Supreme Commander Wiki
No edit summary
Line 11: Line 11:
 
'''Tip''': The Fatboy is an excellent tool for smashing enemy lines; however, it can also be very useful for setting up [[firebase]]s and building a strike force just outside the enemy base. It cannot build structures for a firebase, but it can build engineers to construct it. It can also rapidly adapt to any new threats by building units to counter the threat. For instance, it can build [[UEF T2 Anti-Air Flak Artillery|T2 anti-air]] in response to an air assault. (If you are up against T3 bombers, you probably will not have any time to do so.)
 
'''Tip''': The Fatboy is an excellent tool for smashing enemy lines; however, it can also be very useful for setting up [[firebase]]s and building a strike force just outside the enemy base. It cannot build structures for a firebase, but it can build engineers to construct it. It can also rapidly adapt to any new threats by building units to counter the threat. For instance, it can build [[UEF T2 Anti-Air Flak Artillery|T2 anti-air]] in response to an air assault. (If you are up against T3 bombers, you probably will not have any time to do so.)
   
'''*''': It would also be smart to send a transport with engineers and T3 siege assault bots, which is faster and cheaper, allowing you to be able to use it in a rush, and also allowing you to make plenty of fire bases behind enemy lines.
+
'''<nowiki>*</nowiki>''': It would also be smart to send a transport with engineers and T3 siege assault bots, which is faster and cheaper, allowing you to be able to use it in a rush, and also allowing you to make plenty of fire bases behind enemy lines.
   
'''Tip''': The ''Fatboy's'' anti-air weapons are deactivated when underwater, making it especially vulnerable to torpedo bombers. Although the Fatboy is equipped with torpedoes, these are very weak, and you should not count on them. Unless you are hoping for a surprise attack (with low chances of success, due to lack of mobile stealth and low speed), you should never send the Fatboy on a trip underwater without naval and sea support. When underwater, even a small squad of T1 submarines or T2 torpedo bombers can easily take it out. If the squad is big enough, then they can even do it before back-up has time to arrive.
+
'''Tip''': The ''Fatboy's'' anti-air weapons are deactivated when underwater, making it especially vulnerable to torpedo bombers. Although the Fatboy is equipped with torpedoes, these are very weak, and you should not count on them. Unless you are hoping for a surprise attack (with low chances of success, due to lack of mobile stealth and low speed), you should never send the Fatboy on a trip underwater without naval and air support. When underwater, even a small squad of T1 submarines or T2 torpedo bombers can easily take it out. If the squad is big enough, then they can even do it before back-up has time to arrive.
   
 
'''Tip''': When your opponent has Fatboys underwater and you do not have anything to detect submerged units, use aircraft and look for the shimmering top of the shield. In most maps this will be exposed above the water and can also be damaged by any projectile, so remember this if you need to get through its shield when the experimental is underwater.
 
'''Tip''': When your opponent has Fatboys underwater and you do not have anything to detect submerged units, use aircraft and look for the shimmering top of the shield. In most maps this will be exposed above the water and can also be damaged by any projectile, so remember this if you need to get through its shield when the experimental is underwater.

Revision as of 12:12, 4 July 2009

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
UEF Experimental Mobile Factory: Fatboy UEF Experimental Mobile Factory:  Fatboy
UEF Experimental Mobile Factory: Fatboy
Experimental, amphibious mobile factory. Equipped with battleship-level weapons and armor. Its shield consumes energy.[ e ]
Build costsEnergy icon -307500
Mass icon -24600
Time icon 18450
StorageEnergy icon 1000
Mass icon 200
Consumption
Energy icon -500
Build rate
Time icon180/s
Max healthHealth icon 12500 (Health icon+20/s)
Shield healthShield icon20000 (+64/sec)
Shield rebuildTime icon160 (+125/sec)
Shield radius25
Speed1.75 (Amphibious)
Veterancy UEF veteran icon Kills icon 25  (Health icon+15/s)
Intel (radius) Vision: 32
Water vision: 32
Weapon: Gauss Cannon x 4
Direct Fire - Projectile
Damage per second 750
Projectile damage 250
Damage radius 1.5
Salvo size 3 Projectiles
Reload time 1 seconds
Range 100
Weapon: Hells Fury Riot Gun x 2
Direct Fire - Projectile
Damage per second 450
Projectile damage 150
Rate of fire 3 Projectiles/s
Range 45
Weapon: Linked Railgun x 2
Anti Air - Projectile
Damage per second 60
Projectile damage 20
Salvo size 2 Projectiles
Rate of fire 1.5 salvos/s
Range 45
Anti Navy - Torpedo
Damage per second 75
Torpedo damage 75
Salvo size 4 Torpedos
Reload time 4 seconds
Range 40
Weapon: Death weapon
Damage 4000
Damage radius 7

