The Unofficial .oOOOo. .oOOOo. .oOOOo. .O o O o .O o o O o' o o OO o o o' o o O O Oo o O `o .o `o O' `o .o `OoooO' `OoooO Oo `OoooO' .oOOOo. oOoOOoOOo `OooOOo. Oo oOoOOoOOo o.OOoOoo .oOOOo. o O o o o o `o o O o O .O o O o O. o O O O o o o o `o O' `OOoo. O o .O oOooOoOo O ooOO O O o `O o OOooOO' o O o O O .oOOo `O' o O o o O o O o o. O o O. .O O O O o O O O O. oO O `oooO' o' O o O. O o' ooOooOoO `OooO' O OOooOoO Oo .oOOOo. o o O .O o. O O o o O oOooO oOooOoOo O o O o O o O o O o O Oo o o oO o O oO `o O' oO O' Oo O. O Oo `OoooO Oo Oo Release v2.2 - minor revision Last Updated: October 8, 1995 22:15 GMT Written by: Roger Wong (roger@powhq.nildram.co.uk) 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 Associates. 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. CONTENTS: [1] Introduction [1-1] Foreword (1-2) About the unofficial C&C Strategy FAQ (1-2-1) Is it related to the C&C Strategy Guide? (1-3) Getting the unofficial C&C Strategy FAQ (1-3-1) via E-mail (1-3-2) via Usenet (1-3-3) via Internet FTP (1-3-4) via WWW (1-3-5) via BBS (1-4) Adding to the FAQ [1-5] Acknowledgments [1-6] Accurate Information (1-7) The format of this FAQ -Section One- GENERAL OVERVIEW *2* What can I do with these game units? *2-1* Infantry *2-1-1* Civilian *2-1-2* Technician *2-1-3* Engineers *2-1-4* Minigunner (2-1-5) Grenadier *2-1-6* Bazookas (2-1-7) Flame-thrower (2-1-8) Commando [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) SSM Launcher (2-2-9) Mammoth Tank *2-2-10* NOD Buggy *2-2-11* Recon Cycle *2-2-12* Light Tank (2-2-13) Artillery *2-2-14* Flame Tank (2-2-15) Stealth Tank [2-3] Special Units (2-3-1) Airstrikes *2-3-2* Nukes (2-3-3) Ion Blast (3) What can I do with these buildings? (3-1) Common Buildings (3-1-1) Construction Yard (3-1-2) Powerplant (3-1-3) Sandbag/Fence/Concrete (3-1-5) Refinery (3-1-6) Silo (3-1-7) Communications center (3-2) GDI Buildings (3-2-1) Barracks (3-2-2) Weapons Factory (3-2-3) Guard tower (3-2-4) Repair Bay (3-2-5) Heli Pad (3-2-6) Advanced comm. center (3-2-7) Advanced guard tower (3-3) NOD Buildings (3-2-1) Hand of NOD (3-2-2) SAM Site (3-2-3) Guard turret (3-2-4) Airstrip (3-2-5) Obelisk of light (3-2-6) Temple of NOD *3-4* Neutral Buildings *3-5* Miscellaneous *3-5-1* Blossom tree -Section Two- TIPS AND TRICKS [4] How do I cheat? [4-1] What are the cheat keys? [4-2] Can I Hex edit for more money? (4-3) Does the computer cheat? *4-4* What cheating programs are available? *4-5* What are some bugs I can exploit? *4-5-1* Tiberium harvesting without silos *4-5-2* Invincible units [5] Defensive tips [5-1] Sandbag defense [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] Most vehicles without getting squashed? [6-1-5] Tanks in general [6-1-6] Flame tanks [6-1-7] Mammoth tanks [6-2] The spider base strategy [6-3] How do I drain the computers funds? [7] Miscellaneous goodies (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? (8) Player tips [8-1] Hiroshima's tactics papers [8-1-1] GDI Tactics paper [8-1-2] NOD Tactics paper (8-2) Blue Aardvark's anti-crummy AI tactics [9] Confucius say: [9-1] Who the heck is Confucius? (9-2) Words to live and die by. [9-3] What are Murphy's Laws of Combat? [9-4] What music should I listen to while playing? [10] What determines my score? -Section Three- MISSION STRATEGIES (11) What is a mission tree? (11-1) GDI mission tree (11-2) NOD mission tree [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 [12-1-3eb] GDI Mission 3eb, Latvia (12-1-4ea) GDI Mission 4ea, Belarus [12-1-4eb] GDI Mission 4eb, Belarus [12-1-4wa] GDI Mission 4wa, Belarus [12-1-4wb] GDI Mission 4wb, Poland (12-1-5ea) GDI Mission 5ea, [12-1-5eb] GDI Mission 5eb, [12-1-5wa] GDI Mission 5wa, [12-1-5wb] GDI Mission 5wb, (12-1-6) GDI Mission 6, [12-1-7] GDI Mission 7, (12-1-8ea) GDI Mission 8ea, Austria (12-1-8eb) GDI Mission 8eb, Slovakia (12-1-9) GDI Mission 9, (12-1-10ea) GDI Mission 10ea, [12-1-10eb] GDI Mission 10eb, [12-1-11] GDI Mission 11, (12-1-12ea) GDI Mission 12ea, Albania (12-1-12eb) GDI Mission 12eb, Bulgaria [12-1-13eb] GDI Mission 13ea, [12-1-13eb] GDI Mission 13eb, (12-1-14) GDI Mission 14, (12-1-15ea) GDI Mission 15ea, *12-1-15eb* GDI Mission 15eb, [12-1-15ec] GDI Mission 15ec, [12-2]: NOD missions [12-2-1ea] NOD Mission 1ea, Libya [12-2-1eb] NOD Mission 1eb, 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) Mission 6ea, Ivory Coast [12-2-6eb] Mission 6eb, Benin (12-2-6ec) Mission 6ec, Nigeria [12-2-7ea] NOD Mission 7ea, Gabon [12-2-7eb] NOD Mission 7eb, Cameroon (12-2-7ec) NOD Mission 7ec, Central African Republic (12-2-8ea) NOD Mission 8ea, [12-2-8eb] NOD Mission 8eb, (12-2-9ea) NOD Mission 9ea, Egypt [12-2-9eb] NOD Mission 9eb, Egypt [12-2-10ea] NOD Mission 10ea, [12-2-10eb] NOD Mission 10eb, [12-2-11ea] NOD Mission 11ea, [12-2-11eb] NOD Mission 11eb, (12-2-12ea) NOD Mission 12ea, [12-2-12eb] NOD Mission 12eb, [12-2-13ea] NOD Mission 13ea, [12-2-13eb] NOD Mission 13eb, [12-2-13ec] NOD Mission 13ec, [13] I need help playing multiplayer [13-1] Offensive strategies (13-2) Defensive strategies (13-3) Capture the flag (13-4) What can I do with crates? *13-4-1* Stealth technology *13-4-2* Units *13-4-3* Visceroid *13-4-4* Explosions *13-4-5* Cash ============================ -Section Four- MISCELLANEOUS ============================ -Section Four- MISCELLANEOUS [14] Conclusion *15* Revision History ------------------------- CHAPTER [1]: Introduction ------------------------- [1-1]: Foreword ================== Everyone has been asking for a FAQ on C&C strategy. I had no idea how time consuming compiling and organizing all of your wonderful ideas would be! This FAQ is incomplete. There is much that is missing, but with all you guys' help, we can get this thing finished and have something of which we can all be proud. [1-2]: About the unofficial C&C Strategy FAQ =============================================== Welcome to v2.2 of the Unofficial Command and Conquer Strategy FAQ. Version 2.2 is a minor revision written after 2.1. 