2024 TIBERIAN SUN STRATEGY GUIDE
NOD STRUCTURES
POWER PLANT
The Power Plant costs: = $300
The Power Plant has Health Points HP = 750
The Power Plant has Wood armor.
The Power Plant gives 100 power, does not use any power, can not be powered down.
ADVANCED POWER PLANT
The Advanced Power Plant cost: = $500
The Advanced Power Plant has Health Points HP = 750
The Advanced Power Plant has Wood armor.
The Advanced Power Plant gives 200 power, does not use any power, can not be powered down.
You should try to build Advanced Power plants in the back corner of your base protected behind Sams.
The Advanced Power Plant has 200 power, which is double the power of a normal Power Plant.
The Advanced Power Plant costs $500, which is $100 cheaper than 2 normal Power Plants. ($600)
Always attack the Advanced Power Plant before you attack a normal Power Plant. It has roughly the same health as a normal Power Plant. You will take more Power with your attack.
LASER:
The Laser cost: $300
The Laser has Health Points HP: = 500
The Laser has Wood armor.
The Laser has weapon damage: (30, 30, 30, 30, 30 )
The laser uses 40 power, but you can power it down when you don't need it.
Laser needs no base Power: Even though the Laser uses 40 base power, it still works will your base is powered down! This is a huge advantage of the laser. (The Sam and the Obelisk of Light do NOT work on low base power.)
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Laser vs Titan: Laser vs Titan each laser shot hurts the Titan 30 HP, but the Titan hurts the Laser 45 HP per shot. The laser has a faster rate of fire. The Laser has 500 HP (Titan 400) and you can repair the Laser. so even though the Titan shots hurt more, the Laser will usually win a 1v1.
Laser Power: Even though the Laser uses 40 base power, it still works will your base is powered down! This is a huge advantage of the laser. (The Sam and the Obelisk of Light do NOT work on low base power.)
Repair or Engi Laser: You can repair the laser or heal it with an Engineer.
Laser no kill wall: The Laser can not destroy walls.
Laser vs Engineer: It takes 6 shots from a Laser to kill an Engineer. You need 2 Lasers targeting 1 Engineer to have a chance to kill it before the enemy Engineer enters your building. One laser won't usually kill an Engineer before it enters your building.
Laser Fence = longer than wall: Laser Fence can be built longer than walls, but you need to place it near one of your buildings. In Veteran Balance maps, the Firestorm Wall has been extended.
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Laser vs Infantry: The Laser does 30 damage to Light Infantry. Light Infantry do 4 damage to the laser each. You need 8 Light Infantry to do more damage to a Laser. (32 damage) Each Light Infantry has 125 HP and the Laser has 500 HP. The Light Infantry shoot almost twice as fast as the Laser. So 4-5 Light Infantry might be able to destroy a Laser before they all die. (An Engineer can heal your Laser, and you can repair your Laser. If the enemy repairs their laser or heals it with an Engineer, it might take more Light Infantry to defeat it.)
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Laser un-stealth = pause to fire: The Laser shoots faster if it does not have to un-stealth.
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Laser vs Carryall: You can place a Laser as a Carryall carrying a vehicle lands and the Carryall will fly back up and land next to the Laser. This gives Sams more time to kill the Carryall and the Laser time to kill either the Carryall or the vehicle it is carrying. If you place a Laser exactly when a Carryall lands a tank, the Laser will glitch the Carryall, locking it in place on the ground. Where your units can destroy it. (This can be done with many buildings, not just a laser)
Laser Disconnect Game Glitch = patched: It is no longer possible to disconnect the game with the Laser dc. Glitch, this has been patched.
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LASER FENCE:
The Laser Fence costs: = $200 ($50 cheaper than a Wall Section)
The Laser Fence Health Points HP = 300
The Laser Fence has Concrete Armor.
The Laser Fence uses 25 power per fence post, the middle of the fences use no power.
Build Long LF-Power: Each Laser Fence Post uses 25 power no matter how long the laser fence that connects them is. (so build the longest fence you can)
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Engi or Repair LF: The Laser Fence towers can be repaired, and you can repair them with Engineers too.
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Units shoot through Laser Fence: Units can shoot through the Laser Fence and hurt units or buildings on the other side of the fence. This will not hurt the Laser Fence. Only the Laser Fence posts can be damaged.
Laser Fence on when unit on top = death: If you turn on a Laser Fence when a soldier or vehicle is going over it, the Laser Fence will destroy that unit. You can surround an enemy Service Depot, War Factory, Tiberium Refinery, or Tiberium Waste Facility with Laser Fences and turn them on when enemy vehicles drive over the Laser Fence.
Newly built LF will build under units and kill them: The Laser fence posts will connect to each other, even if units are in the way. Those units in the way of the Laser Fence will be destroyed.
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Engineer steal building = build LF in enemy base: (You need to steal a building with Engineers to be able to build the Laser Fence in the enemy's base. You can destroy a lot of enemy units in their base with a Laser Fence.
Surround SD with LF: If you surround the Service Depot with Laser Fence while a Subterranean APC or Devil Tongue is healing on it, those vehicles will not be able to drive away or dive underground. You can turn off the Laser Fence and then turn it back on when a vehicle tries to leave the Service Depot and the Laser Fence will destroy that vehicle as it leaves the Service Depot.
Laser Fence vs MK2: The Laser Fence has strong concrete armor vs the Mammoth MK2, and you can repair it or send an Engineer into it to heal the Laser Fence. The Mammoth MK2 can shoot through the Laser Fence and hit your units or structures on the other side.
Laser Fence vs Ghost Stalker: Four Laser Fence posts around a building will block the Ghost Stalker from using C4 on a building, but the Ghost Stalker can use his C4 to destroy your Laser Fence Post. If a Ghost Stalker is trying to plant C4 on your Laser Fence, power up your Laser Fence right as he plants the C4, you might get lucky and kill the Ghost Stalker with the Laser Fence when it turns back on. If you know which Laser Fence Post the Ghost Stalker is trying to destroy with C4, you might be able to lay another Laser Fence Post so that it connects with your first Laser Fence post under the Ghost Stalker and kills it when the Lasers turn on after it is built.
