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The Chimera are the *DEFENSE* Specialists of the Three Factions. They lack the raw damage output and more powerful units of the Cartel and the US, but between their powerful turrets, advanced and cheap technologies, and greater sustainably between Outpost, Passive Prison Income, and Synthetics Labs, they are the Wall that can fight off any threat when played right.
The Chimera's Weakness, (other than the time they need to dig in and build up, which is universal,) is Air Superiority. They make up for it with the powerful ANTY, but the ANTY is a glass cannon that often reveals itself when firing on air units. After that's out of play, a swarm of fighters to take out Ninjas, and a legion of Bombers can break their line and obliterate their QRF. Nuke's can finish the base once all ANTY's are scrapped.
The ANTY is also an extremely powerful, long range Surface to Air Unit. Like the US's Patriot, it can engage incoming helicopters and aircraft from forever away (As long as you have something to detect the incoming craft. Which is where the ACC's AWAC upgrade comes in super handy...) The fact that it's mobile makes it the deadliest of the long range Anti-Air. As it can appear anywhere, then move before you can counter.
The Rhino's are not as powerful as other Artillery, but their Trajectory Computer upgrade will reveal hostile artillery that fires within their range, that they will then engage if not already tasked. That makes them the perfect counter-barrage specialists.
The PAK Fa's can be upgraded with Air-to-Ground Missiles, giving them Close Air Support capabilities, on top of being interceptors. Perfect for Covering your army while advancing. The trade off is that they are more expensive and fragile than the US's more specialized air units.
Spam snipers with transports
If that fails, spam Terminators
Congrats you won, opponent gg'd out