'Unofficial' means that this FAQ is not supported by either Westwood, or their associates. 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, ()'s, or **'s. The definition of these is as follows: []: Chapters enclosed in brackets mean that the information contained in the chapter has not been updated in this or the previous FAQ. (): Chapters enclosed in parenthesis 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 C&C Strategy Guide? ========================================================= No, the Unofficial C&C Strategy FAQ is not related in any way with the C&C Strategy Guide (ISBN:1-56686-247-7, BradyGAMES), which will be available in fine bookstores everywhere. I have tried to insure that none of the information in this FAQ is lifted directly from the printed book. Nor is the Unofficial C&C Strategy FAQ meant to be competition to the printed book. If you feel that you need complete printed maps, step by step walkthroughs and the like, then I am sorry, but, you will not find them in this FAQ, and that flyer in your game box may be useful to you after all. (1-3): Getting the unofficial C&C Strategy FAQ ================================================= (1-3-1): via E-mail ---------------------- I am unable to honor C&C Strategy FAQ requests at this time. (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) comp.sys.ibm.pc.games.strategic (2) comp.sys.ibm.pc.games.misc The 'Subject:' line of the post will be 'Unofficial C&C Strategy FAQ v??.??' where '??.??' is the version number of the FAQ. (1-3-3): via Internet FTP ---------------------------- New releases of the Unofficial C&C Strategy FAQ will be uploaded to Internet FTP sites as soon as someone volunteers a site for this purpose. The file name of the upload will 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 can be found on the following World-wide Web sites: http://www.computek.net/autownet/c&c.html (1-3-5): via BBS ------------------- New releases of the Unofficial C&C Strategy FAQ will be uploaded to other BBSes as the opportunity arises. They will be under the file name 'ccsfaq??' where '??' is the version number of the FAQ. 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. (1-4): Adding to the FAQ =========================== Where you see the words [blank] or [incomplete] in this FAQ is a section that needs filling in. I depend heavily on contributions from people like yourself to make this FAQ whole. Please, don't make me beg. Help me fill in the blanks. 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 ========================== I'd like to thank Westwood Associates for making this great game. I am looking forward to the sequel. I also want to thank Hank Leukart for his advice on FAQ creation. I will list contributors here in alphabetical order. For now, each contributor is listed above his or her contribution. Forgive me if I miss anyone. If for some reason I HAVE missed you, PLEASE send me E-mail so I can give credit where credit is due. (1-6): Accurate Information ============================== An attempt has been made to make the information in this FAQ as accurate as possible. Unfortunately, due to the fact that the game has a semi- nonlinear mission tree, it has been difficult to match strategies and walkthroughs to the proper mission identifications. Harder still is verifying every hint and tip. It makes one wish. Also, because the game was recently released, 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. Much of the text contained in this introduction had been copied verbatim from his wonderful FAQ until a time came when I could rewrite them appropriately. 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. Each unit will be listed along with their monetary cost (Cost), the time it takes to build the unit (TTB), the rate of fire (Reload), the range of fire (Range), weapon type (Weapon), health rating (Health), armor rating (Armor), movement rate (Move), scouting range (Scout), and a description and possible tactics to use with the unit. The numbers are by no means accurate. Times were taken with a stopwatch off my 66Mhz Pentium with the game running at lowest speed. Your mileage may vary. The time it takes to build one unit (TTB) is directly proportional to the number of construction sites. If you have three barracks, you will build infantry units three times as fast as their normal TTB. If you have two construction units, you will create buildings at twice as fast as the normal TTB for those buildings. Time to build is in minutes and seconds. Reload time is in minutes and seconds. I still have not decided on how to derive and present values for unit movement speed. Scouting and firing range are in radii. An APC with a scouting range of four squares will show an area eight squares wide. An APC with a firing range of four squares can shoot at targets four squares away. Thanks to Vnm Devsup (vnmdevsup@aol.com), I now have the following information on damage and armor calculations: 'Basically, every unit has a Hit Point total and an Armor Level. There are 3 armor levels in the game: light, medium, heavy. Health is how much damage before the unit