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To get the most out of the soaring behemoths, you would otherwise need to sink a lot of resources into fighter escorts to counter those problems, which, if you're not already ahead in the game, will be difficult. In terms of tactics, Anti Air Turrets and Mobiles (with the proper upgrades, and also careless maneuvering) can outrange and destroy Air Cruisers, and a small squadron of fighters can easily take down an unguarded one. That said, they are slower than a sleepy Hutt, cost well over 600 food and nova crystals, and require two open population slots to produce.
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They punish buildings (including outranging most fortress and anti air) and absolutely devastate mech and infantry formations. Air Cruisers are airborne artillery with long attack range, gargantuan power, and a large amount of hit points and shields.They are also extremely slow, so they have a tendency to get stuck behind their escorts. Melee attacks, however, will quickly take them down. Pummels, at least, are well-defended against ranged attacks and can rip through fortified buildings very quickly - especially if the other side doesn't have the Rotation Bearings upgrade, ensuring that turrets can't defend themselves. Sometimes the case with the "pummel", a sci-fi incarnation of the battering ram of old - in a game with Imperial walkers, heavy artillery and bombers.The Grenade Trooper is otherwise extremely fragile and doesn't do a great deal of damage, and is just as likely to cause friendly fire through splash damage. In practice, though, she is mostly useless, and is most effective against shields and mechanized units, which don't come until Tech Level 3. The "grenade trooper", who carries a huge mortar that lobs thermal detonators at the enemy.