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2024 TIBERIAN SUN STRATEGY GUIDE

 

GDI UNITS:

 

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DISC THROWER

 

The Disc Thrower costs: = $200

 

The Disc Thrower has HP Health Points: = 150

 

The Disc Thrower has None armor.

 

The Disc Thrower weapon damage vs various Armors: ( 40, 33, 27, 13, 11 ).

(none, wood, light, heavy, concrete)

 

One Disc Thrower prevents One Infantry scout: One Disc Thrower can kill one infantry scout to prevent him from scouting your base.

 

Disc Thrower better on top of cliff: The Disc Thrower can not hit units on top of a cliff from below. The Disc Thrower can CNTL force fire from high on a cliff and hit buildings or units far away by bouncing his discs on the ground in front of them.

 

Warf/Ref Pave prevents Disc Thrower shot: The Disc Thrower can not hit units that have stopped with “S” on top of the pavement outside a Tiberium Refinery or War Factory.

 

Disc Thrower early blue Tib kill: Send Disc Throwers to enemy blue Tiberium patches early in the game so they can be destroyed quickly.

 

Disc retreat & CNTL fire Inf: The Disc Thrower can retreat from Infantry and CNTL force fire at the ground in front of them, and start running again. This can help your Disc Throwers survive longer before a faster and larger group of Infantry catch up to them. (Disc Throwers are slower than Infantry) Split the Disc Throwers into multiple groups and this trick works even better.

 

Disc no explode when squished: Discmen do not explode when you drive over them with a vehicle or Alt surface under them with a Subterranean APC or Devil Tongue.

 

Disc shoots through many walls -CNTL: Use CNTL force fire on the ground to make the Disc Thrower shoot through multiple walls at a time.

 

Disc CNTL fires over water: The Disc Thrower can throw his grenades out into water terrain a short distance. CNTL force fire onto the water to maximize the distance that the grenade disc can skip across the water before it sinks. This tactic can be used to hit units on water like the Hover Mrls or Amphibious Apc. The discs sink into the water after 6 cells, like a skipping a stone over water

 

2-3 Disc Harass Harv: Two or Three Disc Throwers can harass Harvesters, this works best in early game before the enemy has a lot of defenses.

 

Disc Thrower range = 6 cells with CNTL: The Disc Throer can throw discs farther by CNTL force firing on the ground. The range is extended from 3 to 6 cells. (Throwing them downhill might even make them go farther) Disc Throwers Discs do not travel uphill well, they tend to bounce less and sometimes come back downhill slightly. CNTL firing on a hill can send the Disc Thrower's Disc in weird angles. Its best to CNTL fire on the flat part of a hill for accuracy. (When you CNTL fire a disc you are not targeting a unit, so side bounces can miss targets)

 

Disc man explode death = hurt nearby units/structures:  Disc Throwers explode when they die, hurting nearby units or structures.

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Disc CNTL fires over in map walls: Throw discs over walls by using CNTL fire on the middle of the wall (The walls built into the map that are permanent, not the GDI or nod walls).

 

2 A-apc + 10 Discmen rush: 10 Disc Throwers in 2 Amphibious APC can be a good early rush depending on the map size. (smaller maps = better for this attack) You can surround a building with 10 Disc Throwers while you shoot at it, and when your Disc Throwers are killed, they will explode, possibly destroying the building. (To counter this: squish the Disc Thowers with a vehicle, maybe a Harvester)

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Disc Thrower can't blow cliff edges: Disc Throwers can not blow up a cliff edge. You have to use a different unit to destroy the cliff edges that are destroyable on the map. 

 

X = less unit hurt when Discman dies: Use X = scatter to make your Disc Throwers spread out more, so they don't hurt each other when they die and explode next to other units.

 

Number your Discmen into many teams: Two or more numbered teams of Disc Throwers, can make an infantry much more effective.

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Discman CNTL throws past your Gate: The Disc Thrower can throw his Discs over your Gate at the enemy units by CNTL firing on the ground past the gate.

 

Five Discmen + A-apc = Power Plant boom: Five Discmen in an Amphibious APC can kill a power plant in early game. Place Disc Throwers next to the power plant while you shoot it, so that when your Disc Throwers die and explode, they will help kill the power plant.

 

 

 

MEDIC

 

The Medic costs $600

 

The Medic has 125 Health Points HP

 

The Medic has None armor.

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The Medic Range = 1 cell
 

The Medic can heal soldiers. The Medic heals 50 HP every time you hear the healing sound. (On Veteran Balance he heals units 100HP every time you hear the healing sound.) The Medic heals all units the same, no matter the armor type. 

 

G = extends range from 1 to 11 cells: The Medic normally only heals units one cell nearby but if you use “G” Guard hotkey, the Medic will heal units 11 cells away. Be careful using "G", Medics can get distracted from your group by damaged units that are 11 cells away from the fight you are engaged in.  Wait until your units get to the enemy before putting the Medics on guard =G. The Medics can lag behind a group 9 cells, if you put them on guard before moving an infantry rush toward the enemy base.

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Medic Self heals 3-4 HP per second: The Medic self heals 3-4 HP per second.

 

Medic heals one unit at a time: The Medic heals one unit at a time. (In Veteran Balance maps, nearby units are also healed when you heal a soldier.)

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Target Medics first: Try to target the Medics first in an infantry battle, so they can't heal the enemy infantry while you are trying to shoot them.

 

Medics keep Discmen from explode:  In a Infantry battle, you can keep your Medics close to your Disc Throwers to heal them first. This can prevent the Discmen from exploding and hurting nearby units in a Infantry battle.

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Tight Infantry group = faster healing: Keep your infantry group tight so that the Medic can heal all of them without the Medic having to move large distances to reach your next units to heal. This is even more important in Veteran Balance maps because the Medic heals nearby units slightly when he heals a unit.

 

CNTL + ALT/Waypoints Medic: You can use CNTL+ALT to make the Medic guard a certain area or unit. If you CNTL+ALT guard a location on the map, the Medic will heal any unit within 11 cells one time and then return to the CNTL+ALT location. He will continue to heal any unit once and return, until all units within 11 cells are fully healed. If you CNTL+ALT follow a unit, the Medic will go next to the unit. If you move the unit, the Medic will not start to follow him until he is 9 cells away.(Note: other units start to follow after 8 cells) Be careful using CNTL + ALT, Medics can get distracted from your group by damaged units that are 11 cells away from the fight you are engaged in.

