ENGINEER – T1 CONSTRUCTOR

The basic Engineer is invaluable for early expansion, for reclaiming map features, and for setting up preliminary defenses / radar towers. The UEF engineer has more health, but not enough to let it survive against anything.

The UEF's Tech 1 Land Engineer unit in Supreme Commander.
T1 Engineer

Engineer Stats

Armor: 150hp

Abilities: Engineering Suite, Amphibious

Economy: M52 (storage: 5), E260 (storage: 10), T130,
    build rate: 5

Intel: sight: 18 (352m)

Physics:
    max speed: 1.5 (29.3m/s),
    turn rate: 90

Veterancy: unknown
* veteran level 2: +38 hp
* veteran level 4: +38 hp
* veteran level 5: repair 2 hp/s

SNOOP – 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 SNOOP Land Scout, UEF Tech 1 unit in Supreme Commander.
SNOOP – LAND SCOUT

Snoop Stats

Armor: 29hp

Abilities: Radar

Economy: M12, E80, T40

Intel: sight: 24 (469m)
    radar: 75 (1.46km)

Physics
    max speed: 4.5 (87.9m/s)
    turn rate: 80

Veterancy: 5, 10, 25, 50, 100 kills
* veteran level 2: +7 hp
* veteran level 4: +7 hp
* veteran level 5: repair 2 hp/s

Snoop Weapons

Tom Cat Machinegun
(Direct Fire, Normal)
    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

MECH MARINE – LIGHT ASSAULT BOT

The Mech Marine is a relatively unimpressive assault bot; it’s best used in small groups for raiding parties, to harass the enemy economy. Their only use past the first 5 minutes is as part of air transport raiding parties, as they can fire while still being transported to make a T1 gunship.

The Mech Marine Light Assault Bot, UEF Tech 1 unit in Supreme Commander.
MECH MARINE – LIGHT ASSAULT BOT

Mech Marine Stats

Armor: 75hp

Cost: M28, E140, T70

Intel: sight: 18 (352m)

Physics
    max speed: 3.4 (66.4m/s)
    turn rate: 180

Veterancy: 5, 10, 25, 50, 100 kills
* veteran level 2: +18 hp
* veteran level 4: +18 hp
* veteran level 5: repair 2 hp/s

Mech Marine Weapons

Tom Cat Machinegun
(Direct Fire, Can fire from transport)
     16.50 dps
range: 14 (273m)
projectile weapon: 22 damage
rate of fire: 0.75 (every 1.33s)
* veteran level 1: +6 damage
* veteran level 3: +6 damage

MA12 STRIKER – MEDIUM TANK

The Medium Tank is your main assault unit – it has plenty of health, it’s fast and cheap, and it fires quickly enough to hit other T1 units in a land battle. Be aware that its range is not very good, so you’ll need to back them up with Lobos to fight anything bigger than another medium tank.

The MA12 Striker Medium Tank, UEF Tech 1 unit in Supreme Commander.
MA12 STRIKER – MEDIUM TANK

MA12 Striker Stats

Armor: 300hp

Cost: M50, E250, T125

Intel: sight: 20 (391m)

Physics:
    max speed: 3.4 (66.4m/s)
    turn rate: 45

Veterancy: 5, 10, 25, 50, 100 kills
* veteran level 2: +73 hp
* veteran level 4: +73 hp
* veteran level 5: repair 2 hp/s

MA12 Striker Weapons

Gauss Cannon
(Direct Fire)
    24.00 dps
area: 1 (19.5m)
range: 18 (352m)
projectile weapon: 24 damage
rate of fire: 1 (every 1s)
* veteran level 1: +6 damage
* veteran level 3: +6 damage

LOBO – MOBILE LIGHT ARTILLERY

The UEF light artillery is a wonderful unit. That 60 damage is misleading, as only huge units will be hit by all the projectiles, but the artillery shots have a wide enough area that they can crush assault bots and Aeon light tanks with the area of effect. They keep your Strikers from being overwhelmed and help out immensely against point defenses.

The Lobo Mobile Light Artillery, UEF Tech 1 unit in Supreme Commander.
LOBO – MOBILE LIGHT ARTILLERY

Lobo Stats

Armor: 205hp

Abilities: ShellCam (Rounds Uncover Fog of War)

Cost: M36, E180, T90

Intel: sight: 18 (352m)

Physics
    max speed: 2.8 (54.7m/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

Lobo Weapons

Fragmentation Artillery
(Artillery)
     60.00 dps
area: 1 (19.5m)
range: 5 (97.7m) – 30 (586m)
projectile weapon: 120 damage x 5 projectiles = 600 damage per salvo
rate of fire: 0.1 (every 10s)
* veteran level 1: +30 damage
* veteran level 3: +30 damage

ARCHER – MOBILE ANTI-AIR GUN

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

The Archer Mobile Anti-Air Gun, UEF Tech 1 unit in Supreme Commander.
ARCHER – MOBILE ANTI-AIR GUN

Archer Stats

Armor: 205hp

Cost: M28, E140, T70

Intel: sight: 18 (352m)

Physics
    max speed: 2.8 (54.7m/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

Archer Weapons

Linked Railgun
(Anti Air)
    4.00 dps
range: 32 (625m)
projectile weapon: 2 damage x 2 projectiles = 4 damage per salvo
rate of fire: 1 (every 1s)
* veteran level 1: +1 damage
* veteran level 3: +1 damage

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