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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Spam Land Wars mode as new experience – Where Ground Armies Never Sleep

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    • cychwa_klaymbergC Offline
      cychwa_klaymberg
      last edited by cychwa_klaymberg

      ab1ae3e6-149b-44ae-b5a6-8951b5b5567e-11.jpg

      🌍 Spam Land Wars – Where Ground Armies Never Sleep
      “In most modes, T1 is a stepping stone.
      In Spam Land Wars… T1 is the war itself.”

      Hello, commanders!
      I’m the regular host of Spam Land Wars—a deeply customized, ground-only, high-intensity team mode that rewrites the rules of Supreme Commander. This isn’t just “build 1000 tanks and win.” It’s a tactical epic built on economy control, unit synergy, and large-scale ground warfare—with no air, no artillery, no nukes, and no safety net.

      If you’ve ever felt that 80% of units become obsolete by minute 10… this mode is for you.

      🧩 Core Mods & Mechanics (The Backbone of the Mode)
      Here’s what makes Spam Land Wars unique:

      -All Factions FAF + Black Ops + Nomads – Play as any faction with full ACU/SACU access from the start.
      -Total Mayhem + SWLandWarTMRebalance – New experimental units at T1–T4, rebalanced T4 and all units and turrets for ground combat!
      -Advanced Shields Rebalanced – New big shields for all races (optional).
      -Hydro Power Plant – Upgradable T1–T3 hydrocarbon structures.

      • Increased max HP for T1 units 1.5 times, for T2 units - 2 times, and for T3 units - 1.5 times.
      • Changed upgrades of ACUs, like Vanila, but better!
      • ACUs have no limite for their veterancy! They receive HP and DAMAGE for each lvl of Veterancy.
      • Some EXPS and Total Mayhem pseudo-EXPS receive damage bonus increasing for veterancy lvl

      ✅ No air. No artillery. No satellites.
      ❌ No “AFK eco” win conditions.
      💥 Only steel, strategy, and thousands of tanks clashing on open fields.

      🎯 Who Is This For?
      Players tired of “T1 → T3 in 10 minutes”
      Fans of 3v3 / 4v4 team warfare
      Commanders who love deep, ground-only battles
      Total Mayhem enthusiasts craving more viable unit diversity
      This mode punishes passive play. If you hide on your base, you will be overrun by 200 T1 tanks in 6-8 minutes.

      🧠 How It Actually Works: It’s Not Just “Spam”
      Despite the name, Spam Land Wars is deeply strategic:

      T1 armies are cheap, strong, and fast to build → ideal for map control, reclaim, and pressure
      Experimental T1–T2 units provide specialized support: raiding, siege, or area denial
      T2 “MK1/MK2” tanks (UEF/Cybran/Aeon) offer mid-tier power at low cost
      T3 brings elite roles: frontline breakers, long-range snipers, and super-fast harass bots with massive regen
      T4 experimentals are NOT win buttons — they’re high-risk tools with unique functions
      🔥 Example:
      Sera Ithota = suicide bomber (massive AoE on death)
      Aeon Colossus = unit magnet (pulls enemy experimentals into melee)
      UEF Fatboy = mobile shield dome (but fragile!)
      Cybran Spider = speed and damage, but vulnerable to snipers
      They only work with army support. Alone, they die fast.

      🌐 Faction Highlights & Tactics

      T1: The Age of Steel Legions
      Every faction gets new heavy T1 tanks — the backbone of your army
      Aeon has a T1 mobile exp artillery with long range + AoE — perfect for breaking early defenses
      Experimental T1 bots exist, but are slower to produce than factory spam → use them for special ops, not mainline.

      T2: The Power of Upgraded Spam
      UEF/Cybran/Aeon: T1 tank line upgrades to MK1 → MK2 at T2 factory — stronger, faster, cheaper than standard T1.
      Cybran: Mobile Bombs + T2 Artillery Spider = devastating rear-line threats
      All factions have a good armored tank or bot.
      All factions have a support long-range T2 tank or bot.
      In combination they are stronger than separately
      UEF: T2 Rocket Launcher — huge AoE, long range
      ⚠️ Mass fabricators are now energy-hungry — spamming them crashes your grid!

