The number of point defenses in the base makes a unit assault look inadvisable. Before you bring the component back to your base, it’ll be well worth your while to construct a nuke and equip it with at least one missile. That much firepower focused on one target will take it down rather quickly. T3 Siege Bot: The siege bot of the Aeons can reclaim wreckage in the field to repair itself when damaged. It’s surrounded by air units and has anti-air structures on the ground, so head up at first with your attack boats to take out the planes. The UEF is probably the first faction that you'll encounter when you play Supreme Commander's campaign. Don’t forget that you can boost mass generation by gathering mass storage buildings around your mass fabricators! Build around ten interceptors and use them to take out the enemy interceptors above the mass points, then bomb the mass extractors back to the stone age and build your own. It’s here that you’ll start running low on mass, as each T3 engineer will greatly increase the mass drain on your economy; assisting the structures as they build missiles will speed up the process, but will also cause you to lose 35 mass per engineer that assists. Keep around 15 units in the group, though, as the point defenses will knock out some of your forces as you attack. Basic units have been shrunk in size but now produce much faster. Next up is a wave of attack boats; your submarines will make quick work of them, if you have around ten of them. Transport units are built at your airfield, and can be used to quickly transport your ground units across the map. Patrolling is another aspect of RTS’s that Supreme Commander emphasizes more than other titles. Supreme Commander 2 Aerial Attack Gameplay Movie. Flying the bombers on top of it will be tricky, though, as they’ll likely drop their bombs on the naval factories to the north of the saucer and then not be recharged by the time they fly over the saucer itself, leaving the huge numbers of AA structures in the area to shoot them down. You should encounter relatively few ground units on this side of the base, so steamroll your way to victory. You can feel free to send in your battleships to the eastern side of the base to help out with the shelling, if you like. You are going to need to turtle yourself up exceedingly well if you want to survive long enough to complete all of the objectives on this map. There are a number of defensive towers on the line to the south of your base. The artillery will fire on your ships if you attack the enemy’s naval yards, so taking out this area should be a priority. Sure enough, a group of gunships will arrive and begin pounding your base a few minutes later. Nay, 20! The extra energy supplied should last you quite a while. Each gunship can carry a single unit underneath it, so loading all of them into gunships, then dumping them all in the landing zone is one solution. It's painfully slow while moving across land, but this can still extend its range a bit if you're attacking a coastal base. If he does, it’s game over. New Supreme Commander Gameplay Experience - players now have the ability to research new technologies and units and deploy them instantly on the battlefield, allowing them to upgrade a base-level tank to a high-powered, multi-barreled, AA … If you haven’t prepared for it, then it will almost certainly end your game and force you to restart. The destroyers alone should be good enough to attack and destroy most of the northern island, as well. Your early goals aren’t complicated: build mass extractors and power generators. You have to quickly build a pair of T3 strategic missile defenses here, at your smaller bases. This is a fairly easy task. Anyway, to win here, you need to take down Marxon, who roams the Black Sun facility to the south. You can bring along Trebuchets if you like, but they’re fairly slow and unwieldy, so it’ll be quicker to just stick with missile launchers. The initial mission here is much like the mission that starts the UEF campaign, so you shouldn’t have too many problems. Lots of stuff to deal with here, and you’re going to be somewhat pressed for time. 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 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. With your army acting as a mobile wall, you can sneak the trucks around the large mountain chain to the west of Lima Foxtrot and get them up to the base. In multiplayer games, you can take advantage of your commander’s explosive nature by using him as a first-strike unit. Total Annihilation was launched almost ten years ago, and featured two armies of robotic units fighting across vast landscapes in an eternal war. The other structures are unimportant. Queue up a large number of scout planes to fly over the area to give you line of sight on the enemy ships, and move in a large number of destroyers to take them out, protecting them from aerial assault with cruisers. You can self-destruct them when they run out of fuel and build them again, or suicide them into the enemy base. If you run low on mass, be sure to construct a couple more mass fabricators in your base, or have engineers walk around reclaiming the fallen transport ships that should be scattered around your western shore by this point. Lastly, note that you have two commanders here. GameSpot may get a commission from retail offers. 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. 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. Dec 2007. 