A single T3 engineer will require six or seven hours to build it. When you have it cleared out, take it over and build up some mass extractors there. Time to go after the big dog. Unfortunately for you, this wave of naval units will be followed by a combined wave of naval, air, and ground units. It also possesses a built-in Omni Sensor which doesn't drain any energy. Set cheats to "on" in the setup screen, then use these commands to tweak the game as you play. Your map will also expand at this point. If you defeat the defenders, your engineers can capture most of the structures on Arnold's island. You get the ability to build strategic missile launchers, as well as strategic missile defenses, and you should go ahead and build the latter right away and start constructing missiles in them. The Cybrans have the bomb, and they aren’t afraid to use it. GameSpot may get a commission from retail offers. If too many of the buildings are destroyed, you lose. It's playing at -4 Gameplay speed. Begin by having a large group of transports assist a single transport, then use that single transport’s ferry command to point to the destination. 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. If you spot him, take him out. If you click on it, you can upgrade a T2 shield generator up to four times, with the highest level being bigger than the other faction's shield bubble, albeit at a higher energy cost and with a slightly less powerful shield rating (14,000 compared to 15k for the UEF and 18k for the Aeon). (You can also just capture them, but this will take much longer to do.). The enemy’s tactical missiles won’t be able to hit much of your original island, save for the extreme eastern edge. 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. Since you should have a few engineers under the shields at the mainframe, have them repair any damaged defenses in the structure while the artillery pieces here go to work on the tactical missile launcher nearby, then the base to the east. 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. This will force the transports to come to them, eliminating the AI bottlenecks that cause problems. When the spiderbot’s down, you’re going to have to deal with Brackman’s base. When you manage to shore up your defenses against the T3 gunships (it can help to put T2 heavy tanks in their path from the south; they’ll attack them and probably destroy a few of them if they’re the first thing they see, but if you manage to back them up with SAM installations, they should survive. After using strategic bombers to eliminate the artillery to the south, you can creep up mobile artillery and anti-air units to demolish the base from a safe distance. If you start running out of mass, task one of your engineers to reclaim the destroyed factories to the north or south of your base until you get in the clear again. Supreme Commander 2 Aerial Attack Gameplay Movie. The easiest way to proceed is to ferry in four or six T2 engineers to the eastern side of the base down there. That’s your cue to have your engineers in the colonies begin building the shield generators. It’s far easier, however, to ignore the mainframe for the moment, and instead focus on capturing the two other nodes that have appeared on the map. We managed to defeat it by building around 20 T2 artillery pieces to the north of the control center, protected by heavy shield generators, but you can take it on in a number of ways, including a fleet of strategic bombers or parking a few battleships off the coast to the north of the tower. 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. 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. As hard as it may be to believe, you’re going to be running low on resources in a minute, so it’s best to just concentrate on your main city and focus on keeping two of the sub-cities alive. Even a few gunships can do the job, given enough time. If you build it off to the northeast a bit, you should be able to avoid most of the enemy air patrols while building. 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. The map expands now, and you’ll be able to build gunships at your air bases, and destroyers at your naval factories. 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. Next up is the aerial base to the southwest. 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. When you have your base well defended, make another naval factory and start cranking out subs. Lastly, you also have access to the T3 shield generator, so begin upgrading all of the T2 generators that you have on hand. The first threat to you here is the naval base to your east. 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. 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. T1 Attack Boat: The T1 attack boat naval unit is actually a drawback for the Aeon. The one that’s surrounded by planes is a bit trickier; the simplest way to deal with it is to expand your easternmost base a bit to the south by building another shield generator there. Defeat them to grab the tech. Of course, it won’t be easy to do either one, as there are tons of enemy ground units coming up from the south, as well as patrolling Interceptor airplanes and anti-air units that are roaming the skies. Using radar, have your artillery units clear out some of the wall sections that the Cybrans have built up in front of their base, then sweep through their area and take out the air factory. This is a fairly easy task. Four Cybran spiderbots appear to the northeast of your base and begin marching into it, wiping out everything they see. 