2024 TIBERIAN SUN STRATEGY GUIDE
FIRESTORM UNITS AND STRUCTURES
NOD FIRESTORM UNITS
CYBORG REAPER
The Cyborg Reaper costs: = 1000
The Cyborg Reaper Health Points HP: = 400
The Cyborg Reaper has Light armor.
The Cyborg Reaper weapon damage ( 46-48, 96-128, 37-148, 50-150, 87-116)
The damage the Cyborg Reaper delivers with his main weapon misses a lot, and this affects the damage range for each shot. The Cyborg Reaper's secondary weapon is a netting that traps soldiers for 14-15 seconds, using the Gamer Timer in the Information Panel.
The Cyborg Reaper speed = 4.8: The Cyborg Reaper is faster than a Titan.
CTRL webbing: When you CNTL force fire the ground with the Reaper, it uses webbing not rockets. The Reaper can not destroy walls or trees because of this.
The Cyborg Reaper can drive on Orange Tiberium Waste without getting hurt.
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Reaper Cliff Miss: The Cyborg Reaper has trouble shooting at vehicles on top of a cliff, his secondary netting weapon does not have trouble if it is in range of the units on top of the cliff.
Reaper range = 2-4 cells: The Cyborg Reaper must be 2-4 cells away from an enemy to use his primary weapon. If you are too close, he will run away farther than 2-4 cells to fire on the enemy. He runs outside his range if you try to fire in too close a range. He seemds to need to be farther away from vehicles than buildings, you can get him pretty close to the corner of a Refinery and still hit it.
The Web netting doesn't trap all the soldiers. The Cyborg Commando does not get trapped.
The Cyborg Reaper can hit airplanes flying overhead.
Reaper = Hand of nod, Warf, and tech: You need a Hand of Nod, War Factory, and Tech Center to build a Cyborg Reaper.
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Reaper fast tib heal: The Cyborg Reaper can heal on tiberium very quickly, quicker than other units can.
Reaper harv hunt: The Cyborg Reaper is great for harvester hunting.
The Cyborg Reaper has 2 weapons. 1)Webbing will immobilize infantry for several seconds. 2) The rockets can shoot buildings or tanks, but they miss a lot.
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FIST OF NOD
Fist = $1800: The Fist of Nod costs $1800
Fist HP = 800: The Fist of Nod has Health Points HP = 800
Fist = heavy armor: The Fist of Nod has Heavy armor.
Fist speed = 2.8: The Fist of Nod speed = 2.8. It is quite slow.
Fist no use power: The Fist of Nod uses no power.
Fist need Temple: Build Prerequisite: Temple of Nod
CTRL+ALT moves deployed Fist: Use CNTL+ALT to move the Fist of Nod after you have deployed it.
Avoid 1-shot diz with CTRL+ALT move: The Mobile War Factory can be moved with CNTL +ALT, to avoid a disrupter "1-shot" attack.
MRV heals Fist: The MRV can heal a deployed Fist of Nod.
No repair, yes engi Fist: You can not repair a Deployed Fist of Nod, but you can heal it with Engineers.
Face BL fast deploy Fist: The Fist of Nod deploys fastest facing bottom left. So face bottom left before you try to perfectly time the deploy to hide your MCV or other vehicle that you are building.
Fist = no build next to: You can not build other buildings next to the Fist of Nod.
Undeploy Fist to avoid GS c4: A Ghost Stalker will lay C4 on a deployed Fist of Nod. Undeploy the Fist of Nod to hopefully escape.
Carryall landing on Fist = double click deploy: An ally's Carryall has targeted your Fist of Nod for pickup, you will not be able to “D”= deploy it. But if you double click on the Fist of Nod, you can still deploy it.
EMP = no undeploy Fist: The Fist of Nod can not be moved with CNTL+ALT, if it has been frozen by an EMP Cannon.
EMP no stop Fist from making tanks: The Fist of Nod will make tanks even if EMPd.
Deploy fast BL: The Fist of Nod deploys fastest facing bottom left. (great for the hiding vehicles trick).