 

2 medic team: Two Medics can heal each other, keeping them alive longer. An early Infantry rush shouldn't need more than 2 medics, they are expensive in early gameplay when you are low on cash.

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Mass Medic Heal: A group of many Medics can keep infantry alive for a long time, especially on Veteran Balance maps. (Example: your Disc Throwers are getting hit by alot of Artillery as they CNTL fire over a cliff. The group of Medics can constantly heal them and keep them alive, depending on how many Artillery are shooting at them.) This is an expensive tactic, best used when you don't have any other production buildings but a Barracks.

 

A-APC + Medics + GS or Engi: One to Four Medics can travel in an Amphibious APC with other important soldiers like the Ghost Stalker or Engineers and keep them alive longer while those units are attacking.  Number the medics, the Ghost Stalker, and the APC for better control, and set the medics on Guard after you exit the APC. (Make sure there are no other soldiers to heal within 11 cells when you do this attack or the medics might get distracted.

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Auto Waypoint Medic Heal: This tactic works just like the Auto Engineer attack, using waypoints. It only works if the unit you want to heal is standing still. Put the first waypoint on your Amphibious APC, put your second waypoint on a low health unit that is far away on the map. Now, hold CNTL+ALT, and send the Medics onto the first waypoint that is on the Amphibious APC. Then, send the Amphibious APC near the units you want to heal (you can actually send it anywhere on the map). Deploy the Amphibious APC somewhere, and the Medics will run to the second waypoint automatically.

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Left mouse click on Medic = heal 11 cells away: If you left mouse click on a Medic, he will heal damaged soldiers that are within 11 cells. 

 

Heal units as they run by on waypoint loop: Medics can stand near waypoint looped soldiers and heal the soldiers as they walk by.

 

Waypoint Loop CNTL+ALT Medic fully heals in one trip-11cells : Put Medics on a waypoint loop with CNTL+ALT and they will automatically heal any units within 11 cells. The Waypoint loop is better than CNTL+ALT guarding a single location because the Medic will fully heal a unit before returning to the Waypoint Loop. (Unlike CNTL+ALT a single location, where the Medic only heals the unit once, returns to his CNTL+ALT location, and then runs back to the unit to heal it one more time, repeating the process until that unit is fully healed.)

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JUMP JET INFANTRY

 

The Jump Jet Infantry cost: = $600  (The Jump Jet will cost you 3 Disc Throwers at $600.)

 

The Jump Jet Infantry has Health Points HP = 120

 

The Jump Jet Infantry has weapon damage: (25,16,10,6,2)

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The Jump Jet Infantry has Light armor.

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The Jump Jet Infantry speed = 4.8  ( The JJ speed is slightly faster in the air, and he can fly over objects = faster than walking around. Buildings, trees, cliffs, rivers, and other objects will slow down the running Jump Jet Infantry.)

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JJ hurt more by tanks than Inf: The Jump Jet Infantry is hurt more by tanks than normal Infantry.

 

JJ no Q while firing: The Jump Jet Infantry will not “Q” while firing. They don't move until the enemy unit is destroyed. The Jump Jet Infantry lands after it kills an enemy unit, and proceeds to the “Q” point.

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Early JJ scout: The Jump Jet Infantry is a great early scouting unit. The Jump Jet Infantry is the only air unit that can be sent into fog of war. This is probably the best characteristic of the JJ.

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Stacked JJ: Tighten a group of Jump Jets by flying in circles, you can eventually stack them. It is hard to perfectly stack the JJ, but you can get them close enough together that the enemy doesn't know how many you are sending. Make sure to spread them out when you get to the enemy because they can all get hurt at the same time to Sams when stacked. You can quickly spread the JJ apart by pressing "S" while they are in the air. The JJ will spread out to land, but you don't have to land them, you can quickly continue scouting after they spread out in the air. Stacked JJ on a waypoint loop will lose their formation when they land at the two endpoints of the waypoint loop. Don't attack buildings with stacked Jump Jet Infantry until you are in range of the building you are attacking. This will prevent the JJ from unstacking in mid air as you travel to the enemy base. If you have stacked your Jump Jet Infantry and you target a building or unit, your Jump Jet Infantry can become unstacked. It takes longer for a stacked group of Jump Jet Infantry to land because they try to land on each other.

 

"S" = hit by sams more: Try not to use “S” stop command with your Jump Jet Infantry because it can cause a small time delay before the JJ lands. The Jump Jet Infantry will usually land faster if you just tell them where to land. Sams can damage your JJ more if you use the "S" stop command near them.

 

JJ take off facing = JJ landing facing: JJ always takes off facing the direction he was facing when he last landed. Try to always remember the direction that your JJ was facing, the last time you landed. It doesn't matter how much you walk around on the ground, or what direction you walk on the ground. (Example: if you landed facing left, you will take off facing left, no matter if the JJ walked in any direction before taking off. So if you landed facing left, try to run to the left of a Sam before taking off so the JJ flys away from the Sam faster.)

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JJ slows down flying over tall building: The Jump Jet Infantry can sometimes take more time to fly over a tall building directly in front of it's flight path. Sams can hurt your JJ more if they are slowed down flying over buildings. Try to avoid flying over buildings on your escape path from an enemy base.

 

JJ no land in water: A Jump Jet Infantry can not scout into water. iThe JJ must cross scout water, between two pieces of land.

