Emperor: Battle for Dune
Strategies, Unit Guides, Fun Things to Try

Written by James Simone. Version 1.4
This guide should only be found on GameFAQS, Neoseeker, and 
DLH.net. If you see it anywhere else, be a kind soul and 
report it to me.



1/21/02
I wrote this because there are not too many people out 
there who actually have web pages helping people get better 
at Emperor: Battle for Dune. Even worse, nobody actually 
noted the fact that Emperor was a Real Time Strategy game 
(RTS). See, the general idea I saw everywhere for Emperor 
was: Just build up a lot of spice until you can build a 
huge amount of units to wipe the other player out. Um.... 
hello, that's not STRATEGY! So I set out to write a 
strategy guide for Emperor. If you want me to add 
information, strategy tips, anything, just e-mail me with 
the additions at Jamirus9@bestweb.net. I accept criticism, 
questions, anything except flaming. I would appreciate it 
if people would help with my House Ordos and Harkonnen 
strategy sections. Thanks!

7/28/02
	Whoa! It's been 6 months, and I still haven't finished 
the guide. You can blame a whole host of things- Me seeing 
the first Lord of the Rings movie and becoming completely 
involved with anything Tolkien, Star Wars, and a whole host 
of games: Jedi Knight 2, Battle Realms, X-Wing Alliance, 
Medal of Honor, Zeus...but now I'm back to Emperor to help 
the poor masses of fans searching for help (or maybe I'm 
reading too much into this...hmmm...) 

9/22/02
	My first revision! It took GameFAQS almost two months 
to post my guide, so I had stopped checking in at the 
Emperor site to see if I had gotten posted. All of the 
sudden, I started getting feedback. I checked the site, 
and, voila, there was my guide. Hurrah! Anyhoo, I fixed 
some grammatical errors, and added some tips against Ordos 
human players online: apparently they have better defense 
than I thought... I would also like to note that I will not 
be responding to emails. If you see me add in your tip, or 
fix a mistake of mine, that's about as much satisfaction as 
your going to get. Sorry, but I just don't have time for 
house calls. ("You know our motto, we deliver!")

9/23/02 
	Two revisions in two days! I'm pretty sure this won't 
happen too often...first off, I forgot about my thank-you 
section. I WILL be mentioning people who contribute there: 
that is, if you give me your name. Ben Bacon gets the first 
thank-you other than my original ones. I also fixed some 
more grammatical errors, and added the Atreides defensive 
buildings part, and the special ability. Don't be disturbed 
by my Halo quotes, as I love that game too, and will 
probably add one or more each time I revise. Of course, 
you'll see a lot of other freaky quotes too- ("My life for 
Aiur!")...Or something like that. 

9/25/02
      To my pleasant surprise, I found an email from 
Neoseeker in my inbox today. My guide will now be posted 
there, as well as on GameFAQS. And, thanks to those less 
than kindly people out there who take advantage of people, 
the computer that I use to check my mail now has yet 
ANOTHER virus on it. Yes, that's right, we already had one, 
and we can't seem to get that one out either. I may not be 
updating for some time, as I may need to reinstall my OS. 
So, you nasty, malicious people, are you satisfied? 

10/4/02
	October...another month gone by. As you can see, another 
site offered to host my guide. Hope all you German fans 
send me some good tips...

12/25/02
	An update on Christmas? What's wrong with me? Anyhoo, 
Dan D sent me several questions about Ornithopters the 
other day...I've updated the thank-you's section, and the 
Ornithopter section in the Atreides Unit Guide.   

Chapter 1: General Strategies, Tips, and Things You Should 
Know

      First off, things you should know. If you read the 
booklet that comes with the game, you'll see on the first 
page the hot keys. You should either write these down or 
memorize them (I have a Microsoft Strategic Commander, so I 
just assigned the important commands to the buttons.) Among 
the most important are:
 R- retreat to base with selected units 
 D- for quick deploying with large amounts of deployable 
units
 X- scattering infantry when they're about to be run over 
is a good idea
 T- for selecting all of the selected type (hit once for 
onscreen, twice for all of those units on the map)

	Believe me, those will help. Everything else you can 
do with the mouse. So, some general strategies for all the 
houses, and then some specific ones. 