Face Fist TR= spin deploy avoid emp: Face top right if you want to do the spin deploy to avoid EMP Cannon.
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MOBILE STEALTH GENERATOR
MSV = $1600: The Mobile Stealth Generator costs $1600
MSV = 200hp: The Mobile Stealth Generator has Health Points HP = 200
MSV = Light undeployed/ wood deployed: The Mobile Stealth Generator has Light armor, when deployed it changes to Wood armor.
MSV = speed 6: The Mobile Stealth Generator has speed = 6
MSV use no power: The Mobile Stealth Generator uses no power.
MSV stealthed while deployed: The Mobile Stealth Generator is only stealthed while deployed. (Another Stealth Generator can stealth it while it is driving and not deployed.)
MSV deploy fast BL: The Mobile Stealth Generator deploys facing bottom left faster.
MSV spin deploy face TR avoid EMP: To avoid an EMP Cannon with the spin dive, face top right to maximize the spin.
MSV stealths outbuild: The Mobile Stealth Generator can stealth your outbuild refinerys and harvesters well.
Double MSV, move one & units flicker stealth: If you move a Mobile Stealth Generator, any units that were stealthed by it will flicker into view of the enemy, even if they are still stealthed by another nearby Stealth Generator.
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MSV face BL toggle deploy stealth: Mobile Stealth Generator can also toggle its stealth on and off by undeploying and redeploying. This works fastest when facing bottom left.
MSV smaller stealth area than Stealth Gen: The Mobile Stealth Generator has a smaller coverage area than a normal Stealth Generator, about 1/3 the size. It's range is oval shape, approximately 2 inches by 3.5 inches. You can see the range if you highlight the Mobile Stealth Vehicle.
Stack plane sell deployed MSV: You can sell your Mobile Stealth Generator by stacking a plane on in it while the MSG is still deployed. Now drive the Mobile Stealth Generator out from under the plane to sell it.
Pause MSV, pair with Fist: Pause the Mobile Stealth Generator so that it is ready when you set up a Fist of Nod. Now you can stealth your Fist of Nod as soon as you build it. This helps you to build another MCV in the stealthed Fist of Nod. (You need a new MCV so you can build new buildings next to the stealthed Fist of Nod.)
GS c4 deployed MSV: A Ghost Stalker will lay C4 on a deployed Mobile Stealth Generator.
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Multiple MSV = stealth trail to enemy: You can build several Mobile Stealth Generators in a line to the enemy so they can't see your stealthed rushes moving across the map. (soldiers, vehicles, or planes)
CC 1 shot MSV: Cyborg Commando destroys the Mobile Stealth Vehcile in one shot.
Stealth Walking MSV: When you are moving Mobile Stealth Vehicles together to hide each other, your deployed and stealthed MCV will be revealed, when your second MSV hiding it is undeployed to move. The enemy will be able to see your MSVs advancing. Consider making new additional MSV to minimize the unstealthing if you are rich and can afford it.
MSV Carryall attack or outbuild: Use ally's Carryalls to fly a Mobile Stealth Vehicle with their other Carryall attacks and deploy the MSV when it lands to stealth up the other attacks you have or build a new MCV or Mobile War Factory.
Face MSV BL: Face the Mobile Stealth Vehicle toward the bottom left of map for faster toggling of stealth on and off. (The stealth toggle trick to avoid plane damage) Simply drive one cell to the top right of map and redeploy again and again to toggle the MSV fast.
TR spin deploy MSV evade EMP: Face the Mobile Stealth Generator toward top right to spin deploy the MSV as the EMP Cannon's EM-Pulse hits the ground and you can more easily avoid being frozen by the EMP Cannon.
Undeploy avoid EMP MSV: The Mobile Stealth Generator can undeploy and avoid a EMP Cannon's EM-Pulse. The EM-Pulse will not freeze the MSV if your timing is correct and you undeploy right before the EM-Pulse hits the ground.
MSV deployed finds stealth: The Mobile Stealth Generator is a deployable vehicle, and like all deployable vehicles, they can be deployed and be used to find the enemy's stealthed buildings. (Deployed vehicles can not be sent to an area on map where a stealthed enemy building is.)
