Supreme Commander 2/The End of an Alliance

Prime Target

 * Hidden Objective: Survivor: Defeat the first wave of cybrans without any losses.

This is a tutorial mission, where you are placed directly in a combat situation.

While the enemy does outnumber you, they are distracted as they instead focus on destroying the neutral buildings first. You can take advantage of this by having your forces attack the small groups. Also, start building additional tanks to replace the ones that you could lose. As a hidden objective, you should defeat the enemy without losing any unit - the recommendation is to use Meteors or your ACU to repel enemies for this objective.

When all enemies are defeated, you are given time to rebuild your base and construct lost units. There will also be ground units transported into your base, and you are additionally given research points.

Around 5 minutes into the mission, the second wave will arrive from the east. It is a large attack force of 60 light ground units, and two experimental Megaliths. The sole requirement is to take out both Megaliths, as it will force the other Cybran units into retreat.

Off Base

 * Economic Opportunist: Build (or capture) at least 2 mass extractors in the north-west section of the map.

You are sent to assist another commander, who despite thinking that you're a weak jock, can't breach the enemy's front line.

Build your base, starting with the metal extractors on the left, and air production facility. For best effect, try to construct your buildings on-top of the existing wreckage (which reduces the construction cost slightly.) Provide the anti-air and shield addons, and start building you air forces. If you need additional anti-air, it may be easiest to construct additional Air Factories, although you can build a wall of anti-air turrets on the northern edge of your base. During this time, the enemy will send fighters at your base and a few gunships.

There is a tech cache east of your base, which provides three research points.

The first objective is to shoot down the enemy gunships north of your ally's base. There are nine of them, and they are vulnerable to your fighters.

The next objective is to destroy the enemy emplacements, also north of your ally's base. In doing so, you may likely encounter either a single or pair of anti-air units. They are easily destroyed, but will most likely cause a few planes to be shot down.

After completing these two objectives, your ally will be recalled, and you are given control over his base. You will be given control over his former base, and you will likewise need to upgrade it. Most attacks on this base will be arriving slightly from the east, and should be intercepted there by building additional defenses (or land factories).

With your air units, you should first bomb the enemy resource area in the north-west. It is ineffectively protected against a sustained air assault, and a precise strike against the mass extractors will prevent the enemy from replenishing the aerial patrol over the resources. Claim the resources for yourself.

All that's left is the enemy base. First, deal with the anti-air turrets that is south-east of the enemy base with your ground units. Then perform an attack with all units - your air units should focus on the eastern half of the base, and ground units on the western half.

Strike While Cold

 * Master of the Seas: Build an Atlantis II Experimental Aircraft Carrier.

You need to capture four mass extractors. The first directly east of your base is trivial - send one engineer. Capturing the others requires a bit more effort, as they're guarded by Destroyers and fighters.

What you'll initially need is a battleship. This heavy naval unit can provide effective firepower against an individual destroyer. The battleship will also need an escort of submarines and cruisers, which are individually weak compared to the destroyers, but make up for it in large numbers. Advance slowly, and attack the enemy destroyers as they are on the southern edge of their patrol route.

Capturing all four mass extractors will start the second phase of the campaign, and introduce William Gauge as the main antagonist of the game.

The outer defense of the base is patrolled by a large number of gunships, which can be shot down with enough anti-air.

The Kraken in the middle of the water can be destroyed by a large number of submarines and naval units.

William Gauge can be shelled from the shore with battleships. When he leaves and has four megaliths take his place, the battleships can likewise shell the enemy targets.

Titans of Industry
After the briefing, you will be provided with a pre-built base with two air factories. There will also be two fatboys attacking from the east, but they are slightly delayed since they try attacking terrain en-route. Repel these two fatboys by building bombers or other air-to-surface units, and make sure there is a fighter escort.
 * Brutal Conqueror: Kill Coleman without capturing any of the other Fatboy Factories.

Once the fatboys are destroyed, you will be given an objective to capture the two other production facilities, while your own factory will start producing automated fatboys. Increase your airforce for anti-air (to cover your own fatboy) and bombers (to destroy incoming fatboys). Your first expansion should be to the east towards factory Bravo, which is the closest production facility. Clear all units there, and send your ACU to the southern factory and build a secondary base.

You will now need to capture factory Charlie. Follow the same tactic - build up air units, and have them clear out the northern factory. You will also need to make sure your airforce is strong enough to remove the large cluster of patrolling aircraft to the right of the northern factory.

Once you have control of all three factories, prepare for a counter-attack. This will be a deployment of enemy ground troops and the ACU, just outside of your base, and it is triggered once the fatboys start causing significant damage to the main enemy base. The attack will head to your initial location, and is still vulnerable to an aerial attack.

Factions or Family Plan
In this mission, your base will be under constant attack. Until your forces become strong enough, you will need to protect your own base.
 * Experimenter: Build four Experimental Units, one of which must be a King Kriptor.

Your first tactic is to improve the defense at the front. There are already two pre-built defensive locations, and they can be improved. Put research towards shield generators, and build one at each of the defensive points. Next, harden those defenses by placing point defense turrets - about three on each side should prevent them from falling. To prevent units slipping past the side, build two point-defense turrets on each side beyond the shield generators.

Once defenses are built, start constructing your main attack force, with both bombers and ground units. If you want to construct a fatboy, you should keep it under a shield generator with anti-aircraft fire until you are about to assault the enemy - the enemy will attack the fatboy with 11 gunships.

After 10 minutes, the mission area will expand, and two missile silos will be marked for attack. If attacking with bombers, try a hit-and-run on either the anti-air turrets or the unit production factories before destroying the silo. Destroying anti-air makes it easier to launch additional attacks, and destroying the production facilities will stop attacks that try flanking your base.

Once the silos are down, press the attack towards the enemy ACU. You can approach from the front with experimental units, or circle around and attack the base from the side.

End of an Alliance
On approach to Rodger's base, you get shot down and do an emergency landing. You won't be able to build until you reach the ally's base. Between your landing point and the base, there are several groups of enemies that are patrolling. You can easily overpower them, but you shouldn't miss the opportunity to capture enemy units, and to reclaim resources of the destroyed enemies.
 * Nuke King: Launch a nuke.
 * None Shall Pass!: Prevent any enemy King Kriptors from crossing the main fortress bridge.

Once you arrive, your ally gets destroyed. You will need to take over base operations and construct units.

As with the previous mission, build up a defensive line with shield generators, point defense and anti-air. The two resource points at the top of the steps make a good border, needing only one shield and one anti-ground turret. The middle can support two point defenses.

Now, clear out the enemies. You will first need to remove the two production factories just outside the base, and it should pose no problem to a large ground force. If you are bombing them, aim for anti-air first, then take out the factories. If you built a fatboy, the enemy will send 11 gunships after it, but the experimental is more than enough to take out the lightly defended base.

Once the middle is secure, you can press the attack onto the main base. However, the enemy will soon start to send off-screen reinforcements to attack. To defend against them, build a perimeter of anti-aircraft and point defence to cover the sides of your main base.

There are three power substations you need to destroy, as marked on the map. These substations have anti-nuke capabilities, are shielded and contain several anti-air turrets. However, they can be easily destroyed by a simple bombing run, or by constant pummeling with artillery.

For each substation you destroy, the enemy will retaliate with an experimental, leading an army of ground units. You can destroy these experimentals before they attack, saving you a bit of trouble. When all three stations are down, attack the main power station to win the first campaign.