Never forget your infantry! In Dune 2000, as soon as you 
got vehicles, the infantry were forgotten. In Emperor, 
however, infantry are the life force of the game. Now, 
every house has what I like to call "special infantry," and 
these are usually the ones that you want to use. For 
Atreides, there is the sniper and the Kindjal. Harkonnen 
has only the flame-thrower because they also have a 
specialty vehicle (inkvine catapult) . The Ordos have the 
Saboteur and the Mortar Infantry. All of these can be used 
to your advantage. How to use them-

Atreides- Put the Snipers and Kindjal along the ridges 
leading to the entrance, and then some near the entrance 
itself. If you have a decent position, your infantry can 
finish off the enemy before they even get to the entrance! 
Or, stick them in trenches and infantry rock along the way 
to the enemies so you can completely block assaults to 
begin with.

Harkonnen- well, flame-throwers don't have long range, but 
they're the only infantry who can survive a sniper shot, 
and one burst of flame can wipe out scores of infantry. I 
guess the best use for them is to back up assault tanks 
during raids.

Ordos- The saboteur used to be able to cloak, but I don't 
know if they do now. The best thing about them is well, 
their explosions! It does tons of damage to buildings, 
although mobile deploying is a bit harder. The mortar 
infantry's long range makes them useful in the same way as 
snipers. Stick them in ridges and infantry rock.

	At this point, see, I saw my problem. I know too much 
about  
Atreides! Sure, I know a little about the Harkonnen from 
all the time I've spent fighting them, but Ordos I'm 
clueless about. So I'm asking for support for my House 
Ordos and Harkonnen chapters. Please help me!

   
Chapter 2: Atreides

House Atreides has several advantages over the other 
houses:

1.Excellent defense, held up by admirable infantry and 
repair vehicles to ensure your vehicles won't get killed.

2. Veteran infantry (Level 3) can reenter the barracks so 
the next guys who come out of the barracks of the same type 
will be at the next level. Send three of the same unit type 
in so you begin with Level 3 units from that infantry type. 

	Of course, there are also very special strategies 
specific to Atreides. My personal favorite strategy is what 
I've dubbed "The Mongoose Strafe." It's really very simple, 
but works like a charm. Please note though that this is a 
great strategy against Harkonnen, it doesn't work as well 
against the Ordos because the laser tanks are fast and can 
fire on the move. Okay, here it is: find the enemy's base. 
Get about six to ten mongooses lined up in front of it. 
Then, get a couple of infantry to lure some of the enemy 
vehicles over to the mongooses. As soon as the enemy 
vehicles get more interested in the mongooses than whatever 
the bait was, let the mongooses get off a couple of shots, 
then hit R. That will make them retreat to your base. 
However, the mongooses can fire on the move. If you're 
playing against the Harkonnen, as soon as their stupid 
assault tanks and whatever else gets into range, they'll be 
blasted by many, many mongoose missiles. Ordos is harder 
because their laser tanks have the same abilities (the 
mongooses do have range advantage, which is why I don't 
completely discourage this tactic against the Ordos, and of 
course I don't suggest it for Ordos because the laser tanks 
are too fast for firing on the move: They would completely 
outrun the enemy.)
  

