FAQ for Command & Conquer
The Unofficial
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Release v7.01
Last Updated: April 20, 1996 23:12 BST
Written by: Roger Wong
roger@powhq.nildram.co.uk
http://kublai.pacificrim.net/~solaris
DISCLAIMER
The purpose of this FAQ is to aid the public regarding strategies and
tactics to use in the game Command and Conquer, by Westwood Studios. In no
way should this promote your killing yourself, killing others, or killing in
any other fashion.
Roger Wong claims NO responsibility regarding any illegal activity
concerning this FAQ, or indirectly related to this FAQ.
TRADEMARK INFORMATION
Command & Conquer is a trademark, and is so acknowledged. Any trademarks
not mentioned here are still acknowledged.
COPYRIGHT NOTICE
This article is Copyright 1995, 1996 by Roger Wong. All rights
reserved.
You are granted the following rights:
I. To make copies of this work in original form, so long as
(a) the copies are exact and complete;
(b) the copies include the copyright notice and these paragraphs
in their entirety;
(c) the copies give obvious credit to the author, Roger Wong;
(d) the copies are in electronic form.
II. To distribute this work, or copies made under the provisions
above, so long as
(a) this is the original work and not a derivative form;
(b) you do not charge a fee for copying or for distribution;
(c) you ensure that the distributed form includes the copyright
notice, this paragraph, the disclaimer of warranty in
their entirety and credit to the author;
(d) the distributed form is not in an electronic magazine or
within computer software (prior explicit permission may be
obtained from Roger Wong);
(e) the distributed form is the NEWEST version of the article to
the best of the knowledge of the distributor;
(f) the distributed form is electronic.
You may not distribute this work by any non-electronic media,
including but not limited to books, newsletters, magazines, manuals,
catalogs, and speech. You may not distribute this work in electronic
magazines or within computer software without prior written explicit
permission. These rights are temporary and revocable upon written, oral, or
other notice by Roger Wong. This copyright notice shall be governed by the
laws of the state of Texas.
If you would like additional rights beyond those granted above, write
to the author at "roger@powhq.nildram.co.uk" on the Internet.
CONTENTS:
CHAPTER [1] Introduction
*1-1* Foreword
*1-2* About the Unofficial C&C Strategy FAQ
[1-2-1] Is the FAQ related to the Official Guide to C&C?
*1-2-2* Is the FAQ related to PC Gamer UK?
[1-3] Getting the Unofficial C&C Strategy FAQ
*1-3-1* via E-mail
*1-3-1-1* Africa, Asia, Australia, Europe
*1-3-1-2* Antartica, North America, South America
*1-3-2* via Usenet
*1-3-3* via Internet FTP
*1-3-4* via WWW
[1-3-5] via BBS
*1-3-6* via IRC
[1-4] Adding to the FAQ
*1-5* Acknowledgments
*1-6* Accurate Information
[1-7] The format of this FAQ
-SECTION ONE- GENERAL OVERVIEW
CHAPTER *2* What can I do with these units?
*2-1* Infantry
[2-1-1] Civilian
[2-1-2] Technician
*2-1-3* Engineer
[2-1-4] Minigunner
[2-1-5] Grenadier
[2-1-6] Bazooka
[2-1-7] Flame-thrower
[2-1-8] Commando
*2-1-9* Chem. Warriors
*2-2* Vehicles
[2-2-1] MCV
*2-2-2* Harvester
[2-2-3] Gunboat
[2-2-4] Hummer
*2-2-5* APC
[2-2-6] Medium Tank
*2-2-7* Orca
[2-2-8] Rocket Launcher
[2-2-9] Mammoth Tank
[2-2-10] Nod Buggy
[2-2-11] Recon Bike
[2-2-12] Light Tank
[2-2-13] Artillery
[2-2-14] Flame Tank
*2-2-15* Apache Attack Helicopter
[2-2-16] Stealth Tank
[2-2-17] SSM Launcher
[2-2-18] Chinook Transport Helicopter
[2-2-19] Mobile HQ
[2-3] Buildings
[2-3-1] Construction Yard
[2-3-2] Powerplant
[2-3-3] Advanced Powerplant
[2-3-4] Sandbag/Fence/Concrete
[2-3-5] Silo
*2-3-6* Refinery
[2-3-7] Barracks
[2-3-8] Hand of Nod
[2-3-9] Weapons Factory
[2-3-10] Airstrip
[2-3-11] Communications center
[2-3-12] Advanced comm. center
[2-3-13] Guard tower
[2-3-14] Nod Turret
[2-3-15] Advanced guard tower
[2-3-16] Obelisk of light
[2-3-17] SAM Site
[2-3-18] Heli Pad
[2-3-19] Repair Pad
*2-3-20* Temple of Nod
[2-4] Special Units
[2-4-1] Airstrikes
*2-4-2* Nuclear strike
[2-4-3] Ion Cannon
Chapter [3] Important information not in the manual
*3-1* What are the keys?
[3-2] What is that colored bar?
[3-3] What is a blossom tree?
[3-4] How do I view the radar?
[3-5] How do I suspend or cancel build commands?
*3-6* How do I manage multiple barracks?
*3-7* Can I run over walls with mammoth tanks?
-SECTION TWO- TIPS AND TRICKS
CHAPTER [4] Cheating
[4-1] What are the cheat keys?
*4-2* How, then, can I cheat?
[4-3] How does the computer cheat?
*4-4* What cheating programs are available?
[4-5] What are some C&C quirks I can exploit?
[4-5-1] Tiberium harvesting without silos
[4-5-2] Preventing the computer from rebuilding
[4-5-3] The Reservoir Dogs scenario
[4-5-4] The silo money cheat
[4-5-5] The ultimate A-10 defence
[4-5-6] Money making ala SimC&C
[4-5-7] Place buildings anywhere cheat
[4-5-8] Infinite minigunner cheat
*4-5-9* Seeing stealth tanks
[4-5-10] Transport helicopter denial
[4-5-11] Safe Orca killing
[4-5-12] Longer ranged towers
*4-5-13* Blind Spots
*4-5-14* Long range bazookas
*4-5-15* The engineer black hole
*4-5-16* Wraparound radar
*4-5-17* Confusing the enemy
*4-6* Are there any hidden game elements or easter eggs?
[4-6-1] Visceroids
*4-6-2* Hidden cutscenes
*4-6-3* Covert Operations Funpark
*4-6-4* Dinosaurs
CHAPTER [5] Defensive tips
[5-1] Sandbag defense
[5-2] Building base defenses
[5-3] Help! I'm being attacked by enemy...
*5-3-1* Nukes
[5-3-2] Orcas
[5-3-3] SSMs
[5-3-4] Advanced guard towers
*5-3-5* Transports loaded with engineers
[5-3-6] Attack helicopters
*5-3-7* Recon bike gangs
[5-3-8] Airstrikes
[5-4] Suppressive fire
CHAPTER:[6] Offensive tips
[6-1] How do I destroy?
[6-1-1] Obelisks of light
[6-1-2] Flame-throwers
[6-1-3] Gun turrets using Orcas
*6-1-4* Temple of Nod
[6-1-5] Tanks in general
[6-1-6] Flame Tanks
[6-1-7] Mammoth tanks
[6-1-8] SAM sites
[6-1-9] Strong bases
[6-1-10] Harvesters
[6-1-11] Gunboats
*6-1-12* Advanced guard towers
[6-2] The spiderbase strategy
[6-3] How do I drain the computer's funds?
CHAPTER [7] Miscellaneous tips
[7-1] How do I sell my infantry/vehicles?
[7-2] How do I control Orcas in mid-flight?
[7-3] Why should I destroy villages?
[7-4] How do I make a convoy?
[7-5] How do I get rid of trees?
[7-6] How do I hide under trees?
[7-7] How do I stop the computer from rebuilding?
[7-8] How do I keep my harvesters from gathering all the tiberium?
[7-9] How do I get nukes in the last Nod mission?
*7-10* How do I squish things?
*7-11* How do I destroy patches of tiberium?
CHAPTER [8] Single player tactics
[8-1] Blue Aardvark's Anti-Crummy AI Tactics
CHAPTER *9* Confucious says
CHAPTER [10] Technical Issues
[10-1] What determines my score?
[10-2] What is the CONQUER.INI file?
*10-3* KALI related issues
*10-4* How can run C&C off my hard disk?
-SECTION THREE- MISSION STRATEGIES
CHAPTER [11] What is a mission tree?
*11-1* GDI mission tree
*11-2* Nod mission tree
CHAPTER [12] I'm stumped! Can you help me?
[12-1] GDI missions
[12-1-1] GDI Mission 1, Estonia
[12-1-2] GDI Mission 2, Estonia
[12-1-3ea] GDI Mission 3ea, Latvia
[12-1-4ea] GDI Mission 4ea, Belarus
*12-1-4wa* GDI Mission 4wa, Belarus
[12-1-4wb] GDI Mission 4wb, Poland
*12-1-5ea* GDI Mission 5ea, Ukraine
*12-1-5eb* GDI Mission 5eb, Ukraine
[12-1-6] GDI Mission 6, Czech Republic
[12-1-7] GDI Mission 7, Czech Republic
[12-1-8ea] GDI Mission 8ea, Austria
[12-1-8eb] GDI Mission 8eb, Slovakia
*12-1-9* GDI Mission 9, Hungary
[12-1-10ea] GDI Mission 10ea, Slovenia
*12-1-10eb* GDI Mission 10eb, Romania
*12-1-11* GDI Mission 11, Greece
[12-1-12ea] GDI Mission 12ea, Albania
[12-1-12eb] GDI Mission 12eb, Bulgaria
[12-1-13ea] GDI Mission 13ea, Yugoslavia
*12-1-13eb* GDI Mission 13eb, Yugoslavia
*12-1-14* GDI Mission 14, Yugoslavia
[12-1-15ea] GDI Mission 15ea, Bosnia/Herzogovina
[12-1-15eb] GDI Mission 15eb, Bosnia/Herzogovina
*12-1-15ec* GDI Mission 15ec, Bosnia/Herzogovina
[12-2] Nod missions
[12-2-1ea] Nod Mission 1ea, Libya
[12-2-2ea] Nod Mission 2ea, Egypt
*12-2-2eb* Nod Mission 2eb, Egypt
[12-2-3ea] Nod Mission 3ea, Sudan
*12-2-3eb* Nod Mission 3eb, Sudan
*12-2-4ea* Nod Mission 4ea, Chad
[12-2-4eb] Nod Mission 4eb, Chad
[12-2-5] Nod Mission 5, Mauritania
[12-2-6ea] Nod Mission 6ea, Ivory Coast
*12-2-6eb* Nod Mission 6eb, Benin
[12-2-6ec] Nod Mission 6ec, Nigeria
*12-2-7eb* Nod Mission 7eb, Cameroon
[12-2-7ec] Nod Mission 7ec, Central African Republic
[12-2-8ea] Nod Mission 8ea, Zaire
[12-2-8eb] Nod Mission 8eb, Zaire
*12-2-9ea* Nod Mission 9ea, Egypt
[12-2-9eb] Nod Mission 9eb, Egypt
[12-2-10ea] Nod Mission 10ea, Angola
[12-2-10eb] Nod Mission 10eb, Tanzania
*12-2-11ea* Nod Mission 11ea, Namibia
[12-2-11eb] Nod Mission 11eb, Mozambique
[12-2-12ea] Nod Mission 12ea, Botswana
[12-2-12eb] Nod Mission 12eb, Botswana
[12-2-13ea] Nod Mission 13ea, South Africa
*12-2-13eb* Nod mission 13eb, South Africa
*12-2-13ec* Nod Mission 13ec, South Africa
*12-3* GDI Covert Operations
*12-3-1* Blackout
*12-3-2* Hell's Fury
*12-3-3* Infiltrated!
