---------------------------------------------------------------- Command & Conquer: Tiberian Sun ---------------------------------------------------------------- Side Selection/Unit Comparison FAQ ---------------------------------------------------------------- Written By: Michael Detwiler (Psxmasta) ---------------------------------------------------------------- Last Update- 6/9/02 Version: Final E-Mail- Mike0101@att.net ---------------------------------------------------------------- Version 1.5 Table of Contents i. Table of Contents ii. Copyright Information iii. Version History 1.0 Introduction ******************* 2.0 Choosing Your Side--- **************************** GDI vs. NOD ********************************** 2.1 Infantry *************** 2.1.1 Light Infantry vs. Light Infantry 2.1.2 Disk Throwers vs. Rocket Infantry 2.1.3 Jump Jet Infantry vs. Cyborgs 2.1.4 Engineers vs. Engineers 2.1.5 Medic vs. No Medic 2.1.6 Ghost Stalker vs. Cyborg Commando 2.1.7 No Mutant Hijacker vs. Mutant Hijacker 2.2 Ground Units ******************* 2.2.1 Wolverines vs. Attack Buggies/Attack Cycles 2.2.2 Titans vs. Tick Tanks 2.2.3 Hover MLRS vs. Stealth Tanks 2.2.4 Amphibious APCs vs. Subterranean APCs 2.2.5 Disrupters vs. Devil's Tongue Flame Tanks 2.2.6 No Artillery vs. Artillery 2.2.7 Mammoth Mk. II vs. No Mammoth Mk. II 2.3 Air Units **************** 2.3.1 Orca Fighter vs. Harpy 2.3.2 Orca Bomber vs. Banshee 2.3.3 Orca Carryall vs. No Orca Carryall 2.4 Special Ground Units *************************** 2.4.1 No Weed Eater vs. Weed Eater 2.4.2 Service Depot vs. Mobile Repair Vehicle 2.5 Base Defenses ******************** 2.5.1 Vulcan Cannon Upgrade vs. Laser 2.5.2 RPG Launcher Upgrade vs. Obelisk of Light 2.5.3 SAM Upgrade vs. SAM 2.5.4 E.M.P. Cannon vs. E.M.P. Cannon 2.5.5 Concrete Walls vs. NOD Walls 2.5.6 Firestorm Walls vs. Laser Fences 2.5.7 No Cloaking Device vs. Stealth Generator 2.6 Special Offensive Units ****************************** 2.6.1 Ion Cannon vs. Multi Missile 2.6.2 No Chemical Missle vs. Chemical Missle 2.6.3 Hunter-Seeker Droid vs. Hunter Seeker Droid 3.0 Totals ************* 4.0 Tech Trees ***************** 4.1 GDI Tech Trees 4.1.1 Structures 4.1.2 Units 4.2 NOD Tech Trees 4.2.1 Structures 4.2.2 Units 5.0 Credits ************** 5.1 My Suggested Strategy Games Copyright Information --------------------- I'll make this short. You may not post this FAQ on your site without permission from me, you may not use it for anything but your personal use, and you may not alter or sell duplications of this FAQ. Version History --------------- Version 1.0- The first post. I coverd anything in 3/28/01 the FAQ that I do not list below. Version 1.5- Added Section 4.0- Tech Trees. 4/16/01 Final - It's been a while, hasn't it? This is the last 6/9/02 update of the FAQ, and the only thing I changed is my email address and added a "My suggested stratedy games" section. Sorry if I caused any trouble with regards to sending emails to my old address. 1.0 Introducton *************** Tiberian Sun is a great game. A pre warning to any who has not yet bought this game: IT IS VERY ADDICTING. When I bought it I was hooked right away. In addition, it is also one of the first real time strategy games I have ever played and now I am hooked on the genre. Anyway, In this FAQ my goal is to help you see the strengths and weaknesses of both armies: Global Defense Initiative (GDI) and the Brotherhood of NOD (just NOD). My suggestion to you is to play both armies equally because they are both fun. Afterall, why did you pay the full price of the game if you are just going to play one side? 2.0 Choosing Your Side- GDI vs. NOD *********************************** Like I said before, you should really try both sides. GDI, in case you haven't figured it out, are the good guys. They try to stop NOD, who are the bad guys. Caught in between the war are the Forgotten. They are the mutant race. They side mostly with the GDI, but mutants have been known in the NOD side, too. GDI is the more traditional side who fights the