TIBERIAN SUN GUIDE 2024
GDI UNITS
DISC THROWER
Disc is $50 cheaper than RI: The Disc Thrower costs $200, which is $50 cheaper than a Nod Rocket infantry $250.
Disc Thrower burns trees: If you use the CTRL force fire, you can burn down trees on the terrain. (Be careful the tree fires can slightly damage your Disc Throwers if they stand too close for too long)
Disc =39 shot Diz: 39 Disc Throwers can destroy a Disrupter in one shot. Twenty Disc Throwers can destroy a Disrupter in two shots. Ten = 4 shots. Five = 8 shots.
Warf Pave glitch Disc: If the enemy drives his vehicle onto the pavement in front of your War Factory, your Disc Throwers might not be able to hit him! (Test this, this might not work, your own discmen definitely can glitch trying to shoot your own diz on the warf pave)
Crush or ALT crush = no explosion Disc: The Disc Thrower will explode and damage nearby units and structures when it dies, However, if the Disc Thrower is run over by a vehicle it will not explode. If a vehicle surfaces below a Disc Thrower to kill it, the Disc Thrower will not explode.
MEDIC
Medic unstealths men: When the Medic is healing a unit, that unit will temporarily unstealth.
Medic unstealths itself: When a stealthed Medic starts to heal a unit, the Medic will unstealth temporarily.
Mass Medics Group Heal: A group of many Medics can keep soldiers alive for a long time, especially when you put them on Guard “G”. This can be a useful tactic if your men are not running but are still. If your soldiers are running, the Medics might not be able to heal them as quickly if they get out of range from the Medics group.(Example: If your Disc Throwers are CNTL firing into an enemy's base at various buildings from a cliff, but are getting hit by many Artillery at the same time.) Medics are expensive, so making a lot of them only makes sense if you are rich.
Medic heals Engi guarding building: Medics can be put next to Engineers that are waiting next to buildings to heal the buildings. This can keep your Engineers alive longer if they are attacked by some units. Example: The enemy is attacking your buidling with Harpys and they send one of their Harpys to kill your Engineer. The Medic can keep the Engineer alive long enough for it to walk into the building and heal it from the other Harpies.
Medic won't tighten group: The soldiers will tighten their group if you place the mouse over them and the no smoking sign shows up when your mouse clicks onto them. Medics will not tighten with your group of soldiers however. This can be quite annoying, you might need to number them and send them manually to tighten into a group of soldiers or use “G” so they guard them automatically.
Medic no heal flying JJ: The Medic will not heal a flying Jump Jet Infantry, you need to land on the ground first.
ALT inf around Medic: Hold the ALT button and send a tight group of soldiers to the Medic. Most, if not all, of the soldiers will get close enough for the Medic to heal them. (Or put Medic on Guard so it heals units farther away)
Auto Medic Heal Inf failed inf rush: You can send medics to your early Light Infantry rush automatically. Click on the Barracks and then on the map where you want all the medics to be sent.
Medics can make a Infantry rush be able to retreat and strike twice. ( works best on small maps with a lot of Tiberium)
Medic heals vets first: Medic should consider healing the veteran status units first, since they are better.
The Medic Self heal = no tib die: The Medic self heals so fast that he can run on Tiberium without ever dieing like the normal soldiers will.
CRRL+ALT Medic WP = 11 cells: The Medic can heal units up to 11 cells away from a waypoint loop that you put him on with CTRL+ALT. The Medic will return to the waypoint loop once he heals the unit.
CTRL +ALT Medic follow: The Medic will not run to catch up to a group of soldiers until they are 8 cells away, if you are following them with CTRL+ALT. The Medic get left behind when you do this, so either wait for them to catch up, or send the medics with your group and put them all on guard when you reach the enemy Infantry group.
Inf lure Inf over tib then Medic: Light Infantry, or other soldiers, can lure the enemy's Light Infantry to walk over Tiberium, damaging them. Now run your damaged soldiers to your Medics and you might be able to heal your soldiers and defeat the enemy's Light Infantry rush with yours.
AMPHIBIOUS APC
Early 2 A-apc= shoot second: If the enemy GDI has sent two early Amphibious APCs, the first one might be a decoy to take damage and protect the second Amphibious APC, which is likely to have three enemy Engineers inside it.
A-APC outruns Artillery Fire: On good terrain like dirt roads or pavement, the Amphibious APC can outrun enemy Artillery fire. Try to approach the enemy base on this terrain to avoid Artillery fire.
Moving A-Apc destroyed = units destroyed: If you destroy an Amphibious APC while it is moving, the units inside will likely be destroyed too. (Note: If the APC is barely moving, sometimes the units inside survive when the A-APC is destroyed, but full speed moving = units die with A-Apc)
A-APC outruns MH: An Amphibious APC can drive faster than a Mutant Hijacker trying to steal it on good terrain like pavement or dirt roads. The Mutant Hijacker can run fast in the forest though.
A-APC slower on Tib: The Amphibious APC drives slower on Tiberium.
AAPC avoids many Orca B: The Amphibious APC can out run a group of Orca Bombers, especially on dirt roads or pavement. Try not to change directions too much, the AmphibiousAPC tends to slow down when it changes directions.
AAPC = slow yellow: A damaged Amphibious APC will become slower if it gets yellow health. You might want a Carryall in this situation to save it.
Deploy away from buildings: If you are about to deploy your ghost Stalker, don't park your Amphibious APC next to the building that the Ghost Stalker is about to destroy. The Building might damage the Amphibious when it is destroyed (Especially a Tiberium Refinery filled with Blue Tiberium)
A-APC engi Radar= build order: You can send three Engineers in a Amphibious APC very early in the game and steal the enemy's radar, Service Depot, or Tech Center to speed up your build order.
A-APC Medic Ghost order: If you send Medics with a Ghost Stalker in your Amphibious APC, you might want to think about what order the units come out. Maybe its best to put the Ghost Stalker into the A-APC last, so he exits first. Or maybe you want to have a Medic exit first. Rememeber: LIFO last in first out. Medics are red, Ghost Stalker is grey in Amphibious APC.
WOLVERINE
3 Wolverine = one shot Engi: Three Wolverines can destroy an Engineer in one shot, especially on Veteran Balance maps.
3 Wolves around buildings: Since Three Wolverines can destroy an Engineer in one shot, surround a buidling with 3 Wolverines to protect it from the enemy's Engineeer attack. Your Wolverines might be able to destroy an Engineer before all three can steal your building.
Wolve 20 shot GS: Wolverines can destroy Ghost Stalker in 20 shots. (10 in two shots, 5 in four shots.)
JUMP JET INFANTRY:
JJ= 120 hp----- Light Armor---------(25,16,10,6,2) weapon damage to armors, Cost $600, Speed 4.8
The Jump Jet Infantry waypoint loop must be 12 cells long to keep it flying in the air when you use CTRL+ALT to keep the JJ flying and automatically protecting the waypoint loop area.
7 RI = one shot JJ: Seven Rocket Infantry can destroy a Jump Jet Infantry in one shot.
4 RI = two shot JJ: Four Rocket Infantry can destroy a Jump Jet Infantry in two shots.
3 Titan = one shot JJ: Jump Jet Infantry is destroyed by Titan in three shots. Three Titans can destroy a Jump Jet Infantry in one shot.
JJ scout anti air juke: Early Jump Jet Infantry can surprise the enemy and quickly fly away from anti air units like Sams. Force your enemy to build many Sams by flying your Jump Jet Infantry all around his base. This will waste his money.
WP= JJ auto fly+ guard Tib field: Setup a waypoint loop on your Tiberium Field and send your Jump Jet Infantry on the waypoint loop with CRLT+ALT. Now the JJ will protect your harvesters from Titans and other units automatically, while flying over the Tiberium Field, mostly staying in the air. Make sure the Waypoint loop is long enough so your JJ dont stay on ground running back and forth on the waypoint loop.