dies. At yellow the unit is below 1/2, at red it is below 1/4. All weapons in the game have different damage levels vs. each armor type.' Based upon this information, the weapons charts are as follows: INFANTRY Weapon Armor Type Light Medium Heavy -------------- ----- ------ ------ Pistol ? ? ? Minigun 15 8 4 Grenade ?? ?? ?? Flamethrower ?? ?? ?? Rocket 8 23 30 VEHICLES Weapon Armor Type Light Medium Heavy -------------- ----- ------ ------ Minigun 15 8 4 Rocket 8 23 30 Flamethrower ?? ?? ?? Cannon ?? ?? ?? SSM ?? ?? ?? Artillery ?? ?? ?? BUILDINGS Weapon Armor Type Light Medium Heavy -------------- ----- ------ ------ Gatling gun ?? ? ? Cannon ?? ?? ?? SSM ?? ?? ?? Obelisk Laser ?? ?? ?? [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. *2-1-1*: Civilian -------------------- Cost: N/A TTB: N/A Reload: 25 seconds Range: 1 square Weapon: one pistol Health: 5 Armor: Light Move: ? Scout: 0 squares 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 ---------------------- Cost: N/A TTB: N/A Reload: 25 seconds Range: 1 square Weapon: one pistol Health: 5 Armor: Light Move: ? Scout: 0 squares 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). *2-1-3*: Engineer -------------------- Cost: 500 TTB: 45 seconds Reload: N/A Range: N/A Weapon: unarmed Health: 25 Armor: Light Move: ? Scout: 2 square 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. (-ed.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. *2-1-4*: Minigunner ---------------------- Cost: 100 TTB: 10 seconds Reload: 2 seconds Range: 1 square Weapon: one minigun Health: 50 Armor: Light Move: ? Scout: 2 squares Andrew Griffin (buggy@adam.com.au) Close range attack, fast shot time. *2-1-5*: Grenadier --------------------- Cost: 160 TTB: 10 seconds Reload: 7 seconds Range: 2 squares Weapon: one grenade Health: 50 Armor: Light Move: ? Scout: 2 squares 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 dont have a jeep just make the grenadiers move, to my knowledge, they dont 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, and that almost *2-1-6*: Bazooka ------------------- Cost: 300 TTB: 20 seconds Reload: 6 seconds Range: 3 squares Weapon: one rocket Health: 25 Armor: Light Move: Scout: 2 squares 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. *2-1-7*: Flame-thrower ------------------------- Cost: 200 TTB: 10 seconds Reload: 5 seconds Range: 2 squares Weapon: one nasty BBQ lighter Health: 50 Armor: Light Move: ? Scout: 2 squares 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 (2-1-7): Commando -------------------- Cost: 1000 TTB: ? Reload: ? Range: ? Weapon: one heart-seeking-bullet firing sniper rifle Health: ? Armor: Light Move: ? Scout: 3 squares? 4 squares? Right-handed killing machines. Armed with a silenced sniper rifle that can take out any enemy infantry in a single shot. Best to use hit and run tactics since the attack range of a commando is so large. Keep the commando away from all vehicles. Sniper rifles don't do much damage to vehicles. *2-2* Vehicles ================= (2-2-1): MCV --------------- Cost: 5000 TTB: ? Reload: N/A Range: N/A Weapon: unarmed Health: ? Armor: ? Move: ? Scout: 2 squares Requires: Weapons factory, repair yard, advanced comm. center. Phil Sykes (root@sykic.demon.co.uk) Multipurpose construction vehicle. As you might expect from Dune ][, 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. *2-2-2*: Harvester --------------------- Cost: 1400 TTB: 2 minutes 15 seconds Reload: N/A Range: N/A Weapon: unarmed, squash Health: 600 Armor: Medium Move: ? Scout: ? Requires: Weapons factory/Airstrip, Refinery 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. 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. (2-2-3): Gunboat ------------------- Cost: N/A TTB: N/A Reload: ? Range: ? Weapon: two SSMs Health: ? Armor: ? Move: ? Scout: ? Requires: N/A 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 ------------------ Cost: 400 TTB: 32 seconds Reload: 3 seconds Range: ? Weapon: one minigun Health: 150 Armor: Medium Move: ? Scout: 2 squares? Requires: Weapons factory 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 hmmvv's 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. *2-2-5*: APC --------------- Cost: 700 TTB: 1 minute 5 seconds Reload: 3 seconds Range: ? Weapon: one minigun, squash Health: 200 Armor: Medium Move: ? Scout: 4 squares Requires: Weapons factory 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. *2-2-6*: Medium Tank ----------------------- Cost: 800 TTB: 1 minute 15 seconds Reload: 5 seconds Range: 5 squares Weapon: one cannon, squash Health: 400 Armor: Heavy Move: ? Scout: ? Requires: Weapons factory 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. (2-2-7): Orca ---------------- Cost: 1200 TTB: ? Reload: ? Range: ? Weapon: one rocket Health: ? Armor: ? Move: ? Scout: 0 squares Requires: Helipad 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: (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 or an obelisk (7) will get gun turrets/spice silos/power plants (8) is a reasonable building assault force, may have to come up to 10 or (12) to get SAM sites, construction yards and other big buggers They work best in multiplayer for air support of harvesters! (2-2-8): SSM Launcher ------------------------ Cost: ? TTB: ? Reload: 9 seconds Range: 6 squares Weapon: two SSMs, squash Health: ? Armor: ? Move: ? Scout: ? Requires: Advanced comm. center, Weapons Factory Andrew Griffin (buggy@adam.com.au) Mobile Surface to Surface missile 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 large explosion