good war. NOD will stop at nothing from stopping the GDI who are trying to stop them so they can.... well, I'll leave that as a surprise. Anyway, in the next section I will compare units in the two armies based on what I think. There is no proof of this in the game or the manual or anything. It is based solely on my opinions, nothing else. Because something tells me that when this FAQ does get posted I will get tons of e-mails telling me that I am an idiot because of my judgement calls. So, if you disagree send me an e-mail of why I am wrong and you are right. If it is an intelligent message I will post it so please leave me your name. 2.1 Infantry ************ 2.1.1 ----- GDI's vs. NOD's Light Infantry | Light Infantry | GDI's Light Infantry carry | NOD's Light Infantry are an M-16 shock rifle and are | exactly the same as GDI's in only effective in groups or | every way. sometimes as scouts. They | are no different than NOD's | Light Infantry. | WINNER: 0 Points Tie 0 Points 2.1.2 ----- GDI's NOD's Disk Throwers vs. Rocket Infantry | Disk Throwers are grenade | Rocket Infantry are a step throwing infantry. They are | above Light Infantry. Instead called Disk Throwers because | of a gun they carry a rocket their grenades are shaped | launcher that is efficive like disks. I prefer these | against buildings, vehicles, over NOD's Rocket Infantry | and also airplanes, but not because they are effective | other infantry. They are more against infantry, ground | expensive then Disk Throwers, units, and buildings | and can easily be taken out especially in groups of 15-20.| by a smaller group of Light They are also $50 cheaper than| Infantry. Rocket Infantry. | WINNER: 1 Point GDI 0 Points 2.1.3 ----- GDI's NOD's Jump Jet Infantry vs. Cyborgs | These are GDI's top of the | Cyborgs are NOD's shock line infantry. They are | troops. They have much more infantry with jet packs on | armor than Jump Jet Infantry their backs. Never ever send | and carry a high-powered them into an enemy base; they | shock rifle. The nice thing will be taken out in seconds | about Cyborgs is that they by SAMs. However, they can be | heal in Tiberium because they useful against lone infantry | are made with Tiberium. A or vehicles without any air | group of about 5 of these can defense. Also, for having just | take out a group of light about no armor they are very | infantry of about 10-15. expensive at $600 a pop. | WINNER: 0 Points NOD 1 Point 2.1.4 ----- GDI's NOD's Engineers vs. Engineers | It took me quite some time to | NOD's engineers are exactly figure out that an entire base | the same as GDI's. NOD, with weak defenses in one area | however, has the could be taken over by | Subterranean APC, which I a group of engineers. They | like to load up with carry no weapons but they can | engineers and surface in the repair or capture buildings, | middle (or any unpaved area) and they can repair bridges. | in the fort and take over An attack of engineers will be | every building I can. costly because they cost $500 a| piece, but it will be much | quicker than an attack of | infantry. | WINNER: 0 Points TIE 0 Points 2.1.5 ----- GDI's NOD's Medic vs. [No Medic] | Medics are guys that run around| NOD considers infantry and heal infantry. They are | expendable so they have no very useful especially if you | medic. are having an attack on a base.| Go in, blow up a few buildings,| and come out and have the | Medics cure your infantry. | WINNER 1 Point GDI 0 Points 2.1.6 ----- GDI's NOD's Ghost Stalker vs. Cyborg Commando | GDI's Ghost Stalker is really a | The Cyborg Commando is a part of the Forgotten, or mutant| much more powerful form of race. He carries a rail gun | of a regular Cyborg. He which cuts through any infantry | carries a gun that shoots in his way. Beware, for his gun | bullets similar to those of will also cut through any | the Banshee aircraft; only friendly units in his way. He | a lot more powerful. He is also carries C4 explosives to | more efficient at destroying blow up buildings, and he can | buildings because the Ghost heal in Tiberium. You can only | Stalker must get right up have one in the game at a time. | to them. He is also | effective agaist everything | else except aircraft. His | gun shoots much faster than | the Ghost Stalker. He also | heals in Tiberium. You can | only have one in the game | at a time. WINNER: 0 Points NOD 1 Point 2.1.7 ----- GDI's NOD's [No Mutant Hijacker] vs. Mutant Hijacker | GDI has no Mutant Hijacker, or | The Mutant Hijacker simply any person that has the ability | just steals vehicles, to steal vehicles. | either the enemy's or | civilian's. This can be a | great advantage: say GDI is | marching a Mammoth Mk. II | toward your base. Simply | distract it with a few Light | Infantry and steal it. Also, | Civilian vehicles are good | for transpot. You can only | have one in the game at a | time. WINNER: 0 Points NOD 1 Point 2.2 Ground Units **************** 2.2.1 ----- GDI's NOD's Wolverines vs. Attack Buggys/ | Attack Cycles | Wolverines make great scouts. | Attack Buggies They are fast and lightly | armored, but aren't very | These are the same as effective for attacks although | Wolverines but instead of they can withstand some damage | being a walking machine they before being destroyed. They | are small buggies. They are are immune to Tiberium Veins | also immune to Tiberium Veins. and cost $500 each. | | Attack Cycles | | Attack Cycles are the best | scouts in the game, in | being that they are the | fastest unit in the game. | They have virtually no armor | and shoot rockets similar to | those of the Rocket | Infantry. They are not very | effective at all in attack | because of their light armor. | They cost $600 each. WINNER: 0 Points NOD 1 Point 2.2.2 ----- GDI's NOD's Titans vs. Tick Tanks | Titans are huge walking | Tick Tanks are regular tanks machines that are complete | other than the fact that rip-offs of the ones in Star | they can burrow in the Wars. A group of five can do | ground and become cannons. quite a bit of damage to | They can also squash vehicles and buildings with | infantry but I usually use their guns and can squash | them for base defenses infantry. Unlike Tick Tanks | instead because it takes they are better for offense | a while to deploy a whole than defense. They cost $800 a | grop of them while attacking. piece, and even though they are| These also cost $800. a rip-off, they are a pretty | darn good one :) | WINNER: 1 Point GDI 0 Points 2.2.3 ----- GDI's NOD's Hover MLRS vs. Stealth Tanks | The Hover Multi-Launch Rocket | Stealth Tanks are exactly System is a hover tank with | the same as Attack Cycles duel rocket launcers, so it can| other than that they are shoot two rockets at a time. | slower, more expensive, It has barely any armor but | have duel rocket launchers, other than the Mammoth Mk. II | and...they are invisable. the Hover MLRS is the only | They are great scouts but mobile unit that is capable of | by the time you get them in hitting air units, although it | the game the enemy has the can be taken out with a few | Mobile Sensor Array so you shots. One of its positive | will be detected. features is that is can | accompany Amphibous APCs in the| waterways. | WINNER: 1 Point GDI 0 Points 2.2.4 ----- GDI's NOD's Amphibious APCs vs. Subterranean APCs | Amphibious APCs are used to | Subterranean APCs are used transport infantry units, up to| for the same reason as five at a time. They are simply| Amphibious APCs with one transport tanks that can float | main difference: they carry across water. They have light | infantry underground to a armor and cost $800 each. | target. These are great | when you have them but they | can be a pain if your | opponent has them. To | prevent engineer attacks | as soon as you get some | basic defenses pave your | base. These also cost $800. WINNER: 0 Points NOD 1 Point 2.2.5 ----- GDI's NOD's Disrupters vs. Devil's Tongue | Flame Tanks Disrupters focus very powerful | light beams on enemies. They | These might as well be called are also very expensive and | "Flame