From here on in, your only goal is to survive. You should encounter relatively few ground units on this side of the base, so steamroll your way to victory. T3 Siege Bot: The siege bot of the Aeons can reclaim wreckage in the field to repair itself when damaged. A hella big navy will punch through the island's defenses. After around 10 or fifteen minutes of defending the nodes and mainframe, the mission will suddenly end. Our prestigious Strategy Specialist Nephylim has created a video tutorial on how to properly micro air units. Their strategic missile defense should get hit first, followed by their naval factory, followed by whatever else you like. Here’s a small checklist of tasks to perform right away (you can pause the game and queue up all of these commands while the game is paused, if you like). An air evacuation is the quickest way to go here. At the outset, you have to worry about bomber runs from the northeast. Supreme Commander Two-Thousand Thirteen - Version 1.2 OUT NOW! © 2021 GAMESPOT, A RED VENTURES COMPANY. After building up your fleet a bit, you can begin the process of taking her out. You will probably also want to build a couple of mass fabricators near your power generators to up your mass resources a bit, since you don’t have any more mass points to expand to. The first threat to you here is the naval base to your east. It’s more complicated, but perhaps a bit more satisfying because of it. So build an army, then sweep off to the east until you clear out the northern passage for your engineer. The T2 heavy tank that they do have cannot hover or go across water. You can repeat the process for the southernmost artillery unit, but beyond that, and you’ll generally be hit by the artillery before you can build the missile launcher and fire it on the artillery. Your goal is to oversee the final construction of Black Sun and its firing. Making 1,000 Mobile Missile Launchers in Supreme Commander is the biggest meme in the game. It can be difficult to get your planes to individually return to an air staging facility for repair and refueling. The game does not support reassigning keys or commands. Note that there might be a pair of engineers off to the west of this base. It also takes forever to build. It won’t fire while doing so, though. The easiest way to proceed is to ferry in four or six T2 engineers to the eastern side of the base down there. If you don’t want to use artillery on the mobile factories, you can use either three or four Doomrippers to knock them out, or send battleships to their western shore to fire on at least the westernmost one. The kidnapped scientist is on the planet and is being forced to work in a facility nearby. If you click on this while you're controlling your commander, you can select various handy upgrades for it. Regardless, by this point, you should have some way to take down Marxon and his defenses. The land factory, assisted by your ACU, should queue up a few engineers, which can then spread out and build on the nearby mass points and hydrocarbon factory locations (the large lightning bolt symbols on the ground). Mavor Experimental Strategic Artillery: Although massively expensive, the Mavor can fire highly explosive shells with virtually limitless range. In the meantime, your base will come under attack from three directions. When you spot the commander, focus all your fire on him to finish him off and win the round. It’s up to you to prevent the base from being destroyed. Oh, dear. You’ve got plenty of resources, though, so build up around 20 or 25 of them and knock out the point defenses and anti-air turrets. As you were required to do in the Cybran campaign, your goal after building up your base is to capture the Black Sun control center in the southeastern corner of the map. If you want to, you can try pegging one of the army groups with a nuke; you’ll need to lead them a bit in order to do so. Be sure to have an engineer queue up mass extractors at all the empty ore spots. No guarantee that another unit won’t take it out, but it’s worth a shot; you may want to construct a land factory up here, just so you can build another engineer if yours dies. You only have a single T2 engineer at the outset, though, so task your T2 air factory to build five or so more, while the one you already control gets to work on a T2 power generator to shore up your construction abilities. In addition, a new experimental unit, the mobile factory, can be built; it'll be useful in fighting off the Cybran attack later on. Your best bet for dealing with the island base itself is to roll up with one hell of a huge navy. Your long-range fire from your ships will succeed in taking out most of the structures there. You begin here with the barest beginnings of a base. While the units are being captured, build a few more bombers. Although the river would seem to imply that you should build yourself nothing but anti-air units, that’s a fallacy: there exists, deep within the hearts of man, the ability to build amphibious tanks. When you have ten or so of them, move them into the path of the patrolling ships, and they’ll start wiping them out. When you first attempt to place them, you might not be impressed by their firing radius, which appears to be only slightly bigger than that of a T2 artillery piece. If you want to enact a scorched-earth policy, build up around 30 T2 gunships (or some T3 heavy gunships if you managed to capture a UEF engineer), and sweep around through the artillery units to destroy them. Supreme Commander 2 Updated Q&A - Gameplay, Units, Technology, and More. This is a fairly easy task. You can also use the T3 land factory to construct the Trebuchet mobile heavy artillery units, which launch what appear to be low-grade nuclear shells a good distance away. Take your time here. This includes the player's ACU, and any SCUs, but excludes mobile factories like the Fatboy, even though a fully operational base could be rebuilt from one, and non-engineer units with engineering suites like the Mantis. You can also have engineers assist other engineers! A 'scale and gameplay modification' that changes more than just unit sizes. Supreme Commander has somewhat steep system requirements. You’ve got a ticking clock on your hands at the outset of this mission: you have around half an hour to get an engineer over to the research station to the east and repair their power core, which will detonate if you don’t reach it in time. After the map expands, start taking over the small islands to the south of you. These games … If you activate the stealth field, these units will suck up 20 energy per second in exchange