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UUX0101UEF Fatboy II
Fatboy2-2
Uef icon experimental generic Experimental Assault Vehicle
Build Costs
Mass32 Energy32 Time32
600 2350 120
Experience 1500
Health
10000 (+22/sec)
Speed -2.5 to 2.5 (Amphibious)
Intel (Radius) Vision: 32
Water Vision: 32
Research Info
Cost
Cumulative
7 Research32
13 Research32
Unlocked By Demolisher
Weapon: Gauss Cannon
Direct Fire - Projectile
DPS 270
Projectile  Damage
Damage radius
300
3
Salvo Size
Reload time
3 Projectiles
3.3 seconds
Range 100
Weapon: Gauss Cannon x 4
Direct Fire - Projectile
DPS 45
Projectile  Damage
Damage radius
15
1.5
Salvo Size
Rate of Fire
3 Projectiles
1 salvo/s
Range 100

The Fatboy II Experimental Assault Vehicle is a UEF minor experimental land unit. It is equipped with 4 small triple gauss cannon platforms and a single large triple artillery based one, which it uses to shell targets from long range. It has no anti-air capabilities, and should be escorted by Wasps or Archanists. In theory it is possible for the Fatboy II to beat almost any other minor experimental land unit in a one on one situation. The UEF experimental transport can carry two Fatboy II's, where it can only carry one King Kriptor, making the Fatboy II more popular with a lot of people. The Fatboy II runs on 4 separate tracks, making it capable of easily turning around in case of an emergency retreat.

Keeping with the tradition held with it's predecessor, the Fatboy II may not have the energy shielding and unit-producing capabilities of the Mk I, but it is still capable of traversing under shallow waters with ease, making beach assaults a surprising easy move to pull off.

Tips[]

  • The Fatboy II has a long range, so it's best to use it as an artillery unit. Keep it back from your army and have it perform a support role while your main assault force keeps the enemy occupied.
  • The Fatboy II has no anti-air capabilities at all , therefore if the Fatboy II lacks escort, two bombers could take it out. Many enemy players may put a set of gunships on the Fatboy and clear them out quickly and efficiently.
  • The Fatboy II's main guns have extremely long range and can pound enemies from far away without fear of retaliation. This can really mess up someone's point defense without them being able to shoot back. Use the Fatboy II's weapon range to clear the way for Rock Head Tanks or Titan assault bots.
  • The Fatboy II is great at defense, but can be very poor at offense if used incorrectly as it is a wide target.
  • The Fatboy II is amphibious the same way the ACU is, but it cannot fire its weapons when submerged. Escort it with Tigersharks to protect it. However a confident commander can use it to launch surprising attacks from the rear if used properly.
  • The Fatboy II can be used as an excellent base defender as it can attack an attack force before they come anywhere near your base. This is also useful for sieging a base as it has a longer range than turrets.
  • Be cautious about Executioner battleships as they have a longer range than the Fatboy II once upgraded.
  • The Fatboy II has more health than Megalith II but a single Fatboy can easily be overwhelmed by a few (8-10) well micro-managed units as the Fatboy II's shells can not change directions while in the air and when fired attempt to lead the unit in whatever direction it is headed at the time of firing. A good player will micro-manage against most shots as they are easy to dodge, as a result of this, this experimental is best used to assist a land force or in pairs, because you can't dodge ALL shots.
  • The Fatboy II has a 360° turret, this means it can shoot whilst retreating!
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