throwers on wheels" have great armor. The only | because that's all they are. problem with these is that | Other than that they can whatever caught in the light | burrow underground and cost beam, friend or foe, will take | only $750 these suck against damage, and that is why it is | everything except infantry not a good idea to use these as| because of their light armor. defenses in the middle of your | They weren't ment to be base. You can do a lot of | used in attacks. damage to buildings in your | base. | WINNER: 1 Point GDI 0 Points 2.2.6 ----- GDI's NOD's [No Artillery] vs. Artilllery | For one of the world's best | NOD's artillery is the best armies GDI kinda' forgot a long | ground unit in the game. range delivery system like | While being great for artillery. Well, that's their | offense they are even better loss. | for defense. Who needs | walls when you can have | 50+ artillery units around | the perimeter of your base? | You heard me right. As soon | as I build a war factory I | start pumping out artillery. | You know you have enough | when one shot from all your | artillery can wipe out any | unit in the game. The only | drawbacks of artillery | is they can only shoot | when deployed and can only | move while not deployed. | Also, they cannot shoot at | close range. WINNER: 0 Points NOD 1 Point 2.2.7 ----- GDI's NOD's Mammoth Mk. II vs. [No Mammoth Mk. II] | In case you havn't already | NOD has no Mammoth Mk. II figured it out the Mammoth Mk. | but you can get one much II is the largest tank in the | cheaper as NOD. How you game. Unfortunatly biggest | ask? Remember the Mutant dosen't necessarily mean best. | Hijacker? He costs $1800 First off, it is expensive | some, much less than the ($3000). Also, it is slow making| tank itself. Simply buy a it an easy target for artillery.| Mutant Hijacker and steal When you first get to use a | one. Mammoth Mk. II it seems great | but the novelty quickly wears | off when it gets destroyed and | you have to dish out another | $3000 to buy another one. On the| positive side it is very | efficient against lone ground | units as well as air units. | WINNER: 1 Point GDI 0 Points 2.3 Air Units ************* 2.3.1 ----- GDI's NOD's Orca Fighter vs. Harpy | The Orca Fighter is your average| The Harpy is a load of crap. helicopter. It is lightweight | It swirls around its target and fast and carries 5 rounds, | much like the Orca Fighter each round containing two shots.| but is much slower at They can be very effective in | delivering its payload all groups and are the cheapest air | the time being shot at by unit of the game (well, accualy | SAMs. They are even slower the same price of a Harpy) at | than Orca Fighters. The $1000. They are most effective | only thing the Harpy has against buildings and ground | going for it is that it units, but not infantry. | is effective against | infantry. Stay away from | Harpys at all costs. WINNER: 1 Point GDI 0 Points 2.3.2 ----- GDI's NOD's Orca Bomber vs. Banshee | The Orca Bomber is the best air | The Banshee is very weak unit in the game and beats the | for being the better of crap out of the Banshee. They are| the two aircraft of NOD. slow but their awesome firepower | Even though it has weak makes up for that. They are | firepower the speed makes effective against every unit in | up for that. The problem the game and are also great for | here is the cost. Even defense. A group of about 4-6 | though they cost $100 less (depending on how many SAMs are | than Orca Bombers you must in the base) can take out any | buy more than double of building/unit in the game. | these than the bombers. | Also, their armor is weaker | than that of the bombers | and they are not effecive | against infantry. WINNER: 1 Point GDI 0 Points 2.3.3 ----- GDI's NOD's Orca Carryall vs. [No Orca Carryall] | The Orca Carryall is a fun little| It's too bad NOD has no toy to use. Costing only $750 | transport plane/helicopter. trasnsport planes pick up any | However, Helipads and of yours on the battle field and | Service