Anyhow, that works, and my friends like it. 
	There are two other things to keep in mind with 
Atreides- height advantage, and veteran infantry. Put 
simply height advantage raises a given units range, power, 
and defense. There are three types of height advantage 
(Level 1, 2, 3) indicated by those red chevron thingies on 
the side of a selected unit. You can get level 1 height 
advantage by placing your units in trenches (now isn't that 
odd? I mean, aren't trenches below ground?) Level 2 height 
advantage is obtainable by putting infantry in infantry 
rock. There are also other types of infantry cover, which 
give your units height advantage. There's that stone tower 
ramp thing in Atreides level three if you pick hole-in-the-
rock (I think that was the level) right near the Ordos base 
where you can set up mongooses and snipers (mongooses will 
only fit on the ramps though, everything else is infantry 
cover. Also, there are those picket mounds in some levels: 
these are infantry cover too. I think that's about it for 
infantry cover. One of the best things to remember about 
height advantage is shown in the third-to-last mission, 
where you're on the Harkonnen home world. I'm pretty sure 
the map is the same every time...but maybe it's not. Anyhoo, 
in my map, there was a little ridge that jutted out near 
the east entrance to my base. I placed some snipers there, 
with a mongooses and missile turret for punch. The snipers 
leveled up slowly enough, but once they hit level three, I 
brought three back to the barracks. After that, I had about 
ten cloaked snipers on that ridge. Let's just say no 
infantry ever challenged the front of the base, and even 
some vehicles got heavily damaged: Yes, that's how far 
their range was extended. I almost cried it was so 
beautiful.
	Here's another little tip you'll find handy when 
facing off against Ordos- Ornithopters. Let's put it this 
way- Ordos has ONE unit that can fire on air units- AA 
infantry, and they're not even that good! Ornithopters can 
help in a lot of ways- clearing defensive emplacements- 
taking out the Construction Yard, Factory, and Barracks, 
and of course hunting down strike forces. In any level 
where you are up against Ordos, consider getting some 
Ornithopters to take out the Construction Yard, Factory, 
and Barracks (in that order.) If you do that, the computer 
(or human) is pretty much defenseless: You can't live on 
reinforcement's forever. The other two methods are useful 
too, especially when you have some Fremen Warriors handy to 
take out nearby AA troopers. In fact, I believe that Fremen 
raids go hand in hand with Ornithopter strikes. And 
wouldn't it be nice if you could take out those pesky 
Kobras before they get to your base?  Unfortunately, 
nothing is perfect: Ornithopters have the tendency to 
return to your base after firing off missiles. To get them 
to fire off their whole load, you will often find yourself 
clicking repeatedly on the target so that they listen. Well 
I guess you can't have everything.
	Now, for another one of my favorites: Controlling the 
Spice. Don't let the fancy name throw you off, this one's 
simple. So simple the computer uses it against you to great 
effect, and the only thing you do is build another 
harvester! Bah! Strike back! Find where the enemy is 
harvesting their spice, and set off. Obviously, you will 
need some Mongooses- yes, shooting down the carryalls help. 
For that matter, you might want to include some Air Drones. 
Now, you can usually expect even the computer to try and 
destroy your units, so you will also need some defense. 
Minotaurus', Kindjal and Snipers will fill that gap, 
although once again, your results may vary, so try to mix 
different units in. Usually near spice fields there is some 
infantry cover, and that's exactly where you'll want your 
infantry to go. Scout ahead with Fremen, then put your 
troops into action with formation move. Well, what are you 
waiting for? Load up those APC's, soldier! You must 
remember, however, that unlike you, the computer isn't 
(that) stupid, and if there is another spice field 
available, it may run there. You may need to spread out a 
bit, or use two different groups to cover the spice fields.
	Before we get to the last trick, I'd like to put in a 
few different things that can help you, and are fun to try. 
My favorite is the APC defense. If you are playing online, 
this is perhaps the most fun thing to do. Get about 6 or 7 
APC's near the front of your base. Situate them so they can 
ambush any enemy groups, then turn off guard mode. When the 
enemy comes calling, wait for them to get to the required 
point, and then turn on guard mode. You might say this is 
pointless, since the odds of destroying anything other than 
the occasional infantry unit, but you'd be wrong. Against a 
computer, this is only mildly disconcerting, although you 
can use the distraction as a way to buy time as you 
scramble units for defense. Against a human, however, it's 
a whale of a different story. This can throw even the most 
hardcore player into confusion, and although our APC's will 
still be exterminated, if you have Kindjal and Minotaurus', 
you can pick off a whole lot of units with minimal damage 
to your actual defenses. Another great thing to do is to 
airlift a repair vehicle and mongoose (or Minotaurus) to 
cliffs that the enemy would be only able to reach via air. 
If this cliff is along a path that the enemy uses often, 
you often get the satisfaction of watching your unit pick 
off other units with no actual damage to itself. Of course, 
there are some tricky line of site problems on some cliffs, 
where it looks like your unit should be able to hit 
something, but it can't. This is especially useful if you 
can also airlift an APC with Fremen Warriors and the like. 
Unfortunately, don't think that you're the only person who 
can do this. In one of the levels against the Harkonnen, I 
had the unfortunate chance to meet up with two missile 
tanks up on a cliff. Before my mongooses and whatnot could 
get close enough, all the good units were already 
destroyed. That is also an advantage for you, though- 
Cliffs increase the range of your unit a bit, but the real 
boon is on the defensive- units have to get really close to 
the cliff to even fire at you. Last but not least, slowly 
inch some APC's into your opponent's base...loaded with 
Fremen! Mass chaos guaranteed!       
      Finally, an old classic that many players figured out, 
but I thought I must include- The Advanced Carryall Strike. 
Heard of it? Maybe you have. If not, here's how it 
goes...once you get to a mission that let's you build 
Advanced Carryalls, build about six of them, then start 
training 10 engineers, 2 APC's, and four vehicles of your 
choice (at least one Minotaurus) Then, assign the Carryalls 
numbers 1-6, then have them pick up the APC's (with the 
engineers in them) and the vehicles. Now, go to the place 
you want to strike. My personal favorite is deep in the 
enemy base. Then rapidly hit 1, left click, then 2, left 
click, etc...until you finally have all six carryalls heading 
towards their base. You might want to have them move to a 
spot that's guaranteed not to get the Carryalls shot by 
turrets first, though. Once your units are dropped in, make 
the engineers run to the construction yard, and factory, 
having the other units back them up. If you get these two 
buildings, it's all over! This works very well with Hawk 
Strike, since you can easily capture buildings if there are 
only turrets to defend the base. Keep in mind, if the 
defense is light, and you capture the construction yard, 
that before you sell it (which is the logical thing to do) 
you should build a factory, or barracks. There's nothing 
more satisfying than using Devastators against the 
Harkonnen.   

