bugs, do you think your going to need an Iris?
         Of course, the Iris can be a good Bug killer, as well. If you need to defend against Bug carpet attacks, build many Irises and put them in a row. You should see several Bug explosions.

Cocoon

Cost: 500   Time: 1500
Hit Points: 1900
Sight: 11   Speed: 1

Is the Cocoon a building? Does the fact that is moves classify it as a unit? If so, does that make the Watcher a unit? Alas, it is still a good question. However, I say building. The Cocoon (plain) is the detector for the Machines. With it, you can detect invisible enemies. Useful, no? All buildings are produced as Cocoons. When the scenario begins, you have a Super Coil and a Spiral in Cocoon form. When the Spiral produces buildings, they’re all in Cocoon form. Building Cocoons have the same properties as the Cocoon (plain), fortunately, which means I don’t have to list all that information.. Each building, though, has a different amount of time that it takes to morph from Cocoon and to Cocoon. Here they are:
Building From Cocoon To Cocoon
Super-Coil 133 451
Spiral 57 not possible
Colector 24 94
Iris 52 207
Core 32 126
Decic 94 376
Dome 94 376


[1] I can’t say this is certain, as I’ve yet to play all the RTS games out there.