Laser Fence length: The laser Fence can be built 9 cells long, which is longer than you can build a Wall Section. (On Veteran Balance maps, you can build it 10 cells long.)
Laser Fence destroys soldiers/vehicles as built: Soldiers exit the Barracks and Hand of Nod on the left bottom side. If you know where the soldiers exit the Barracks/Hand of Nod, you can place a laser fence post to kill them as they exit with a laser fence trap. This trick also works with the War Factory.
Counter Laser Fence trap around your Warf: Que your units away from the War Factory and maybe they can escape before the Laser Fence trap turns on. If the enemy has your War Factory exit trapped with Laser Fence Posts, you can sell your War Factory after it builds a vehicle. This should save your vehicle from walking into the Laser Fence trap.
Laser Fence trap vs Tiberium Refinery: When you use Laser Fence trap on a Tiberium Refinery, try to watch the Harvester to anticipate which side he will leave the Refinery on. (Know which Tiberium patch the Harvester came from, it will probably return to the same Tiberium patch unless the enemy manually moves the Harvester in a different direction). (This will help save money on fewer Laser Fence posts for you trap.) You can also trap a Harvester in a Tiberium Field if you have a building near that Tiberium field.
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Laser Fence protects Tick Tank from Titan: Since Tick Tanks can have trouble shooting over walls, it makes sense for Nod to use a Laser Fence at the entrance to their base instead. Tick Tanks have no trouble shooting through a Laser Fence. Tick Tanks have a one cell range advantage over Titans, so place the Tick Tank four cells behind the Laser Fence Post, and they will be able to shoot Titans, while the Titans will not be able to reach the Tick Tanks. Keep a Engineer near each Laser Fence Post so that they can heal it when the Titans try to destroy the Laser Fence Post. Make sure to deploy your Tick Tanks in a staggered formation so one Orca Bomber can not bomb all of them at the same time.
ALT send a unit onto the Laser Fence: Press S= stop on a powered down Laser Fence, or you can hold ALT to send an soldier or vehicle on top of it. I'm not sure if there is a tactical reason to do this.
APC on LF = no units go inside: APCs can not allow units inside, if they are on top of a powered down Laser Fence.
LF defends Engineer attack: If you place 2 Laser Fence posts at the opposite corners of a building, you can quickly build another Laser Fence post when engineer come, and zap them. Wait until the subterranean APC surfaces to place the new Laser Fence post. When the new Laser Fence post turns on, it will kill any subterranean APC or engineers on top of it.
LF defends Diz "1-shot": Place 1 Laser Fence post in each of the 1 shot locations on your buildings. Now its impossible to 1 shot your building, and you can use the Laser Fence trap too. (This can also be done with walls or defensive structures like a laser for example)
Stealthed LF: You can not see stealthed Laser Fence, until a soldier or vehicle walks over it. A stealthed Laser Fence trap can be sneaky.
Laser Fence no work on low base power: The Nod Laser Fence turns off if your base has low power.
Lone LF Towers in your base = soldier/vehicle protection: It helps to have a few random Laser Fence Posts already built in your base. This will make it quicker to connect two Laser Fence Towers, killing any units underneath the connection, when the Laser Fence turns on.
LF connections = invincible: The Laser Fence is invincible, only the Laser Fence Towers can be hurt.
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LF vs SubAPC: Place the second Laser Fence Tower to connect two towers, after the Subterranean APC surfaces to destroy it. The units inside the SubAPC will be destroyed too. If you place a Laser Fence on the location that a SubAPC is travelling to, the SubAPC will surface in a different location. If you wait until the SubAPC is already surfacing, you will destroy the SubAPC as it surfaces. To time this perfectly it helps to be on a map with tall terrain, because it takes the SubAPC longer to surface, giving you more time. Left mouse click to place the building, but don't release the left mouse button until the SubAPC starts to surface.
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LF vs Carryall: Place the second Laser Fence Tower to connect two towers, after the Carryall lands (and takes back off) to destroy the vehicle it was carrying. If you try to place the tower before it lands, the Carryall will lift the vehicle back up and land somewhere else.
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NOD SAM
The Nod Sam costs: = $500
The Nod Sam has Health Points HP = 600 (100 more than a Component Tower)
The Nod Sam has Wood Armor
The Nod Sam uses 30 Power and will not work if your base loses power or if you power down the Sam.
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Nod Sam armor is wood (Unlike the GDI Sam, which has light armor....Harder for Titans to destroy Nod Sams than GDI sams)
The Nod Sam uses 30 power and costs $500 to build
Nod Sam built faster than GDI Sam Upgrade: It takes roughly 7-8 seconds to build and place a Nod Sam. (The Gdi Sam takes 2-3 seconds to build and place a Component Tower, and 4-5 seconds to build and place the GDI Sam Upgrade. The Nod Sam has to be built all at once so it can take longer than if the GDI player has built spare empty component towers in his base. (If GDI has not put down spare component towers, the GDI Component Tower + Sam Upgrade can take up to 10 seconds to build and place both buildings.)
The Nod Sam does not work if your base has low power (Unlike the GDI Sam upgrade)
Nod Sam no work if powered down: The Nod Sam will not work if you power it down.
Nod Sam no work on low base power: The Sam Site does not work on low power (unlike the GDI Sam Upgrade)
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Aimable Sams Game Options: If “Aimable Sams” is on in the game settings, you can manually target specific planes with your Sam. Aimable Sams helps you target Carryalls with vehicles, and not the empty fodder Carryalls in front. (Aimable Sams are not part of the original game, but are negotiable for tournament settings.
