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TIBERIAN SUN GUIDE 2025

 

 

GDI UNITS -5

 

 

DISC THROWER

 

Disc Thrower explode damage data: The Disc Thrower explodes when he dies and can damage nearby units and structures. It does different damages to the five different types of armor: It is best at destroying large wood armor buildings like Advanced Power Plant. Here are the numbers: None: 44-56, wood 168, 99 damage to Laser because its smaller. Light: 89 damage Heavy: 102 MCV & 68 to EMP Cannon because its smaller. Concrete: Laser Fence 30, deployed Tick Tank 32. (Note: use these numbers to help calculate the exact number of Disc Throwers to stand next to a building to destroy the building when the tight group of Disc Throwers dies and explodes.

 

1 Disc vs Silo: The best building to attack with one Disc Thrower is the Tiberium Silo because it can cause fire damage and really hurt the Tiberium Silo. (Not sure if it causes fire damage to Power Plant, but that is also a good building to attack if they only have one in early game)

 

Ref full or no = same disc boom damage: It does not matter if a Tiberium Refinery is full or not when using the Disc Thrower' explosion death. The Disc Thrower will do roughly the same damage to either one. (unlike with Tiberium Silo)

 

 

Quick reference Disc Thrower Boom damage data:

 

None: 44-56,

wood 168, 99 damage to Laser because its smaller.

Light: 89 damage

Heavy: 102 MCV & 68 to EMP Cannon because its smaller.

Concrete: Laser Fence 30, deployed Tick Tank 32

 

Disc distinct sound: The Disc Thrower has a very distinct sound that can easily be identified by the enemy through sound only.

 

Disc Throwers can't throw uphill, so early Laser or Vulcan Cannon can help your smaller group of Light Infantry defeat a large group of enemy Light Infantry and Disc Infantry at your gate if your gate has a hill.

 

Individual Disc Groups: Number 10 Disc Throwers in 10 different groups of one Disc Thrower each. Attack enemy base from all sides 360 degrees seperating all the Disc Throwers. This attack works even better if your Disc men are on the high side of a cliff edge throwing discs down at enemy base below with CTRL fire. (Example: Terraces top left position has a setup like that)

 

Stacked Disc boom: Stacking 10 Disc Throwers next to a Construction Yard can destroy the Construction Yard. Two Amphibious APC and 10 Disc Throwers can be a decent early rush. Stack them all into one A-APC sitting next to the enemy Construction Yard. Park both there in case one dies, you can stack men into other A-APC.

 

Three Disc Throwers break bridge: It can take the three Disc Throwers a different amount of shots to break a bridge. It varies (Examples: 2,4,7,19 shots)

 

Discmen shoot through MCV: Your Disc Throwers can hit Engineers on the other side of your Construction Yard or other buildings by shoothing through your building. Make sure you have a few Disc Throwers to guard CY and Warf against Engineer attacks, especially from Nod.

 

3 Disc 1-shot Engi: Disc Thrower does 40 hp damage to the 100hp Engineer, so three Disc Throwers will destroy an Engineer in one shot.

 

Spam disc boom Barracks: Careful spamming Disc Throwers if enemy has a lot of Light Infantry killing them right when they exit, because they blow up and damage the Barracks.

 

Spam disc boom other buildings: If you spam a lot of Disc Throwers make sure spread them out far from buildings so they don't all blow up and damage or destroy buildings. One Orca Bomber or Devil Tongue could make a large group of 10 Disc Throwers blow up a MCV, Warf, Ref. If they all standing next to the building.

 

APC + 5 Disc + 1 Orca F = Ref rush: Five Disc Throwers in a Amphibious APC can quickly drive across the map followed by one Orca Fighter and might be able to destroy Tiberium Refinery early in the game, maybe even MCV. Stand next to building, hopefully they dont squish your Disc Throwers, put one JJ in APC to prevent squish.

 

Disc Boom TibSilo: The Disc Thrower does more fire damage to a full Tiberium Silo than an Empty Tiberium Silo. 172-176 damage to Tiberium Silo when it stands next to it and explodes upon death. The fire damage is about 23-50 more damage. When you damage an empty Tiberium Silo, it is 170-174, with 10-19 fire damage. The damage difference is not much, but good to know this.

 

4 Disc+JJ+A-APC+1 Orca F = CY: Four Disc Throwers can be protected by one Jump Jet Infantry standing next to them so vehicles can't crush them. You can send a early Amphibious APC and Carryall to the enemy Construction Yard, and shoot at it. Stand the Disc Throwers next to the Construction Yard and send one Orca Fighter to finish off the Construction Yard. Hopefully the Disc Throwers will explode next to the MCV damaging it. Four Disc Throwers exploding can take 4/10 of Construction Yard health away. (Note: Enemy repairing fast and killing units fast might counter this attack.)

 

Disc men CTRL through teammate inf: Your Ally's Disc Throwers should shoot through your Light Infantry with CTRL force fire on the ground without hitting any of your units. ( I think, not 100% sure)

 

 

 

MEDIC

 

Medic heal sound: The enemy can hear your Medic when it heals units. The enemy can use this information against you.

 

4 Medic save CC from 8 Ban: Four Medics can save Cyborg Commando from eight Banshee! A GDI ally sending four Medics in your Subterranean APC with a Cyborg Commando can be devastating attack. Nod probably won't think to use Devil Tongue to kill Medics fast enough. GDI will probably use 1 Orca bomber so this attack might work best vs Nod enemy.

 

Surface Medics in between buildings: When you surface your Subterranean APC in the enemy's weak defense base, surface in between buildings so your ally does not have to watch your attack. His Medics can heal your Commando as you shoot both buildings.

 

1 Medic save GS from 3 Harpy: One Medic can save a Ghost Stalker from three Harpies. It might be worth always making one Medic if you have a Ghost Stalker. (Two or Three Medics being even better possibly) Stand Medic back away so its not injured by Harpy firing on Ghost Stalker. (Note: VET BAL maps allow Medic to stand further back and heal multiple units)

 

4 Harpy own 1 Medic + GS: Four Harpy will kill a Ghost Stalker even if you have one Medic healing it the whole time.

 

2 Medics save GS from 7 Harpy: Two Medics can save a Ghost Stalker from 7 Harpies trying to kill it. Harpies should target medics first in this situation.

 

1 Medic save MH from 1 harpy but not 2: One Medic can save a Mutant Hijacker from one Harpy, but two Harpies will kill the Mutant Hijacker even if the Medic is healing it the whole time.

 

2 Medic save MH from 2 harpy, but not 3: Two Medics can save the Mutant Hijacker from two Harpies, but three Harpies will kill the Mutant Hijacker, even if the two medics are healing it the whole time. (Note: The three Harpies use almost all their ammo during this attack)

 

Team Medic: GDI ally should consider sending Medics to their Nod Ally's Subterranean APC to send with their Cyborg Commando & other soldiers. Medics are cheap and make the Commando attack much better.