 

JJ CNTL+ALT Waypoint loops: Jump Jet Infantry on a waypoint loop with CNTL+ALT will automatically fly around on that waypoint loop and attack nearby units. They even attack planes flying in the air! Jump Jet Infantry get more damage on the slower planes like the Harpy or the Orca Bomber, because those planes are slower. The JJ have more time to shoot at those planes before they fly by. If the waypoint loop is 11 cells or less, the JJ will walk. If the waypoint loop is 12 cells or more, the JJ will fly across the waypoint loop, land at each end of the Waypoint loop, and take off again. If enemy units come close to the JJ while the JJ is landed, the JJ will attack them on the ground. A large group of Jump Jet Infantry on a CNTL+ALT Waypoint loop can hurt a really group of Orca Bombers alot, especially when paired with Sams and Hover Mrls that are also on a CNTL+ALT waypoint loop. Orca Bombers are the slowest plane. If the Jump Jet Infantry is on the ground and you hit CNTL+ALT and put him on a waypoint loop, the Jump Jet Infantry will stay on the ground if the enemy is near and run over to attack him on the ground. You need to first send the Jump Jet Infantry far away on the map so he starts to fly, then put him on the waypoint loop afterwards. Now the JJ will fly in the air and attack the unit instead of running on the ground.

 

JJ scouts along edge of map in fog: An early Jump Jet Infantry scout along the side of the map, might not be seen by the enemy because he hasn't scouted the fog of war along the edge of the map yet.

 

JJ hurt walking over Orange Weed: If the Jump Jet Infantry runs on the Orange weed, it will damage his HP by 40-80 points per second. The Jump Jet will die in about 2 seconds if he moves on Orange Weed.

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"Q" JJ across map running whole way: You can keep the Jump Jet on the ground running if you “Q” him in small distances all the way to the enemy. A good tactic to avoid Sams in the middle of the map in between you and the enemy base. (Watch out for Orange Weed)

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S-stop JJ in air = attacks nearby unit before land: Press “S” = stop and Jump Jets will attack nearby enemy units in the air before landing.

 

G-guard JJ in air = some guard air, some land first: Press “G” while in the air, and some of your Jump Jet Infantry will guard in the air, while some of them will land and then Guard.

 

CNTL+ALT location = more JJ stay in air than G: Use CNTL+ALT and click near the enemy and more of your Jump Jet Infantry will stay flying in the air to attack the enemy than using “G”. Some JJ still land, but not as many as with “G”.

 

JJ vs Sam: Both Sams will destroy a Jump Jet Infantry in 4 shots. So use that number when adding up how many Sams an enemy base has before you attack. You can hover directly over a Sam and make it miss your JJ sometimes. The Jump Jet Infantry kills the Nod Sam faster than a GDI Sam Upgrade because the Nod Sam has wood armor. The JJ will lose a 1v1 vs both types of Sams. Try to land on the ground and attack the Sam from the ground. The JJ can avoid Sam fire by flying directly away from it.

 

Cheap JJ fodder + Carryall or plane attack: A Jump Jet Infantry is cheaper fodder to fly in front of your Carryalls, than sending a Carryall as fodder out front. JJ costs 600, which is 150 cheaper than a Carryall. The JJ is slower than a fodder Carryall so make sure to Pre-stage a few Jump Jet Infantry near the enemy before you send the Carryall so the Carryall doesn't speed past the Jump Jet Infantry fodder, and get taken out by enemy Sams. You can keep the pre-staged JJ fodder on a waypoint loop to protect it from most soldiers, most vehicles, and all planes. (JJ can also be used as fodder to protect planes, especially slow Orca Bombers)

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Flying JJ = invincible vs planes: Jump Jet Infantry are the only anti-air unit that planes can not kill when the JJ is flying. Keep them in the air on a CNTL +ALT waypoint loop. (Note: remember that they will land at the two ends of a waypoint loop, making them temporarily vulnerable to planes.) JJ can attack planes in the air. Whether or not the Jump Jet Infantry is flying or not.

 

CNTL+ALT Waypoint JJ Tib field Harv hunt: If you put your Jump Jet Infantry on a CNTL+ALT waypoint loop near the enemy's Tiberium field, the Jump Jet Infantry will fly around shooting nearby Harvesters automatically. They will not follow the Harvester back to the enemy base either. Make sure your waypoint loop is far from enemy Sams.

 

JJ Alt crash = not that good: A Jump Jet Infantry getting shot over a building, or dying over a building does not damage the building near as much as a plane falling onto it, or getting shot over it. The Jump Jet Infantry has a hard time ALT-ing over buildings. It works better if you fly in a tight circle over the building manually so that each Jump Jet Infantry is killed directly over the building. If Jump Jet Infantry attack a building while the JJ is directly over it, the Jump Jet Infantry will move to the side of the building instantly. You can not ALT crash and shoot the building. (You might be able to see which JJ the Sam is firing at, and number that unit so that you only send the JJ that the Sam is shooting at over the building to ALT crashs. This is hard to do because the Sam will kill the JJ in 4 shots.)

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JJ chases down enemy by flying if he gets far away: The Jump Jet Infantry on the ground will chase an enemy unit on the ground until it gets too far away, then the Jump Jet Infantry will fly to the enemy to chase him in the air.

 

Walk JJ into enemy base = less Sam damage: If the enemy has a lot of air defense but not much ground defense, you can always run Jump Jet Infantry into their base and start flying above buildings and attacking them once you arrive. This limits the amount of time Sams can hit your JJ. (This tactic is perfect for minimizing damage on your JJ fodder for a bigger attack from planes. Watch out for Artillery)

 

JJ = no squish or ALT squish: Vehicles can not run over the Jump Jet Infantry.

 

JJ stand next to Inf = no squish: JJ standing next to squishable units can keep them from being squished. You can send 1 JJ with 3 Engineers, 4 Disc Throwers, Medics, or a Ghost Stalker in a A-APC, and then its harder for the enemy vehicles to squish them.

 

Early JJ pre-damage buildings/units: Attack units and buildings early with Jump Jet Infantry, then come back with early Orca Fighters and finish off the units and buildings with low health.

 

JJ fly over stealth = reveal building: Jump Jet Infantry fodder for Carryall or plane attacks will reveal stealthed units and structures as they fly over them, which will help with targeting the invisible enemy.

 

JJ no enter APC from air: Some Jump Jet Infantry will not enter a APC if you send them in the APC while they are flying. Wait until your JJ have landed on the ground before you send them into the APC.

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APC drive JJ group: If the enemy has a lot of sams, but no Artillery or ground defense, you can drive Jump Jet Infantry into his base with an Amphibious APC. (Or subAPC with double tech) Once inside the base, deploy the JJ and shoot from the ground or air, depending on the situation. If you do fly the JJ, at least you are closer to a building to shoot while sams kill the JJ. This lets your JJ shoot a building more than flying into a base to shoot a building and getting hit with sams the whole way there. You can lift the JJ when your planes get to the enemy base and use them as fodder too. JJ do the most damage to wood armor. Power Plants are a good target.