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Nod Sam shoots faster if not stealthed: The Sam Site shoots faster if it does not have to un-stealth before shooting at an enemy plane. You can either be sneaky and build your Nod Sams in the Stealth Generator's stealth radius so they are invisible. Or, you can build your Nod Sams outside of the stealth and have them shoot slightly faster at planes. (You can do both also)
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OBELISK OF LIGHT
The Obelisk of Light cost: = $1500
The Obelisk of Light has Health Points HP = 725 (600 Vet Balance Maps)
The Obelisk of Light has Wood Armor ( Heavy armor Vet Balance Maps)
The Obelisk of Light uses 150 power
The Obelisk has weapon damage: (K, 250, 250, 250, 250)
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Obelisk rate of fire: It shoots 2-3 times per 10 seconds. The Obelisk of Light shoots about twice as fast on VetBal Maps.
Obelisk uses alot of power: Building an Advanced power plant to power the Obelisk of Light= $500
Engi heal Obelisk: One Engineer can fully heal your Obelisk of Light. If you build one in the enemy base, a Hand of Nod and Engineer next to the Obelisk of Light, will help it last longer before the enemy likely destroys it.
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Obelisk no destroy walls: An Obelisk of Light can not destroy walls.
Obelisk shoots faster if not stealthed: The Obelisk shoots faster if it is not stealthed. There is a delay to unstealth before shooting.
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Engi + Outbuild Obelisk: You can steal an enemy building with three Engineers and then build a Obelisk of Light in their base, but you might need an one extra Advanced Power Plant or two Nod Power Plants before you do it, because the Obelisk of Light uses a lot of power.
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Obelisk outbuild + Banshee: You can send Banshee or other units to help assist your outbuild Obelisk build order and attack MCV, WARF, Tiberium Refineries, or other enemy buildings. Banshee are the fastest Nod units, they are usually the best option to send.
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Two Obelisk defense: Two Obelisks can be placed in your base to cover each other. If your first Tiberium patch is close enough, one of the Oblelisks should be able to cover your Harvesters and some of the Tiberium Patch too.
Underground unit surfaces and dives before Obelisk hits it: An underground unit (Devil Tongue, Subterranean APC) can still surface and dive back underground before an Obelisk can hit it, if you know how to dive fast. Even though Vet Balance sped up the Obelisk's recharge rate a little.
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Obelisk switches targeting mid-shot: If the Obelisk has charged up to hit one unit, and you tell it to target another unit, the Obelisk does not have to recharge. It will switch to targeting the new unit immediately.
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Obelisk + Laser: You can surround the Obelisk of Light with Lasers to protect it. The Laser has a 3 cell range disadvantage, so place the Laser 3 cells in front of the Obelisk of Light at the most. It might be better to keep all the Lasers closer than 3 cells so they can all guard each other too. Three Lasers , one or two cells distance from the Obelisk, in the shape of a triangle, is a strong defense in the middle of your base. If you have a bottleneck gate on the map you are playing, then you can put the Lasers 2-3 cells in front of the Obelisk in the direction that the enemy has to enter the gate, to enter your base.
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One Obelisk covers all "1-shot" diz locations: If you place an Obelisk of Light near the center of your base, it can probably cover all of the "1-shot" Disrupter locations.
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Obelisk vs Titan: The Obelisk of Light has wood armor and 725 HP. The Titan does 45 damage to the Obelisk. It takes 17 hits from a Titan to destroy the Obelisk of Light. The Obelisk of Light does 250 damage to a Titan and can destroy it in 2 shots. The Obelisk of Light shoots about half as fast as the Titan, but has a longer range, by 3 cells. You can protect the Obelisk of Light from Titans with Wall Sections or a Laser Fence by keeping the Titans out of range. An Obelisk of Light easily wins a 1v1 vs a Titan. You can repair or send an Engineer into the Obelisk of Light to heal it. It usually takes 4 or more Titans to destroy an Obelisk of Light. The enemy will likely send an Orca Bomber to destroy your Obelisk of Light before sending Titans near it. The Obelisk of Light uses 150 power which is a lot. The enemy can take it offline by hitting your Advanced Power Plants with an Orca Bomber or other unit. (On Veteran Balance maps, the Obelisk of Light is much weaker vs Titans, It has 125 less health points, and the Titan does 70 damage instead of 45. It only takes 9 hits from a Titan on Veteran Balance maps to destroy a Obelisk. You only need 3 Titans to destroy a Obelisk on Veteran Balance maps. If you drop the Titans close to the Obelisk with a Carryall, and didn't repair or Engi heal the Obelisk, 2 Titans might be able to destroy an Obelisk on VetBal maps.)
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Obelisk vs Tick Tank: The Obelisk of Light has a 2 cell range advantage vs the Tick Tank. The Obelisk of Light can destroy a Tick Tank in 2 shots whether or not it is deployed. The Tick Tank does 23 damage to a normal Obelisk and 26 damage to a VetBal Obelisk: It takes 32 shots for a Tick Tank to destroy a normal Obelisk, and 24 shots on Vetbal maps. The Obelisk of Light can set deployed vehicles on fire damaging them slightly more than if they were not deployed. Do not deploy the Tick Tank vs the Obelisk of Light. You will probably need 4-5 Tick Tanks to destroy an Obelisk of Light on a normal map or VetBal map.
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Obelisk vs Orca Bomber: The Obelisk of light is very weak to Orca Bombers. The Orca Bomber can destroy a Obelisk of Light in 2 shots on normal maps. Two Orca Bombers can destroy a Obelisk of Light in one swoop on normal maps. (On Veteran Balance maps, it takes 4 shots from an Orca Bomber to destroy a Obelisk of Light if the enemy does not repair it. If the enemy does not repair the Obelisk, then you can use 2 Orca Bomber to destroy it, without reloading the Orca Bombers. If the enemy repairs the Obelisk, you will need 3 Orca Bombers to destroy it. 4 Orca Bombers can destroy the Obelisk of Light in One swoop, on Veteran Balance maps, even if you repair the Obelisk of Light.)
Engi + Outbuild Obelisk: You can steal an enemy building with three Engineers and then build a Obelisk of Light in their base, but you might need an one extra Advanced Power Plant or two Nod Power Plants before you do it, because the Obelisk of Light uses a lot of power.