*12-3-4* Elemental Imperative
*12-3-5* Ground Zero
*12-3-6* Twist of Fate
*12-3-7* Blindsided
*12-4* Nod Covert Operations
*12-4-1* Bad Neighborhood
*12-4-2* Deceit
*12-4-3* Eviction Notice
*12-4-4* Tiberium Strain
*12-4-5* Cloak and Dagger
*12-4-6* Hostile Takeover
*12-4-7* Under Siege: C&C
*12-4-8* Death Squad
CHAPTER [13] I need help playing multiplayer
[13-1] What do I do with crates?
*13-1-1* Stealth technology
[13-1-2] Units
[13-1-3] Visceroids
[13-1-4] Explosions
[13-1-5] Cash
[13-1-6] Nukes, airstrikes, ion beams
[13-1-7] Map modifiers
[13-1-8] Heal all units
*13-2* Offensive tactics
[13-3] Defensive tactics
[13-4] Capture the flag
[13-5] Various player strategies
[13-5-1] Aardvark's strategy
[13-5-2] Joseph's strategy
[13-5-3] Kokko's strategy
-Section Four- MISCELLANEOUS
CHAPTER [14] Tables
*14-1* Armor
*14-2* Weapons
[14-3] Units
[14-4] Buildings
CHAPTER [15] Internet resources
*15-1* Third party programs
*15-2* World Wide Web sites
[15-3] Other resources
[16] Bugs, updates, future games
*16-1* The wishlist
[16-2] Questions regarding C&C present and future
*16-2-1* Mouse problems
*16-2-2* Multiplayer savegames
*16-2-3* The Covert Operations
*16-2-4* Red Alert
*16-2-5* C&C for Win95
*16-2-6* C&C 2
*16-3* Update patches
*16-4* Errors in the C&C manual
CHAPTER *17* Conclusion
CHAPTER *18* Revision History
-------------------------
CHAPTER [1] Introduction
-------------------------
*1-1* Foreword
==================
This is the twelfth incarnation of the C&C strategy FAQ. I've had a lot
of fun putting this FAQ together. Even six months on, there still seems to be
no end to the sheer volume of suggestions. More importantly, the daily
letters of support and encouragement I receive tells me that C&C is here to
stay. Thus, I toil into the early morn.
*1-2* About the Unofficial C&C Strategy FAQ
===============================================
Welcome to v7.0 of the Unofficial Command and Conquer Strategy FAQ.
Version 7.0 is a major revision written after v6.0. 'Unofficial' means that
this FAQ is not supported by Westwood Studios. Command and Conquer is the
name of the game. FAQs are (F)requently (A)sked (Q)uestions.
Revision classification works something like the following. If a new
version of the FAQ has only a small amount of information changed or added,
the version number is increased by 0.1, and is called a 'minor revision.' If
a new version of the FAQ has a substantial amount of new information changed
or added, the version number is increased by 0.5, and is called a 'standard
revision.' If a new version of the FAQ has a huge amount of added or changed
information, major parts of the FAQ are rearranged, or major parts of the FAQ
are rewritten, the version number is increased by 1.0, and it is called a
'major revision.'
You may be wondering why chapter numbers are enclosed in either []'s or
**'s. The definition of these is as follows:
[] Chapters enclosed in square brackets mean that the information
contained in the chapter has not been updated since the
previous FAQ.
** Chapters enclosed in asterisks mean that the information
contained in the chapter is new or has been updated for the
current version of the FAQ you are reading.
[1-2-1] Is the FAQ related to the Official Guide to C&C?
============================================================
No, the Unofficial C&C Strategy FAQ is not related in any way with the
Official Guide to Command & Conquer other than in topic.
Nor is the Unofficial C&C Strategy FAQ meant to be competition to the
Official Guide. If you need complete printed maps, step by step walkthroughs
and the like, then by all means, get the book. (ISBN: 1-566-86-247-7 Brady
Publishing 1-800-428-5331 http://www.mcp.com/brady/ 19.99 USD)
*1-2-2* Is the FAQ related to PC Gamer UK?
=============================================
The Unofficial C&C Strategy FAQ is not in any way related to PC Gamer UK.
Portions of the FAQ appeared in the December issue of PC Gamer UK. They have
apologized for the copyright violation and have tightened their controls to
ensure that something like this never happens again.
[1-3] Getting the Unofficial C&C Strategy FAQ
=================================================
*1-3-1* via E-mail
----------------------
It is possible to receive the latest Unofficial C&C Strategy FAQ via E-Mail.
This is done through a program that will automatically mail you the FAQ based
upon the E-Mail you send it. For the fastest response, please use the service
listed below your continent.
*1-3-1-1* Africa, Asia, Australia, Europe
--------------------------------------------
E-Mail: filerequest@pobox.org.sg
Subject: send ccsfaq
Maintained by: Alvin Jiang (alvin@singnet.com.sg)
*1-3-1-2* Antartica, North America, South America
----------------------------------------------------
E-Mail: stevenma@lanmail.shu.edu
Subject: send ccsfaq
Maintained by: Matt Stevenson (stevenma@lanmail.shu.edu)
E-Mail: s.wolfe@m.cc.utah.edu
Subject: send ccsfaq
Maintained by: Steve Wolfe (s.wolfe@m.cc.utah.edu)
*1-3-2* via Usenet
----------------------
The Unofficial C&C Strategy FAQ is posted on the first of every month
(or earlier if a new version is released) on the following Usenet groups.
(1) alt.games.command-n-conq
(2) alt.games.command.and.conquer
The Unofficial C&C Strategy FAQ is also posted as new versions are
released to comp.sys.ibm.pc.games.strategic.
*1-3-3* via Internet FTP
----------------------------
New releases of the Unofficial C&C Strategy FAQ can be found at the
following fine Internet FTP sites:
ftp://wcl-l.bham.ac.uk/pub/djh/faq/command-n-conquer.faq
ftp://ftp.cybernet.dk/cybercom/download/faqs/ccs70.faq
The file name of the upload should be 'ccs??.faq' where '??' is the
version number of the FAQ. This filename is for FTP sites only. BBS
filenames are outlined in [1-3-5].
*1-3-4* via WWW
-------------------
New releases of the Unofficial C&C Strategy FAQ will be found on the
following World-wide Web sites:
http://kublai.pacificrim.net/~solaris
http://www.econ.cbs.dk/people/dszcpfk/cc.html
http://adam.com.au/~buggy
http://wcl-rs.bham.ac.uk/GamesDomain
http://happypuppy.com/games/lordsoth
HTML versions of the Unofficial C&C Strategy FAQ can be found on the
following World-wide Web sites:
http://www.mvhs.fuhsd.org/~bfong/pcplay/cnc/ccstrat.html
http://www.cactus.org/~knutson/ccfaq.html
http://m3.pcix.com/~gmull/c&c.html
http://www.olivet.edu/~jjohnson/C_C/faq47.html
[1-3-5] via BBS
-------------------
I am not responsible for uploading new releases of the Unofficial C&C
Strategy FAQ to bulletin board systems. I have control over neither them or
their naming conventions, and can not guarantee that any given BBS will hold
a copy of the FAQ in their files area.
ATTENTION: ALL BBSes, CompuServe, America On-line, and all other
information services. PLEASE conform to the naming standard of the
Unofficial C&C Strategy FAQ when placing this file on your system. The file
name should be 'ccsfaq??.zip' where the '??' is the version number of the FAQ
or 'ccsfaq??.txt' if the FAQ is a text file instead of PKZIPped.
*1-3-6* via IRC
------------------
Server: irc.sintercom.org port: 6667
Channel: #Singapore
In the channel, type "!send ccsfaq" without the double quotes.
[1-4] Adding to the FAQ
===========================
If you have something to add to the FAQ, please send E-mail to
'cncfaq@powhq.nildram.co.uk' (no quotes), explaining what your addition is.
It will be reviewed, and if accepted, added to the next FAQ version. In the
E-mail, please supply your name and E-mail address.
Please note that all submissions to the FAQ become property of the
author (Roger Wong) and that they may or may not be acknowledged. By
submitting to the FAQ, you grant permission for use of your submission in any
future publications of the FAQ in any media. The author reserves the right
to omit information from a submission or delete the submission entirely.
*1-5* Acknowledgments
==========================
Westwood Studios for making this great game.
Mom. (Hi mom!)
Mike Fay, author of the Official Guide to Command & Conquer, for being a
patient and understanding guy, and for giving me support, enthusiasm, and an
autographed copy of the Official Guide to Command & Conquer
Hank Leukart, author of the 'Official' DOOM FAQ, for his advice on FAQ
creation.
Mike Lee for his work on the weapons damage tables.
Philip Lochner, for letting me absorb his FAQ into mine
Andrew Griffin for his stunning and thorough effort in deciphering the
C&C data tables.
Aaron Glover, for nitpicking.
To the people who E-Mail me their tips and tactics, and to those who
take the time to answer questions on the Internet: You have my undying
gratitude and thanks.
*1-6* Accurate Information
==============================
An attempt has been made to make the information in this FAQ as accurate
as possible. Unfortunately, it has been difficult to match strategies and
walkthroughs to the proper mission identifications.