The UEF Experimental Mobile Factory, nicknamed the Fatboy, is a UEF unit. This is an experimental unit, as well as a factory, direct fire unit, anti-air unit, defense unit and an air support unit.

This is one of the most versatile units in Supreme Commander, being amphibious, shielded, and equipped with a wide array of weapons including Hells Fury Riot Guns, Linked Railguns, Angler Torpedos, as well as four high powered triple Gauss Cannons. When on land and not moving, it can also produce any land vehicle the UEF posesses, enabling the Fatboy to create a land army or an air support squad within minutes. However, it is very slow moving and susceptible to heavy air units and requires support to increase its Survivability when the enemy has air dominance. Any weaknesses this extraordinary machine has it makes up in firepower and range.

The Fatboy is best used as defense against other ground Experimental units, or as a forward firebase. Its long range (it is only outranged by sea units, and the Scathis and Mavor) and incredible DPS make it very effective when kiting other Experimentals and smashing defenses. However, the Fatboy is particularly vulnerable to Aircraft, Submarines, and any other Experimentals that can get close enough to fire their main weapons.

Tips

Tip: The Fatboy is an excellent tool for smashing enemy lines; however, it can also be very useful for setting up firebases and building a strike force just outside the enemy base. It cannot build structures for a firebase, but it can build engineers to construct it. It can also rapidly adapt to any new threats by building units to counter the threat. For instance, it can build T2 anti-air in response to an air assault. (If you are up against T3 bombers, you probably will not have any time to do so.)

*: It would also be smart to send a transport with engineers and T3 siege assault bots, which is faster and cheaper, allowing you to be able to use it in a rush, and also allowing you to make plenty of fire bases behind enemy lines.

Tip: The Fatboy's anti-air weapons are deactivated when underwater, making it especially vulnerable to torpedo bombers. Although the Fatboy is equipped with torpedoes, these are very weak, and you should not count on them. Unless you are hoping for a surprise attack (with low chances of success, due to lack of mobile stealth and low speed), you should never send the Fatboy on a trip underwater without naval and air support. When underwater, even a small squad of T1 submarines or T2 torpedo bombers can easily take it out. If the squad is big enough, then they can even do it before back-up has time to arrive.

Tip: When your opponent has Fatboys underwater and you do not have anything to detect submerged units, use aircraft and look for the shimmering top of the shield. In most maps this will be exposed above the water and can also be damaged by any projectile, so remember this if you need to get through its shield when the experimental is underwater.

Tip: It is very important for the Fatboy to be escorted with anti-air. Due to the Fatboy's direct fire power and range, the preferred strategy for taking aircraft out are either bombers or gunships. Without air defense, the Fatboy can be destroyed in a matter of seconds by a big enough aerial force, including any other flying experimentals.

Tip: It is always smart to escort the Fatboy with engineers or an sACU or two, as these can help keep the Fatboy's shields up. It is always better to spend energy to keep the shield from coming down than having to repair the Fatboy, or losing it.

Tip: The Fatboy's Ground Weapons are deactivated if it's producing Units. You need to stop production, since pausing has no effect. Remember this if you use the Fatboy as a unit producing base defense.

Tip: Do not waste the production capacity of the Fatboy, as it is three times faster than a T3 Land Factory. If it is not fighting or moving let it produce units. On island maps it can be very useful to produce several Percivals, for they are amphibious and can support the Fatboy when he comes up the enemy coastline. Especially in those maps, naval defense is extremely necessary due to the non-naval defense of the expensive siege bots.

Tip: To sum up all the other tips: Although the Fatboy is very versatile, without full support, it is very vulnerable to a wide range of attacks. If you send out a Fatboy alone, expect its immediate destruction from Gunships, or T1 subs if it is underwater.

CZAR

A CZAR attacking a Fatboy with its Quantum Beam Generator.