SUPREME COMMANDER DEMO UNITS GUIDE
Posted: 11 Feb 2007, 04:04
ground
tech lvl 1:
mole: your generic scout car, unarmed, but cheap.
my blurb: a weasle with no laser and a radar
hunter: light attack bot, armed with light lasers. cheap to produce
my blurb: good in small groups used to take out stray engineers or mexes, but thats about it.
mantis: light/medium attack bot, good speed but shabby attack
my blurb: these are basicaly better equiped hunters, good vs other light bots
medusa: light artilery. good punch, but inaccurate.
my blurb: needs some sort of other support, as it is defenceless against attackers. use it to take out other lvl 1 units quickly
sky slammer: light aa missiles on wheels, good vs bombers, but inacurate.
my blurb: not that great vs fighter groups, better vs bombers. the more of these the merrier!
tech level 2
rhino: generic battle tank. a healthy balance of offense and defense
my blurb: compare these to your arm bulldogs. slice through lvl 1 units and hold there own vs lvl 2 units
viper: medium range mobile rocket launcher. good vs buildings
my blurb: mix these with rhinos and bangers for a nice strike force. exelent for taking down mexes at range (3 missiles=dead mex)
banger: w.i.p.
wagner: amphibious tanks. armed with torpedoes and a heavy laser.
my blurb: sortive compare to the crock. a good all around tank that can hold its own above and below the water line.
deciever: mobile radar jammer
my blurb: compare to mobile radar jammers. they act and perform just about the same.
tech lvl 3
loaylist: heavy assault mech utilizing long range and short range weapons
my blurb: take out structures and tanks from a distance, or shoot engineers in the face, all in one unit! all for 1233413 easy payments under 50 bucks!
trebuchet: the biggest mobile gun platform availible, this packs a punch!
my blurb: as long as the enemy doesnt have sheilds, they will always have a bacefull of explosions! *beware* these units NEED escorts, or eles consider them done.
naval
tech level 1
sliver: basic attack submarine. fairly unbalalanced(a good thing)vs ships
my blurb: use groups of these to take down larger ships. surface, then bombard the shore with a light laser! i usualy keep them under water, as they become sitting ducks the moment they are exposed
trident class frigate: a radar and sonar ship armed with a heavy laser usefull against shore tagets and other light ships.
my blurb: these shouldnt be used to attack, but rather to accompany bigger ships for radar.
tech level 2
siren class cruiser: w.i.p.
salem class destroyer: a truly "do all" ship, AA, shore bombardment, AS, and its amphibious!
my blurb: imagine a 2000 ton destroyer gently "lift" itself out of the water, and gracefully stomp up your beachfront, and destroying everything. hello? hello!! snap out of it!
tech level 3
galaxy slass battleship: the big guns of the fleet, the battleship is the best at shore bombardment and naval battles.
my blurb: great for demolishing bases at a distance, but just keep a few escorts here and there, because for the price, this is not something to be lost
plan b nuclear submarine: the perfect hit and run weapon as it can launch nucear missiles, only for a very "exclusive" price
my blurb: dont build it. way to much mass and energy, and its very vulnerable from other naval units.
command class aircraft carrier: generic aircraft carrier, sports a full complement of defense weapons along with room for over 20 aircraft.
my blurb: i personaly was very pissed when i found out you had to "supply" you own aircraft. pshaw! great to have with a fleet because of its anti missile weapon.
to be continued...
tech lvl 1:
mole: your generic scout car, unarmed, but cheap.
my blurb: a weasle with no laser and a radar
hunter: light attack bot, armed with light lasers. cheap to produce
my blurb: good in small groups used to take out stray engineers or mexes, but thats about it.
mantis: light/medium attack bot, good speed but shabby attack
my blurb: these are basicaly better equiped hunters, good vs other light bots
medusa: light artilery. good punch, but inaccurate.
my blurb: needs some sort of other support, as it is defenceless against attackers. use it to take out other lvl 1 units quickly
sky slammer: light aa missiles on wheels, good vs bombers, but inacurate.
my blurb: not that great vs fighter groups, better vs bombers. the more of these the merrier!
tech level 2
rhino: generic battle tank. a healthy balance of offense and defense
my blurb: compare these to your arm bulldogs. slice through lvl 1 units and hold there own vs lvl 2 units
viper: medium range mobile rocket launcher. good vs buildings
my blurb: mix these with rhinos and bangers for a nice strike force. exelent for taking down mexes at range (3 missiles=dead mex)
banger: w.i.p.
wagner: amphibious tanks. armed with torpedoes and a heavy laser.
my blurb: sortive compare to the crock. a good all around tank that can hold its own above and below the water line.
deciever: mobile radar jammer
my blurb: compare to mobile radar jammers. they act and perform just about the same.
tech lvl 3
loaylist: heavy assault mech utilizing long range and short range weapons
my blurb: take out structures and tanks from a distance, or shoot engineers in the face, all in one unit! all for 1233413 easy payments under 50 bucks!
trebuchet: the biggest mobile gun platform availible, this packs a punch!
my blurb: as long as the enemy doesnt have sheilds, they will always have a bacefull of explosions! *beware* these units NEED escorts, or eles consider them done.
naval
tech level 1
sliver: basic attack submarine. fairly unbalalanced(a good thing)vs ships
my blurb: use groups of these to take down larger ships. surface, then bombard the shore with a light laser! i usualy keep them under water, as they become sitting ducks the moment they are exposed
trident class frigate: a radar and sonar ship armed with a heavy laser usefull against shore tagets and other light ships.
my blurb: these shouldnt be used to attack, but rather to accompany bigger ships for radar.
tech level 2
siren class cruiser: w.i.p.
salem class destroyer: a truly "do all" ship, AA, shore bombardment, AS, and its amphibious!
my blurb: imagine a 2000 ton destroyer gently "lift" itself out of the water, and gracefully stomp up your beachfront, and destroying everything. hello? hello!! snap out of it!
tech level 3
galaxy slass battleship: the big guns of the fleet, the battleship is the best at shore bombardment and naval battles.
my blurb: great for demolishing bases at a distance, but just keep a few escorts here and there, because for the price, this is not something to be lost
plan b nuclear submarine: the perfect hit and run weapon as it can launch nucear missiles, only for a very "exclusive" price
my blurb: dont build it. way to much mass and energy, and its very vulnerable from other naval units.
command class aircraft carrier: generic aircraft carrier, sports a full complement of defense weapons along with room for over 20 aircraft.
my blurb: i personaly was very pissed when i found out you had to "supply" you own aircraft. pshaw! great to have with a fleet because of its anti missile weapon.
to be continued...