TIBERIAN SUN GUIDE 2026
GDI UNITS -6
DISC THROWER
Disc Thrower no break cliff top: Disc Throwers can not blow up a Cliff edge from the top side. On the bottom side of a cliff, the Disc Thrower can use CTRL force fire on the ground in front of the cliff, where their discs explode right on the cliff at the edge of their range. It requires good distance and practice.
Discman friendly Cntrl fire: If you CTRL fire your Disc Throwers near buildings, the disc explosion can hurt your buildings if it ends on them. (Not really much if you fire through the building, it has to be at the end of the range when CTRL firing)
Disc Thrower shoots farther top cliff: Disc Throwers can increase their range of CTRL fire if they fire from the top of a cliff, down onto the terrain below. Increasing range from normal CTRL fire which is around 5-6 waypoints, to 9-10 waypoints. Aim between 4-5 waypoint away from Disc Thrower on the downhill area (Note: You can actually hit the Construction Yard location and things slightly past it from up on the left cliff on Terraces map, Top left of the map.)
Disc shoot through my buidlings: Your Disc Throwers can shoot through your own buildings, but not the enemy's buildings. Place a few Disc Throwers in between your MCV and Warf to defend Engineer attack from Nod.
Disc thrower no shoot through enemy building: Your Disc Thrower can not shoot through enemy buildings, do not engage with units on other side of building. Go for building destruction if possible, remember 10 Disc exploding can destroy a Construction Yard.
Place building in front enemy Disc: You can place a building with large HP like War Factory or Tiberium Refinery in front of enemy Disc Throwers. Your building will block the enemy Disc Throwers from hitting your units, while your Disc Throwers or other units can hit the enemy Disc Throwers on the other side.
Wall defense Inf vs Disc: If you have several Light Infantry vs enemy Disc Throwers, you can place a Wall in between Light Inf and Disc Throwers. The Light Infantry, Cyborg, or other soldiers will all be able to shoot over wall, but the Disc Throwers will not be able to. Even Rocket Infantry should be used to kill Disc Thowers if a wall is in between them.
Disc counters wall with CTRL: If enemy places wall in front of your Disc Throwers to block them, step back and use CTRL to shoot the wall from far away, out of range of almost all ground defenses, except the Artillery or Harpy. Might be able to avoid Obelisk while destroying wall, maybe.
Disc through Gate Tick: Disc Throwers can throw discs through your own buildings, this includes Gates. The enemy's Tick Tanks might accidently shoot the gate instead of your soldiers. Gates are very nice to have with Disc Throwers CTRL firing through them. Stand right behind gate to maximize the range of discs that go past the gate. This might work with ally's gate too, maybe.
MEDIC
Medic Heal Stacked fast: Stack a lot of soldiers onto a Subterranean APC or Amphibious APC and press “S” to stop them before they enter it. The soldiers will be stacked on top of the APC and can all be healed super fast with Medic. You can heal hundreds of soldiers in the time it takes to heal one soldier. Best way to heal large units.
Medic heal = unstealth: If stealthed units are being healed by the Medic, they will unstealth while being healed. So the enemy can see them.
1 Medic saves CC breaking vs Obe: If you have one Medic from ally in team game, or have double tech, then you can stop an Obelisk of Light from breaking a Cyborg Commando in half in a 1v1. The Commando will survive full health. GDI should always consider sending ally 1 Medic early.
CC+ 1 Medic vs MK: A Cyborg Commando with one Medic can destroy a MammothMK2. The Mammoth MK2 must try to target the Medic first and possibly win. (Vetbal)
CC+2 Medic vs MK: Two Medics is even better. The Commando will win unless the Mammoth MK2 can kill all the Medics in his first shot. Consider spreading out two or more Medics to counter this. It is not likely that the MK will have light of sight on both Medics, but Mammoth can still possibly win. (Vetbal)
CC+ 3 Medic smash MK: As long as you spread out the three Medics in a triangle, there is no way for the MammothMK2 to get line of sight on all three Medics with first shot. This basically ensures Cyborg Commando victory as long as you spread out Medics fast enough. (Vetbal)
AMPHIBIOUS APC
A-apc+medic = fast: An Amphibious APC can quickly deliver medics across map to your Infantry attack. (Works well in early game Infantry rushes.)
