The point defenses there will slow them down, but not enough to prevent them from destroying the buildings if they get through. You can even try lining up a nuke in its path, but again, that can be difficult to do. 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 official minimum and recommended system requirements, as well as the community suggested requirements are: 1. 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. Keep in mind that you don’t need to defend the entire island; you can concentrate all of your defenses in the southeastern corner, scattered around your factories, if you want to focus on a smaller area. If you need to, feel free to launch a nuke at the base; the control center is currently indestructible. To do so, you’ll need to build and defend three T2 radars in three areas of the map. It doesn't seem to deal as much damage, but its ability to fire on the run will usually wind up making it a superior offensive weapon. Aerial units repel a small force sent to destroy the base. T3 Siege Bot: The siege bot of the Aeons can reclaim wreckage in the field to repair itself when damaged. Begin by bringing down a few engineers from the north and constructing a land factory and an air factory near the defensive line that you just wiped out. You’ll need to position them on the western side of the base, where a few T2 tanks of your enemies will be rolling in in an attempt to destroy the city. Fly your spy planes over the base to get a sense for what’s around. In the meantime, your base will come under attack from three directions. Begin by having the naval factory build a few engineers, which can repair the power generators and rebuild mass extractors. Build a couple of destroyers and cruisers, and use them to shell the southwestern base to dust. At 85% charge, the last threats will appear on your map. Before capturing the control tower, be sure that you have four or five T3 engineers ready to build in the middle of your bases. 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. Before you capture the node, check to ensure that there aren’t any more enemy structures around, and build as many mass extractors on empty nodes as you think you’ll need. It will spit out numerous planes as you do so, but 35 air superiority fighters will cut its health in half during their initial attack run, and will actually increase the speed of the damage they deal as they fly around it. If you run out of mass, you may want to fly an engineer or two up to the destroyed colony to the northwest of your base and have them begin reclaiming. 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. Speaking of capturing factories...the easiest place to do this is in the northeastern base. Set one of the T2 engineers to build flak cannons all around your base. You can also focus on eliminating the naval bases to the north if you don’t want to have to deal with sub attacks. You have plenty of time to prepare for them, though, so go ahead and build an air factory and some engineers. This list contain only commands from an unmodified latest offical patch release. When you’re ready to head out (have at least nine or ten destroyers available), swarm to the west, killing any ships coming your way, then take out the naval factories 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. If you don’t, the shield will regenerate before they can fire again. You’ll have to build your army from scratch here, so get to work. Lastly, perform some maintenance around your main base. For Supreme Commander 2 on the PC, GameFAQs has 82 cheat codes and secrets. This fleet includes an experimental submersible aircraft carrier, which will disgorge a huge number of planes when it reaches your coast. You can self-destruct them when they run out of fuel and build them again, or suicide them into the enemy base. Just load a T2 mobile stealth unit onto a transport, follow it up with an engineer, then move them towards the extreme northwestern corner of the map, scouting the area with a plane first to see where to avoid the enemies. The easiest way to take her down is to build your strategic missile launcher, while at the same time building up a fleet of 15 or so strategic bombers (but the more the merrier; 20 might be a more reasonable number), or heavy gunships if you managed to capture a UEF unit. When it comes time to attack the enemy, head in with your light artillery leading the way; they’ll be able to hit buildings and units from a ways away. Their personal shielding will protect them from the first few salvoes of the T2 point defenses that ring the installation, allowing them to get close and take them out without too many problems. It's not as powerful as the Monkeylord, either offensively or defensively, but has the advantage of being immune to the fire from ground forces. Building four or five heavy artillery pieces will let you pound the units in the rest of the mission. Be sure that you have the right number of transports assisting the factory, based on the type of units you’re building, the speed of construction, and the distance they’re traveling. Anyway, your goal now is to blast the three missile launchers, part of which will entail taking out Arnold’s base to the southeast. It’s across a body of water, so you don’t have to worry about land units, but you will need to build up some naval and air defenses. Your advisors recommend using torpedo planes, but those suckers are rarely worth the expense; it’s best to just have your naval base start cranking out tons of submarines while assisted by engineers and your commander. Be sure to have an engineer queue up mass extractors at all the empty ore spots. If he does, it’s game over. Supreme Commander: Forged Alliance is a stand-alone real-time strategy video game expansion to Supreme Commander, and was released in November 2007, developed by Gas Powered Games and published by THQ, and the second title in the franchise. If you move from the southwest of the city to the southeast, then wrap north and to the west, you should be able to complete your objective relatively easily, although you will lose some units to the northern artillery. Kill or be killed! If you aim at the westernmost factory, you should be able to take them all out. Be sure to get a couple of T2 power generators down, as well. When you’ve eliminated the enemies here, quickly shuttle an engineer to the eastern base and repair the power core. T2 Land Unit Hovering: Both the T2 AA unit and the T2 shield generator can hover, allowing them to cross water. In addition, you’ll have numerous ships and bombers flying from the southeast over your naval factories. (Interestingly, if you managed to take out the Aeon commander, it won’t fire these missiles, and probably won’t fire at you, either.). © 2021 GAMESPOT, A RED VENTURES COMPANY. 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. 