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Obelisk vs Construction Yard: The Obelisk of Light destroys a War Factory in 4 hits, 5 if they repair the building. ( You can steal an enemy building with three Engineers and then build a Obelisk of Light in their base).
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Obelisk vs War Factory: The Obelisk of Light destroys a Construction Yard in 4 hits, 5 if they repair the building. ( You can steal an enemy building with three Engineers and then build a Obelisk of Light in their base).
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Obelisk of Light vs Component Tower: The Obelisk of Light can destroy a Component tower in 2 shots. It will defeat a Vulcan Cannon or RPG Upgrade 1v1 very easily.
Obelisk of Light vs Emp: The Obelisk of Light can destroy a EMP Cannon in 2 shots. The EMP Cannon's EM-Pulse can freeze an Obelisk of Light for 25 Seconds.
Obelisk of Light vs Nod Sam: An Obelisk of Light can destroy a Nod Sam in 3 shots. (Nod Sam has 100 more health points than the GDI Component Tower + Sam Upgrade, so it takes one more shot to destroy it.)
Obelisk of Light vs Stealth Generator: The Obelisk of Light can destroy a Stealth Generator in 3 shots. You can CNTL force fire on the ground to find a Stealth Generator by guessing where it might be, based on the Stealth Generator's known radius of stealth. You can look at the un-stealthed units and structures are on the map and sometimes figure out where the invisible Stealth Generator is.
Obelisk of Light vs Helipad: 3 shots
Obelisk of Light vs Advanced Power Plant: 3 shots
Obelisk of Light vs Laser: The Obelisk of Light can destroy a Laser in 2 shots. The Laser does 30 damage to a normal Obelisk of Light and a Veteran Balance map Obelisk. The Laser shoots about 4 times faster than an Obelisk. On normal maps the Laser can destroy an Obelisk of Light in 25 shots, which is more than on Veteran Balance Maps. You need 4-5 Lasers to destroy an Obelisk of Light on normal maps.(On Veteran Balance maps, the Laser can destroy a normal Obelisk of light in 20 shots if the enemy does not repair it. The Laser shoots about 4 times faster than an Obelisk. You need 4-5 Lasers to destroy an Obelisk of Light on Veteran Balance Maps).
Obelisk of Light vs Tiberium waste facility: 2 shots
Obelisk of Light vs Obelisk: 3 shots
Obelisk of Light vs Harpy: An Obelisk of Light can destroy a Harpy on the ground in 1 shot. The Harpy does 35 damage to a normal Obelisk of Light, and 15 damage to a Obelisk of Light on Veteran Balance maps. The Harpy can destroy a normal Obelisk of Light in 21 shots, it has 24 shots, so one Harpy can destroy the Obelisk of Light if the enemy does not repair it, 2 is better. (On Veteran Balance maps, the Harpy can destroy a Obelisk of Light in 49 shots, so you need 3 Harpys to destroy the Obelisk on Veteran Balance maps, even if they repair it. 4 is better.)
Obelisk of Light vs Banshee: An Obelisk of Light can destroy a Banshee on the ground 2 shots. The Banshee does 60 damage to a normal Obelisk of Light, and 100 damage to the Veteran Balance Obelisk of Light. A Banshee can destroy a normal Obelisk of Light in 13 shots, so it takes 5 Banshee to destroy the normal Obelisk without having to reload. (On Veteran Balance map, the Banshee can destroy a Obelisk of Light in 6 shots, so you need 3 Banshee to destroy it, if the enemy does not repair the Obelisk, 4 Banshee is better)
Obelisk of Light vs Artillery: The Obelisk of Light can destroy an Artillery in 2 shots. The Obelisk of Light can set deployed vehicles on fire damaging them slightly more than if they were not deployed. The Artillery has a 8 cell range advantage. The Artillery can shoot the Obelisk from far away without even being hit by it once. The Artillery does 97 damage to a normal Obelisk and 40 damage to a Veteran Balance Obelisk. One Artillery can destroy a normal Obelisk in 8 shots, you might need 2 Artillery to destroy it faster, if the enemy repairs his Obelisk of Light, 3 Artillery will definitely get the job done fast, even if they Engineer heal the Obelisk. (On Veteran Balance map, one Artillery can destroy the Obelisk in 15 shots. You will need almost twice as many Artillery to achieve the same effect on Vetbal maps)
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Obelisk of Light vs Devil Tongue: The Obelisk of Light is stronger to Devil Tongue in Vet Balance maps. (15 hits now to destroy the Obelisk from the Devil Tongue, it used to take 8 hits.)
Obelisk vs Stealth Tank: The Obelisk of Light can destroy a Stealth Tank in one shot. The Stealth Tank can destroy a normal Obelisk in 19 shots, it takes 10 shots in VetBal maps.
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Obelisk vs Attack Buggy: The Obelisk of Light can destroy an Attack Cycle in one shot. An Attack Cycle can destroy a normal Obelisk in 32 shots and a VetBal Obelisk in 60 shots.
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Obelisk vs Cyborg: The Obelisk of Light can destroy a Cyborg in 2 shots. The Cyborg can destroy a normal Obelisk of Light in 48 shots, and a Vetbal Obelisk in 100 shots.
Obelisk vs Attack Cycle: One shot..... 15 normal, and 29 Vet Bal.
Obelisk vs Rocket Infantry: One shot..... 46 normal, and 24 Vet Bal
Obelisk vs Light Infantry: One shot..... 150 normal, and 300 Vet Bal
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Obelisk vs Jump Jet Infantry: is twice as strong to Jump Jet Infantry now.
Obelisk vs Hover Mrls: is twice as weak to Hover Mrls now.
Obelisk vs Orca Fighter: weaker to Orca fighter (38 shots normal, 20 shots VetBal)
Obelisk vs Disrupter: The Obelisk of Light receives the same damage from Disrupters in Veteran Balance, but VetBal Obelisks shoot twice as fast.
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STEALTH GENERATOR
The Stealth Generator costs: = $2500
The Stealth Generator has Health Points = 600
The Stealth Generator has armor = Wood
The Stealth Generator uses 350 power (The most of any building)
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Stealth Gen no work if low base power: The Stealth Generator does not stealth your units if you lose base power, or if you power down the Stealth Generator.