If a walkthrough tip for a certain level variation doesn't work for you,
try one of the other variation tips. To identify your mission, look at the
numbers that are displayed above the version number in the options menu.
I try hard to make sure there are no bogus entries in this FAQ, but,
undoubtedly, one or two will probably slip by. Please let me know immediately
if there is any information in this FAQ that you know is incorrect.
Future updates and add-ons may render parts of this FAQ obsolete.
[1-7] The format of this FAQ
================================
I have been copying the format and style of the granddaddy of all FAQ
keepers, Hank Leukart (ap641@cleveland.freenet.edu) of the 'Official' DOOM
FAQ. Many thanks to Hank for allowing me access to his FAQ.
==============================
-SECTION ONE- GENERAL OVERVIEW
==============================
-------------------------------------------
CHAPTER *2* What can I do with these units?
-------------------------------------------
This chapter contains information on the various units available for use
in C&C. The availability of each unit in any given mission depends on who's
side you are on and how far into the missions you are. I.e. - Construction
options for minigunners are available early on to both GDI and Nod players,
but the option for the Temple of Nod is available only to Nod for the last
mission.
Full unit and weapon statistics can be found in Chapter 14.
*2-1* Infantry
==================
Military infantry units take half of normal weapons damage while prone.
They will fall prone when fired upon, and move by crawling on their bellies.
Crawling reduces movement rate by half. To force any prone infantry unit
back on to their feet, double click when you give them movement commands.
It is more difficult to shoot at moving targets.
[2-1-1] Civilian
--------------------
Civilians carry pistols with 10 round magazines.
Andrew Griffin (buggy@adam.com.au)
Civilians inhabit villages. Fodder for Nod, must be protected (usually)
by GDI.
[2-1-2] Technician
----------------------
see also [2-1-1] Civilian.
Technicians carry pistols with 10 round magazines.
Andrew Griffin (buggy@adam.com.au)
I actually saw one of my stealth tanks get killed by one (the tank was
just about dead anyway).
William Jang (jangw@direct.ca)
Even though they can't be used as expendable scouts, you can force the
issue by sending them off to the enemy's lines. Once they get fired upon by
the enemy, the map lights up a nine-square area around the dead technician
and an even larger area around the unit that pulled the trigger.
Colin Jacobs (coljac@pyromania.apana.org.au)
You don't need to do that. Move them to the edge of the darkness, and
have them fire into it using the CTRL key. The square they shot at will light
up.
Alan Lam (hlam+@andrew.cmu.edu)
Have you guys ever wonder what the technician can do? They can't take
out buildings, they can't (not practically) kill other units except another
technician and they can't even map!
Well this is what I have actually done with my technician(s):
1) I have actually blown up 2 mammoth tanks in their full power with 1
technician only.
2) I have blown up a SAM site and 2 blocks of concrete wall with 1
technician.
When you resign a game, all your units and buildings will blow up. The
technician just seems to blow up MUCH better than any other unit. So when you
have only a few units left, move your technicians to some enemy structures or
units, and then resign the game, thereby killing some of your enemy's units
and structures.
This may be useless in 2 player games but it will help your ally a lot
if there is more players.
*2-1-3* Engineer
--------------------
If you are going to take over a refinery with an engineer, wait for the
harvester to return. Not only do you get a free harvester in the process, but
your opponent can not sell a refinery that contains an unloading harvester.
KnoX (knox.tdujam@tip.nl)
The engineers the computer sends to your base always try to capture your
northern most building.
Scott King (sking@cinternet.net)
I have found that it is effective to send a medium sized force into a
base to engage the defensive forces, then send engineers guarded by riflemen
to capture buildings. This works well for the well-armored buildings because
even if your assault team gets defeated, the enemy will destroy the captured
buildings for you. (EDITOR'S NOTE: It is better to sell the buildings
instead).
Dave Glue (daveacg@interlog.com)
One of the most powerful weapons- they take over buildings and then you
control them. Take over your enemy's construction yard, then you can produce
Nod/GDI forces, right in his own base! Just direct them to the building you
want to take over, and once they enter it it's yours. Of course, they're
fragile, so it's wise to use an APC to transport them.
Phil Lochner (decker@megaweb.com)
Engineers cannot take over enemy gun turrets, SAM sites, guard towers,
obelisks, advanced comms centers, or the Nod Temple.
Andre Pang (ozone@zip.com.au)
Before taking over buildings, try "pre-building" a guard tower
structure, such as the Advanced Guard Tower for GDI, or an Obelisk of Light
for Nod. The moment you take over the enemy's building, dump it right next to
it. And if you're playing as Nod and want to be real slack, start building
lots of them turrets :).
Charles Anderson (caa@wavefront.com)
If you're going to take over the enemy's barracks/hand of NOD, build an
engineer and put it on hold just before it's done. After taking over the
building double click on it so that it's "primary" and continue the engineer
build. It'll pop out almost immediately.
Ben McCulloch (raven@hba.trumpet.com.au)
Capture enemey silos if you see them full of tiberium. Sell the silos,
and within a few minutes, the AI will build them back, chock full of spice.
In the end, you will come out 1075 credits richer per silo, and you can build
more engineers to recapture them.
[2-1-4] Minigunner
----------------------
Phil Lochner (decker@megaweb.com)
These soldiers, although easy to overlook, can be very useful in mass
amounts. They also make good, cheap decoys and can be used as fodder to draw
out enemy tanks and soldiers. With three barracks, Minigunners pop out so
quickly that you can amass a nice twenty or thirty man army which is more
than enough to deal with most enemy attacks. They must be very close to
targets to attack, and will take damage if your supporting grenades attack a
target they are standing right next to.
It's usually a good idea to leave a small detachment of two or three to
Guard each important building in your fortress just in case. The computer
seems to prefer Barracks over your construction yard, refineries over your
barracks, and guard towers over everything else. Rarely will they attack your
silos or communications center.
Karl Kilborn (kilborn@worldgate.com)
Minigunners can totally destroy bazooka dudes. A minigunner beat to
within an inch of his life can easily kill two bazooka infantry.
[2-1-5] Grenadier
---------------------
Ethereal (allenr@sunspot.tiac.net)
Whenever possible use grenadiers, they can move faster, and kill turrets
+ tanks the best in my opinion. Also Jeeps + Grenadiers Are a very good
combination, The jeeps prevent the grenadiers from getting run over, if you
don't have a jeep just make the grenadiers move, to my knowledge, they don't
get squashed almost at all if they are moving. APC with four grenadiers and
one engineer are very good combinations.
In my experience, if you have one flame thrower vs. a grenadier about
half of the time he will kill the flame guy with one grenade.
[2-1-6] Bazooka
-------------------
Ethereal (allenr@sunspot.tiac.net)
Bazookas are OK for long distance such as putting about ten of them up
on a ridge. Putting Bazookas in a APC is not good since they usually cannot
move fast or hit as reliably as grenadiers.
Luke Duff (lukeduff@inlink.com)
Bazooka guys fire on helicopters and they're much better against
vehicles. They're worth what you pay for 'em. Just make sure they don't get
run over.
Andre Pang (ozone@zip.com.au)
If you can afford it, try keeping 4 or 5 bazookas around your tanks
(especially flame tanks). Alot of people assume your tanks do more damage
than the bazookas and will totally ignore these guys, and they do pack a
punch in groups. Unfortunately, they're next to useless against infantry.
Bazookas are also great against Orca's. (Not Apaches!)
[2-1-7] Flame-thrower
-------------------------
Phil Sykes (root@sykic.demon.co.uk)
These guys are Nod's best antipersonnel weapon apart from the gun
turrets. They can take out up to 16 opponents on full energy in one shot at a
ridiculous range (much further than the flame extends, don't be fooled by
that!) Best to use in conjunction with bazooka troops, because they do not
work well against vehicles, although they are somewhat effective against
buildings. Group 3-4 flamers for maximum effect.
Mr. P / Powersource
Flame-throwers make up an important part of your building-destruction
and infantry-halting capabilities. If you're fortunate enough, one flame-
thrower firing at a building can cause it to erupt in flame, thereby cutting
its "life" in half. Groups of these guys are also indispensable in
eliminating any type of enemy infantry.
If you are not careful with their firing, they can burn friendly units,
as well as themselves. (EDITOR'S NOTE: Didn't their mothers tell them not to
play with fire?) Trees will start to pose a hazard - if a tree ignites, say
good-bye to any units within a 1-person radius of it.
Andre Pang (ozone@zip.com.au)
Unbelievable firepower against infantry and buildings for their price!
Send four of these up to a group of 20 or more infantry, and watch them light
up in toast (especially if you're against other flame-throwers or grenadiers,
since they literally explode and kill everyone else around them). They're
also great against structures, having two or three tagging along with a main
assault force can really make a difference.
[2-1-8] Commando
--------------------
When planting demolition charges, let the computer move the commando to
a safe range on its own. The damage the commando takes when a building blows
up is not from the explosion, but from the enemy soldiers who evacuate the
building from within.
Phil Lochner (decker@megaweb.com)
Only available on special missions, the Commando is pretty cool. The
Commando is also available for $1000 in high tech-level multiplayer games.
Their super-long eyesight and damaging weapon (one shot takes down any enemy
soldier) makes them a great unit for base defense, but they are worthless
against enemy vehicles. They can also plant charges on enemy structures to
blow them up instantly.
They are great fun in multiplayer games. They can be airdropped from a
chopper right near enemy armies (or their Hand of Nod) and set to Guard.
They'll effectively kill off soldier after soldier as soon as they come
within their considerable range, until the enemy gets a clue and sends some
Cycles or Buggies after them.
Andre Pang (ozone@zip.com.au)
These units are good for very specialized missions, but that's about all
they're useful for. For their high price ($1000), I'd much prefer five flame-
thowers(Nod) or 6 grenadiers (GDI). However, it's real good fun to march
these guys through an enemy base, blowing everything up, when the end of the
game is near!
If you want a cheap way of taking out guard towers, they can also do it.
Send up a decoy unit to the structure (e.g.: harvester, hummer), and while
that's distracting the guard tower's attention, send in the commando to blow
it up.
