The site of intense Imperial-era mining, the Hyperion mountain range bears the huge scars of massive excavation and strip-mining endeavors. Even millennia later, the gashes in the landscape are clear.
The Hyperion Peaks jut up from the arid expanse of the central desert, forming a barrier with the deep jungles of the Green Coast to the south. Old mines and quarries dot the barren northern slopes, while several rivers flow from the southern foothills into the jungle.
- +50 Planetary Requisition
- Forward Base
This map plays out vastly different from any of the others.
You have no base, no buildings and no way of replacing lost units, making micromanagement a vital part of your game plan. You will very likely want to leave this map alone until you have quite a number of your Honor Guards to bring with you, you will DEFINITELY need the extra manpower especially on the harder difficulty settings. You can Reinforce existing squads for a requisition/energy cost (Energy only for the Necrons) but not build brand new squads, and you have no capacity for Energy generation whatsoever. You are given a decent initial quantity at the start but that is it for the entire duration of the map, so choose every expenditure wisely.
You will receive control over a considerable army which includes at least one Relic unit. Though tempting, keeping all your forces together in a single, indomitable wave will most likely result in virtually useless units caught in between the back and frontline.
The Necrons are the absolute undeniable kings of this map; not only do they get not one but two Restored Monoliths (which are able to build the free Builder Scarabs easily but nothing else and are still valid teleportation targets) giving you profound ranged firepower, the Necron Lord is given the Resurrection Orb relic making the Necrons the only ones able to do large-scale infantry restoration completely for free in this area. They are, however, lacking in anti-vehicle abilities so you should focus on having the Lord Destroyers you are given grab Looted Tanks to make up for this.
You have enough units for 2 to 3 groups (Splitting your army up further is risky, but doable) and depending on the player it shouldn't be too hard to clear out the enemy. Again, micromanagement is vital to this map.
The enemy has three bases surrounding the Critical Location in the center of the map, march your armies down the paths and clear out enemy forces you encounter on the way to the CL. Keep melee-oriented units at the frontline and ranged at the back, also keep track of artillery units (Which have a habit of winding up at the back of your army) once you attack the enemy bases.
If you do not win after destroying the enemy bases, try circling the map and look for any units or structures you might've missed.