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. After scouting them out with spy planes, you can use your nukes to knock out the bases on the northern edge of the map. Don’t forget that you can boost mass generation by gathering mass storage buildings around your mass fabricators! While you’re building your fleet, have around 20 or so interceptors start patrolling over your naval factories and out to see a bit, as the enemy air attacks will get slightly heavier. There’ll be plenty of patrolling planes coming your way, as well as a number of patrolling ships in the waters here. Hope you enjoy naval battles here, because you will, again, find yourself on a fairly small island where you’ll have to reside for a goodly amount of time. Before you capture the node, you may want to build on the mass points and build a few dozen gunships at one of your air facilities, parking them on the western side of the map. Go in heavy with frigates, after your subs take out the torpedo launchers and ships, and start shelling the AA towers. 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. Don’t forget to build a land scout or two to give you radar coverage as you advance! Feel free to have a few scout planes assist your destroyers to extend their range of sight a bit. The battleships here won’t move, and are difficult to take out since they’re on land. Sneaking around to the eastern side of this base and shelling it will weaken it severely. Gameplay Tip. Supreme Commander 2 Community Cast 3v2 dark aloibou, Stranger, \u0026 Furry-Butcher Vs. 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. If your planes run out of fuel, you can park them on the ground, where they'll slowly regenerate fuel. Land your units off to the east and shell it from afar. Speaking of experimental units, a Scathis experimental mobile artillery will be useful here. Their exterior firing radius will be large enough to actually enclose most of the Aeon island to your west, and they’ll be able to cover all of the UEF control tower base to the south. 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. If you have engineers or your commander up where the former northeastern Cybran base that you destroyed was located, they can build an air factory, upgrade it, and start making some T2 engineers. 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. If you build far enough south, building T2 artillery structures on the southern edge of the shield should let you cover most of the base there. Before you do so, though, task an engineer or two to build mass extractors on all the points near your main base. If your defenses are intact, though, you should begin building up your main base a bit, with some T3 shield generators on its western side to cover up the factories there. If you can submarine the cruisers and destroyers, you can finish off the battleships with your strategic bombers, or use your own battleships as a countermeasure. A Cybran operative has the keys in his possession, but won’t hand them over until you help him bust into a prison where some of his friends are being held. If you can get them up quickly enough, you can take out the roaming units and leave your engineer a more free path to the landing pads. The units it can create, however, get created in around half the time as it would take a T3 land factory to make them, at a commensurately greater resource cost over time. Matthew Rorie That will protect your T2 engineers as they creep over to the science facility. Before you approach the island from the west, though, be sure to target the torpedo turrets there with your T2 ships. Begin making use of the air superiority fighter spec that’s been made available to you, as well as the T3 SAM installation. You might also want to build some T2 flak cannons in the space to the northeast of the quantum gate, or plop down some T2 mobile flak cannons there. Sneaking up with T2 point defenses will let you approach the air staging facilities without a problem. When they’re out of the way, you can focus all your available units (don’t forget about your artillery units!) Speaking of capturing factories...the easiest place to do this is in the northeastern base. It’s more complicated, but perhaps a bit more satisfying because of it. Supreme Commander's gameplay lends itself well to the multiplayer realm because it's so wide open. From then on, hitting the 1 key will select all members of that group. 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. Take the time to build up a good-sized army before attacking the enemies. Soul Rippers will be helpful in dealing with enemy threats. 