Tucson Luke Loh (tlloh@zip.com.au)
Commandos are also great fun when it comes to killing harvesters
especially those well out of the way of your base defense. Against the
computer merely shoot a harvester and run back to your own base ... the
harvester will try to run over you and follow. So long as the commando does
not die the harvester will walk right into your defenses (*grin* if you have
an Obelisk of Nod) and be happily blown away. Commandos are best because they
move much faster than ordinary troops and are unlikely to be mown down by
tanks or humvees before you reach the safety of your base.
*2-1-9* Chem. Warriors
----------------------------
Kareem Harper (griffin@panix.com)
These troops are identical to the flame-thrower infantry but with the
following differences:
1. They wear an insulated outfit that protects them from taking damage
in tiberium fields.
2. They produce a poison gas that is 50% more lethal than a flame-
thrower.
They are available in the Covert Operations and multiplayer games only,
and can be found in crates, or can be built with a hand of NOD and temple.
Ong Yang (yang@pacific.net.sg)
They're immune to their own gas. Extremely effective in a group, these
also make great structure destroyers.
*2-2* Vehicles
=================
Numerical data on all vehicles can be found in Chapter 14.
It is more difficult to shoot at moving targets.
[2-2-1] MCV
---------------
Phil Sykes (root@sykic.demon.co.uk)
Mubile construction vehicle. As you might expect from Dune 2, this
allows you to build another construction yard somewhere on the map. It is
ridiculously expensive (5000), slow, and utterly useless in combat. As yet,
in 30 multiplayer games (the only place other than level 15 it appears) it
remains unused.
Thenardier (isc40562@leonis.nus.sg)
Build it up as a back-up base. Drive it somewhere and don't deploy it
until Nod or GDI have nuked or ion cannoned your construction yard into dust.
Andre Pang (ozone@zip.com.au)
I played a friend the other day with an interesting and legitimate
tactic; he drove down a MCV almost next to my base (being guarded by stealth
tanks, so I couldn't do much to attack it), plonked a construction yard right
next to my base, and immediately dumped a pre-built Obelisk right there. Not
that I should have allowed this to happen in the first place, but it's a non-
cheating method of sandbagging (and judging by the distance that some people
sandbag, this may be cheaper as well!)
*2-2-2* Harvester
---------------------
see also: [5-3-6] Attack helicopters
Karl Kilborn (kilborn@worldgate.com)
You should manually select the mature crystals in a tiberium patch for
harvesting purposes. It not only fills the harvester up quicker, but also
adds to the life of the cabbage patch. When you let the harvesters attempt to
grow a brain, they farm the new growth rather than the ripe and mature
patches. EDITOR'S NOTE: The moral of the story is: Harvesters are as stupid
as commercial fishermen.
Aaron Glover (arn@kiwi.gen.nz)
It's great for taking flags in multiplayer. Especially when teamed up
with humvees and recon bikes. Holds 700 credits when full.
Andrew Griffin (buggy@adam.com.au)
Collects tiberium and transports it to your refinery. You get one
whenever you buy a refinery, and can have multiple harvesters working for a
single refinery. They can't attack, but can run over infantry and recon
cycles. However, occasionally the computer will get their harvesters to
attack a building of yours, or some armor, and they can do damage to it! This
only happens when it can no longer collect tiberium for refining.
Michael Stango (phillymjs@aol.com)
If the enemy destroys your harvester, your ability to wage war against
him is seriously crippled at least temporarily. If you don't have the ability
to build a new harvester, you must sell your refinery and rebuild it. If you
don't have enough credits to rebuild the harvester, you must sell the
buildings you can do without for quick cash to rebuild it. Fortunately, the
harvester is a tough vehicle. If it is attacked, you'll usually have enough
time to get some forces to it to defend it.
Never attack the enemy harvester until you have otherwise hobbled their
efforts. Taking a potshot at their harvester early in the game, while
tempting, will bring all the force the enemy can quickly muster down upon
you. In plain English, the computer gets pissed if you attack its
harvester(s).
Jay (liza.heslop@nursing.monash.edu.au)
The harvester can also be used to run over any offending attack bikes,
those nasty little suckers with the missile launchers. Providing of course
that the opposition is slow on the uptake.
Tucson Luke Loh (tlloh@zip.com.au)
Ohhh - and don't allow more than 2 harvesters to share a Refinery ...
there will be long waiting periods for one harvester and on occasions the AI
will screw up and one harvester will just sit around and not do anything.
Stanley Hu (hu@valisys.com)
If you know that your base is going to get vaporized by your opponents,
the best thing you can do is use your Harvesters to help gather Tiberium for
your ally. Move the harvesters clear of your opponents' units and manually
direct them when full into your ally's tiberium refinery.
[2-2-3] Gunboat
-------------------
Andrew Griffin (buggy@adam.com.au)
Provides missile support from oceans/rivers. Can be taken out with 1
blast from an obelisk, however.
[2-2-4] Hummer
------------------
Phil Sykes (phil@sykic.demon.co.uk)
Light recon jeeps, similar to Nod buggies. Best used earlier in the game
for recon and light attack, but will die against anything more than one
minigunner. Quite useful in the base assault strategy with engineers. Send
two hummers in first, with your APC full of engineers following. The hummers
attract all of the heavy fire from tanks, arty, obelisk, leaving you time to
rush the APC through and squash everything, then pile the engineers out.
Phil Lochner (decker@megaweb.com)
This quick little scouting unit has more armor than the Nod Cycle, but
seems to do as much damage as an enemy Minigunner, albeit with longer range.
They are good for zipping around the board, luring enemies to follow them
down into a classic Warcraft Archer trap. Beware bazooka soldiers and gun
turrets. Their low cost, however, makes them unnecessary to repair.
Tucson Luke Loh (tlloh@zip.com.au)
Also an excellent support unit for tanks ... since tanks are not good at
attacking infantry moving humvees together with tanks allow the tanks to
concentrate on wiping out the armored targets while the humvees concentrate
on killing the infantry pests. This way the tanks firepower is not wasted nor
do they have to waste time moving to run infantry over. Also better than
infantry in that they can move through Tiberium. Have found that 6 Humvees
guarantee instant death to any unit of infantry (even prone). Thus 6 of them
kill infantry at the rate of one every 3 seconds.
*2-2-5* APC
---------------
Phil Sykes (phil@sykic.demon.co.uk)
Armored Personnel Crusher (er... surely carrier)
This has four roles. Firstly, in can be used to carry men into battle in
relative safety and speed (especially across tiberium). To load men in, click
one at a time and click on the APC when you see the three green arrows. The
man will enter the APC. Then select the next man, etc.
Secondly, a personnel sqauasher. Holding down alt and running over
squads of enemy troops (especially flame troops) is very useful. Thirdly, its
chaingun allows a limited antipersonnel / anti-vehicle role, but is more
suited to forming a barrier so troops do not get squashed. Fourthly, recon.
The APC has the largest recon radius in the game (four squares all around),
and is the third fastest land unit. Most useful for recon.
Seth Bowden (bsb3@cornell.edu)
If the troops are squirming around, fire at them first. They'll hit the
deck and then you can squish them.
Tucson Luke Loh (tlloh@zip.com.au)
The order of units exiting an APC is the reverse of their order of entry
i.e. the last unit to enter is the first unit to exit. Important that the
most powerful units (commandos or whatever) go in last so they can kickass
right from the start.
Thenardier (isc40562@leonis.nus.sg)
Combination of APC and engineer is possibly regarded as one of the best
tactics in C&C. Load your APC with engineers and give it a tanks escort. APC
is agile. And it can withstand more damage.
Andre Pang (ozone@zip.com.au)
Possibly one of the best-value units in the game. Can be used for
exploration (it's fast and has a high scouting range), is the most effective
Squasher Of Infantry, and transports troops, including those engineers. One
cool little tactic to try sometime: many people will send in decoys to the
enemy base (e.g.: nod buggies, hummers) and send in the APCs after it. Of
course, humans won't fall for this trick and will almost always target the
APC. Simple solution! Send in two or more APCs. Which to target? Depending on
how lucky you feel, either load one up full with engineers, or split the
number of engineers evenly between them. Watch your opponent's confusion when
he sees five APCs walking toward your base! These units are also good for
capturing flags, since they're fast and can take a fair bit of damage.
[2-2-6] Medium Tank
-----------------------
Phil Sykes (phil@sykic.demon.co.uk)
Great against light tanks (can take 2 out in one for one combat), and
against flame tanks (can take LOTS out in one to one combat, the main gun
outranges the flamer seriously). Limited use in base attack (tends to die vs.
obelisks) Useless against enemy troops (far too slow to run them over
effectively, too inaccurate to cause firing damage). Back these up with
infantry or lose them.
Phil Lochner (decker@megaweb.com)
A staple in any GDI army. With a low cost ($800), these tanks pack a
punch and can be very effective in packs. You should always bring along a
squad of Minigunner or Grenadier Guards around these tanks, as they have very
big problems targeting and destroying enemy footsoldiers up close. They do
great damage for their price, and make good Guards for key installations.
Their speed makes them poor support for attacking footsoldiers, as the
soldiers must wait for them to keep up. It's easier and more effective to
make soldiers support the tanks.
Tucson Luke Loh (tlloh@zip.com.au)
The best support for Medium Tanks are actually Hum-Vees or Nod Buggies.
These kill infantry faster, move much faster and last much longer than
supporting infantry.
Douglas Jacobs (djacobs@umich.edu)
I haven't seen my tanks automatically run over infantry in C&C (Dune2's
units were pretty smart.) You can still force-move them using the key.
Unfortunately, unlike Dune2, enemy units don't just sit there so you can run
them over - they tend to move around. I use one unit to fire at the
infantry, causing them to drop and start crawling, this way they're too slow
to move away from my tank.
*2-2-7* Orca
----------------
Orcas have air to air capability. If you target an enemy helicopter that
is on the ground, the Orca will fire missiles at it even if it takes off and
tries to escape. This helicopter carries six missiles.
Stanley Hu (hu@valisys.com)
Helicopters tend to hover over a moving target, taking their time to
fire. If you're trying to destroy a moving target with an Orca or Apache,
the best thing to do is predict where it is heading and click on that area.
When the helicopter approaches there, click on the intended target, and it
will deliver its payload faster. If you do this, you can destroy Harvesters
easily--even with Apaches.
Hale Walker (shaggy@ra.isisnet.com)
If the enemy chopper is in the air, force attack on the ground on the
opposite side of the enemy helicopter. In other words, if the enemy
helicopter is on your right, fire you missiles at the square to the right of
the helicopter. Your missiles will fire towards the ground, but they will hit
the enemy chopper instead since they pass through the enemy's airspace.