Depots are usually take it somewhere else. They are | not very heavily guarded, great for engineer attacks via an| so if you are able to Amphibious APC. Also, they are | capture one of each the great for dropping a Mammoth Mk. | Carryall will become II or multiple Disrupters right | avilable to you. in the middle of your opponents | base. Beware, they have very | light armor and take only a few | hits by SAMs to destroy. If they | are destroyed while carrying | something what they are carrying | will also get destroyed. | WINNER: 1 Point GDI 0 Points 2.4 Special Ground Units ************************ 2.4.1 ----- GDI's NOD's [No Weed Eater] vs. Weed Eater | Because GDI has no Weed Eater | Weed Eaters make Chemical they have no Chemical Missles. | Missles possible. They go | around and collect Tiberium | Veins and drop them off | into a Tiberium Waste | Facility. WINNER: 0 Points NOD 1 Point 2.4.2 ----- GDI's NOD's Service Depot vs. Mobile Repair Vehicle | The Service Depot is where | Mobile Repair Vehicles are vehicles get repaired. Simply | way better than Service select the unit or units that you| Depots for these reasons: want to be repaired and lead them| (1) It is free to repair to the Service Depot. It costs | vehicles, (2) it costs money for vehicles to be | $200 less, (3) and they repaired, however. Also it is | move. Have at least three interesting to note that when you| of these guys. You can are playing a multiplayer game | also share these with your you can share Service Depots with| allies. you allies. | WINNER: 0 Points 1 Point 2.5 Base Defenses ***************** 2.5.1 ----- GDI's NOD's Vulcan Cannon Upgrade vs. Laser | The Vulcan Cannon Upgrade is | "All I asked for were simply a gun turret on a Componet | sharks with friggin' laser Tower. All upgrades are placed on | beams on their head!" a Component Tower which costs | Well, sorry Dr. Evil but $200. The Vulcan Cannon itself | you'll have to settle for costs $150. So do the math: $200 | plain old lasers. Lasers for a tower plus $150 for the | shoot pulses of laser cannon equals $350. One problem | beams. They fry infantry when building multiple towers | and are also effective versus lasers is that they take | against other units. They longer to build since you have to | cost less than Vulcan build two buildings. | Cannons at $300. WINNER: 0 Points NOD 1 Point 2.5.2 ----- GDI's NOD's RPG Launcher Upgrade vs. Obelisk of Light | The Rocket Propelled Grenade | This is a giant laser. It Launcher is most effective | is like the laser in most against vehicles. The problem | ways except that is slower these is that if a few Rocket | to reload, costs much more Infantry get too close to | ($1500), shoots a MUCH more RPG launcer it won't be able to| powerful laser, takes up shoot at them and will get | more power,...okay, so it destroyed, so that is why it is| isn't like the regular laser a good idea to pair these with | at all. The main reason I Vulcan Cannons. They cost a lot| like this better than the less than the Obelisk of Light | RPG Launcher is it is much but are weaker. | more powerful. It can kill | infantry and lightly armored | vehicles in one shot. WINNER: 0 Points NOD 1 Point 2.5.3 ----- GDI's NOD's SAM Upgrade vs. SAM | Surface to Air Upgrades are | These SAMs are exactly the GDI's only defense against | same as GDI's only they are air units besides the Mammoth | quicker to build because Mk. II and the Hover MLRS. They| NOD has no Componet Tower. cost $300 plus the Component | This is a slight advantage Tower. Don't let your power | but when you find your fall into the red or else your | opponent is planning a SAMs will not work. | huge air attack it can | make all the difference. WINNER: 0 Points NOD 1 Point 2.5.4 ----- GDI's NOD's E.M.P. Cannon vs. E.M.P. Cannon | The computer never sends attacks| NOD's E.M.P. Cannon is the big enough to use the E.M.P. | same as GDI's. Cannon, or Electromagnetic Pulse| Cannon. What these do are shoot | a pulse that makes any vehicle | helpless for a short time. They | have saved