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. Having multiple engineers assist a single unit will greatly increase the speed of production. With the commander out of the way, one way or another, your goal will shift to tracking down the final Aeon base. Feel free to construct a few and hide them in your bubbles to let them get some kills. You don’t have to worry about the research facility at all, at least on normal difficulty; the patrol bots there will repair all the point defenses, which will be more than enough to repel the attacks that head its way. Your Tech 1 ground units won’t be of much use to you here, so feel free to tell them all to head directly into the center of the Aeon base to destroy them. Either way, nab the black box, but be sure to have the southern naval factories built first, each with four or five Tech 2 Engineers assisting 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. It's quite a fun game, and GameSpot's Game Guide will get you started with it. xbox360 gamer tag: DarkestCm. Sphealburg: https://www.youtube.com/channel/UCOklPPqMKPppJahZ8cfcJJQMore Supreme Commander 2 Content Creators:Nite of Misfortune: https://www.youtube.com/channel/UCvF-P8AgaPuZzUKY_o8FxbQAlphahex: https://www.youtube.com/watch?v=xyMAJSCbU-M\u0026list=PLNiSQfzLWxRKP-f4hQxV3jXkkaRcOBmmT@Teylor Slate https://www.youtube.com/channel/UC_SBJRbtWxfeZVzwta4ukaADarianStyle: https://www.youtube.com/channel/UChJAYfeFRateEPtScMO8VtwSoulRipper: https://www.youtube.com/channel/UCzKagvZ_iec4EL3rxtp21BwTitan RT: https://www.youtube.com/channel/UCsnEkkZptWlxHqYfIs0eDLwA Productions: https://www.youtube.com/channel/UCFTlAzY1ia4KEPUe9Ph3h5g @Andros the most popular Supreme Commander 2 YouTuber: https://www.youtube.com/channel/UCfb0e6ZziIb6ggTX3U5QJ-wCheck out Captain Munchies: https://www.youtube.com/channel/UCni2y8zwD-ZlT8Spjtci7HgSlow Frog's Channel! There are a few more temples scattered around the area, but only one of them has any tech. T2 Shield Generator: The T2 shield generator for the Cybran faction is the only stationary shield generator that the Cybrans get; they're unable to build the T3 heavy shield generator. It’ll pace around for a good long while, instead of attacking, allowing you to build your own Colossus, or attempt to artillery or nuke it to death. One last expansion, to the south this time. When the base has been sufficiently destroyed, mop up any remaining units or structures with your spiderbots and Doomrippers, then send in your commander to capture the Black Sun (it’ll take a while) to finish the campaign. 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. 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. Building four or five heavy artillery pieces will let you pound the units in the rest of the mission. You may also want a strategic missile defense that covers most of your factories, although we never had the enemy fire a nuke at us. The last year or so has seen a number of excellent real-time strategy games hit the market, from Company of Heroes to Star Wars: Empire At War. In the lobby for a Supreme Commander multiplayer game you may notice a ping meter. Get a look at some of that scale the kids are talking about in this clip from Supreme Commander. You’ll need at least 30 of them in a few minutes, so build them up now. There are five groups, with two artillery units each, backed up by a pair of T2 anti-air forces. Spy planes and scout planes are other useful units for assisting. Having ten or so strategic bombers squirrelled away somewhere is also a good idea. They’re big, they’re expensive, and they’re slow, but they can fire for miles and miles, which will be useful when the map expands. Since you’re going to be pressed for metal here, feel free to build a complex of mass fabricators. With the fleet taken out, the map is fairly open for you. Likewise, the last base, to the northwest, is most easily taken out with a land assault. 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. Be sure to have an engineer queue up mass extractors at all the empty ore spots. Time for another fun ride here. The only feasible way to take it out before it rips your base apart will be to use your strategic bombers. Most of the buildings here are severely damaged, so you’ll need to task an engineer or two to go around and repair them. Next up is a wave of attack boats; your submarines will make quick work of them, if you have around ten of them. You can also have your air factories build up strategic bombers, if you like, but those will only be a stopgap measure unless you can build a dozen of them, and that’s unlikely given the time constraints. 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 can also extend the base around the control tower to the south a bit, build some shieldings, and build T2 artillery to shell the base there, including the Colossus. 