Professional Documents
Culture Documents
Version: 1.05
email: maventree@gmail.com
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Table of Contents
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1.0 - Preface
2.1 - Units
2.2 - Structures
2.3 - Abilities
3.1 - General
3.2 - Rushing
3.3 - Turtling
3.4 - Mixed
6.0 - Credits
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1.0 - Preface
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figured it out.
cost quite a bit, but once you get them out, they're tough
can be careless, as no
plan (no matter how good) survives contact with the enemy.
So, I hope you find this guide useful. Please feel free to
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2.1 - Units
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Infantry:
far more effective. They can build small bunkers, that are
effectively a
garrisoned. A good
snipers in a building
mini-fortress. It is
grenadiers, etc.)
vehicles.
to break through
front of the
their work. Once you get up into the higher tech levels,
once they hit the ground. If you aren't careful, you can
tro
anti-infantry tool.
won't win the game for you, but it can certainly help.
gets close to a
building, the enemy will sell the building. If you can get
an engineer into
the center of an AI base, and they may very sell off their
Ground Vehicles:
useful ability for any combat group. Use them with APCs to
upgrade.
out of the APC. So, though the APC only has a machine gun
or other natural
tight-spots.
maneuverability than
a mammoth tank.
Use them if the game is going slowly and you want to crack
a tough defence.
a support role.
or three mammoths,
fights.
well, anything!
vehicles. It does
not create a build zone around it, but pairing a rig with
it somewhere else.
Air Vehicles:
tank charges or to
easily maintainable,
and will rip tanks and even infantry to shreds. Try not to
sensor pods that will detect stealth and reveal the area
USE FIREHAWKS ON
ENEMY UNITS. You will fail miserably. The bombs fall too
seriously damage
2.2 - Structures
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whole building
will build.
to allow creation
regards to healing
the middle of a
defences.
Silos let you store more Tiberium. If you have some extra
Tiberium to throw
necessary at all,
more build queues, but the higher build cost may prohibit
The command post only gives one thing, the radar scan
the gate to the higher tech levels. Build it when you need
first.
The armory has your infantry upgrades, and also allows the
building of some
if you plan on a
mixed sniper/missile squad defence, you'll need to build
The tech center has the upgrades for your vehicles and
economy going to
probably shouldn't
economy going.
instead of infantry
expensive, so build
target it hits.
defences.
buildings, and of
2.3 - Abilities
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veteran missile
position, but is
Factory
good combo is to
use this with the GDI airborne ability, and then put the
into the APCs. Combined with zone trooper drop pods and
Command Uplink
the most useful single ability you get other than the Ion
do quite a bit.
There's really only one use for this: figure out where
check up on the
enemy base.
Command Uplink
Center
the Ion Cannon strike will probably tie up the enemy while
they reconstruct
their base.
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3.1 - General
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- 2 power plants
- barracks
- crane
Garrison infantry to
for you.
After this point, your strategy will fall into one of the
three general
the two.
construction yards. It
reeling.
out units that you don't want your mammoths to deal with:
are a good example. Five or six beam tanks can easily rip
time, you can attack just as this happens, and kill their
little or no resistance.
to max veterancy, it
get the upgrade, and have no recharge timer. One orca can
covered, and inside that area you reveal fog of war, and
also have stealth
damage the battle base will repair them, and the mammoths
that gets near them. It costs a lot more than your static
defences, but is
targets.
3.2 - Rushing
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fails to do enough
resources to build an
to actually cripple
the enemy.
base.
because you can use the money to fund a larger army to send
in.
units you already sent, but use everything you produce from
then on to protect
3.3 - Turtling
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Once you're fully teched-up, you have two main options. The
first is to keep
build up a massive
bases.
about anything.
really isn't. It is an
entirely valid strategy, and is just as much an art as
performance.
3.4 - Mixed
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economy and tech just like in the turtle, but keep the
you go. Build groups of units and send them to hold key
Good units for this strategy are predator tanks and light
should follow a
general rusher strategy, and in the end game you should be
locations to
survive, commander.
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- The main trouble with this match up is that you use the
common sense.
Getting to a high
tech level faster means you can use your advanced vehicles
to stomp them,
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still an excellent
- Watch for the Nod stealth towers. If you see one, make
sure to approach
diversions. A stealth
so use missile
AA turrets for
diversionary attack to
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bunch of tripods
IMMEDIATELY!
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Q: What is the best way to quickly boost your economy?
refinery is usually
countered by
a group of
rocket troops),
fast connection?