 

Early JJ attacks Power Plant = low power:  In early game, before the enemy has alot of Sams, a few JJ can attack the enemy Power Plant. This can cause the enemy base to have low power. (Low power makes the enemy build slower.)

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JJ vs Infantry: JJ will defeat Light Infantry 1v1, even on the ground. It is better to stay in the air, where the Light Inf. can't hit the JJ.

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JJ hurt running on Tib:   Jump Jet Infantry get hurt running on Tiberium. The JJ will lose 1-2 HP per second if it runs on Tiberium. If the JJ stays still on Tiberium, it will not be hurt.

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Fast JJ takeoff: If you don't move the JJ after he lands on the ground, he should take off facing the same direction as when he landed. This will reduce the lag when he has to fly in a small circle to change directions in mid air.

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No "S" stop while taking off:  The worst thing you can do is press "S" while the JJ is taking off. This will cause him to fly in huge circle before he will land.

 

Fast land for JJ attacking building: The fastest way to land a JJ that is attacking a target is with "S". You need to remember which way the JJ was facing when he took off because he will land faster if you land facing that same direction. Example: If your JJ took off facing right, then try to attack a building on the left because the JJ will be facing right. If you need to land him immediately while attacking the building, the stop command will make him land immediately and not spin around before landing. ( I am not 100% sure about this, it might just be random.)

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JJ Run from Sam before takeoff: If the Jump Jet Infantry runs far enough away from a Sam before it takes off, then the random circle he does in mid air to change directions is less likely to get him hurt by the Sam.  The JJ will be far enough away, that he can do his circle in the air and start flying away from the Sam before the first Sam bullet gets to him.

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JJ shoots Disc Thower or Medic First: Jump Jet Infantry should target Disc Throwers first, if you are flying over a group of enemy soldiers, so they explode and hurt other nearby soldiers. Also, you should shoot Medics first.

 

Save early JJ scouts: Save your Jump Jet Infantry scouts. You can use them to harass vehicles, soldiers, and Harvesters in the middle of the map or on Tiberium fields. You can also use them as fodder for later air attacks. Another use is to Q them all over the map after you scout the enemy base early. 

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One flying JJ kills vein monster: One Jump Jet Infantry can hover over the vein monster and kill it, but don't let it fall on the orange weed and die. You don't have to walk over the orange weed for it to kill units, they can be standing still. (Sometimes if you land and stay still, the Orange Weed won't kill your JJ. I think it depends on the map.) You need to manually target the Orange Weed Monster, waypoint loops and G= guard do not work.

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WOLVERINE

 

The Wolverine cost: = $500

 

The Wolverine has Health Points HP : = 175

 

The Wolverine has Light armor.

 

The Wolerine weapon damage vs armors:(40, 23, 15, 10, 3)
The Woverine's weapon has been upgraded for Vet Balance maps with slightly more damage:    VetBal: (52, 36, 24,14, 6)

 

The Wolverine speed = 6.8

 

A wolverine will turn and face a target to shoot after following a “Q”. He does not have to be facing a building like the Tick Tank, to fire on the building while in a “Q”. It works more like the MK2 using Ques. You can “Q” him around a enemy building while you are shooting it, and he will shoot at the building at most of the “Q” points automatically. If you set the “Q” point too far away, the Woverine will walk away from the building but come back again and keep shooting at it.

 

Wolv no hurt walk over Orange weed: A Wolverine can walk over Orange Tiberium Weed Vein and not be harmed.

 

Wolv = early scout: The Woverine is a great early scout vehicle. A carryall can fly the Wolverine over cliffs or walls for a somewhat early scout.

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Wolv can "Q" forward: The Wolverine uses “Q” like the Attack Cycle. It can "Q" forward while attacking a building.(Utilize the Wolverines speed and scouting ability with the “Q” button.)

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One VetBal Wolv destroys self healers: After the Vet Balance patch, a wolverine can now fully destroy self healing units. The self healing ability will not stop units from being destroyed by 1 wolverine. This applies to the Harvester, Weed Truck, MK2 and Medic. (It might take a while though.)

 

Woverine vs Attack Cycle: A wolverine can kill an Attack Cycle 1v1. The Wolverine kills the Attack Cycle in 5 hits, and it takes the Attack Cycle 6 hits to kill the Wolverine. The Wolverine's rate of fire is slightly faster than the Attack Cycle too.

 

Wolverine vs Attack Buggy: The Wolverine can kill an Attack Buggy 1v1. They have about the same rate of fire even though the Wolverine shoots very slightly faster. The Wolverine kills the Attack Buggy in 10 hits, and the Attack Buggy kills the Wolverine in 12 hits. The Attack Buggy is slightly faster than the Wolverine on flat ground. (Roads and pavement the Attack Buggy is much faster) Wolverine has 50 more health points than the Attack Buggy. The Wolverine's weapon damage (40, 23, 15, 10, 3) Vetbal(52, 36, 24,14, 6). The Attack Buggy's weapon damage is: (40, 23, 15, 10, 3) The VetBal Wolverine easily kills the Attack Buggy 1v1.

 

Wolverine vs Disc Thrower: Disc Throwers hurt a Wolverine a lot more than normal infantry. (3 vs 27 hit points) The Wolverine shoots slightly faster than a Disc Thrower, and damages it 40 on normal maps and 52 on Vetbal. The Wolverine wins 1v1 vs Disc Thrower on normal maps and especially Vetbal maps.

 

Wolverine vs Laser: The laser kills a Wolverine in 6 hits, the Wolverine kills a Laser in 14 hits, if they don't repair it or send an Engineer into the Laser to heal it. Laser easily wins 1v1 vs Wolverine.

 

 

 

TITANS

 

Titans cost $800

 

Titans have HP Health Points = 400

 

Titans have Heavy armor.

 

Titan weapon damage to various armors: (17, 45, 52, 70, 41) none, wood, light, heavy, concrete

 

Titan speed = 4

 

Titan is solid offense/defense: Titans are one of GDIs best units. They can be used for offense or defense, and they do alot of damage to heavy armors. 

