Strike Forces are compositions of units that are able to move freely in the world map. Strike Forces are denoted by a diamond icon on the world map containing the relevant subfaction insignia, with a number of extra corners according to the size of the Strike Force (1-light, 2-medium, 3-heavy, 4-ultraheavy). Upon selection, a circumference indicating the unit's area of influence and interaction/movement range is displayed, each sharing the house color of the primary faction.
Official strike forces used by all sides are listed below, including notes on their respective compositions and credit/point costs. Note that they are ordered based from what is shown in-game. For the sake of convenience, strike forces with italics are those built by the AI, while those with bold text are those that are created via support powers.
Strike force construction
Players are able to make any strike force they want, but the maximum limit is 50 points. More information on the units' point cost is shown below:
Infantry cost 1 point
Tier 1 vehicles cost 2 points
Tier 2 vehicles cost 2 or 3 points
Tier 3 vehicles cost 3 or 4 points
MCVs and Drone Ships cost 4 points
Walkers cost 4 or 5 points
Epic units cost 20 points
Depending on the size of the Strike Force, an extra initial cost will be included in the construction of the Strike Force. These are the following:
Light - 500 credits
Medium - 1000 credits
Heavy - 2000 credits
Ultra Heavy - 3000 credits
Strike force abilities
Commanders are able to issue the following orders after a Strike Force is selected in the Action Phase. These orders can be manually cancelled and changed as needed. If execution of the cancelled order included a credit cost, this is immediately refunded in full.
Move - Moves to the desired location. The Area of Influence of the Strike Force indicates how far it can travel in one turn. Markers will appear in the waypoint path that shows how many turns is needed to complete the Move order.
Attack - Moves to the targeted enemy Strike Force or Base. The Strike Force will chase the targeted enemy Strike Force until it is within range. Follows the same rules as a regular move command.
Build Base - Allows the Strike Force to build a Tier 1 Base on the world map, as long as the Strike Force has an MCV or a Drone Ship. The Base will be completed in the next turn. The constructed Base will always be a vanilla faction, no matter the subfaction of the Strike Force. Building a Base costs 8000 credits (6000 for Nod), and the MCV/Drone Ship will be lost in the process.
Upgrade Strike Force - Provides the Strike Force with all possible upgrades in a Real-Time battle (e.g. Tiberium Infusion and Confessor upgrade for a Strike Force composed of vanilla Nod basic infantry). The Strike Force must be within the Area of Influence of a Tier 3 Base. Upgrading a Strike Force costs 4000 credits (2000 for Scrin). Note that a Strike Force can be upgraded even if the units in the Strike Force has no upgrades at all (e.g. a Strike Force with only Avatar Warmechs), which is a waste of resources.
Repair Strike Force - Damaged Strike Forces can be repaired, filling up all missing units in the next turn. Repairing a Strike Force costs 3000 credits (4000 for Scrin) , and the Strike Force must be within a friendly Base's Area of Influence.
Transport - Allows a strike force to travel long distances instantly in a single turn. Highlights all possible destinations when selected. Transporting a Strike Force costs 1000 credits.
Airlift Move - Allows fast travel between Tier 2-3 Bases. The Strike Force must be within the Area of Influence of a Tier 2 or Tier 3 Base.
Port Move (GDI/Nod only) - Allows fast travel from one City port to another. Cities with Ports will have an anchor icon in the world map.
Wormhole Move (Scrin only) - Allows fast travel from one Wormhole point to another. Unlike in normal gameplay, only Scrin forces can travel through a Wormhole.
Aggressive Stance - Allows the Strike Force to engage any enemy Base or Strike Force within its Area of Influence until ordered otherwise. This is useful for holding a certain location.
Decommission - Removes the strike force from the world map, and refunding part of their worth instantly. Strike Forces summoned through support powers do not get refunded.
Strike Force passive interactions
Every turn, a Strike Force passively affects the global map; it can either influence Population, Unrest, or Tiberium Level.
Scrin Strike Forces have the most negative impact on Population Level. Note that a City's maximum Population Level is 1000.
Nod Ultra Heavy: +0.1
Scrin Light: -50
Scrin Medium and Heavy: -100
Scrin Ultra Heavy: -500
Nod Strike Forces have the most positive impact on Unrest Level. Note that a City's maximum Unrest Level is 100.
Nod Ultra Heavy: +33
Nod Light, Medium and Heavy: +10
GDI Light and Heavy: -3
GDI Medium and Ultra Heavy: -5
GDI Strike Forces have the most impact on Tiberium Level.
GDI Ultra Heavy: -250
Strategic Strike Force
A strike force that includes an Epic Unit is a Strategic Strike Force, which have the most impact in the global map for passive abilities.
MARV: Converts Tiberium into resources like a friendly Base, so a GDI Strike Force with a MARV is able to gather a maximum of 250 credits per turn.
Redeemer: Reduces Unrest in nearby cities significantly. A Nod Strike Force with a Redeemer is able to raise a City's Unrest to full level in 3 turns if the City had no Unrest initially.
In addition, this Strike Force is the only one that can positively affect city population in the global map; while the number is insignificant, this allows Nod to revive a city's population destroyed by the Scrin without the need of a Base, while also contributing to Nod's alternate victory condition.
Eradicator Hexapod: Converts Population to resources like a Scrin Base, so a Scrin Strike Force with an Eradicator is able to gather a maximum of 500 credits per turn, and completely empty a city with full Population in 2 turns.