HoverMRLS = 3 shot JJ: The HoverMRLS can destroy a Jump Jet Infantry in three shots. If the Jump Jet Infantry is flying away from the HoverMRLS it might miss.
3 HoverMRLS = one shot JJ: Three HoverMRLS can destroy a Jump Jet Infantry in one shot. ( If they all fire at the same time, the enemy might not have time to change the flight direction of his JJ to avoid your HoverMRLS. The enemy might not see your HoverMRLS in the fog of war in your base. (note: Normally the sound of one HoverMRLS would give the enemy time to change the direction of his Jump Jet Infantry scout)
Rich = mass JJ attack: Jump Jet Infantry are expensive, you might want to wait until you have a lot of money to start spamming them. Once you have money, you can send a massive wave of Jump Jet Infantry over an enemy right before you send Orca Bombers so that they will find all the important stealthed buildings and take fire, protecting your Orca Bomber. (The JJ destroy sbuildings with wood armor fastest (25,16,10,6,2) Your JJ can hit their Power Plants, Stealth Generators, Nod Sams, Helipads, etc...)
JJ vs Helipad: The JJ damages a Helipad more than a plane sitting on top of it. (All planes will be destroyed before the Helipad however)38 JJ = one shot Helipad: 38 JJ can destroy a Helipad in one shot19 JJ = two shot Helipad: 19 JJ can destory a Helipad in two shots10 JJ = 4 shot Helipad: 10 JJ can destroy a Helipad in four shots5 JJ = 8 shot Helipad: 5 JJ = 8
JJ vs Art: Fly to the Artillery and shoot from air, or land and shoot if enemy has Sams. Art is same speed as JJ but faster than JJ on pavement and dirt road. Art kills JJ in 2 shots.(2 Arts = one shot JJ)
​
30 JJ one shot Art: Thirty JJ will destroy a Artillery in one shot. (15 JJ = two shot 10 JJ = 3 shot, 5 JJ = 6 shots, 3 JJ = 10 shots, 2 JJ = 15 shots. (10Hp per shot, Artillery = 300Hp Light armor.)
4 Sam hits = JJ: Both a GDI Sam and a Nod Sam can destroy a Jump Jet Infantry in four shots.
JJ= no emp: The EMP Cannon will not freeze JJ.
JJ range less than RI: The Jump Jet Infantry's range is one cell less than the Rocket Infantry.
26 JJ = one shot Orca Bomber: Jump Jet Infantry do 10 HP damage to planes and the Orca Bomber has Light armor and 260 hp. So twenty six JJ can destroy a Orca Bomber in one shot, but more is recommended. Some JJ might miss the Orca Bomber as it flies by.
13 JJ = two shot Orca B: Thirteen Jump Jet Infantry can destroy an Orca Bomber in two shots, but more JJ are recommended because some might miss the Orca Bomber as it flies by.
JJ same speed as Inf: The Jump Jet Infantry is the same speed as a Light Infantry (4.8) so they will not be left behind like Cyborgs, Rocket Infantry, or Disc Throwers on larger maps. Use Light Infantry and Jump Jet Infantry to destroy enemy Light Infantry than ran faster than their slower Rocket Infantry backup units can reach your Jump Jet Infantry.
JJ hover safe over 1 Sam: It is possible to hove a Jump Jet Infantry directly over an enemy's Sam and not get hurt while it is shooting at a building like the Power Plant. This tactic is hard to do, its hard to stop the JJ over the Sam by shooting at a building when the JJ is hovering over the Sam.
JJ = silent: The Jump Jet Infantry makes no noise when he takes off or lands like some of the other airborne units do.
JJ scout radius: The Jump Jet Infantry scouting radius is decent and it is the same whether the Jump Jet Infantry is flying or not.
Flying JJ Harv Hunter: If you are hunting harvesters with the Jump Jet Infantry, make sure that the Jump Jet Infantry are in the air flying so that the explosion from a Harvester does not kill them when the Harvester is destroyed. One Jump Jet Infantry does 6 damage to a Harvester every time it shoots. One Jump Jet Infantry can kill a Harvester, but it takes a very long time because the Harvester has 1000 health points and starts to self heal after losing half its health. Even two Jump Jets take a long time to kill a Harvester. It is better to damage several Harvesters to half health, and then follow up with other units later to finish off the Harvesters with half health. (The Harvester will not self heal past half health). Jump Jet Infantry will automatically shoot any Harvesters near a waypoint loop when you use CNTL+ALT. (Make sure the waypoint loop is long enough so that the Jump Jet Infantry stay flying in the air and don't run on the ground.) The Jump Jet Infantry will stay hovering over the Tiberium patch where the Waypoint loop is, and will not follow the Harvester back to the enemy base when the Harvester leaves to dump its Tiberium in the enemy's Tiberium Refinery. Your JJ will be safe from enemy Sams at his base with this method and will continually shoot at any new Harvesters that approach the Tiberium patch with your waypoint loop over it.
Green Harv bomb = half health JJ: A Green Harvester Bomb will take almost half of a Jump Jet Infantrys health if it explodes near the Jump Jet Infantry while the JJ is on the ground. A Blue Harvester bomb will kill the JJ.
Stacked JJ unstack landing: A group of stacked JJ will have to unstack to land. To stack the Jump Jet Infantry while they are flying, just fly in a circle a few times. The Jump Jet Infantry will slowly group closer and closer together until you only see one Jump Jet Infantry. Stacking Jump Jet Infantry is a sneaky way to make it look like a group of many Jump Jet Infantry are only one. Make sure to unstack the JJ before you get to enemy Sams. Stacked Jump Jet Infantry are all hurt at the same time when hit by a SAM.
ALT crash JJ usually waste of time: Its hard to ALT crash JJ into buildings, it doesn't work that well, and it doesn't cause that much damage.
JJ join Inf rush: Jump Jet Infantry can fight with a Light Infantry rush in the air or on the ground, depending on how many Sams and anti air units the enemy has.
JJ can glitch each other landing: If you send a lot of Jump Jet Infantry to a far away location, they can glitch each others landing. It might be best to split the group of Jump Jet Infantry into multiple groups of JJ to have less of them glitch each others landings.
JJ vs DT: The Light Armor of the Jump Jet Infantry makes it harder to kill than a Light Infantry with Devil Tongue. The Devil Tongue can not fire at the Jump Jet Infantry after it takes off into the air. (CNTL+ALT waypoint loop helps)
JJ reveals stealth: Do not fly your Jump Jet Infantry over your stealthed buildings. If you do, your buildings will be revealed. Do not fly over your ally's building either. The Jump Jet Infantry can reveal their buildings too.
JJ same speed on ground: The Jump Jet Infantry is almost as fast on the ground as it is flying in the air. (but flying is usually faster because of terrain features)
JJ faster than Titan on ground: The Jump Jet Infantry are slightly faster than the Titan on the ground running. (You might want to escape from Titans on the ground instead of flying away, if there are Sams in front of your JJ)
JJ edge base wood: Jump Jet Infantry are good at staying on the edge of an enemy base and shooting wood armor buildings or units, and none armor units especially.
JJ vs HoverMRLS: HoverMRLS faster than JJ: The HoverMRLS is slightly faster than the Jump Jet Infantry. You can catch up to a Jump Jet Infantry with your Hover MRLS and destroy it.
15 JJ = one shot HoverMRLS: Fifteen Jump Jet Infantry can destroy a Hover MRLS in one shot. Make sure to send 15+ JJ to each HoverMRLS to speed destroy a group of HoverMRLS. 15 JJ in each of your groups. 8 JJ = 2 shot, 5 JJ = 3 shots, 4 JJ = 4 shot ( Three JJ can destroy 1 HoverMRLS, but 5 JJ or more is better to send vs HoverMRLS.
2 JJ scout opposite sides : Two Jump Jet Infantry scouting the enemy at the same time from opposite sides of the enemy's base is hard to defend. You should get a decent scout into the enemy with this technique, unless the enemy expects it by seeing your two Jump Jet Infantry scouts too early.