Phil Sykes (phil@sykic.demon.co.uk)
Armament: Six missiles of a similar type to those fired by bazooka guys,
i.e. useless vs. infantry, excellent against vehicles / buildings.
In order to get them to attack coherently, you need to group them
together on the ground. To do this effectively, DO NOT BUILD any Orcas on
their own. ALWAYS build pads, or you spend forever charging them. Once in the
air, use the unit keys to redirect them. They need to be re-fed information
about fast moving units (faster than a tank) before they get there.
They will get MAULED vs. SAM missiles. Expect to lose at least one if
your strike loiters near a SAM or Adv. guard tower.
First strike capabilities:
(1) can serve as a decoy for incoming missiles.
(2) will take out a flame tank/buggy
(3) is best for gun turrets, although two will work on earlier levels:
Send one up to attack first, then when he comes in, send them both out. After
the first one, the turret will not have suffered enough damage to warrant a
repair early on, to the second two will kill him!
(4) will kill a light tank
(5) will take down a medium tank, obelisk, or SAM site
(6) one harvester or mammoth at full health.
(7) will get gun turrets/spice silos/power plants
(8) is a reasonable building assault force
(10) construction yards and other big buggers
They work best in multiplayer for air support of harvesters!
Phil Lochner (decker@megaweb.com)
They also 'track' enemy units which are moving, and usually fly over
them and then return to attack. Keep this in mind if you are attacking
swiftly moving units, as they can move closer to the Nod SAM sites before
your Orcas can 'draw a bead' on them and fire missiles.
They also zip around a target after firing some missiles, and this may
also bring them closer into SAM range. It is HIGHLY advisable that you Group
these units before sending them out, as it is impossible to select them while
they are in the air to change their mission orders. When grouped, you can
simply select the number group and redirect them elsewhere. It takes three
SAM missiles to kill an Orca, and they are targets for enemy Bazooka
soldiers, Cycles, Rocket Launchers, and Stealth Tanks. Note that you can also
land these units in remote locations for quick use later. They cannot target
or land in areas which ground units have not explored, although you can
exploit their mobility by landing them right on the corner of an explored
area (such as the top of a cliff), and then 'leapfrog' them to adjacent areas
to uncover ground quickly.
It takes three full Orcas to take out an enemy gun turret, and four full
Orcas to take out an enemy SAM site or Obelisk. They're also great to attack
the lone enemy harvester, but it will take repeated runs to destroy one.
Philip Banks (banks_p@kosmos.wcc.govt.nz)
A single Orca is invaluable for scouting out large chunks of the map.
Initially I had blocked off the passes that afforded entry to the valley
wheremy base was located, which prevented me from sending out scouts much.
But an Orca doing gradual hop flights could scout out a significant fraction
of the map without any trouble.
Jonathan Haas (jhass@primenet.com)
The 'S' key, which normally causes a unit to stop, will cause selected
Orcas or Apaches in flight to immediately turn around and return to base.
This is EXTREMELY useful when you need your choppers out of an area in a
hurry.
Durren Shen (durren_n._shen@vval.com)
If you find that your opponent is attacking your orcas a lot while they
are on their helipads with apaches, or vice versa, then after the aircraft is
done reloading, you should hide it behind a building or somewhere else by
moving and landing there. My opponent thought that all of my orcas were
destroyed one time when I did that.
[2-2-8] Rocket Launcher
---------------------------
Requires: Advanced comm. center, Weapons Factory
Andrew Griffin (buggy@adam.com.au)
Mobile rocket launcher, a good weapon, hampered by the ease with which
it can be killed. Great anti-aircraft weapon, two can usually take out a
transport helicopter. Also, their excellent range means they can take out
turrets without being hit. The ammo has a largish explosion radius, so can
take out multiple infantry units. Very poor aim, however.
Phil Lochner (decker@megaweb.com)
Fragile and powerful. They can only take a few rounds from a bazooka
solder or tank, but their dual rockets are faster and more deadly than
bazooka rockets. They have a longer range, and the exhaust from the rockets
appear to do damage to targets underneath them, making them effective for
shooting into packs of enemies. They need support from other units as
defense only, as they are quick enough to get out of the way. Their range
makes them perfect for destroying the remote gun turret or SAM site.
[2-2-9] Mammoth Tank
------------------------
Mammoth tanks have two weapons, a dual cannon and a missile pack. The missile
pack is only fired either if an enemy helicopter comes into range, or you
manually target a unit that requires the tank's turrets to turn by more than
45 degrees.
(cmsl@dc.wcape.school.za)
Mammoth tanks are the biggest and most expensive of all tanks. They are
worth buying/making large numbers of, for four main reasons:
They squish troops. (though a bit too slow if their scattering.)
They squish walls. (only tanks that can, and walls take ages to shoot
down)
They squish helicopters. (four shots with their missile packs.)
They self heal right back up to 50%.
Basically, if you're planning on building up your forces, Mammoth tanks
are a good choice. One tip though: infantry support from grenadiers will go a
long way to clear the pesky enemy infantry.
Stephen Jones (s.jones@ukonline.co.uk)
If your Mammoth Tank is surrounded by infantry firing at it and there is
no way to get units suitable for taking out infantry there in time, command
your tank to attack the infantry opposite the direction it is facing. This
will trigger its missiles and massacre the infantry fairly quickly.
[2-2-10] Nod Buggy
----------------------
Tucson Luke Loh (tlloh@zip.com.au)
Also an excellent support unit for tanks ... since tanks are not good at
attacking infantry moving buggies together with tanks allow the tanks to
concentrate on wiping out the armored targets while the buggies concentrate
on killing the infantry pests. This way the tanks firepower is not wasted nor
do they have to waste time moving to run infantry over. Also better than
infantry in that they can move through Tiberium. Have found that 6 buggies
guarantee instant death to any unit of infantry (even prone). Thus 6 of them
kill infantry at the rate of one every 3 seconds.
[2-2-11] Recon Bike
-------------------------
Andrew Griffin (buggy@adam.com.au)
Fastest ground unit, but very lightly armored. Equipped with rockets, a
great unit in packs, especially against hummers and APCs. Can be squashed by
tanks and harvesters.
Michael Brenner (100275.2163@compuserve.com)
Recon bikes are best used in groups of 4-10. Use them to take out enemy
harvesters. Be aware that they can be run over, so don't let the harvester
get too close to them. If you're attacked you can retreat to your own base
faster than any GDI unit can pursue you. A group of 6 bikes can take out a
mammoth tank with losing only 1 bike. They're also great for defending your
own harvesters esp. against Orca attacks. Since they're so fast usually one
large group is enough to protect all your harvesters. Vs. the computer drive
one bike close to the enemy base (the computer uses his Orcas mainly to
defend his base), let the computer launch his Orcas, drive your bike back to
your SAM sites. As long as you keep your bike on the move the Orcas won't be
able to hit. Let your SAM sites do their work.
Mike Zimmerman (zimmermanm@aol.com)
Find the enemy harvester in its tiberium patch. Drive the recon bike by
the harvester. The harvester will always chase the bike because it can be
crushed. Lead the harvester to your turrets or obelisks and watch the fun.
[2-2-12] Light Tank
-----------------------
see also [2-2-6] MEDIUM TANK
Rune Fostervoll (runefo@ifi.uio.no)
These are smaller than medium tanks (Surprise, surprise) but is also
Nod's heaviest tank. One on one against a GDI medium tank is a sad contest,
but two on one is as well, the other way. They should be backed up by
infantry and possibly artillery as well, never work alone. They cannot handle
infantry except by running over it, and cannot handle tanks, because armor-
wise they are at the bottom of the tank food chain.
[2-2-13] Artillery
-----------------------
Ethereal (allenr@sunspot.tiac.net)
These make INCREDIBLE offensive weapons when they are firing at close
range, at long range even if it appears that they hit the target, often it
doesn't do full damage. They aren't that good a resource since they cannot
take much damage, but if you plan to use them remember that they function
VERY well at close range.
Andrew Griffin (buggy@adam.com.au)
Slow moving, this unit can take very little punishment. It does have a
very long range, and the blast radius from its shots are very large. Can take
out multiple infantry with a single hit. Tends to be inaccurate though. Also
good for attacking buildings from a distance.
Rune Fostervoll (runefo@ifi.uio.no)
The first and biggest tip is, never attack with them. I do not mean, do
not use them in an attack, just NEVER ORDER THEM TO ATTACK. Against enemy
rocket turrets, for instance, if you order it to attack, it will move within
a comfortable range, and then open fire. The problem, of course, is that
'comfortable range' means the rocket turret eats it up first. Move it towards
the turret one square at a time, and when it starts firing, just leave it
alone. The artillery has better range than any other unit. Remember that, use
it, and the artillery units is Nod's best weapon. Cheap, too... but
vulnerable. To take them out? Attack it. All you need to do.. it's slow, it's
weak, it's pathetic when someone fires back at it... so it needs backup.
[2-2-14] Flame Tank
----------------------
Andrew Griffin (buggy@adam.com.au)
Awesome anti-infantry weapon. Fires twin flame jets. Especially
devastating against closely-packed infantry. Also good for taking out
buildings. Nod only. You get access to these after a few missions.
Rune Fostervoll (runefo@ifi.uio.no)
These are great fun against infantry. A single flame tank can waste
heaps and heaps of infantry. They are weak against armor, though, so back
them up with bazooka units to keep things balanced. It's a paper-scissors-
stone thing where you have both a paper and a stone. If he uses infantry
(which is good against bazookas) the flame tank wastes it. If he uses armor,
which the flame tank is powerless against, the bazookas wastes it. This works
nicely, but the flame tank is not strong enough to fight sustained battles.
Andre Pang (ozone@zip.com.au)
I took out 60+ infantry with one flame tank once. Nothing else to say
about them, really :).
*2-2-15* Apache Attack Helicopter
-----------------------------
see also [2-2-7] Orca
The Apache carries enough ammo for fifteen weapon discharges.
Bonczkowski (ccastrd@prism.gatech.edu)
Nod gets them in later scenarios if you capture a GDI construction
center and build the heli pad, that lets you build heli pads with attack
copters
Seth Hutchins (seth.hutchins@sunrisebbs.com)
The Nod attack chopper is basically a flying Guard Tower, and as such is
a DELIGHTFUL weapon to kill lowly GDI infantry. If your opponent doesn't have
any bazooka/missile support, the chopper also does well to weaken armored
vehicles (harvesters, and the like). It can also destroy a re-arming Orca on
the platform. Watch out for Advanced Guard Towers, Bazooka Infantry, Mammoth
Tanks, and Rocket Launchers, who can all make short work of the chopper.
