Generic T1 Unit Compositions – FAF Tutorial 2 – Supreme Commander Forged Alliance

Generic T1 Unit Compositions - FAF Tutorial 2 - Supreme Commander Forged Alliance



hello and welcome to the second video in the chart series and this is going to be about t1 your compositions so we disregard Valley engineers and we also disregard what I call small rate group and small defense group these are going to be topics for stepping videos what we do now is we just build armies large armies and we're going to take a look at what these armies consists of for good performance the factions are different that's why we just look at them one by one this is a basic a on combat group and it consists of five tags one artillery and one Scout a on tanks have the highest range of all t1 tanks in the game but they also have lower HP that is why we need the Scout because the vision range of the tank is lower than its actual gun range and the Scout is going to provide this extra radar range to the tanks so that they can shoot and then maximum range and they're low HP won't be a problem 140 HP is compared to 300 HP for other factions we have one artillery in the mix to deal with poor defenses and other structures if we use a a on artillery it is especially important that we target exactly the PD and not the wall segments around it because if you miss then the PD is going to survive that is because the a and artillery has extremely low pairing of attack damage and it doesn't really miss the target so it will always hit exactly what your aim for which is why it's important that you aim for the right thing don't be lazy about it and just mega callus click but actually aim it let's move on to the UF 'bf tanks are more bulky and the artillery is different UEFA Tillery is used to not only counter PD but it's also fairly effective against a large group of unis the later the game is um the larger armies get and there isn't going to be much space in between lots of units and if the arty fires at an enemy tank and there are ten enemy tanks around the chances are that the arty is going to kill several tanks in one project even if the tank it originally ended is now elsewhere just because there are so many units it's just going to hit something several moves at the same time and because UFO tillery's also fairly good against units and not only against structures like the ERT we have a higher density of artillery in the UEFA own position so we go for only four texts once got one arty instead of five ticks on one scale on art and four siren the situation is the same cybron have a fairly good artillery it is weaker against structures it has lower damage than uef counterpart but it has an electromagnetic pulse and the sustaining units and making it extra efficient against units maybe another word about the scouts of these two factions losing them doesn't hurt too much because the unit range is not affected but they are still good to have because some UF flanks are fairly slow and you need the scout to spot the enemy beforehand to move in between let's say the enemy units are trying to kill the engineer behind the group they are trying to flag and you need to intercept in time and you can only do it if you have a scout or like some other form of intercept as an air scout or radar but a scout and the mix it's always a good idea and four siren well the scout range is lower than the scout range of the UF but that's not a problem because the cyberattacks are faster than the UAF tax so even if you spot the minutes later and you have more time to react because of the unit speed and for sarahfey the situation is different again well first the tank in terms of speed is a compromise between the siren and the uef like you don't have the maximum speed of a siren but you don't like have the basically non a on minimal speed of the UVF you have like the direct compromise between and a seraphim benefits a lot from the artillery uses the best artillery in the game and extremely strong so you want to have a lot of artillery in the mix and you achieve it by using three tanks one artillery but since we don't want to have three types of artillery and one scout multiple times because that would be too many Scouts we are just going to queue up six tanks and two arteries and then add one scout this is to ensure that the mix doesn't become inconsistent because let's say you would go for the two Scouts then if you zoom out and you have lots of these groups that the arm you will look larger than the army of the enemy even though it actually isn't because it consists mainly of Scouts so if you try to compare like the enemy's to antigens I have 20 units if the your mix is consistent then you can attack but if you mix it's inconsistent because they have like tons of Scouts and then you know that the units would actually participate actively in the fighting are going to be less so just keep your mix consistent that's the message pretty much and you can see that there are some extra units like anti-air and engineer behind each group and the reason we have those is that they are certainly needed engineers are needed for multiple reasons first whenever there is some battle there's going to be reclaimed left behind and the engineer can grab the dead units and put them back into your economy and reinvest them into like new tanks that's why you have the engineer in the first place but if you manage to hold some ground for a longer time you can also like grab the mass extractors and you can secure them with a PDS well then it's also common to use engineer's for radar creeping now if you don't want to allow them Scouts too much or you're just not happy with the vision they provide you will get some extra radars and you just don't write us a few advance towards the enemy this way you will always have visual and sorry miss click and if you fall about radar dies you still have extra Raiders in the back so that you always keep track of what the enemy has and where he is using his units and the mobile interior is important because it's capable of stopping bursts this is the perspective of a team player I would say most 1v1 players would not think of adding a single mobile anti-air to their combat group and but in team years now you usually see mercy sniped like it's quite common so mercy is a unit that doesn't really have HP but it deals over 2,000 damage – for example an ICU that's why for lots of units in your mix having one anti-air is always a good idea like even if it's just one because the single anti-air can take care of the Mercy's and it can save your life that's why I always included in my mix pretty much but the reason we have this mix and we don't just put what engineering 1 Antion understand is consistency because if we have one engineer for each comic book and one on tier for each combat group then our army will not look much greater than it actually is and we might suicide it into the enemy army and to prevent this and we are changing the composition by queuing up our basic mix several times like this and we are putting the engineers in between so now we have three combat groups and just two engineers and that's not too crazy that's actually fine and we can also add one on tiered so these are maybe like eighteen or twenty something like that units in the mix and if one of them is an on tier it's not going to hurt our army in terms of consistency but again this one on tier can save our life against Mercy's so it's good to have and for the other factions we are doing the same thing I have this queued up already but I can do it again quickly like and taking several combat groups and I'm putting some engineers in between and the interior on the end and same for the other factions really like no difference and well set of you since the combat groups are larger for seraphim since we six tanks instead of just four or five and we don't have to care about the engineers too much like having one engineer per each nine units is going to be fine so the reason we still cue this up twice like the one cylinder six tanks and the two artists here and there and there is some the anti-air like we really don't want to over build the interior that's why we queued up twice at an engineer in between and ten plus extra out here and this is your basic T 1 unit composition