	Of course, successful offense is one thing, but what 
if you're the defensive type? Well, defense is much easier 
than offense...or is it? Well, for Atreides, defense is 
easier to set up. Start off quickly by building snipers, 
then upgrading your barracks for Kindjal. As I said before, 
stick them along the ridges heading towards the usually two 
entrances to your base. Then, start building mongooses. 
Once you have a decent unit defense, you should build a 
couple of wind traps, and then some Machinegun Posts. After 
you upgrade your Construction Yard, build Rocket Turrets to 
help out your Kindjal and Snipers, and then a couple at the 
entrances to your base. You shouldn't build too many rocket 
turrets, however, because you'll waste room on wind traps 
for power. It's very easy to get sidetracked in the 
beginning by building Machinegun Posts, but I only 
recommend several of them at entrances where infantry raids 
are inevitable. Because of their short range, Rocket 
Turrets, and/or units behind them must back them up. 
(putting the units in front of the Machinegun post would 
negate the use of them since the units will kill the 
infantry first)  Other than these fixed points, use you own 
strategies for defense, but try not to use more than two 
defensive strategies at the same time: i.e.- You want your 
infantry to cover the ridges, but then your also sticking 
light infantry in infantry cover around your base to harass 
units who get to close, while heavily defending the main 
entrance to your base...does anyone else see how pointless 
(and how many units you would lose) that this is? Try to 
have several strategies to use for defense, then use them 
accordingly per level or mission, choosing ones that will 
help you use your surroundings to your advantage. Of 
course, the trick to some missions is not to defend your 
base, but your opponent's base. This works well with 
missions with the Fremen (if you're allied) because they're 
cloaked. I once found two trenches located conveniently at 
the two entrances to the computers base. I stuck 20 Fremen 
(mostly Warriors, maybe 8 Fedaykin) per trench. The Warrior 
would take care of the infantry, while Fedaykin handled 
vehicles. I held off entire assaults that would have 
leveled my base! However, conditions have to be pretty good 
for defensive things like this to work, 
	However, defense may be intimidating to newbies, even 
on easy mode, because if you decide to bulk up on your 
defensive strength, the computer will use the only strategy 
it can- periodic medium assaults that will annoy the heck 
out of you because these assaults generally aren't aimed at 
your destruction, they're just done to weaken your 
defenses. The computer uses these assaults to postpone your 
actual discovery of their base, or to stop you from bulking 
up on units for attack. This works because instead of 
retaliating at a computer's attack, players begin to 
rebuild their defense. And this pattern happens over and 
over again until in a normal game you have built up enough 
units to pour forth from your base and completely wipe out 
the computer. Once again going back to my original 
point...that's not strategy. The thing with Emperor is that 
it's one of the first games to use free-form computer 
thinking. In Dune2000, you could play a game once, then 
restart it, and know exactly what was coming. In Emperor, 
every game is different. The computer actually "thinks" 
about what to do, depending upon what their scouts find you 
doing. Unless you're really, really bad at exploring, you 
will notice many scouts trying to get into your base, or 
near it. The computer will then decide on a course of 
action, depending on what the scouts find you doing. 
	
