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Uef icon land1 directfire UEF T1 Medium Tank: MA12 Striker
UEL0201 build btn f  s  e
  Lightly armored tank. Armed with a single cannon.
Build Costs Energy icon -266
Mass icon -56
Time icon 280
Max Health Health icon 300
Speed 3.3 (Land)
Veterancy UEF veteran icon Kills icon 3 ( Health icon +1/s)
Intel (Radius) Vision: 20
Direct Fire - Projectile
DPS 24
Projectile  Damage
24
Reload time 1 seconds
Range 18
Cybran icon bot1 directfire Cybran T1 Assault Bot: Mantis
URL0107 build btn f  s  e
  Assault bot. Equipped with two heavy laser autoguns and can repair itself.
Build Costs Energy icon -273
Mass icon -52
Time icon 260
Build Rate
Time icon1/s
Max Health Health icon 270
Speed 3.6 (Land)
Veterancy Cybran veteran icon Kills icon 3 ( Health icon +1/s)
Intel (Radius) Vision: 20
Direct Fire - Projectile
DPS 24
Projectile  Damage
8
Rate of Fire
3 Projectiles/s
Range 18
Aeon icon land1 directfire Aeon T1 Light Tank: Aurora
UAL0201 build btn f  s  e
  Amphibious light tank. Armed with a single cannon.
Build Costs Energy icon -260
Mass icon -52
Time icon 260
Max Health Health icon 140
Speed 3 (Hover)
Veterancy Aeon veteran icon Kills icon 3 ( Health icon +1/s)
Intel (Radius) Vision: 20
Direct Fire - Projectile
DPS 26
Projectile  Damage
40
Reload time 1.5 seconds
Range 26
Seraphim icon land1 directfire Seraphim T1 Medium Tank: Thaam
XSL0201 build btn f  s  e
  Lightly armored tank. Armed with a single cannon.
Build Costs Energy icon -270
Mass icon -54
Time icon 270
Max Health Health icon 280
Speed 3.4 (Land)
Veterancy Seraphim veteran icon Kills icon 3 ( Health icon +1/s)
Intel (Radius) Vision: 20
Direct Fire - Projectile
DPS 24
Projectile  Damage
32
Reload time 1.3 seconds
Range 18

T1 Tanks are the backbone for early attacks in Supreme Commander. Being direct fire units and heavily armored, they are an essential part of T1 armies. Each consumes mass at the same rate constructed by equivalent builders, though their construction times and energy costs vary.

It is to be noted that other than the Aeon Aurora (a Light Tank), the other three, if placed one-on-one in range of one another, will consistently achieve Mutual Annihilation unless in close ranges, in which case Strikers defeat Mantises and Thaams consistently with very little HP remaining. At "long" range, the shots necessary to kill the Striker would have been fired before the Mantis or Thaam could take the last shot from the Striker, a stark revelation of how close the matches are).

Factional DifferencesEdit

  • The UEF Striker and the Seraphim Thaam have no significant differences between them. The Striker has greater HP, and the Seraphim Thaam builds quicker and is slightly faster (allowing it to run away if it has to). The Seraphim Thaam is also more appealing for rush attacks.
  • The Cybran Mantis is not a tank, but a bot, although it is considered the Cybran version of a T1 tank. Being a bot, it is more maneuverable and can move faster than other T1 tanks, therefore it can run away from armies if it has to. The Mantis also possesses the highest rate of fire, though a lower damage per shot. With its laser's high muzzle velocity, it suffers the least from overkill.  Finally, the Mantis possesses an engineering suite. It can assist engineers to build things faster, and it can also repair units, however, it has 1/5 the build rate of an T1 engineer.
  • The Aeon Aurora is the cheapest of the tanks (by about 3.5%  of its equivalents), and is probably the most unique. It has the highest DPS and initial shot damage, and also possesses a much greater range, meaning that it can safely take out other tanks if radar is present. It also can hover, so the Aeon have a definite advantage on water maps. However, the Aurora is also the slowest tank, and, being a light tank, has around half the HP of the other T1 tanks. This means that in a one-on-one battle, assuming that the Aurora is in range of a Cybran, UEF, or Seraphim enemy tank, the Aurora will probably lose. In addition, an enemy commander will find it easier and safer to take on a group of enemy Aeon tanks, as it takes only 2 shots (as opposed to 3 for other factions) to destroy each tank. This means that once they get into range, it is often best to start pulling Auroras back from the battle, as it will keep their range benefit for longer. Note that the Aurora has a longer range than it has line of sight, meaning that it should almost always be accompanied by a Scout (which, conveniently, also hovers).

TriviaEdit

The Aurora is only tank to possess less health than the T1 mobile artillery units [or equal health to the medusa].

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