radius, so can take out multiple infantry units. Very poor aim, however. (2-2-9): Mammoth Tank ------------------------ Cost: 1500 TTB: ? Reload: Cannon: 9 seconds SSMs:7 seconds Range: 5 squares Weapon: two large shells, one SSM, squash Health: ? Armor: ? Move: ? Scout: ? Requires: Vehicle factory, repair pad Phil Sykes (phil@sykic.demon.co.uk) Armament: Double cannon with occasional (how do you get these) missiles. (Ropers note: mammoth tank will fire missiles at infantry units, and shells at buildings and vehicles) Self repairs when under half damage (at approx. the rate of damage it takes from 2 minigunners firing at it). Missiles make it more versatile against troops, but cripplingly slow. Excellent in base attack, can take some real punishment attacking obelisks and turrets, but duck if there are Orcas about in a multiplayer! Too slow to run troops over. Remember with all the big vehicles, get them all to a forward staging area where they can bunch backup together before beginning the assault. *2-2-10*: NOD Buggy ---------------------- Cost: 300 TTB: 52 seconds Reload: 3 seconds Range: 4 squares Weapon: one minigun Health: 140 Armor: Medium Move: ? Scout: ? Requires: Airstrip Andrew Griffin (buggy@adam.com.au) Faster than Hummers, and a longer range, its good for taking them out, and hiding NOD infantry behind. *2-2-11*: Recon Cycle ------------------------- Cost: 500 TTB: 32 seconds Reload: 6 seconds Range: 4 squares Weapon: one rocket Health: 160 Armor: Medium Move: ? Scout: ? Requires: Airstrip 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. *2-2-12*: Light Tank ----------------------- Cost: 600 TTB: 45 seconds Reload: 6 seconds Range: 4 squares Weapon: one cannon, squash Health: 300 Armor: Heavy Move: ? Scout: ? Requires: Airstrip Andrew Griffin (buggy@adam.com.au) Worse than the GDI medium tank, but can take a bit of damage. Use in base assaults before sending in the infantry so everyone attacks it. (2-2-13): Artillery ----------------------- Cost: ? TTB: ? Reload: ? Range: ? Weapon: one artillery, squash Health: ? Move: ? Scout: ? Requires: Airstrip 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. *2-2-14*: Flame Tank ---------------------- Cost: ? TTB: ? Reload: ? Range: ? Weapon: two nasty BBQ lighters (for those tough to light BBQs), squash Health: 300 Armor: Heavy Move: ? Scout: ? Requires: Airstrip 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. (2-2-15): Stealth Tank ------------------------- Cost: ? TTB: ? Reload: ? Range: ? Weapon: two rockets, squash Health: ? Move: ? Scout: ? Requires: ? Andrew Griffin (buggy@adam.com.au) Invisible when not attacking, it's great for scouting the map to find things. However, if its taken close to a group of infantry, they will start to attack it. Has twin rocket launchers, so great for group attacks against other armor. Becomes available in later missions. [2-3] Special Units =================== [2-3-1]: Airstrikes ---------------------- Reload: 12 minutes. (yes, I sat there for 12 minutes with a stopwatch) Weapon: multiple napalm canisters (area effect) 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. The napalm is very destructive, especially when an airstrike calls in more than one A-10 unit. John Marconi (marconi@students.uiuc.edu) Of all of the AI problems, I think this one will take the cake. I was just fighting mission 8 GDI and couldn't get through it the 6 previous times. So, as usual on the 7th time, I could destroy part of their base and the one Western SAM site. I decided to let a group of 10 grenadiers go north to see if there were more SAM sites and destroyed the two when I found them... So, now I have air strike capabilities. However, by this time I had already lost all of my other vehicles and troops and there were a bunch of flame-throwers heading for the group (of three now) who had taken out the SAM's. All three were killed. I couldn't think why the mission wasn't ending in a failure until I look south and found out that I had one gun-tower left. That was all that was left and nearly nothing from the NOD base had been destroyed. So, I started hacking away at the base with air strikes. I took out the airfield, the hand of nod and lots of other things but I still never got to the construction plant. Every now and then a group of three NOD troops would run down to my gun-tower only to be mowed down and I would just repair it. I was able to take out the entire NOD base and win the mission while all of their tanks waited patiently by the base (which they never rebuilt). I now love gun-towers... *2-3-2*: Nukes ----------------- Reload: 20 minutes? Weapon: see below Ian (nstn1738@fox.nstn.ca) Just like a real small-yield nuke, buildings are relaively big, unprotected targets and get vaporized. Armored units, because they are low to the ground, airtight, and very heavily protected, are much less vulnerable. Shriker (gills@qucdn.queensu.ca) Larry Bond (Harpoon creator, Tom Clancy pal) has a novel called _Vortex_ that deals with a modern war scenerio in South Africa. One of the events is a tactical nuke aimed at a concentration of an enemy armor brigade (or some size, it's been a while ). I don't think it got 'em all (most already moved out slightly earlier), but it describes what happened to the military units that WERE nearby. I remember it mentioning how exposed troops took a wicked beating (understandably), but heavier armored units were relatively unscathed even at fairly close proximity. Both the previously mentioned factors and the fact that tanks ARE metal (DUH ) and have high-pressure interiors nullified the radiation/heat effects. Of course any tank commander with his noggin poked outta the hatch had better have more than just CopperTone (tm) and a pair of sunglasses on ! Although C&C is more of a game than a simulation, it's interesting to see how many real-world tactical considerations have been included, IMO ! (2-3-3): Ion Blast --------------------- Reload: see below Weapon: see below 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! More ACC's _DO_ speed up the charge rate. 