 

Titans sent = no enemy planes to base: Sending Titans can sometimes divert enemy planes from attacking your base because they have to use them to defend your Titans.

 

Titan vs Tick Tank: Titans can spin faster to shoot behind, than a undeployed Tick Tank. Deployed Tick Tanks spin their turret about the same speed as a Titan. The Titan is slower than a Tick Tank. You can hide behind walls or Tiberium Veins, or buildings to make the Tick Tank miss your Titans. The Titans do not get slowed down on Tiberium, like the Tick tanks. Also, Tick Tanks can not deploy on Tiberium. Try to engage the Tick Tank on rough Terrain, uphill slopes, Cliff edges (uphill or downhill on the cliff edge).

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Titan "Q" walk: The Titan can “Q” walk and fire at the same time. This is a good tactic to use against the Cyborg Commando. Walk away from him while you shoot the Commando and the Commando sometimes misses the Titans. (This was somewhat fixed in Veteran Balance maps) The Titan can “Q” multiple times around a building while shooting it. So you don't have to manually walk around a building and watch. You are free to do other things once you setup the multiple “Q” point around the building.

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Titan vs Refinery: Two Titans will kill a Tiberium Refinery in 7 shots. Three Titans will simultaneously kill a Ref in 5 shots. "Q" past the Tiberium Refinery (or any building) while you shoot it, if your Titans are being chased.

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Titan vs Harvester: Two Titans kill a Harvester in 8 shots. This is a great option for Harvester hunting. Three Titans kill a Harvester in 5 shots.

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Titan vs Disrupter: Titan loses 1v1 to a Disrupter. The Disrupter has 100 more Health Points than the Titan.

 

Titan vs Mammoth MK2: Try to kill the Carryall first. Spread out your Titans because the Mammoth MK2 will shoot through Titans to hit multiple Titans at the same time. Surround the MK2 with your Titans so it has to turn in a different direction to shoot each Titan, this will slow down how fast the Mammoth MK2 can kill your Titans. Press “G”= guard to immediately attack a nearby landing MK2. If the Carryall is landing next to your Titans, target the Carryall in the air and 3-4 titans can kill it as it lands.

 

Spare middle map Warf = closer Titans to enemy: Once you fully outbuild into the middle of the map with a spare War Factory, you can make the bulk of your Titans in the War Factory closer to the enemy. Titans walk slowly, so any distance gained is good. (Keep some Titans or other defenses at your main base).

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Titan vs Cyborg Commando: "Q" Three Titans to kill a Cyborg Commando in Vet Balance, (On original westwood maps you only need 2)

 

"Q" attacked Titan away while other Titan attack: If you have a group of Titans, you can pull back the one that is being fired upon, to draw enemy units into your other Titans' fire. Watch to see which Titan your enemy highlights with his mouse when he targets it. Select that Titan, hold the Q button, and walk away from the enemy units attacking it. All the enemy units will not be able to hit him as he runs, and will run into your other Titans fire.

 

The Titan can target Carryalls while they are flying. Doing this will make your Titans follow the Carryall before it lands and shoot the Carryall faster than manually targeting it. You can follow the Carryall and press G as it lands also, but your Titans might shoot other targets too. Manually targeting the Carryall in air gives you more chances to target the Carryall with your Titans than if you manually target the Carryall when it lands, because the Titans follow the Carryall while it is flying. (It is hard to click on a Carryall in mid flight to follow it with your Titans, you might mis-click).

 

2-4 or more early Titan rush: Two, three, four, or more Titans can be sent early as a rush attack. This early Titan rush attack might be a better than an early APC engineer rush attack. Titans can be used for offense or defense. You can hunt Harvesters, protect your own, destroy buildings, and bring the Titans back home for defense.

 

 

 

 

HOVER MRLS

 

The HoverMrls cost: = $900

 

The HoverMrls has Health Points HP = 230

 

The HoverMrls has armor = Wood.

 

The HoverMrls has weapon damage: (10, 38, 44, 60, 34)

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The Hover Mrls range = 5 cells  ( One more than the Titan ) 

 

Hover Mrls Turret: The Hover Mrls doesn't have to turn around to shoot at enemies behind it, because it has a turret that spins on top of it.

 

"Q" Hover Mrls: The Hover Mrls will fire continuously as you “Q” around a building or unit. It can fire and drive at the same time, similar to the Titan.

 

HoverMrls vs planes: The Hover Mrls damages planes more than Sams do. Sams only do 33 damage, while the HoverMrls does 44 damage to planes. The planes can all hurt the HoverMrls, so it is best to keep them near your Sams. You can also engage planes after the planes have targeted other units. The HoverMRLS can dodge Orca Bomber on any terrain. You can hide form planes in the water that is un-scouted by the enemy and covered by the fog of war.

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HoverMrls vs Carryall: The Hover Mrls is great at shooting down Carryalls. You can keep them on a CNTL + ALT waypoint loop in your base, and they will automatically help shoot down Carryalls that get near. (Or any planes)

 

Hover Mrls changes direction super fast: The Hover Mrls changes direction faster than any other ground vehicle. This is good for quickly running away from units like the Titan. 

 

HoverMrls vs Mutant Hijacker: Run the Hover Mrls over water and the Mutant Hijacker can not steal it. Stay away from forests when outrunning the Mutant hijacker with the Hover Mrls, the Hover Mrls gets stuck behind trees and slows down. The Mutant Hijacker is not slowed by trees. The Hover Mrls changes direction faster than any other ground vehicle. This is good for outrunning the Mutant Hijacker in the opposite direction.