JJ Alted out of Barracks : When your Barracks sends a Jump Jet Infantry from it automatically because you set that up, the Jump Jet Infantry might run back to your Barracks. The Alted JJ, if selected with group of other JJ, might not be able to send entire group until the Alted JJ lands.
TITAN
4 Titan = One shot Carryall: Four Titans can destroy a Carryall in one shot.
4 Titan destroy Carryall as lands: If four Titan target a Carryall flying that happens to land next to all four Titans within range of the Titans, can be destroyed as it lands. (Note: The vehicle that the Carryall was landing can be damaged in the process)
Titan = 8 shot Diz: One Titan can destroy a Disrupter in eight shots. It is best to have 4 Titans vs a Disrupter because they can destroy it in two shots, while your Engineer heals your building.
8 Titan = one shot Diz: Eight Titans can destroy a Disrupter in one shot. (before the Distupter can destroy a Tiberium Refinery or War Factory with CNTL force fire one shot tactic.) (Note: No Engineer necessary to heal Tiberium Refinery afterward usually unless follow up attacks are coming soon)
4 Titan = two shot Diz: Four Titans can destroy a Disrupter in two shots.
6 Titan = Engi: Six shots from a Titan will kill an Engineer.
3 Titan vs CC on Tib: Three Titans can destroy a Cyborg Commando healing on Tiberium in a 1vs 3 fight. It helps to try to “Q” away from the Cyborg Commando as you attack it with your 3 Titans.
Titan = 12 shot CC: Takes 12 shots for Titan to destroy Cyborg Commando.
4 Titan = 3shot CC: Four Titans can destroy a Cyborg Commando in three shots;
Commando = 3 shot Titan: A Cyborg Commando can destry a Titan in three shots.
3 Titans cost $2400, but one Cyborg Commando cost $2000.
Titans avoid Orca B: Move away from Orca Bomber perpindicular to its flight path as it bombs your Titans and your Titans can minimize the damage they might receive.
4 Titan vs CC or MH: Because of the costs involved, a Nod enemy might want to destroy 4 Titans with Cyborg Commando or Mutant Hijacker to make it be worth the cost of losing a CC+ SubAPC, or a MH+SubAPC.
15 Titan = one shot MCV
15 Titan = one shot Warf
13 Titan = one shot Ref: Thirteen titans can destroy a Tiberium Refinery in one shot. Two groups of Thireteen to Fifteen Titan approaching from opposite sides of enemy's base is a nice attack, if the enemy has an EMP Cannon.
3 Titan = one shot SubAPC: Three Titans can destroy a Subterranean APC in one shot.
3 Titan = 1 Helipad 2 OrcaF or 2 Harpy: Three Titans are the same cost as one Helipad and two Orca Fighters or Two Harpies. Three Titans can be made faster than the two planes, it might be the better idea early game.
HOVER MRLS:
Hover Mrls vs Harpy: The Hover Mrls costs $900, which is $100 less than the Harpy. The Hover Mrls does 44 damage to Harpys. The Harpy has 225 health points and light armor. This means it takes 6 shots for the Hover Mrls to destroy the Harpy. The Harpy does 35 damage to the Hover Mrls wood armor. The Hover Mrls shoots almost twice as fast as the Harpy so they are pretty evenly matched. One Hover Mrls vs One Harpy can result in both of the units being destroyed. If the Harpy approaches the Hover Mrls from behind it might be able to survive, maybe. The Hover Mrls can wait until the Harpy is firing at some other unit before it attacks the Harpy. You can also draw the Harpy into your base's GDI Sam Upgrades once your Hover Mrls has been targeted. You need to be close to your base to do this because the Harpy is more than twice as fast as the Hover Mrls. (Harpy speed = 14 Hover Mrls speed = 6.8) If both the Hover Mrls and the enemy Harpy die when fighting one another, the GDI player only loses $900, while the Nod player loses $1000. (So technically Hover Mrls is better vs Harpy)
Hover MRLS avoids one Orca B. easily: The Hover MRLS can avoid being hit by one Orca Bomber on almost any terrain. It hovers over the terrain, and can change directions fast without having to turn first.
Hover MRLS = longer range than ST: Hover MRLS have a slightly longer range than Stealth Tanks.
Hover MRLS= faster than ST: The Hover MRLS is very slightly faster than the Stealth Tank, mostly because it can navigate objects in its path (like trees) faster.
Four HoverMRLS = one shot Carryall: One Hover Mrls can shoot down a Carryall in four shots. Four Hover Mrls can shoot down a flying Carryall in one shot. Two Hover Mrls can shoot down a flying Carryall in two shots.
Hover vs Carryall on tank = 18 shots: The Hover MRLS can destroy a Carryall sitting on a vehicle in 18 shots.
Hover vs Carryall on ground = 10 shots: The Hover MRLS can destroy a Carryall sitting on the ground in 10 shots.
HoverMRLS vs JJ: The HoverMRLS can “Q” away from Jump Jet Infantry and shoot more of them down. One HoverMRLS can take out multiple Jump Jet Infantry in a large group by using “Q” properly. The HoverMRLS is slightly faster than the JJ, so by using “Q” you could technically never be hit by the JJ following you because the HoverMRLS range is longer than the Jump Jet Infantry's range.
HoverMRLS wastes Ban ammo: The HoverMRLS can make the Banshee miss on good terrain Try to lure the enemy Banshee to destroy you HoverMRLS, then fun fast away. You can “G” then “Q” to shoot back at the Banshee with the HoverMrls not being targeted by the Banshee.
ORCA FIGHTER
Total Orca Fighter damage = 450 light, 300 heavy: The Orca Fighter will deliver a total damage of 450 hp vs light armor, and 300hp vs heavy armor, before it needs to return to the Helipad to reload.
2 Orca Fighter 1 shot Carryall: Two Orca Fighter can destroy a Carryall in one shot, but it might take more shots. One Orca Fighter can destroy a Carryall on a tank.
Orca F rush diz rush: One Orca Fighter can reach the enemy base before the fastest disrupter rush can exit the War Factory on Terraces.
5 Orca Fighter one shot DT: Five Orca Fighter can destroy a Devil Tongue before it exits the War Factory in one shot from each Orca Fighter.
4 Orca Fighter one shot SubAPC: Four Orca Fighter can destroy a SubAPC before it exits the War Factory in one shot from each Orca Fighter.
9 Orca F 1shot diz: Nine Orca Fighters can destroy a disrupter in one shot. It takes 5 Orca Fighter to destroy a Disrupter in 2 shots from each Orca Fighter.
Stacked Orca Fighter: Keep Orca Fighters stacked in air longer by sending them long distances, they unstack as they get closer to their target.
1 Orca Fighter + 2 Harv Bomb: Land 2 low red health Harvesters next to each other and the enemy Construction Yard and use one Orca Fighter to blow them both up and destroy the enemy Construction Yard.
4 Orca Fighter = CY: Four Orca Fighter can destroy an enemy's Construction Yard, even if they repair it very quickly. (Note: This works best on outbuilt enemy Construction Yards that are not surrounded by a lot of buildings yet. Sometimes buildings surrounding other buildings in a tight group makes the Orca Fighter miss his shots, this allows the enemy Construction Yard to repair heal and it won't be destroyed by four Orca Fighters, you will need 5 Orca Fighters instead)
4-5 Orca F = Diz before Bar,: Four to Five Orca Fighter can destroy a Disrupter before the Disrupter can destroy your Barracks.
OrcaF vs JJ: The Orca Fighter can destory the Light armor Jump Jet Infantry quickly on the ground.
2 OrcaF. = ½ health Harv: Two Orca Fighters can finish a half health Harvester.
2 OrcaF = EMP: Two Orca Fighters can destroy the EMP Cannon if the enemy is distracted and does not repair quickly. Three Orca Fighters or more is better.
