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Tech 2 Air Unit
Fighter/BomberDEA0202 build btnDRA0202 build btnXAA0202 build btnXSA0202 build btn
Torpedo BomberUEA0204 build btnURA0204 build btnUAA0204 build btnXSA0204 build btn
GunshipUEA0203 build btnURA0203 build btnUAA0203 build btnXSA0203 build btn
Air TransportUEA0104 build btnURA0104 build btnUAA0104 build btnXSA0104 build btn
Guided MissileNo-unitNo-unitDAA0206 build btnNo-unit
Fighters
Tech 1 InterceptorUEA0102 build btnURA0102 build btnUAA0102 build btnXSA0102 build btn
Tech 2 Fighter/BomberDEA0202 build btnDRA0202 build btnNo-unitXSA0202 build btn
Tech 2 Combat FighterNo-unitNo-unitXAA0202 build btnNo-unit
Tech 3 Air-Superiority FighterUEA0303 build btnURA0303 build btnUAA0303 build btnXSA0303 build btn
Bombers
Tech 1 AttackUEA0103 build btnURA0103 build btnUAA0103 build btnXSA0103 build btn
Tech 2 Fighter/BomberDEA0202 build btnDRA0202 build btnNo-unitXSA0202 build btn
Tech 2 TorpedoUEA0204 build btnURA0204 build btnUAA0204 build btnXSA0204 build btn
Tech 3 StrategicUEA0304 build btnURA0304 build btnUAA0304 build btnXSA0304 build btn
OtherNo-unitNo-unitXAA0306 build btnXSA0402 build btn

UEF T2 Fighter/Bomber: Janus UEF T2 Fighter/Bomber:  Janus
UEF T2 Fighter/Bomber: Janus
Combination fighter/bomber designed to engage both land and aerial units. Armed with linked AA railguns and heavy napalm carpet bombs.[ e ]
Build costsEnergy icon -8400
Mass icon -420
Time icon 2400
Max healthHealth icon 1200
Speed
Fuel
15 (Air)
Fuel icon8:20
Veterancy UEF veteran icon Kills icon 6  (Health icon+2/s)
Intel (radius) Vision: 32
Radar: 65
Weapon: Linked Railgun x 2
Anti Air - Projectile
Damage per second 75
Projectile damage 75
Reload time 1 seconds
Range 30
Bomb - Bomb
Damage per second 120
Bomb damage 150  (2.5s DoT)
Damage radius 2.5
Salvo size 8 Bombs (in 1.05 s)
Reload time 10 seconds
Range 45
Weapon: Air Crash
Death
Damage 200
Damage radius 1

Cybran T2 Fighter/Bomber: Corsair Cybran T2 Fighter/Bomber:  Corsair
Cybran T2 Fighter/Bomber: Corsair
Combination fighter/bomber designed to engage both land and aerial units. Armed with Nano Dart launcher and separate missile launcher.[ e ]
Build costsEnergy icon -8400
Mass icon -420
Time icon 2400
Max healthHealth icon 1100
Speed
Fuel
15 (Air)
Fuel icon8:20
Veterancy Cybran veteran icon Kills icon 6  (Health icon+2/s)
Intel (radius) Vision: 32
Radar: 65
Anti Air - Projectile
Damage per second 54
Projectile damage 38
Salvo size 4 Projectiles (in 0.6 s)
Reload time 2.8 seconds
Range 30
Direct Fire - Projectile
Damage per second 120
Projectile damage 150
Damage radius 2
Salvo size 8 Projectiles (in 0.35 s)
Reload time 10 seconds
Range 45
Weapon: Air Crash
Death
Damage 200
Damage radius 1