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. When you knock out the temple there, reinforcements will arrive for the Aeon, both near the temple and your base. Escort 15 supply trucks from Luthien Colony to Station Lima Foxtrot, in the northeastern corner of the map. Your other naval factories can build destroyers, cruisers, and another battleship or two (but these take quite a long time to build). Supreme Commander 2 Community Cast 3v2 dark aloibou, Stranger, & Furry-Butcher Vs. If you scout the control tower, however, you’ll see that it’s tightly defended, with multiple shield generators and a pair of mobile factories that continually pop out units. When they’re done, you can move them up around the eastern base, on the river nearby, and start shelling it from the water; they won’t have any defenses against this. With that set up, you can take a few airplanes and ensure that the area between the facility and the southern edge of the map is clear. When you do capture the mainframe, you’ll have to run a multi-pronged defensive strategy. You’re going to be facing mostly air assaults for the duration of the battle; hope you built up a large number of SAM installations and covered them up with shields! 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. 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. The gunships in the first wave will pound most of what they encounter in the bay, so be sure to have Tech 2 anti-air turrets built on the shoreline! You may want another Omni-Sensor here; if you build one, you can shut down, reclaim, or self-destruct the one in your northern base. Spiderbots are excellent at dealing with incoming forces. Have your commander assist the factory when it’s built, then build a couple of Tech 1 Engineers. When you capture the last network node, you’ll have 30 seconds before an EMP burst disables the bulk of the Aeon base. The Mavor will also fire very rapidly, usually launching three or four shells before the first one manages to hit the ground. Note that the base is on a small ledge; you’ll need to drop your units on the top of the hill to get them into position to attack. Brackman’s base to the east is being shelled by artillery and cruise missiles. We’re no big fans of torpedo launchers, so we hung back and had our engineers help the naval factories build a dozen or so submarines and five or six destroyers to defend our installations. When the last of the Aeon structures are wiped out, things begin happening very, very quickly. This is an optional objective, and you can leave the naval base alone if you like, but it’ll be much simpler to just take the whole operation out. You’ll need them to attack the southeastern island, where the enemy commander is located. Keep in mind that one building can supply adjacency bonuses to all bordering buildings at no reduction in effectiveness. Another air factory and another naval factory would also be a good idea; try to have a fleet of around 10 battleships guarding the southern side of your island before moving on. The UEF controls the ground to the east of you, so you’ll want to head that way and take them out. When the convoys pop out, move them to the gates to complete the Black Sun project. 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. A 'scale and gameplay modification' that changes more than just unit sizes. The mobile artillery units can knock down the shields and kill the duke without too many problems, if you bring enough of them. Eventually you should be able to spot the commander, who usually assists some of the factories on the southern side of the base. Around the same time, you may be alarmed to hear four or five "Strategic Missile Launch Detected" warnings. 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. Subs will be one of the best anti-naval units you can build, and will be able to take out the enemy frigates to the south without being detected. Report Post. This chapter is going to go over some of the aspects that makes each faction unique. 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. At this point, you can either send in the heavy tanks, if you wish, or continue to use your missile launchers to pelt any structures that you can see. 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. After building up your defenses, sneak or transport an engineer or five to the southeastern corner of the map. In their quest to convert the rest of humanity to the Way, the Aeons apparently started the Infinite War, and in Supreme Commander, they aim to end it. Although it looks intimidating, it will contain only two battleships, with most of the fleet consisting of T1 and T2 ships. 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. Most of the early attacks will come in the form of light aerial skirmishes, which the existing anti-air defenses will deal with until your SAMs are in place. It’ll be wise to build some T2 point defenses and anti-air turrets on the eastern side of your base. This will also spawn the appearance of a Spiderbot, an experimental mechanized unit that will begin marauding towards your base, as well as a group of T3 engineers that will begin heading towards the quantum gate. 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. You’ll want to have a few build more mass extractors on the island, a couple build mass storage points around those extractors, a couple to build perhaps one T3 mass fabricator, ringed with mass storage, and at least two or three more to ring the island with SAM installations. Build up your defenses here before capturing the control center. You have a limited amount of landmass to worry about here, but you do have an Aeon base to your southwest. (Sigh.) A few lines of these defenses will wipe out the base and the naval factories, letting you send in a swarm of subs to finish the job. The easiest way to proceed is to ferry in four or six T2 engineers to the eastern side of the base down there. In the lobby for a Supreme Commander multiplayer game you may notice a ping meter. The Supreme Commander user interface is quite extensive. Don’t attack the main base! When he and the anti-air towers are destroyed, the mission will end with a bang. Immediately queue up a three pairs of power generators and mass extractors, then build a land factory; ignore the order to build an air factory for the moment. Note their attack routes and station the bulk of your defences in those spots. If you have a goodly number of submarines left, send them down to whittle away the first groups of the fleet, while your battleships remain in reserve to pound away at any survivors. 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. All in all, it's one of the most well-rounded units in the game. We managed to build two of these before the Czar took off, and they were quite helpful later on, even if we didn’t use them against the Czar itself. Destroyers will be able to pound the enemy base to smithereens here. Build a naval factory in the southeastern waters and start cranking out submarines. Unfortunately, using transports can be a bit clunky, so here are some tips. 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. Time for another fun ride here. One last expansion, to the south this time. Have a few spyplanes patrol along the river to the south of your base, and eventually it’ll come into view. When Blake goes down, nukes will be added to your arsenal, and Ariel’s base will appear to your southwest. 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