Supreme Commander 2

Supreme Commander 2

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Guide to AEON(1v1)
By /AA\ - Awasy and 1 collaborators
This guide is intended for AEON players who have already mastered the basics of the game
(Players of other factions may also find useful information here)
   
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Update
Today 29.04.2025
I wrote this guide a year ago, during this time I began to look at the game a little differently and for the most part a lot of information from here was starting to become outdated. So I decided to tweak the guide. Some sections to delete, some completely rewrite, add something new. In general, now you have the most up-to-date guide to aeon :D
Introduction
This guide is aimed at more or less advanced players. For those who know all the basics of the game, basic understanding of how to play this or that faction. For those who want to become better, strive to become a top 1 player. After me of course :D

I will write here some of the most key principles of the game for AEON at a high level. I will try to touch as much as possible all possible directions, which relate not only to gameplay, but also the attitude to competitive games, to wins and losses, I will describe everything that I have encountered on my way.

This is more geared towards players who have chosen AEON as their main faction. But this does not mean that for the rest of the guide will be useless, I am more than sure that many players will be able to take from here a lot of new and useful.

Enjoy reading it!
Advantages of aeon
Teleport : you have the most mobile ability in the game. It is a versatile weapon for both attack and defense. It is this ability that makes aeon who they are. I will tell you more about it below.

Good ground units, excellent tanks, mmls, quick access to shields, bodabooms and there are economic bonuses (cost of construction, speed of construction)

Good air : aeon air has the fastest access to shields (only 10 points), and they also have «flares» upgrades. 80-90% of my 1v1 games are accompanied by air, and I will also tell you about this side of aeon.

TML is a hellish weapon that is hated by at least half of the community. Even I hate playing against it, I will allocate at least a paragraph for this weapon.

Good secondary units (harvogs, shotja, bodaboom)

Strong ACU (probably the best) : he can get a shield, speed, teleport, rogue nanites, range ... You can find a video from Foxtermelon on his YouTube channel where he does a tier list of all supreme commander 2 units (in russian). He explains why the aeon acu is the best of 3.

Aeon does not have navy. I consider this a advantage as aeon is versatile and their tanks can go on water.
Disadvantages of aeon
The absence of normal experimental units. Urchinov is a short-range weapon. Megalith and fatboys are much better (It's worth considering sometimes a couple of unexpected urchins can win you the game. Still, this unit can sometimes be useful, but I definitely won't transfer it to the pros, it rather depends on how you play and how you use it in battle). Others exeperimentals are too costive, in research and in mass/energy and often useless to be used.

Aeon doesn't have adequate protection of the base from enemy ground units. Cybran and UEF have detonation on buildings and turrets on mass extractors and research stations. If a couple of loyalists ran to your rear, and you have nothing to fight them off with. Well, what can I say, you made a mistake. You can write GG and take revenge. Yes, we have an electric shock, but this is not a things to research in early game. I will write how it can be used in a late game.

Aeon doesn't have mobile shields and mobile artillery. This is one of worst disadvantage, and this is why micro is so important to us. In some matchup, shotja is a good alternative to it. I will talk about it below.

Radar : opponents have excellent radar upgrades that allow them to see very far, while aeon doesn't give any bonuses. I will devote another paragraph to this topic below.

The lack of economic bonuses for aeon. Other factions have some bonuses and it allows them to have strong builds from the start that we can't do. The solution to deal with it is TML (and a few harvogs). This is a way to punish the opponents for doing it. More on that later.

Energy costs. The number of energy generators that we need for your teleports is huge. An aeon player have to spend his ressources to build energy generators, that we could have used to build 2-3 extra research sations for example.
Energy
First, economy is a very important thing in supreme commander 2. Try to make your ratio of mass and energy income 1 to 2. For example, +12 mass / +24 energy. For aeon, as soon as you have 2-3 research points left before teleportation (given that you have researched the range upgrade on tanks). Build more energyes to get a ratio of 1 to 3 and a little more. If you see that there is a little left before teleportation, continue to build what you planned, but add after each building 1 or 2 energy generators (Usually if there is a shortage of energy near the middle of the game Acu after the factory builds 2 energy generators, and the engineer 1 energy generator, just hammer the chain of construction in a similar way. it will be enough that you restore the necessary level of energy and not too accumulate mass in the bank). You have to avoid building huge lines of energy in a panic, building long streaks of energy is easy, yes energy must be stored, but it is not efficient. If you start doing this too early it can really hurt the economy by delaying the building of a regular matter extractor or extra factories when you need them. . By the time you have teleport, you should have about 3000-4000 energy. This is enough for the first teleports. A little bit later in the game, in the middle of the game, we try to keep the energy at a value of about 5000-6000.