Tucson Luke Loh (tlloh@zip.com.au)
a) Apaches can make short work of infantry. Orcas well, merely waste
rockets on infantry.
b) Apaches are slower to deliver their full payload ... while this means
you can keep them in the air longer, it also means that they take much longer
to destroy an armored target. Against armoured targets, the Orca has the
edge because its faster delivery means it stays in the area a shorter time,
reducing its vulnerability to SAM sites, Advanced Guard Towers etc. Orcas
also kill structures faster as again, the faster delivery allows the
structure less time to repair.
c) Apaches take twice as long to reload as Orcas.
[2-2-16] Stealth Tank
-------------------------
Rune Fostervoll (runefo@ifi.uio.no)
Keep at least one square away from his units and you can launch an
effective attack. Even with enemy units and guard towers present, four of
these could take out the opponent's building facility. And the next batch can
take out the tiberium facility. It is too weak to operate alone, and rather
costly to use in large numbers, so it's not the best units as such, but it
has its uses when you fight an opponent that is too well defended for an open
assault.
Seth Hutchins (seth.hutchins@sunrisebbs.com)
Purchase LOTS of Stealth Tanks and group them into "Wolf Packs" of 5 or
more. Attack your enemy's harvesters. It never fails to be annoying. These
Wolf-packs also make short work of Mammoth Tanks. You can also toast grouped
infantry, simply run over them. You'll become visible for a moment, so stay
clear of any evil tanks.
James Hindman (jhindman@ea.oac.uci.edu)
Here is another one of my strategies. It is to place 5-6 Stealth tanks
in your enemies favorite Tiberium field. When his harvester shows up, have
your tanks unstealth and annihilate his harvester. It will be dead before he
even knows what's going on. Then take your tanks and run away so he doesn't
retaliate by killing them.
Michael Brenner (100275.2163@compuserve.com)
Against a human player it is also a neat trick to let stealth tanks
protect your harvesters. Many human GDI players will launch an Orca attack
against a single harvester outside the reach of visible air defenses, not
follow the attack too carefully if they've got other things to do and be very
surprised if their Orcas don't come back. Like most multiplayer tricks this
only works once or twice though.
Eric (eroswelkr@aol.com)
Here's an AI strategy I exploited like no tomorrow while playing NOD.
Use Stealth tanks as walls. As long as they're stealthed, the computer won't
advance or attack. AND you can position artillery or other ranged units a
few squares behind them so they can just pick off anything at a distance.
Jeremy Butcher (butcher@inter.nl.net)
There any good ways of hiding them so in a multiplayer base so that they
can't be found. Almost all buildings have a few squares under them where you
can't place a building. Place them on those things, then when your enemy
tries to place a building there, everything's normal because you never can
place a building there.
Andre Pang (ozone@zip.com.au)
If the computer (or player's) refinery is fairly far away from any
units, drive a stealth tank directly in front of his refinery, cutting off
the entrance for the harvester to get through. It can take quite a long time
for your opponent to realize something is dreadfully wrong.
[2-2-17] SSM Launcher
-------------------------
Phil Lochner (decker@megaweb.com)
The SSM launcher is big and powerful. Though they take a terribly long
time to reload, each missile they shot has a tremendous amount of damage
potential. The flame which shoots from the missile toasts footsoldiers, and a
direct SSM hit takes out practically any Nod unit. It has the longest range
of any unit.
Mike Mulligan (mulligan@netcom.com)
Have two or three SSMs and a few tanks as a protecting force. Then just
move in to attack! I had three SSMLs take out two Obelisks in less then 30
seconds. When your opponent comes after the SSMLs, let your tanks lag behind
and buy time for the SSMLs to get away. If she presses her attack, she will
get a mouthful of SSMs!
[2-2-18] Chinook Transport Helicopter
-----------------------------------------
Tucson Luke Loh (tlloh@zip.com.au)
Like the APC, the order of exit is the reverse of the order of entry
i.e. the last units to enter are the first to exit.
Phil Lochner (decker@megaweb.com)
These slow moving troop transports are expensive and troublesome. They
suffer from the same loading and unloading problems of the APCs, and have a
tendency to circle aimlessly before landing in any area. They make easy
targets for SAM sites, and their cost and low capacity makes them tough to
justify.
Note that they are not usually available to be built on computer
missions. They also cannot be used to land in unexplored areas.
Tan Tot Lit (isc30236@lenois.nus.sg)
Two big advantage of the chopper over APC
- Few units can shoot at you.
- You don't appear on radar until you land.
Josh Eckels (joshtgf@execpc.com)
Send in an Orca or Attack Helicopter a few seconds before the transport
helicopter. Since your opponent can't change the targets of SAM sites or
Advanced Guard Towers, they will continue to shoot at the first thing they
see. This gives your transport helicopter enough time to land, deploy its
cargo of engineers, and get out.
Scott Shaffer (shaffer@bangate.compaq.com)
Despite the limitations of this craft (small capacity, slow movement)
there are some cases when it is very effective. Often times an enemy base is
vulnerable to attack from a certain angle or direction. This is especially
true of bases built against a corner of the map. You can often then direct
your Chinook to an undefended area (like the very corner) by making it hug
the edge of the map. It can land in areas that other units can't get to if
they opponent has built his base in such a way to prevent easy unit movement.
[2-2-19] Mobile HQ
----------------------
These units only appear in multiplayer games of capture the flag, when
bases are turned off. They are unarmed, and are weak units. You must protect
your own mobile HQ while destroying your opponents' mobile HQs.
Keep them surrounded by your units. Even a Hummer can destroy one in a
few shots.
[2-3] Buildings
==========================
Buildings lose productivity with damage. This is especially true of
powerplants.
[2-3-1] Construction Yard
-----------------------------
Selling your last construction yard is usually not recommended. If you
do this, all is not lost, however. You do get an engineer in the bargain, and
if you're skillful (or really lucky) you might be able to capture the
opponent's construction yard.
[2-3-2] Powerplant
----------------------
It's good to have a few backup powerplants to keep defenses running.
[2-3-3] Advanced Powerplant
-------------------------------
Andrew Griffin (buggy@adam.com.au)
Building 2 power plants is more cost effective than building one
advanced power plant (by $100), but makes your base larger.
Andre Pang (ozone@zip.com.au)
It might be better to use normal powerplanets since it ensures more
equal distribution of power output (i.e.: if one of them is taken out by a
nuke/ion/air strike, there's a lesser chance you'll be left without your
guard towers firing!), and they're faster to build.
In multiplayer situations: if playing against Nod, build Adv. Power
plants. If playing against GDI, build normal Power Plants. The reason? Nukes
can kill (many) normal Power Plants in one hit, they cannot however destroy
the Advanced version. However, an Ion Strike will kill an Advanced Plant in
one hit, so it's not worth it to build them.
Protect these very well, and ALWAYS make sure you have *excess* power,
in case one of them is taken out by an ion cannon, nuke or strike, especially
important if you have Obelisks.
[2-3-4] Sandbag/Fence/Concrete
----------------------------------
These have different levels of damage. After getting hit by a certain
amount of hitpoints, they lose a level of damage and start to fall apart.
Concrete walls have three different damage levels, fences have two, and
sandbags have one.
[2-3-5] Silo
----------------
Holds 1500 credits worth of refined Tiberium. See also [4-5-4] The silo
money cheat.
*2-3-6* Refinery
--------------------
Home base for Tiberium harvester. It will hold 1000 credits worth of
refined Tiberium. One harvester included in price. You can build a refinery
much faster than you can build a harvester. You can not sell a refinery that
contains an unloading harvester.
[2-3-7] Barracks
---------------------
GDI Barracks can produce minigunners, grenadiers, bazookas, and
engineers. Two Barracks builds infantry twice as fast. If you have more than
one, double clicking on one will make it the primary building for unit
construction.
[2-3-8] Hand of Nod
------------------------
The Nod infantry creation building can produce minigunners, flame-
throwers, bazookas, chem. warriors, engineers, and commandos. Two Hands of
Nod builds infantry twice as fast. If you have more than one, double clicking
on one will make it the primary building for unit construction.
[2-3-9] Weapons Factory
----------------------------
GDI Weapon factories are easily destroyed by a single nuke. They are
less than half as strong as Nod airstrips. Two weapon factories construct
vehicles twice as fast as a single factory. If you have more than one, double
clicking on one will make it the primary building for unit construction.
[2-3-10] Airstrip
---------------------
In a multiplayer game, try to build your airstrip such that incoming and
outgoing cargo flights do not fly over an enemy base and give away the
presence of additional vehicle units.
You cannot have a constructed unit delivered while the cargo transport
plane is still on the map. If a unit is constructed before the transport
plane has had time to fly off the screen, the unit must be loaded onto the
transport plane manually by clicking on its icon once the plane is no longer
onscreen.
Two airstrips construct vehices twice as fast as one airstrip. If you
have more than one, double clicking on one will make it the primary building
for unit construction.
Scott Shaffer (shaffer@bangate.compaq.com)
If possible, make sure to build your airstrip as close to the right edge
of the map as possible. Since they C130 transport plan only goes from right
to left, building it on the right edge of the map means your units arrive
faster. The delay between unit completion and its arrival is a penalty for
NOD that GDI does not have. This penalty can be reduced significantly if you
build on the right edge of the map.
Also, make sure to leave room around the top of the airstrip for the
arriving units to deploy. Don't build an airstrip up against the top-left
corner of the map.
Raymond Lee (rksl1@leicester.ac.uk)
As GDI, purchasing an MCV through a Nod airstrip yields a GDI
construction yard, not Nod.
[2-3-11] Communications center
---------------------------------
Enables the overhead satellite view.
[2-3-12] Advanced comm. center
---------------------------------
Phil Lochner (decker@megaweb.com)
Other than the Ion Cannon, it is necessary to build this structure to
gain access to the more 'high tech' units and buildings.
Contrary to the manual, it does appear to be well-armored, and can take
quite a beating before going down.
Scott Shaffer (shaffer@bangate.compaq.com)
Once you build an advanced comm. center, sell your normal communications
center. The ACC will function as a normal communications center.