ORCA BOMBER:
Orca B one shot = Carryall on vehicle: The Orca Bomber can destroy a Carryall sitting on a vehicle in one shot if you target the Carryall. You will not hit the Carryall if you CTRL fire on the ground around it.
Orca B vs Diz = 3 shots/5vetbal: The Orca Bomber can destroy a Disrupter in three shots (it takes five shots for an Orca Bomber to destroy a Disrupter on veteran balance maps. (note: 2 Orca Power bombs can destroy a Disrupter)
Orca B vs Titan = 2 shots/4 vetbal: The Orca Bomber can destroy a Titan in two shots, but it takes four shots in veteran balance maps.(The difference between needing one Orca Bomber or Two Orca Bomber to destroy one Titan)
Pause Orca B Inf/Engi/ rush: A paused Orca Bomber can be finished right as the enemy Infantry rush or Engineer rush reaches your base. The Orca Bomber might surprise the enemy.
Orca B = 5 cell: The Orca Bomber bombs 5 cells on the map, so you could CTRL force fire in the middle of 2 vehicles that were 3 cells apart, and hit both.
2 Orca B = 1 shot SubAPC: Two Orca Bombers can destroy an enemy Subterranean APC in one swoop. Try to use two Orca Bomber vs Nod's Subterranean APC + 3 Engineer attack instead of using only one Orca Bomber (which takes 2 swoops to destroy a SubAPC.) There is no reason to use any more than two Orca bombers to destroy a Subterranean APC with Engineers, but if a Cyborg Commando is inside the Subtterranean APC, you might want to send more.
6 Orca B CNTL= SubAPC + CC: Six or maybe even less Orca Bombers can destroy a Subterranean APC with a Cyborg Commando inside it in one swoop if you CNTL force fire on the ground next to the SubterraneanAPC. (Note: It took 15 Orca Bomber to destroy both in one swoop by targeting the Subterranean APC instead.)
1 Orca B = 5/6 hits CC: One Orca Bomber can destroy a Cyborg Commando in six shots. It takes 5 Orca Bomber shots to handicap the Cyborg Commando so he can not escape as fast while broken in half.
Avoid one Orca B: The best way for a vehicle to avoid a Orca Bomber is to run away from the Orca Bomber's flight path perpidicularly, and then when the Orca Bomber is turing around to bomb the vehicle for a second time, you will 180 turn your vehicle at the same time. After you 180 turn while the plane is turning around in the air, you will drive forward to avoid the Orca Bomber's second shot. (Note: When you dodge the second Orca Bomber shot, your vehicle will be facing the opposite direction you were facing when you were avoiding the first Orca B shot. The fastest vehicles avoid Orca Bombers the most easily. Flat ground, pavement, and dirt roads are best terrain for some speedy vehicles with wheels)
CY damaged more than MCV vs Orca B: Orca Bombers damage a Construction Yard more than a Mobile Construction Vehicle because the Construction Yard is bigger and more of the Orca Bomber's bombs hit it. Also, you can save a M.C.V. With a Carryall and fly away from the Orca Bombers. (Banshee hurt MCV and CY the same)
MCV dirt road/pave limit Orca B damage: The Mobile Construction Vehicle can limit the amount of damage it recieves from one Orca Bomber by running perpindicularly away from its flight path when on dirt roads or pavement. Always try if you have no Carryall to fly it away.
Avoid Multiple OrcaB: It is harder to avoid multiple Orca Bombers with vehicles than it is to avoid one Orca Bomber. Try to return to base if you can to lure the Orca Bombers into your Sams.
Orca Bomber vs Harvester: Four Orca Bomber can destroy a Harvester if you Power Bomb it longways (two times) when the Harvester is facing the Orca Bombers flight path or facing away from it. If you do not power bomb when you hit the harvester sideways, it takes five Orca Bomber to destroy the Harvester. It helps if the Harvester is not moving because a Harvester can dodge the Orca Bomber (Roads, Dirt Roads, and pavement are best terrain for dodging Orca Bomber attacks with your Harvester.) Four Orca Bombers do not need to power bomb a still Harvester if you bomb it longways both times. It is hard to pull this off if the Harvester is moving, so either wait until it is dumping Tiberium in the Tiberium Refinery or wait until it stops to eat Tiberium. (NOTE: It doesn't really make sense to kill a Harvester while it is dumping Tiberium in a Tiberium Refinery because if you perfect power bomb a Tiberium Refinery, you can destroy it with only three Orca Bombers. Destroying a Tiberium Refinery while a Harvester is Dumping Tiberium will also destroy the Harvester.)
Orca Bomber vs MK2: It takes 10 Orca Bomber to destroy a Mammoth MK2 in one shot., if you perfectly power bomb the Mammoth MK2 longways while in a tight group. Twelve Orca Bomber is recommended to almost always destroy the Mammoth MK2 in one shot. Twelve Orca Bomber do not need to power bomb and can approach from any angle. (Ten might fail.)
Orca Bomber = weak vs MK2: Save your Orca Bomber ammo for buildings, you can destroy two Tiberium Refinery and a Construciton Yard with 10 Orca Bombers.
10 Orca B = 1shot Harv: 10 Orca B almost always destroy a Harvester in one shot. Eight Orca Bomber can destroy a Harvester if you power bomb while in a tight group and hit the Harvester Longways. (It is safer to use 10, they can approach from any angle and don't need to be in a tight group)
Stay Stacked Orca B, target building: To keep your Orca Bombers stacked, attack an enemy building while your Orca Bomber are stacked on the ground.
Fastest Orca B = 2:38: The fastest Orca Bomber is ready by 2:38. So you have 11 seconds until the enemy SubAPC with Engineer attack is out. The Orca Bomber is almost always ready before Nod Engineer attack arrives, especially on large maps.
Orca B. vs Art: You might want to approach the deployed Artillery from the BL or TR because the deployed Artillery escapes fastest driving toward the top right of the map (it faces TR when deployed).
Try to bomb across the Artillery longways to deliver more damage, possibly destroying the Artillery in one shot.
One Orca B = Star Art: One Orca Bomber can still destroy a Artillery that has attained either of the two veteran statuses, especially if it hits it longways across the Gold Star Artillery.
Orca B vs Sam: One Orca Bomber can destroy a Sam that is repairing. Try to hit the Sam from the east or west directions, not from north or south directions. The repair might save a Sam that was hit by one Orca Bomber from the north or south directions.
One Orca B, powerbombs PP or AdvPP: One Orca Bomber can power bomb a Power Plant or Advanced Power Plant twice, and either could be destroyed. For this reason, it might be better for Nod to make Power Plants and not Advanced Power Plants vs GDI. Repairing your PP or Adv PP might save them from Orca Bomber so always try to repair.
2 Orca B = SD: Two Orca Bombers can power bomb a Service Depot twice and destroy it. Repairing the Service Depot will not save it.
1 Orca B = silo: One Orca Bomber can destroy a Tiberium Silo in two shots from any direction without needing to power bomb it.
.
While Orca B bombs, stop direction = stop bomb: Do not change flight directions until after the Orca Bomber is finished bombing. It might bomb less, and deliver less damage if you fly in a different dirction after your Orca Bomber starts bombing.(or right before it starts)
Sam hits Orca B. 2 times before crosses: A Sam can hit an Orca Bomber twice before the Orca Bomber flies over and away from the Sam dodging its rockets. The Nod Sam does 33 damage to an Orca Bomber.
1 Orca B = one shot 2 Hover MRLS: If the HoverMRLS are side by side, the Orca Bomber can destroy both of them in one shot.
2 Orca B= one shot SubAPC + MH inside: Two Orca Bombers can destroy a Subterranean APC and the Mutant Hijacker or Engineers inside in one swoop.
Orca B = veteran fast: The Orca Bomber can achieve Veteran Status quickly by bombing a Ghost Stalker, Mutant Hijacker, Carryall on vehicle, other Orca Bomber or Banshee, groups of Rocket Infantry or DiscThrowers, or Jump Jet Infantry on the ground.
