2024 TIBERIAN SUN STRATEGY GUIDE
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GDI UNITS-3

DISRUPTER
The Disrupter costs: = $1300.
The Disrupter has Health Points HP = 500
The Disrupter has Heavy Armor.
The Disrupter weapon damage vs armor. = (84, 249, 246, 170, 83) (Higher damages shooting through buildings)(84, 561, 255, 342, 83)
The Disrupter speed = 4 (The same as a Titan)
The Disrupter range = 4 cells (The Disrupter can “Q” 2 cells away from the unit or structure that it is shooting and the beam continues.)
Distrupter "Q": The Disrupter will not continuously fire as you “Q” around a building. Each time the Disrupter stops firing, you must manually shoot at the building again, after shooting again, then you can "Q" the Disrupter once more. It is best to "Q" toward the next target. The Disrupter is slightly faster while “Q"-ing, so it can escape Titans as it "Q"s.
Disrupter "1-shot: The Disrupter is one of the most powerful unit to attack buildings with, it can kill many buildings in 1-shot. A Disrupter can destroy a building in one shot if you shoot through the building long ways. There is a good picture of this on page 37 of Mole40k's strategy guide at the following link:
https://mjryder.net/wordpress/wp-content/uploads/2015/05/Tiberian-Sun-guide-v4-c-Mole40k-2013.pdf
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Drive the Disrupter: If your outbuilt War Factory is close enough to the enemy's base, you could consider driving the Disrupters with no Carryall to save money. The enemy might have the hotkey to see your base set, but if you drive a Disrupter to a random location that is closer to the enemy, he might not see you pick it up with the Carryall. Smaller maps might allow you to drive the Disrupter early in the game before the enemy has a lot of planes.
Paused Disrupter = protected Disrupter: To protect your early Disrupter from early enemy Infantry rush, you can pause it before its complete, until you take care of the Infantry rush threat.
Land Disrupter on opposite side of enemy building from Orca Bomber: Try landing your Disrupter at the enemy base, on the opposite side from the enemy Orca Bombers. The enemy Orca Bombers might bomb their own building trying to bomb your Disrupter. The enemy will have to fly around their own buildings and take longer to get to your Disrupter if they do not want to bomb their own buildings.
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"Q" Diz downhill or pavement = fast Diz: “Q” Que-ing a Disrupter downhill or on pavement while attacking makes the Disrupter really fast, and you can avoid enemy fire while attacking buildings more easily.
"Q" Diz into "1-shot spot": If your Carryall can't land the Disrupter on the location where you can “1-shot” a Tiberium Refinery to destroy it in one shot, you can land the Disrupter close to the "1-shot" spot. Then, shoot the building and "Q" into the "1-shot" location on that building or "Q" into a "1-shot spot for a different building.
Diz vs Missile Silo: A Disrupter can not one shot a Missile Silo it takes two shots.
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Diz vs Firestorm Generator: A Disrupter can not one shot a Firestorm Generator, it takes two shots.
Send multiple Diz to opposite sides of enemy base: The Disrupter can be combined with other Disrupters and Carryalls in a combination attack on the enemy base. Send one to one side, then land the second Disrupter on the other side of the enemy base at the more important building. He will be distracted and might not be able to save the second building.
Disrupter vs Wall Section: A Disrupter shoots through multiple walls with one shot. All of the Wall Sections will be damaged. You can shoot through 4-5 Wall Sections at once with the Disrupter. The Disrupter is the best unit for destroying multiple walls the fastest.
Diz bottlenecks units into beam: A Disrupter can force fire on the ground with CNTL force fire on any unit trying to drive on that narrow path. Example: Walls used to bottleneck tanks, where your disrupter can shoot through a line of enemy units, damaging them all at the same time. If you have both Nod and GDI technology, or a Nod Ally in a team game, A Nod Mobile Repair Vehicle can help keep the Disrupter healed while you are CNTL force firing at the enemy units that are bottlenecked into a single file line. The Disrupter can damage four units in a line at once.