 

Stacked HoverMrls hidden = Super Sam: Early Hover Mrls can hide on a Depot. To hide them, press “S” as each Hover MRLS drives onto the Service Depot to be repaired. You can even sell the Sevice Depot and hide the Hover MRLS behind a buidling like the Radar. This creates a hidden "Super Sam" that anihilates planes. The "Super Sam" is easily killed by one Orca Bomber shot, but if you hide them in the fog of war, where your enemy has not scouted yet, the enemy won't know how many HoverMrls are hiding behind the Radar. Once you sell the Service Depot, the HoverMrls are locked in place unless you move them with a Carryall one by one. It is quite difficult to lift them with a Carryall, you need to hold ALT and click on the Carryall twice to lift it, and sometimes the Carryall won't lift the frozen HoverMrls. If you setup stacked Hover Mrls improperly, they will face different directions after spinning down to heal on the Service Depot. With practice you can make all the Hover Mrls face the same way so they are better hidden while stacked. Sams near the Super Sam can disguise the Super Sam bullets, the enemy might not notice your Super Sam bullets if alot of Sam bullets close to it are firing t.

 

"G" HoverMrls = auto defend: The Hover Mrls can automatically defend your base against planes when you place it on guard with “G”. The Hover Mrls will chase planes that are further away if you use "G" = Guard. You can also put it on a waypoint loop with CNTL +ALT to make the Hover MRLS drive around your base while it automatically defends planes or JJ.

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Ion Storm freezes Hover Mrls: The Hover Mrls is frozen in place during Ion Storms.

 

"G" + "Q" = avoid + shoot Orca Bomber: The Hover Mrls can be set to “G”= Guard and then “Q” to hit enemy planes before you move out of the way of the planes firing. Example: Press “G” before you dodge a Orca Bomber and then hold “Q” and quickly drive to avoid the Orca Bombers fire and you might get a few shots to hit the Orca Bomber while avoiding its bombs. (6 shots to kill Orca Bomber). You might be able to run at a 45 degree angle in the way the Orca bomber is flying to get more hits on it and still avoid the Orca Bomber because you follow him as you avoid his shot in the direction he is flying and get more shots off. G is easier than manually targeting planes. You can also use CNTL+ALT to defend a location near the Orca Bomber.

 

HoverMrls vs Titan: The HoverMrls has a one cell weapon range advantage over the Titan. You can drive close to the Titan and then "Q" away to hit the Titan while receiving less damage from the Titan. Individually numbered HoverMrls groups can hit Titans from opposite sides and “Q” away. Each Hover Mrls runs away when the Titan group highlights them while your other Hover Mrls, behind the Titan are returning to the Titan and firing from behind the Titan so it has to turn around before shooting them. The Titan is slower but has a lot more 170 more Health Points, and will win a 1v1 if you don't "Q" the HoverMrls. The Titan damages the Hover Mrls 40. The HoverMrls damages the Ttian 60. You can try to lure Titans over ice terrain or Orange weed vein, or a bridge (so that you can break the bridge while the Titans are on it, and they fall to their death). You can escape to water and hit the Titans from outside the Titan's range.

 

HoverMrls vs Banshee: HoverMrls can sometimes avoid a Banshee shot, but it usually gets hit. Banshees do 60 damage to the HoverMrls wood armor. The HoverMrls has 230 Health Points, so it takes 4 banshee shots to kill it. Two Banshee can kill a HoverMrls without needing to reload. The HoverMrls does 44 damage to the Banshee's light armor. The Banshee has 280 health points, so the HoverMrls will kill a Banshee in 7 shots. You will probably need 2-3 HoverMrls to kill one Banshee.

 

One HoverMrls "Q" destroys building: One HoverMrls can “Q” around a building shooting it, and eventually destroy that building, even if it is repaired. This is a good early game tactic because Infantry are slower than the HoverMrls. It is difficult for Infantry to catch a HoverMrls that keeps driving in circles around a building while shooting it. Don't set the Q points out of range of the building you are shooting, or the HoverMrls will drive away and come back to continue shooting that building.

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HoverMrls minimum range: If you fire right next to a building or unit, the Hover Mrls will shoot it, but the HoverMrls will also back off 4 cells in the opposite direction that it is shooting the unit, while it shoots.. This can be unexpected and cause your Hover Mrls to drive the wrong way. It's better to keep your distance from a building while your are attacking it with the Hover Mrls.

 

HoverMrls vs Stealth Tank: The HoverMrls has a one cell range advantage over the Stealth Tank. It does 44 damage to the Stealth Tank's light armor. The Stealth Tanks does 38 damage to the HoverMrls wood armor. The HoverMrls has 230 Health Points, and the Stealth Tank has 180 HP (Vetbal =230) The HoverMrls can kill a Stealth Tank in 5 shots (Vetbal = 6 shots) The Stealth Tank can kill the HoverMrls in 7 shots. The Hover Mrls usually wins 1v1 vs the Stealth Tank. The enemy can send two Stealth Tanks to surprise a HoverMrls and win a 2v1.

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Three HoverMrls early rush: Three Hover Mrls can be a great early rush because it is unexpected, it is faster than a disrupter. Hover Mrls are fast and can evade Titans or Orca Bomber. The HoverMrls can Hunt harvesters, Titans, or Orca Bombers. You can also bring them back to your base for defense later if you keep them from dying early.

 

HoverMrls turret = attack facing unit/structure faster: The top turret on the Hover Mrls spins to attack. There is less delay if you attack buildings when the Hover Mrls is facing them.

 

SD no sell / stacked HoverMrls: Stacked Hover MRLS on the Service Depot can surprise an enemy who doesn't see you put them on there. It looks like 1 hover mrls is on your Service Depot, and if you dont have many sam sites, your enemy might be lured into sending planes. When the planes get to your base, immediately send all of your stacked HoverMRLS to kill the planes. (Don't sell the Service Depot or your stacked HoverMRLS will be locked into place and they are easier to kill when they are stacked, they all receive damage at the same time.)

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AMPHIBIOUS APC

 

The Amphibious APC costs: $800

 

The Amphibious APC has Health Points = 200

 

The Amphibious APC has Heavy armor.

 

The Amphibious APC speed = 8

 

Amphibious APC vs Mutant Hijacker: Run the Amphibious Apc over water and the Mutant Hijacker can not steal it.

 

Deploy before unit enters = unit deployed anyway: If you send a unit into the Amphibious APC and hit the deploy button before he enters. The Amphibious APC will deploy the men inside and also deploy the man you sent in before you hit the deploy button.

 

Two wheels in back of A-APC: The Amphibious APC has two wheels in back and one wheel in front. A helpful indicator to know which way it is facing.