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. Limited to taking out gun turrets on the eve of an assault, basically, or hitting a SAM site so the Orcas can finish it off without losing a vehicle. ----------------------------------------------- CHAPTER*3*: What can I do with these buildings? ----------------------------------------------- The power consumption (PC) and generation (PG)ratings are in units. That is, they will be, once they are worked out. (3-1): Common Buildings ========================== (3-1-1) Construction Yard ---------------------------- Cost: N/A TTB: N/A PC: ? PG: ? Health: ? Requires: MCV (3-1-2) Powerplant --------------------- Cost: 300 TTB: 20 seconds PC: ? PG: ? Health: ? Requires: Construction Yard (3-1-3) Sandbag/Fence/Concrete --------------------------------- Cost: Sandbag: 50 Fence: 75 Concrete: TTB: Sandbag: 11 seconds Fence: 11 seconds Concrete: ? Health: Sandbag: ? Fence: ? Concrete: ? Requires: Construction Yard (3-1-4) Refinery ------------------- Cost: 2000 TTB: 55 seconds PC: ? PG: ? Health: ? Requires: Powerplant Home base for Tiberium harvester. Holds 1000 credits worth of refined Tiberium. One harvester included in price. (3-1-5) Silo --------------- Cost: 150 TTB: 10 seconds PC: ? PG: ? Health: ? Requires: Refinery Holds 1000 credits worth of refined Tiberium. (3-1-6) Communications center -------------------------------- Cost: 1000 TTB: 1 minute 35 seconds PC: ? PG: ? Health: ? Requires: Refinery [3-2]: GDI Buildings ======================= (3-2-1) Barracks ------------------- Cost: 300 TTB: 20 seconds PC: ? PG: ? Health: ? Requires: Powerplant (3-2-2) Weapons Factory -------------------------- Cost: 2000 TTB: 3 minutes 20 seconds PC: ? PG: ? Health:? Requires: Refinery, Barracks (3-1-3) Guard tower ---------------------- Cost: 500 TTB: 42 seconds PC: ? PG: ? Reload: 5 seconds Range: 3 squares Weapon: one hard-rocking gatling gun Health: ? Requires: Barracks Phil Sykes (phil@sykic.demon.co.uk) 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. All but ineffective against vehicles unless deployed in large numbers. Doesn't require power to run, easy to kill. (3-2-4): Repair Pad ----------------------- Cost: 1200 TTB: 2 minutes PC: ? PG: ? Health: ? Requires: Barracks (3-2-5): Heli Pad --------------------- Cost: 1500 TTB: PC: ? PG: ? Health: ? Requires: Includes one Orca attack helicopter. (3-2-6) Advanced comm. center -------------------------------- Cost: ? TTB: ? PC: ? PG: ? Health: ? Requires: Comm. Center (3-2-6): Advanced guard tower --------------------------------- Cost: ? TTB: ? PC: ? PG: ? Reload: 5 seconds Range: 8 squares Weapon: two SSMs Health: ? Requires: Comm. Center Phil Sykes (phil@sykic.demon.co.uk) Fire two missiles, which are the SSM troop killing type (one direct hit, two if dug in and against flame-throwers). Very useful against vehicles as well. 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. Outranges a bazooka and Orca, same range as an SSM. Keep putting two together for best results, but watch the power consumption. They don't work when out of power. [incomplete] [3-3]: NOD Buildings ======================= (3-3-1): Hand of NOD ----------------------- Cost: 300 TTB: 22 seconds PC: ? PG: ? Health: ? Requires: Powerplant (3-3-2): SAM Site -------------------- Cost: 750 TTB: 1 minute 5 seconds PC: ? PG: ? Reload: ? Weapon: two SAMs Health: ? Requires: Hand of NOD (3-3-3): Guard turret ------------------------ Cost: 250 TTB: 21 seconds Reload: 6 seconds Range: 5 squares Weapon: one cannon Health: ? Requires: Hand of NOD (3-3-4): Airstrip --------------------- Cost: 2000 TTB: 3 minutes 20 seconds PC: ? PG: ? Health: ? Requires: Refinery, Hand of NOD (3-3-5): Obelisk of light ----------------------------- Cost: ? TTB: ? PC: lots and lots PG: ? Reload: ? Range: ? Weapon: one cigarette lighter (large) Health: ? Requires: ? (3-3-6): Temple of Nod ------------------------- Cost: ? TTB: ? PC: ? PG: ? RF: ? Health: ? Requires: ? [incomplete] *3-4*: Neutral Buildings ========================== Building Health Armor -------- ------ ----- Church ?? ?? Oil pump ?? ?? Well ?? ?? Cottage ?? ?? [incomplete] *3-5*: Miscellaneous ====================== *3-5-1*: 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. ============================= -SECTION TWO- TIPS AND TRICKS ============================= ---------------------------- CHAPTER [4]: How do I cheat? ---------------------------- [4-1]: What are the cheat keys? ================================== Easy. There are none. The cheats were removed after beta testing and development. [4-2]: Can I Hex edit for more money? ======================================== Yes, you can. But I won't tell you how. Unless I get dozens of people asking me to include a tutorial on hex editing, I'll consider hex editing to be outside the scope of this FAQ. (4-3): Does the computer cheat? ================================== The computer starts out with more funds than you do. The computer can place units inside scenery at the start of a mission. Min