If the energy to mass ratio is more than four to one and the energy in reserve is more than 20000, stop building energy, further it is not effective.

This is a very important part of the game, never forget about energy, always need to monitor, think ahead and never get into a situation with a shortage of energy, on aeon is our fuel, without which the tanks will not be able to retreat in time (if suddenly need to urgently teleport all the tanks, from artillery, megaliths, etc. and you lack energy, take out all your factories and press “S” it will stop production and give you energy to save the tanks).
AIR
First of all, everything i'm gonna talk about concerns the map «open palms» (since this is the most popular and most balanced 1v1 map), but it can naturally be used on other map as well. And I successfully use my strategies on other maps as well.


I think we should start with the debut. Exactly with the debut, not the build. Since for aeon I start 95% of the time with the same actions. This is a quick reconnaissance, it looks like this -

Action Sequence:
- Engineers take one starting mech each, after that just take mass in the most optimal path.
- ACU from the start builds an air factory, immediately helps to build the first plane, after the plane comes out, starts to build 2 mechs + 1 energy generator, when Acu completes these 3 buildings your plane will conduct reconnaissance.
This is the end of the debut, from now on we will play from recon.

P S - so we play against Cybran and UEF, against aeon do what you want, it's not Supreme Commander 2, and the confrontation of two gays :D


Planes and the game of reconnaissance - in fact, I would prefer to play at least half of the game without air troops, just to add variability and diversity. But if you're playing to win, there's no point. Airplanes give you too much. Not building an air factory is a mistake on your part.

What are the pros:

- Intelligence, from the very beginning of the game you can see what build your opponent uses, whether he has a lab, whether he has air, maybe he used speed + cost, because without them some builds are ineffective. From the starting build of your opponent you can see how he is set up, whether he is aggressive or passive, with experience you can see a lot of things.

- After scouting you gain confidence, you know what you have to do, in what sequence, you know what you can threaten and you know exactly if you can be greedy and take a little more mechs before putting factories, you know that you can afford 1 lab from the start or you are sure that now is the time to go and put TML, because the enemy has 2 air factories.

- By building an air factory you already take the initiative in your own hands, because if the enemy sees your airplane having only ground factories, he must create countermeasures.
For example, playing against cybran, you conduct reconnaissance, you see 3 ground factories, you try to break the mech from the start, bomb the engineer, bomb the fought off loyalist base and then you notice the first adapters from the enemy, you have already imposed your game forcing you to spend research points on adapters. You know for sure that there won't be an early megalith, the opponent didn't start the game with speed + cost, he doesn't have any economic bonuses. You got a lot of information and it's all thanks to your airplane.
Or maybe you fly over and see everything the same, but the enemy builds anti-air ground turrets (and they are not cheap, and again thanks to your planes you forced the enemy to take countermeasures, and if you control your air forces well, coordinate well with ground forces, you will completely devalue the enemy's anti-air turrets) this already says that maybe the enemy started with speed and cost, maybe he wants to go megalithic. This is a call to action on your part, you need to apply pressure, Loyalists are now very easy to bomb, they are practically defenseless, if you choose the right direction you will lose the minimum number of planes per salvo and cause huge damage to the enemy both from the ground and from the air. You can not leave such actions on the part of the enemy without attention.