 

Stop A-APC for units to enter: The Amphibious APC must be in the early stages of spinning around to change directions or stationary for units to enter it. You can not leave before units get inside a Amphibious APC, like you can with the Subterranean APC.

 

Save your early A-APC:Save your early APC scout. If you don't really need the Amphibious APC in a later game, you can always sell it for cash on the Service Depot. You can also use it for multiple attacks, if you save it every time.

 

A-APC rushes: The Amphibious APC is a fast way to get infantry to the enemy in a early rush. You can also use the Amphibious APC to crush enemy soldiers or evade tanks in the water. Two Amphibious APCs with 10 Disc Throwers is a great early rush attack on small maps. Five Amphibious APC and a lot of Light Infantry and Disc Throwers can be a decent rush in a team game if you make them early.

 

A-APC = LIFO, First in Last out: Units put into the Amphibious APC first, will come out last.

 

Units exit the back: Units exit the back of the Amphibious APC. If you use a Carryall to land the Amphibious APC in the enemy base, try to land to the top right of a building right next to it so that Engineer or Ghost Stalkers can walk right into the building.

 

A-APC - Deploy units so they hide: You can drive by some buildings and deploy the Amphibious APC so that the units will exit the vehicle and be hidden by the enemy building. Many buildings will hide the Ghost Stalker if you deploy the Amphibious APC in the right location, facing the correct way. (Example: drive next to the enemy MCV above it and deploy the A-APC so that the Ghost Stalker is deployed in the top right of the top of the MCV. This location will hide the Ghost Stalker).

 

Auto A-APC - no Carryall attack: Put one waypoint on your Amphibious APC and one waypoint on the enemy building. Now send your Engineers onto the waypoint on top of the Amphibious APC so they enter the vehicle. Next, send the A-APC to the enemy and deploy it near the building that has the 2nd waypoint on it. Once you deploy the A-APC, the Engineers will exit the A-APC and immediately steal the building. Other units can be used instead of Engineers and they will automatically attack the building instead of stealing it.

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Auto A-APC with Carryall:  This is done the same way as the "Auto A-APC no Carryall attack"; just send the Carryall to pick up the A-APC with the first waypoint on it, instead of driving the A-APC across the map. You still have to deploy the APC manually.

 

Mix units in the A-Apc: Mixing Infantry, Disc Throwers, Jump Jet Infantry, Engineers, and Medics in Amphibious APCs is a sneaky way for your enemy not to know what is coming, especially if you load them in fog of war or in stealth where your enemy can not see what units you put inside. Medics can heal units, and Jump Jet Infantry standing next to your other soldiers can prevent vehicles from squishing or ALT surface squishing your units.

 

Decoy A-APC: Send Empty Decoy Amphibious APCs in front of your Amphibious APCs with more valuable units inside. Crush infantry and take fire with the APC in front, while you protect the Amphibious APC with important cargo. If you load the APC's in the fog of war, your enemy won't knows which A-APC is full.

 

A-APC + JJ rush: Putting Jump Jet Infantry into an Amphibious APC can protect them from Sam Sites as they quickly enter an enemy base. The Jump Jet Infantry will avoid enemy Sams. If the enemy has a lot of ground troops your JJ can start flying in the enemy base once you get there. This way, the JJ won't get hit by Sams on the way into the base and will have more time to shoot buildings.

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A-APC water terrain: The Amphibious APC will drive on water and stop in water. The Amphibious APC will not do anything, if you deploy it in water.

 

A-APC deploys on top of inactive FS wall -1 square: The Amphibious APC can ALT onto 1 square of inactive Firestorm wall section and deploy the units inside while sitting on that 1 square. (More than 1 square will prevent units from deploying). This can damage the Firestorm Timer when the enemy activates his Firestorm. Make sure the A-Apc is empty because all the units inside will die when you do this trick.

 

A-APC glitch Carryall: An Amphibious APC is pretty fast, it can almost keep up with a Carryall. (You can use this unit to try to glitch the Carryall landing) It is faster than a Wolverine or a HoverMrls.

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A-APC vs Orca Bomber: An Amphibious APC can outrun Orca Bombers on flat terrain, roads, pavement, and downhill. You can try to hide on water that is not scouted by the enemy yet, in the fog of war. Two Orca Bomber shots kill the A-APC, just like the SubAPC.

 

Multi Orca Bomber = dead A-APC Engi: Engineers inside the Amphibious APC can die if more than one Orca Bomber attacks the A-APC. It is hard for the Amphibious APC to outrun multiple Orca Bombers.

 

 

 

GHOST STALKER

 

The Ghost Stalker costs = $1750.

 

The Ghost Stalker has Health Points HP = 200

 

The Ghost Stalker has Light armor. (Ghost Stalker has special armor vs Disrupter 84HP per shot and Banshee 43HP per shot)

 

The Ghost Stalker has weapon damage of (K, 194, 225, 164,7)

 

The Ghost Stalker range = 5 cells (1 cell range for secondary C4 weapon)

 

The Ghost Stalker speed = 4

 

Ghost Stalker has special strong Light armor: The Ghost Stalker has special light armor that receives less damage from some, if not all, of the other units.

 

Ghost Stalker vs Banshee: Normally a Banshee takes 75 HP from light armor, but the Banshee only takes 43 HP from a Ghost Stalker. It takes 5 shots from a Banshee to kill a Ghost Stalker, not three shots. (So five Banshee can kill the Ghost Stalker in one swoop). (Note: The number shown on the Nod vs GDI page says 4 not 5 shots, this is incorrect. I could not seem to change the number on the matrix)

 

Ghost Stalker Special Armor vs Disrupter: The Disrupter usually takes 252 HP from light armor, but it only takes 84 HP from a Ghost Stalker. A Disrupter can kill a Ghost Stalker in three shots, not one shot. The Ghost Stalker wins 1v1 vs Disrupter, but has low red health after the battle. The Ghost Stalker should try to 1v1 the Disrupter while he is standing on Tiberium to heal.

 

Ghost Stalker special Armor vs other units: I have not tested every unit's weapon damage vs the Ghost Stalker's special light armor. (I did test the JJ = 8HP not 10HP and the light infantry 2HP not 3HP.) Check out the following links to see how many shots it takes for each unit to kill the Ghost Stalker. You can compare the numbers to the Ghost Stalkers 200 HP and Light armor.) 