7 thoughts on “Generic T1 Unit Compositions – FAF Tutorial 2 – Supreme Commander Forged Alliance

  • July 31, 2019 at 8:53 am
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    Wow, I don't know how I did that. I've been using 2 tanks and 6 arty, for the Seraphim. I somehow mixed up the units entirely while watching the video. It's somehow still been working okay, but I assume it's nowhere as good as it could be.

    Reply
  • July 31, 2019 at 8:53 am
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    The newbie again 🙂
    How did you move the engineers build queue position? If i do that in game there is no drag and drop available. Do i need to press a button, or is that a mod?
    Would be nice to know, then it does not bother so much klicking around, f.e. when you face early bomber to get an aa in front of the queue. Last time i had to delete 20 build order (3 seconds with delay) queue anti air, and redo my build order, so ~6 seconds wasted.

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  • July 31, 2019 at 8:53 am
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    How do you get those units in that formation?

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  • July 31, 2019 at 8:53 am
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    Heaven I have some questions about how to micro these sorts of armies.
    1. With Aeon if I give an attack-move command with my army the scouts will rush forward and be killed and the auroras will thus lose their advantage and be slaughtered, so whats the right way to attack?
    2. You cant select engies and combat units with the same selection box so how do you incorporate the engies into your army?

    ps. Your tutorials are excellent, thanks a lot!

    Reply
  • July 31, 2019 at 8:53 am
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    Do you add that wall onto the PD1 on the bottom of the cross-wall because you play Aeon and want to go along with the 'faith' theme? Or am I missing something?

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  • July 31, 2019 at 8:53 am
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    @9:09 how did you que up that unit build order so fast? I have hotkeys for just one unit at a time…

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  • July 31, 2019 at 8:53 am
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    you have unit template with working shortcut?

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