Atreides Vs. Harkonnen, Atreides Vs. Ordos, General Tips, 
and Unit Guide
      Using information like this, you should be careful not 
to let yourself gather offensive strike units near the 
front of your base. If scouts see that, the computer will 
gather a task force large enough to damage or destroy your 
attack units at the front of your base. Or, if you're 
against anything but Atreides, you might here that voice 
say "Missile Launch detected," or even worse "Chaos 
Lightning detected". Chaos Lightning is worse in my 
opinion, since it affects turrets, although it's not like a 
missile wouldn't destroy the turrets anyway. If this 
happens, then its back to repair and rebuild. Keep your 
units in your base until the moment you are actually ready 
to spew forth. Then, especially if you are attacking with 
more than one unit type, you may want to use formation move 
(hold J while telling selected units to move) so that the 
units will pace themselves to the slowest unit in your 
group. While this sounds stupid, consider this:
If you were to mount a light sandbike and mongoose assault 
on the enemy's base, and you needed this attack to be 
precisely timed in order for it to work, which would you 
prefer?
1.	Having the sandbikes arrive first and get blown to 
smithereens by laser tanks/assault tanks...or
2.	 Using formation move so the sandbikes formed a 
protective escort around the mongooses, and arriving 
at the enemy base at the same exact time to wreak some 
havoc. 
I pray you chose number two............ anyway, moving on. The 
Waypoint Command, another new addition, is also very 
helpful. Or, maybe not. By using the waypoint mode, you 
can set up your own patrol lines for your units. This is 
more useful with vehicles then infantry, but some people 
don't like it, because the paths get bogged down when 
using more than one different types of units are in one. 
However, when you just use one unit type, waypoints 
become a viable option, especially with mongooses, 
because the fact that they're moving greatly augments 
their abilities: firing on the move is once again 
helpful. 
	Now, I'll lay down some stuff for Atreides vs. 
Harkonnen. First of all, let's point out your advantages- 
The only unit that can fire on the move for Harkonnen is 
the Devastator, and that's only the tiny missile 
launcher, so hit and fade attacks are quite useful. 
Secondly, you've got the range that Harkonnen doesn't, 
seeing as how only the Missile launcher and Inkvine 
catapult have long ranges. Unfortunately, these two units 
make up for everything. Level three Inkvine catapults 
have a range that should be illegal in all states other 
than Nebraska, and level three missile tanks can take 
down a mongoose in a single salvo. So, what do you do? My 
friend came up with an excellent strategy for taking out 
Inkvines, and the best thing is, you only need one 
mongoose! Simply get the mongoose in range, than start 
ordering him to move left to right, right to left. Your 
mongoose will be able to easily hit the Inkvine, since it 
can fire on the move, but the Inkvine won't be able to 
hit the mongoose since it's little toxic canisters don't 
home. Haha! For missile tanks, remember that they have 
VERY light armor. Hit it hard while it's still moving, 
and chances are it will be overkill. The rest of 
Harkonnen units aren't really that hard to deal with, 
although you should watch out for flamethrower infantry. 
They can survive a sniper shot, and can wipe out a ton of 
infantry units with one burst of flame. The same applies 
to the flame tank. Also, watch out for Buzzsaws when you 
play against human players, as they will likely try to 
ruin your spice. I find that the Harkonnen computer is a 
bit more aggressive than Ordos, so watch out. 
Fortunately, you also have time as your advantage- many 
units for the Harkonnen take a long time to build, so you 
can be sure to do a good amount of damage to them if you 
strike right after they do. Lastly, watch out for the Gun 
Turret- it does way too much damage in too little time. 
	