      T3: Elite Roles, Not Just Bigger Guns
      Super Heavy Battle unit (one per faction) → frontline “fist” of your army
      T3 Sniper Bot → 70+ range, supports from safety
      Super Fast Harass Bot → 6.0+ speed, massive regen, but fragile in direct combat → perfect for hit-and-run raids

      T4: Titans with Purpose (Not Power)
      T4 units are not army-winners. They’re tactical gambits:
      Sera Ithota: Die → wipe out enemy army
      Aeon Colossus: Pull → disrupt enemy formation
      Cybran/UEF Experimentals: High DPS, but die fast without escort
      ❗ One T4 vs. 50 T2 = quick death.
      ✅ One T4 + 100 T2 = game-changing push.

      🚀 Join the War!
      We host regular 3v3 and 4v4 matches on 20×20 km maps with wide open battlefields.
      This is not a casual mode — it’s intense, coordinated, and deeply rewarding for teams that master unit composition, timing, and terrain control.

      “Spam” doesn’t mean “mindless.”
      It means “relentless.”

      Also i created a mod specifically for this mode that changes some units and buildings. I'd love to hear your suggestions, feedback, and opinions!

      So here are the changes the mod SWLandWarTMRebalance brings now.

      T1 Tier.
      The remaining experimental T1 units have their health increased. Their role is now to accompany the army and primarily provide damage control. Experimental T1 light bots (Cybran, Aeon) have also received a health boost and can now be fully utilized in place of factory tanks. However, building them is still inconvenient - it is easier to produce tanks from a factory.
      I disable some tanks in game preset because they are essentially unnecessary and only confuse the player.

      T2 Tier.
      The transition to T2 technology at the factory is slow and takes about 10 minutes. With engineering support, it's naturally faster.
      -Some T1 experimental combat units have been moved to T2 level, receiving increased cost and more health. They were too strong for T1 level and easily withstood T2 troops.
      -The T2 tanks used in the mode have been improved. They now have an additional 20% health and build faster. This allows them to quickly form large groups and effectively combat the massive spam of T1 tanks. And their new, increased base health + health increase from the T2 HP increase X2 mod, makes them capable of fighting experimentals and heavy blockposts.
      Cybran Hoplites have increased attack range and mobile bombs have increased movement speed 😉
      -T2 heavy turrets from the Total Mayhem mod have been reworked and are now roughly equal in stats. Their modded range is now 74, and their DPS is around 400. The T1 Pen MK2 version ( T1 but build by T2/T3 enge or ACU) was also nerfed, dealing less damage and reducing its range.
      -The Cybran mobile experimental artillery has been redesigned. It deals more damage per shot, but is also significantly more expensive. It is the longest-range unit in the game (110 range). However, due to the cost, building large numbers of them is dangerous and is not a decisive tactic now.

      T3 Tier.
      The transition to T3 technology at the factory is slow and takes about 40 minutes. With engineering support, it's naturally faster.
      -The Seraphim and UEF's T1 and T2 experimental tanks have been upgraded to T3 and redesigned to resemble the T3 of the Aeon experimental tank Granite. Each faction now has a T3 experimental semi-sniper tank with a 60-range fire range. The Cybran's T3 experimental spider has also been redesigned. It has a splash, more damage, and a range of 60, but is more expensive than similar tanks from other factions.
      -T2 mobile shields (UEF, Aeon) have been moved to T3, their shield capacity has been increased to 25,000, and their shield radius has been increased. They are now more convenient for covering your army. Same as Sera T3 mobile shields.
      -The Percival (UEF) has been reworked and is now a heavy sniper unit with a 70 range. T3 snipers (Sera, Aeon) have also been reworked. The Cybran sniper tank has been added. These units serve as support troops for the main army and are long-range units.
      -The Loyalist, Titan, and Hardbinger have been reworked. They are now very fast light units with a speed of 8 and high health regeneration. They can't effectively combat T3 tanks and T2 heavy tanks, but are ideal for quick runs to the rear, destroying mobile shields, and so on. For Seraphim, a similar bot was transferred from T2 level (it was still worse than Ilshavoh and, for some unknown reason, more expensive). They are renamed to «Super fast haras bot».
      -T3 tank rebalancing. Many T3 units were extremely weak. I disabled some in the preset. Others were rebalanced to a common denominator. This is what came out of it in the end:
      The Cybran Destructor was a highly unbalanced unit compared to most others. Its weakness was its low health pool, and that was it. They simply marched in and slaughtered everything, any defense, any tank, or experimental unit. No other faction could counter it due to the lack of heavier equipment with good dps and health. Just like the Aeon Hydra, which, despite costing much more, was the best unit in the game. The UEF's Bull tank was inferior, but cheaper, and easier to tune quickly and relatively early. Because of this, the UEF could easily win games too. Thus, the balance of T3 vehicles used to be like this: early UEF Bull tanks could finish the game, a little later, Cybran Destructor could easily end the game and a little later, Aeon Hydra could easily end the game. And in these scenarios, there would be nothing to counter.
      So I rework a T3 tank from factory for each faction, renamed it to "Super Heavy Battle Tank/Bot" and equated it to the Aeon Hydra. Now every faction has super heavy tanks, like the «fist» of the army in the late stages. I also took the same Destructor and Bull as a basis and made analogs for them from Seraphim (Othuum) and Aeon, and renamed them to Heavy Battle Tank (Meh). So, each faction now has super tanks, as well as cheaper tanks for the earlier game, while the tanks are different and not completely copied from each other.
      Each faction now has a Tier 3 experimental Titan. This is a support unit, expensive, and can't fully compete with a Tier 3 army on par. However, in large numbers, it's still stronger than regular tanks. When plentiful, they can finish the game, but at a cost of 20,000+ mass, even 15 of these units is a serious budget hit. And unlike tanks from the factory, they are built on the ground, and therefore do not have a discount from T2 fabricators, as well as mass extractors or power generators.