me many times in | multiplayer games over the | internet. Just imagine your | opponet tryes to rush your fort | with 30-40 Titans. Fire an E.M. | Pulse and destroy the vehicles | before they recover. | WINNER: 0 Points Tie 0 Points 2.5.5 ----- GDI's NOD's Concrete Walls vs. NOD Walls | Concrete Walls are designed to | After much testing (well, keep the opponent out. Not to | maybe not that much) I have many opponets online build | concluded that while the walls, but I do. Even if you do | two types of walls look have your fort paved engineers | different, they are the still may be able to get in. | same strength. They make good defensive | perimeters if a Component Tower | is placed every five squares. | WINNER: 0 Points Tie 0 Points 2.5.6 ----- GDI's NOD's Firestorm Walls vs. Laser Fences | To build Firstorm Walls you must | Laser Fences are the same first build a Firestom Generator | as NOD walls (even in which drains $$$ and power. Then | price) but suck power and you must build the walls | just plain old suck. By themselves which is a pain. From | taking out one post you what I've told you probably think| will take down a huge I like Laser Fences better. | part of the grid making Wrong. This is the only structure| it easy for you to invade in the game that defends against | the enemies fort or vice missles. Enough said. | versa. WINNER: 1 Point GDI 0 Points 2.5.7 ----- GDI's NOD's [No Cloaking Device] vs. Stealth Generator | GDI has no cloaking device, or | The Stealth Generator anything that makes your fort | makes your fort invisable. invisable. | If a scout has already | seen your base don't | bother to buy one. If you | do but one make sure you | have extra power plants | because if one gets | destroyed and you have | little power then your | base will decloak. WINNER: 0 Points NOD 1 Point 2.6 Special Offensive Units *************************** 2.6.1 ----- GDI's NOD's Ion Cannon vs. Multi Missle | The Ion Cannon shoots an Ion Beam| I like the Multi Missle of moderate power wherever you | better than the Ion wish. It can destroy most smaller| Cannon becaue it spreads buildings but won't be able to | instead of hitting one destroy things like the the | target, so one of these Construction Yard. To shoot an | with one airplane or Ion Beam you must have a Upgrade | Chemical Missle can Center and and Ion Cannon Uplink.| destroy a large building | like a Construction Yard. WINNER: 0 Points NOD 1 Point From Zeratul at mahon@birotec.ro - Hey there! I've just read your FAQ and there was something that came to my attention: you consider NOD's Multi Missle better than GDI's Ion Cannon. I understand, your reasons are quite logic, but you forgot one thing: GDI can stop a Multi Missle via Firestorm Wall, while an Ion Cannon round cannot be stopped by anything. Anyway, I'm a big GDI fan (I think you figured that already) and I think it's not right not to take this fact into consideration when giving that point to NOD. --- Hey people, see this (^)? It's from a reader, like you. If you catch any info I missed or if you think I'm crazy for saying Cyborgs are better than Jump Jet Infantry send me an e-mail! See section 2.0 for more. 2.6.2 ----- GDI's NOD's [No Chemical Missle] vs. Chemical Missle | As you can tell GDI isn't in to | Firing the Chemical Missle missle technology, for they have| requires that you have no Chemical Missle. | a Tiberium Waste Facility, | at least one Weed Eater, | and a Missle Silo. The | Missles are not very strong | against buildings but | are great for killing | infantry. A bonus is that | when the infantry die | they turn into Visceroids, | which can do a good amount | of damage to a base. WINNER: 0 Points NOD 1 Point From Zeratul at mahon@birotec.ro - A way to f**k up really bad a base by launching three missiles in a row: wait until the Weed Eaters gather enough waste to build the Chem Missile, then wait until the waste reserves are full again. Then, launch the Chem Missile, wait a few seconds, and launch the Multi Missile. By the time you do that, the second Chem Missile is ready, and you can launch it too. Target them in different points of the base for more devastating effects. 