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Stealth Gen built = starts off visible: You can see a Stealth Generator when it is built. (It does not start out invisible)
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Defending Stealth Gen: Pavement, walls, base defenses, and infantry or vehicles standing around the Stealth Generator, can help protect your Stealth Generator, and keep it from being found.
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Stealth Generator Range: The range of the Stealth Generator is 8 cells. It appears oval in shape, but this is an optical illusion. The cells in the game are almost twice as wide as they are tall. If you are guessing an enemy's Stealth Generator range using your computer screen, It is approximately 4in. tall By 6.5 in. wide (on a 17 inch monitor)
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Turn stealth on = extends from Stealth Gen first: The Stealth Generator's stealthing capability starts at the building and extends outward roughly 8 cells around it. Buildings next to the Stealth Generator are stealthed first, when you turn it on. Buildings farthest away from the Stealth Generator are stealthed last.
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Stealthed building can = less Multi Missile damage: Stealth can mess up your Multi Missile Damages. Sometimes the damages from a Multi Missile are less if the building is stealthed.
Stealth Gen can mess up ALT crash: When planes try to ALT crash over stealthed buildings, the planes tend to not hover over the invisible building as well. The damages from an ALT crash can be reduced when your buildings are stealthed.
Stealth + EMP Cannon: A stealthed EMP Cannon can be a surprise to the enemy. You can still see the EM-Pulse ball of lightning coming (I think), and you can still hear the EMP Cannon launch it when the EMP Cannon is stealthed.
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Stealthed Firestorm Wall: A stealthed Firestorm wall can not be seen by the enemy. It is still mostly invisible when activated under stealth.
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Stealthed Laser Fence: A stealthed Laser Fence can not be seen by the enemy, even when it is powered up. Vehicles have to drive over it to see it. Soldiers have to walk next to it to see the Laser Fence.
Power down Stealth Gen. & Sams = lure planes: Power down your Stealth Generator and Sams to make the enemy think your base has low power. Then, turn your Sams on when the enemy sends his planes to your base.
Stealth Toggle Trick: Toggle the Stealth Generator on and off to make it harder for planes to target buildings. Keep your Stealth Generator off at first, then, when the enemy planes get near, quickly toggle it on and off. The planes will lose their targeting on your Stealth Generator or any other building they are targeting. You quickly turn it off so that the planes can not CNTL force fire on the ground when you turn it on, before you turn it back off. (The Orca bomber can power bomb to counter this). The Stealth Generator's stealthing capability starts at the building and extends outward roughly 10 cells around it. For this reason, the "Stealth Toggle Trick" works best if the planes are right over or near the Stealth Generator. The Sams closest to the Stealth Generator will un-stealth first and shoot the planes. (Also, the Stealth Gen. can stealth buildings closer to it faster, limiting the CNTL force fire better). Place the most important buildings closer to the Stealth Generator for a more efficient stealth toggle trick. (MCV, Warf, Ref)
Stealth + Engi outbuild: Have a Stealth Generator ready when you steal an enemy's building with Engineers. Now you can build stealth units in his base without him knowing, if he is not paying attention. Try to distract the enemy before you do this.
Enemy Infantry reveal stealth: Enemy infantry will reveal your Stealthed units and buildings. (In a team game, your ally's Infantry used to reveal your stealthed buildings if they walked near them, but this has been patched.)
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Power down stealth = building flickers, even if stealthed by another S.Gen: If you power down one Stealth Generator that is stealthing a building that is also stealthed by a second Stealth Generator, the building will still flicker on/off its stealth so that the enemy can see it.
Stealth location guessing: It is not hard to guess where an enemy's Stealth Generator is, if you know the dimensions of its stealth and look at visible units and structures on the map.
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Deployed Sensor finds stealthed building: You can not deploy a Sensor Array where an enemy's invisible building is built. When the Sensor Array is deployed, if you try to send it to a location where a stealthed building is, it will not want to go there. You can use this trick, to find stealthed enemy buildings.
Plane noisy landing = missile guess landing: You can estimate where an enemy's planes land in stealth if you watch their flight trajectory, know how fast they move, and listen for the landing in stealth. Once you hear the landing, you can guess where the planes all landed. This trick does not work with the silent Harpy.
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Noisy MRV reveals planes: The Noisy MRV reveals planes when it heals them under stealth.
Engi enemy's Stealth Gen: If you use three Engineers to steal an enemy's Stealth Generator, you can build stealthed buildings and units inside his base. (Note: Make sure you have enough Power Plants to power the Stealth Generator before you steal it.)
Multiple Stealth Gen = stealth approaching units longer: If you place multiple Stealth Generators closer to the enemy base, the enemy will not see your soldiers, tanks, or planes coming. It is harder to defend units that you can't see coming.
Stealth MCV Outbuild: Stealth an outbuild to keep its location secret for longer. Be careful harvesters will give away your stealthed base location. Try to place the MCV right next to the Tiberium patch that you will be using so that you can build the Stealth Generator close to that Tiberium Patch and stealth your Harvesters too.
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Waypoint stealthed buildings = remember location: Waypoints can be placed on the map to remind you where stealthed enemy buildings are.
Stealth defeats Auto Waypoint attacks: Auto Waypoint Attacks do not work on stealthed buildings, or buildings in the fog of war.
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Stealth Toggle = limit unit damage: You can toggle stealth to make enemy vehicles or soldiers miss yours, in a battle.
Counter Stealth Toggle Trick: Counter the Plane Stealth toggle trick by waiting until the enemy turns on his Stealth Generator. Now CNTL force fire on the ground where you know the building is hidden under stealth. After doing this, the enemy will not be able to confuse your planes targeting of a building by toggling stealth on and off.
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Stealthed Ghost Stalker +SubAPC attack: A stealthed Ghost Stalker in a Stealthed Subterranean APC is a powerful attack. (If you have both GDI and NOD technologies, or have a GDI ally) The Ghost Stalker can usually destroy a building before he un-stealths and dies to enemy fire.
