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overall the biggest thing to note is that most bases are "buildings only required" bases, meaning you can complete them even if you haven't killed a single onyx unit, which also means that targeting a building should always take priority over an onyx unit
Machanical: faction is extremely weak to shock but are immune to turncoat and concussion.
Re-spawn: "if the corpse your standing near begins to glow...dont stand near the corpse"
Quickfire protocol-when respawning inside a ds aura spiders will often be able to get a cheap shot off before the aura triggers.
failsafe sensors- units that do not have ranged weapons are immune to scramble
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The Shooty and the Stabbystatus effect chart
small spiders 
the small spiders without a "
glow" to them are armed with...their arms, they run at about 4.2 in terms of speed which means move and shoot units will be mostly safe from them but only just out of reach so dont stop for too long. they are however extremely efficient at eliminating infantry units
note: beware of leaping from the standard spider,this attack is potentially the longest range attack available to onyx`s forces and causes the spider to become temporarily untargetable, a quick semi-circle with your move and shoot units can be used to dodge this so long as you keep an eye on them.
"
glowers" are considerably slower and dont appear to have much in terms of range but if your caught in it they dont miss,
as most of them mindlessly follow the nearest allied unit (airborne or otherwise) ive found dealing with these is best done by distracting them and create an opening in the Onyx lines for other troops to rush into.

^WASP
*in order to achieve flight they use a smaller, less damaging variant of a plasma gun held by glowers, though to compensate for this they appear in large numbers
*wasps are highly resistant to the damage of
furies *wasps appear to not have onyx`s ability to respawn during battle but respawn after the battle ends.
BIG.......MEATY.........CLAWS
the B.A.S. is much easier to deal with than they appear, they are slow, cannot hit air and you cant miss them,
3 easy ways to deal with them are
A) use air and go around them
B ) use a shock tech to immobilize them
C) draw them out to an open space and drive around them.
(these apply with most big bugs)

Furrow spider
*extremely slow often stationary variation on the BAS
*has high damage melee attack
*
spawns Wasps (6) at the start of the battlewasps spawned this way are destroyed when there are no player units deployed.
Recommended to make absolutely sure to kill all furrow spiders in a base when the signal emitter is destroyed

"Red Widow"
*roughly equivalent to a nemesis from the forces of kane,
*they are nearly unkillable and can one shot nearly all units
*they are slow however and when they move they are quickly countered by drawing them out into the open and driving around them (just keep an eye on them as they wander back)



Onyx...the big bad of the events
Onyx has a special plasma gun that does full damage despite distance and is capable of targeting both heralds and ground troops with high damage splash to boot, however she gets easily distracted by drones and other high priority units.
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Onyx tech layouts




1 on the small unarmed spiders- applies stealth to the unit and is represented by a foot
2 on the glowers-
1 which changes their gun from a plasma launcher to a cryo launcher-and is represented by a grenade.
the other makes it a dedicated aa gun with purple plasma represented by the white saint sign
1 on the B.A.S. which leaves behind a corrosive puddle as the B.A.S walks, -represented by an alien head
and 1 on the furrowed which appears to change it`s wasp spawn from a static 6 that spawn at once to an unlimited amount that spawn slowly as the battle progresses, [these wasps dont die without player units]
*note that a furrow with this tech will not deploy wasps when shocked
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The hills are alive!Taking out power plants is Highly recommended before charging at onyx turrets in every possible instance.
the "towers" can sometimes be a pain...but these ones stay dead
*anti ground cannons are comparable to that of an over-watch turret,
due to the overwatch like spread created by turrets damage is inconsistent,
*the standard fires 2 plasma like projectiles while the heavy fires 4
*the easiest ways to deal with them are to bully them with air or use the scramble effect
AA cannons work much the same way but with inverse targeting.
be careful as
most air will be wiped out by the heavy aa cannon. 
The emitter tower is a passive building that allows onyx troops to respawn, once taken out onyx troops are unable to repair for the rest of the battle

The source code server buildings are a string of hidden building that once destroyed grant access to the onyx bonus base in the event "deus ex machina"
Footnotes
* onyx buildings
often do not produce last stand defenders making them
immune to the effects of
plague.

