Supreme Commander radar, shields and commander survival
Defend with information and resource capacity as well as weapons.
Edition covered
Original Supreme Commander with UEF, Cybran and Aeon. Forged Alliance, Seraphim, FAF balance and Supreme Commander 2 research mechanics are excluded.
Distinguish radar from direct vision

Radar reveals contacts but does not replace visual scouting for every detail. Keep scouts moving and investigate important contacts before choosing a costly response.
| Tool | Purpose | Limit |
|---|---|---|
| Visual scout | Identify units and structures | Must approach the target |
| Radar | Detect contacts over an area | Not full visual identification |
| Sonar | Observe underwater threats | Coverage is local |
| Strategic zoom | Read multiple fronts | Needs useful intelligence to display |
Support shields with power
Shields consume energy and can fail when the grid is stressed. Add them to a sustainable economy, then avoid placing every valuable structure where one shield failure exposes the entire base.
| Asset | Dependency | Action |
|---|---|---|
| Shield | Energy supply | Keep net flow sustainable |
| Anti-air | Correct target coverage | Protect more than the ground entrance |
| ACU | Safe position and victory rules | Retreat before concentrated fire |
| Strategic defense | Matching threat and ammunition readiness | Prepare before the attack arrives |
Upgrade the ACU at a safe time
Commander upgrades occupy the ACU and consume resources. Begin them in a protected position with a viable economy rather than during a retreat or a large power deficit.
Check the victory condition
In assassination games, losing the commander loses the match even if factories and armies survive. Other settings change the objective, so read the lobby rules before treating the ACU as expendable.
References
| Reference | Website |
|---|---|
| Publisher game and edition listing | store.steampowered.com |
| Publisher original manual | manuals.thqnordic.com |
