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Bots
Tech 1 Scout Bot
Tech 1 Light Assault Bot
Tech 1 Assault Bot
Tech 2 Bot
Tech 2 Mobile Bomb
Tech 3 Heavy / Siege Assault Bot
Tech 3 Armored Assault Bot
Tech 3 Sniper Bot
Experimental
Experimental
Tech 1 Land Units
Land Scout
Light Assault Bot
Light/Medium Tank
Mobile Anti-Air Gun
Mobile Light Artillery
Engineer

UEF T1 Light Assault Bot: Mech Marine UEF T1 Light Assault Bot:  Mech Marine
UEF T1 Light Assault Bot: Mech Marine
Lightly armored mech. Provides direct-fire support against low-end units.[ e ]
Build costs -140
 -35
140
Max health 75
Speed4 (Land)
Veterancy 2  (+1/s)
Intel (radius) Vision: 18
Direct Fire - Projectile
Damage per second 21
Projectile damage 7
Rate of fire 3 Projectiles/s
Range 14

Cybran T1 Light Assault Bot: Hunter Cybran T1 Light Assault Bot:  Hunter
Cybran T1 Light Assault Bot: Hunter
Lightly armored strike bot. Provides direct-fire support against low-end units.[ e ]
Build costs -140
 -35
140
Max health 65
Speed4 (Land)
Veterancy 2  (+1/s)
Intel (radius) Vision: 18
Direct Fire - Projectile
Damage per second 21
Projectile damage 7
Salvo size 3 Projectiles (in 0.2 s)
Reload time 1 seconds
Range 14

Aeon T1 Light Assault Bot: Flare Aeon T1 Light Assault Bot:  Flare
Aeon T1 Light Assault Bot: Flare
Fast, lightly armored assault bot. Fires a short-range sonic weapon.[ e ]
Build costs -140
 -35
140
Max health 70
Speed4 (Land)
Veterancy 2  (+1/s)
Intel (radius) Vision: 18
Weapon: Sonic Pulsar
Direct Fire - Projectile
Damage per second 21
Projectile damage 7
Salvo size 3 Projectiles
Reload time 1 seconds
Range 14

Seraphim T1 Combat Scout: Selen Seraphim T1 Combat Scout:  Selen
Seraphim T1 Combat Scout: Selen
Light, fast mobile reconnaissance unit. When stationary, deploys cloaking and stealth fields.[ e ]
Build costs -80
 -20
80
Max health 35
Speed4 (Land)
Veterancy 2  (+1/s)
Intel (radius)Stealth: Self
Vision: 24
Radar: 35
Direct Fire - Projectile
Damage per second 12
Projectile damage 4
Rate of fire 3 Projectiles/s
Range 16

The Tech 1 Light Assault Bots are the lightest and most basic direct fire unit for all factions.

They are tech 1 direct-fire units designed to perform raiding on lightly defended outposts or assist in direct attacks. They are quick and cheap to build, which makes them an integral component of any commander's T1 force. They are also very quick and agile permitting a limited amount of kiting and allowing them to attack and retreat quicker. It is inadvisable to use them against stationary defenses or commanders as they will be killed in 1 to 3 hits, only providing veterancy. They are also unique in that they are the only units able to fire out of a transport. That technique has been named the Ghetto gunship. Outside the aforementioned Ghetto gunship, LABs are typically phased out within the first ten minutes of the game.

Tactics[]

Being mobile, cheap, and fast to create, LABs are used to harass enemy engineers and control areas of the map. Where only light resistance is expected this is effective at achieving control for their controlling player and denying the enemy locations for mass extractors. However, they are generally a poor choice for actual head to head combat against any other direct fire unit due to their frailty, especially against tanks.

LABs are rarely produced for direct land warfare after the first 5 minutes of a match, however they work extremely well with transports into the midgame, being dropped behind enemy lines for harassment purposes. While fragile, they provide excellent DPS per transport slot occupied. Additionally, for non-Seraphim LABs they are unique in being the only units able to fire from aboard a transport (forming the combination known as a ghetto gunship).