- This is more of a consequence of the above, but it is economically advantageous, it is also advantageous in terms of research, advantageous in terms of strategy and tactics, very often I limit myself to 5 planes, it's about 400 matter, if the enemy puts 2 anti-air units you already win on matter, even if it puts one, by destroying 1 mech and a couple of loyalists you win. If there will be adapters it will rather weaken the enemy army, it will also “slow” it in the literal sense of the word, if loyalists will run forward you will bomb, the enemy will have to slow down to the speed of adapters. Thus we destroy the speed advantage early in the game. On the UEF side, mobile anti-air units will weaken the enemy army in front of your ground units, and in any case you will bomb perfectly no matter what the enemy does. Very often we use the mechanics of knocking down the enemy's mobile shields with our ground units and bombing at the same moment, especially the damage will be enormous if the enemy presses ctrl + right click, if he does not press ctrl + right click his ground army is not effective and here the principle of divide and conquer applies, we with our big pile, with better firepower, eat the disorganized enemy army, as he will split it to minimize the damage from bombing. A lot of games have been won this way.

- You can do excellent economic and morale damage from the start, you can delay your opponent's development by circling over his head. I'll show you my best highlight that I managed to make -

Let's talk about the cons, I generally believe that with such pros as above there are none.

- The enemy will know about your air plant from the start, they will know that you can't infect it with three plants from the start.

Rather the only disadvantage is your predictability. But I'm not sure what that does to your opponent, just the certainty that he won't die from ACU sniping until minute 5. He will know that you will smash him a little later :D

But if it bothers you a lot, you can just zarazh your opponent a couple of times or build TML from the start, then your opponent in future games will be less sure that he will not start losing mechs from TML from the start. But these are still risks, you and I strive for 100% winrate in every game. So I recommend playing with air factory, there is no point in taking risks, there is no point in making mistakes and not doing air factory.

Strive to make sure everyone knows what you're doing but can't do anything in response.









Key skills and a bit of psychology
The most important and key skills to pay attention to:

1. Hotkeys - you should start using them, it will give a huge boost to your skill, at first it's hard, unpleasant and unfamiliar. But after a while you will no longer be able to play without them, it's like learning to type blindly, the sensation is just awesome. Below I will create a separate section for this direction, where I will clearly show the differences.


2. Micro control - this is also one of the most important points of a good player, you must be able to quickly react to the situation, quickly teleport troops, quickly react to flying shells of mobile artillery, quickly react to jj + deto. Be able to split troops well, be able to attack/defend on 3-4 flanks at once and do it effectively. With all this remember to constantly use airplanes, bomb the enemy fly and scout, your airplanes should not stand still.
Unfortunately I can't give you the most reliable ways to increase micro control in supreme commander 2, the easiest and longest way is to just play with good players. Maybe you should try other more dynamic strategy games like star craft 2, You can try to run the game in Infinite Warfare mode, create a few dozen bots and set yourself the goal of controlling 2-3 groups in certain routes, move zig zags to the enemy base, not allowing them to stray from the intended route. I've really practiced this kind of thing, it helps as a warm-up :D


3. Macro control is already something that relates to global strategy, concept and style of play.
The way you occupy and spend matter. The way you build your economy and military industry. I would call it one of the hardest and highest skills. The part of the game where you have to make decisions globally for the game, the wrong decision will cost the game, I see it like this - during the game I ask myself questions:
- Should I stop expansion now and increase spam, will I lose after such a decision in 10 minutes?
- The enemy is spamming artillery, adapters, loyalists, should I pause now and put 2 labs in to get a teleporter faster? Will I be able to survive his attack with less spam if I make this decision? Can I catch up on my spam backlog? And if I don't build, what if I don't get to the teleporter in time and the mobile artillery destroys me early?
- Opponent on UEF won air with 1 air plant. Should I go full on harvogs with shields or go to tanks with badoboom, sit under shield factories but later go to 2-3 air factories outside his radar, spam the planes and destroy his bombers, what is the best and correct thing to do?
- The enemy is sitting on 9 mechs, I already have 11 relatively safe mechs, if I continue to occupy mass in 2 engineers I can lose a lot of spam and he will just flush me out as he is only producing ground units, I need to slow down the rate of occupying mass, I already have a stronger economy, I need to reduce the risks. Should I stop massing completely or keep 1 engineer?

I think this is one of the most important skills of a good player.
You can only develop this kind of skill by playing with players who are stronger than you. Ask yourself these questions more often, play the game consciously, using intelligence, avoid “playing on autopilot”, if you ask yourself questions will inevitably reach a level where you will be only the right decisions, and as a consequence more victories.