Disrupter + MRV vs Tick Tank: One Tick tank can destroy a Disrupter that is being repaired by an MRV, but it takes a long time. Two Tick Tanks will destroy a Disrupter than is being healed by an MRV much faster.
Disrupter vs Firestorm Wall Section: A Disrupter can damage five pieces of Firewall sections in one shot. This runs down the Firestorm Generator timer very quickly if you shoot across the firewall sections while the Firestorm Generator is turned on. The Disrupter can shoot through active Firestorm Wall Sections and hit units or structures on the other side.
Pre-damage Construction Yard = Diz "1-shot": The Disrupter can normally not 1-shot kill a Construction Yard, but if you slightly damage the Construction Yard before the Disrupter gets there, you can "1-shot" the Construction Yard and destroy it. One random Light Infantry or Jump Jet firing at the Construction Yard before the Disrupter attacks, can get the job done. (If the enemy repairs the Construction Yard to full health, you will not be able to "1-shot" the Construction Yard).
Staged Disrupter Limits Tank Rush: One staged Disrupter near the enemy can keep the enemy from sending his Titans. The enemy can not send as many of his Titans to your base if he is waiting to use those Titans to defend your Disrupter.
Sell Warf before boom = vehicle coming out survives: If a Disrupter is about to one-shot your War Factory while your Mammoth Mk2 or MCV is coming out, it might make sense to sell the War Factory so that your tank survives. If the enemy destroys your War Factory before a vehicle completely exits it, your vehicle can be destroyed when the War Factory is destroyed.
Disrupter vs Banshee: Bring your Disrupter home if a lot of Banshee are chasing it. The Banshee can destroy a Disrupter in 5 shots, and the Disrupter can not dodge the Banshee bullets. This means that five banshee can destroy your Disrupter in one swoop. Your Disrupter will most likely be destroyed if you land next to a lot of Banshee. Land far from Banshee when you attack the enemy base or send multiple Disrupters to opposite sides of the enemy base so that the enemy can't kill both of your Disrupters before you destroy a building or two.
Diz shoots through a cliff: The Disrupter can shoot through Cliff edges from the bottom side of the cliff and hit buildings far away on top of the cliffs. This is a definite advantage for the Disrupter.
Stage Diz with numbered Carryall = off screen control: Stage a Disrupter with the numbered Carryall sitting on top of it. This way you don't have to scroll the screen and put the Carryall on top of the Disrupter to quickly bring it to the enemy, you can just click the number of the Carryall.
Disrupter vs Orca Bombers: “Q” the Disrupter away from Orca Bombers while you attack a building, especially downhill or on pavement.
Diz fired on = sometimes Diz misfire: The Disrupter sometimes stops shooting if he is being shot at by a lot of units at once.
Diz mixed ground unit rush: One Disrupter in a group of Titans and Infantry ground rush can wreck buildings. If you don't have a Carryall to fly the Disrupter, just mix it into other ground rush combination attacks. This works best early in the game when the enemy doesn't have a lot of Orca Bombers.
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One Cell "Q" forward = Diz continues attack hands free: The Disrupter can "Q" one cell forward, and by the time it gets there, the Disrupter will be ready to fire again from that new location (one cell in front of where you first fired the Disrupter. You don't have to keep retargeting the building. If you only "Q" the Disrupter one cell, the Disrupter will automatically fire every time he moves one cell forward. You will only need to attack the building once, and then keep "Q"ing the Disrupter one cell forward. (Note: It is best to manually "Q" and attack so that the Disrupter travels more than one cell forward when evading enemies.)(Note: If you "Q" out of the 4 cell range, the Disrupter will have to drive back within that 4 cell range to keep attacking the building.)(Note: you can not combine "Q"'s into a chain, the Disrupter will follow the "Q" chain until the end, and then continue to fire on the building.)