A-APC spin destroy = units alive: If an Amphibious APC is destroyed while it is spinning 180 degrees to travel in different direction, the units will still be alive. They pop out mostly unharmed unless a lot of enemy units like Artillery hit the APC. You might be able to lure the enemy into wasting ammo to destroy the apc by spinning it 360 degrees. The enemy might think that your units will die inside the moving A-APC. Because normally if the A-APC is moving on the ground in one direction and it is destroyed, the units inside it also die.
Both tech A-APC faster than MH: If you have both technologies, it might be faster to send a Mutant Hijacker in an Amphibious APC than running the MH or putting the MH in a Subterranean APC. (The Amphibious APC is usually faster than Subterranean APC because it doesn't have to dive or surface. Carryall makes both APC fast)
WOLVERINE
4 Wolv = 1 shot Disc: Four Wolverines can kill a Disc Thrower in one shot. (vetbal maps too)
JUMP JET INFANTRY:
JJ Tight flight, loose land: Jump Jet Infantry can fly far distances while stacked, but must unstack to land, so some might land before others.
JJ no S: If the Jump Jet are near enemy units and they get fired at, when you press “S”, your Jump Jets might fire back instead of landing, getting hit by Sams the whole time. Avoid using “S” and send Jump Jets where you want them to go early in advance, if possible.
Number JJ fodder /Orca B: Number Jump Jet Infantry fodder before Orca Bombers. You can number teams of Jump Jet Infantry into groups so that you can target multiple enemy Engineer at same time right before you Mass Orca Bomber attacks.
JJ hits Orca F once: If an Orca Fighter is flying by fast, a Jump Jet Infantry will only be able to shoot it once.
JJ hits Orca B 1-2: If an Orca Bomber is flying by fast, a Jump Jet Infantry will probably only shoot it once, but is capable of hitting it twice before it flies over.
WP JJ over many refs: You can set a Waypoint loop over many of your Tiberium Refinery. Now use CTRL+ALT to send the JJ onto the loop. Sometimes Orca Bomber like to try to hit mutliple Tiberium Refinery in one shot. Knowing this, you can speculate the flight path of Orca B, and put the JJ on the best angled loop so they all hit the Orca B. as they fly by. (Remember Orca B is slowest plane so JJ are best at shooting it when it flies by!
18 JJ = 1 shot Carryall: (Carryall is the weakest health plane, JJ love eating Carryall. Use in combination with Sams)
20 JJ = 1 shot Orca Fighter: ( JJ worst at killing the fastest unit in game, Orca Fighter. Probably not going to work, but JJ can anihilate them once they stop to attack a building, try to predict what building the Orca Fighter will attack in advance and setup your waypoint loop at a good angle of approach)
26 JJ = 1 shot Orca Bomber: (maybe as few as 13 if they all hit it twice as Orca Bomber flies over.)
23 JJ = 1 shot Harpy: (JJ like killing Harpy once they stop to attack building, they are quickly taken out if you can predict where that will be with your waypoint loop.
28 JJ = 1 shot Banshee: (JJ not good at killing fast Banshee as it flies by)
Mass JJ vs nod no power: Mass Jump Jet Infantry can be effective vs a Nod base that loses its power. They usually don't have stealth Tanks, just a few Rocket Infantry to take out or avoid while smashing the wood armor buildings first. Hitting Helipads so planes can't reload, etc..
TITAN
5 Titan = 1shot Gate: Five Titans can destroy a Gate in one shot, making it harder to send Engineer into and save it. Six or more Titans are more dangerous because of this. Consider multiple Gates.