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. One last expansion, to the south this time. Move up with a few T2 mobile missiles to knock out the southernmost factory, and support them with four or five T2 mobile flak vehicles to take out any nearby planes. Supreme Commander 2 Gameplay Tips. Quickly take down the naval factories with your subs, and shoot down any planes with your attack boats. The main base will need to be defended at any cost, as that’s where the bulk of your production will be coming from. If you click on the fifth transport, then click on the ferry icon, then left-click on the southeastern corner of the map, you’ll see a purple icon appear beneath the transport. You will also want another unit to build mass extractors on the nearby mass points, as well as another engineer to build a wall enclosing perhaps half of the island for your little base; that’ll make it more difficult for the enemy ground units that will eventually head your way to reach you. No need to destroy her base unless you wish to do so. 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. You can start upgrading them with the ability to generate more resources, as well, if you fool around with their systems upgrading menu. Since you’re going to be pressed for metal here, feel free to build a complex of mass fabricators. It’s ringed with T2 artillery units, which will damage your ships as they approach, but if you have ten or 12 destroyers, you should be able to take them all down without losing more than a couple of them. If you wish, you can attempt to leave one of the air factories here intact, allowing your engineers to capture it. When you’re ready to move on, use your mobile artillery to take out the cruiser. Time for another fun ride here. It'll be curious to see if Aeon players can take advantage of their T1 land units to make for quick rushes, perhaps across rivers or water barriers that the opposing players may think offer them protection. A large force of destroyers will be able to hit the enemy commander from the shore and kill him. Soul Ripper Experimental Gunship: Not much to say about the Soul Ripper. 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. You have to destroy everything that moves in order to free your Cybran friends from the clutches of the UEF tyrannists. When the Cybran comes out to play, swarm him and take him down. Sending in air or land units will likely also be troublesome, since there’s plenty of AA and point defenses on his island. Telling them to raise up out of the water will give any strategic bombers that come your way a cheaper target than your structures. 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. Some units can take a long time to make, but if you have an engineer assist the factory, it will add its own constructing power to the factory, allowing the factory to build its units faster. You want to immediately build T3 shield generators in each base, and build another one in your main city, which covers up the structures on the southeastern corner of it. Begin making use of the air superiority fighter spec that’s been made available to you, as well as the T3 SAM installation. If you hit the unit cap, you can intentionally destroy older or redundant units to make room for new ones. It’s a mobile, flying aircraft carrier that spits out huge amounts of airplanes when it’s attacked. A fleet of ten or so strategic bombers will do a good job of taking out the naval bases, as well, if you’re willing to lose a couple of them to cruiser fire. With that done, attack boats and frigates can finish off the base. You can do so with as little as ten gunships; just fly them over, have them knock out the anti-air as soon as possible, then wipe out the rest of the structures. Given enough time, the Colossus will be defeated by any arial units you throw at it. Your goal here is to reach the station, capture it, then escort the scientist to the nearby quantum gate (which isn’t visible on your map just yet). The amount of the reduction depends on the size of the source, and on how many sides of the structure you build sources. It is, as mentioned, invisible to radar, so you’ll want to have a few spyplanes patrolling the sea lanes there to try and espy it. When they reach it, quickly build a Buzzkill anti-missile structure, a stationary shield generator, and a few anti-air turrets. Human soldiers aren't employed, however; instead, each side appropriates raw mass and energy to create large numbers of automated units that wage a war by proxy while the leaders of each faction bark orders from far away. Set one of the T2 engineers to build flak cannons all around your base. When you defend the node from attack, the map expands again, revealing another pair of network nodes, in the northeast and the northwest, as well as the main Aeon base in the center of the map. Great Supreme Commander 2 action in French @Supreme Commander 2 gameplay https://www.youtube.com/user/hlbnetchannelmaksing: https://www.youtube.com/channel/UCN9dHwuIKDIp4nTjbgEMRRgRainbows-n-Unicorns: https://www.youtube.com/channel/UCUtG1trTCRMlHIHeNz-JYTACheck out Bluetrainbandit: https://www.youtube.com/channel/UC-yvi3IwPmV6Tvgr_7G7rOACheck out Dark Jello: https://www.youtube.com/channel/UCiWwDQrZWSwm2L2m73YyqCwErin: https://www.youtube.com/user/supcom2erinSupreme Commander 2 Playlist: https://www.youtube.com/playlist?list=PLtkL_7zT_-SvmgJ94JheeRuU3MOQqn4DSFAF Playlist: https://www.youtube.com/playlist?list=PLtkL_7zT_-SucMHX7vF3eY3KSpoTvcR9LMy band's Spotify:https://open.spotify.com/artist/0kR1sQwrJeIXBmAPrIAeLD?si=Ig3GILpsTKiB723rkL1tVQhttps://blackitout.bandcamp.com/Holiday Music Video: https://www.youtube.com/watch?v=x3Ic-JNeHRwLatest Music Video: https://www.youtube.com/watch?v=1L5NL3HIN2wLatest Lyric Video: https://www.youtube.com/watch?v=x0icSIa8TUIIntro by B Spot Design: https://www.youtube.com/watch?v=TIvBfD4fdx4 If it disgorges all of its planes, though, it won’t be a very big threat to your base, except maybe your naval factories. 