Disrupter/no Carryall vs Mutant Hijacker: A Disrupter can almost outrun a Mutant Hijacker on roads and pavement. Try not to change directions because that can slow the Disrupter down. Try to drive forwards away from the Mutant Hijacker.
Disrupter vs Titan: The Disrupter range is the same as a Titan. You can not "Q" the Titan out of the range of a Disrupter.The Disrupter has 100 more Health Points than a Titan. The Disrupter does more damage to a Titan. The Disrupter usually wins a 1v1 with a Titan. Two Titans will kill a Disrupter. Shoot through multiple Titans to hurt them all at the same time.
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Diz continues last shot when EMP frozen: If you shoot an enemy unit or building with the Disrupter and it is frozen by the EMP Cannon, the Disrupter will continue it's last shot on that building or unit, when it unfreezes, shooting it more. If you have used the Disrupter "1-shot" technique on a Tiberium Refinery before the EMP Cannon freezes the Distuper, the "1-shot" will continue after the Disrupter is frozen and will destroy the building, even though the Disrupter was frozen.
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"Q" Diz onto Warf/Ref/Tib Waste Fac pave to avoid EMP: After you shoot a building, you can "Q" the Disrupter onto the pavement in front of a War Factory, Tiberium Refinery, or Tiberium Waste Facility, and the Disrupter will continue firing and not be frozen by the EMP Cannon's EM-Pulse.
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Disrupter explodes blue Tiberium: A Disrupter can make a blue Tiberium patch explode. This is a great way to damage your enemy's economy. Try attacking your enemy's buildings after landing in a blue Tiberium patch that is close to the enemy's base.
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"Q" swing a Disrupter into the "1-shot" spot: A Disrupter can land in a non “1-shot” location and “Q” toward that location after firing. The Dirsupter beam will swing around the building, and into the “1-shot” location as the Disrupter drives. (Use this tactic when you can't land the Carryall on the “1-shot” location for some reason.
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Diz shoots through buildings = damages many at once: The Disrupter can shoot through buildings and damage multiple buildings in one shot.
Disrupter non "1-shot" buildings: There are some buildings it can not destroy in one shot The Construction Yard, Firestorm Generator, Missile Silo, Obelisk, Emp Cannon, Sam, Laser Fence, Walls, Component Tower, FireWall Section can not be destroyed by one shot from the Disrupter. (The "one-shot' is best used on a Tiberium Refinery or War Factory).
Diz shoots forward the fastest- land in BL: The top of the disrupter turret gun returns to face forward if you stop shooting at something behind the disrupter. (So it is faster to shoot the disrupter at targets in front of it). If you are landing the disrupter away from a building, it will fire the fastest, if you land the Disrupter below a building and to the left. (The Carryall lands the Disrupter facing TR).
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These GDI units hurt Diz most: The Mk2 and a Disrupter both are good for killing Disrupters, as well as Titans, Rpgs, or a group of cheap Disc Throwers.
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Choose to kill Diz before MK2: If both a Mammoth Mk2 and a Disrupter are attacking you, shoot the Disrupter first. Disrupters kill buildings faster than Mammoth MK2s can.
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Diz Terrain: A Disrupter technically has wheels, so it responds to terrain like most other vehicles with wheels. It moves the fastest on pavement, dirt roads, flat ground, or bridges.
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Number your Diz and Carryall = control: Number your Disrupters and Carryalls so they are easier to control.
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The Double "1-shot" "Q": The most devastating Disrupter attack is where you “1-shot” a building while you Q into another "1-shot" location on a second building. This is the most powerful attack on buildings in Tiberian Sun. (Only the Ghost Stalker is more powerful against buildings, but he is more easily killed than a Disrupter)
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MAMMOTH MK2
The Mammoth MK2 costs $3000
The Mammoth Mk2 has Health Points HP =1200
(The Mammoth MK2 heals to half health at a rate of 3-4 HP per second. It heals 3 points per second most of the time, but will heal 4 points per second sporadically. The Mammoth MK2 will heal to half health in about 2 minutes 32 seconds.)