He (he@mathp7.jussieu.fr) 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. (4-4) What cheating programs are available? ================================================ C&C Mission selector written by Andrew Griffin (buggy@adam.com.au) http://adam.com.au/~buggy C&C Savegame money editor written by ???? http://www.computek.net/autownet/c&c.html *4-5*: What are some bugs I can exploit? =========================================== *4-5-1*: Tiberium harvesting without silos --------------------------------------------- Mike Means (means@bigdog.engr.arizona.edu) I noticed an unusual and cool money cheat for all of you people that have problems with too much money... It works consistently with the GDI, haven't tried it with NOD but it should work as it's in the engine not the action... Anywho what the deal is is that if you are getting to the top of your rifineries holding space build something that builds fast and is somewhat expensive (For the GDI this is the Helipad...) Then once you've taken up all of your money into building it cancel it just before completion. You get the credits back and you will notice that if you click on your refinery it will be nowhere near full like it should be...Because of this trick I almost never build silos...Also I tend to spend my money...Just call me the guy with 7 orcas each with their helipad (Well it's faster to buid a helipad than an orca and 300 is worth the speed and saved time orca swapping to load them...) *4-5-2* Invincible units --------------------------- I have only heard rumours of this from Fidonet. Until I can confirm this, I will not put anything down in writing. -------------------------- CHAPTER [5] Defensive tips -------------------------- [5-1]: Sandbag defense ========================= Dave Smith (physics@computek.net) They are cheap (50 bucks) and the computer has NO IDEA how to get around them. It just lines up its forces at the wall, and sits there like a dummy. I immediately build a wall between me and the other forces (don't block in the harvester!) and it renders that side powerless. If the enemy base is nearby, I immediately wall THEM inside their own base, and their harvester can't get back in (or out). I then click on grenadiers/flame throwers/tanks one BILLION times as I get more money rolling in. After about 30 minutes, I got the US Fragging Marine Corps ready to head into their base. -------------------------- CHAPTER:[6] Offensive tips -------------------------- [6-1]: How do I destroy? =========================== [6-1-1]: Obelisks of light ---------------------------- Lynda Myer (lyndamyer@aol.com) NOD obelisks are usually what my opponent keeps putting in to defend their base, but they just never learn! NOD obelisks take soooo much power. If you can take out a power center with an Ion Blast, the entire base usually goes down, and you can walk right in! Mike Mulligan (mulligan@netcom18.netcom.com) An ever better way to take out the Obelisks are the SSM units! There range is great then the Obelisks...they can just keep lobbing rockets on it without being hit! Try it, it works! The only thing though is you have to protect them! It doesn't take much to kill and SSM, one recon bike can end the bombardment really fast! So have 2 or 3 SSM and 2 mini tanks as guards....works great! Douglas William Cole (dougc@umd.umich.edu) (1) Air raid it if there are no SAM sites around (fat chance). (2) Overwhelm it with minigunners. (It can only pick off one at a time... so just swamp it with guys and you'll come out on top with minimal casualties) (3) Take out the power supply. Whatever you do, DON'T bring any kind of armor in there. You'll get nowhere fast. [6-1-2]: Flame-throwers ------------------------- Lee Beng Hai (benghai@iss.nus.sg) Use minigunners, but do not send them together... keep them separated, usually 2 or 3 minigunners from different direction can take out a flame thrower easily. Send them one at a time will work but you'll have more casualties. [6-1-3]: Gun turrets using Orcas ----------------------------------- Casey Robinson (ogiswise@rahul.net) First, attack the turret with just one Orca, it will damage the turret, but not so much that the computer repairs it. Then hit it with both Orcas, leaving it a pile of rubble. [6-1-4]: Most vehicles without getting squashed -------------------------------------------------- Stephan Lau (skip@yoda.bsd.uchicago.edu) I find that when I "surround" an enemy harvester or tank with my men, the AI usually ends up spinning the vehicle endlessly around; apparently it doesn't have a single train of thought. So if you attack in groups, you can "confuse" the vehicle enough so that you don't get run over. Make sure you have some mini-gunners nearby for that annoying following infantry. [6-1-5]: Tanks in general --------------------------- Stephan Lau (skip@yoda.bsd.uchicago.edu) (1) Don't take on tanks head on, use the APC's to lure them into your killing zone; (2) In the kill zone, place mini-gunners up front for use the described single attack, place grenadiers behind as a main line of defense, and have three or four bazooka guys behind to take on the tanks; (3) Once the tanks gets into the zone and enemy infantry have been mostly eliminated, surround the tanks with your grenadiers in the "circle of death;" [6-1-6]: Flame Tanks ----------------------- Stephan Lau (skip@yoda.bsd.uchicago.edu) Use your Orcas against these guys to soften them up. Assign a very expensive medium tank or two take them on; send the tank back to your repair shop for immediate