4. Initiative - You know what the best way to protect your base and economy? Force the enemy to defend his base and economy, let him spend on turrets, shields, technology mex gans and undermine buildings, and you continue to increase the number of factories labarotory, keep attacking, sooner or later you will break the enemy.
As practice shows it is more difficult to defend than to attack. You choose the direction of movement of troops and lose nothing, the enemy is forced to react to your attacks, the longer he reacts the worse, he loses time, we lose momentum, loses economy if he is wrong. From your side should be perfect control, did not get a run in the rear, retreat, distract from the other side of the map and try to run again, attack and keep the enemy in tension. Unfortunately for aeon this is harder to do, at least with tanks, they are slower than loyalists. But in some matchups it's easier, especially when you use harvogs.

If you are a so-called “average player” “semi-professional” don't be afraid to play aggressively and lose, I myself have recently tried to retrain myself to “sit back until teleport”, attack from the start of the game, impose your game, aggression, you will lose, but you will learn the so-called “limits”, you will know when you will win the fight, and when it is better to wait it out, in the future it will help a lot. Don't be afraid to lose your reputation as a “successful” player, if you sit back and wait for your opponent to make mistakes on their own, you won't evolve.
Hot Keys
I also highly recommend that you use keyboard shortcuts. It will be unfamiliar at first, but then you'll notice a huge boost in building speed, and that's very important. For example, you get hit by artillery at 5-8 minutes, and the economy starts working and you have mass. You urgently need to spend it by putting up something like 2-3 factories or labs and a couple energy generators. If you do this without hotkeys, you will lose a good half of your tanks and consequently the game. When you're dodging mobile artillery, you need to micromanage your tanks at least every 1.5-2 seconds. That's enough to quickly put a couple buildings in your build queue. Here are 2 videos for comparison where we see a huge difference of almost 2x :

Hotkeys OFF

Hotkeys ON
Play to win.
If you want to be the best, play to win. Don't forgive mistakes. Honestly I haven't really noticed the "honor problem", but I'll tell you about it:

In the past, when I saw my opponent's ACU away from defenses, army, I didn't teleport my whole army to him, I thought it was unfair. Against some players I specifically didn't learn teleport because they were angry that it was too strong, didn't build TML tried to play "fair" destroyed buildings, army, at the very end of ACU, tried to achieve a fair and clean victory.

Now, if you too are "sick" of this sort of thing, get the ♥♥♥♥ over it. Play and use everything to win, no one will spare you and forgive your mistakes. The worst part is if you destroy your opponent's everything and he just jjs into you and focusses your ACU, it's a loss, you can't justify that you actually won the game. You lost.

Use TML, use teleport and snipe ACU at the first opportunity, play the same build if it's successful, punish your opponent for any slightest mistakes, you don't need to limit yourself, limit your skills because of other players whining. You are not cheating, you are using game mechanics that have been established for a long time. If other players can't play against it, that's their problem, there's no point in making excuses and changing something in your style of play.
Cybran
I will try to describe here the most popular variants of game development.
We take into account the fact that we use our opening with fast scouting.
What we see after reconnaissance:
1) 3 land
It is worth to understand at once what kind of "3 land" it is, they can be different.
1.1) The variant when the opponent initially built 3 factories, and then takes mass and builds energy. With 90 percent probability it is a quick rush from the enemy, without adapters, possibly with anti-air turret, we immediately pump speed and cost in the branch of tanks, return 1 engineer build 2 land factories, 2-3 energy generators. (By the way, pay attention to how I put the air factory, I recommend you do the same, as it is pumped radar, shield, tml, it is made additional engineers, it will be much more useful in front than behind).
Planes immediately start bombing the enemy, priority loyalists, we need to reduce the number of units attacking us, the second engineer, who was sent to the economy, should take the safest possible mechs, if it is a map “on the palm of your hand” let him skip the side mech and go to take mechs behind the mountain. Also pay attention to how many mechs occupied the enemy, if 4-6 and went into an aggressive rush, it makes no sense for you to take 12 mechs, you will be killed if you do so, try that you would have more on 1-2 mechs. Always monitor with airplanes whether the enemy takes mass, it is very important, you should not lag behind. If the enemy moves in your direction, bomb loyalists, preferably those that are close to each other, that would hurt as many as possible, if the enemy puts an anti-air turret in the center as an intermediate safe zone for loyalists, fly to check enemy engineers, do not let them occupy the economy, bomb them right at the base, force to pump AA at the ground factory, if pumped, the economy is not engaged, bomb enemy reinforcements, be sure to pump radar at the air factory after 1-3 aircraft. It is cheap and very effective. If there are doubts that you will not stand pump the shield at the air factory, also we produce no more than 5 airplanes, more will be an unnecessary waste of mass and risks. And also always be ready to bomb, nothing to do bomb reinforcements. Starts coming at us, prepare planes to bombard the main enemy army. Do not wait until the enemy comes close, you need to meet him with his ACU and tanks, you can not give up space otherwise he can start to run on the sides of your rear economy, this is not the worst option, but you will lose a little bit of momentum. for that you will get 1-2 extra points of research and an advantage in the number of ground units, if in case this happens, actively bomb the runs, you should not lose more than 2-3 mechs. Be sure to press ctrl + k do not let him destroy them and get points, airplanes will do their job and destroy the loyalists, then just send the engineer through the alt, that would gather mass and rebuild the mechs. Once the run starts and you see that you are running out of time, just go forward, leave a couple tanks at the base for defense, build 4 mmls and empty them, the enemy ACU will retreat. Go and break everything we can, as soon as you feel threatened by ACU sniper, retreat, I think if you do everything right 70 percent of the time you will finish the game. If not, you have a big advantage on research points, especially if you also destroyed a couple of buildings with your fistushas. It remains to establish ecnomics, build factories, laboratories, teleport you will have earlier, the main thing gramtono to press and bring the game to victory.


