Supreme Commander: Forged Alliance land, air and naval army composition
Cover the weapon domains your opponent can use.
Edition covered
Original 2007 standalone Forged Alliance for PC. Includes the Seraphim faction and its own campaign. This guide does not assume Forged Alliance Forever balance changes or mods.
Use land units as a combined force

Tanks or assault bots form the front, while anti-air and artillery provide specialized support. A group that defeats enemy ground units can still disappear to unopposed aircraft.
| Role | Target or task | Deployment |
|---|---|---|
| Frontline armor | Enemy ground formations | Lead with a coherent group |
| Mobile anti-air | Aircraft | Move with vulnerable armor |
| Mobile artillery | Defenses and grouped targets | Fire behind a screen |
| Scout | Vision and identification | Spread across approaches |
Use scouts before committing aircraft
Fighters contest airspace, bombers attack targets and transports move armies. Their jobs are different; scout anti-air coverage before sending a valuable flight over a base.
| Role | Purpose | Support needed |
|---|---|---|
| Air superiority | Fight aircraft | Radar and scouting |
| Bomber | Strike ground targets | Safe approach and air cover |
| Transport | Move ground units | Protected landing area |
| Torpedo-capable force | Fight underwater threats | Appropriate naval detection and support |
Respect the water routes
A shoreline changes both attack angles and production choices. Naval weapons, submarines and torpedo defenses require their own counters; land point defense does not solve the entire sea battle.
Watch the strategic picture
Use zoom to notice a second attack instead of controlling only the largest fight. Keep a reserve near exposed economic points and avoid letting the whole army chase one scout.
References
| Reference | Website |
|---|---|
| Publisher game and edition listing | store.steampowered.com |
| Original publisher manual | ftp.zx.net.nz |