      Experimental Tier:
      The FATBOY has become a large mobile shield dome and is very vulnerable underneath it. It has only 5,000 health, but 65,000 shields and a huge shield radius. Its cannons have been reworked, giving it a much slower rate of fire and range. It is now a defensive support unit.

      ITHOTA has become a mobile, fast bomb. She has only 27,000 health and the same vanila weapons, but upon death, she deals monstrous area-of-effect damage and then spawns a ball of lightning.

      COLOSUS has become a kind of experimental unit. It doesn't have much health, but its movement speed has increased. It also deals increased damage with its hands. This makes it good at pulling in T3 experimental units, quickly breaking them with its hands. However, it's very vulnerable to head-on combat.

      The Cybran Spider and UEF Bloodasp have also been redesigned. They now have significantly less health but faster movement speed. They now contribute significantly to an army's damage output, but are weak in small numbers without support or escort.

      Economic.
      All T2 massfabs was rebalance. They now generate more mass, but require a lot of energy to maintain. Spamming them mindlessly in large quantities will ruin your economy. This is designed to allow you to increase your base's income without overextending yourself by creating huge fields and filling them up. After all, why fight for intermediate points if you can just spam T2 fabricators, right?
      The T3 Mass Fabricator has been moved to the T4 tier and requires less energy than a T2 pile for the same income.
      The increased cost of the Tech Specialist mod SACU now has made bots very expensive and time-consuming to build. Building them for income is not the right strategy. They're more for reclaiming on battlefield, so they don't die from every sneeze, like engineer groups.
      Due to increased cost and time, nuclear missiles, like anti-nukes, now take a long time to recharge. Without help from engineers, this takes about 40 minutes. Furthermore, with four commanders on the battlefield, it's quite difficult to assess the situation and inflict significant damage with a nuclear missile, as well as kill four commanders at once.

      N 1 Reply Last reply Reply Quote 2
      • N Offline
        Nuggets FAF Association Board @cychwa_klaymberg
        last edited by

        Overall it actually sounds pretty nice so i'll probably join at some point when I see a lobby. But one question. You stated this:

        @cychwa_klaymberg said in Spam Land Wars mode as new experience – Where Ground Armies Never Sleep:

        -Defence Boost + Range Buff – Turrets are 2× stronger and 20% longer-ranged → no more turtle strategies.

        So defences are buffed and this means turtle strategies are not viable? Just based on this sound like they are more viable than before!

        cychwa_klaymbergC 1 Reply Last reply Reply Quote 1
        • cychwa_klaymbergC Offline
          cychwa_klaymberg @Nuggets
          last edited by

          @Nuggets Yes, that's how it works. Because units have more health and turrets are more expensive, defenses need to be numerous to make them difficult to penetrate. Besides, turrets can't move, and we specifically play on maps with wide fields and passages. Of course, if the map has only one passage, it's easy to defend. In addition, non-standard commander upgrades, fat T2 experimental units, as well as some T1-T2 siege units will not allow you to play PD-creep tactics.