The Mammoth MK2 has Heavy armor.
The Mammoth MK2 weapon damage to various armors: (K, 350, 320, 200, 50)
It kills units with no armor in one shot = “K”, wood is 350, light is 320, heavy is 200, concrete is 50
The Mammoth MK2 has a secondary gun for airborne units, it is less powerful than its main rail gun, and has a shorter range.
Primary Weapon Rail Gun: Range = 5 cells
Secondary Weapon Anti-Air-Missile: Range = 3 cells
The Mammoth MK2 speed = 2.8 (The Mammoth MK2 is the slowest unit in the game and can not outrun any unit)
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MK2 is versatile: The Mammoth MK2 is versatile, try to keep an eye on the enemy MammothMK2. The Mammoth MK2 can sneakily destroy staged Disrupters or hunt Harvesters. It also shoots air units.
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Mammoth MK2 "Q": The Mammoth MK2 can “Q” walk forward while attacking, but only in the forward direction, toward the target you are attacking. If you try to “Q” in a direction away from the target, the Mammoth MK2 will first walk to your “Q” point while not shooting the target, then, walk back near the target and start shooting again.
Mammoth MK2 + Carryall = powerful: The Mammoth Mk2 can do a lot of damage, it might be the most powerful unit in Tiberian Sun. The Mammoth MK2 flies around fast attached to a Carryall. The game is almost never over, if you still have a Carryall and MK2, especially if you have a Service Depot or Mobile Repair Vehicle to heal it.
Mammoth MK2 vs Firestorm: The Mammoth MK 2 can quickly drain the Firestorm Generator timer If you shoot across multiple Firestorm Wall sections while it is turned on. The Mammoth MK2 can shoot across active Firestorm Wall Sections and hit units or structures on the other side.
"Q" chain MK2 = auto attack: The Mammoth MK2 will stop at every "Q" point in a “Q” chain, no matter the direction that the Mammoth MK2 is facing, and shoot at the target you previously fired on. Every time the Mammoth MK2 fires, he then follows the Q path to the next stop point within firing range of the target.
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One cell "Q" chain walk + fire: The Mammoth MK2 is ready to fire again after he walks a distance of one cell. It you make a "Q" chain with "Q" points that are one cell apart, the MK2 will fire almost every time he gets to that next "Q" point. You can do other things while your Mammoth autonomously walks around a building, on a "Q" chain, firing at it the building at every stop, while walking away from attacking units one cell at a time.
Mammoth MK2 vs ground firing units: Keep the Mammoth MK2 in the air vs Titans, Disrupters, and other units that can't hit flying Carryalls.
Mammoth MK2 "G" guard: If you are expecting a Subterranean APC and a Mutant Hijacker to steal your Mammoth MK2, you can press "G" guard as soon as the Subterranean APC surfaces so that the MK2 immediately starts attacking. They usually like to surface the SubAPC behind the Mammoth MK2. Knowing this you can turn around your Mammoth MK2 early and be expecting the Mutant Hijacker. It might help to number the Mammoth MK2 to select it faster.(Number your MK2 for faster manual reaction speeds. It might be a good idea to leave the MK2 on guard any time you are not around a lot of enemy units to distract it. (like the middle of the map)
StarMK2 = Very Powerful: A Star Mammoth MK2 is extremely powerful. Try to upgrade your Mammoth MK2 by destroying a lot of enemy units and keeping it alive longer. A Star MK2 does more damage, walks faster, and gets a longer range main rail gun weapon.
MK2 shoots through units/buildings = damage many same time: The Mammoth MK2 can shoot through units or buildings to hit multiple units at one time.
MK2 damage = same if shoot through building: Shooting through a building with the Mammoth MK2 does not hurt the building more than if you target the building normally with the MK2. ( It does not work like Disrupter “1-shot”.)
