Sunday’s Sup Com
Okay, so we finally decide we’re going to get another session of Supreme Commander in this Sunday - after all, it’s generally only on a Sunday that we can all get together with enough hours to play a game! The teams were already decided from our last battle - this time it was me and jof against Simon and Ridgway - the only snag was that AmathusUKX decided that he would join us. Great. The more the merrier I say, and I can’t wait until Mr.Unhappy gets his copy as then we’ll finally get to try some 3v3 like we once did back in the BETA.
Anyhow, Chris goes with Simon and Alex - seeing how Alex generally always wins ;0\ This means the sides are as follow: gav (EUF), jof (Aeon) vs Si (UEF), Alex (Cybran) and Chris (Aeon). After looking through the available maps we finally settled on the classic “Sechon’s Clutch” for it’s nice balance of land and water. It’s spawn point placement also allowed both teams to expand in a safe area with most of the action taking place in the narrow bottle neck or the sea/air.
Anyway numerous skirmishes were had between the regular players. I had some major sea battles with Simon while jof went to-to-toe with Alex’s spiders. I used a heavily upgraded SCU to build a heavy torpeedo/SAM firebase in the southern waters while the Atlantis was being constructed. This proved to be quite useful later when the torpeedo bombers came in after my naval fleet.
About 1 hour 30 minutes into the game jof said t me in team chat:
I have a teleportable SCU, should I hit Ridge?
I thought, yeah why not? Alex is always a strong opponent. It’s been our plan to finsh Simon and Alex off first, leaving Chris until last. Chris was not in the BETA and thus missed all of our “play tests” where we would see what worked and what didn’t. For intance - how many T3 Strategic Bombers does it take to fall a Monkey Lord? Anyway, you get the idea.
I think in this game someone had been sending Nukes our way, and we’d tried to spot it using T3 Scout Planes, but had failed. Jof wanted to send in his “telefrag” SCU to do some serious damage to Alex’s economy, but upon setting the SCU going, he went off to queue more stuff up while the clock ticked.
A minute later all we heard was a nuclear explosion and a message popped up on all of our screens:-
The_Ridg has been defeated.
Opps, that was a tad cold. Jof’s SCU had teleported in right next to Alex’s ACU and when it died had obviously taken him with it. I’m not sure if it was really an accident or whether in fact that jof had indeed spotted Alex and went for a quick kill. Either way, with Alex dead we began to concentrate our efforts on Simon. It was already late when we started this game and time was getting on. Chris decided it was time for bed (work in the morning) and promptly disconnected. Simon now had a 2v1 situation. To make things fun me & jof decided to upgrade our ACU’s for combat and to stroll them into Simons base with the intention on finding his ACU and bitch-slapping him.
Remind me never to upgrade me commander for battle ever again. At least not after 1 hour into the game. They are so vulnerable to artillery etc it really is annoying. In total annihilation you could always rely on your big boy to take down any real trouble. In Sup Com the ACU is a real wuss. Sure he’ll kill most units, but he’s best left hidden, somewhere safe with all of his engineering suites used to build more useful units!
Looking forward to next week.