There's a game from the tournament, a broadcast recording of what it looks like on the Iron gambit map -

1.2) normal 3 land - after scouting you see that first was occupied by mechs then become plants, energy, engineers go to occupy side mechs. It is important to fly and scout the enemy, put 2 land plants and 1 more energy generator, side engineer can take 2 mechs, rear engineer goes as usual. If we see adapters, we should immediately pump speed and cost, most likely it will be a more “competent” push from the side of the kibran, try to catch the rebounded lolayists who run too ahead, also try to catch mechs that are about to start building. Bomb the engineers, bomb the leaking. Further actions from our side are very similar, side engineer after occupying 2 mechs returns, you need to put 1 more energy generator, be sure to meet the enemy, our actions are the same, you can not give space. Airplanes are actively working and looking for targets. If the enemy begins to approach you need to be ready, knock down tanks mobile shields and probambambit a bunch of enemy, if all successful you will stop such a push on the root. If the enemy just walks around and does not attack, continue to occupy the mass of 1 engineer, scout bombers enemy engineers, do not let occupy the economy, continue to look for targets for bombing, build more factory, complete the laboratory, slowly pump the economy but make sure that the enemy did not become more spam, you need to be ready for the attack, soon there will be brakemen, you need to be ready, you will have to “dance” before the teleport, it is important to save as many tanks as possible. As soon as the teleport appears, start sending 3-5 tanks on the flanks, it is very important to make such runs, it is also worth making a couple more engineers from the air factory, as soon as you have a teleport will appear and send on the edge of the map, capture mechs, factories, labs, etc.
With the main army try not to contact, but at the same time contralirovat the situation, keep an eye on their ACU, that you would not zasnaypil, if you are sure that you have more tanks, or that the enemy has no JJ, and sometimes it is worth for “prevention” to drive away the enemy, teleport 5-7 tanks for the main army of the enemy and take them forward, the main thing that the enemy brakeman reacted to them, and after the main army teleport from both sides, either the enemy has jj and he is saved, or you will destroy this “ball” with proper control, slowly attack from here, crush, use engineers, if there are extra points pump TML, put 2-3 things, priority mechs and factories.
By the way on pumping units - branch badobum always, teleport, then 1-2 stars, then a branch of shields, after pumping up to 4 stars, after the damage towards the “bloodhound”
Don't forget to add badoboom to your army.