MSV stealths as unstealthing: The Mobile Stealth Vehicle temporarily stealths for one second after you undeploy it. The vehicles or buildings it was stealthing will unstealth first.
Deployed MSV healed by MRV: The Mobile Repair Vehicle can heal a deployed Mobile Stealth Generator. It's nice to have a few MRVs.
Nod sells MSV: Nod can sell its Mobile Stealth Vehicle. To do this, stack a plane on a deployed Mobile Stealth Vehicle and you can sell the MSV by moving it out from under the plane. Or deploy the MSV as a Carryall is landing on it to use the Carryall to sell the MSV.
No repair MSV: You can not repair a Mobile Stealth Vehicle while it is deployed. (Note: 1 Engineer can use CTRL+ALT and heal a red health MSV)
Hide MSV in Warf paused: If enemy has a lot of Banshee, consider hiding a Mobile Stealth Generator in your War Factory by building the second War Factory right as your MSV is built and ready. The hidden MSV can quickly exit the back of the War Factory and stealth toggle if Banshee come. This is a faster exit from the War Factory, than normally exiting the front of a War Factory like a newly built MSV normally would. It gives you slightly more time to stealth when Banshee come.
LIMPIT DRONE
Limpit cost $550: The Limpit drone costs $550
Limpit = 100hp: The Limpit Drone has Health Points HP = 100
Limpit none armor: The Limpit Drone has armor = None
Limpit deploy stealth: The Limpit Drone stealths when you deploy it.
Limpet speed =8: The Limpet Drone speed = 8
Limpit need Warf and Radar: Build Requirements = War Factory + Radar
Limpit attach under vehicle and unveils fog: When an enemy drives over the Limpit Drone, it will attach to the vehicle (most likely a harvester, because you deployed the Limpet Drone in the enemy tiberium field) Once attached to an enemy vehicle, the Limpit Drone will scout any area that vehicle drives to.
Limpit Drone drives over orange weed: The Limpit Drone can drive over orange weed without getting damaged.
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GDI FIRESTORM UNITS
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MOBILE EM-PULSE
Mobile EMP = $1000: The Mobile EM-Pulse costs $1000
Mobile EMP = 800hp: The Mobile EM-Pulse has Health Points HP = 800
Mobile EMP = heavy armor: The Mobile EM-Pulse has Heavy armor.
Mobile EMP = speed 6.8: The Mobile EM-Pulse has speed = 6.8. It is decently fast, faster than Titans.
Mobile EMP can be frozen: The Mobile Em-Pulse can not be used if it is EMPd. It will remain frozen for 10 seconds.
Mobile EMP freezes same timer: The Mobile Em-Pulse freezes tanks for 25 seconds like a normal EMP Cannon.
Mobile EMP charges very fast 35 sec: The Mobile Em-Pulse recharges in 35 seconds which is much faster than the normal EMP Cannon.
Mobile EMP radius = smaller than EMP: The Mobile Em-Pulse has a smaller area of effect than a normal EMP Cannon, about 1/3 the size, and you don't launch the electromagnetic pulse in the air, it extends from the vehicle instead.
Carryall + Mobile EMP: The Carryall works great with the Mobile Em-Pulse. You can drop it in the enemy's base and freeze defensive units before you land more Carryalls with Tanks. You can follow your Carryall with your Mammoth Mk2 so that you can use the Mobile Em-Pulse to freeze the enemy's Mammoth so that your Mammoth can kill theirs.
Use Mobile EMP fast after charged: Don't waste a fully charged Mobile Em-Pulse, figure out a place to use it as soon as it is charged.
EMP+ Mobile EMP/ double EMP: The Mobile Em-Pulse can be used in tandem with the Normal EMP Cannon, for double EMP fire power. You might even be able to fake players into deploying with Mobile EMP then fire your other EMP at same time. This will be more likely to mess up the enemy's deployment to avoid the first EM-Pulse and maybe be frozen by the second.