"the optimist looks up and loses his footing.
the pessimist looks down and loses the path
the strategist looks forward and adjusts accordingly"
SURVIVORS
Techs and War Rig
move and shoot units capable of outrunning most of onyx`s forces making them the safest to use in this faction to use
(note this is for machine gun techs)
Role:main force (flame techs can be used to quickly spread ops elements with their splash so they are a bit of an elemental support aswell as a main force unit)
Romero-distraction- as he exceeds at killing units quickly onyx's mass produced army stands little chance against him giving your other survivors plenty of room to go for onyx's base.
Sharpshooters-combat snipers- at level 20 with a spotter many sharpshooters will have the ability to outrange onyx turrets making them one of the best ways to combat the metal menace.
Hammers ,Disruptors,Skipjack and Breachers
The hammers excavatorsas well as the war rig) have the natural ability to crush things under their treads which is a fast way to drive through stealth heavy bases,
Breachers and hammers (and subsequently Skipjack and Roland) alike due to their high amounts of splash make for great ways for spreading spec ops elements to either freeze or severely slow the advance of Onyx forces
Excacators are also good for gunning down weaker spiders that would normally swarm you, and are capable of tanking plasma for other units in the process.
the Disruptor and lancers -elemental support-with the ability to shock units without ops which means that you get to save on ops with these units.
Bonesaws, gunships, Siege Squadron,and ravagers:
as air units Onyx struggles to combat most of these if their anti-air towers are taken down,
bonesaws are the weakest but can be deployed in larget numbers
gunships can spread spec ops elements quickly with splash, kite glowers with their speed, and spawn sharpshooters and breachers upon death giving it plenty of options to mess with onyx
with the new tech on the SSS lots of elemental effects are added to the drop pod damage of the ravagers,
Roles
BS:Roaming fire support/elemental support with its cryo launcher
GS:main force/elemental support
SSS:Elemental support
Ravagers:cannon fodder distractions(allows main force to wither away at prime objectives)
Corpus:
Phalanx,Hermes and Sphinx-main force, move and shoot units capable of outrunning most of onyx`s forces making them the safest to use in this faction as only the towers and glowers can potentially hit them.
Phalanx and sphinx's mutual ability to hit multiple targets at once makes them great at shocking large clusters of enemies when ops are activated.
Hermes are similar with their ability to leave a pool of fire making them uniquely qualified to stunlock bugs.
Nyx and Furies-combat snipers/decoy- fast air units capable of quickly maneuvering into position to kill a hvt, the fact that most of Onyx cant hit air alone makes them valuable assets and their speed means that they can outpace glowers when needed but they should stay away from towers if you dont like damage* (same can be said for Escorts)
*Note: when the corpus buff is active furies and nyx are able to apply more aggressive tactics.
*Cerberus/Darkstorm-Tank/Decoy-Cerberus and darkstorms drones are durable and draw spider attention away from your units allowing you to get to onyx's towers safer.
Polly and the Blackout, -elemental support- these are your support pieces in a corpus army, they are best used with special operations to apply the shock,scramble,or cryo status effects on various onyx units to give your units more room to breathe.
Nova-Main force- can one shot most spiders instantly and move to onyx buildings quickly to make the best use of its window
Kraken's ability to shoot 16 targets at once means that it frees up your other units to focus on shooting the bigger bugs
"the optimist looks up and loses his footing.
the pessimist looks down and loses the path
the strategist looks forward and adjusts accordingly"
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-strength through enlightenment
Fluff:
the sentinels are known to be a highly religous cell worshiping the image of the machine god, who according to prophecy upon her return will cleanse the world of those deemed unworthy and remake it in her image,
to be spared by this the sentinels augment their bodies to be more like machines.
Translation:
due to the augmentations granted to them and their worship of technology. sentinels enjoy vary large health pools and high damage slow reload weapony
the sentinels represent a siege style of warfare with a heavy use of vehicles and comparatively strong leaders
when aligned to the sentinels faction units earn the devotion buff, where all units pertaining to the faction are immune to all status effects
and gain loyalty (10% less damage)
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TLDR:
Ardre: Purifier Hero
Target : Land
Damage Type: Burst
Special abilities(s) :
buffs nearby purifier speed and acceleration,
high priority: enemy units are drawn to attacking this unit
Combat role: Battle Tank
Ardre is the toughest tank unit war commander currently has to offer and her cannon is strong enough to 1 shot most onyx units
Sunder: Vindicator Hero
Target : land
Damage Type: area
Special abilities(s) :
Shells add a fire pool to the ground,
buffs the reload of nearby vindicators
Combat role: Class l artillery- ability to fire over walls without a minimum range penalty
this allows him to (with proper aim) damage both buildings walls and spiders simultaneously without the walls becoming to much of an issue.
Burnside: Chaplin hero
Target : land/
Special abilities(s) :
spawns fire in a circle around him,
explodes on death,
Fire-increased damage to buildings
Damage Type: fire
Combat role: Chaplin
Galen: Caretaker hero
Target : Allies
Special abilities(s) :
Crusade talent:
enters an "armor up" state for 5 seconds after being damaged for the first time
Absorption: redirects damage from nearby allies to itself from all nearby allies (including air units)