In general you can see my gameplay on my youtube channel, you can see all the basic control mechanics and troop composition there, more videos coming soon :D
Cybran 2
3) Also after exploration you can see 1 air factory.
- Fly in and see 1 air factory, try to shoot down the enemy plane, if it has not yet come out, if it has already come out save our own, it is important for us to save it, if after reconnaissance in addition to 1 air factory you noticed 1 land factory that is already under construction or has been completed, then just save our plane finally (lead it along the edge of the map), if nothing but 1 air factory was not seen, you can try to do reconnaissance with the same plane again

Why is this done?
First of all to make the game easier for ourselves, the enemy can build 2 air factories, the second scout we just notice it and just go to build TML. But at a high level of play this may not work, especially if the opponent is ready for such a development. But the opponent will have to guess whether or not to expect TML from you anyway. The initiative is in your hands. You can also build 2 land factories and just start spamming AA, also you can put 2 air factories, the game will turn into an air battle (But it should be noted after 2 air factories you can still build TML :D) All in your hands, I will not consider further variants of events, decide for yourself how to play against double air.

So back to the fact that the opponent has only built 1 air factory and 1-2 land factories. I'm offering you my best build, which has been pushing TML out of scenarios like this for a long time.
Do you know how much a harvog costs? 39 matter, 105 energy and all in 21 seconds.
Let's do some calculations, ignoring energy (there's always plenty of it)
39/21=1.85 is exactly how much matter the factory will consume when spamming Harvogs continuously. That in itself is pretty cheap.
But we have a marvelous technology that costs 1 research point, reducing the cost of building units by 5%, that's exactly what we need
Then the Harvogs will cost 37/21=1.76.
It's very, very cheap. I used to think aeon couldn't afford 1 aire and 2 factories, but now I can say that it can, and it competes well with other factions. For comparison a normal tank will cost 38/19=2 matter per second, this is expensive for the build we want to use(The 5% discount works)
The math part has been cleared up

4) The whole build as a whole in order:
- Air factory, help ACU the first airplane (as soon as we decide to use this build airplanes are transferred to permanent production) Engineers take 3 nearest mechs each and go back.
- further ACU builds 2 mechs 1 energy generator 2 land factories (tuned to harvogs at a discount), 1 more energy generator and goes forward to put radar, engineers are already helping 2 land factories.
- As soon as ACU build radar, send 1 engineer to occupy the economy, it does not matter where, the main thing that he would continuously take it. the second engineer can support only air factory, or stand in the center of all factories and spam in the ground "G".
If you have a hard time remembering all this, at the end of this build I will throw a video example.
P. S. - I also recommend that after 2-3 planes in the air factory to pump radar (that's why I put it closer to the center), especially smart Cybran can try to take advantage of your "blindness" at the initial stage, this radar will save from unexpected runs. I publish all the details of this build because I do not see any disadvantages in it, I do not see how you can resist it at the initial stage, the initiative is in our hands. This is the case when the enemy will know what you do, but can not do anything to us in response (For now, perhaps I am too dumb to see the disadvantages, and one day I will regret that I published all the details, but that will be later :D).

5)As soon as you have built a radar, start applying pressure, see that the enemy occupies a remote cluster of mechs, go there. It is important to impose the battle. By the time we put the radar (By the way be sure to bring air and harvogs when you build, there is no point in hiding, immediately after building we go on the attack) we will have 2 points to pump air defense on harvogs (please note again how everything is perfectly calculated here), go to impose the battle, you will already have about 7 harvogs and ACU that go on the attack, as well as a steady stream of harvogs and planes and at the same time we continuously occupy the economy!
We impose the battle, we can bomb enemy loyalists with impunity, If enemy planes attack, we try to save our Harvovs as much as possible, bring ACU forward to protect them, AA will shoot at enemy planes, in 95 percent of cases you will win the air, I guarantee it.
Option 1: you win the air - actively bomb everything we can, priority engineers, then unfinished buildings or buildings with small veteran, remote energy, loyalists. We squeeze the maximum out of our planes. At the same time actively annoy the enemy on the ground, build turrets, baiting on pumping the explosion of buildings, saw the explosion, you can stop factories and put a huge number of turrets, cobras will not be (be sure to let down the engineer who helped factories), in general do dirt, if we see cobras in response to our turrets boldly fight as close as possible (the window before the explosion of buildings or loyalists is very small use to the maximum), and bomb at this time, all that we can, priority loyalists. We see the adapters immediately after losing air (all the same, but the window we have a bigger)
Option 2: The enemy has built up turrets and spam adapters, does not drain air, put turrets, maximally delay the development of your opponent, run around the base, find something to cling to, you need to pull the enemy out from under the turrets and impose air combat. If there is nothing to grab onto, then the enemy's economy is weak, and in time you will spam him. A good option would be after pumping AA to go into the Urchinow, believe me, the thing is very powerful, after the first shots the enemy is likely to write gg, because studying adapters, the enemy hundred percent loses the ability to go into the megalith, and before the flight is very far.
UEF
Work is underway on writing
Principals aeon units and buildings
TML (tactical missile launcher) :