 

3 Medic save CC from 7 ban, not 8: Three Medics can save the Cyborg Commando from seven Banshee but eight Banshee will kill the Cyborg Commando in two swoops. (Normally 8 Bans kill CC in one swoop)

 

Stacked Medic Super heal: Stack Medics onto Subterranean APC or Amphibious APC to heal units very fast.

 

One Medic heals infinity soldiers: One Medic can heal a lot of soliers at one time if you stack the soldiers onto an APC first. This is a very big GDI Medic Advantage. Especially in team games.

 

Mass Medic Inf vs Artillery early: Multiple Medics can help heal your Light Infantry rush when the enemy has a lot of Artillery. Five, Six, or more Medics can be frustrating to a Nod enemy that can't make Devil Tongues yet because no Tech Center built yet.

 

Medics small map: Medics are good on small maps where they can quickly reinforce your early Light Infantry rush. Medics can take forever on large maps to reinforce troops if not using A-APC or Carryall.

 

 

AMPHIBIOUS APC

 

A-APC ROT = decent: The Amphibious APC Rate of Turn (ROT) is not as fast as an Attack Cycle or Attack Buggy, but it is faster than a Disrupter.

 

Soldiers no noise enter exit APC: Soldiers make no noise when they enter or exit an Amphibious APC.

 

A-APC + 5 Disc vs Inf: The Amphibious APC can be used to squish about seven Light Infantry, then quickly deploy so that your Disc Throwers can try to destroy nine more Light Infantry. This will even up the costs economically. (No Carryall involved)

 

Land APCs in between buildings: If you are landing a lot of Amphibious APC full of soldiers, try to land in between buildings so you can quickly switch if they try to sell a building. Consider attacking Refinery first, enemy more likely to sell it faster than Warf or CY.

 

Ban = Deploy A-APC?: Consider deploying the Amphibious APC when trying to evade Banshee attacking it, before evading.

 

A-APC outruns Arts: The Amphibious APC is fast enough to dodge Artillery shells. You can send 5 Disc Throwers inside to deploy 1-2 Disc Throwers next to each enemy Artillery. One Orca Bomber or Harpy can easily defend, so works best as early rush.

 

AAPC pave outrun EMP: It is possible for the Amphibious APC to outrun an EMP Cannon but extremely hard to do. You need pavement or roads to be fast enough, and only attempt if you are at the very outer edge of the EMP Cannon range. It might be best to just deploy the Amphibious APC, this tactic is hard to pull off and has low likelihood of success unless you practice it.

 

AAPC lures EMP: AAPC on pavement or road lures EMP Cannon and dodges it at the outer edge of EMP Cannon range.

 

Surround A-APC = no deploy: If you surround an enemy Amphibious APC with soldiers tanks or planes, it might not be able to deploy the units. Always spread out multiple Amphibious APC

 

 

 

WOLVERINE

 

Wolv kills engi in 4 shots: One Wolverine can kill an Engineer in four shots.

 

VB Wolv= 3 shot Engi: Veteran Balance map Wolverines can destroy an Engineer in 3 shots instead of 4 like on normal maps

 

3 Wolve = 1 shot Engi: Three Wolverines can kill Engineer in one shot, even though it takes one Wolverine 4 shots. Early 3 Wolverine rush could get multiple engineers at enemy base early.

 

 

 

JUMP JET INFANTRY:

 

JJ cheaper than 3 RI: Jump Jet Infantry is cheaper than the three Rocket Infantry needed to defend it early. It makes a great scouting early unit.( $600 vs $750 )

 

JJ =no noise: The Jump Jet Infantry makes no noise when it takes off or lands. It is a good early rushing and scouting unit.

 

JJ sent under bridge = no fly: Send a Jump Jet Infantry to a far away location while it is under a tunnel, and the JJ will walk to the far away destination upon exiting the tunnel. He will not fly to the destination after exiting tunnel.

 

4-5 JJ = 1 shot Engi: Four Jump Jet Infantry should be able to destroy an Engineer in one shot, but often it takes Five Jump Jet Infantry to destroy a Engineer in one shot. You can send 5 JJ and one shot each Engineer in enemy base early, but it is an expensive early attack.

 

JJ counters RI hit run: If the enemy is trying to hit your JJ with RI repeatedly in a hit and run style, you can always fly past the RI and then attack them. The Jump Jet Infantry is faster than the Rocket Infantry.

 

Fast JJ stack: You can quickly stack numbered Jumpjet Infantry onto a Subterranean APC or Amphibious APC by quickly stopping them with “S” right before the JJ enter APC. This can be a faster method of stacking JJ, than the flying in a circle multiple times method of stacking JJ. Make sure to unstack JJ before they get to enemy. All stacked JJ hurt by one Sam at same time.

 

Stacked JJ hide behind radar: Alot of Jump Jet Infantry can be stacked onto a APC hiding behind your Radar. If the enemy is not expecting it, these JJ can shoot down planes if you have enough stacked.

 

JJ WP flight path planes: Put your waypoint loop in your base so that your Jump Jet Infantry will fly across the path of incoming enemy planes. Most new players send their planes directly from their base, so this should be easy. Use CTRL+ALT so that your JJ hit enemy planes automatically. Works best against Orca Bombers, but does not work very well with Banshee.

 

 

TITAN

 

1 Titan > 6 Inf & $80: One Titan is better than six Light Infantry and $80 extra dollars.

 

6 Titan = 1-shot Titan: Six Titans can destroy another Titan in one shot. (Three Titans can destroy another Titan in two shots.) (Six Titans is also at the upper limit of what a Mutant Hijacker can safely get near and steal a Titan before the other Titans kill it, six Titans is a good number to have)

 

Frozen Titan barrel indicates direction travel: When a moving Titan has been frozen by the EMP Cannon, the barrel of its gun indicates what direction it is going to walk to when unfrozen. This can give you time to prepare, unless enemy changes Titan's direction to attack a different location once unfrozen.

 

Titan vs Tick approach from behind: Titan should approach undeployed Tick Tank from behind. Deployed Tick Tanks turn around faster. You can approach two undeployed Tick Tanks from two different directions with two Titans in a 2v2 battle.

 

Titan avoids Banshee damage perp: Avoid Banshee damage with your Titan by evading perpindicular to the swooping fire of the Banshee. Keep your Titans alive longer. Doesn't always work, hard to do.

 

Titan vs RPG: RPG wins 1v1, Titan must get close to RPG so RPG can't hit Titan. Or approach from below a cliffside that might block RPG fire up on top of the cliff. (Titan 400 hp RPG hits 110. RPG 500 hp Titan hits 52). RPG range is 2 cells longer than Titan. Walls in front of RPG can block Titan from being able to hit RPG, put RPG 4-5 cells behind the wall so Titan can't hit RPG. Do this at gates and bottle necks on the map. Make sure to number RPG and individually target Ttians and not waste ammo on Light Infantry fodder.