4 Titan save repiar ref from CC: If the four Titans shoot the Cyborg Commando slightly after the CC starts firing at your Tiberium Refinery, your Titans can usually kill the Commando faster than he can destroy your Tiberium Refinery, but make sure you repair Ref fast. Repairing fast can save building depending on how fast the Titan reach the CC to shoot it.
Titan slower than Harv (3) boom: Titans are slightly slower than Harvesters, but almost as fast. Three Titans might be all you need to run down a Harvester. Two is not as good, the Harvester might get away.
3-5 Titan per Harvester: One Titan kills Harvester in fifteen shots, Two Titans kill the Harvester in eight shots. Three Titan kill Harvester in 5 shots. Four Titan kill Harvester in 4 shots. Five-Seven Titans kill Harvester in 3 shots, Eight Titan kill harvester in two shots. So either send 3,4,5, or 8 Titan to each Harvester and seperate Titans into numbered groups of those amount. Mabye even 15 Titans to one shot each Harvester.
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3 Titan 3 Carryall rush: Three Titans on threes Carryalls can be a decent rush and only costs $4650 and you don't need a Technology Center to do it ( like with Disrupters or Ghost Stalker). Try to save your Carryalls for another Titan attack.
Titan range over Diz “Q”: Titan has longer range than Disrupter, try using the “Q” button to walk away from Disrupter while shooting it.
HOVER MRLS:
Hover no X: The HoverMRLS is the only vehicle that does not scatter with the “X” command. Dangerous vs Orca Bomber.
HoverMRLS vs Orca Bomber: Try to “G” guard when Orca Bomber in range, then quickly “Q” perpidnicular to the line of attack of the Orca Bomber. The Hover MRLS can turn really fast so change directions when avoiding Orca B might be good.
S stop Hover off SD = avoid EMP: If you rapidly press “S” to stop a Hover Mrls while it is exiting the Service Depot, it might stop on the edge of the Service Depot and be immune to EMP Cannon.
Hover "S" SD tips: Send several Hover Mrls onto a Service Depot quickly and then press “S” as each one heals or doesn't and moves starts to move off the Service Depot. This can cause several Hover Mrls to simultaneously hover over SD and avoid EMP Cannon Em-Pulse. (Note: You can not drive a HoverMrls directly over a Service Depot, it must go around it.)
Hover Q vs Harpy: Hover MRLS can “Q” away from Harpy while shooting them. It can be devastating if the enemy does not know how to counter. (Note: to counter have multiple waypoint loops set up on map and fly faster than the Hover MRLS and only then CTRL+ALT on one of the nearby waypoint loops. Its better to only ever attack Hover MRLS with Harpy when the HoverMRLS are not moving, try to distract enemy first.
ORCA FIGHTER
Orca F always targets plane on Helipad: The Orca Fighter should consider targeting planes on Helipads, and not the Helipad itself. If you target a plane and the Orca Figther has already shot at it, the Orca Fighter's ammo can hit the plane as it lifts. This will not happen if you target the Helipad.
Orca F CTRL ALT surprise Carryall: Orca Fighters are so fast that you can have them all on Helipads or the ground and put them on waypoint loop with CTRL+ALT at the last moment before the enemy's Carryalls land. The Orca Fighters are the fastest unit in the game and will quickly attack whatever vehicles the enemy landed in your base. This might not be expected if enemy sees your Orca Fighter just chilling on Helipads or ground.
5 Orca F. kill helipad, 4 if no repair: You need five Orca Fighter to destroy a enemy Helipad and they use most of their ammo. Four Orca Fighter can destroy Helipad if the enemy was distracted and didn't quickly start repairing it.
4 Orca F = kill repair Ref: Four Orca Fighters can destroy a Tiberium Refinery even if the enemy perfectly repairs it, but sending 5 is a safer bet.
