THE GREAT HOST
The Illuminate invasion fleet, constructed in secret behind the veil of the Meridian Wormhole. It is headed for Super Earth itself.
TACTICAL BRIEF
• The Great Host enemies fill certain niches within the Illuminate roster, threatening Helldivers with dangers from heavies, long-range attacks, and aerial strafing runs. Similarly to other Illuminate enemies, Helldivers must keep moving to prevent being targeted and killed.
• Fleshmobs Fleshmobs are massive lumbering tanks that will charge Helldivers in unstoppable attacks. Prioritizing them ensures that Helldivers will not get charged and crushed when they turn and thrash their arms around.
• High DPS weaponry are ideal in eliminating them despite being vulnerable to all attacks. AC-8 Autocannon flak rounds or StA-X3 W.A.S.P. Launcher micro-missiles are also highly effective at killing them.
• Crescent Overseers These Overseers use long-ranged attacks via plasma mortar shots, and will only engage Helldivers at a distance. Finding them and eliminating them is highly encouraged.
• Helldivers should be cautious as they are capable of more direct-fire approaches, with them angling their weapon downwards to shoot at Helldivers.
• Due to their slower movement speed, they are incapable of quickly repositioning if you get close to them.
• Illuminate Overship These cannot be destroyed by Helldiver small arms fire or stratagems. They can only be destroyed by the Super Earth Orbital Defense Cannon.
• The Overship's shield can be destroyed by small arms, allowing Helldivers to lower the amount of rounds needed to destroy it.
• Leviathan These massive enemies patrol the Mega Cities and will fire upon any Helldivers they see. (indicated by a spotlight)
• Despite their massive size, they can be ignored as their fire can be blocked by the surround buildings.
• To effectively eliminate them, AT weaponry is highly encouraged to minimize the amount of rounds being shot at it
• Stingray This agile fighter plane will highlight a line and straf it with plasma weaponry, killing any Helldiver caught within it. Due to its quick nature, the only time it slows down to be shot at is when it is prepare and making its strafing run.
• Helldivers should stay clear of these strafing runs, and destroy the vehicle with weapons at least medium penetration.
• Due to its speed, slower projectile weapons are discouraged as the shots may not reach its target before it speed up and leave the immediate combat area.