   
   Ah, Atreides against Ordos...life is good. Ordos lack a 
lot of things, including offensive punch. Oh sure, 
they've got cool APC's but that's about it. Their two 
most dangerous units are the Laser tank and Kobra. I'll 
make it clear now- I hate Kobras! They make my blood boil 
when they attack right outside of your unit's range. When 
you are hit with Kobra's, hit back hard with Sonic tanks 
and Minotaurus', and quickly. Often if you aren't quick 
with the mouse, most of your infantry will be dead before 
you can strike a blow. Most infuriating is there is a 
difference between your unit's range and their automatic 
defensive strike back thingy. Minotaurus' CAN hit Kobras 
if the Kobras can hit your units, but unless you order 
them too, they won't. Laser tanks are thankfully much 
easier to handle. Oh sure they're fast, and if you're 
defense isn't watertight, you'll often see them blow by 
firing at your defensive units, then wreaking havoc in 
you base because you forgot to put at least one Rocket 
turret near your construction yard. Thankfully, they have 
many shortcomings, which s why they're so easy to handle- 
long recharge rate for firing, can't run over infantry, 
ineffective against infantry...a couple of Kindjal will 
send these babies running home whimpering, if they're not 
blasted to bits. Plus, Ordos has a huge weakness that is 
only slightly exploitable in other Houses. You see, when 
you do enough damage to an Atreides or Harkonnen, they 
slow down a bit. If you do enough damage to an Ordos 
unit, they will slow down A LOT!! If an Ordos unit 
becomes critically damaged, and attempts to run, it most 
likely won't get far. You may have wondered why I haven't 
listed the Deviator as a fearsome unit. It's really quite 
simple why I didn't- Deviator's have so little armor and 
range, that if they actually got close enough to fire a 
missile at one of your units, you should be ashamed and 
rethink your defensive strategy. Remember to use 
Ornithopters to great affect, and remember that Ordos's 
defensive structures suck. However, here, do to some 
requests I'm getting, I will address the problems people 
are having getting into a heavily defended Ordos base. 
Yes, with Kobras, Mortar infantry, and so on it can be 
tricky. But, have you ever tried to mix it up a bit? 
Which allies do you have? Fremen/ Sardaukar or Fremen/ 
Guild are the best two combinations for Ordos. Fremen is 
pretty self-explanatory: there is nothing more satisfying 
than watching those frickin smarmy "Well I've got a 
longer range than you," Kobras being blown to bits by 
invisible Fremen Fedaykin commandos. The Sardaukar are 
also a fine choice, because their heavy armor allows them 
to get close enough to most units to fire. The Elite 
shouldn't be used to extensively: they take to long to 
build, and a mongoose is better for what you get. As for 
The Guild, teleport their tanks into the base, then, 
while the player is distracted, fly in some units, or 
parade some Fremen in...works every time! If you don't play 
with those allies, sucks to be you! No wait, only 
kidding. Just airlift some units, soldier. Take it to a 
higher level. Or, if you're forced to wait, level up some 
snipers and Kindjal, then start sabotaging their spice. 
Reinforce their spice fields with fully upgraded snipers 
and Kindjal, and toss in some Minotaurus' and Mongooses 
for good measure ("and if you throw in a pinch of salt...") 
That's right, classic siege techniques! Starve those 
Ordos rats out of their holes.  


Unit Guide

Scout- well, there's not much to say about the scout. 
They move very fast, and have a huge line of site. When 
not moving, or just moving a few steps, they are 
camouflaged. How can you tell if by moving a unit that 
has only temporary camouflage will reveal it? There will 
be a little white revolving ring on the inside of the 
cursor. If it disappears, then the unit cannot move there 
and still stay camouflaged. If it stays, you can move 
there in camouflage. Being to close to an enemy unit also 
breaks camouflage.

  Light Infantry- Light Infantry will definitively be the 
least used unit that you have. They are effective against 
infantry, but even the damage there is minimal. Don't 
even think about using these guys for vehicles. They're.... 
not good at all, to put it nicely. In any case where you 
would consider using Light Infantry, use Snipers instead. 

Sniper- Ah, the Atreides sniper: a jewel among infantry. 
For starters, let's just say that these guys have the 
longest range of any infantry. Secondly, other than the 
Flamethrower Infantry, their shots are one hit infantry 
killers. Unfortunately, they are very ineffective against 
vehicles. Snipers move fast enough, but reload slowly. It 
must be noted that when Snipers level up to level three, 
they become camouflaged. Stick them in infantry rock and 
ledges to improve range, and there you have it, a one man 
infantry wonder. 