4 Orca F= 3-5 inch harv/ref approach: Target the enemy Harvester full of blue Tiberium as it approaches the enemy Tiberium Refinery. Target the Harvester with your Orca Fighter when the Harvester is about 3-5 inches away from reaching the Tiberium Refinery. This ensures that your Orca Fighter destroy the Harvester right as it locks in to the Refinery to dump and still hasn't dumped any Tiberium. Ensures bigger boom maybe destroying the Tiberium Refinery in process.
Orca F stack no hide GS: If you stack a Orca Fighter onto a Ghost Stalker or Cyborg Commando, it does not hide them that well.
1 OrcaF owns MRV: One Orca Fighter can destroy MRV
ORCA BOMBER:
Orca B always targets Helipad: The Orca Bomber almost always targets the Helipad and not the plane sitting on top of the Helipad. The reason for this is that when you target the Helipad, the Orca Bomber might hit the plane that is trying to lift into the air. If the Orca Bomber targets the plane sitting on a Helipad, then the Orca Bomber will immediately stop bombing if the enemy plane lifts off the Helipad.
Group numbering bomber avoidance: Number each tank in a group if enemy has Orca Bomber so that you can quickly move the targeted tank away from the rest of your group. Try to keep your units spread out when attacking enemy building or units. The numbering of each Attack Cycle, Tick Tank, or other unit will let you quickly move each individual away from Orca Bomber as needed. Move the targeted tank behind enemy Helipad or Power Plant to make Orca B. bomb their own buidlings.
1 Orca B. =13 Inf/2 Titan: One Orca Bomber is the price of 13.3 Light Infantry. One Orca Bomber is almost always better than having 13 Light Infantry. Two Titan could be better than one Orca Bomber, it depends on situation.
Orca B = 4 shot Titan: Four Orca Bombers is all thats needed for Titan group. It takes four Orca Bomber shots to destroy a Titan. Four Orca Fighter can destroy a group of Titans. Don't waste more Orca Bomber ammo than is needed. Five or Six Orca Bombers is overkill. Make multiple groups of 5 to be sure.
1 Orca B = PB kill Stealth Gen: One Orca Bomber can destroy a Stealth Generator if you power bomb it
2 Orca B = 1 swoop Stealth Gen: Two Orca bombers can destroy a Stealth Generator in one swoop, evading anti air as they quickly fly away.
Orca B CTRL cliff boom: The Orca Bomber can not targe a cliff edge to destroy it. You can however use the CTRL force fire to blow a cliff edge with the Orca Bomber.
Orca B no ammo juke sell: Multiple Orca Bombers with no ammo can be sent long ways over the enemy buidling from the left or right. That approach angle makes it harder for enemy to notice that your Orca Bomber didn't change flight path when you “faked” like you were power bombing his Tiberium Refinery. Sometimes you can get the enemy to sell his Tiberium Refinery if he didn't remember how much ammo your Orca B. have left. Try to distract him.
Orca B. vs RI groups+Ban: If the GDI opponent has 1 Orca Bomber in early game and you have two Subterranean APC with 5 Rocket Infantry in each one. Consider splitting into groups and attack buildings on the opposite sides of enemy base from the outside. This will force the Orca Bomber to fly very far to hit both groups of Rocket Infantry. Target the buildings with your Banshee to finish them off quickly before the enemy can repair or heal with Engineer.
Nod power when Orca B out: Nod can power down his Lasers and Sams to save money on Power Plants early, but once GDI starts to send Orca Bomber, start making spare Power Plants.
Orca B Titans over Refs: Depending on how many Titans are tightly packed into a group, it might be better to destroy a huge group of Titans than 2-4 Tiberium Refinery. It depends on how much money is in the Tiberium Refineries and if they were sold in time too. (4 empty ref = $8000 10 titans = 8000, any more than 10 Titans in one tight group? Any stacked Titans?)