Stealth + Carryall + A-APC attack: You can stealth the unit before it goes into Amphibious APC, and stealth the A-APC before the Carryall lands on it to fly to the enemy base. Now the A-APC will have a small amount of time with no damage while it unstealths after landing in the enemy base. Also, the units will have a small amount of time with no damage because they too will be stealthed for a short time upon exiting the APC. GDI could send three Engineers in the A-APC, or any other soldier.
Corner of map = safe Stealth Gen: A Stealth Generator is more easily defended in a map corner.
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Stealth + Carryall + Harv Bomb attack: Hide Harvesters or Harvester Bombs by picking them up when they are stealthed with a Carryall. (You will need both Nod and GDI Technology, or a GDI ally to do this attack.)
Jump Jet Infantry reveals stealth buildings: Jump Jet Infantry reveal stealthed buildings when they fly over them. Even your team mates buildings can be revealed by your Jump Jet Infantry flying over them. Be careful where you fly your JJ. A large group of JJ can reveal the entire stealthed enemy base and also show you how many Sams the enemy has before your planes get there to attack.
CNTL fire one shot from plane = reveal stealth + save ammo: Force fire one plane on the ground with CNTL fire. Only use one shot from one plane to reveal stealthed buildings or units on the ground. Do not waste all of your plane's ammo trying to find stealthed buildings.
Stealth powered down or damaged buildings: Powered down and damaged buildings can still be stealthed, this is not an issue.
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Deploy/undeploy vehicle = unstealths briefly: Tanks unstealth when they deploy or undeploy.
Harv & Weed truck eat and give away location: Tiberium eaten by a stealthed harvester, can give away its location. (The enemy sees tiberium disapearing for no reason) This also happens with the Weed Truck.
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Move units under stealth a little more: Move stealthed units to another location once they stealth, so the enemy does not know where they went.
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Some units don't miss stealthed buildings: Infantry, Attack Buggy, Wolverine, Cyborg are not as affected by stealth when firing on buildings. They don't miss when the building restealths.
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Units unstealth to fire = slower: Units must unstealth before firing, which causes a slight time delay.
Shift key shows edge of stealth: If you are trying to send a unit, deploy a unit, or build a building at the edge of your stealth Generators stealth range, hold the Shift key and click on both your unit, and the Stealth Generator, so both are highlighted. This will show you exactly how far your stealth goes. Now you know exactly how far you can deploy units at the edge of your stealth.
Two Stealth Gens defense: Two Stealth Generators, or more, overlapping stealth onto one building = backup stealth in case one Stealth Generator is destroyed. If one of those Stealth Generators is destroyed, the building will briefly become visible, but then restealth.
Stealth Gen Commando fire delay: You may or may not want a stealth delay on units in SubAPCS. A commando might take longer to fire that first shot if he has to unstealth first. Engineers might not get shot at as soon if they are stealthed right when they exit the SubAPC. A Ghost Stalker can still lay C4 with no stealth delay. It really depends on the situation.
Power down Stealth Gen before base loses power - superweapons: If you know your Power Plants are about to be destroyed, putting your base on low power, power down your Stealth Generator before you lose base power. Super weapons like the EMP Cannon (and other super weapons) need base power to operate.
Stealth your only Tib Waste Fac: You can only build one Tiberium Waste Facility, consider hiding it with stealth.
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TEMPLE OF NOD
The Temple of Nod Costs $2000
The Temple of Nod has Health Points HP = 1000
The Temple of Nod has armor = Wood
The Temple of Nod uses 200 power.
Hand of Nod +Temple of Nod unlocks CC+Hijacker: Building a Temple of Nod unlocks the Cyborg Commando an Mutant Hijacker.
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Temple Seeker: The Temple of Nod gives you the Hunter Seeker capability. You must keep the power on to charge your Hunter Seeker.
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Temple built far away from base: The Temple of Nod can be built farther out than any other building. This is useful on some maps that have pre built walls. You might be able to build a Temple of Nod across that wall, like in the Big Blunts Green map.
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Closer Temple = Closer Seeker: If your Temple of Nod is closer to the enemy, your Hunter Seeker has less distance to travel to destroy the random enemy unit. The Hunter Seeker can destroy multiple units, so if the enemy sees it coming, they can quickly scatter their units. When you build the Temple of Nod closer to the enemy, they have less time to scatter their units before it gets there.
Sell Temple for cash and power: The Temple of Nod uses a lot of power which can slow down your build order when you keep it on. You can power it down or sell it for cash. You will lose your Hunter Seeker if you sell the Temple of Nod.(Make sure you still have a Hand of Nod before you sell the Temple of Nod, so you can still make a Cyborg Commando and Mutant Hijacker. You might want to make a spare Hand of Nod before selling the Temple of Nod).
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MISSILE SILO
The Missile Silo Costs: = $1300
The Missile Silo has Health Points HP = 1000
The Missile Silo has armor = Wood.
The Missile Silo uses 50 power.
The Missile Silo unlocks the Multi Missile.
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Multi Missile Timer: The Multi Missile Timer will pause on hold, if your base loses power or if you power down the Missile Silo. Once you regain power, the Multi Missile timer resumes where it left off.
Suicide Multi Missile launch: If you launch a missile and then you are defeated in a game, the missile will continue to its target even though you are out of the game. This is mostly a team game tactic when your ally is still in the game.
MULTI MISSILE
Multi Missile Reload time: The Multi Missile takes 3 minutes and 20 seconds to reload.
Multi M. hits flying units: The Multi Missile can hit units flying in the air. It can also hit Carryalls as they land. It is harder to hit a Carryall with a Multi Missile, when the Carryall is far away from the Missile Silo. It becomes easier to hit a flying Carryall that is closer to the Missile Silo. (The timing is easier to get right when it is nearby.)
Multi Missile Warning = sound on: Make sure to play with sound on so you can hear the Multi Missile detection and be ready to look for the flight path of the Multi Missile. If you see where the Multi Missile is going, you can move any units in the way or sell/repair/engineer heal buildings.