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. If that doesn’t work, then concentrate on the strategic missile defense until it’s destroyed, then nuke the hell out of the base. Not much to say here. Outside of the occasional spurt of planes, she won’t attack you very often, giving you plenty of time to deal with her. As mentioned, he’s got tactical missiles that will knock your units out if you send them in too quickly, but there’s a couple ways around that. Your first enemy here will be a wave of air units. The maps are bigger than you've ever seen, the explosions are more deadly, and there are more units to pack into your army. While it may be tempting to build up a fleet of T3 bombers and take it out the new-fangled way, it’s probably better to sweep through with a horde of T3 siege bots. Lastly, you’ll want to move around half of your naval forces to the northwestern corner of the map. Land them to the south of the base and start moving up with your artillery, smashing as you go. You’ll have to build your army from scratch here, so get to work. Again, you’ll probably want to relocate some T3 engineers to where the power generators stood and build some more factories and support infrastructure there, but don’t neglect your northeastern base; it’ll be attacked by naval units and transported ground units with regularity. The mainframe can take care of its own defenses. With five artillery units blasting away at him, he should go down in a few minutes. When they reach it, quickly build a Buzzkill anti-missile structure, a stationary shield generator, and a few anti-air turrets. You’ll want five or ten more T3 engineers at some point, to assist factories and build items around the base. Send in an engineer to convert as many of the buildings there as possible to your side, starting with the Tech 2 Power Generators! If Arnold, the enemy commander, goes underwater, move your subs in to torpedo him until he disappears. The Colossus works better as a catch-all (literally) base defense that can take out pretty much any army that comes your way. At 85% charge, the last threats will appear on your map. 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. If you hit the unit cap, you can intentionally destroy older or redundant units to make room for new ones. The usual deal here. When you defeat all of the naval bases (send in your remaining subs to take down any new subs that they’ve launched), start taking out the structures near the coast of the enemy base. Most troublesome is the appearance of a Colossus at the northern edge of Marxon’s base. 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. Alternately, one or two Doomrippers will be able to demolish the fleet fairly quickly. Don’t worry overmuch about the northern reaches of your base; concentrate on fortifying around the walls that ring the Black Sun device itself. If you wish, you can start the process of capturing the enemy structures here, or you can simply destroy them and rebuild when you take control of the island. Ultimate peril! The first wave is an easy air unit attack; repel it and make sure that you have point defenses scattered around the island. When they’ve been taken out, manually attack the temple nearby (click Attack, click the temple) until a Seraphim Tech pops out of it. The Aeon commander has set up shop on the southwestern spit of land here. 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 have enough units, start pushing your way north through the enemy defenses. You’re going to have to help Rhiza defeat the commander in the northeast, and you’ll do so by defeating a junior commander nearby. Upgrade to a T2 factory as quickly as you can, build some engineers to help out with defenses, and build a few interceptors to deal with the low-level air traffic that’ll come your way. 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. After this point, things get markedly easier. After the power generators are taken offline, you’ll immediately be faced with around four times the map area after the expansion. It's unlikely that Arnold will be able to launch more than one missile at your bases, though. The easiest way to get your commander to the Black Sun facility is to completely destroy everything around it first. 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. Your southeastern town will be the easier one to defend, so build up at the nearby mass points, get five or six more power generators going, and build a few point defenses on the northeastern side of town to prevent the T1 units that will eventually approach from doing much damage. When you have the resources to do so (probably after a few mass extractors are built, have your ACU start adding the Resource Allocation Systems and Engineering Suites as personal upgrades. Build up your defenses here before capturing the control center. 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. Each should have four of five engineer assistants, and each should start constructing units as soon as possible! 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. The amount of the reduction depends on the size of the source, and on how many sides of the structure you build sources. It’ll stay submerged until one of your units comes close, and only then rise to the surface and start spitting out its planes. Gunships are a great way to take out the missile launchers here. Have your engineer there build a land factory, upgrade it to Tech 2, then pop out a Tech 2 engineer and begin building Tech 2 point defenses and anti-air on the southern side of the base. If you want to try and keep all alive, though, feel free! 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