[2-3-13] Guard tower
------------------------
Phil Sykes (phil@sykic.demon.co.uk)
These fire bursts of machine gun fire (once every 3 squares of
minigunner movement) which will *usually* kill a standing up troop, and do
about 25% to a dug in trooper. It is not effective against armoured vehicles.
Phil Lochner (decker@megaweb.com)
They're cheap and effective against infantry. They're not so effective
against vehicles and flame throwers, but at their cost you should be able to
afford two or three of them throughout your stronghold. They do require
maintenance, and you'll find yourself repairing them often. Beware the enemy
artillery gun and tanks, as they do not even have to be in their gun ranges
to damage them.
[2-3-14] Nod Turret
-----------------------
EDITOR'S NOTE: Prior to version 1.18, turrets cost $250 each. The tactics
expressed here may be prohibitively expensive and/or impossible in versions
1.18 and beyond.
Rune Fostervoll (runefo@ifi.uio.no)
These are real good against armor, as long as you build enough of them.
Considering the cost...no problem. Since they use cannons, they are
dangerously weak against infantry; a grenadier one on one with a gun turret
is somewhat even, which is rather weak for a defensive installation.
It has okay range; you are protected as long as you have enough deployed
so that they chop up the infantry early. You can shift the odds to your favor
while fighting infantry by repairing them during battle.
Scott Shaffer (shaffer@bangate.compaq.com)
An effective strategy is to build the walking line of Gun Turrets/sand
bags from your base to your opponents. The Gun Turret can be easily built and
repaired in the field, and the "walking line" technique gets around the
mobility problem. GDI can also do this with the Adv. Guard Tower, but it is
less effective since they cost so much more.
[2-3-15] Advanced guard tower
---------------------------------
Phil Sykes (phil@sykic.demon.co.uk)
Very useful against vehicles. Anti-air role also, as good as a SAM site,
but can be otherwise engaged during a fight!. Fires two rounds every three
minigunner square moves. Best to use as perimeter defense, but support with
armor! A flame tank getting close is deadly, and they cost a lot of money!
Remember to keep repairing them in battle.
Keep putting two together for best results, but watch the power
consumption. They don't work when out of power.
Phil Lochner (decker@megaweb.com)
They're most effective when coupled with normal Guard Towers. Their
rockets are ineffective against close targets, although they seem to have the
same 'exhaust burn damage' of the Rocket Launcher. One Advanced and two
normal Guard Towers in problem areas are usually enough to deal with threats.
Beware that if you place them near sandbags or walls, their stray rockets
will usually knock them away quickly.
Tucson Luke Loh (tlloh@zip.com.au)
Advanced Guard Towers rockets are less powerful than SAM site rockets. 7
AGT rockets vs. 3 SAM rockets to kill an Orca or Apache. Also more vulnerable
as SAM sites are protected while underground.
[2-3-16] Obelisk of light
-----------------------------
Rune Fostervoll (runefo@ifi.uio.no)
These are completely wicked against armor units. Remember that they are
tall, so build concrete walls around them to stop cannons, and they can
easily stop five or six medium tanks without problems. As has been commented,
they are energy intensive, and shoot slowly (but surely), so can also be
fuzzy-wuzzy'd. Always have a lot of energy to spare, so you can keep firing
if one power plant is destroyed. (Or be prepared to sell off a lot of
buildings to keep it firing if a major attack is launched coordinated with
the destruction of a power plant.)
Andre Pang (ozone@zip.com.au)
Try to make sure you have at least two; many humans will Ion Strike
against one Obelisk when their attack force is coming down; if you have two,
it will ensure that you have at least one Obelisk left if he decides to use
his Ion Cannon. Also be sure to back them up with Flame Tanks, since they are
unless against masses of infantry.
Tucson Luke Loh (tlloh@zip.com.au)
1 Shot - Any infantry, assault cycle, hum-vee, Nod buggy, MLRS, SSML.
2 Shots - Light Tanks, Medium Tanks, APC.
3 Shots - Harvester, Mammoth Tank
All the above are considered from full health to full death.
Players who think Obelisks of Light are a steal for 1500 credits should
think twice. They require POWER, typically one Advanced Power Plant per
Obelisk, so the cost is more like 2200 credits
[2-3-17] SAM Site
---------------------
Selling a SAM site will net you four minigunners for the price of two
and a half. SAM sites have tough outside armor, but become more vulnerable to
damage when the missile launcher exposes itself while it fires.
[2-3-18] Heli Pad
--------------------
Phil Lochner (decker@megaweb.com)
Helipads come with a helicopter. You shouldn't be buying extra
helicopters, as it is five times faster to build a helipad than a helicopter
on its own.
You should try to designate an inner, well-protection area of your base
for your Helipads, and keep them built close to each other. Otherwise, you
will have problems with those distant helis 'catching up' with the main
helicopter attack force when a problem arises.
[2-3-19] Repair Pad
----------------------
Phil Lochner (decker@megaweb.com)
It is usually a better idea to just buy a new humvee than repair a
damaged one. All vehicles, including helicopters, and harvesters, can be
repaired. Soldiers cannot be 'repaired' using this building.
Douglas Jacobs (djacobs@umich.edu)
The repair pad has a few quirks. Once, while repairing a tank, an
airstrike came along and destroyed the tank during repair. The bay survived,
but it would no longer accept units to be repaired. Neither could I sell the
reapir pad.
Scott Butler (sydtech@skypoint.com)
I actually had a repair bay die on me. I built it in a cleared out patch
of tiberium, not far from a tree (stupid, but I was in a hurry). It *seems*
that the tiberium started growing back, wrecking the repair bay.
*2-3-20* Temple of Nod
--------------------------
In a single player game, you are given only one nuclear missile per
temple. In a multiplayer game, one temple will yield an infinite amount of
missiles.
VT (VirtualTed@westwood.com)
To use nukes, building the Temple of Nod is not enough. You'll need to
get the crates in missions 6, 8, and 12. You may have to capture or destroy
some of the buildings to get at the crates.
EDITOR'S NOTE: There is a bug in versions prior to 1.18 that makes it
impossible to fire nukes when the temple is constructed, even when all the
necessary crates are collected.
[2-4] Special Units
===================
[2-4-1] Airstrikes
----------------------
Reload: 12 minutes.
Weapon: multiple napalm bombs
Level: Tech ?; GDI 5
Andrew Griffin (buggy@adam.com.au)
Available for GDI forces after all SAM sites are taken out. Slow
recharge rates means you won't be using it too many times a mission.
Phil Lochner (decker@megaweb.com)
If the enemy rebuilds the SAM sites, the Air Strike option is still
available. It recharges faster than the Ion Cannon, but it takes time for the
aircraft to reach their target, so timing assaults with Air Strikes is
important. Depending on the mission, one or two A-10s will zip down and drop
fire bombs around the target area. These bombs can do mass damage to enemy
troop stockpiles, destroy buildings, level Tiberium fields, or harass the
Construction Yard. Coordinate the strikes with other attacks for maximum
effectiveness, but try not to rely on Air Strikes to take down SAM sites,
Obelisks, or Gun Turrets. I usually use them to clear out the twenty or
thirty soldiers which meander around the Hand of Nod..
Tucson Luke Loh (tlloh@zip.com.au)
Airstrikes are available in Multiplayer Missions. They come in crates.
see also [5-3-8], AIRSTRIKES
*2-4-2* Nuclear strike
--------------------------
Reload: 20 minutes
Weapon: nuclear warhead
Level: Tech 7; Nod 13
see also [5-3-1] NUKES
Single player nukes are two to three times more destructive than
multiplayer nukes.
Andre Pang (ozone@zip.com.au)
Feeling nasty? Directly target the weapons factory. It'll take it out in
one hit, and seriously damage all other buildings around it. Or, if your
opponent has only one deposit of tiberium next to his base, nuke the tiberium
and watch his eyes widen. Otherwise, if you see lots of full silo's, nuke
there. $3000+ down the tubes.
Lars Pedersen (lk2648@mail.krull.dk)
To do the most damage, direct your nuclear strike to the base of the
building you are attacking. The center of the building is where the sand
stops and the building begins.
David Brandt (dbrandt@origin.ea.com)
In team play, have your teammate lay a nuke at the same time and place
as when you lay one. Will take out anything in a huge area.
Ian (nstn1738@fox.nstn.ca)
Just like a real small-yield nuke, buildings are relatively big,
unprotected targets and get vaporized. Armored units, because they are low to
the ground, airtight, made of metal, and very heavily protected, are much
less vulnerable to radiation/heat effects.
[2-4-3] Ion Cannon
---------------------
Reload: 15 minutes
Weapon: ion cannon
Level: Tech 7; GDI 14
Phil Sykes (phil@sykic.demon.co.uk)
GDI's special 14 & 15 + tech level 7 weapon:
Advanced comm. center (2800 - need comm. center) is used to recharge it.
It stops recharging if you are low on power!
The weapon will destroy from full health:
Five troops
Light tank
Flame tank
Gun turret
Obelisk tower (VERY useful)
Stealth tank
Tiberium silo
Wall (WASTE!)
One patch of tiberium.
Terrence (tantoli@iscs.nus.sg)
When a SAM site is out of its protective shell and firing at an
aircraft, a single hit will take it out at full health.
Also can take out both a Flame tank and an artillery unit side by side
at full health by targeting the Flame tank. The secondary explosion from the
flame tank will finish off the artillery unit.
Targeting a group of troops with a flame thrower will result in further
damage to the group. Again, due to secondary explosions from the flame
thrower.
Lee Yu Tang (ytlee@pl.jaring.my)
When compared to NOD's nuke attacks, GDI's most powerful weapon the Ion
Cannon may seem pretty weak in many people's eyes. It needs more than one
shot to take out some of the units and buildings with heavy armor. There are
2 buildings that for certain will fall prey to one blast of the Ion Cannon
which are the Obelisk of Light and the Power Plant.
----------------------------------------------------
Chapter [3] Important information not in the manual
----------------------------------------------------
There is important information missing from the manual!
*3-1* What are the keys?
----------------------------
G : Guard Area
This will cause a selected group of units to go into guard mode. In this
mode, units will scan with binoculars for enemy units, and move to attack any
that come within their sighting range.
X : Scatter Units
This causes a selected group of units to scatter. Useful when infantry
is under attack by tank treads and incendiary missiles
S : Stop Unit
Causes a unit to stop dead in its tracks. Very useful when one of your
units is braindead and begins to wander nonchalantly into the guns of the
enemy base.
F7-F10 : Map Bookmark System
Use CTRL+F7-F10 to mark a spot on your map, then use F7-F10 to jump to
that spot at anytime.