It's a despised weapon here and It, like the teleportation ability, occupies an honorable place in the aeon faction. It needs to be build in every game. And you heard it right, in every one! Against both cybran and UEF. But not in the way that you're used to see (in the beginning of the game), but in the middle game and always in the end game. Stop a couple of factories if you don't have enough materials and build 3-4 TMLs. Believe me, this is one of the most effective ways to strengthen your advantage. Try to achieve this in every game. The enemy will not have time to install adapters and anti missile defenses. He will be busy with his tank, and if you have managed to build them, you will probably win all the games in the late game.

TML is also a good way to punish an eco or air build from the opponent. You see that the enemy has 1 air 2 land? (he probably pumped up the cost and speed of construction) Build a TML, close to a factory. First target the starting mass extractors, and then the factories. Put a shield on the factory, put a turret under this shield, bring your engineers, put another turret etc ... You need to protect your TML.

Shotjas :

Most of the things about it have been said above. There is still some cases where it's good against cybran and uef :

when you're putting turrets/factories/shields close to the enemy base. It will be useful to make a squad of 5-7 shotjas. They kill cobras very well, because cobras have the smallest mml range. In this situation, you don't research teleportation, it is better to go for bodabooms and then only go for stars, so don't regret the 2 points spent on shotja

when you're defending aginst early aggression, with enemy's factory and army in front of your base. Put your shotjas under factory shields, support them with one or two point defenses and now you can go back and forth with them, destroying or doing damages at each volley.

Bodabooms :

The bodaboom is a wonderful unit, S+++ tier. You need to research this unit first, and only then the range on units. If cybran has polivalent adaptors, then aeon have badobooms. Do not underestimate this unit.

It gives a huge health and regeneration bonus (which in combination with the regeneration upgrade, which is in research path, you can very quickly return your low tanks back to battle). These bonuses are also extended to air units! If an air fight is happening, teleport a bodaboom under your planes and it will increase your chances to win.

I recommend from the start of the game to produce them fat a ratio of 1 to 4 in only 1 of your factories. As your number of factories grow, you need to increase its production. Try to keep at least 2 bados in each army, because they act on each other and increase each other's health and regeneration!

Harvogs :

Aeon players are very lucky to have it in their arsenal (This is the fastest anti air unit!). He also holds an honorable place in our faction. It is important to learn how to use it correctly. Harvogs are very cheap to produce, especially with the unit cost research. You can afford more factories at the beginning of the game and still have a good economy. In this case don't research units build time, otherwise you wont get any economic bonus.

After the scout, if you see that your opponents did an air build, you need to get 5-10 harvogs, send them to the sides to kill enemy's economy and cover them with air. The most important thing is to create this situation of friction between your troops and opponent's troops, because with harvogs you're allowed to bomb ennemy's units and then hide behind them. It is quite fragile, so try to save every unit. In 80-90% of cases, you will win the air. As soon as we win the air force, switch to tanks (usually, even if I haven't won the air force yet, I already start changing them to tanks). If you see that you're cybran ennemy did adapters, you can wait before switching to tanks. As the opponents don't have detonation, you can safely fight closely and you can also safely break enemy buildings for a while, he will not have deto here as well. Of course this works against uef well too.

Urchinows :

Even if the urchinow is inferior than the megalith and the fatboy, this unit still can be usef in some cases. This strategy is worse against UEF than against cybran. First because it's more difficult to win air againt UEF. Than because UEF shields are usualy good enough to hold until fatboys, which are completly countering urchinows. And finally because their anti air is not costing them research.

If, after scouting, you see that the opponent is doing an air build. As described just above, use harvogs to harass the opponents and to, indispensable thing, win air. Again, lose the less harvogs you can. This is absolutly necessary to win air and force the ennemy to build adaptors. Forcing them to build adaptors is already half of the work.