Factional differences[]

Overall, they are equivalent in all aspects except health across all factions, except for the Seraphim Selen. The Seraphim forgo the light assault bot for a combat scout that has weaker armor but stealth and a cloaking device (when stationary) and a better vision radius (effectively a combination of the light assault bot and scout unit).

UEF Mech Marine[]

UEF Light assault bot

UEF Mech Marines

The primary role of the Mech Marine is direct fire support. This lightly armored ground unit sacrifices damage potential and staying power for superior speed and maneuverability.
Vanilla SupCom description

The Mech Marine has 5-10 more health than others, making it last slightly longer in a firefight against other mobile units. It will consistently defeat other LABs in one-on-one combat due to sustained damage and HP superiority, according to in-game testing. Its machineguns give it a high rate of fire and DPS. The Tomcat machine guns will make short work of enemy scouts and radar installations.

Aeon Flare[]

SCFrame Sun Jul 18 170936 2010 00018

Flare firing its sonic pulsar

These incredibly fast bots are designed for pure damage. The Short-Range Sonic Pulsar mounted on each arm fires fan-shaped, focused sound waves that permeate and disrupt solid matter.
Vanilla SupCom description

Little is remarkable about the Flare other than the fact that it uses some sort of sonic weaponry. The long reload time makes this the worst of the true LABs according to in-game testing. (Though it will still easily defeat the Seraphim Selen Combat Scout). It is superior for the purpose of hit-and-run attacks in comparison to the other bots, precisely due to its weapon properties (high damage per shot, low firing rate).If you want to have your Flares succeed combine them with Auroras from the water to provide direct fire support and something for the other units to try (and fail) shooting at.

Cybran Hunter[]

T1 LAB

Cybran Hunter

The Hunter is a fast strike bot designed to work in groups. Though it's lightly armored and does moderate damage, it's relatively low cost allows for many to be built quickly and deployed as a support or a light task force.
Vanilla SupCom description

The Hunter has slightly lower health than other bots, and fires its laser in bursts. It can consistently defeat Flares due to more consistent damage output, though it loses to Mech Marines. It can actually be very useful when combating other LABs that are tightly packed, because its burst weapon sprays a small area with fire. This gives it a small area damage.

Seraphim Selen[]

Main article: Seraphim T1 Combat Scout
SeraphimCombatScout

Seraphim Selen

The Selen is unique in that it serves the purpose of both light assault bot and land scout. It costs about half the mass but has lower HP and DPS between that of a conventional assault bot and higher health/DPS than a T1 land scout. It possess radar as well as stealth and cloaking, which makes it more useful for surprise attacks. However, its stealth and cloaking deactivates when the unit moves or fires, and so move orders must be used with care. It is, however, even cheaper and quicker to build than other light assault bots, which makes it slightly more spammable. A useful trick when using them is to set them to hold fire and place them on a mass node, which prevents engineers from building on that spot. This can be countered via artillery groundfire or sometimes by bumping the Selen to get it to move, breaking it's stealth. Note, however, that its primary purpose is scouting and not attack and is not cost effective to use them when defending against other bots. A mistake that new players often make is to build 15 of these and hope to do some damage. These are designed for the previously mentioned mass extractor prevention. In combat these will fall like dominoes. A bug: if a unit is already chasing the selen, the selen could stop firing and moving, but the unit will fire at the selen anyway. Also, The Selen can only fire forward when moving, so don't plan returning on fire when beating a hasty retreat from LABs.

Summary[]

      
HP
Cost
DPS
Proj.
dam.

Range

Vision
Energy Mass Time
UEF 75 140 35 140 21 7 14 18
Cybran 65 140 35 140 21 7 14 18
Aeon 70 140 35 140 21 7 14 18
Seraphim 35 80 20 80 12 4 16 24

Gallery[]

UEF Light assault bot

A group of 3 UEF T1 Light Assault Bots

Hunters insitu

A platoon of Cybran Hunters under fire

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