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Anti-air defense
T1 anti-air turret
T2 anti-air flak artillery
T3 anti-air SAM launcher
Mobile anti-air units
Tech 1 Mobile Anti-Air Gun
Tech 2 Mobile AA Flak Artillery
Tech 2 Cruiser
Aircraft Carrier

UEF T2 Anti-Air Flak Artillery: Air Cleaner UEF T2 Anti-Air Flak Artillery:  Air Cleaner
UEF T2 Anti-Air Flak Artillery: Air Cleaner
Anti-air tower. Designed to engage mid-level aircraft.[ e ]
Build costs -5600
 -560
700
Max health 3700
Veterancy 8  (+2/s)
Intel (radius) Vision: 24
Anti Air - Projectile
Damage per second 153
Projectile damage 102
Damage radius 4
Rate of fire 1.5 Projectiles/s
Range 44

Cybran T2 Anti-Air Flak Artillery: Burst Master Cybran T2 Anti-Air Flak Artillery:  Burst Master
Cybran T2 Anti-Air Flak Artillery: Burst Master
Anti-air tower. Designed to engage mid-level aircraft.[ e ]
Build costs -5600
 -560
700
Max health 3400
Veterancy 8  (+2/s)
Intel (radius) Vision: 24
Anti Air - Projectile
Damage per second 152
Projectile damage 38
Damage radius 4
Salvo size 2 Projectiles (in 0.1 s)
Rate of fire 2 salvos/s
Range 44

Aeon T2 Anti-Air Flak Artillery: Marr Aeon T2 Anti-Air Flak Artillery:  Marr
Aeon T2 Anti-Air Flak Artillery: Marr
Anti-air tower. Designed to engage mid-level aircraft.[ e ]
Build costs -5600
 -560
700
Max health 3500
Veterancy 8  (+2/s)
Intel (radius) Vision: 24
Anti Air - Projectile
Damage per second 150
Projectile damage 150
Damage radius 4
Reload time 1 seconds
Range 44

Seraphim T2 Anti-Air Flak Artillery: Sinnatha Seraphim T2 Anti-Air Flak Artillery:  Sinnatha
Seraphim T2 Anti-Air Flak Artillery: Sinnatha
Anti-air tower. Designed to engage mid-level aircraft.[ e ]
Build costs -5600
 -560
700
Max health 3600
Veterancy 8  (+2/s)
Intel (radius) Vision: 24
Anti Air - Projectile
Damage per second 132
Projectile damage 53
Damage radius 4
Salvo size 2 Projectiles
Rate of fire 1.25 salvos/s
Range 44

The Tech 2 Anti-Air Flak Artillery are mid-level fixed-position anti-air defenses. Their Flak cannons are direct fire weapons, but the shells explode in mid-air, potentially damaging several aircraft at once. Flak artillery can be built on water or land. They are great for defending mass extractors from air raids, or really anything from air raids. They should comprise a plurality or majority of your AA defense unless you really love SAM launchers.

Strengths[]

Tech 2 Anti-Air Flak Artillery is unmatched at destroying Tech 1 aircraft, taking them out in groups before they even reach their target. They also fare quite well against Tech 2 aircraft. Against Tech 3 gunships and bombers, they are incapable individually of dealing with this threat... they are simply unable to deal enough damage quickly enough to prevent T3 aircraft from completing their mission. If you build several Tech 2 Anti-Air Flak Artillery turrets with overlapping fields of fire and protect them with a shield generator, they are a formidable force against almost any enemy aircraft. Any base with SAM launchers should keep Flak Artillery around; twice as many as there are SAM launchers is a good formula. The flak's higher rate of fire can finish off enemy aircraft and help avert the overkill that SAMs are prone to.

Weaknesses[]

The Tech 2 Anti-Air Flak Artillery has trouble damaging the fastest air units in the game such as Tech 3 air superiority fighters or T3 spy planes. Build several SAM launchers to compensate for this deficiency.

Factional Differences[]

The 4 Tech 2 Anti-Air Flak Artilleries all cost the same amount. While each has unique weaponry and inflicts a different amount of damage per second, their overall performance is very similar, however, the UEF flak has the most damage per second and health, though it is not much ahead the others. The Seraphim weapon by far has the least DPS, nearly 20 less than the others for the same cost.

See Also[]

T2 mobile AA flak artillery

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