 

Cliff affects JJ:Cliffs can interfere with Waypoint loop and CTRL+ALT Jump Jet Infantry. Sometimes if the waypoints are both on high ground, across cliffs and low ground, the JJ don't fire at enemies.

 

4 Titan + 1 Engi defends 1-shot diz: Four Titans can destroy a Disrupter in two shots. This will not destroy a Disrupter before the Disrupter can destroy a building in one shot. If you have one Engineer, you can heal the building, and kill the Disrupter with the four Titans before your building is destroyed by the second shot from the Disrupter.

 

Titan avoid Walls on Tib: If the enemy is making Walls to slow down your Titans, consider walking in the Tiberium where the enemy can not build walls. Approach the enemy base through the Tiberium.

 

 

 

HOVER MRLS:

 

Hit & Run Hover: The Hover Mrls can drive in the opposite direction very fast without needed to turn around. This is very useful for attacking and running, keep them moving and seperate so Orca Bombers can't hit all of them in one shot.

 

HoverMRLS = no scatter” The Hover Mrls is the only vehicle that does not properly scatter when you use the “X” scatter key. Sometimes they scatter a very small amount, sometimes they don't scatter at all. It is best to number them individually so you can manually scatter them if an Orca Bomber tries to attack them.

 

Carryall ruins hiding Subs under HoverMRLS: If you are hiding Subterranean APC or Devil Tongues under your (or your ally's) Hover Mrls, a Carryall trying to land on the Hover Mrls will make your underground units surface automatically. (This can be a dirty ally trick)

 

Subs under HoverMrls Guard: Devil Tongues hiding under a HoverMrls can still be put on guard mode “G”.

 

SubAPC no deploy under HoverMrls: The Subterranean APC will not deploy units if it is hiding under a HoverMrls, but if the Hover Mrls is moved later, the SubAPC will surface and deploy the units inside it.

 

Stack plane = sub hover mrls hider surface: If you are hiding subs under a Hover Mrls and you try to stack planes onto the Hover Mrls, your subs will surface automatically.

 

Hover Mrls under bridge = bad: HoverMrls hiding under a bridge can easily be shot by units on the bridge, even the Mammoth Mk2 can hit it. And the HoverMrls might not be able to hit units standing on the bridge.

 

Hiding Hover= Inf in water: If a HoverMrls is destroyed while hiding under a bridge over water, the HoverMrls can leave behind 1 Light Infantry hiding in the water where it should not be. This soldier can shoot Harvesters that have to cross the bridge and is hard to find if the enemy doesn't see or know about this trick.

 

Hover Mrls = 30 shots to kill Carryall on tank: The Hover Mrls can destroy a Carryall sitting on a vehicle in 30 shots, which is way too many. If the Carryall lifts the tank, your Hover Mrls should still shoot it as the Carryall flies away. It might be best for enemy to leave Carryall parked on Mammoth MK2 and try to destroy the HoverMrls with Orca Bomber or other units.

 

2 Hover + 1 Orca F kill ref: Two HoverMrls and One Orca Fighter can be used to destroy a Tiberium Refinery or Harvester.

 

2 hover own ref: Two HoverMrls can destroy a repairing Tiberium Refinery, but three Hover Mrls is better to send.

 

Gold Star Hover = same speed: The Gold Star Hover Mrls is the same speed as a normal Hover Mrls.

 

 

 

ORCA FIGHTER

 

Orca F swing out = straight fly over: The Orca Fighter tends to swing out in a circular motion before turning around and going the opposite direction. The Harpy is faster at turning around. Consider not turning around to fly out of an enemy base. Fly over the base in one directon if possible. The swing time means more time enemy Sams could hit Orca Fighter.

 

No Orca “1-shots”: If you use the perfect number of Orca Fighter to destroy an enemy in one shot, some of the Orca Fighters might lose a shot when they return home. It is better to use groups that destroy units or structures in two shots, so the Orca Fighters don't use ammo. (Send the perfect number of Orca Fighters in each group to destroy whatever you are targeting in 2 shots, or 4, 6, 8 shots, etc..).

 

Faster units on good terrain outrun OrcaF: Alot of the faster units can outrun Orca Fighter and make it miss. The Orca Fighter is fastest unit, but it tries to readjust to always be in front of a moving target.

 

Sent away OrcaF loses bullet: The Orca Fighter might lose ammo if you send it away during an attack.

It is best to destroy whatever the Orca Fighter was shooting at and let them naturally return home, rather than interrupt the Orca Fighter in mid battle. The Orca Fighter might lose an extra bullet of ammo if you do that. (Note: If you send Orca Fighter home right after it shoots, every time, you only get 5 shots instead of 10! It is a bad habit)

 

 

Rapid deploy/undeploy glitch Orca F: If you rapidly deploy and undeploy vehicles, it can make the Orca Figther glitch and miss your vehicles. (Note: An Artillery is normally killed by one Orca Fighter, but can survive using this method. The Orca Fighter will have to return home to reload, while you heal Artillery with MRV.)

 

Orca Fighter sounds like Orca B: The Orca Fighter sounds like an Orca Bomber. Their take off and landing sounds are shorter than the Banshee/Carryall.

 

1 OrcaF = no kill Cyb: It takes two Orca Fighter to destroy a Cyborg, one can almost do it.

 

1 Orca F kills GS before 1 Sam: One Orca Fighter can unload its ammo before one Sam can destroy the Orca Fighter. So, One Orca Fighter can finish an enemy Ghost Stalker protected by one Sam. If you kill the Ghost Stalker you win the exchange, even if the Orca Fighter dies, because the GS costs more. Approach the Ghost Stalker from the opposite side of the one Sam guarding it. (Note: Pro Ghost can shake off the one Orca Fighter.)

 

2 Orca F kill no repair EMP: Two Orca Fighter can destroy an EMP Cannon if the enemy fails to repair it in time. Try distracting the enemy before you do this.

 

3Orca F kill repair EMP: Three Orca Fighter can destroy an EMP Cannon no matter how fast the enemy can repair it.

 

3 OrcaF = kill Carryall on vehicle: Three Orca Fighter can destroy a Carryall on a vehicle even as it begins to fly away. It is possible for the Orca Fighter to knock a Carryall out of the air if they pull off enough shots before the Carryall lifts the vehicle.

