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Supreme commander forged alliance experimental

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This is actually kind of cute, it holds him the way a cat holds a kitten: dangling limply by its neck.

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So the transport finishes, my commander climbs in, and it carries him out to the front line.

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He'd have to send them all at once to damage my turrets faster than I could build them. The enemy has taken a terrifying amount of the map by this point, but he's still only churning out Tech 1 tanks. My commander finishes upgrading a little early, which frees him up to help build the transport. It's tricky, but the economics of it just about work out.

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That finishes around the same time the transport completes, so he hops in and flies out to the enemy's front door to build a forward base. While that's building, I upgrade the commander himself to be able to construct Tech 2 stuff. That lets me build an air transport big enough to carry him, and tough enough to survive any Tech 1 interceptors that try to bring it down. I keep my commander at home, build an air factory, and get it to Tech 2 as soon as possible.