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Anti-air defense
T1 anti-air turretUEB2104 build btnURB2104 build btnUAB2104 build btnXSB2104 build btn
T2 anti-air flak artilleryUEB2204 build btnURB2204 build btnUAB2204 build btnXSB2204 build btn
T3 anti-air SAM launcherUEB2304 build btnURB2304 build btnUAB2304 build btnXSB2304 build btn
UEF T1 Anti-Air Turret: DA1 Railgun UEF T1 Anti-Air Turret:  DA1 Railgun
UEF T1 Anti-Air Turret: DA1 Railgun
Anti-air tower. Designed to engage low-end aircraft.[ e ]
Build costsEnergy icon -2000
Mass icon -200
Time icon 250
Max healthHealth icon 1200
Veterancy UEF veteran icon Kills icon 4  (Health icon+1/s)
Intel (radius) Vision: 24
Anti Air - Projectile
Damage per second 69
Projectile damage 23
Salvo size 2 Projectiles
Rate of fire 1.5 salvos/s
Range 44
Cybran T1 Anti-Air Turret: Tracer Cybran T1 Anti-Air Turret:  Tracer
Cybran T1 Anti-Air Turret: Tracer
Anti-air tower. Designed to engage low-end aircraft.[ e ]
Build costsEnergy icon -2000
Mass icon -200
Time icon 250
Max healthHealth icon 1200
Veterancy Cybran veteran icon Kills icon 4  (Health icon+1/s)
Intel (radius) Vision: 24
Anti Air - Projectile
Damage per second 70
Projectile damage 14
Salvo size 2 Projectiles (in 0.1 s)
Rate of fire 2.5 salvos/s
Range 44
Aeon T1 Anti-Air Turret: Seeker Aeon T1 Anti-Air Turret:  Seeker
Aeon T1 Anti-Air Turret: Seeker
Anti-air tower. Designed to engage low-end aircraft.[ e ]
Build costsEnergy icon -2000
Mass icon -200
Time icon 250
Max healthHealth icon 1200
Veterancy Aeon veteran icon Kills icon 4  (Health icon+1/s)
Intel (radius) Vision: 24
Anti Air - Projectile
Damage per second 67
Projectile damage 14
Salvo size 3 Projectiles (in 0.2 s)
Rate of fire 1.6 salvos/s
Range 44
Seraphim T1 Anti-Air Defense: Ialla Seraphim T1 Anti-Air Defense:  Ialla
Seraphim T1 Anti-Air Defense: Ialla
Anti-air tower. Designed to engage low-end aircraft.[ e ]
Build costsEnergy icon -2000
Mass icon -200
Time icon 250
Max healthHealth icon 1200
Veterancy Seraphim veteran icon Kills icon 4  (Health icon+1/s)
Intel (radius) Vision: 24
Anti Air - Projectile
Damage per second 70
Projectile damage 10
Salvo size 2 Projectiles
Rate of fire 3.5 salvos/s
Range 44

The tech 1 anti-air turrets are low-tech fixed base defenses. They are relatively cheap to build, and are effective against T1 attack bombers (and, in numbers, against the slower T2 and T3 aircraft).

As initial base defense[]

While T1 AA turrets provide decent protection against slow moving aircraft (such as T1 bombers, transports, or gunships), their muzzle velocity is too low to hit faster units. They are effective at hitting gunships, but their low DPS makes them somewhat unsuited for the task.

Most players prefer to build T1 mobile anti-air guns in some numbers for base defense instead. They provide an overall better DPS for lower costs, and are mobile. However this means they might leave the area if accidentally selected or miscontrolled, so be conservative with the most important vulnerable targets.

Furthermore, since the T1 AA turrets don't have a blast radius like T2 flak does, eventually switch to building T2 anti-air flak artillery, which is more effective for mass air defense and covers a larger area.

As late game defense[]

Once their economy is up and running, some players like to build batches of these anti-air turrets, as they are quite effective in groups against gunships. While this is somewhat effective against early snipes, T2 anti-air flak artillery (or multiple T2 mobile AA flak artillery) eventually becomes better suited and more cost effective for the task, because AOE hits multiple targets. Note that neither turret will be able to hit T3 air superiority fighters or spy planes effectively, nor will they have enough damage output to stop a T3 strategic bomber strike, requiring a more costly anti-air solution.

One of the two real reasons is to use these in the late game is a hasty defense set-up in a pinch. For example at new bases until better AA can be built, or when suddenly surprised. They can be built nearly instantly by high tech engineer units thanks to their build rate.

The other reason is that due to their low cost and build time, they may be built en masse to potentially whittle more tougher gunships or to provide anti-air protection to remote bases. outposts or mass extractors deep in friendly territory, distracting them away from the front lines or preventing them from dealing effective damage entirely. At their cost, if they can shoot down a single T2 gunship such as the stinger they will have done their job well, but quickbuilt turrets can also chip at certain slow floating experimentals, such as the soul ripper or czar and then be reclaimed once the threat passes.

Compared to point defense[]

Their surface/land counterpart is the T1 point defense. Typically these defences share a similar shape and have identical footprint which can be useful for deception. The AA version is cheaper however.

Factional differences[]

The four Tech 1 Anti-Air turrets are the UEF DA1 Railgun, the Cybran Tracer, the Aeon Seeker and the Seraphim Ialla. These turrets all have the same cost, health, range and weapon muzzle velocity. They do have a different rate of fire, but their damage per second is almost equal.

Gallery[]

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