Kindjal Infantry- When you look at your basic Kindjal, 
you see an overly expensive, slow unit, armed only with a 
pistol wearing a sign that says "Some Assembly Required." 
Then, you deploy him, and you see how good life gets. 
When deployed, Kindjal use a long-range mortar to shell 
incoming enemies. Extremely effective against vehicles, 
they are the vice-versa of snipers, as they are 
ineffective against infantry. Like snipers, they enjoy 
being deployed in large groups in near infantry rock or 
on ledges. 

Engineer- The Atreides Engineer is a very straightforward 
unit. Select him, and then click on enemy building. When 
he gets close enough, he will capture it and paint it the 
lovely Atreides blue. Unfortunately, he isn't the fastest 
unit, and certainly doesn't have the best defense. A 
little known fact about engineers is that for a cost, you 
can repair a building very quickly: just select him, and 
click on a damaged building. It will repair much faster 
than using the repair button, and since you can do both 
at the same time, you can make life easier for yourself. 
Keep one handy around turrets. 

MCV- well now, here's another straightforward unit. 
Deploy an MCV, and it turns into a Construction Yard. 
Select a Construction Yard, and tell it to move, and it 
changes back into an MCV. Wow! It's just like those 
transformer toys...I think. MCV's are slow, but heavily 
armored. An interesting thing to do is to airlift an MCV 
behind enemy lines. Hide it where you can deploy it, and 
use it if you need it.

Harvester- Wahoo! Automated resource gathering! 
Harvesters are SLOW, but heavily, heavily armored. Even 
concentrated armor from something effective against 
vehicles doesn't stand a chance if you repair the thing 
from time to time. 

Sand Bike- Sank Bikes are underrated, and they shouldn't 
be. They are very effective against infantry, and are 
very fast. They sacrifice armor for that speed though, so 
don't think twice about running when you see more than a 
couple units. Sand Bikes are great for rousing the 
enemies defensive force- perform a hit and fade maneuver 
right back to your forces. Works wonders against those 
pesky Laser Tanks!

Mongoose- Ah, the mongoose. When compared to the sand 
bike, mongooses seem slow, but they really have a 
respectable speed. Although they don't have much armor, 
they have three things that count: They are effective 
against vehicles, they can fire on air units, and the 
360-degree rotating turret can fire on the move. Go 
mongooses! 

APC- The Atreides APC is your standard ho-hum infantry 
transporter. These little guys are suicidal to the nth 
degree, sometimes sensing units like the Kobra that most 
units wouldn't fire on even if they could see it, and 
rushing to their doom. Turning off guard mode helps a 
lot, making these little guys into your favorite infantry 
friend. However, they are armed with only a light machine 
gun that does next to nothing, so always consider staying 
in camouflage rather than attacking. APC's can hold up to 
five infantry units. Plus these things scurry along real 
fast.

Minotarus- If the Mongoose is the Kindjal of the vehicle 
world, then the Minotaurus is the Sniper. Those four 
shots are extremely deadly to infantry, and do a huge 
amount of splash damage. The Minotaurus is okey-dokey 
against vehicles, but really shines against buildings, 
leveling small ones in one four-round burst. They have a 
huge range, and the reload rate is just right. Plus, they 
can swivel up to 90 degrees left and right...what a pity 
with a feature like this that they can't fire on the 
move. Unfortunately, Minotaurus' pay the price: they are 
EXTREMELY slow! I will also note that I have been getting 
some requests about the Minotarus, Kindjal, and Sniper 
combo. Apparently, some of you think that Minotaurus' are 
also the ultimate defensive weapon when used in groups. 
Okay, you're right, I forgot to mention that.

Repair Vehicle- Haha Harkonnen! Sure, Ordos units "Heal" 
naturally over time, but Atreides one-ups even them with 
the repair vehicle. Sure, these dudes have very little 
armor on and often die quickly. But nobody cares since 
using the buddy system makes sure they stay around. Two 
repair vehicles supporting a mongoose can hold out for a 
long time, fixing each other and the mongoose. They 
repair at a great rate, and are pretty fast. Now if only 
they didn't take so long to build...