“E” Orca B = fast: It can be fast to use “E” to quickly select Orca Bombers for defense, especially if Helipads are in view.
Fast hide 1 Orca B behind Radar: You can quickly land one Orca Bomber behind your GDI Radar. The enemy can hover his mouse over the area if he is expecting it.
10 Stacked Orca B= one shot MK2: Ten Stacked Orca Bombers can destroy a Mammoth MK2 in one shot.
.
10 Normal Orca B no MK2: Ten Normal Orca Bombers will not usually destroy a Mammoth MK2. In one shot.
2 Orca B. = destroy EMP: Two Orca Bomber can destroy a EMP Cannon with 2 normal swoops, no power bombing needed.
Six Orca B. 1 swoop Ref: Six Orca Bombers can destroy a Tiberium Refinery in one swoop. Three in two swoops. Six is best if the enemy has Engineers.
4 stacked Orca B = Power Bomb full health Harv: Four Stacked Orca Bombers can power bomb a full health Harvester and destroy it, but it does not always work. Five Orca Bomber is better.
5 Orca B. power bomb Ref: Five Orca Bombers can power bomb one Tiberium Refinery in one swoop. This is best to try if the enemy has Engineers nearby. (Note: Four stacked Orca Bomber will not destroy the Tiberium Refinery in one swoop)
DISRUPTER
2 Diz emp= Warf Ref destroy: Two Disrupters will destroy a War Factory or Tiberium Refinery in one shot, if they shoot before the EMP Cannon hits them. The Disrupter will continue its shot and destroy the Ref/Warf.
Vet Diz explodes huge (non vetbal maps): On normal maps, the upgraded veteran gold star status Disrupter will explode much bigger than a blue Harvester bomb. (Terraces)
3 Diz emp = CY: Three Disrupters can destroy a Construction Yard in one shot, even if emp'd. Make sure you shoot the Construction Yard before the EMP hits the ground.
Diz on warf pave = no EMP: Drive one Disrupter over the pavement in front of the enemy's War Factory and press “S” to stop it on the pavement. Now you can avoid EMP and still fire off of the War Factory without hurting the War Factory too much (depends on direction and if Disrupter doesnt automatically start shooting at defensive base buildings like the Laser or CT) Land Diz to bottom left of Warf to drive on pavement in front the fastest. (Note: Hold ALT and send a Carryall to land on the disrupter twice to land the Carryall on the vehicle sitting on the pavement in front of the War Factory. Quickly Deploy the Carryall off again and you can save your Distuper from planes and start firing at the enemy again.
Pro Diz times emp: drives across pave and destroys building: A Disrupter can be landed next to the pavement in front of a War Factory and quickly fire at enemy building and drive across pavement instead of stopping on it with”S”. Timing the EMP is difficult.
Diz avoids Orca B: The Disrupter can avoid the Orca Bomber and minimize the damage. (See Titan for more info how)
Diz hurts bigger buildings more when they shoot through them because more the the building is hit by the Disrupter.
Diz = 20 sec. Build time: It takes about 20 seconds on the game timer to build a Disrupter.(5-6 seconds on the game timer for it to exit the War Factory and have a Carryall on it.
3 Diz destroys CY, even if EMP: Three Disrupters can destroy a Construction Yard in one shot, even if they get frozen by the EMP Cannon. They will continue shooting their fist shot after frozen.
2 Diz destroys Warf or Ref: Two Disrupters will destroy a War Factory or Tiberium Refinery in one shot.
Diz = 8 shot to MK: The Disrupter is weak attack on Mammoth MK2. It takes eight shots from Disrupter to destroy a Mammoth MK2.
Diz one shot Temple: One Disrupter can shoot through a Temple of Nod and destroy it in one shot. (Note: The Disrupter can not reach across the large Temple of Nod to perform a 1-shot attack, but it does not need to. The Temple of Nod can be 1-shot from any angle with Disrupter.
Disrupter One Shots = No( Emp Cannon, Component Tower , Missile Silo ,Obelisk, Artillery, Sam, Power plant, Radar, Laser, Helipad, Firestorm Generator, Laser Fence takes 4 shots) Yes:( Silo, Advanced Power Plant, Gate, GDI Upgrade Center, Service Depot, Tech Centers)
Tick Deploy vs Diz: 5 shots to kill deployed Tick Tank and 3 shots to destroy undeployed Tick Tank on Veteran Balance maps.
One diz shot destroys Adv PP: One normal shot from a Disrupter can destroy an Advanced Power Plant but not a Normal Nod Power Plant. (This is a disadvantage of building Advanced Power Plants)
The Disrupter lands facing the top right corner of the map, so the fastest one shot diz location is the bottom left of a Tiberium Refinery. The turret on the Disrupter doesn't have to spin as far before the Disrupter fires.
1CC+1Engi = defend MCV from 2 Diz: One Cyborg Commando and one Engineer can save your Construction Yard from two Disrupters shooting at it, (as long as the Diz are not corner 1-shot the Construction Yard)
units stop the 1-shot diz: Run your units across the opposite corner from a Disrupter and the enemy might accidently target your soldiers on the other side of the Tiberium Refinery when he tries to CNTL fire for the one shot. Your soldiers can lead the dirupters attack off of the one shot location.
Diz 17hp more longways CY: If you try to 1-shot a Construction Yard with your Disrupter, you will do 17hp more damage to the Construction Yard, than a regular shot, but will not destroy the Construction Yard in one shot. (Consider finishing with One Orca Fighter)
2RI-6Inf-Harpy-Art-Engi = Defend Diz: Two Rocket Infantry, six Light Infantry, one Harpy, and one Artillery can destroy a Disrupter if you use an Engineer to save your building.
CARRYALL
Carryall FOREVER steals Mutant Hijacker: If enemy steals your Mammoth MK2 with Mutant Hijacker, try to land your Carryall on the Mammoth MK2. As long as the Mammoth MK2 does not move after being targeted for pick up by the Carryall, you can land on the Mammoth MK2. Now drop the stolen Mammoth MK2 onto your Helipad or Service Depot and you will steal the Mutant Hijacker forever from your enemy. They will never be able to build another Mutant Hijacker in that game.(Note:You can even send the Carryall to multiple locations holding ALT, and come back and land on the enemy's Mammoth MK2 they stole from you, as long as they didn't move it.) (note: if the enemy ever gets gdi technology, they will not be able to make a Mammoth Mk2 either)
Carryall FOREVER steals Mammoth MK2: Use your Mutant Hijacker to steal the enemy Carryall that is sitting on their Mammoth MK2. Now fly your Carryall to your Helipad and drop the Mammoth MK2 onto the Nod Helipad. The Mammoth MK2 will disapear forever, and your enemy will not be able to ever build another Mammoth MK2 that game.
Lure CC SubAPC MH steal and land Carryall = Forever MH steal: You can lure an enemy Mutant Hijacker to steal the Subterranean APC that your Cyborg Commando is hiding in, and your GDI ally can quickly land on the Sub APC and drop it on the SD or Helipad to steal the Mutant Hijacker forever. (note: if you have double tech you can do this trick too. Be careful with this trick, it might steal your Commando forever too, its best to deploy the Commando right before the Mutant Hijacker steals the SubAPC)
Fake land Carryall on MRV and heal: The Mobile Repair vehicle can still heal units if a Carryall has fake landed on top of it (using the Service Depot or Helipad trick)
“E”= fast Carryall on vehicle: If you are in a hurry to get a Carryall onto a vehicle, you can save mouse scrolling time by pressing “E” and then sending all the units to the vehicle. At least one of your Carryalls will land on the unit. (Note: Number your Carryalls is better because then you have to highlight a harvester and press “T” + “G” to get them eating tiberium again)
Enemy spots fake Carryall land: If the enemy knows to look for it, he can use his mouse to see that there are two units that can be highlighted, when a Carryall fake lands on a vehicle. When the Carryall actually lands on a vehicle, only the Carryall can be highlighted by the enemy's mouse
Cant stop Carryall sent to vehicle: You can not “S” stop a Carryall that has been sent to land on a vehicle.
