From Supreme Commander Wiki
Tech 1 Air Scouts are low cost air reconnaissance units. They are not so cheap, at about 80% the cost of a tech 1 interceptor, but are very fast, and with a wide vision radius. They have extremely low HP, are very fragile, and are completely unarmed.
[edit] As scout
There are 2 styles to scouting with these, group and flood. Group scouting is where you produce multiple scouts and then send them over the enemy base(s) all at once. Flood is where you produce them rapidly and set the rally point over the enemy base. While both of these methods worked pretty good in the original Supreme Commander, in Forged Alliance, their higher cost, coupled with their lower survivability, greatly reduces the effectiveness of either of these techniques.
[edit] As a support unit
While tech 1 interceptors see further away then they can shoot, these fighters require an approach phase to their target for maximum efficiency. Mixing air scouts with interceptors (about 1 for 5-10), can greatly increase their effectiveness.
[edit] Factional differences
The four tech 1 air scouts are the UEF Hummingbird, the Cybran Flying Eyes, the Aeon Mirage and the Seraphim Sele-istle. Apart from the usual minor health differences cross-faction, the Seraphim Sele-istle has a unique ability called deathcam. This provides Sele-istle vision radius of 30 for 20 seconds after death.
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A Mirage flying over a UEF base
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