 

1 Orca F= kill Art: One Orca Fighter will destroy one Artillery with one bullet of ammo left over.

 

1 Orca F = 7 shot kill DT: One Orca Fighter can destroy Devil Tongue in seven shots with one bullet of ammo left over. Four Orca Figher = 2 shots. Seven Orca Fighter = 1 shot. (Four Orca Fighter is better than 7 because you won't lose ammo after the seven leave, remember 2.4.6.8 shots are best when using Orca Fighter.

 

6 Orca F = 1 shot Harpy or Orca Fighter sitting on a Helipad.

 

8 Orca F = 1 shot Banshee or Orca Bomber sitting on a Helipad.

 

5 Orca F = 1 shot Ghost Stalker before he can use his C4 maybe.

 

3 Orca F = kill Cc: Three Orca Fighters can destroy a Cyborg Commando

 

3 Orca F = kill 2 repair CT: Three Orca Fighter can destroy two Component Towers even if the enemy repairs them quickly.

 

10 Orca F own 2EMP+CY repair: Ten Orca Fighters can destroy two EMP Cannons and a Construction Yard, even if the enemy repairs them quickly. (Nine maybe if enemy is distracted and doesn't repair fast, not 100% sure about this)

 

9 Orca F = 1-shot EMP: Nine Orca Fighter can destroy an EMP Cannon in one shot, which might be faster than a Engineer can save it. If enemy has no Engineer, it might be better to send five Orca Fighters to destroy the EMP Cannon in two shots. So the Orca Fighters don't lose ammo when they leave.

 

CC avoids 3 Orca F: The Cyborg Commando can avoid being killed by three Orca Fighter if he walks back and forth away from Orca Fighter always. He can even avoid being broken in half by three Orca Fighters.

 

2 Orca F = kill Cyb: One Orca Fighter almost kills Cyborg, but you need two Orca Fighters to finish the Cyborg. (At least break them in half with one Orca Fighter if you only have one Orca F)

 

1 Orca F owns DT: One Orca Fighter can destroy a Devil Tongue before it needs to reload. CTRL+ALT waypointed Orca Fighters are very effective vs a group of Devil Tongues.

 

4 Orca F kill harv: Four Orca Fighter can destroy a full health Harvester.

 

Orca Fighter easily avoided: Even Titans can walk away from Orca Fighter back and forth and make them misfire. Easier for Titan to shake one Orca Fighter, a group is much more difficult to avoid because they surround Titan from all angles.

 

Orca F = no kill VB undeployed Tick: The Orca Fighter will not destroy a undeployed Tick Tank on Veteran Balance maps. It brings the Tick to low red health.

 

Orca F = no kill VB deployed Tick: Deployed VB Tick Tank only lost ¼ of its health.

 

Orca F= kill normal map uneployed Tick: The Orca Fighter can destroy a uneployed Tick Tank on normal maps, it is wise to deploy or juke back and forth to make the Orca Fighter misfire. The Orca Fighter should have 1 bullet of ammo (2 shots) left after destroying. (Note: rapid deploy undeploy might not be worth it on normal maps, every time undeployed Tick hit, it hurts, staying deployed or using the juke might be better option if possible with Tick)

 

OrcaF no kill Harpy on Helipad: The Orca Fighter might not destroy a Harpy sitting on a Helipad before it has to return to base and reload on its Helipad. (Note: It might not kill the Harpy, but harassing planes and not letting them reload can be useful)

 

Orca Fighter CT pown into harass planes: Orca Fighters can quickly take out Sam Upgrade Component Towers and then use the rest of their ammo to harass planes on Helipads, or Carryalls sitting on Tanks.

 

Orca F 4 shot MRV: One Orca Fighter can easily destroy a Mobile Repair Vehicle in four shots, using 2 bullets of ammo. The Orca Fighter will have 6 shots (3 bullets of ammo) left over. The MRV can possibly outrun / dodge glitch the Harpy on good terrain like pavement or road.

 

Orca F = 8 shot DT: One Orca Fighter uses 8 shots (four bullets ammo) to destroy a Devil Tongue. The Orca Fighter will have 2 shots ( one bullet of ammo) left afterward. Eight Orca Fighter can one shot a DT.

 

Orca F = 4 shot JJ: Orca Fighter are good at destroying Jump Jet Infantry if you can catch a group on the ground. Use CTRL+ALT to have your group of Orca Fighters shoot the JJ before the enemy can react and fly away. The Orca Fighter will destroy a JJ in 4 shots (2 bullets of ammo) and it will have 6 shots (3 bullets of ammo) left over.

 

1 Orca Fighter kill 2 JJ: One Orca Fighter can kill 2 JJ without needing to reload on Helipad. It will have 2 shots left over ( one bullet of ammo)

 

2 Orca Fighter kill 5 JJ: Two Orca Fighter can kill five Jump Jet Infantry and not have any ammo left over.

 

Orca Fighter 6 shot Buggy: One Orca Fighter can destroy an Attack Buggy in six shots (3bullets of ammo) and have 4 shots ( 2 bullets of ammo) left over.

 

4 Orca Fighter almost kill MK2: Four Orca Fighter almost kill Mammoth Mk2, use one more unit like a Titan or Orca Bomber to finish the job.

 

Orca vs EMP: 2 Orca Fighter kill EMP no repair, 3 Orca Fighter kill EMP with repair, 4 Orca Fighter kill EMP with Engineer trying to save it. (Engi might save it, might not. Obviously the enemy air defenses might affect this outcome)

 

Orca F vs Ref=3/4: Three Orca Fighter can destroy a Tiberium Refinery that does not repair. Four Orca Fighter will destroy a Tiberium Refinery, even if it repairs fast.

4 Orca F = kill no repair mcv/warf: Four Orca Fighter can destroy a War Factory or Construction Yard if the enemy does not repair fast.

 

5 Orca F = kill repair mcv/warf: Five Orca Fighter can destroy a Construction Yard or War Factory even if the enemy repairs it quickly

 

2 Orca F kill Gate: Two Orca Fighters can destroy a Gate.

 

Orca Fighter owns ST: Orca Fighter is good against Stealth Tanks. It can quickly catch up to them, faster than Orca Bomber. It will destroy a Stealth Tank in 6 shots ( 3 bullets of ammo). Orca Fighter wins a 1v1 battle with Stealth Tank almost every time.

 

2 Orca F own 3 ST: Two Orca Fighters can destroy three Stealth Tanks, but wont have much ammo after. Three Stealth Tanks might be able to shoot one or both of Orca Fighters down, maybe. Better to use three or four Orca Fighter vs three Stealth Tank.

 

2 OrcaF own Diz: Two Orca Fighter can destroy a Disrupter before one Sam can kill one of the Orca Fighters. Consider always making 1-2 Orca Fighter to Harass Disrupters or Carryalls sitting on Disrupters before the enemy even sends from his base.

 

2 Orca F own Titan: Two Orca Fighter can destroy a Titan ( one almost does) Immediately send Orca Fighter to harass Titans right when Titans leave the protection of the enemy Sams at their base.

