Tech 1 – Aeon Land Units

ENGINEER – T1 CONSTRUCTOR

The basic Engineer is invaluable for early expansion, for reclaiming map features, and for setting up preliminary defenses / radar towers. The Aeon engineer’s sacrifice option actually helps at the end of the game when you want to clear out your now-useless T1 engineers – just put them on any reasonably expensive project.

The T1 Engineer, Aeon Tech 1 Land Unit in Supreme Commander.
T1 AEON ENGINEER

T1 Engineer Stats

Armor: 105hp
Abilities
    Engineering Suite
    Hover
    Sacrifice
Cost
    M45 (storage: 1)
    E300 (storage: 5)
    T150
      (sacrifice) M40 (88.9%)
Build Rate: 5
Intel
    sight: 18 (352m)
Physics
    max speed: 1.9 (37.1m/s)
    turn rate: 90
Veterancy: unknown
*veteran level 2: +26 hp
*veteran level 4: +26 hp
*veteran level 5: repair 2 hp/s

The Aeon T1 Engineer building a structure in Supreme Commander.
The Aeon T1 Engineer building a structure.

SPIRIT – LAND SCOUT

Don’t be fooled by the gun, a Land Scout provides radar support and that’s it. Place one at a choke point or likely area of approach and you won’t have to build an early radar system in your base, freeing up an Engineer for real jobs. If you see an undefended Mass Extractor, send a light assault bot instead.

The Spirit Land Scout, Aeon Tech 1 Land Unit in Supreme Commander.
SPIRIT – LAND SCOUT

Spirit Stats

Armor: 23hp
Abilities: Hover, Radar
Cost: M8, E40, T40
Intel
sight: 24 (469m)
radar: 75 (1.46km)
Physics
max speed: 5 (97.7m/s)
turn rate: 45
*veteran level 2: +6 hp
*veteran level 4: +6 hp
*veteran level 5: repair 2 hp/s

Spirit Weapons

Light Laser (Direct Fire)
1.00 dps
range: 10 (195m)
projectile weapon: 2 damage
rate of fire: 0.5 (every 2s)
*veteran level 1: +1 damage
*veteran level 3: +1 damage

FLARE – LIGHT ASSAULT BOT

The Flare does an awful lot of damage for something so cheap, but it’s totally dead against anything that isn’t another T1 land unit. Micromanaged, they’re great for controlling space, killing any Engineers that venture outside the enemy base, and generally getting the upper hand.

You can also put them inside a T1 gunship and they’ll fire, creating a Chariot Gunship. Of course, remember not to rely on them for actually defeating the enemy base; if you have air superiority, go straight for their Commander.

The Flare Light Assault Bot, Aeon Tech 1 Land Unit in Supreme Commander.
FLARE – LIGHT ASSAULT BOT

Flare Stats

Armor: 50hp
Cost: M28, E140, T70
Intel
sight: 18 (352m)
Physics
max speed: 3.3 (64.5m/s)
turn rate: 180
Veterancy: 5, 10, 25, 50, 100 kills
*veteran level 2: +13 hp
*veteran level 4: +13 hp
*veteran level 5: repair 2 hp/s

Flare Weapons

(can fire from transport)

Sonic Pulsar (Direct Fire)
30.00 dps
range: 10 (195m)
projectile weapon: 10 damage x 3
27 damage per salvo
rate of fire: 1 (every 1s)
*veteran level 1: +2 damage
*veteran level 3: +2 damage

AURORA – LIGHT TANK

The Aurora isn’t like the Striker or Mantis; really, it’s a light and fast raiding platform. It’s amphibious, so you can make a huge Aurora rush on river maps; it has a powerful and relatively long-ranged gun, so it can take down enemy units (except for T1 point defenses); its only flaw is its very light armor. Beware of an opponent teching up and making your Auroras obsolete.

The Aurora Light Tank, Aeon Tech 1 Land Unit in Supreme Commander.
AURORA – LIGHT TANK

Stats

Armor: 140hp
Abilities: Hover
Cost: M52, E260, T130
Intel
sight: 20 (391m)
Physics
max speed: 3.7 (72.3m/s)
turn rate: 45
Veterancy: 5, 10, 25, 50, 100 kills
*veteran level 2: +35 hp
*veteran level 4: +35 hp
*veteran level 5: repair 2 hp/s

Weapons

Disruptor Cannon (Direct Fire)
26.67 dps
area: 1 (19.5m)
range: 26 (508m)
projectile weapon: 40 damage
rate of fire: 0.66 (every 1.52s)
*veteran level 1: +10 damage
*veteran level 3: +10 damage

FERVOR – MOBILE LIGHT ARTILLERY

The Aeon light artillery really shines because the Aeon need their extra damage to make up for the light armor on their tanks.
(A Fervor has MORE armor than an Aurora!) The Fervor lets you fire up hills, helps fight enemy assault bots and point defense, and generally smoothes the transition to T2. Build plenty.

The Fervor Mobile Light Artillery, Aeon Tech 1 Land Unit in Supreme Commander.
FERVOR – MOBILE LIGHT ARTILLERY

Fervor Stats

Armor: 150hp
Cost: M36, E180, T90
Intel
sight: 18 (352m)
Physics
max speed: 2.7 (52.7m/s)
turn rate: 40
Veterancy: 5, 10, 25, 50, 100 kills
*veteran level 2: +38 hp
*veteran level 4: +38 hp
*veteran level 5: repair 2 hp/s

Fervor Weapons

Concussion Artillery (Artillery)
100.00 dps
area: 0.5 (9.8m)
range: 5 (97.7m) – 30 (586m)
projectile weapon: 200 damage
rate of fire: 0.5 (every 2s)
*veteran level 1: +50 damage
*veteran level 3: +50 damage

THISTLE – MOBILE ANTI-AIR GUN

Frankly, the Thistle is terrible. It can barely hit an air transport, let alone a bomber squad tearing your tanks apart. Build interceptors instead.

The Thistle Mobile Anti-Air Gun, Aeon Tech 1 Land Unit in Supreme Commander.
THISTLE – MOBILE ANTI-AIR GUN

Thistle Stats

Armor: 205hp
Cost: M28, E140, T70
Intel
sight: 18 (352m)
Physics
max speed: 3 (58.6m/s)
turn rate: 40
Veterancy: 5, 10, 25, 50, 100 kills
*veteran level 2: +51 hp
*veteran level 4: +51 hp
*veteran level 5: repair 2 hp/s

Thistle Weapons

Sonic Pulse Battery (Anti Air)
3.60 dps
range: 32 (625m)
projectile weapon: 4 damage
rate of fire: 0.9 (every 1.11s)
*veteran level 1: +1 damage
*veteran level 3: +1 damage

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