2.6.3 ----- GDI's NOD's Hunter-Seeker Droid vs. Hunter-Seeker Droid | The Hunter-Seeker Droid comes | The NOD Hunter-Seeker from the Upgrade Center and | Droid is the same as GDI's cannot be controled. What they | only it comes from a kill ranges from one infantry | Temple of NOD. man to a Construction Yard, so | you never know what they will | strike. | WINNER: 0 Points Tie 0 Points 3.0 Totals ********** Here are the totals of who won and who won what. The results will surprise you because they even surprised me. GDI NOD Infantry Points -------- Light Infantry vs. Light Infantry 0 0 Disk Thrower vs. Rocket Infantry 1 0 Jump Jet Infantry vs. Cyborgs 0 1 Engineers vs. Engineers 0 0 Medic vs. No Medic 1 0 Ghost Stalker vs. Cyborg Commando 0 1 No Mutant Hijacker vs. Mutant Hijacker 0 1 Total: 2 3 Winner: NOD Notes: ------ It could have gone either way with the infantry because after playing around with the Jump Jet Infantry more it was a really close call. They are really great for defense. Other than that it was almost evenly split. Ground Units ------------ Wolverines vs. Attack Buggys/Attack Cycles 0 1 Titans vs. Tick Tanks 1 0 Hover MLRS vs. Stealth Tanks 1 0 Amphibious APCs vs. Subterranean APCs 0 1 Disrupters vs. Devil's Tongue Flame Tanks 1 0 No Artillery vs. Artillery 0 1 Mammoth Mk. II vs. No Mammoth Mk. II 1 0 Total: 4 3 Winner: GDI Notes: ------ This is the part that I am surprised about. I thought NOD would win for sure but when I layed it all out GDI had better troops. I think by now you should be able to guess who my favorite is. Air Units --------- Orca Fighter vs. Harpy 1 0 Orca Bomber vs. Banshee 1 0 Orca Carryall vs. No Orca Carryall 1 0 Total: 3 0 Winner: GDI Notes: ------ ...and this is the part I'm not so surprised about. NOD has a sorry excuse for air units, so if you like planes side with GDI. Special Ground Units -------------------- No Weed Eater vs. Weed Eater 0 1 Service Depot vs. Mobile Repair Vehicle 0 1 Total: 0 2 Winner: NOD Notes: ------ This is a very important catagory; probably the most important in the game because without this catagory there would be no MCV. I left out a lot of things because both sides have them and they are both the same (like the Mobile Sensor Array). Base Defenses ------------- Vulcan Cannon Upgrade vs. Laser 0 1 RPG Launcher Upgrade vs. Obelisk of Light 0 1 SAM Upgrade vs. SAM 0 1 E.M.P. Cannon vs. E.M.P. Cannon 0 0 Concrete Walls vs. NOD Walls 0 0 Firestorm Walls vs. Laser Fenses 1 0 No Cloaking Device vs. Stealth Generator 0 1 Total: 1 4 Winner: NOD Notes: ------ Heh, NOD just has better defence, not counting Artillery. A hint to GDI though: set up a waypoint around your base and have a lot of Jump Jet Infantry (20-25) follow it and shoot at anything they see. Special Offensive Units ----------------------- Ion Cannon vs. Multi Missle 0 1 No Chemical Missle vs. Chemical Missle 0 1 Hunter-Seeker Droid vs. Hunter Seeker Droid 0 0 Total: 0 2 Winner: NOD Notes: ------ Here is where NOD makes up for their huge losses in air and ground units. Their is one nice thing about the Ion Cannon though: there is no defense against it. GRAND TOTAL: GDI: 10 NOD: 14 ---------------------------------------- My Personal Favorite is: NOD. Even though they got outvoted in infantry and ground and air I look at it this way; what is easier to destroy? One heavily armed tank like the Mammoth Mk. II and 5 Disrupters or 30 Attack Buggys? And Besides, I like stealth better than brute force. 