 

1 Orca F own A-APC: One Orca Fighter can destroy an Amphibious APC with 2 shots left ( 1 bullet of ammo)

 

1 Orca F own SubAPC: One Orca Fighter can destroy a Suberranean APC even easier than a A-APC with 4 shots left over ( 2 bullets of ammo). Consider always harassing the enemy's Amphibious APC with Orca Fighters once they leave safety of enemy base and Sams.

 

3-4 Orca Fighter = 1 shot SubAPC: Three Orca Fighter can destroy a Subterranean APC in one shot. Sometimes three Orca Fighter will not destroy the SubAPC in one shot, but four Orca Fighter always will. (they can reach the SubAPC faster than 2 Orca Bombers can) SubAPC can speed dive or spin dive to evade destruction, but you can lay pavement under the SubAPC to counter.

 

3 Orca F = kill CC: Three Orca Fighter can destroy a Cyborg Commando with no ammo left. Two almost destroy a CC, leaving a broken red health CC behind.

 

4 Orca F 1 shot sub+ kill CC: Four Orca Fighters can destroy a Subterranean APC in one shot and then destroy the Cyborg Commando that was riding inside it. (Note: The Orca Fighters will not have much ammo after this, but have 0, 1, or 2 shots left.) Four Orca Fighter is great for killing SubAPC + CC.

 

1 Orca F kill MRV healed by MRV: Even if a MRV is healing another MRV, one Orca Fighter will kill the enemy's Mobile Repair Vehicle. MRV healing will not save the other MRV. Use Orca Fighters to harass MRVs so they can't heal units as fast (especially Banshee) (Note: Two MRV can save a MRV from one Orca Fighter, but not from two Orca Fighters) One Orca Fighter can almost even kill 2 MRV.

 

MRV save Art from 1 OrcaF: One Mobile Repair Vehicle can save an Artillery from one Orca Fighter.

 

MRV saves cycle from Orca F: One Mobile Repair Vehicle can save an Attack Cycle from one Orca Fighter.

 

MRV no save buggy from Orca F: The Orca Fighter is very good at destroying the light Armor on an Attack Buggy, and one Mobile Repair Vehicle will not save one Attack Buggy from one Orca Fighter.

 

MRV save SubAPC from Orca F: One MRV can heal a SubAPC and save it from one Orca Fighter.

 

MRV save 1 DT from 1 Orca F: One Mobile Repair Vehicle can save one Devil Tongue from one Orca Fighter.

 

MRV inbetween OrcaF and tank = glitch: It is rare, but an MRV can glitch a Orca Fighter if it is healing the vehicle the Orca Fighter is trying to shoot at, while under the Orca Fighter. This can make the Orca Fighter miss, or take longer to fire.

 

1MRV saves ST from 1 Orca F: One Mobile Repair Vehicle can save one Stealth Tank from one Orca Fighter

 

Art outrun OrcaF good terrain: The Artillery should try to outrun the Orca Fighter on good terrain like dirt roads, flat ground, or pavement. Or use the rapid deploy tactic.

 

Orca F vs Wolverine: One Orca Fighter can destroy 2.5 Wolverines before needing to reload. Orca Fighter is good at destroying light armor Wolverine.

 

1 Orca F no kill Hover: One Orca Fighter will not destroy a HoverMrls before needing to reload on Helipad.

 

1 Orca F powns Cycle: One Orca Fighter can destroy an Attack Cycle with two shots left ( one bullet of ammo) The Attack Cycle can dodge it, or run away to your base's Sams.

 

Lift plane maybe avoid Orca F: If you quickly lift your plane, an Orca Fighter might miss it. But The Orca Fighter can also shoot your plane right out of the air if they got their last shot off, so be quick.

Orca Fighter are best at killing light armor, all planes have light armor. ( 90 damage per bullet -450 total)

 

Orca F reload time vs new: You can make 3.2 new Orca Fighters in the time it takes to reload an Orca Fighter.

 

1 Orca F kill Carryall: One Orca Fighter can destroy a Carryall on the ground, on a Helipad, or parked on a vehicle. Sometimes it misses and won't kill. (glitch)

 

8+ Orca Fighter one shot Carryall on tank: Eight Orca Fighter might be able to destroy a Carryall sitting on a vehicle, but ten might be a safer bet because the Carryall can quickly lift off the ground if enemy reacts fast enough and because of misfires.

 

2-3 Orca Fighter vs Diz: Two or Three Orca Fighter can harass a Disrupter and Carryall, maybe killing one of the two. ( 2 Orca F can kill diz or Carryall, so 3 should do nicely)

 

1 Orca F + 2 Engi repair save ref: If you repair quickly, One Orca Fighter and two Engineer will not be able to destroy a Tiberium Refinery. (If enemy distracted, and does not repair quickly, it might work)

 

3 Orca F + Harv bomb = CY: Three Orca Fighters and one half health Harvester Bomb can blow up enemy Construction Yard. Park in the best Harvester Bomb location for CY, which is left of the very top. This should get CY down to 2 red bars of health if you parked in the correct location. Now Switch the Orca Fighters to finish off the low health Construction Yard. Sometimes this works, sometimes the Harvester Bomb doesn't hurt the CY enough. Repair can save, and repair might not save, be fast with your repair of CY and you might save it.

 

Orca F = 3shot JJ: Orca Fighter can destroy a Jump Jet Infantry on the ground in three shots. (you might lose a shot as Orca Fighter flies away after 3rd shot) Three Orca Fighter can destroy a JJ in one shot, possibly before it starts to fly away.

 

 

 

ORCA BOMBER:

 

Orca Bomber turns 180 decent: Orca Bomber can turn around without swinging out as much as the Orca Fighter.

 

Sell Ref 5-6 Orca B-one swoop miss: If the enemy is using 5-6 Orca Bomber to power bomb your Tiberium Refinery and destroy it in one shot, you can sell the Tiberium Refinery and the Orca Bombers might miss. Requires good timing and practice. (Note: The enemy might fly over more than one Tiberium Refinery so you don't know which to sell, he might even attack with one Orca Bomber and not with the others, to fake you out into selling the Tiberium Refinery and saving his ammo.

 

Orca B reloads fastest: Make sure to keep an eye on the Orca Bombers while they reload on Helipads, they reload faster than all the other planes. ( 20 Game Seconds )

 

Orca B fire damage structure: The Orca Bomber can cause buildings to catch on fire, which damages the building even more. Many units like the Titan or Mammoth MK2 might not cause fire damage to buildings.

 

3 Orca B own Ref + save ammo: Three Orca Bomber in a tight group can power bomb a Tiberium Refinery, to destroy it. If the enemy is distracted and not repairing, only send two Orca Bomber for the second final swoop. You can still destroy the Tiberium Refinery, but you have one extra bullet of ammo in one of the Orca Bombers to use however needed.