This way they're not gonna be able to get to mégalith quickly and your urchinow will be able to do a good work. Research the urchinows as quickly as you can, and when you get it, spend all your research into stars and start switching into tanks. If you're doing this strategy against UEF and he goes for shields, strat doing a lot of mmls to breack them. Try also in this case to use your air, in combination with your mmls. Build it as soon as possible. Your opponents don't have to know that you're going to do this, try to distract him and hide your gantrys.

Wait to have at least 2 urchinows before attacking. Keep them at the maximum range and don't let ennemy's army surround them : you have to put your tanks if front of your urchinows to prevent this. Destroy gradualy his base, don't rush it. (You will get a lot of research from destroying his base, don't forget to spend it).

Point defenses :

Aeon point defenses are one of aeon's best tool since they have the longest range compared to other ones. We can use them in defense of course but as well in attack, and they are especially effective against cybran, since their mmls have a very short range, do not penetrate shields well, and they are not available to them from the start of the game.

If the enemy has researched build cost and build time or detonation, you have a window of several research points before they get mmls. You can overwhelm your enemy with turrets, as the enemy does not have a tool to quickly destroy turrets. Come close to his main base and start building turrets (stop your factories if needed), combine them with factories and put on them shields and missile launchers. From these factories you can start building mmls.

You must destroy his main base as soon as possible, or at least deal the more damage you can, with point defenses and your mmls. I recommend using this in conjunction with TML : together, these 2 strategies are incredibly difficult to counter. You can even start building shields but this is risky. I don’t recommend delaying this type of game because if the enemy get jump jet and detonation, you have high chances to lose your base.

Your point when using these strategies, is as well to inflict maximum damage and at the same time create a stable economy for yourself : this is your backup plan in case you fail to break through your opponent. Use at least on of your enginner to expand your economy. If you have air, use it to prevent the enemy from taking any masse extractor. Try to also regularly send some troops along the right and left flanks, with mmls.
Principals strats you need to know how to play against
Mobile artilleries :

Dodge them by moving in a circle clockwise and counterclockwise. For convenience, I put the camera vertically from above. This is if we are standing still. It doesn't matter in defense or in attack.

If we retreat or if we go forward, and we do not have teleport, we move in a zigzag. In this case, you are guaranteed to lose a few tanks because mobile artillery does not act as it should be. It shoots much further than its radius, so keep an eye on the shells, it often happens that you retreat and the artillery throws so far that it breaks your escape route! Then stop and start moving in a circle like said above.

Cybran detonation :

I can only add that you need to be more careful with cybrans, both buildings and units can be detonated. You need to surround his army from all sides and don't be afraid of being blown up. Keep his troops in your ring, move with him. If a cybran wants to blow up bots in such a situation, he will probably blow up more than necessary, and this is to your advantage. Especially if it's a big bunch of brackmans and loyalists. Loyalists are faster so it's usualy them that are detonated. And the damage from the cybran blob is now significantly weakened, you just completely destroy them without retaliatory damage, just make sure that the artillery doesn't get a big hit on your army. It takes a huge number of Cybran units to detonate them, which is why I also divide units into 10-15 groups, the detonation becomes ineffective, and mobile artillery does not damage my tanks so much.
Conclusion
Many thanks to Ixin for helping to edit this guide!
I will definitely supplement and expand it. If you have any suggestions regarding this guide, please contact me.


You can watch my games against good players on my YouTube channel.
5 Comments
/AA\ - Awasy  [author] 23 Jul, 2024 @ 3:32pm 
Кстати максинг, а где гайд по маппингу и редактор карт?!?!?
/AA\ - Awasy  [author] 23 Jul, 2024 @ 3:30pm 
Thank you very much for helping and complementing my guide!
[BDF] maksing 23 Jul, 2024 @ 3:29pm 
TIP - you can end the suffering by using ALT+F4 and never start 1v1 again
James 23 Jul, 2024 @ 11:19am 
TIP- you can use ctrl+k to self destruct anything, including acus.
:Tiberium:
Wizard 5 May, 2024 @ 8:37am 
Very, very useful and worth reading.

You did really well with this guide even though your first language is not english btw