Seraphim T2 Fighter/Bomber: Notha Seraphim T2 Fighter/Bomber:  Notha
Seraphim T2 Fighter/Bomber: Notha
Combined fighter/bomber. Armed with two AA weapons and a tactical bomb.[ e ]
Build costsEnergy icon -8400
Mass icon -420
Time icon 2400
Max healthHealth icon 1175
Speed
Fuel
15 (Air)
Fuel icon8:20
Veterancy Seraphim veteran icon Kills icon 6  (Health icon+2/s)
Intel (radius) Vision: 32
Radar: 65
Weapon: Shleo AA Autogun x 2
Anti Air - Projectile
Damage per second 75
Projectile damage 25
Salvo size 3 Projectiles (in 0.2 s)
Reload time 1 seconds
Range 30
Bomb - Bomb
Damage per second 118
Bomb damage 1175
Damage radius 3
Reload time 10 seconds
Range 40
Weapon: Air Crash
Death
Damage 25
Damage radius 1

The T2 fighter/bomber units are, as the name implies, both fighter and bomber units combined. Every faction except for the Aeon has a T2 fighter/bomber. The Aeon, instead, have a T2 version of interceptors.

Effectiveness[]

UEF and Seraphim T2 Fighter/Bombers are very generous units by a long shot. You get what you pay for with interceptors, air-superiority fighters, attack bombers, gunships, strategic bombers and other forms of air, but it is important to stress that you get more than what you pay for with UEF and Seraphim T2 Fighter/Bomber units. A single fighter/bomber can do what four interceptors can do, and what four T1 attack bombers can do for less expense, especially in energy consumption. They are equipped with radar as well, and have a slightly better gun range and line of sight than interceptors. When it comes to airspace defense, the performance difference from Tech 1 to Tech 2 is hard to miss. Once you get your first Tech 2 air factory, switch production to fighter/bombers immediately.

UEF and Seraphim Fighter/Bomber units can also find usage in tech 3. When used correctly, they can take on air-superiority fighters and easily rival strategic bombers, which have an insane energy cost.

The UEF and Seraphim Fighter/Bombers are much more versatile than the Aeon Combat Fighter, being able to serve as both a T2 Fighter and T2 Bomber (which the Aeon lack completely) in a single unit. They are however much more expensive than the Aeon Combat Fighter, making them less cost-efficient for achieving Air Superiority over an Aeon opponent.

Faction differences[]

Cybran Corsair[]

T2 fighter or bomber22

Equipped with an air-to-ground nano-missile, the Corsair is a surgical strike bomber. Rumors exist that Cybran scientists continue to work on a fighter/bomber variant.
Corsair Vanilla SupCom description

Some think that a Cybran T2 Corsair is not efficient against other air units. Because it has a third of the anti-air DPS of other fighter/bomber units, they say it cannot do what UEF and Seraphim fighter/bombers can do when it comes to fighting capabilities. They think that this makes Tech 3 air-superiority fighters more important for the Cybran. However, the Corsair uses a homing missile weapon against air units, giving it an extremely high hit rate compared to its T2 counterparts (this is not true in Forged Alliance, as projectile Anti-Air hit rates were dramatically improved); this accuracy makes its effective DPS much closer to the other two in air-to-air combat (as the weapons of the other two can and do miss). This homing ability is lost when targeting ground units; however their ground projectiles all hit one spot and travel extremely fast, giving them much higher ground accuracy while having the same ground DPS. They are very good at sniping for this reason. The faster projectiles are especially useful for sniping enemy ground-based Anti-Air assets, as a sufficient number of Corsairs can destroy the ground-based Anti-Air asset nearly as soon as it begins shooting at them, thereby taking almost no damage. This, combined with the fact that rockets land all around the target and have a decent area of effect radius means they also tend to deal their damage over a fairly decent area, making them superior to their UEF and Seraphim counterparts as ground-attack units.