 

Orca bomber reload time vs new: It is faster to reload an Orca Bomber than to build a new one. This is the only reloadable plane that is like this. A new Orca Bomber will be about 80% ready by the time you reload another Orca Bomber.

 

1 Orca B 2 swoop Cyb: One Orca Bomber can destroy 1 Cyborg in two swoops. Evading on Tiberium probably will not save the Cyborg.

 

Force fire Orca B fog scout save ammo: You can force fire the Orca Bomber into the edge of the fog of war, and at the last second, before the Orca Bomber fires, send it elsewhere. The Orca B. will enter far into the fog of war like as if it was shooting into the edge of the fog of war, but if your timing is good, you save the ammo and can do this multiple times and scout maps quickly. Works well on visceroid maps, if GDI is allowed. Shoot slightly behind Orca Bomber at edge of fog. (Nore: Doesn't scout quite as far as doing this with a Nod Banshee)

 

Orca B survives 1 Sam: The Orca Bomber can survive one enemy Sam.

 

Orca B survives 2 Sams: This is harder to do, but one Orca Bomber can avoid two enemy Sams while attacking enemy base and survive to come home and repair on Service Depot.

 

Orca B no survive 3 Sams: The Orca B will not survive three Sams, avoid attacking enemy base if they have three Sams, until you have more Orca Bombers.

 

Orca B vetbal fast kill soldiers: The Orca Bomber can upgrade to Veteran Status very fast by attacking large groups of expensive Rocket Infantry or Disc Throwers, Engineers, Ghost Stalker, Mutant Hijacker.

 

Orca Bomber lands next to wall = waste ammo: If an Orca Bomber lands near enemy walls, it can automatically fly and waste bombs on the wall. You might be able to lure enemy Orca Bombers into wasting their ammo on your walls if you build the walls near where you think enemy Orca Bombers are about to land near your base. Seems difficult to do in game.

 

Orca B counters Loop lure own building kill: If the enemy is trying to lure your Orca Bomber on CTRL+ALT waypoint loop to automatically shoot your own buildings by surfacing a SubAPC near
your buildings, you can counter by taking manual control of the Orca B, or sending it to Helipads with “G” or “S” Consider leaving only one Orca Bomber on each Waypoint Loop with CTRL=ALT, so others don't waste their ammo shooting at same SubAPC.

 

2 Orca B kill repair EMP: Two Orca Bombers can destroy an EMP Cannon no matter how fast the enemy repairs it. This is a GDI advantage.

 

Orca Fighter sounds like Orca B: The Orca Fighter sounds like an Orca Bomber. Their take off and landing sounds are shorter than the Banshee/Carryall.

 

2-3 Orca B switch Ctrl fire Carryall: Two or three Orca Bombers can CTRL fire on the ground one cell in front or behind of the enemy Mammoth MK2 and then switch to fire on the Carryall that is trying to land on the Mammoth MK2. If your timing is accurate, the Orca Bombers will switch their firing from the ground to the landing Carryall and destroy both it and the Mammoth MK2. Three Orca Bomber is better than two when attempting this tactic.

 

Orca Bomber never cliff hit: Orca Bomber might accidently bomb their surrounding group if you approach a bridge perpindicularly, but this almost never happens when you approach a cliff from the bottom side. (Attacking something near the edge of cliff on top of cliff is ok)

 

No Sensor-CTRL Orca B over sub: Use the CTRL force fire to fire your Orca Bomber over the area in front of or behind the Subterranean APC so that when the enemy dives, your Orca Bomber still bombs and does not lose its targeting, like it might if you targeted the SubAPC before it dove, and you had no Sensor Array.

 

4 Orca B = kill harv: Four Orca Bomber can power bomb and destroy a Harvester.

 

Orca B criss cross owns perp: Since the enemy will likely try to avoid the Orca Bomber's flight path perpidicularly, you can do a criss cross pattern with a second Orca Bomber to catch that unit trying to escape the first Orca Bomber. Numbering the Orca B helps.

 

Smash = no ammo first: Orca Bomber only have two shots before they need to reload. Consider driving over enemy soldiers with vehicles before wasting Orca Bomber ammo on soldiers that could be used on other targets.

 

Orca B vs 7 RI: If the Orca Bomber kills seven Rocket Infantry, and the Orca Bomber dies, its ok. You still won the money exchange. (Six cost $1500, and seven cost $1750, Orca Bomber is $1600.)

 

5 Orca B PB 1 swoop Ref: Five Orca Bomber can destroy a Tiberium Refinery in one swoop if you power bomb and are in a really tight group or stacked. Six Orca Bombers might be better to send. Sometimes five will not destroy Ref in one swoop.

 

6 stack Orca B 1 swoop CY: Six stacked Orca Bomber can destroy Construction Yard in one swoop, do not try to use five. Five Orca Bomber will not destroy CY in one shot.

 

5 stack Orca B+ 1 Orca F=one swoop CY: Five Orca Bomber stacked or in tight group power bomb the CY and the Orca Fighter finishes the CY. This lets you use the 5 Orca Bomber again, to one swoop a Tiberium Refinery, or at least attempt it. (Super weapons or Alt crashes can finish CY too, etc..)

 

Orca B no PB = no watch: There might not be a need to watch your Orca Bomber as it attacks if you do not have to manually power bomb with the Orca Bomber. You can send and focus on other things. As long as the enemy doesn't make a lot of air defense you should be ok, you might want to watch when your Orca Bomber arrives at enemy, maybe.

 

 

 

DISRUPTER

 

Diz turret beam turn: The Disrupter's turret usually faces forward, sneak up behind it so that the turret has to swing around to start shooting your unit. The best place to land Disrupter for a “1-shot” is on the left side of Tiberium Refinery or War Factory because the Carryall will land the Disrupter facing top right. Your Disrupter turret will have to swing less from the left side. (Try to position Disrupter so enemy buildings or units are in front of it, so it doesn't have to swing turret before shooting)

 

Diz distinct sound: The Disrupter sound is very distinct and easily indentified by enemy via sound.

 

3 Diz = 2 shot Harv: Three Disrupters can destroy a Harvester in two shots.

 

2 diz better than MK?: It can be argued that two Disrupters and two Carryalls are better than one Mammoth MK2 and one Carryall. If you lose one carryall, at least you still have another. Both can hunt harvs. Costs are almost equal, $4100 vs $3750. Disrupters are better at destroying buildings than the Mammoth MK2. You can split up the two Disrupters and attack in two different locations. Disrupters kill blue Tiberium & Walls also.

 

Diz avoids Ban damage: Disrupter can avoid Banshee damage by avoiding perpindicular to the swooping angle of attack from the Banshee.