Carryall on MK2 deploy lures MH death: Sit your Carryall on your Mammoth MK2 to lure the enemy Mutant Hijacker to steal it. Before the enemy Hijacker can get close enough to steal your Carryall, deploy the Carryall off of the Mammoth MK2 and destroy the Mutant Hijacker in one shot. This works best if the Mutant Hijacker is approaching from the north east, because any time a Carryall deploys off a vehicle, the vehicle faces north east.
Carryall FOREVER APC steal CC/GD/MH: If units are inside an enemy APC and you drop it with Carryall onto your Service Depot or Helipad, the enemy will never be able to build more of those units (Cyborg Commando, Mutant Hijacker, Ghost Stalker) (Note: Both GDI and Nod can do this trick: GDI needs to land Carryall on the SubAPC or A-APC as the Mutant Hijacker is stealing it. The Nod player must steal a Carryall sitting on a SubAPC or A-APC to do this trick.
SD / Helipad = land Carryall inside vehicle on ground: If you send your Carryall to pick up your tank and then quickly send the Carryall to your Service Depot or Helipad, the Carryall will land inside the vehicle on the ground. (This can be useful during 1v1 Mammoth MK2 fights because the enemy Mammoth MK2 might accidently target the Carryall sitting inside your Mammoth MK2, giving your Mammoth MK2 more time to destroy the enemy Mammoth MK2.
Carryall + vehicle lure vs Banshee: Carryall can waste Banshee ammo and limit health damage to vehicles by landing on the vehicle as the enemy Banshee are about to shoot it. (You might want to keep your Carryall in the air so it can more quickly land on your vehicle as you see the enemy Banshee approach your vehicle on the ground.) (This is risky, you might mess up the timing.)
Carryall “S” harv bomb numbering: If you drop two low health Harvester bombs into the enemy number the Harvesters so you can stop them faster once they land next to the enemy Construction Yard.
Carryall = double A-APC Engi rush: Send your first GDI Engineer rush in your Amphibious APC and make more Engineers. If you save your Amphibious APC with your Carryall, you can fly it back to your base, and quickly fly a second Engineer attack to the enemy with Carrall.
Subterranean APC and Devil Tongue can surface under and area that the enemy Carryall has been sent to, and the enemy Carryall might have to land elsewhere nearby instead.
Vehicles follow Carryall: If you target a Carryall with your vehicles, they might follow it as it flies to another location. (like Rocket Infantry can follow planes )
Attack Cycle = 6 shot Carryall: One Attack Cycle can destroy a Carryall in six shots whether it is on the ground or on a Helipad. Three Attack Cycle can destroy the Carryall in two shots. Six Attack Cycle can one shot the Carryall.
Send your Carryall to land on your Mammoth MK2 (Face your Mammoth MK2 towards the north east direction).When your Carryall starts to land on your vehicle, send the Carryall to the Service Depot or Helipad. If you time it correctly, your Carrryall will fake land on the Mammoth MK2. It will appear as if the Carryall is locked onto the Mammoth MK2 it is sitting on, but your Mammoth MK2 ( or any other vehicle) will be able to shoot out from below your Carryall fake sitting on it.
Lure Mutant Hijacker with Fake Carryall landing: Fake Carryall land like before when you think a Mutant Hijacker is near, and the enemy might be tempted to surface his Subterranean APC near your Carryall and MK2 to steal the Carryall sitting on the MK2. (Note: the enemy can not tell if you are facing TR or BL when the Carryall is fake landed on it so the MK2 might shoot an approaching Mutant Hijacker from those two possible angles. Try to distract the enemy or land the Carryall on the MK2 in the fog of war so the enemy does not know which way your Mammoth MK2 is facing while it is chilling under your fake Carryall landing on top of it. Facing the MK2 toward bottom left is extra sneaky because a pro SubAPC + Jacker attack will surface to the bottom left of a Carryall sitting on top of a MK2 one cell behind it with the Sub APC facing away from the Carryall so that the Hijacker exits the SubAPC exactly 1 cell behind the Mammoth MK2 ( The Mammoth MK2 or any other vehicle normally face top right if Carryall deployed off it)
Carryall sent to vehicle = dont alter flight path after: If you alter the Carryall's flight path after you have sent it to pick up a vehicle, it can glitch the Carryall and make it fly to weird places.
GDI Warf or Helipad SD= no Carryall attacks: GDI Carryall attacks can be disrupted by destroying the only enemy War Factory, the only enemy Helipad, or the Helipad and Service Depot. There are a lot of buildings you need to send Carryall attacks. Nod has more options of different buildings to destroy to stop Carryall attacks, (You can only destroy one building type....the Nod War Factory …. to stop Subterranean units.) Nod can heavily defend the War Factory and not worry about defending Helipads as much as GDI.
Carryall sent to Helipad = no send to SD: If you send a Carryall to your Helipad and then send the Carryall to the Service Depot, it might land next to the Service Depot, and not land on the Service Depot to heal.
Carryall can land on gate hidden vehicle: The Carryall can land on a vehicle hidden in a gate.
​
Some buildings completely hide Carryall on tank: The following buildings can completely hide a Carryall sitting on a Mammoth MK2: Temple of Nod, War Factory, Tiberium Refinery. You can hide defensive units in those buildings by building them around a Carryall sitting on a vehicle.
ALT = Carryall lands on vehicle hidden in Warf: Hold the ALT button and double left mouse click to land the Carryall on top of a vehicle hidden inside the War Factory. (Can not deploy Carryall off of a vehicle hidden in Warf, or any building)
Can deploy off Diz on Warf pave: You can deploy Carryall off of a vehicle that is stopped on the pavement outside a War Factory ( You may have put the vehicle there to not be frozen by EMP)
​
Carryall deploy = vehicle face top right: Carryall lands on vehicle and deploys off, the vehicle will be facing top right after the Carryall deploys off of it.
Carryall = 12 sec build: It takes about 12 seconds to build a Carryall. You can almost build two Carryall in the same time you can build one Disrupter. This is useful if you like to send Carryall fodder in front of your Carryall+ Disrupter attacks.
The Mammoth MK2 and Harvester do NOT self heal while a Carryall is attached to them.
Carryall feint - forever paused builidng: If you fly around an enemy's base with a Carryall and Distrupter, your enemy might try to put a Tiberium Silo or other building on pause so that he can try to place it when you land. If you tease him and fly back and forth, he will not be able to build any other buildings if he has a Tiberium Silo on pause waiting for you to land. This trick does not always work because the enemy might anticipate that you are doing this, cancel his Tiberium Silo, and build another building.
Faster Carryall Numbering in flight: The Carryall can be numbered before the Mammoth MK2 or other vehicle it is carrying. Now you can number the vehicle while the Carryall is in route to pick up the vehicle. (Faster than numbering the units in the opposite order)
Carryall attacks require more attention than other attacks because they are hard to maneuver. It helps to number the Carryall and vehicles to coordinate your attack. but this limits you to 5 disrupters and 5 Carryalls with unique numbers. (1234567890). Carryalls will distract you more than other types of attacks like Titans or automated Orca Bombers.
Carryall attacks require more numbering: You are limited by 10 numberings so this limits you to 5 disrupters and 5 Carryalls with unique numbers. (1234567890). Carryall + Ghost Stalker + 3 Medics + Subteranean APC can require up to 4 numberings.
GDI Carryall = cheapest ALT crash: The Carryall is the cheapest plane to ALT crash into buildings, giving GDI a slight money advantage over Nod, by $250. (Orca Fighter = $1000, Carryall = $750)
Carryall ALT= lands on Diz sooner as exits Warf: A Carryall can target a newly built Disrupter as it exits the War Factory, you must hold the ALT key and rapidly send the Carryall to land on the Disrtupter. If you do it correctly, the Disrupter will stop on the Pavement in front of the Warf before fully exiting the pavement. This gives you a speed advantage in sending early Disrupter rush, especially if your Carryall is in the air flying and ready to ALT pick up the Disrupter as it exits the War Factory.