2 Orca Bomber over line of 5 Titan: Two Orca Bomber are the maximum to be sent over a line of 5 Titans. Aim for the Titan in the middle. Your two, (3 to be safe) Orca Bombers might be able to kill the Titans if they don't move in 2 swoops. Do not waste Orca Bomber ammo, make more than one group of two Orca Bombers to save ammo. (Exception to this rule in emergency when mass Titans at your base)
Repair save Stealth normal 1 Orca B: A fast repair can save a Stealth Generator from an Orca Bomber that is not power bombing. Usually there is 1 red bar of health left on the Stealth Gen afterwards and fire might potentially finish it off if you don't repair. It might make sense to always repair Stealth Gen even if it likely won't save it from 1 Orca bomber power bombing twice. (Unless you can accurately predict whether or not enemy is using the power bomb.)
Grounded Orca B = 4 cell away: If you want to attack a nearby unit with a grounded Orca Bomber the minimum distance needs to be 4 cells. If you target a unit that is too close at 3 cells or less, the Orca Bomber is likely to have to waste time flying over the unit, turning around and then coming back to fire.
Orca B 2 cell backwards bomb: If your Orca B is about to fly over the enemy, 2 cells away, you might be able to pull off the backwards bomb, where the Orca Bomber turns around backwards in mid flight and bombs the unit without ever changing its flight path. (At 1 cell it will probably waste time flying over the unit, turning around and coming back to bomb.
DISRUPTER
Diz no kill weed: The Disrupter might not be capable of destroying the Orange Weed Vein Monster.
Diz predict plane next to Helipad 2 shot: Planes normally land next to Helipads. If the enemy's planes are returning to base, you might be able to predict where the plane will land that doesn't have a Helipad. It will likely land next to the closest Helipad. If you predict correctly, you could fire a Disrupter through the Helipad to the ground where a second plane landed, destroying multiple planes and firing before they even landed.
1 diz = 7 shot harv: One Disrupter Can kill a Harvester in seven shots.
2 Diz kill harv same speed as MK: Two Disrupters can kill a Harvester in 4 shots, which is about the same time it takes a Mammoth MK2 to kill a Harvester in six shots. This means that two disrupters and two Carryall are $950 cheaper Harvester hunting combination than Mammoth MK2 and 1 Carryall. They might even build faster also. This might be important in early game.
Diz shoot through many to building: The Disrupter can be landed via Carryall next to a lot of units. It can shoot though many units to hit a building at same time.
Sweep Diz shot: If you want to sweep your Disrupter across a wide area you can land your plane and shoot at it. Immediately lift your plane, the Disrupter beam won't hurt the plane when it is flying. Now fly behind enemy units. The Disrupter beam will sweep across the map hurting walls, units, or structures in the wide path. (Notte: If you have double tech, or ally, you can also use SubterrraneanAPC or Devil Tongue instead of plane. Which is nicer because the Disrupter continues to fire at it while its underground. The Disrupter stops firing at plane in air and you must keep re-landing plane)
Diz shoot plane not Helipad: If you shoot at enemy Helipad, your Disrupter might not hurt the plane that is sitting on the Helipad. Always shoot at the plane because it will hurt both the plane and the Helipad. Disrupter 1 shots Orca Fighter or Harpy and gives Banshee or Orca Bomber red health.
Lift planes if Diz: Knowing that the enemy likely will target your plane on the Helipad and not the Helipad itself. You can lift your planes in the direction of the Disrupter to minimize its beam path following your plane. This can keep your Helipad alive and your plane if you lift early enough. Remember the Diz beam does not hurt flying planes.
Diz no hurt Carryall on tank: The Disrupter can not damage a Carryall sitting on a tank, but you can fire at it anyway. If the Carryall takes off and lands nearby, in the Disrupters range, the Disrupter will continue to shoot it. Disrupter will follow Carryall to where it landed so be careful if you need it to shoot the enemy vehicle that their Carryall was Carrying.
Dizz 1 shot MRV: The Disrupter can destroy a Mobile Repair Vehicle in one shot. Consider shooting it first.
Diz 1 shot Silo: The Disrupter can destroy a Tiberium Silo in one shot. Consider shooting it first.