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. With that in progress, start building up a few Striker tanks. A group of around 15 T3 heavy gunships can take out the easternmost base; first take out the two anti-air turrets, then have your way with the rest of the base as you like. Have a few more engineers assist until you’re secure in your defenses. This is an optional objective, but it’ll be helpful to do so and make it easier to assault the enemy commander. Fortify your defenses with shield generators, upgrade your ACU, and build a nuke launcher, as well as a T3 heavy artillery or two. This will take some time, but if you build three or four Disruptors, you can scout the base with a spy plane or two, then have your Disruptors start firing away at the T3 power generators that are scattered around, which will reduce the rate at which the base can build units and also hopefully cause the shield generators that are scattered around to fail periodically, as well as cause some nice chain reaction explosions. You may want to build a naval base in the small bay to the southeast of your base before you do so. Since the other two campaigns started you out with ground and air units, you’re going to deal with naval units here. Over the next few minutes of gameplay, you’ll receive the download specs for the T3 air superiority fighter, the T2 artillery structure, the T2 tactical missile launcher, and the T2 shield generator, all of which will be a great boon to you if you like to play defensively. There’ll be a couple of enemy destroyers and cruisers near the coast of the base, but if you rush in with your submarines they should go down quickly. 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 the last of the Aeon structures are wiped out, things begin happening very, very quickly. When they’re out of the way, you can focus all your available units (don’t forget about your artillery units!) For reasons that will soon become clear, this includes building up a number of T3 shield generators all around the Black Sun device, in addition to hordes of SAM installations - we had around 70 scattered around our base when we were done building. These should be your first priority for destruction, not counting the Aeon commander, who may be walking around. Focus on the spiderbots, and let your point defenses do the rest. At this point, the map expands to the west. Quickly check the civilian buildings for damage and repair them. Send in an engineer to convert as many of the buildings there as possible to your side, starting with the Tech 2 Power Generators! Feel free to use the Hold Fire button (by clicking the "Return Fire" button) to prevent it from firing at units until you're ready for it to do so. The assault will include at least two spiderbots, so be ready to take them down from long range; their lasers will make mincemeat out of any smaller units that get in their way. Between them, on the larger island, is a human settlement, which you’re not to attack. If too many of the buildings are destroyed, you lose. Unfortunately, most land units that you tell to patrol will eventually just stop in their tracks. Don’t attack the main base! That way you can add jobs to the queue of that single engineer as needed, instead of having to select every engineer in the area, which oftentimes drags other nearby engineers away from their jobs in the base. The group that heads towards the mainframe will be tough to take down if you’re not already blockading the small passage leading that way, so be sure to park your ships up in that area and be ready to take the T2 sea units on. If you smash into the southern side of the base and start taking out the power generators and other structures there, Blake will eventually come down and start rebuilding, allowing you to pelt him with your artillery units and eventually destroy him. You’ll also want to send an engineer across to the western town and build a land factory there. Frigates can destroy most of the naval base. After destroying everything you can target, including the anti-air batteries and the land factories, you can finish off the base by building up a fleet of around 20 bombers and using them to first take out the remaining anti-air, then shelling the rest of the base. T3 Strategic Bomber: The strategic bomber is equipped with light anti-air railguns, allowing it to shoot down pursuing fighters. You can do so, of course, and it won’t hurt you too badly here, but you may as well be disciplined from the get-go. Still, just in case, it might be wise to nuke them when they’re uncovered. If you don’t, the shield will regenerate before they can fire again. 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. If you built another radar dish on the other side of the power generator, it would also be reduced in power consumption by 25%. These are Cybran army units, including a few more spiderbots which are invisible to radar. The Cybrans have the bomb, and they aren’t afraid to use it. In order to take on the base, it’s best to attack from the southeastern corner, where the bulk of the power generators are located. If Arnold, the enemy commander, goes underwater, move your subs in to torpedo him until he disappears. Supreme Commander Gameplay Movie 1. The one to the south will only send naval units your way; a group of submarines protecting your bay will defeat anything that comes along, especially if they’re backed up by torpedo launchers or T2 point defenses on the shore. The Soul Ripper can't defend itself well against air superiority fighters (although it does have light anti-air capabilities), but has enough health to hopefully retreat to safety before it gets completely destroyed. This won’t happen very often, so if you prefer, you can simply set another airbase to continually create gunships that will patrol that area. Have a few spyplanes patrol along the river to the south of your base, and eventually it’ll come into view. 