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          • N Offline
            Nuggets FAF Association Board
            last edited by

            Ah, so with stronger you actually meant more expensive

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            • cychwa_klaymbergC Offline
              cychwa_klaymberg
              last edited by

              im update text in the topic body

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              • cychwa_klaymbergC Offline
                cychwa_klaymberg
                last edited by

                There's no limit to my negativity. I remember myself 8 years ago, when I came to Supreme and I thought, oh my god, this game is so open to builds and variations. Then I began to feel that variability and initiative punish you harshly, especially on large maps, or maps like Dual Gap, The pass, AstroCrater and other specific ones. Now I understand what people want to do. They don't want to think. They don't want to play. They want to win easily, and that's why two-thirds of our games are dual-gap now. It really hurts me to see that people can't read, that Supreme is now just a bunch of mouse clicks, because doing so is meta. I've seen this in my games, where 75% of players are doing something incomprehensible and sitting at the base in my mode, which punishes them time and time again, and I see the same thing. And when someone comes along who can think outside the box and wins because of it, that's a sign of illness. This isn't the Supreme it could have been. It's not the Supreme it once was. It's more about learning patterns and tactics on a couple of maps, and then there's nothing beyond that. We mourn.
                My mods don't change the basics much. But that's enough. We mourn and remember.
                I think at this rate the game will die soon.

                N 1 Reply Last reply Reply Quote 0
                • N Offline
                  Nuggets FAF Association Board @cychwa_klaymberg
                  last edited by

                  @cychwa_klaymberg said in Spam Land Wars mode as new experience – Where Ground Armies Never Sleep:

                  There's no limit to my negativity.

                  Same

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                  • cychwa_klaymbergC Offline
                    cychwa_klaymberg
                    last edited by

                    The new version SWLandWarTMRebalance (v9) is available.
                    The Quantum Gateway is now capable of building T2-T3 experimental combat units for its faction. It works not quite like a regular factory in this case, but rather like a cross between a factory and an engineer. I left it as is because it's a bit more uncomfortable (you have to click) than building in a factory, so it's kind of a penalty for the discount from the mass extractor/fabricator extension. I think this change could potentially have a big impact on the game, as you can now play with experimental units only, building them in the gates.

                    I also slightly adjusted the damage parameters of the T1 experimental turrets on the Seraphim, UEF, and Aeon to make them more balanced. (The Seraphim turret was a complete piece of ...)

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                    • cychwa_klaymbergC Offline
                      cychwa_klaymberg
                      last edited by cychwa_klaymberg

                      The new version SWLandWarTMRebalance (v10) is available.
                      Cybran bee nerfed and now consume 1200 energy/sec, and also take 30% longer to build (9 seconds). This is done not to reduce their effectiveness, but to limit the mass spam of these bombs. (with this you can build 5-10 bees easy, but not 30 or more at midgame). Thanks @mortysa .
                      Increased radar, sonar and vision radius for all air T1 scouts a bit.

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                      • cychwa_klaymbergC Offline
                        cychwa_klaymberg
                        last edited by

                        The new version SWLandWarTMRebalance (v12) is available.
                        The main idea of ​​this patch is to bring air transport back into the game.
                        So, come meet this! Increased health and significantly increased construction time. However, going into it can still be useful, as well as using it for drops into vulnerable points of bases or open masses of extractors.
                        The price, construction time, and the need to have a T2 air plant will not allow you to build it very quickly, so you should not worry about experimental drops on your head (yes, some T1 and T2 experimentals can be transported).

                        T3 engis of all factions increased build power near 25%.

                        The UEF Mongoose has had its Plasma Canon's range increased to 55. This allows it to be a nasty support unit that also packs a punch at close range with its secondary weapon's bombs. However, its low health still limits its use in frontal engagements.
                        Aeon Blaze is also expecting an increase in weapon range.

                        So, at T2, all factions now have "long".-range attack support units with a 55 range: Cybran's Hoplite, UEF's Mongoose, Aeon's Blaze, and Seraphim's T2 Experimental Bot. They perform well against experimental units, but are not very good against T1-T2 light units, because they mainly shoot at the same ones, but they still provide excellent support from afar for the army in battle.

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                        • cychwa_klaymbergC Offline
                          cychwa_klaymberg
                          last edited by

                          The new version SWLandWarTMRebalance (v14) is available.
                          T3 mobile missile launchers have been redesigned and returned to the game for all fractions.
                          Their firing range is 70 and movement speed is only 1.5, making them vulnerable and slow support units. Their wide shell spread makes them ineffective against single targets and experimental units, but they are effective against large groups of troops.

                          Also cybran exp T3 mobile arty spider became 20% cheaper and Sera T2 exp bot received a health reduction to 20000 HP, since it is a semi-artillery unit and it was not right that it was as durable as other T2 experimental troops.