Diz vs EMP: Shoot at EMP Cannon with Disrupter and you are likely to leave three red health bars on the EMP Cannon. If you shoot diagonally through the EMP Canon from the left or right side, it is possible to lower the red health to two red bars instead of three.
Diz 1 shot tech normal: The Disrupter can destroy a GDI Tech Center or Nod Tech Center in one shot normally. Don't need to “1-shot” it.
Diz 1 shot Tib waste vetbal: On veteran balance maps, the Disrupter can destroy a Tiberium Waste Facility in one shot.
Diz vs Radar (3,5): Disrupter will might leave five yellow health bars on radar. If you shoot diagonally through the Radar, you can get the health bars down to three health bars.
Diz 1 shot Barrack/Hand- no repair: Disrupter can destroy Barracks, or Hand of Nod by shooting it normally if enemy does not repair.
Diz normal shot no kill Hand/Barrack: A normal Disrupter shot will not destroy a GDI Barracks or a Hand of Nod. Go for the Diagonal “1-shot” always. Normal shot leaves usually three yellow health bars.
Diz 1 shot Hand -repair, not barracks: If enemy repairs the GDI Barracks quickly he can save it from a Disrupter's “1-shot”. Repairing will not save the Hand of Nod. The diagonal 1-shot works better on Hand of Nod and repair will not save.
Diz Q vs obe: You might be able to damage the Obelisk of Light more with a “Q” move, getting it down to 1 red hp bar instead of only 4 yellow hp like normal attack. When you diagonally shoot the Obelisk of Light, it also leaves 4 yellow HP bars. (Vetbal, not sure about normal Obe)
Diz no 1 shot pp: The Disrupter will not destroy Power Plant in one shot with the “1-shot” technique. There will still be health. (Note: Two red hp bars left with normal Diz shot.)
Diz 1 shot Adv: Always one shot an Advanced Power Plant with Disrupter. A normal Disrupter shot will not destroy the Advanced Power Plant, leaving five yellow health points.
Diz 1-shot gdi upgrade repair: Disrupter can destroy GDI Tech Center in one shot with the “1-shot” technique. A fast repair will not save it.
Diz 2/3 shot Laser: Disrupter destroys Laser in two shots if no repair. If enemy quickly repairs, it takes three shots. Try enemy distracting first.
Diz 2/3 CT: Disrupter destroys Component Tower in two shots if enemy no repair. Three shots if enemy repairs. Try enemy distracting first.
Diz 3/4 shot Nod Sam: Disrupter will destroy Sam in three shots. If enemy repairs quickly, it can take 4 shots to destroy the Nod Sam.
Diz (3,2) Misile Silo: If you shoot a Disrupter normally at the Missile Silo, you will likely leave three health bars. If you diagonally shoot it, you will probably leave two health bars. Might as well go for the “1-shot” if you have other units like Banshee that can finish destroying the Missile Silo.
Diz won't 1-shot FS: Diagonally shooting the Firestorm should destroy it since it has 800 health and heavy armor (less than a Ref) but it does not. The Firestorm must have extra special armor vs Disrupter beam. Shooting it diagonally will leave 1 red health bar, much less than normal shot.
Diz can “1-shot” repair SD: The Disrupter can destroy a Service Depot in one shot if you shoot diagonally through it. Always go for the “1-shot”. Repair will not save. ( Note: Stop the unit healing on SD or repairing SD might save the unit from dieing with SD, not sure) This can even destroy a Mammoth MK2 healing on the Service Depot. Always consider sending Disrupter to healing MK on SD.
Diz 5 shot CC = bad: It takes Disrupter 4 shots to break a Cyborg Commando in half, and one final shot to finish him off. Thats five total shots for Diz to kill CC. Not a very good idea. (Note: CC kills Diz fast in 3 shots, and CC has one cell reach advantage too!)