for being invisible to enemy radar. Another engineer can build a radar station as well as some point defenses and anti-air towers, while the factory moves onto building a few ground units. Set cheats to "on" in the setup screen, then use these commands to tweak the game as you play. Begin building your base again here. The only feasible way to take it out before it rips your base apart will be to use your strategic bombers. Extra large maps, during heavily congested gameplay, or after modding and in multiplayer the system requirements may increase. Move attack ships into position under the flight paths of the circling bombers, then move in your destroyers to shell the island. It also possesses six torpedo launchers that can fire while submerged or floating on the surface of the water, as well as an Oblivion Cannon that deals heavy damage, but takes a long time to recharge. When the map expands, you’re going to be looking at a heavily fortified Aeon base to the southeast of your position. This works well for small groups of units, but if you want to ferry a large group of units in multiple transports, you’ll need to use assisting. First off, reassign your T3 engineers, which at the outset of the fight will be doing some pointless things. Each side does have human champions, though, in the form of an Armored Command Unit, which is controlled by a pilot, and which has the ability to create entire armies of units and structures with their matter replicator technology. Better yet, combine a hundred siege bots with a fleet of strategic bombers. T2 Destroyer: The destroyer ship for the cybrans is actually amphibious; if you wish it to, it can crawl up onto land and walk around. Your long-range artillery can destroy the UEF base without too many problems, especially if you kill off the enemy commander. Atlantis Experimental Submersible Aircraft Carrier: The Atlantis can be a devastating tool against enemy bases when you have it on your side of a fight. There’s no real need for artillery just yet. The narrow river will probably cause some problems for you, so move the subs through first, take out the cruisers, and park them on the north side of the new network node. You’ll need them to attack the southeastern island, where the enemy commander is located. As units pop out of the factory, they’ll automatically move into the transports, which will then drop them off at the designated stopping point, then return for another load. You can also add units to a group by shift-clicking them, then hitting CTRL-1 again, or simply selecting another group of units and hitting CTRL-1 to override your previous unit selection. Your other naval factories can build destroyers, cruisers, and another battleship or two (but these take quite a long time to build). Move the trucks in a separate group to the north of the army as it proceeds to the east, blocking the small passages leading north from the bottom of the map. The Cybrans started as humans, but have evolved beyond their biological limitations by enhancing themselves with technology, resulting in a race of near-cyborgs. If you wish, just send in your siege bots to clear out the rest of the units and factories; there aren’t any point defenses, so they’ll be a lot quicker at it than your mobile artillery. If you moved your destroyers to the west, it’s easier to simply attack the land units near the northwestern node and then fly up an engineer to capture it. There are a number of defensive towers on the line to the south of your base. Your anti-air units will shoot a good number of the transports down, and even if you haven’t built any ground units, the point defenses should be able to deal with them as they attempt to crawl around your walls. The eastern node will eventually come under attack from a number of ships; they’ll split off into two groups, with one group heading towards the mainframe and the other heading towards the node. The largest one has no defenses save some anti-air turrets, so if you send over a couple of Tech 2 engineers, they’ll be able to capture all of the structures, saving you the time of building them. Of course, this takes a huge amount of energy; the Scathis will enable a constant drain of 35,000 energy from your coffers while recharging, which it will constantly do while firing. Build them in a honeycomb pattern, interspersed with power generators; that will reduce the energy drain that they hit you with. Meet the new boss, same as the old boss... After going through the motions with your bombers, use a couple of engineers to capture the hydrocarbon plant and the rest of the facilities near the radar before grabbing the radar itself. Tip: Keep in mind that these destroyers can actually crawl onto land! If, however, you build a Tech 3 power generator on each side of the building, the structure will see its energy requirements cut by around 75%, which is a big bonus for structures like mass fabricators and Tech 3 radar systems. Your engineers can also be told to patrol, as well; they won’t attack anything in their path, but they will reclaim any debris that they see, as well as repair wounded units or structures. It’s shielded, but very small, so either build up a few more artillery guns within range of it, or move your destroyers and cruisers into the nearby water to punch through the shields and finish it off. When you have it cleared out, take it over and build up some mass extractors there. They’ll occasionally send planes and T3 combat units north from their base, so be on the watch for them. They’ll rip up any submarines that get close, so deal with them before moving your ships up to the coast of the island. To prepare for this strike, build two or three land factories and have them continually pumping out units, then send a couple hundred of them in all at once. That’s your cue to have your engineers in the colonies begin building the shield generators. T3 Heavy Shield Generator: See the Unit Differences section above for an explanation of this. There doesn’t appear to be any battleships in this fleet, though, so you can probably take all of them down with a goodly number of submarines, assuming you move them around quickly enough. Missions in RTS games where you start with a bunch of resources are kind of like open-book tests in college: you might feel like they’re going to be easy, but they usually wind up being maniacally difficult. Not much to say here. Nothing too complicated, if you can remember that the frigates have no air defense; you’ll need to construct light attack boats to protect them from ship attacks. 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