Multi Missile hits planes or Carryall as it takes off: Move airplanes first when you see the Multi Missile because it can hit units flying away.
Waypointed enemy plane = friendly ALT crash: If enemy planes are tightly waypoint looped over a building you want to destroy, shoot the Multi Missile and hit the planes while they are hovering over that building. This might cause the planes to crash into buildings and do more damage to the building you are trying to destroy with the Muti Missile.
Multi Missile "One-shots" the Tib Waste Fac: The Multi Missile destroys the Tiberium Waste Facility in one shot. (The Multi Missile also destroys the Veteran Balance Tiberium Waste Facility in one shot).
Easier to hit flying units when close to Missile Silo: Try to lure the Carryall and MammothMk2 with any unit into a location close to your Missile Silo and send your Multi Missile to hit the carryall straight out of the air. Try to missile where you think the Carryall will land. If you the enemy MammothMK2 is closer to the Missile Silo, the Carryall will have less time to react to hearing or seeing your Multi Missile coming. The Multi Missile has to fly through the air to hit its target, so minimizing this distance is good.
Multi Missile "one-shots" a GDI Upgrade Center: The Multi Missile destroys a GDI Upgrade Center = one shot
Multi usually doesn't "1-shot" Firestorm Gen: The multi missile might be able to one shot the Firestorm Generator, but it usually leaves one or two red bars of health.
Multi Missile "1-shots Stealth Gen: The Multi Missile will kill a Stealth Generator in one shot. This is a great building to destroy with missiles because it is expensive. $2500 to replace a Stealth Generator.
Multi Missile can destroy bridge: Keep tanks away from buildings if you suspect a Multi Missile incoming. If the Multi Missile breaks the bridge while units are on it, they will fall and die. The Multi Missile does not always destroy a bridge in one shot, but it is possible. It helps if the bridge has been weakened by other units first.
Waypointed planes = less likely to die to Multi Missile: If your planes are constantly moving on a long Waypoint loop, it is harder to target them with a Multi Missile.
Repair / Engi buildings when hear Multi Missile launch: Repair or Engi your buildings as the Multi Missile is incoming, it might save them from being destroyed.
Multi Missile "1-shot" EMP: The Multi Missile will kill an Emp Cannon in 1 shot.
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Multi Missile "1-shots" Construction Yard: You can kill the Construction Yard in one shot with the multi missile if you place it in the right spot, and time the missile to where one of the pointers points to your missile silo when you release the multi missile. This is hard to time correctly and requires practice. . Sometimes I had luck toggling power on and off right before I shoot the missile because it removes the Multi Missile pointer and lets you line up the arrow better, but you need to see the Multi Missile pointer to line up with your Missile Silo. It might be worth trying the power toggle tactic, maybe not. There is a good picture of the "1-shot Multi Missile technique on page 41 of Mole40k's Tiberian Sun Guide, visit the following link to see it:
https://mjryder.net/wordpress/wp-content/uploads/2015/05/Tiberian-Sun-guide-v4-c-Mole40k-2013.pdf
Video of Multi Missile destroying a MCV and Warf in one shot: https://www.youtube.com/watch?v=eul0MyK9pKI
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Video of Mutlit Missile destroying Tiberium Refinery in one shot: https://www.youtube.com/watch?v=Gv51m_myfqI
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Waypoints help line up MCV "1-shot": If you place a waypoint on your Missile Silo and a second Waypoint on the building you want to shoot with the Mutli Missile, it is easier to line up the taregeting icon with your Missile Silo. (for more information on “1-shot” Multi Missile, read Moble40k's 2013 Tiberian Sun Strategy Guide.
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MCV can dodge Multi Missile: A MCV can move if you hear Multi Missiles or Chemical Missiles, a deployed Construction Yard can not.
Multi Missile clustered units: Move any clustered units on the map when you hear a Multi Missile or Chemical Missile being launched. (Especially a group of planes on tightly packed helipads or on the ground) The Multi Missile is best used on clusters of expensive planes.
Lure Multi Missile with clustered units: Lure an enemy to waste his missiles by clustering your units on purpose and then moving them when you hear the Missiles. (this wont work against an instantaneous GDI Ion Cannon)
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Stealth = sometimes less building damage from Multi Missile: Stealthed buildings sometimes receive less damage from multi missile.
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Multi Missile sinks units in ice terrain: A Multi Missile can sink vehicles in the ice terrain. A Nod Multi Missile breaks ice terrain in multiple areas and can double break the ice you targeted. This can possibly sink vehicles.
Multi Missile destroys Carryall, MK2, and SD: Time your Multi Missile to Service Depot +Mammoth MK2 to where your missile lands on the Mk2 and service depot, right when the Carryall lands to pick it up. Now, your Multi Missile will not only destroy the MK2 and Service Depot, but the Carryall too. (If your timing is off you might miss....Also, if the Multi Missile is weak for some reason, hitting the Carryall Directly is more likely to destroy when Multi was weak shot).
Multi Missiles destroys Carryall sitting on vehicle: a sitting Carryall on a vehicle. If you think you know where a Carryall will land in your base, use the Multi Missile to take it out in mid flight, or as it lands, killing both the Carryall and the vehicle it is carrying.
Spread out Waypoint loop planes: Spread out your waypointed planes waypoints. If they fly in too tight a group, a Multi Missile can kill them in the air, while the planes are flying.
Full Multi Missile Timer = no power needed: Once the Multi Missile is ready to launch, you can turn the power off on the Missile Silo, and the Multi Missile will still stay ready. (If you want to save the Multi Missile for some reason)
Multi Missile no "1-shot" Obelisk usually on Vetbal: The Multi Missile does not destroy the Obelisk in one shot on Veteran Balance maps. (maybe if you perfectly “1-shot” it, not sure)
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Multi Missile + Planes attack: You can send planes before you send your Multi Missile so that both get to the enemy building around the same time. This will help destroy a buliding that is about to be healed by an Engineer. Be careful not to hit your planes though. (Sometimes it might be worth losing a few planes to destroy a enemy building, it depends on the situation).