Vetbal CC owns 2 Diz: On veteran Balance maps the Cyborg Commando can actually defeat two disrupters possibly, surviving with tiny red health broken in half CC surviving. (It makes the MK2 better than 2 Diz possibly on vetbal maps)
Diz cost 2 planes: A Carryall and Disrupter cost $2050 so if you are hunting planes you need to at least kill 2 planes ($2000 minimum). Try freezing planes on ground with EMP Cannon to get more planes.
CARRYALL
Carryall +MCV +Walls: Carryall your spare M.C.V. to enemy base quickly and build walls around the enemy's buildings and Tiberium. This can slow their economy. Keep rebuilding walls while you outbuild near their base.
Carryall off Helipad: The only reason to have a Carryall on a Helipad is to avoid EMP Cannon. Keep your Carryalls off of your Helipads so that your planes can all reload.
Carry no alt to pickup: Carryall can not be ALTed from Helipad so that when newly built, the Carryall lands on tank. This can not be done.
Carryall no WP Helipad pickup: The Carryall can not be sent to a Waypoint Loop to automatically follw the Waypoint Loop to land on a vehicle. You must manually land Carryall on vehicles.
Carryall ALT land Helipad/SD: You can send a Carryall to land on a Helipad or Service Depot. Send it normally first, then hold ALT and send it again.
Carryall lands on soldiers: Send soldiers into an APC but stop them before they get there. This will stack them on the APC. Now send a Carryall to land on the APC but move the APC after the Carryall starts to land on it. The APC will move out of way, and if you timed it correctly, the Carryall will still land on your soldiers. This can conceal some soldiers like the Ghost Stalker somewhat.
Mass Carryall + Arts (Team Double tech): If you have both technologies in a game you can make Carryalls and Artilery mass attack. This is also works in a team game with Nod and GDI on same team.
This can be an awesome attack. Carryalls can fly Artiillery away and protect them. They can be spread out far to make it harder for enemy defenses. Artillery can deploy/undeploy to avoid EMP Cannon. . Quickly fly Arts to guard enemy Tiberium patches, etc... This attack can be powerful and it is not often seen in games, underutilized.
Mass Carryall + Ticks: In a team game with Nod & GDI on same team, you can send Mass Carryall with Tick Tanks to deploy in between the enemy's Construction Yard and War Factory, or between two Tiberium Refinery, etc... Can also be done if you have both technologies.
Spin tank = Carryall hide it: Spin a vehicle to go 180 degrees in opposite direction that it is currently facing, as a Carryall starts to drop down to land on it. If you press “S” quickly after spinning it, the vehicle will not leave the cell its standing on, and the Carryall will land on top of the vehicle. The Carryall can hide some smaller vehicles with this tactic.
Carrall ally tanks = cheaper/faster: It can be cheaper for GDI if he only spends money on Carryalls, while his team mate makes vehicles like Tick Tanks, or Artillery. Mass units can be sent earlier in game. GDI can make 1 or 2 Tiberium Refinery, War Factory, Sell Radar, Helipad, Sell Service Depot build order to quickly get the Carryalls made. (Note: One Tiberium Refinery and fast five Carryall can be made by roughly 3:30 on the Game Timer or a few seconds earlier)
Select one less Carry: You can use the Select one less unit hotkey and send a group of Carryall onto different vehicles, but it doesn't work that well. Works best if Carryalls sent from far away. (Note: If you tell group to pick up vehicle, only one will listen. That one will be the one that picks up any subsequent vehicle. Limits technique's effectiveness, it might just be best to manually load Carryalls onto multiple vehicles unless you practice your speed.
Instant Carry number for mass Tit: You can instantly number Carryalls as they are built so that they are numbered and ready to quickly be put onto your early Titan Carryall rush. (It will speed up your attack so it comes faster)
Dont “S”or “X” Carry over wall: If your group of Carryalls is flying over a thick wall, do not press “S” or “X”, or they might land beside the wall with some of them glitched, meaning the Carryall is still sitting on the Tank after it landed.