Mobile EMP freezes EMP: You can land the Mobile Em-Pulse next to the enemy EMP Canon and disable it for 25 seconds when you fire your Mobile Em-Pulse while it is parked next to the enemy EMP Canon.
EMP freezes mobile EMP: The Mobile Em-Pulse itself can be frozen by another EMP Cannon. The Mobile Em-Pulse
No inf glitch fire Mobile EMP: The Mobile Em-Pulse will still fire its EMP Blast if it is being shot at by an Infantry, unlike the normal EMP Canon, which glitches when being fired upon.
Carryall landing on Mobile EMP = double click deploy: If a Carryall selects your Mobile EM-Pulse for pickup you can not “D”=deploy it. You can however double click on the Mobile EM-Pulse and still fire it.
Mobile EMP cant freeze itself: The Mobile Em-Pulse does not EMP itself, but it can freeze other Mobile Em-Pulses within range. So escape after you use it. The Mobile Em-Pulse does not have a weapon so you should try to escape with it after using it. Carryalls help move it faster.
Carryall deploy right before Carryall lands on it: Quickly escape on a Carryall by controlling the Carryall first to land on the Mobile Em-Pulse and THEN using your Mobile Em-Pulse after the Carryall is about to land on you. This way you can escape faster then trying to deploy the Mobile Em-Pulse and then controlling your Carryall. The Mobile Em-Pulse can be fired right as the Carryall lands on it, and it will not damage or freeze either of the units. (The normal EMP Cannon will destroy both of them.)
Mobile EMP no charge on Carryall: The Mobile Em-Pulse will not recharge its EMP Cannon if you are flying around on a Carryall.
Deploy Mobile EMP on SD = stop heal: Deploy a Mobile Em-Pulse while it is on the Service Depot and the Service Depot will stop healing it.
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Mobile EMP no deploy Warf pave: The Mobile EMP can not deploy on the pavement in front of the War Factory, but it can on the Tiberium pavement.
Mobile EMP no freeze plane stacked on: The Mobile EMP will not freeze a plane that has been stacked on top of it.
MOBILE WAR FACTORY
Mobile Warf cost = $1800: The Mobile War Factory costs = $1800
Mobile Warf = 800 hp: The Mobile War Factory Health Points HP: = 800
Mobile Warf = heavy armor: The Mobile War Factory has armor = Heavy
Mobile Warf speed = 2.8: The Mobile War Factory speed = 2.8
Mobile Warf need Warf GDI upgrade: Build Prerequisite: War Factory + GDI Upgrade Center
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CTRL+ALT = move deployed Mobile Warf: Use CNTL+ALT to move the Mobile War Factory after you have deployed it.
Avoid 1-shot diz with CTRL+ALT move: The Mobile War Factory can be moved with CNTL +ALT, to avoid a disrupter "1-shot" attack.
MRV heals deployed Mobile Warf: An MRV can heal a deployed Mobile War Factory.
No repair, yes Engi Mobile Warf: You can not repair a deployed Mobile War Factory, but you can use Engineers to heal it.
Hiding multiple units by redeploy Mobile Warf: With the Mobile War Factory, you can deploy it every time you want to hide a unit inside it. Face Bottom right for a faster deploy. Deploy it right when the MCV or Mammoth Mk2 is built to hide the unit inside. This is much cheaper than having to build a new normal War Factory every time you want to hide units.
GS c4 Mobile Warf, undeploy avoid: A Ghost Stalker will lay C4 on a deployed Mobile War Factory. Undeploy the Mobile War Factory to hopefully escape the Ghost Stalker.
Carryall targeted M-Warf = double click deploy: A Carryall has targeted your Mobile War Factory for pickup, you will not be able to “D”= deploy it. But if you double click on the Mobile War Factory, you can still deploy it.
M-Warf frozen = no CTRL+ALT move: The Mobile War Factory can not be moved with CNTL+ALT, if it has been frozen by an EMP Cannon.
M-Warf makes takes if frozen: The Mobile War Factory will make tanks even if EMPd.