4.0 Tech Trees ************** The folling tells you what tech level things become available and what buildings you must have to build them. 4.1 GDI Tech Trees ----------------- 4.1.1 Structures ----------------- KEY | | CY=Construction| CY(1) Yard | | PP=Power Plant | PP(1) TR=Tiberium | ____|____ |-PV(6) Refinery | | | | | B=Barracks | TR(1) PT(7) B(1)----------CW(6) TS=Tiberium | _____|___ __|__ | Silo | | | | | |-AG(6) WF=War Factory | | TS(1) CT(2) WF(2) CT=Component | | ___|___ | Tower | R(3)----| | | | | VC=Vulcan | ___|___ SU(5) VC(2) RU(9) |_____ Cannon | | | | | SU=SAM Upgrade | EP(6) HP(5) TC(6) SD(7) RU=Rocket | ___|___ Propelled | | | Grenade | FG(9) UC(10) Launcher | | ___|___ R=Radar | FW(9) | | HP=Helipad | IC(10) HS(10) EP=E.M.P. | Cannon | CW=Concrete | Wall | AG=Automatic | Gate | PV=Pavement | TC=Tech Center | PT=Power | Turbine | SD=Service | Depot | FG=Firestorm | Generator | FW=Firestorm | Walls | UC=Upgrade | Center | IC=Ion Cannon | Upgrade | HS=Hunter- | Seeker | Control | ----------------- 4.1.2 Units ----------- Unit Tech Level | Light Infantry | 1 Disk Thrower | 2 Engineer | 2 ------------------------------------------------ Harvester* | 2 Wolverine | 2 Titan | 3 ------------------------------------------------ Medic | 4 Orca Fighter | 5 Jump Jet Infantry | 6 ------------------------------------------------ Amphibious APC | 6 Mobile Sensor Array | 6 Hover MLRS | 7 ------------------------------------------------ Orca Bomber | 8 Carryall | 9 Disrupter | 9 ------------------------------------------------ Ghost Stalker | 10 MCV | 10 Mammoth Mk. II | 10 ------------------------------------------------ Hunter-Seeker Droid | 10 Ion Cannon | 10 *You get a harvester whenever you build a Tiberium Refinery no matter what the Tech Level is. 4.2 NOD Tech Trees ****************** 4.2.1 Structures ----------------- KEY | | CY=Construction| CY(1) Yard | | PP=Power Plant | PP(1) TR=Tiberium | ___|___ |-AG(6) Refinery | | | | HN=Hand of NOD | TR(1) HN(1)--------------NW(6) TS=Tiberium | ___|___ |_________ | Silo | | | | | |-PV(6) L=Laser | TS(1) R(3) L(2) WF(2) WF=War Factory | ___|___ ___|___ R=Radar | | | | | | HP=Helipad | HP(5) | SM(5) AP(7) TC(6) SM=SAM Site | | | | AG=Automatic | EP(6) LF(8) | Gate | _____________|______ NW=NOD Walls | | | | | PV=Pavement | SG(9) OL(9) MS(10) TN(10) TC=Tech Center | | EP=E.M.P. | TW(10) Cannon | AP=Advanced | Power Plant | LF=Laser Fence | Post | SG=Stealth | Generator | OL=Obelisk of | Light | TN=Temple of | NOD | MS=Missile Silo| TW=Tiberium | Waste | Facility | ----------------- 4.4.2 Units ----------- Unit Tech Level | Light Infantry | 1 Rocket Infantry | 2 Engineer | 2 ------------------------------------------ Harvester* | 2 Attack Buggy | 2 Tick Tank | 3 ------------------------------------------ Cyborg | 4 Attack Cycle | 5 Harpy | 5 ------------------------------------------ Artillery | 6 Mobile Sensor Array | 6 Subterranean APC | 6 ------------------------------------------ Mobile Repair Vehicle | 7 Devil's Tongue Flame Tank | 7 Stealth Tank | 8 ------------------------------------------ Banshee | 9 MCV | 10 Cyborg Commando | 10 ------------------------------------------ Mutant Hijacker | 10 Hunter-Seeker Droid | 10 Multi Missile | 10 ------------------------------------------ Weed Eater | 10 Chemical Missile | 10 5.0 Credits *********** -To CjayC, the original poster of this FAQ. -To Westwood, for creating this game. -To the game manual, for where I got info on the different kinds of guns units carry. (ex. A Light Infantry carrys a M-16 shock rifle) -To the following people who sent me tips/corrections: -Zeratul (Section 2.6.1, 2.6.2) -And to all my readers. 5.1 My Suggested Strategy Games ------------------------------- -Other Command & Conquer games: Very good strategy games, if you haven't played them already (The Original, Red Alert 1 and 2). I must warn you though, Tiberian Sun is the black cat of the bunch. It does share some similarities to the other games in the series, but Tiberian Sun is much more a defensive game. -Starcraft: If you loved the setting in Tiberian Sun you _must_ try Starcraft. It does take a little getting used to if you're fresh out of the C&C series, but I highly suggest it. -Sudden Strike: This is not like C&C or Starcraft, but rather a realistic RTS set in WWII. If you're tired of the simplicity of C&C you might want to check this one out. -------------------------------------------------------------- Copyright 2002 Michael Detwiler