S= less Carry Glitch: If you use “S” to stop a group of Carryalls, they will almost never glitch land. They might however float around for a moment before landing, which is not good if enemy has Sams.
Fake Carry land = no “D”deploy: You can send units into a APC that has a Carryall fake landed on it, but you will not be able to deploy the APC with “D”. Only the left mouse double click on the APC will deploy it.
GHOST STALKER
GS powns 6-7 Art: Normally seven Artillery can destroy a Ghost Stalker in one shot. If you land the Carryall right next to building, release Ghost Stalker from rear of APC right next to building, you might have enough time to blow one building before the GS is killed by the Artillery.
GS tib no medic Ref boom: Land Amphibious APC outside enemy base, drive to enemy Tiberium patch, deploy Ghost Stalker in the Tiberium patch closest to the enemy Tiberium Refinery. Now your Ghost Stalker can heal in Tiberium as he runs toward the Tiberium Refinery with no medic needed hopefully.
GS sell timing Ref: Always try to sell a building if Ghost Stalker is trying to lay c4 to blow it up, but be careful selling too early, because the Ghost Stalker can pretend to steal and juke you into selling building for no reason. You will get more men if you sell the building as it explodes, but if you try to sell after the Ghost Stalker has laid his C4 and the building is highlighted, then the building will die before its sold and you will not keep the cash inside the Refinery.
GS Backs 1 cell away before C4 tank: The Ghost Stalker pauses slightly & backs up before laying C4 on a vehicle. This slight delay does not happen when he C4 a building.
Ghost miss CTRL Art if next to: If you are using your Ghost Stalker to force fire through Artillery, make sure to stand back at least one cell. He might not damage the Artillery if the Ghost Stalker is standing right next to it. (It might make sense to always try to shoot Arillery, GS kills it in 2 shots)
GS no break cliff: The Ghost Stalker could not break a cliff edge.
Stack on APC = no hit it: If you stack a Ghost Stalker on top of an APC by pressing “S” stop command right before he enters the APC, you might be able to shoot through the APC without hurting it. So if there was a unit on other side of your APC and you didn't want to shoot your own APC, you could quickly “Q” one cell onto it and shoot somehting on the other side. Might be faster than trying to run around the APC, mabye.
GS powns Diz: In a 1v1 battle the Ghost Stalker can beat a Disrupter.It takes three shots for a Disrupter to destroy a Ghost Stalker, It Takes a Ghost Stalker four shots to destroy a Disrupter. Two shots from a Disrupter gives GS tiny red HP, but the Ghost Stalker should barely win the engagement. One Medic or MRV could definitely change the outcome.
MAMMOTH MK2
SD MK2 = $390: It cost roughly $390 to fully heal a red health Mammoth MK2 on the Service Depot, so it is always cheaper to repair than to sell and rebuild Mk2. But definitely seek Nod ally's MRV if possible.
Mammoth MK2 + Carryall defend ally: The Mammoth MK2 being flown by Carryall is a great way to defend your ally. Your ally can keep it alive with Mobile Repair Vehicle or Service Depot. Your MK2 might stay alive longer defending your ally, rather than attacking enemy base. (Good way to get gold star MK2)
Keep Mammy off blue tib: Keep your Mammoth MK2 away from blue tiberium. The Mammoth MK2 Sam turret might fire at flying Jump Jet Infantry or planes overhead and destroy the blue Tiberium.
Mammy 2 shot CT: The Mammoth MK2 will destroy a Component Tower in two shots, so an experienced player will likely sell the CT after the first shot. You can predict this in advance and switch the MK2 to shoot something else instead of that second shot to destroy CT. (Note: Enemy might catch on to this tactic and not sell, just turn and finish it before firing on other stuff)
MK or 2Diz = 1 shot Art: One Mammoth MK2 or two Disrupters can destroy a Nod Artillery in one shot. Number the Carryalls and vehicles to make it easier. Mammoth MK2 self heals to half health though, making it a better choice if there are a lot of Artillery.