When their assault is blunted or defeated, tell your heavy artillery units to bust a cap in the commander. The ship does need to be raised to the surface of the water to disembark its planes or repair and refuel them, but if you drop it back down underwater, it acts as a formidable underwater torpedo launcher, and will be difficult for your foes to take out unless they have a large number of submarines or torpedo planes. The UEF is probably the first faction that you'll encounter when you play Supreme Commander's campaign. His fortress is surrounded by some very heavy defenses, so scout it thoroughly before approaching. You can even try capturing the factories if you like. Have your commander build a Quantum Gate and walk into it, and the download will proceed. After building up your fleet a bit, you can begin the process of taking her out. The Aeon Illuminate is a religious faction, based on the theory of the Way, which was taught to the human followers of the faction by a race of aliens which was subsequently destroyed by xenophobic human soldiers. At this point, you’ll need to escort 15 science trucks from Brackman’s facility to the quantum gate to the west. You have as much time as you like to capture the control tower here, so don’t worry overmuch about building an army or anything. For example, have your ACU construct an air factory on top of the ruined factory near the power generators, and it’ll go up in no time. One of your air factories is building torpedo bombers. In addition to its microwave cannon (which can only fire at very short range, but which will almost instantly kill anything it hits), the Monkeylord fires longer-range shells at enemies in front of it, can submerge underwater and fire torpedos, and is also stealthed to hide from radar. Still, just in case, it might be wise to nuke them when they’re uncovered. Even if the shields stay up, though, a group of three or four Disruptors will be able to begin demolishing the base on their own firepower. If you can guide them along the northern map side, they should be able to reach the northwestern corner of the map. Your goals here are to infiltrate the southern base and kill the UEF commander, as well as to capture one of the power generators in the Cybran base to the southwest and use that to power one of your artillery pieces in the research facility. You should encounter relatively few ground units on this side of the base, so steamroll your way to victory. Just be sure to concentrate on base defenses first, ensuring that your southeastern corner is secure from ground assaults, as they will be coming. Selecting your entire army and right-clicking into the purple icon will start loading up transports and shuffling your army off to meet the new group. Spy planes and scout planes are other useful units for assisting. It may be randomized, but we only noticed it dropping from the southeastern temple on the map. When Blake goes down, nukes will be added to your arsenal, and Ariel’s base will appear to your southwest. Be sure that you have at least ten mobile flak pieces backing up your T2 tanks before rolling up on it, and be sure that your main base has a few tanks and flak units, as well, or at least a good number of anti-air structures. This only Your initial threats here will come from the air, so construct a few Interceptors to patrol the base, and have your engineers make plenty of anti-air defenses, as well. When the Cybran commander goes down, Marxon’s base will appear to the south. T1 Attack Boat: The T1 attack boat naval unit is actually a drawback for the Aeon. If you couldn't stand Supreme Commander, nothing about Forged Alliance's gameplay is going to change your mind. 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. An awkward mission here, as you’ll be told to fight against another Aeon commander that has sided with Marxon instead of the Princess. Build a couple of destroyers and cruisers, and use them to shell the southwestern base to dust. Tip: Keep in mind that these destroyers can actually crawl onto land! You can either focus on the point defenses, and wander in with a large group of amphibious tanks, since there won’t be many ground units in the area, or take out the various anti-air defenses, then sweep in with a group of gunships and interceptors. Razziell . A pair of engineers can be queued up for the eastern points, and another pair can work on the western points. Your tanks and assault bots and other direct-fire units can be grouped together easily, as it will be useful to command them all at once. The smaller, eastern base can be eliminated mostly with your naval units. The extra energy supplied should last you quite a while. First stop is the island to your north. Unfortunately for you, this wave of naval units will be followed by a combined wave of naval, air, and ground units. Instead of tanks and anti-air units, the Tempest will crank out destroyers and cruisers for you. Prepare for this by building up your base defenses at Luthien; it’ll be the site of repeated and heavy air and ground assaults. This reference lists Keyboard and Mouse commands separately, divided and ordered by function. Supreme Commander Gameplay Movie 1. They’re not very accurate, but they fire rapidly, so if you build two of them and tell them to fire on the mobile factories to your south, they will eventually drop the shields and blow them to bits. If you like, you can attempt to land engineers on the plateau and capture some of the artillery, but this won’t do you much good unless you capture the northwestern set of artillery pieces, which can actually hit some of Blake’s base. Begin making use of the air superiority fighter spec that’s been made available to you, as well as the T3 SAM installation. You can also build one or two T2 artillery pieces if you want to hit incoming ground units from a long way away. With that out of the way, you can ferry them and the rest of your army up to the northeast and work on the second gun. Ultimate peril! The artillery units on the ridge to the east of his base should be your first concern. Spiderbots are excellent at dealing with incoming forces. A fleet of 20 or 30 subs will be able to deal with these as they arrive, especially if you repair your torpedo launchers as they get damaged, but you’ll want to crank out a few battleships for some extra defense when possible. With the research facility under your grasp, you’re going to be warned of an impending Aeon attack. When they’ve been taken out, manually attack the temple nearby (click Attack, click the temple) until a Seraphim Tech pops out of it. Your map will also expand at this point. It takes a lot of mass to do so (a drain of -10 per extractor), but it’ll triple their mass output when it’s done. In order to get to the research station, you’ll have to fly an engineer over to that base in a flying transport. When that’s done, the Black Sun is ready to fire. Anyway, to win here, you need to take down Marxon, who roams the Black Sun facility to the south. You can use them to shell the base from afar, then (after using them to clear out some of the wall segments), move them forward to target Mach himself, who’ll blow up real nicelike. When you clear out most of the enemies around the UEF base, transport or walk most of your ground units down there and make another small base to the north of the walls that they’ve constructed, making sure to cluster the buildings close together and ring them with SAM installations. 