Sonic Tank- The Atreides' signature unit since Dune2000, 
the Sonic Tank really is a great unit. Put simply, you 
can see the Sonic Tank's power: if this shot connects 
with infantry, they're dead. D-E-A-D! Also, because 
usually the infantry come running along one at a time, 
single file, you can kill about four of them, possibly 
five, with one shot, since the sonic blast goes a long 
way. The Sonic Tank is also very affective against 
vehicles, and at level three, they take the Devastation 
out of the Devastator- they have a huge at level three, 
and do so much damage, they can destroy an Inkvine 
Catapult (and many other vehicles) in one spectacular 
sonic blast. Plus, they fire at a great rate, and move 
quickly enough for a unit this powerful. The only 
drawback is minor- Sonic Tanks only have medium armor. 

Carryall and Advanced Carryall- The carryall is pretty 
basic: you get one carryall and one harvester with each 
refinery and refinery ramp you build. You can build more 
at the Hangar. They have only medium armor, so watch out! 
Yeah, yeah, all the regular carryalls do is ferry 
harvester to spice fields and back, but Advanced 
Carryalls make up for the Carryall name. They have a lot 
of armor, are even faster than carryalls, and can pick up 
any vehicle! All right! 

Ornithopter- Ornithopters are fast, and carry missiles 
that do an okay amount of damage (alright, yes, you're 
probable going to need a swarm of them to get anything 
done...) They can't fire on air units, but hey, lets not be 
picky. I prefer the speed to the air superiority, but I 
think they could have gotten better armor. Of course, if 
an Ornithopter goes up against a missile tank, you could 
always have it out fly the missiles. When you tell 
Ornithopters to attack, they will fly with all speed 
towards the target, unleashing missiles as soon as they 
get close. Yes, Ornithopters can fire on the move, but it 
is hard to get them to do this once they get to the 
target, as they switch to hovering. Once they have only 
about four missiles left (they hold sixteen) they will 
streak back to your base, and cluster around a landing 
pad...what a pity they don't rearm automatically. To make 
them fire all missiles, you must re-click on the target 
when they turn to flee. And by request, let me simplify 
things- you will have to click on each one of the 
ornithopters and manually tell them to rearm, unless you 
already had them in a ctrl group- but having 30 
ornithopters rearm at one landing pad isn't pretty, so 
either way you go about doing it, rearming ornithopters 
is tuff.

Air Drone- Air Drones are right for the price- they are 
insanely fast, fire powerful missiles at airborne 
targets, and go into an automatic Circle the Target mode 
after they arrive where you tell them to go. Once again, 
I would wish for more armor.

      Atreides Defensive Buildings, and Special Ability

Machinegun Post- The Gatling Gun, as I call it, has a 
short range, but can be useful. It fires really fast, and 
deals plenty of damage to infantry. Watch out for 
vehicles though, as the Gatling Gun just doesn't have the 
range or power needed to destroy armored vehicles. The 
armor is pretty light too. 

Rocket Turret- the Atreides Rocket Turret is everything 
the Machinegun Post wants to be. It can fire on air 
units, deals plenty of damage to vehicles, has a much 
longer range...but isn't that good against infantry. Oh 
well. I would classify the armor as medium.

Hawk Strike- When you build the Atreides Palace, 
providing you have enough power, the hawk strike will 
start charging. View its progress in your vehicles 
building tab. You can fire it anywhere you can see on the 
map, and it causes all enemy units to flee for the map 
borders, never to be seen again if they cross it. This 
makes a great distraction for attacking someone's base, 
or for defensive purposes. Watch those suckers flee! ("We 
have to put the fear of GOD in them, men!")   

Harkonnen Strategy

Coming soon (hopefully!)




Ordos Strategy

Coming soon (hopefully)



Credits!

This walkthrough was made by James Simone. I'd like to 
thank all my friends, especially AJ Delpup for all their 
advice and hard work on different strategies especially on 
the Inkvine catapults: thanks, they were annoying! 
Hopefully there will be more thank-you's here soon enough 
when I get some feedback. Here are the thank yous: Ben 
Bacon, Dan D. 

Thanks GameFAQS!!