 

Diz 3 shots FS walls fast: Disrupter can shoot through many Firestorm Wall Sections at same time and kills them fast in three shots. (Can kill long walls in 1-2 shots also)

 

Diz = 6 shot MCV: Disrupter not that good at killing MCV, it takes six shots. (2 Diz = 3 shots, 3 Diz = 2 shots.)

 

Diz + Alt crash = 1 shot CY: You can send a numbered Carryall or Orca Fighter to ALT crash onto enemy Construction Yard and the Disrupter will be able to destroy the damaged Construction Yard in one shot using its “1-shot” tactic

 

 

 

CARRYALL

 

Carryall can avoid 3 art: Three Artillery can destroy a Carryall sitting on a tank in one shot. If you are very fast reacting, you can quickly fly away, but your Carryall will likely be damaged. If you are too slow, the Artillery shot can knock the Carryall right out of the air as it is taking off.

 

AI no attack Carryall on tank: AI units, Civilians, Visceroids, Visceroid Fiends, etc... do not shoot at a Carryall sitting on your vehicle.

 

Outbuild 2 Carryall Pave Tib- Tit/MCV: You can send two Carryalls carrying a Titan and Mobile Construction Vehicle to the enemy's Tiberium. Once there, shoot the Tiberium with the Titan in multiple areas surrounding the Tiberium Tree and deploy MCV. Now you can pave over the Tiberium forever, and the enemy won't get money from that patch of Tiberium.

 

Carryall counters Ban / Orca B cntrl fire: If you suspect the enemy is trying to Cntrl force fire on the ground in front of your Mammoth MK2 and switching to target your Carryall as it lands, simply lift your Carryall before it lands on the vehicle to make the Banshee possibly miss. Then quickly land a second time to lift your Mammoth Mk2 to safety.

 

Carryall defends harv hunt: GDI big advantage of Carryall is lifting Harvester out of way when enemy hunting them. Consider staging one Carryall at each Tiberium field, possibly flying on waypoint loop for fast access.

 

Diz beam flies w/ Carryall: If the Disrupter shoots a Carryall, immediately fly the Carryall into the air and it will no longer be hurt. Try to fly around enemy units or buildings to damage them with the Disrupter beam. If the Carryall lands on a tank, and the Disrupter continues to shoot at it on the tank, the beam will not hurt the tank or Carryall.

 

“X” Scatter Carryall permafly: If you repeatedly press the “X” scatter hotkey, your Carryall will stay hovering in the air and not land. This is useful if you stole a enemy Carryall that was on their Mammoth MK2. You can keep your Carryall flying easier by rapidly pressing X, instead of manually flying all over the map to prevent landing the enemy Mammoth MK2 until your newly built Mutant Hijacker can steal it.

 

“S” = Carryall flies to nearest unit: If you use the Stop command on your Carryall as it lifts off, your Carryall might be sent to a random location where you nearest unit or building is. If you press “S” after your Carryall takes off it will simply land where you tell it to stop.

 

“S” vs shadow drop: Pressing “S” sometimes immediately makes the Carryall land, but sometimes the Carryall adjusts its flight before it lands, making it susceptible to enemy Sams. If you click 1 cell in front of the shadow of the Carryall on the ground, you can ALWAYS make sure that your Carryall immediately lowers. (If your timing is good. Can't really use this tactic with multiple Carryalls, even if numbered it would be difficult)

 

Carryall no pickup going to SD: The Carryall will not be able to pickup a vehicle that is walking toward the Service Depot to be healed.

 

Land Tank no fire: Land your vehicle with your Carryall and the vehicle will not fire on nearby units until you move it first.

 

Land Carryall vehicles near Warf Ref pave: As long as there is not too many enemy base defenses, try to land near the enemy's pavement in front of their War Factory, Tiberium Refinery, Tiberium Waste Facility, so that you can drive over it and potentially avoid EMP Cannon freezing your tank.

 

Carryall MCV outbuild walls: Fly a MCV near enemy and deploy into Construction Yard. Then, make walls into the enemy base to block Tiberium Refineries, War Factories, Barracks, Hand of Nod, Tiberium Waste facility. Use walls to block Tiberium patches nearby also. This is a GDI Walls advantage.

 

Hide Engi under Carryall on tank: Hide an Engineer under a Carryall Sitting on a vehicle and you can hopefully avoid being seen by enemy. When the enemy sends Engineer attack, you can quickly run out and save building. (Or save building during Banshee or other attack)

 

Fake land Carryall = stack sub: Fake land on a vehicle with Carryall and you can still “S” stop units before they enter the SubAPC or A-APC that the Carryall fake landed on. This lets you hide a lot of soldiers under a Carryall. Sneaky attack if not expected. (Note: To fake land, just send Carryall to land on Service Depot or Helipad as it begins to land on your vehicle. Not too soon or the Carryall lands inside the vehicle instead of fake landing on top)

 

Fake Carryall land dies= kill stack soldiers: If you fake landed Carryall on top of a APC and stacked units under it, and the Carryall dies to enemy fire, the Carryall will fall onto your stacked soldiers and destroy them. This is the danger of using Carryall fake land hide of stacked units.

 

Cant deploy apc fake carryall: You can not deploy a APC if Carryall fake landed on it, but you can still double left mouse click on the APC to deploy it.

 

Carryall MCV outbuild walls slow Titan: You can fly a new MCV to the middle of map to make walls on the middle of map to slow a Titan rush in the middle of the map. RPG, Barracks, EMP, soldiers help slow the Titans also.

 

Land Carryall inside APC = exit but not enter: If you land a Carryall inside of a APC, you can still deploy the APC but will not be able to send units into the APC until you move it. If you move the Carryall from inside the APC, the units you sent to enter the APC will suddenly enter. (“D” deploy works also)

 

Cant see health or group # Carryall: When a Carryall is flying a vehicle around, you can not see the health of the vehicle or know what group number it is. Calling its group will not select the vehicle attached to Carryall.

 

Hide Carryall + Vehicle in a Carryall sitting on another Vehicle: You can hide units under a Carryall that is sitting on a vehicle. Then send another carryall with ALT or double mouse click to put a second Carryall on the second hiding vehicle. This makes 2 Carryalls sitting on tanks, only look like one Carryall sitting on a tank. This is a neat way to disguise two diz attacks as only one, if the enemy is not paying attention. (Note: These stacked Carryalls can easily be destroyed by planes or Multi Missile, they all damaged at same time, try not keep them stacked for long periods. EMP can also kill both at same time)

 

Carryall no land on stacked tank: The Carryall can not land on stacked vehicles, not by double left mouse clicking or holding ALT.