Orca Tripple click hover over vehicle = not hit by Orca Bomber CNTL force firing near it. (Carryall Tripple left mouse click trick only works in offline games, not applicable to games online)
7-8 RI shots = Carryall down: Seven or Eight shots from a Rocket Infantry can take down a Carryall.
9 Sam shots = Carryall down: 9 or less Sam shots can take down a Carryall.
9 Stealth Tank shots = Carryall down: Nine or less Stealth Tank Shots can take down a Carryall.
Carryall “S” pickup unit on SD: The Carryall can pick up a unit off of the Service Depot, if you highlight the vehicle and press “S” to stop it from healing on the Service Depot. Even if the tank moved off the Service Depot, the carryall will still pick it up.
Rapidly click to pick up the healing vehicle on the Service Depot and the Carryall will stay in the air above it, making it faster to pick up the vehicle when it is done healing on the Service Depot.
One Carryall = plane fodder: One Carryall can be used to fly in front of your attacking planes to take damage so that more of your planes attack your intended target. (JJ is the cheapest Fodder but it is slow)
Carryall on deployed vehicle= no emp: If you deploy a vehicle while you are landing a Carryall onto it, the Carryall will land on the vehicle but not be attached and can not be frozen by an EMP Cannon. The deployed vehicle underneathe the Carryall will be frozen.
Carryall faces BR: The Carryall normally faces towards the bottom right corner of the map when you land it. It faces top right if you have landed on a undeployed vehicle while deploying your deployed vehicle. (Note: Tick Tank might make Carryall face BR like normal)
Carryall faster than Orca B and Harpies: If Orca Bombers or Harpies are chasing your Carryall that is flying your Mammoth MK2 or other vehicle. Try flying to very far locations on the map away from the enemy base. Lure the Orca Bombers to chase you, then use the Carryalls speed to fly to the enemy base faster than the enemy Orca Bomber can reach their base. Long distance flights are useful for Carryall carrying vehicles when evading Orca Bomber group.
Carryall slower than Orca Fighter and Banshee: The Carryall can not lure the faster units like Banshee and Orca Fighter away from enemy base because they are both faster. For these reasons, it might be best to chase Carryalls with Orca Fighter or Banshee and not Orca Bomber or Harpy.
Hide Carryall in MCV: You can hide a Carryall inside a Construction Yard. Send your Carryall to pick up a Mobile Construction Vehicle and deploy the MCV when the Carryall starts to land on the MCV. If you time it correctly, the MCV will deploy around the Carryall hiding it as a Construction Yard. Your enemy might not see your Carryall if you do this and you can quickly lift a Mammoth MK2 or other unit around your base. The Carryall can also fly out and disrupt the enemy while he is trying to target your units or buildings. (If it is unexpected)
ALT Hide vehicle under Carryall on tank: You can hold the ALT button and hide a vehicle under a Carryall that is sitting on top of one of your other vehicles. (Example: Hold ALT and send Hover MRLS to hide under the Carryall that is sitting on your MK2. Your Hover MRLS can shoot at the enemy's Carryall (or planes) and surprise him, this icould be useful in a Mammoth MK2 vs Mammoth MK2 battle. The HoverMRLS shoots at about the same speed as the Vet Bal Mammoth MK2. The Hover MRLS does 60 damage every shot to the MK2. This might be enough to make your Mammoth win the Fight. They shoot at about the same speed, but eventually the HoverMRLS shoots slightly faster than the Veteran Balance MK2. (Mk2 has 1200 hp) Mammoth does 200hp damage every shot to mammoth. (six shots) 5 shots from HoverMRLS = 300hp damage.
Land Carryall+vehicle on Helipad: You can land a Carryall with a vehicle on top of a Helipad and it somewhat hides the vehicle. This works on the Service Depot too, the Carryall will stay attached to the vehicle as they both land on the Service Depot. (Careful: Ghost Stalker will destroy them all if targets Service Depot or Helipad)
Carryall Diz to Tib = no landing glitch: The enemy will not be able to glitch your Carryall landing by building a building underneath it, if you land your vehicle in the Tiberium, usually near their Tiberium Refineries.
Carryall ALT picks up hidden Warf: The Carryall can be used to land on a vehicle that is hidden inside your War Factory. Hold the ALT button and send the Carryall twice to pick up the vehicle. Quickly left mouse click twice, while holding ALT, to send the Carryall twice to pick up the hidden vehicle.
Land Carryall on Pavement: If you land your Carryall that is carrying a vehicle on pavement, it is less likely that an enemy Mutant Hijacker can surface right next to your vehicle and steal it. (he will have to run farther across the pavement to steal the vehicle and might be destroyed)
Carryall fake land on plane hurts vehicle: If you fake land on a vehicle with your Carryall, it will fall onto the vehicle below it, if the Carryall is destroyed while fake landed on your vehicle. This damages the vehicle's health points.
Land Carryall inside the Disrupter by sending the Carryall to land on the Disrupter and then sending it to your Service Depot or Helipad. Now the Carryall looks like it is landing to pick up the disrtuper and might entice the enemy to use his EMP Cannon. Your Carryall will not be EMPd if it landed inside the Disrupter. Now land your Carryall on your frozen Disrupter and fly it to safety, hopefully most of the enemy's nearby sams were turned off in the EMP blast. (Note: don't move the Disrupter or the Carryall will no longer be landed inside of it and will be frozen by the EMP)
If Carryall lands inside Disrupter and the Disrupter shoots its weapon, it can hurt the Carryall a small amount. ( about 18hp per shot )
Fake land on Diz using SD = no heal vehicles: If you fake Carryall land on top of a vehicle and use the Service Depot to do it, you might not be able to heal vehicles on the Service Depot, until you move your Carryall fake sitting on your vehicle.
Fake land Carryall inside MK= mk no damage: If you land your Carryall inside of your Mammoth MK2, your Mammoth MK2 will not damage the Carryall as it fires. (like it does with disrupter)
Carryall not hit by Ban CTRL: If the Banshee CTRL fires onto the ground from far away and your vehicle walks onto that spot, when your Carryall lands on the tank, it will NOT be hit by any of the CTRL fire. You can safely sit on it and let the Banshee waste its ammo CTRL firing on the ground below a Carryall sitting on a Tank. (unless the Banshee switches its targeting to your Carryall)
Carryall cant pickup ally stealthed: The Carryall might have trouble picking up a team mate's vehicle if their Stealth Generator is stealthing it.
Carryall one Titan + 2 Orca Fighter = Harv: On larger maps consider using your Carryall to fly one Titan to the enemy's Harvester and shoot it to half health. Then send two Orca Fighter to finish it off, (three is better) (Note: This build order does not require a Tech Center, consider spending the money on another Tiberium Refinery or something else)Service Depot costs 350 less than Tech so you have more money too.
GHOST STALKER
Enemy has 1 Orca B before your GS: The enemy will be able to make a Orca Bomber faster than you can make your Ghost Stalker attack. (you might be able to destroy the enemy Orca bomber in one shot if it is reloading on Helipad or healing on Service Depot, if the enemy is distracted.)
Star GS = faster than CC: A Ghost Stalker that has upgraded veteran status and a gold star, can move faster on the map than a Cyborg Commando. Gold Star GS also has 20% range increase so you can actually fight a Cyborg Commando if you stay far away from it and run away before shooting again.
GS vs Diz: Ghost Stalker wins 1v1 vs Disrupter, but the Ghost Stalker is damaged, consider healing in Tiberium, or fighting Disrupter while on Tiberium.
Ghost Stalker vs Cyborgs: The Ghost Stalker can out run enemy Cyborgs and then shoot at them, before quickly running again. One Ghost Stalker can destroy many Cyborgs in this way.