reconditioning. [6-1-7]: Mammoth tanks ------------------------ Douglas William Cole (dougc@umd.umich.edu) (1) Air strikes are always nice. (2) 5+ infantry guys should take a single one out easily. DON'T forget to keep hitting the 'X' key to scatter your troops when it gets too close for comfort. (3) Stealth tanks. I've seen 3 do it, but use 4 or 5 to be safe. Mammoths actually aren't that great, they just have a lot of hit points. Use infantry on it if you can rather than armor, though... [6-2]: The spiderbase strategy --------------------------------- Jim Varner (jvarner@nr.infi.net) I developed a strategy for Dune2 I call the spider base, and it works just fine in C&C. The concept is simple, build a sandbag wall from your base to your opponents. Then start building turrets right in the middle of their base. It is tedious and expensive, but it is sometimes the only way to destroy the enemy in those SERIOUS wars of attrition. You can also use your wall to block off choke points. You see, the AI doesn't recognize walls as targets so you can build a sandbag fort right in the middle of their base, just have plenty of $$$ for replacement turrets though. Alls fair in love and war... Exploit your enemies weakness... I am NOT cheating!!!! OK, It is cheating. [6-3]: How do I drain the computers funds? ============================================== Drone (jdw@cris.com) I just send a few units to bomb or shoot at the SAM sites. Not enough to ever destroy them but enough so the computer just repairs them until its broke. Im sure a human would never fall for this. ------------------------------- CHAPTER [7]: Miscellaneous tips ------------------------------- (7-1): How do I sell my infantry/vehicles? ========================================= David Hulet (d.hulet@ix.netcom.com) A Westwood bug that turned into a feature for us. You can sell infantry, vehicles and even civilians! Build a sand bag and move the unit as close to the sand bag as you can. Click on the sell button. Move the cursor over to the sand bag. Move the twirling dollar sign as far away from the sand bag (toward the unit) as you can without it loosing its rotating property. while its spinning near the unit click and sell him down the river!!!! This is a great way to make money if you are seriously down and out and about to get your butt kicked. It takes a little practice to figure out, but once you have done it the first time its simple. JiaTyan Chen (spitz@singnet.com.sg) You don't even need sandbags. Move the unit to the left, right, or below (I suppose above would do as well but awfully difficult to click) a structure that you can sell. Spin the $ from the structure to the personnel. You know you've reach the correct pixel (from the left & right)when there's a pop-up telling you what kind of personnel that it. Time to sell! Frank Wen-heh Lee (lefrankw@umich.edu) If you put the unit in the repair bay (no infantry, of course), click sell, and move the cursor over the unit, a little green $ will appear. You can sell the unit for half-price. [7-2]: How do I control Orcas in mid-flight? =========================================== Group the Orcas. You can then select the Orcas using the group keys and give them orders, even when they are in flight. (7-3): Why should I destroy villages? ======================================== reznor@netcom.com Why destroy the villages as a NOD? Cause you are thanked by not only the screams of villagers and the sight of torched buildings as you flame them, but you also get crates hidden in some buildings as well. (Gave me a lot of money it did....) -------------------------- CHAPTER(8): Player tactics -------------------------- [8-1]: Hiroshima's Tactics Papers ==================================== Hiroshima (hiro@millcomm.com) [8-1-1]: GDI Tactics paper ----------------------------- I am working on a GDI tactics paper and I would like input on it. I basically outline strengths and weaknesses of each unit and good tactics to use each unit with. Also I am working on a list of special-purpose battlegroups composed of units that complement each others' strengths. In other words, for GDI infantry, a good general-purpose squad might be composed of the following: 2 minigunners 1 grenadier 2 bazookas This is a versatile squad and would be able to deal with most light vehicles and probably with a specialized squad, say a squad of all bazookas (the minigunners would take them) or even possibly a squad of flamers. A light patrol/recon force might consist of a humvee followed up by a bazooka squad. The humvee would drive short distances and find cover for the infantry, then would wait while they advanced, still a bit behind it. If it ran into opposition, say a single tank or a tank and a Nodbuggy, it would flee back past the infantry, possibly leading the vehicles into a trap. A combat patrol, however, would expect to run into some opposition. You might keep one of these within striking distance of several of your light patrols in case they ran into something they couldn't handle. That way, the light patrol could attempt to delay the heavier force long enough for the combat patrol to get there and mop up. A combat patrol might consist of the following: 1 humvee 1 medium tank 2 APCs, each containing a multipurpose squad. 