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. All in all, a relatively inexpensive unit that can act as the perfect feint maneuver while you prepare a larger assault elsewhere, and also a good base defense unit (due to its stealth capabilities). This isn’t problematic if you have dozens of ships, but maneuvering that many ships is a pain. These games … 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. This is a prime opportunity to send some engineers to the east and take over the Aeon’s mass points, although this will be difficult due to the influx of gunships that appear periodically. If you never played Total Annihilation, or even if you did, then you're in for a treat, as Supreme Commander takes some of the basic aspects of the RTS genre and blows the entire thing up to superhuman size. At this point, Ariel will continue to lay down a bit of pressure on your colonies, so keep repairing and defending them as best you can. One of your air factories is building torpedo bombers. Have your commander build a Quantum Gate and walk into it, and the download will proceed. Just park them on the ground until they get a bit of fuel back, then have them resume their patrols. First stop is the island to your north. Marxon’s forces don’t really antagonize you all that much, luckily, but you have to be careful, as they’re no doubt rebuilding and preparing for an attack. So, for now, have your tanks and bots in group 1 at the front of your little army, with around ten artillery units in group 2, and another ten anti-air units in group 3. 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. Report Post. You’re going to run short on mass at the outset of the level here, at least until you start building more mass extractors. Before you finish off all the structures on the island, though, it’s wise to really, really fortify your base. There are a few more temples scattered around the area, but only one of them has any tech. The mainframe can take care of its own defenses. Monkeylord Experimental Spiderbot: The spiderbot is one of the most memorable units from the pre-release promotion for Supreme Commander; anyone who saw one of the videos for the game will remember these hulking behemoths with their white-hot laser that kills anything it touches. If you defeat the defenders, your engineers can capture most of the structures on Arnold's island. Like that unit, the Colossus is slow-moving and very, very powerful. At this point, your northwestern base is pretty much free from attack, so feel free to move your commander and engineers down to Luthien, where they can start building new factories to supply your eventual attack to the south. 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. Escort 15 supply trucks from Luthien Colony to Station Lima Foxtrot, in the northeastern corner of the map. The Cybran mainframe lies to your north. These guys are going to throw everything they can at you. When you have at least three T2 point defenses set up and overlooking the southwestern coast (move them back a bit so that their attack radii are just over the waterline; they can’t hit the tanks while they’re underwater), you’ll be secure from the attacks of the amphibious tanks, leaving only the bombers to do any serious damage to you. 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. When their assault is blunted or defeated, tell your heavy artillery units to bust a cap in the commander. With the turrets taken out, the map expands greatly, revealing an allied UEF research facility to the southeast and a large Cybran base to the south. You will likely have a bunch of units in your old army that you want to bring along for the battle. With enough engineers, you can build plenty of artillery units that can fire on th enemy base. If you want to get tricky, have your engineer construct a few T2 point defenses so that their attack radiuses fall just short of the landing pads. Again, this walkthrough is based on the Normal difficulty setting. When that’s done, the Black Sun is ready to fire. The smaller, eastern base can be eliminated mostly with your naval units. If your planes run out of fuel, you can park them on the ground, where they'll slowly regenerate fuel. When you have your missile defenses constructed, things equilibriate a bit, and the balance of power is mostly going to be equal, especially if you have a couple of T3 shield generators south of your main base. He’s holed up in the western side of the map, as you’ll discover if you scout with some spy planes. As suggested in the title, My problem is that whenever I play a skirmish map weather it's on adjustable or normal gameplay speed. If you really want to, you can sneak around to the southern side of the base and attack from that direction, since there aren’t any point defenses there, but it’s probably simpler just to build up a bunch of artillery, clean out most of the point defenses on the northern side of the base, and rush it with a mass of units. As a note, this walkthrough is based on the Normal difficulty setting for the game. When the enemies at the southern research facility are taken out (gunships will do the job quickly), you’ll have as much time as you want to build up your base before the next map expansion. The easiest way to proceed here is to simply load up a transport with engineers and move it to the extreme southeastern corner of the map, hoping that it doesn’t get shot down. Prepare for this by building up your base defenses at Luthien; it’ll be the site of repeated and heavy air and ground assaults. With only 2,400 health, this is going to be a huge target for your enemy's bombers, so keep it shielded as best you can. If you set one of the factories to continually pump out submarines and place them in the ocean a bit off to the east, and continually toggle their dive buttons so that they raise up out of the water, they’ll be fired on by the bombers and ships as they arrive, allowing your more valuable units in the rear to stay alive and finish them off. If you manage to spot Commander Aiko, you can focus fire on her and attempt to take her out, which will demolish a good chunk of the base. 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