UEF Janus[]

T2 fighter or bomber

Forgoing a bit of accuracy for improved armor and damage capacity, the Janus is the ideal mid-level bomber.
Janus Vanilla SupCom description

The UEF Janus is basically what happens when you take a Cyclone and a Scorcher, make them better, and then put them together. Its has, not surprisingly, the highest HP of the other two fighter/bomber units. Rather than dropping one bomb, it drops several ones in two rows, making it perfect for damage over a wide area, but not highly effective against units with higher health, like an ACU. With damage over time, units that are out of range of the bomb can accidentally move into range and get damaged themselves. Therefore, the Janus is probably the best unit for taking on groups of T1/T2 units. The Janus has the weakest AA of the three fighter/bombers due to projectiles missing.

Seraphim Notha[]

Seraphim notha

The Seraphim Notha releases all its damage output in one bomb, rather than having it spread over several bombs. This makes it the best fighter/bomber for sniping/attacking stationary targets, like Mass Extractors or T2 power plants. Note however that its bombing accuracy is affected by same targeting bug that affects all the strategic bombers, meaning that it will often miss the intended target by a sizable margin on its first pass (tested in version 3606).

Strategy[]

These units are primarily used as bombers in competitive play. Doing more damage per pass/volley than their T1 attack bomber counterparts, they are used to assassinate the enemy ACU before their AA units have a chance to react. It is better to build multiple T1 interceptors for efficiency rather than use these units as fighters, as their higher mass cost for air-to-ground bombs will not be useful in a dogfight: specialisation of units is key. However, their AA capability over T1 bombers does mean they are less reliant on escort micro, freeing the player up for other duties.

These units can be rushed around the same time a T2 power generator has completed construction, using the T2 upgraded air factory built in conjunction to build the required advanced tech level of engineer.

If you are able to build these, you are able to build air staging facilities. They cost substantially less than any fighter/bomber and will save you lots of mass in terms of being able to repair your planes instead of building new ones.

Because of radar capabilities, attack capabilities and a better fuel supply, fighter/bomber units are much better for patrolling your base, and should replace most if not all of your defensive interceptors and attack bombers ASAP.

Fight/Bombers make good use of Tech 2 base defence, as many groups of a Fighter/Bomber with two intercepter escorts make very good patrols during Tech 2 and can even fare well into Tech 3.

Weaknesses[]

As aforementioned, some think that Corsairs are not well suited for taking on other fighter units. As also aforementioned, the Corsair's accuracy (with homing missiles) makes its effective DPS much closer to its counterparts and others think it is a perfectly competent unit for taking on other fighter units. The weaknesses of T2 fighter/bombers that most can agree on can be found below.

Concerning fighter/bomber units in general, their fuel supply, while greater than the fuel supply of Tech 1 air units, is not great enough to justify long-term usage away from air-staging facilities. They lack the speed of combat fighters and other higher tech units, making them ill-suited for chasing down anything but Tech 1/Tech 2 units, but they don't suffer from the illness of being too fast as ASFs sometimes do. Thus, they should still be kept around in numbers as secondary defense units, mostly to hit the stragglers that your ASFs didn't get (usually gunships and transports) or any land units that are out of point defence range. When used this way, you can bring your ASFs much less damage and overall bringing down the cost on your economy. 

Like most Tech 1 and 2 air units, It is highly recommended to avoid flying over T2 AA Flak defenses. However, Fighter/Bombers (Especially the UEF Janus) display a remarkable resistance to T2 Mobile Flak.

Trivia[]

  • The UEF Janus is likely named after the Roman god of choices, beginnings, endings, and doors and is usually depicted with two connected heads facing opposite directions. It is probably named as such due to the fighter/bomber possessing two "faces" with its dual role.
  • The Janus has a variable-geometry wing, meaning that it changes shape in flight. In normal flying, the wings extend out normally.  When engaged with enemy aircraft at close range, the wings sweep forward, giving the aircraft a trident-like appearence.  This would most likely be a feature to increase the aircraft's ability to turn harder at speeds.
  • The Janus does not appear in the unit list that comes with Supreme Commander for the PC. This is because Fighter/Bombers, as well as the Aeon Mercy, were only added as of the update associated with version r3260, leading up to the release of Forged Alliance.
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