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=== Aeon ===
 
=== Aeon ===
*[[Aeon Experimental Sacred Assault Bot|Experimental Sacred Assault Bot: ''Galactic Colossus'']], a humanoid like giant robot, with a single Phason Laser that fires from it's eye.
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*[[Aeon Experimental Sacred Assault Bot|Experimental Sacred Assault Bot: ''Galactic Colossus'']], a humanoid like giant robot, with a single Phason Laser that fires from its eye.
 
*[[Aeon Experimental Aircraft Carrier|Experimental Aircraft Carrier: ''CZAR'']], a giant flying saucer, that can transport and build units, and fires the Quantum Beam Generator, obliterating anything underneath.
 
*[[Aeon Experimental Aircraft Carrier|Experimental Aircraft Carrier: ''CZAR'']], a giant flying saucer, that can transport and build units, and fires the Quantum Beam Generator, obliterating anything underneath.
 
*[[Aeon Experimental Battleship|Experimental Submersible: ''Tempest'']], a submersible naval fire base, equipped with a single over sized [[Oblivion Cannon]].
 
*[[Aeon Experimental Battleship|Experimental Submersible: ''Tempest'']], a submersible naval fire base, equipped with a single over sized [[Oblivion Cannon]].

Revision as of 23:42, July 26, 2008

Experimental Units
Direct Fire
Naval
No-unit
Air
Indirect Fire
No-unit
Other
No-unit
Monkeylord marching in

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

Experimental units are the biggest, strongest and most effective units in Supreme Commander. They play a very large part in the appeal to the game, giving players the possibility of creating weapons to crush opposing armies, on a scale they had never before seen.

They are incredibly powerful, and most have a mix of abilities that make them even more effective on the battlefield. Each faction has three experimental units, and they constitute some of the major faction differences. Forged Alliance expansion adds one experimental unit to each faction, plus the three Seraphim ones.

Experimental units are often considered "tech 4". They are constructed not by factories but by tech 3 engineers, SCUs, and upgraded ACUs. The resource requirements for experimental units are extreme, so there must be a robust economy available to support the construction. They also take so much time to construct that a single engineer should never be used to construct them. Instead, as large a group as possible should be used to accelerate the construction.

With the release of forged alliance, their cost has been greatly reduced, allowing for easier deployment. As a counter part to this, their power was reduced, not making them the all mighty they used to be. While they can still wreak havoc and destruction, a well defended base, or a large amount of tech 3 units can stop them.

Use

Although experimental units are much more powerful than most units, a common mistake is to overestimate their power. Sending one alone against an enemy base is almost guaranteed to fail, as the unit will probably be destroyed shortly after reaching said base. 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 go wrong.

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. 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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