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Tight group of deployable vehicles evades Multi Missile: A tight group of many deployed or undeployed vehicles can limit the damage done by a Multi Missile if you deploy or undeploy right when the Multi Missile hits your vehicles. The Tick Tanks are the best at this trick. Make sure the Tick Tank is facing bottom right BR. Deploy or Undeploy the group of Tick Tanks right as the Multi Missle explodes above them. If you get the timing right, almost none of the Tick Tanks are hurt!!
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TIBERIUM WASTE FACILITY
The Tiberium Waste Facility costs: = $1600
The Tiberium Waste Facility has Health Points HP =400 (Veteran Balance 1200)
The Tiberium Waste Facility has armor = Wood
The Tiberium Waste Facility uses 40 power. (It can not be powered down.)
Chem Missile works with low base power: Chemical Missile works on low base power
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Store two Chemical Missiles at once: The Tiberium Waste Facility can hold up to two Chemical Missiles at one time. This is the only superweapon that can store two at one time.
Weed Truck = 2-3 green bars on Tib Waste Fac: Weed Trucks usually fill up a Tiberium Waste Facility 2-3 bars each dump, but this depends on the Orange Weed Strength on the map.
Rebuild Tib Waste Fac = regain stored Chem Missiles: If your Tiberium Waste Facility is destroyed (or if you sell it) rebuild another one. Your new Tiberium Waste Facility will have the same amount of chem in it as the one before it. And if you had Chemical Missiles saved up, you can use those too, once you rebuild the Tiberium Waste Facility. (This is the only super weapon that has this capability)
CHEMICAL MISSILE
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Chem damages wood armor a lot: The Chemical Missile heavily damages wood armor buildings.
Chem Missile no hit flying units: The Chemical Missile can not hit flying units.
Chem Missile sound warning: Notice the path of an oncoming Chemical Missile when you hear it launch. If you see where the Chemical Missile is going, you can move any units in the way or sell/repair/engi buildings.
Chem Missile no hit underground units: No Super Weapon hits underground units, this includes Chemical Missiles. (This is a decent Nod Advantage because GDI does not have units that can go underground.
Chemical Missile vs Tick Tank: Chemical Missile hardly hurts deployed tick tanks at all on VetBal Maps, it might slighly damage normal map Tick Tanks a little more than deployed, but I'm not 100% sure about this, if it does, it is not by much.)
Chem Missile "1-shot Tib Waste Fac: Chemical Missile destroys the Tiberium Waste Facility in one shot. (This also works on Veteran Balance maps)
Chem Missile "1-shot" Stealth Gen: The Chemical Missile will kill a Stealth Generator in one shot. This is a great building to destroy with missiles because it is expensive. $2500 to replace a Stealth Generator.
Spread out units away from buildings -Chem: Keep units away from buildings if you suspect a Chemical Missile incoming, so if the enemy targets your units, it will be far from buildings and you will limit the chemical gas damage to your buildings.
Lift planes vs Chem Missile: Lift all your planes or keep them in the air with a waypoint loop to prevent the Chemical Missile from hitting them while they are landed. It can destroy a lot of planes on the ground
Chem Missile = repair or Engi heal buildings: Repair your buildings as the Chemical Missile is incoming, it might save them from being destroyed.
First of two Chem Missiles drains Chem Missile Timer: If you have two Chemical Missiles saved up, the first one you send will drain the Tiberium Waste Facility.
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Chem Missile vs Soldiers: The Chemical Missile annihilates Light Infantry, Disc Throwers, Jump Jet Infantry, Rocket Infantry, Engineers, Ghost Stalker, Mutant Hijacker Cyborgs are usually broken in half, they are hurt a lot, but usually not destroyed. (The Cyborg Commando does not even lose half health, he is pretty strong vs a Chemical Missile)
Chemical Missile really damages active Firestorm Timer: The Chemical Missile will make the Firestorm timer go down a lot, if it hits your Firestorm Wall Sections while they are turned on. It doesn't damage Firewall Sections that are turned off. (Turn off your Firestorm Generator if you see a Chemical Missile coming)
Chemical Missile vs Obelisk: The Chemical Missile destroys a normal Obelisk of Light, but doesn't hurt the Veteran Balance Obelisk that much.
Chem Missile vs Orange Weed Monster: The Chemical Missile doesn't hurt the orange weed vein that much on some maps, on other maps, it can kill the Orange Weed Monster.
Chemical Missile vs EMP Cannon: The Chemical Missile does not kill an EMP cannon.
Chemical Missile + Planes attack: You can send planes before you send your Chem Missile so that both get to the enemy building around the same time. This will help destroy a buliding that is about to be healed by an Engineer. Be careful not to hit your planes though. (Sometimes it might be worth losing a few planes to destroy a enemy building, it depends on the situation).
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Chemical Missile damages Tiberium Refinery: The Chemical Missile does not "1-shot" a Tiberium Refinery, but it hurts. You can finish the Tiberium Refinery with planes.
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Chem Missile "1-shots" Missile Silo: The Chemical Missile will kill the Missile Silo in 1 shot.
Chem better than Multi for destroying Stealth Gen: The Chemical Missile is better than the Multi-Missile for targeting a Stealth Generator, it always destroys the Stealth Gen. Even if you miss the Stealth Gen, the chemical gas can still destroy the Stealth Gen if enough of it passes over the Stealth Gen.
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Chemical Missile vs Harvester: The Chemical Missile does not damage the Harvester that much.
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Chemical Missile vs Weed Truck: The Chemical Missile does not damage the Weed Truck that much.
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Chemical Missile "1-shot Temple of Nod: The Chemical Missile 1-shots kills the Temple of Nod
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Chemical Missile = no hurt bridge: The Chemical Missile does not hurt a bridge.
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Chem Missile = no damage to Carryall sitting on vehicle: A Chemical Missile does not hurt a Carryall sitting on top of a tank at all.