-# : Team Creation
Mark a group of units as a team using either using your mouse button and
shift key or the bounding box. Then use CTRL and a number key (0-9) to
assigned the selected units as a team.
0-9 : Team Selection
This selects a team as active.
TAB: Open/Close Sidebar
Opens and closes the sidebar. Use it when you need to see more tactical
map.
H : Home unit
Selects your construction yard, and centers the tactical map around it.
N : Next unit
This is almost a useless command. It runs through the internal lists of
units, selects the next one, and centers the tactical view around it.
R : Resign
I bet you didn't know that all your units carry suicide demolitions. Hit
'R' and find out. In a multiplayer game, your civilians and technicians
actually do a large amount of damage when you resign. Position them by the
enemy before resigning, and maybe you'll take a few of them with you.
: Homing
This will center the tactical view around the currently selected unit or
building.
-# : View team
Centers the tactical view over a predefined team.
Multiplayer Options
-------------------
A : Alliance
Select an enemy unit and press 'A'. From that point on, your troops will
treat that enemy as a friend and not target them.
This only works one way. The other side is still welcome to blow you to
smithereens, so they must also ally with you to complete the team effort.
Allying with an enemy is also useful when you want a deep strike
operation into the heart of the enemy base, but don't want your units to slow
down and fight. Such operations might include recon or engineer infiltration.
Pressing 'A' for a second time will negate the previous ally command.
Cursor Modifiers
----------------
Bill Elliot (belliot@ftw.mot.com)
SHIFT : Select Additional Units
Holding down the shift key will let you select additional units to a
group of selected units. For examples, to select your six advanced guard
towers to fire on the four flame tanks approaching, SHIFT - click click click
click click click. Bingo, six selected towers ready for orders.
CTRL : Force Attack
Holding down the CTRL key will turn your movement cursor into the target
crosshair. This lets you target friendly units, trees, and empty squares.
ALT : Force Move
Holding down the ALT key will turn your movement cursor into a movement
only cursor. Subsequently moved units will move instead of attack. This is
how you get your tanks to squish enemy infantry instead of blowing craters
around them.
CTRL+ALT : Guard Area or Unit
Holding down CTRL+ALT turns your cursor into a defend cursor. Selected
units will patrol around a building or unit and protect it from attack.
[3-2] What is that colored bar?
-----------------------------------
The colored bar represents the current power output. The blue marker
represents the current power usage. When you use more power than available,
your base experiences blackouts and brownouts.
A green bar represents a surplus of power.
A yellow bar represents a brownout
A red bar represents a serious blackout.
Facilities that totally shutdown during power outages are Obelisks of
Light, Advanced Guard Towers, Communication Centers, Advanced Communication
Centers, Temple of Nod.
During blackouts and brownouts, other buildings serve at a diminished
capacity. It will take longer to produce a unit, and so forth. A brownout
seems to cause production to drop to 50% of normal. A blackout seems to cause
production to drop to 10% of normal.
Mr. P / Powersource
The power scale is logarithmic, not linear.
[3-3] What is a blossom tree?
---------------------------------
Scott King (sking@one.net)
They serve as replenishing centers for tiberium. After you harvest all
of the tiberium from around a tree, it will grow back around it. Whenever the
blossom tree releases spores, it damages any units directly next to it.
[3-4] How do I view the radar?
-------------------------------------------------
Vance Hampton (VHAMPTON@ti.com)
There are two different radar maps, one long range and one short, and
you can cycle through them by clicking the Map button -- provided, of course,
that you have a communications center.
[3-5] How do I suspend or cancel build commands?
----------------------------------------------------
You can suspend or cancel build commands by clicking with your primary
mouse button on the unit icon that is currently being built. This will turn
the unit icon gray to signify that the building has been put on hold. From
this stage, clicking with your primary button will resume building, and
clicking with your secondary button will cancel the build order.
*3-6* How do I manage multiple barracks?
-------------------------------------------
Stuart Loh (stuloh@acay.com.au)
If you build more than one Hand of Nod or barracks, or more than one
weapons factory or airstrip, you can double click on one to select the
primary building. Troops and vehicles will arrive out of this building. If
you are NOD and capture GDI barracks, GDI only units will come from the
barracks. Common units such as bazookas and minigunners will come out of your
primary building. The same applies to airfields and weapons factories.
*3-7* Can I run over walls with mammoth tanks?
-------------------------------------------------
Contrary to what the manual and the cutscene videos imply, it is not
possible to drive over walls with a mammoth tank or any other unit.
=============================
-SECTION TWO- TIPS AND TRICKS
=============================
--------------------
CHAPTER [4] Cheating
--------------------
[4-1] What are the cheat keys?
==================================
Easy. There are none. The cheats were removed after beta testing and
development.
*4-2* How, then, can I cheat?
================================
You can cheat by using programs written by the kind folk on the
Internet. See Chapter 15 for a listing of such programs.
[4-3] How does the computer cheat?
==================================
Min He (he@mathp7.jussieu.fr)
Eradicator (drwestco@mailhost.ecn.uoknor.edu)
The computer starts out with more funds than you do.
The computer can place units inside scenery at the start of a mission.
The computer can rebuild gun turrets when they are destroyed without
needing to have adjacent buildings.
The computer can build a construction yard without needing a MCV.
The computer doesn't have to clear out SAM sites to launch an air-
strike.
The computer may rebuild destroyed buildings even if they are not
adjacent to any other building.
The computer's Orcas may attack NOD attack choppers in mid-flight.
The computer can build harvesters immediately as long as funds are
available. (EDITOR'S NOTE: Though it may seem like the computer builds
harvesters immediately as long as it has funds available, it does not. The AI
starts building a new harvester when it senses that an existing harvester
will be destroyed.)
The computer can use harvesters to attack tanks and other vehicles.
*4-4* What cheating programs are available?
================================================
See Chapter 15 for a listing of such programs.
[4-5] What are some C&C quirks I can exploit?
=================================================
[4-5-1] Tiberium harvesting without silos
---------------------------------------------
Mike Means (means@bigdog.engr.arizona.edu)
When your refinery storage is getting full, start constructing another
building. The construction will use up the tiberium in your storage. When the
construction is finished, cancel the building. You will get your money back,
but the tiberium will not return.
[4-5-2] Preventing the computer from rebuilding
---------------------------------------------------
Richard Stone (rstone@news.infi.net)
You can prevent the computer from rebuilding a structure by placing a
unit on the same square. You can permanently prevent the computer from
rebuilding a structure by sandbagging your way to the structure, destroying
he structure, building a sandbag on the structure's square, and then sell the
sandbag. You now 'own' that square, and the computer can't rebuild from
scratch on it.
[4-5-3] The Reservoir Dogs scenario
--------------------------------------
Douglas McCreary (dark@ix.netcom.com)
Unlike NATO, the computer does not choose to ignore friendly-fire
incidents. Whenever one of the computer units hits another accidentally, the
units go into full combat against each other.
Once I discovered this bug, I started exploiting it by moving my units
to the middle of enemy groups before attacking.
[4-5-4] The silo money cheat
---------------------------------------------
EDITOR'S NOTE: This cheat only works with versions of C&C prior to 1.18
Build a silo, and let it fill up with tiberium. When it is full, build
another silo but do not place it. Sell the silo that is full of tiberium.
Quickly place the built silo down before the silo sell animation is over. In
return for this, you will get over a thousand credits for the tiberium in the
silo you sold, and have the tiberium you just sold transferred over to the
silo you just created.
[4-5-5] The ultimate A-10 defence
-------------------------------------
see [5-3-8], AIRSTRIKES
[4-5-6] Money making ala SimC&C
-----------------------------------
Oliver Schade (schade@mabuse.phil.uni-passau.de)
If you have defeat the computer except one or two buildings and your are
sure that you will win with your existing troops sell all your buildings and
attack after that the remaining buildings. You will get lots of money and a
'efficiency-rate' of 100% which will results in many points.
EDITOR'S NOTE: A variation on this is to leave an enemy building standing,
and go into tiberium farm mode. With good harvester management, it is
possible to rack up a near infinite amount of money without running out of
harvestable tiberium.
[4-5-7] Place buildings anywhere cheat
------------------------------------------
EDITOR'S NOTE: This bug was corrected with version 1.19. Trying to abuse the
radar map in this manner in versions 1.19 and beyond will have unpredictable
results. You have been warned.
Tim Brutton (tim@arcady.demon.co.uk) wrote:
A working radar map is required for this cheat. Scroll your screen in
such a way that a part of a building you own is cut in half by the menubar at
the right. Select that building.
Start construction on the building you want to build anywhere. When the
construction is complete and the building is ready, move your cursor over the
building that is on the map. Drag the hash marks past the building as your
move your cursor into your radar map. It is important that it leaves an area
of white hashing - one white hashed square is enough.
Move your cursor into the radar map. It should display a no-smoking
sign. Wherever you click your mouse button now will deploy your building on
that spot in the map.
[4-5-8] Infinite minigunner cheat
-------------------------------------
Sell any building that has a weapon (turrets, obelisks, etc) Quickly
select the building, and press 's' to stop the sale. The building will remain
where it is, but the minigunners will have already poured out. Repeat this as
many times as you like to get an army full of minigunners. These minigunners
can be sold using the sandbag proximity technique to get infinite cash as
well.
*4-5-9* Seeing stealth tanks
-------------------------------
Neil Bradley (neil@tongue-tied.co.uk)
Select an Orca. Move your cursor around in the radar map. When the
cursor drifts over a square occupied by a stealth tank, the cursor will turn
red.
Mark Lockland (mark@lockland.demon.co.uk)
If you ally yourself with an opponent, you will see your opponent's
stealth tanks.
[4-5-10] Transport helicopter denial
----------------------------------------
Matthias Gutfeldt (matthias.gutfeldt@buemplizer.ch)
If you place a unit on the exact landing spot of a computer transport
helicopter, it will not land on top of your unit. It will not look for
another landing site either. It just hovers there with infinite fuel. Get
some bazooka guys, and blast away. Then wait for the next transport chopper,
and do the same.
[4-5-11] Safe Orca killing
------------------------------
Colin Jacobs (coljac@pyromania.apana.org.au)
Attack an Orca on its pad with a stealth tank. The Orca will lift off,
but your tank will cloak, and the orca will land, allowing the next volley to
be fired.
[4-5-12] Longer ranged towers
---------------------- |