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                          • Z Offline
                            zs40
                            last edited by

                            Are T2 pgens removed intentionally?

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                            • cychwa_klaymbergC Offline
                              cychwa_klaymberg
                              last edited by

                              Yes, they've been moved to T4 with increased energy production. The improved hydrocarbon system eliminates the need for T2 generators entirely.

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                              • cychwa_klaymbergC Offline
                                cychwa_klaymberg
                                last edited by

                                The new version SWLandWarTMRebalance (v17) is available.

                                • The T1 Seraphim "Hethistle-ve" tank has been moved to T2 and is now a long-range support tank, similar to other factions.
                                • The Cybran T4 unit, called "Cloaker," has been slightly reworked. It now has high movement speed and the ability to stomp. Combined with the invisibility aura, a couple of these units can potentially run into a base and crush the economy or even commanders.
                                • T1 mobile artillery received a 2x damage increase. Unit health was increased, but damage remained unchanged. This made T1 artillery pointless. I completely forgot about that 🙂
                                • The UEF Mechmarine has been heavily redesigned. It has very low health and dies in 1-2 shots, but it has high movement speed, low build cost, and decent damage. (need to test in battle).
                                • Some T4 units have a bit more HP now
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                                • cychwa_klaymbergC Offline
                                  cychwa_klaymberg
                                  last edited by

                                  So, after experiencing desync issues with the BlackOps: ACUs mod, I needed to do something about commanders. I also decided to remove additional multiplier mods like x2 resources, build range, and build rate, because additional mods can cause desync, can be removed from the storage, and also interfere with fully customizing unit parameters.

                                  The new version SWLandWarTMRebalance (v22) is available.

                                  The ACU was the first to receive changes. It was decided to completely abandon the commander mod and modify the existing original ones.
                                  The base HP and regeneration values ​​for commanders were increased to 18,500 and 50, respectively. Commanders received a slightly longer range, as well as increased primary weapon damage. Their upgrades have also increased in price, but their impact on combat is hard to underestimate. Some upgrades have been moved to a different slot type to both increase survivability and still have a slot for something more combat-oriented. This doesn't mean they've become better or worse, but the commanders' power imbalances have disappeared, and yes, he's become more vulnerable in the late game, but more useful in the mid game. They've simply become different.

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                                  • cychwa_klaymbergC Offline
                                    cychwa_klaymberg
                                    last edited by

                                    Numerous changes, including the abandonment of the BlackOps: ACUs mod, have led to commanders becoming unplayable in the late game. The lack of imbalanced abilities, such as damage ignorance, stuns, and outrageous regeneration and health values, have made commanders easy targets, especially in mass tank clashes. At the same time, cases where one commander would go up against a group of 20-30 heavy and expensive T3 tanks and easily destroy them, or kill a group of experimentals, and to counter this, you had to either build a defense in huge numbers, or try to kill one of them with everything you had, which was extremely imbalanced...that's a thing of the past...

                                    The solution to this problem was to somehow work with veterancy, so that the commander wasn't just a thing you put mass into and it kills everything, or an auxiliary thing that only builds defenses and units, but also a full-fledged, interesting, playable combat unit.

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                                    • cychwa_klaymbergC Offline
                                      cychwa_klaymberg
                                      last edited by

                                      So the new version SWLandWarTMRebalance (v31) is available.

                                      ACU and some experimental and pseudo-experimental from the Total Mayhem mod have received a damage increase based on their veterancy level. These units are marked with the "***" symbol in their descriptions. I hope this is a welcome change that will lead to these units being used not just as fodder, but will lead to more interesting gameplay, where the value of a leveled unit increases, making it worthwhile to keep it and regenerate it, as well as playing them more carefully.

                                      Additionally, and this is the main change in the new version, ACUs now have unlimited veterancy levels, meaning that by upgrading them and fighting with them, you can ultimately develop a unit with fairly high health and increased damage. This promotes intense commander gameplay and brings them back into the late game. Damage increasing works for all weapons and for upgrades that give damage or weapons (for example, Cybran ACU Laser) too.

                                      Experimentals now have a +15% damage bonus per veterancy level and are also capped at 5 levels.
                                      Commanders receive +10% damage per level and are not capped at any veterancy level.
                                      All others units have no changes.

                                      • added some balance changes for ACUs, some EXPS stats.
                                      • SERA mk1 - mk3 tant returned to a game with some changes. So now SERA has mk tank version like all anothers factions.
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