GS lures Alt Crush & dodge: A enemy Subterranean APC or Devil Tongue can surface under a Ghost Stalker to destroy it, but if the Ghost Stalker moves at the last second, he can dodge the Alt crush and fire at the enemy unit possibly destroying a SubAPC that a Commando is riding around in.
GS=Warf new tank: The Ghost Stalker can destroy a newly built vehicle exiting the War Factory if he uses his C4 to blow up the War Factory as the vehicle is built.
GS=SD boom vehicle: If the Ghost Stalker uses his C4 to blow up the enemy Service Depot, the vehicle healing on top of it dies too.
GS c4 = no sell: If a Ghost Stalker has layed his C4 on your base, you will not be able to sell the building before it is destroyed. You have to sell the building before the Ghost Stalker gets to it. (Note: this makes it easy for the enemy to pretend to run to one building and then go to another when you try to sell the first)
GS run to building = lure sell: The Ghost Stalker can run to one of your buildings and quickly change directions right before you sell your building. Now, the Ghost Stalker is already running toward a second building. You can juke force sell with the Ghost Stalker multiple times, just like with Engineers, by running to consecutive buildings and then switching course.
Hidden Warf units survive: If your War Factory is destroyed by the Ghost Stalker, any units that were hidden inside it are safe afterwards.
Carryall hidden in CY= GS safe: If a Ghost Stalker destroys your Construction Yard that is hiding a Carryall inside it, the Carryall will survive afterwards.
GS vs Orca B: The Ghost Stalker can avoid being destroyed by one Orca Bomber, you can move out of the way right before the Orca Bomber bombs perpindicular to the Orca Bomber's flight path. (Note: This is not easy to do, it is better to get in an AmphibiousAPC, which can more quickly evade one Orca Bomber)
Ghost + Medic Rush: You can Rush the enemy with a AmphibiousAPC, Ghost Stalker, and 3 Medics. You do not need a Helipad or Service Depot to do this attack, so save money for your Medics, and don't build those buildings until later in game. (You might be able to bring the APC back to your base for another Engi or Ghost /Medic attack )
Ghost + tight Inf rush: In a early Light Infantry rush, you can keep a Ghost Stalker in the middle of the group by periodically tightening the group on the way to the enemy, making it less likely that the enemy sees your Ghost Stalker in the early Light Infantry rush. (left mouse click on the group of soldiers when the mouse looks like the no smoking sign to tighten the group) Keeping the Ghost Stalker in a tight group of soldiers also makes it harder for the enemy to target it.
GS destroyed by one Orca Fighter: The Orca Fighter destroys a Ghost Stalker with 2 bullets ammo left over, it is so good at destroying Ghost Stalker, consider staging an early Orca Fighter near enemy base to destroy his Ghost Stalker before it ever reaches your base, in early game.
Ghost Stalker =tib ground: The Ghost Stalker leaves tiberium on the ground when he is destroyed.
9 HoverMRLS shots = GS: Nine Hover Mrls can destroy a Ghost Stalker in one shot, Five HoverMRLS can destroy a Ghost Stalker in two shots. Three HoverMRLS can destry Ghost Stalker in three shots (if it is distracted)
MAMMOTH MK2
Gold Star Mammoth MK2: ( x, 527, 480, 300, 75) It does 300 hp damage per shot to heavy Armor.
StarMK2 healing: Gold Star Mammoth MK2 should be saved and healed. It will almost destroy a Titan in one shot. Gold
Mammoth Veteran Points: Tick =.08, Inf =.01, RI=.02, Cyb=.06, Harv=.13, Harpy =.10, Radar.10, Ref.19, Helipad .05, Sam ,05, advPP .05
StarMK2 = 3 shot CC(not 4): Star Mammoth MK2 easily defeats Cyborg Commando. (Usually it takes 3 shots to disable the Cyborg Commando and four shots to destroy it, but the Gold Star Mammoth MK2 destroys the Cyborg Commando in 3 shots (2-1)
Mammoth MK2 = 48 sec build: It takes about forty eight seconds to build a Mammoth MK2.
Mammoth MK2- two weapons: The Mammoth MK2 has two weapons. Its primary weapon is a laser beam that does (K, 350, 320, 200, 50) damage to the various five armor types. (“K” means that it kills units with no armor) It's secondary weapon is a anti air double missile that does 54 damage if both missiles from each shot hit their target. Sometimes only one of the anti air missiles hits its target, in this case only 27 damage will be inflicted. Sometimes the Mammoth MK2's secondary weapon misses completely, inflicting zero damage.
Mammoth MK2 vs Harpy/Orca Fighter: The Mammoth MK2 can shoot down a Orca Fighter in four shots, and a Harpy in five shots. The Harpy has 25 more health points thant the Orca Fighter. This assumes that every single double shot from the Mammoth MK2 hits its target. Sometimes it misses completely and sometimes only one of the missiles from the double shot hits its target (27 damage). NOTE: It makes sense that the Harpy has more health because it takes longer to shoot all its bullets than the Orca Fighter.
Mammoth Mk2 vs Cyborg Commando: The Mammoth MK2 has a slightly longer range than the Cyborg Commando. The Mammoth MK2 range is five cells, while the Cyborg Commando range is four cells. It makes sense to approach the Cyborg Commando from a distance of greater than 4 cells to take advantage of this longer range. If the Cyborg Commando is surrounded by other units, try to land the Mammoth MK2 with those units in between the Mammoth MK2 and the Cyborg Commando so that the Mammoth MK2 shoots through them while he is aiming at the Commando. This will damage those units too.
MK2 no self heal Carryall: The Mammoth MK2 does not self heal when the Carryall is attached to it. (Not on the ground or in the air)
The MK2 hits plane after destroyed: If the Mammoth MK2 shoots at a plane and is destroyed, the Mk2 shot will continue to hit the plane after the MK2 is destroyed. (This might be true for other anti air units as well)
MK2 3 shot Disrupter: It takes three shots from a Mammoth MK2 to destroy a Disrupter. It probably won't stop a Disrupter before it can destroy a building in one shot by using CTRL and force firing through the Tiberium Refinery.
MK2 1-shot DT: The Mammoth MK2 can destroy a Devil Tongue in one shot.
MK2 shoots through six vehicles: The Mammoth MK2 can shoot through six vehicles at one time on Veteran Balance maps.
No Carryall ALT exiting MK@: I couldnt get the MK2 to stop on the pavement by using ALT to force the Carryall to pick up the Mammoth MK2 as it exits the War Factory on the pavement, but it might be possible.
MK2 = 5 shot Ref: A Mammoth Mk2 can destroy a Tiberium Refinery in five shots if they do not repair quickly. Six shots if they do repair.
MK2 = 5 shot CY: Mammoth MK2 destroys Construction Yard in 5 shots if they dont repair, 7 shots if they do repair quickly.
MK2 = 5 shot Warf: Mammoth MK2 destroys War Factory in 5 shots if they don't repair. It takes 6 shots if they repair quickly.
13 Inf + laser+ cc = MK: Roughly Thirteen Light Infantry, a Cyborg Commando, and a Laser built as the Mammoth MK2 lands, can destroy a Mammoth MK2.
5 RI + CC+ Laser = MK: Five Rocket Infantry, one Cyborg Commando, and one Laser built as the Mammoth MK2 lands can destroy the Mammoth MK2.
2 Harpy+2Ban = MK2: Two Harpies and Two Banshee can destroy a Mammoth MK2. This is a good combination of planes to have.
MK2 = 5 shot MCV: The Mammoth Mk2 will destroy a Mobile Construction Vehicle in five shots.
2nd MK2 =no bc Warf destroyed: If you destroy your enemy's Mammoth MK2, he is likely to immediately build another one. If you can destroy his War Factory within 48 seconds, he will waste time building a Mammoth MK2 that never arrives because you destroyed his War Factory before it fully built the Mammoth MK2.