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Paused MK2 build = lures enemy MK2: If your Mammoth MK2 is almost built, and you see an enemy Mammoth Mk2 flying to your base on a Carryall, pause the build. You can lure the enemy to attack your War Factory by positioning Titans at other buildings. Now when he lands to try to kill your War Factory, unpause your MK2 build and send Titans. If he doesn't escape with MK2, his will be destroyed.
Lost MK2 = pressure enemy: If you lost your MK2 late game, it might be wise to immediately send Titans or other tanks to the enemy base, so the enemy doesn't have time to pressure you with their Mammoth MK2.
MK2 scout radius = large: Landing tanks with the Carryall can increase the view into the fog. The Mammoth MK2 has a large scouting radius. It might make sense to land a Mammoth MK2 outside of an enemy base to scout more, if you can't see their base very well.
Low Health Mammoth MK2: A low health Mammoth MK2 can still harass Harvesters to draw defenses out of the enemy's base. Your Disrupter can land on the other side of the enemy base, once his defenses try to chase your Mammoth MK2.
MK2 vs Orca Bomber + Titan: One Orca Bomber in combination with 4 Titans, can destroy a MammothMK2.
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Mammoth MK2 vs Mammoth MK2: The enemy Mammoth Mk2 will stop shooting your Mammoth MK2 after your Carryall lands on it. Immediately deploy off of the MammothMK2 and don't lift it. Now your Mammoth MK2 gets the first shot after your Carryall gets off of it. (and if he expects you to do this, and targets your Carryall before it lands, then just dont even land on the MammothMK2 because this also lets you get another shot on his while he is trying to hit your Caryyall.)
MK2 = no destroy trees: The Mammoth MK2 can not destroy trees on the map.
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MK2 = no destroy Wall Sections: The Mammoth MK2 can not destroy Wall Sections.
Unlimited Mammoth MK2s: In a team game you both can get unlimited Mammoth MK2. There are several tricks that let you do this. Firstly you can steal a healing MK2 on your ally's Service Depot with 3 Engineers. Second, you can steal your ally's War Factory as a Mammoth MK2 is coming out the door. Third, you can steal the Mammoth MK2 with a Mutant Hijacker. If you do all 3 of these tricks, both you and your ally can get unlimited Mammoth MK2s during a team game.
Mammoth MK2 vs Ghost Stalker: The Mammoth MK2's primary rail gun shoots one cell farther than the Ghost Stalker's primary rail gun. Approach Ghost Stalkers from 5 or more cells away, and the Ghost Stalker will die before he ever shoots the Mammoth MK2. Do not land near the Ghost Stalker with a Carryall, he can shoot the Carryall as it lands, destroying the Carryall and taking half of the MK2's health too.
MK2 shoots through one building to hit another: The Mammoth MK2 can shoot one building through another building if the buildings were built close to each other. For the longest range, during this attack, stand the Mammoth MK2 next to a building with the MK2's left side next to the building; then shoot another building that is within a 5 cell range. The Mammoth MK2 should hit two buildings at once because the MK2's primary rail gun is on the left side and barely hits the first building. (This increases the range, and is better than standing behind a building to shoot through it at another building.) If the buildings are really close together the MK2 can shoot 3 buildings at one time!
Hide units behind MK2: You can hide smaller soldiers like the Mutant Hijacker or Ghost Stalker next to the Mammoth MK2 and even walk short distances with it while hidden. The hiding spots behind a MK2 change depending on what direction the Mammoth MK2 is facing. This really is a surprise when an enemy lands their MammothMK2 next to yours, and your hidden units come out to steal or destroy it. (If you walk the Mammoth MK2, manually keep the units behind him one cell at a time so they are not revealed as the MK2 moves).