 

Spin vehicle 180 as carryall land = hide: If you spin a vehicle 180 degrees while the Carryall is landing to pick it up, most vehicles will be hidden by the Carryall almost completely. Most players probably won't know what happened. If you look at the shadow below the Carryall, you can see that it is slightly darker and that the MCV might be hiding under the Carryall. Sometimes the Carryall lands inside the MCV and does not hide it well at all. Some vehicles like the Titan, MK2, and Wolverine try to walk forward and won't stop making it harder. It is easier to do with MCV.(Note: This move requires timing and practice, and you have to stop the MCV from moving after you 180 spin. You must wait until the Carryall is landing on the MCV, if you spin MCV too soon, the Carryall will land somewhere else.)

 

Carryall land= unit stops shooting: Wait until the last moment to pick up a vehicle engaged in battle. If you send a Carryall to pick up the vehicle, it might stop shooting the enemy unit. Wait until the Carryall is very close until you target the vehicle for pickup.

 

Carryall = no pick up harv/weed returning: Carryall will not pick up a Harvester returning to the Tiberium Refinery or a Weed Truck returning to the Tiberium Waste Facility. You must manually stop the units with “S” before the Carryall will pick them up.

 

Carryall pickup CTRL area: If you send an Orca Bomber on CTRL fire to an area, then send a vehicle to that same spot, you won't be able to pick it up with Carryall unless you click to send it twice.

 

Carryall fly MCV fog: The MCV can be followed by enemy units if you drive it, but if you fly the MCV with Carryall, your enemy's planes won't be able to follow it into the fog of war at your ally's base. (This happens frequently on Giants of War map)

 

 

GHOST STALKER

 

Pro GS avoids 1 Orca F: Normally one Orca Fighter will kill a ghost stalker and still have ammo left possibly. The Ghost Stalker can run away from the Orca Fighter multiple times back and forth, forcing the Orca Fighter to chase and possibly misfire. The GS can survive this way, even if there is no Tiberium to run over and heal on.

 

 

GS higher pitch than M: The Ghost Stalker's rail gun is higher pitch than the Mammoth MK2. It is a distinct enough difference, that a trained ear can tell the difference using sound only.

 

GS= 2 shot APC: It takes the Ghost Stalker two shots to destroy a Subterranean APC or Amphibious APC.

 

GS rail gun sound C4 tank not building: The Ghost Stalker makes a rail gun noise when he places his C4 on deployed vehicles, but does not make this noise when placing C4 on buildings. The enemy might use this sound info to their advantage and know what the Ghost Stalker destroyed without seeing, using sound only.

 

Sell before GS: Sell buildings before the Ghost Stalker uses C4 to get the money for building, or sell the building while the Ghost Stalker is using C4 to get extra soldiers when the building dies while being sold.

 

GS kills Carryall on tank on Helipad: If the enemy landed his Carryall carrying a vehicle onto his Helipad, you can use the Ghost Stalker to destroy the Helipad with c4, destroying the Carryall, vehicle, and Helipad. (Note: Sometimes it does not destroy all three)

 

GS lure Carry “S” in apc hide with Carryall: Stop the Ghost Stalker right before he enters the Amphibious APC and land a Carryall on the APC immediately. This will hide the Ghost Stalker. Now when the enemy Carryall approaches, you can target in the air when it tries to land near your Carryall parked on A-APC.

 

Carryall Can carry GS: I have seen the Carryall flying around with a Ghost Stalker on it, but could not figure out how the trick is done. It had something to do with stopping the GS before entering apc, and a Service Depot. It was very strange.

 

Ref c4 blow kill GS: Tiberium Refineries have been known to blow up and kill Ghost Stalkers after the Ghost Stalker lays his C4. It might require the Tiberium Refinery being full for this to happen, or it might just happen on mods like Giants of War map. Consider not using Ghost Stalker on Tiberium Refinery, and destroy other buildings, like Construction Yard or War Factory.

 

 

MAMMOTH MK2

 

MK 7 shot Mk2:
 

MK 3 shot Diz
 

MK 2 shot Titan
 

MK shoot through Titan: The Mammoth MK2 might not kill a group of Titans in two shots by shooting through the group.

 

MK2 = 1 shot apcs: The Mammoth MK2 can destroy a Subterranean APC or Amphibious APC in one shot.

 

M2 shoots slightly faster than GS: The Mammoth MK2 rail gun shoots slightly faster than the Ghost Stalker Rail gun, and delivers more damage too. (It is very slight, they basically shoot the same rate)

 

Hidden Warf MK shoots out back: A hidden Mammoth Mk2 in a War Factory can shoot out of the back of the War Factory without damaging the War Factory. If he shoots any other angle other than directly out the back, he will damage the War Factory he is hiding in. This is good tactic for killing the Mutant Hijacker that is trying to steal a hidden Mammoth MK2 from the back of your War Factory.

 

Mk barely avoids Ban damage: The Mammoth MK2 can also avoid Banshee damage by evading perpidicular to the swooping angle of attack from the Banshee. The amount of damage avoided is extremely minimal and almost not worth doing. But sometimes, every little amount helps.

 

Stage 2nd Carryall with MK: Consider prestaging a second Carryall near the enemy base so that you can switch out Carryalls to heal. Your Mammoth Mk2 might still have good health, and you don't want to waste time bringing it home to only heal Carryall.

 

4 Bans + 1 Attack Cycle shot = kill Mk2: Four Banshee and one Attack Cycle can destroy a Mammoth MK2. The Banshee use all their ammo, and you only need one shot from the Attack Cycle to destroy the Mammoth MK2. Approach the MK2 from behind with the Attack Cycle, the MK2 range is much longer. Approach Carryall landing site from bottom left, because MK2 lands facing Top right.

Mammoth vs 5 orca F: The Mammoth MK2 can survive vs 5 Orca Fighters. Normally five Orca Fighters can destroy a Mammoth MK2, but if you dodge back and forth, aways moving away from Orca Fighter, even the slow Mammoth MK2 can reduce his damage by glitching the Orca Fighter.

 

2v1 MK battle = emp both: If you and your ally are both sending Mammoth MK2 after one enemy Mammoth MK2, make sure to hit it from opposite sides so that one EMP Cannon won't freeze all three of the Mammoth MK2. ( Two frozen MK is worse than the enemy's 1 frozen MK. His ally can smash your frozen two MK2s.)

 

MK2 vs Orca F and Orca B: You can target the Carryall with one Orca Bomber and three Orca Fighter at the same time to damage the Carryall as it flies away, and possibly destroy it if enemy didn't lift in time to save from Orca Bomber. (3 Orca F + 1 Orca B will not destroy a Mammoth MK2,but comes very close to it. You could finish MK2 with a very weak unit)

 

4 Orca F + Orca B own MK2: It takes four Orca Fighter and one Orca Bomber to destroy the Mammoth MK2

 

Mk2 move=slow turn: If the Mammoth MK2 is moving forward, it can take longer to turn around.

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