*3X durability of caretaker
*saves 10% hp lost if the allied target is within 50% of his aura range
Combat role: Sheild
Gives health to your other non-hero sentinel units.
Martin:Envoy hero
Target: Ground units outside of minimum range
Special abilities(s) :
splitting rockets
cryo pools from level 1
Combat role:class 2 artillary
high range and cryo makes envoys difficult for onyx to combat
Tony: Seeker hero
Special abilities: move and shoot
Can target land/air with tech
Role: due to his gold tech giving him long range against ground, and move and shoot and shock ops allowing him to apply shock he can basically perform any role you need him to.
infantry are the weakest link for the sentinels as their artillery play-style and focus on super-weapons doesn't pair well with the nature of infantry
they are however the best in the faction for applying status effects should you have the proper ops active.
Acolyte
Target : land/air
Damage Type: Burst/ fire (with tech)
Abilitie(s):
naturally immune to concussion.
Combat role: Vanguard,
due to their ability to target aircraft being so rare among sentinel troops they are immensly valuable as vanguards for heroes and uniques
Faction specific counter:
due to the implants granted to acolytes by the sentinels they are naturally able to outrun and distract the melee forces of onyx allowing your vehicles to re-position safely .
in groups of 4-6 acolytes can also make a deadly gunline to defend both your base and offensive uniques, they will also be your main defence against wasps.
Sentries
Target: land/Air
Abilities: Gets stronger the more there are
Role: Vanguard
with a group of 5+ can gun down weaker onyx types making them good escorts for higher repair units.
Chaplin
Target : land
Damage Type:Fire
Special abilities(s)
lvl 10+ explodes on death,
Fire-increased damage to buildings and zombies
Combat role: Chaplin/damage sponge
mostly breaking down walls for other sentinel troops to have an easier time getting past a fortified location
*not recommended as more than a light elemental support with shock ops*
2nd strongest branch, the sentinels have the largest verity of vehicles among the factions most of which capable of knocking down a spider quickly but are slow moving targets.
Purifier And Annihilators
Target : Land
Damage Type: Burst
Combat role: Main battle tank
due to being a high priority unit onyx will go after purifiers before other troops granting your other units more freedom in combat however you need to watch to make sure the plasma doesn't gun it down.
Seeker
Target : air/High altitude
Damage Type: Burst
Combat role: dedicated aa
effectively useless in combat against onyx as there are few airborne targets, but can be used as a distraction as it is a high priority unit
Vindicator
Target : land
Damage Type: area
Combat role: Class l artillary- ability to fire over walls without a minimum range penalty
great for taking out static targets at a distance.
Caretaker
Target : Allies
Damage Type: N/A
Special abilities(s) :
Crusade talent: enters an "armor up" state for 5 seconds after being damaged for the first time
/ Absorption: redirects damage from nearby allies to itself
Combat role: Dedicated support,
often paired with uniques and hero units
Bishop
Target:Allies
Damage type: Markerlight (increases damage for allied units against target unit)
Special abilities: many generators to buff allied units
Combat role: support
the air division of the sentinels is the 2nd weakest link for the sentinels faction carried mostly from the esteem earned by their airborne unique
however onyx`s lack of anti air makes them highly valuable in the fight against onyx,
Valient
Target : Land/air
Damage Type: Sustain+burst/ fire (with tech)
Special abilities(s) :
Zealot killer: unit ignores iridium armor.
tracking missiles
Combat role: Arial vanguard/anti infantry air
valients make for great guarding for other seninel air from glowers units as its the most generalistic of the 3
Envoy
Target : Land
Damage Type: area
Special abilities
Combat role: airborne Class ll artillary-long range ability to fire over walls but with a minimum range, elemental support.
great for taking out most turrets from extreme distance, and uses its talents to slow down spiders charging at your gunline.
Best utilized by targeting structures near onyx AA technology and allowing the splash damage to kill the turret while being at a safe distance
The strongest part of the sentinels army, orange tinted unique are synonymous with dominance
Herald
Target : Land/air * with tech *
Damage Type: Large area
Special abilities(s) : High altitude-can only be hit by dedicated aa weapons
Combat role: Superweapon/main air/
* with anti air tech the herald can be used to bypass wasps
Juggernaught
Target : Land
Damage Type: Large area/fire (with tech)
Special abilities(s) : can hit air with splash damage
Combat role: Superweapon/Class 1 artillary
due to its large splash and high damage this unit is great for taking out large clusters of spiders of any size
Prophet
Target:Land
Special abilitie(s) shots penetrate their target and move through the base
Combat role:long range support
best when used with "explosive flechette" to target aggressive defenders as a range boost against target turrets
"the optimist looks up and loses his footing.
the pessimist looks down and loses the path
the strategist looks forward and adjusts accordingly"
with Special ops active Its Electric and Slow mo are big helps
It`s electric: all allied units apply shock
Slow Mo: all allied units apply cryo
Duration: 30 mins if not extended 1 hour if extended)
[table of elements]
"the optimist looks up and loses his footing.
the pessimist looks down and loses the path
the strategist looks forward and adjusts accordingly"
"the optimist looks up and loses his footing.
the pessimist looks down and loses the path
the strategist looks forward and adjusts accordingly"
"the optimist looks up and loses his footing.
the pessimist looks down and loses the path
the strategist looks forward and adjusts accordingly"