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MK2 vs Titans: The Mammoth MK2 has a 1 cell longer range than the Titan, approach Titans from 5 cells away to get the first shot. Shoot through multiple Titans to damage more than one Titan at the same time. Use your Carryall to land on the Mammoth MK2 so that the Titan loses his targeting on the MK2, then deploy the Carryall off the MK2 and continue firing. The Titans can easily destroy a Carryall sitting on a Mammoth MK2. The Titans can follow a Carryall that is flying and shoot it when it lands, so land farther than 4 cells away from a group of Titans. If your Mammoth MK2 is shooting at one Titan in a group, and the enemy pulls that Titan into his group, your MK2 will be drawn into the group of Titans and possibly die. Be careful not to let this happen.
MK2 vs Disrupter: The Mammoth MK2 has strong health vs a Disrupter, the Disrupter does not hurt it as much as it does some other vehicles. The Mammoth MK2 has a one cell range advantage vs the Disrupter. It is best to "Q" a Disrupter away from a MK2 after you attack it, so that the Disrupter "Q"s out of range of the MK2.
MK2 vs Stealth Tank: The Mammoth MK2 destroy a Stealth Tank in one shot, and can shoot through many Stealth Tanks at one time, killing them all instantly. It is best to approach the MK2 from multiple sides and use the Stealth Tank's invisibility to surprise the Mammoth MK2. This will force the MK2 to have to change directions to hit each Stealth Tank. The Mammoth MK2 has a one cell range advantage on the Stealth Tank and can force fire on the ground to try to guess where the invisible Stealth Tank ran off to.
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MK2 & Cliff edges and hills: The Mammoth MK2 can shoot buildings below a cliff edge, better than trying to shoot buildings on a cliff above the Mammoth MK2. The Mammoth MK2 shoots better downhill. The MK2 can miss it's target if it has to shoot uphill. Be careful when the enemy lands his MK2 near a hill, he might be trying to lure your MK2 into a position where your MK2 can't hit the enemy's MK2.
MK2 "Q" forward into double building shot: "Q" the Mammoth MK2 forward while you are shooting a building. When the Mammoth Mk2 comes within range of a second building behind the one you are shooting, switch your Mammoth MK2 to target the second building. Now you are shooting two buildings at one time, and the original building you were shooting will be destroyed while you are hurting the second building behind it. (The reason you didn't shoot 2 buildings to begin with , is maybe your MK2 couldn't land in the perfect spot because it was blocked or the base had too many defenses to land there.
MK2 lands facing TR: The Mammoth MK2 lands on the ground facing the top right corner of the map. So if you are about to attack another Mammoth MK2, try to land to the bottom left of the enemy MK2 so yours shoots faster than his. (The enemy will have to turn around his MK2 180 degrees to shoot your MK2)
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MK2 vs MK2 Duel, more info: The Mammoth MK2 + Carryall flight tactics are complicated. There are many ways to land and fly a Carryall and MK2 in a duel against another MK2. It takes practice to learn, and some of the glitches only seemed to work in offline matches, maybe because of the lag. If you want to know more about a MK2 vs MK2 duel, make sure to check out the following link for more information:
https://tiberiansunguide.wixsite.com/tiberiansunguide/mk2-vs-mk2
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MK2 + 4-5 Orca Bomber = MCV/Warf boom: Four or Five Orca Bombers and a Mammoth Mk2 can finish a Construction Yard and War Factory in a heavily defended base. Make sure to fly your Orca Bombers in first and shoot whichever building is farther away first. Some of your Orca Bombers bullets will hit the first building, if the Construction Yard and War Factory were built close together. Fly you Carryall with the Mammoth MK2 behind the Orca Bombers so that it does not get damaged by enemy Sams. Now, Shoot through the first building and hit the second building with your MK2 (So that you are shooting both buildings at once.) Even if the enemy base is very heavily defended, you should be able to destroy both buildings, if they were built close enough together.
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Suicide MK2 build order: On visceroid maps, you can sell your Construction Yard to get enough money for a very fast Mammoth MK2 rush without having to open up the walls to get Tiberium. You can get another MCV from your ally's later in the game.(Some players ban GDI on visceroid maps)
