Overrunning your opponent with siege assault bots

Monday, April 23rd, 2007

One interesting facet of how the game changes at higher tech levels is that the health-to-damage-output ratio gets a lot higher. This is something you’ve definitely noticed subconsciously, but maybe didn’t consider explicitly. Tech 1 units kill each other in a few hits. Put together a battle of many tech 1 units [...]

Wallapalooza

Friday, April 13th, 2007

Walls frequently get the shaft from Supreme Commander players. This is a shame, because walls are such useful, under-appreciated units. Let’s take an in-depth look at walls.
First of all, it’s important to note that walls are very, very cheap. Each wall section only costs 2 mass and 10 energy (and counts as [...]

How to defeat a turtle

Sunday, March 18th, 2007

I just defeated a turtled-in opponent in ranked play. He played rather defensively and found himself encircled. But he built lots of defenses and forced me to come get him. Meanwhile, he had tech 2 artillery shooting out at my forces, forcing me to put up a lot of shields to protect [...]

Utilizing the Tech III mobile artillery effectively

Monday, March 5th, 2007

Too few people know how to use the Tech III mobile artillery effectively. The Tech III artillery is a destructive powerhouse, capable of inflicting the majority of damage to enemy bases, with other units needed only as escorts. Yet I still see so many people just sending wave after wave of close-combat units [...]