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. With the Tech 2 naval units at your disposal, you can start defending yourself against the predations of the enemy. Defend yourself well, as you'll have plenty of attacks to deal with here! At this point, you should be able to defend yourself against the minor predations that come your way. There’s no real need for artillery just yet. To the east, a small fleet of warships will appear and begin heading north. Time to get busy with naval units! The artillery will fire on your ships if you attack the enemy’s naval yards, so taking out this area should be a priority. That theme is echoed in Supreme Commander, where three factions (the United Earth Federation, the Cybran Nation, and the Aeon Illuminate) wage an Infinite War for control of the galaxy, or their own destinies. Soul Rippers will be helpful in dealing with enemy threats. Nay, 20! You heard us: tanks will be coming your way that can go underwater. A 'scale and gameplay modification' that changes more than just unit sizes. Build up anti-air and point defenses around your base, and have interceptors patrol towards the northwest, near the node, which is where all the aerial units will be approaching from. Build a tactical missile launcher that can hit them, then blow them away with a couple of hits each. The Colossus is only capable of hitting ground units (or air units that have landed on the ground), and has no anti-air defenses, but when it gets up close to a ground unit or structure, the phason laser that comes out of its chest will quickly destroy them. We generally find it better to have a central location for your military units, and move them towards the enemy when they approach, instead of having them patrol around your base in the hopes of encountering them. Players will be expected to take and hold strategic locations, gather intel, use terrain effectively and other elements of battlefield management. If you have enough SAM installations, you’ll be able to defeat them. You now have new units to build: there’s a T3 submarine that can fire tactical missiles over long ranges, and which can also fire nukes if you build some. Be sure to hit the T2 radar system in the middle of the base, to prevent the artillery to your north from being able to spot you. This isn’t so hard to do, although the UEF will be sending down plenty of air units your way. As with the Cybran commander, you can simply target him with your heavy artillery and fire away at him, if you like, or take out the strategic missile defenses and nuke the base to hell, or build a couple of Colossi and rampage through the base until you defeat Marxon. The Czar will head out in a straight line between its construction site and the Black Sun control tower, which now appears to the south of your base. As soon as you gain control of your forces here, move all of your amphibious tanks across the river to the west. There aren’t any point defenses in the area, and there shouldn’t be any land vehicles, so at this point (after withdrawing your missile launchers a bit), you can move north with your vehicles and capture a factory, giving you the ability to create UEF vehicles. After defeating the patrols and defenses, another base will pop up to your east. Don’t worry about the apparent size of the army; it’s mostly T1 assault bots. When you have a nice set of buildings set up, go ahead and capture the enemy T2 mass extractor to the northeast of your position and begin building a small army. If you weaken the enemy destroyers with subs, they’ll be much easier to take out when they come in range of your destroyers, thus saving a bit of health for them. In addition, you’ll have numerous ships and bombers flying from the southeast over your naval factories. If you manage to capture one of the four airpads in the southeastern corner of the map, it will destroy all of the opponent’s gunships and prevent them from building anymore. Their strategic missile defense should get hit first, followed by their naval factory, followed by whatever else you like. An air evacuation is the quickest way to go here. Most of the attacks here will be focused on the main city, and will be coming from the southeast, so be sure to protect yourself in that direction. Later on you can tell him to build the Microwave Laser Generator, which will help since he’ll probably be going into action at some point. The Supreme Commander user interface is quite extensive. The eastern base will periodically send airplanes and large ground forces at you. You can keep one of the factories tasked on building high-level units, if you like, but we converted both of them to submarines, and told them to wait on the western side of the peninsula. You can try to sneak in an engineer through the eastern approach to the airpads (you’ll need to land it on the hill with a transport), but doing so will usually result in its destruction. Note that there might be a pair of engineers off to the west of this base. It won't help much if air superiority fighters get on their tail, but it'll shoot down gunships and interceptors without too many problems. You’re going to be building a heavy shield generator in each of the colonies, so try to ensure that the SAMs are going to be within the radius of it. If you manage to build a few heavy artillery pieces, they’ll probably do most of the hard work themselves in terms of disabling the defenses of the small base surrounding the control center. In addition to its firepower, the Fatboy has an excellent 25,000 point shield, allowing it to stave off a good amount of damage before it starts getting hit itself. The official minimum and recommended system requirements, as well as the community suggested requirements are: 1. You need to head out to the island in the east and retrieve it. 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