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Experimental Units
Direct FireUEL0401 build btnURL0402 build btnUAL0401 build btnXSL0401 build btn
NavalUES0401 build btnXRL0403 build btnUAS0401 build btnNo-unit
AirXEA0002 build btnURA0401 build btnUAA0310 build btnXSA0402 build btn
Indirect FireUEB2401 build btnURL0401 build btnNo-unitXSB2401 build btn
OtherXEB2402 build btnNo-unitXAB1401 build btnXSL0402 build btn

Experimental units are large, powerful units in Supreme Commander, acting as the signature weapons for each faction.

Gameplay[]

Monkeylord marching in

Experimental units are a force to be reckoned with. Here, an army of Monkeylords marching through an enemy base.

Experimentals are usually armed with powerful weaponry and have various abilities to give them an edge in battle. Each faction has three experimental units (Four in Forged Alliance, including the Seraphim) and constitute some of the major faction differences.

Often considered "Tech 4" as they are constructed by construction units at Tech 3, much like structures. However, due to the high-powered nature of these mobile superweapons, a commander should have a robust supply of resources to deploy these units. Their construction times are also very high, often requring scores of Engineers or ACUs to get them into the field as quickly as possible.

Forged Alliance[]

In the expansion, construction costs and times have been halved, allowing them to be brought out quicker and sooner. Their firepower have been reduced as a result. Therefore Commanders are encouraged to build them in greater numbers, exhibiting numbers over strength.

As the Seraphim were introduced, one additional experimental was added to each faction.

Use[]

T4 CZAR wreck2

Wrecks of experimental units are extremely valuable

Although experimental units are much more powerful than most units, a common mistake is to overestimate their power. Sending one alone against a well defended enemy base is almost guaranteed to fail, as the unit will probably be destroyed shortly after reaching said base. This is especially true of Monkeylords. However, sending 2 or 3 of such units at once can create a force that even the best defended bases will have trouble stopping. Never overestimate your experimental units, escort them with anti air, and you will probably never fail to destroy your target.

List of experimental units[]

UEF[]

Cybran[]

Aeon[]

Seraphim[]

Game ender[]

Some of these units are so powerful, the game is essentially finished if one is successfully constructed. For example: The Mavor Experimental Artillery. See the game ender article for more details.

See also[]

See details about a specific unit at experimental units category using the Unit Navigational Box at the top of the page, or just by clicking the corresponding link.

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