M-Warf = BL speed deploy: The Mobile War Factory deploys fastest facing bottom left. (great for the hiding vehicles trick).
M-Warf = TR spin deploy avoid EMP: Face top right if you want to do the spin deploy to avoid EMP Cannon.
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MRV heal deployed M-Warf: A Mobile Repair Vehicle can heal the Mobile War Factory while it is deployed too!
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JUGGERNAUT
Jugg cost $950: The Juggernaut costs: = $950
Jugg = 350 hp: The Juggernaut has Health Points HP = 350, (he has 400 HP when deployed)
Jugg = Light Armor: The Juggernaut has Light armor.
The Juggernaut has weapon damage:(3-15, 129-189, 10-105, 3-8, 5-30) The Juggernaut can hit multiple infantry or tanks that are right next to each other in one shot. It misses a lot, especially when shooting at units. It doesn't seem to miss buildings as much. It damaged the wolverine a lot less than the component tower (which have the same armor, this threw the Light armor numbers off) It can damage deployed vehicles more than non deployed, keep your Tick Tanks, Artillery, or Sensory Array moving.
Jugg speed = 4.8: The Juggernaut has a speed of 4.8 (Faster than a Titan)
Jugg need Warf Radar: Build Prerequisites: = War Factory + Radar (You get this unit before Nod gets its Cyborg Reaper because you don't need a Tech Center to make the Juggernaut.)
Jugg can miss moving targets: The Juggernaut sometimes has a difficult time hitting moving targets.
Jugg damage from orange weed: The Juggernaut gets damaged if it drives over Orange Tiberium Waste Weed.
Jugg = inf kill: The Juggernaut is better for destroying infantry than the Artillery is. Juggernaut hurts infantry more, Artillery hurts tanks more.
LIMPIT DRONE
Limpit cost = $550: The Limpit drone costs $550
Limpit = 100hp: The Limpit Drone has Health Points HP = 100
Limpit = none armor: The Limpit Drone has None armor.
Limpit stealth deploy: The Limpit Drone stealths when you deploy it.
Limpit speed = 8: The Limpet Drone has a speed of eight, which is faster than many heavy tanks.
Limpit need Warf + Radar: Build Requirements = War Factory + Radar
Limpit deploy attach vehicle scout fog: When an enemy drives over the Limpit Drone, it will attach to the vehicle (most likely a harvester, because you deployed the Limpet Drone in the enemy tiberium field) Once attached to an enemy vehicle, the Limpit Drone will scout any area that vehicle drives to.
Limpit = no damage walk on orange weed: The Limpit Drone can walk over orange weed without being harmed.
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GDI FIRESTORM STRUCTURES
DROP POD CANNON
D-Pod = Cost $1000: The Drop Pod Cannon costs = $1000.
D-Pod = 20 power: The Drop Pod Cannon only uses power = 20
D-Pod recharge 2 min 20 sec: The Drop Pod Cannon recharges in two minutes and twenty seconds = (2 min. 20 sec. recharge)
Place D-pod = heal GDI upgrade: Place the Drop Pod Cannon on the GDI Upgrade Center to heal the GDI Upgrade Center to 100%.
D-pod veteran soldiers too: The Drop Pod Cannon releases Veteran Status Infantry and Disc Throwers, which have upgrades. Try not to waste them.
D-pod scouting: The Drop Pod Cannon can be used to send men to areas of the map that have not been scouted yet, in the fog of war. Great for scouting hard to reach places in an enemy base.
D-pod = 5-8inf or Disc: The Drop Pod Cannon drops 5-8 Infantry or Disc Throwers onto the map.
D-pod charge faster than Ion/first: The Drop Pod Cannon takes less time to recharge than an Ion Cannon, consider building the Drop Pod Cannon first.
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D-pod far from big group units: If you drop soldiers onto a group of enemy soldiers with your Drop Pod Cannon, your Drop Pod soldiers might not fall to the ground. Try to use the drop pod away from tight groups, and in the wide open spaces so all of your soldiers come when you use the Drop Pod Cannon.
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