1 rocket artillery I think that having standardized units would allow you to tailor your production according to certain standard force-size goals, i.e. I might want ten multipurpose squads, four patrol squads, et cetera. This standardization would allow you to incorporate smaller attack forces into specific roles in a major assault. In other words, I might have an assault consisting of the following: Outer pincers/advance forces, one forward-right of the main force, one forward left: (actually each of these might be a combat patrol force). Each jaw of the pincer would be directed to take out an enemy turret to give the main force less flanking fire. The spearhead would consist of two mammoth tanks each flanked by an echelon of three medium tanks. This would direct the brunt of enemy fire at the mammoth tanks. Mammoth tanks can take a lot and two of them will probably at the very least break a wall, allowing the medium tanks to get in there. Meanwhile, the third wave, perhaps five rocket artillery, would be providing fire support for the spearhead. The rocket arty would not penetrate but would form a firing line outside the walls, starting in on the enemy buildings. The tanks would now begin taking out specific targets. If the opponent had a Nod obelisk, I'd avoid hitting that and instead concentrate on silos and powerplants. Without silos, he has no money, and if you only knock out a few powerplants, the obelisk is going to be draining his powergrid. SAM sites would also be prime targets. The fourth wave would consist of APCs with multipurpose squads and engineer units. The APCs would disgorge infantry and would begin mopping up. This is all very neat and dandy, but it would not be easy to assemble this kind of force all at once and run it all the way from your base. Thats why I like the idea of a modular attack force that is composed of other forces as it approaches the base, like a river gains strength from its tributaries. [8-1-2]: NOD Tactics paper ----------------------------- [blank] (8-2): Blue Aardvark's Anti-Crummy AI Tactics ================================================ Phil Sykes (phil@sykic.demon.co.uk) Punch a hole in their wall where they aren't expecting it. They won't react unless you attack buildings, and you can waltz through, and they still won't react until you open fire (N.B. Turrets will!) Go up on a hill behind or beside the enemy base (every other enemy base has one that isn't guarded very well) APC engineer assaults. Load up your APC, and have two Hmmvvs ready. Select a safe forward staging post to meet the squad up. If you haven't got recon on their perimeter defenses, do that now, but DON'T attract enemy attention to the massed armor, cos they'll die. Group all of the units together, and send the APC in AFTER the hmmvvs, straight through the main gate, or a hole in the wall (much preferred) if you made one. Don't worry about: Light tanks, troops (except flame-throwers and minigunners close to the engineers final objective - run them over if you can) Do worry a bit about: Gun turrets, obelisk tips - the hmmvvs are there as a sacrifice, and the APC can (just) survive one Obelisk hit! Hopefully if and when your APC dies, you'll have got close enough so they can't fire again on the engineer. Do worry a lot about: Flame tanks and artillery, and I suppose stealth tanks (never faced them defensively), near the objective. All of these eat APC's and engineers for breakfast. If possible, go for another objective, or abort the mission until you can draw them out or confuse them. Targets: (1) VITAL to take out the construction yard, first, or any captured buildings can just be rebuilt. He will ___NOT___ be running out of money at this stage (if he is, why aren't you doing a mass assault??) He ISNT restrained by building coherency rules on later levels (can build anywhere he did build) (2) Vehicle yard (he's still got money, remember, so not much use in removing his spice yard just yet, cos he'll have enough for loads of vehicles. (3) Refinery (hurt him bad, but remember he's got a huge strategic reserve of cash). This is good for money, especially if there's a harvester in it at the time (4) Hand of NOD. These are VERY difficult to actually get an engineer close to, but worth it. Capture it and churn out a couple of flame-throwers to hold it for a bit. (5) Power Plants / Spice silos / whatever else Take 'em for money. Easier and cheaper to blow em up, but shutting down obelisk power can be useful. Interesting things to try: Draw 'em out: Send a recon unit inside the base, shoot someone and run out. He will follow you to his doom. Lead enemy troopers across tiberium field, they will follow in droves and die. The NOD base, on every level has at least one tactical weak point. Things to look out for: (1) Wide entrances - unguarded or with no turret guards. (2) Hills to the side or rear of the base that can be used for assaults without being directly hit with base defenses. (3) Weak spots where there are no defenses round a wall (4) Having two bases, one big and well defended the other not. Take over the one that isn't well defended, and built some advanced guard towers to defend. This will really annoy them (5) Harvesters going a long way from home - blow them up, and more will be built. If you can get them every time, then they will continue to waste their money! Retaliation: Sometimes after a successful engineer raid or limited attack, they will retaliate by going after your harvester. Make sure they don't get this chance by keeping the harvester in the base following a limited attack, or light tanks will hunt it down Tiberium field guarding: Often, the enemy will send rocket troops or tanks to guard spice fields. Sometimes, the troops will keep dying trying to get to the tiberium field, and they will be replaced indefinitely.