 

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Ghost Stalker vs Firestorm: The Ghost Stalker can force fire across multiple Firestorm wall sections, if you CNTL fire. This runs down the timer of the Firestorm generator quickly. The Ghost Stalker can turn off the Firestorm Generator if you targeted the Firestorm Wall section with C4 while its turned off, and they turn it on before the Ghost Stalker gets there. Turning on the Firestorm Wall Section can actually kill the Ghost Stalker as he is trying to plant C4 on a Firestorm Wall section when you turn it on, if you time it correctly. 

 

GS shoots over Active FS: The Ghost Stalker can shoot over active Firestorm and hit units on the other side, but not buildings.

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Ghost Stalker owns Firestorm:  A Ghost stalker can restart the Firestorm Generator timer back to zero by planting c4 on a Firestorm Wall Section while it is activated. The Ghost Stalker can not c4 an active Firestorm Wall Section, he must wait until it is off to plant the c4. If they turn on their Firestorm Generator after the ghost stalker targets it, the Firestorm Generator timer will go to zero when he destroys the Firestorm Wall Section.Try to lure the enemy into turning on their FS with planes after you have targeted the Firestorm wall section with the Ghost Stalker

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Counter Ghost Stalker own Firestorm: If a Ghost Stalker has already targeted your unactive Firestorm Wall Section, and you turn it on at the exact moment the ghost Stalker plants his c4, the Firestorm will stay on and the ghost stalker will die. Your firestorm Generator timer will not be affected. (This trick requires perfect timing, but works even if the Ghost Stalker targeted a single square of Firestorm wall Section.)

 

Auto Ghost Stalker C4 Waypoint Multiple Buildings boom: The Ghost Stalker can destroy multiple buildings automatically with C4 if you put a waypoint on each building. Connect all the waypoints in a chain. Then, send the Ghost Stalker with CNTL+ALT to the first waypoint on the first building, and he will automatically kill the rest of the buildings in the waypoint chain.

 

Hidden G.S. in Inf rush attack: The Ghost Stalker can hide among many infantry, but his shadow is longer on the ground than a normal Infantry. This is one way to spot him in a group. The Ghost Stalker is slightly slower than Light Infantry, but the same speed as Disc Throwers. If you do hide the Ghost Stalker in a early Infantry rush, make sure to keep him in the middle where it is harder to see him. 

 

Hidden Ghost Stalker kills Carryall landing MK2: Hide your Ghost Stalker behind random trees on the map and lure the enemy Mammoth MK2 with one of your units. Your hidden Ghost Stalker can destroy a Carryall in one shot as it lands a vehicle. The Mammoth MK2 no longer dies, but it will lose half its health. (This tactic was patched, the MK2 used to die)

 

"X" scatter = GS avoid squish: The Ghost Stalker is slower than a Harvester but he can dodge the Harvester by running away in a different direction. You can also press "X" to scatter the Ghost Stalker in a different direction.

 

GS one shots Harpy, Carryall, Orca Fighter: The Ghost Stalker can destroy a Harpy, Carryall, or Orca Fighter in one shot.The Ghost Stalker can shoot many planes faster than he can run to Helipads and use his C4 to blow up the Helipads with the planes on top.

 

Ghost Stalker C4 Helipad = plane on it dies: If you C4 a Helipad with a plane on it, both the Helipad and the plane on it will die. You can sell your Helipad and lift your plane before a Ghost Stalker can run over to it and place its C4 to destroy the Helipad. Press "G" and your planes will automatically take off and kill the Ghost Stalker.

 

GS 2 shots Orca Bomber and Banshee: The Ghost Stalker can not destroy a Banshee or Orca Bomber in one shot, it takes two shots.

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GS vs Laser Fence: The Ghost Stalker avoids getting hit by a Laser Fence when planting C4 by approaching it from the outside, on the fence post tower edge, safely away from the red lasers that can turn on and kill him. The Laser Fence can kill a Ghost Stalker though if it is placed correctly.

 

GS C4 Service Depot = SD and vehicle healing die: If the Ghost Stalker uses C4 to destroy a service depot while your tank is healing on it, both the tank and the Service Depot will die. What a great way for the Ghost Stalker to sneakily destroy the MammothMK2.

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GS C4 deployed vehicles: The Ghost Stalker can lay C4 in deployed vehicles. Undeploy Vehicles to avoid the Ghost Stalker C4.

 

GS sells deployed vehicle: A Deployed vehicle can sell instead of blow up when the Ghost Stalker uses his C4, if you undeploy right as the Ghost Stalker is placing his C4, your deployed vehicle will sell. You will get half the value of the vehicle back, just like on a Service Depot. (I think this has to be your Ghost Stalker or your ally's GS for this trick to work, but I am not sure. It is hard to get the timing right on this technique.)

 

GS heals on Tiberium: The Ghost Stalker heals on tiberium.

 

GS vs Orca Bomber: The Ghost Stalker can not out run an Orca Bomber like the Mutant Hijacker can. It is best to stay inside the A-APC or run near your bases Sams.

 

GS CNTL fire hits multiple units/structures: The Ghost stalker can shoot his primary rail gun through buildings and units. CNTL fire can be used to shoot two buildings at one time by shooting through them. He fires his primary rail gun instead of using C4 when you force fire on the ground. You can damage multiple units by shooting through them. 

 

SubAPC + GS attack: If you have a NOD ally or both technologies, a Subterranean APC and a Ghost Stalker can be a mean combination. If you can save the Ghost Stalker and SubAPC, you can destroy multiple buildings. (unlike Engi attack)

 

A-APC +3 medic + ghost stalker + carryall attack:  Use 1-4 Medics with your Ghost Stalker attack. Put them all into a Amphibious APC and Carryall it to the enemy base. The Medics will keep the Ghost Stalker alive longer.

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GS may miss his target on hills: Hilly terrain or cliffs can make the Ghost Stalker miss his target.

 

Stop a C4: A Ghost Stalker will not C4 a building, if you “Q” him away from it before he plants the C4. You can stop him from using C4 with the "S" stop command too.

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