top of page

TIBERIAN SUN GUIDE 2025

 

 

NOD STRUCTURES -3

 

 

HAND OF NOD

 

Hand alts to fog: Left mouse click on the Hand of Nod and then click somewhere on the map in the fog of war, and newly built soldiers will walk to that part of the map. You can not do this with the War Factroy or Helipad. You can only send units to previously scouted areas on the map, not fog of war areas that are unscouted.

 

Leave one cell in front of hand of nod unpaved, when paving your base. You want your SubAPC to be able to quickly surface to pick up any soldiers right in front of the hand of nod quickly.

 

 

LASER

 

CTRL fire no hurt inf: CTRL force fire Laser on ground will not hurt soldiers that much that walk over it, consider not ever doing this.

 

Lasers turn around 2x faster than Titan: Lasers turn around two times faster than Titans do.

 

Lasers face direction: Lasers face a direction, so approach them from the opposite side that they are facing for a small time advantage. The Laser will have to turn around to shoot your units. Lasers turn fast so this advantage is small.

 

Dont deploy Tick vs Laser: There is no need to deploy a Tick Tank vs a Laser, it does same damage to any armor type. And your Tick Tank attacks faster if you don't waste time deploying. Tick Tank has longer range than Laser.

 

Repeat build key Lasers: You can quickly build a lot of Lasers when Titans or other units attack by using the repeat build hotkey.

 

Outbuild Laser kill all buildings better than Vulcan: The Laser damages every structure's armor 30 Hp. The Vulcan Cannon has weaker weapon damage vs all buildings. ( 36, 20, 28,8, 2)

 

Laser vs Vulcan: Laser vs Vulcan Cannon is a pretty even battle. The Laser hurts 30hp, the Vulcan Cannon hurts 20hp. Vulcan Cannon shoots faster. The Laser might have a slight advantage in a 1v1 with a Vulcan Cannon. Vulcan Cannon has one cell longer range (4 cells) Get the Laser close to win the 1v1. Its hard to build Lasers into enemy when their RPG are built slightly behind Vulcan cannon backing them up.

 

 

ADVANCED POWER PLANT:

 

Adv PP LF ready for Titan: It might make sense to make at least one Advanced Power Plant if you plan on making Laser Fence to help slow Titan and Infantry fodder rush with Laser Fence.

 

Adv PP = faster: If you make a lot of Advanced Power Plants you spend less time building as many as if you spent all that time making normal Power Plants.

 

 

 

LASER FENCE:

 

Stealthed outbuild Fence: You can fence off a Tiberium Refinery with a Tiberium Field so that the harvester is stuck inside the Laser Fence only eating on that Tiberium field, while all other harvesters use different tiberium fields. You can make a Stealth Generator to make your outbuilt Laser Fence tiberium invisible so the enemy doesn't see it. (Note: On Veteran Balance maps, Laser Fence can be built longer. You might have enough room for MCV and War Factory inside your outbuilt Tiberium Fence too.)

 

LF fools deployed vehicle stealth find: When the enemy is using their deployable vehicles to locate stealthed buildings, consider making Laser Fence posts near buildings. The Laser Fence posts are cheap and can disguise the outline of your buildings while remained stealthed. Even connections between the LF posts can help disguise the outline of stealthed buildings.

 

APC = 2 exit before LF pop: A Subterranean APC or Amphibious APC can deploy around 2 soldiers before a Laser Fence built under their location turns on and zaps the soldiers. So Laser Fence can prevent a Three Engineer Attack on a building, by having the Fence posts connect under the back of SubAPC where the soldiers are released.

 

Outbuild blocks LF connection zap: If you place a building where you think the enemy is trying to connect two Laser Fence Posts to kill your units. You can place a building in between the first Laser Fence Post, and wherever you think the enemy will likely place the second Laser Fence Post. This will prevent the Laser Fence Posts from connecting and zapping your units.

 

LF +Walls slow Titans: Laser Fence posts with a lot of Walls can almost put the Laser Fence Posts out of range of the Titans so you can zap them. Make sure to have Engineers to heal LF posts. Outbuild fence posts and sell walls fast to connect the LF posts fast under the Titans to destroy the Titans.

 

MK2 = 55 shot repairing LF: The Mammoth MK2 is not good at all, at destroying a repairing Laser Fence. This might be useful to know. LF can be used to trap a Mammoth MK2 especially if you have Engineers to heal the Laser Fence Posts. Careful, the MK2 can shoot outside of the Laser Fence and kill your Engineers in one shot.

 

Diz = 19 shot repairing LF: Disrupter takes nineteen shots to destroy a repairing Laser Fence Post, this is not very good, and LF can be used to trap or destroy Disrupter.

 

8 Titan = 1 shot LF: Eight Titan is too too many and can destroy Laser Fence Post in one shot before your Engineer can repair it. (Note: Four Titans take 2 shots to destroy LF so there is time to heal with Engineer, so it ends up taking three shots for four titans to destroy LF+Engi)

 

LF hide: Some buildings can slightly hide the Laser Fence, like the Tiberium Refinery, Temple of Nod, and Radar. A distracted enemy might not notice if they are not expecting it.

 

Thick VB Tree hide LF: Thick trees on Veteran Balance maps hide Laser Fence Posts well, but a trained eye can spot them. Simply hover your mouse over the area and look for it to highlight any buildings or units hiding in trees.

 

LF no kill Carryall on tank: The Laser Fence will not destroy a Carryall sitting on a vehicle when you connect two of them under it.

 

Carryall no lift off LF: If you have an vehicle on the LF, a Carryall will not pick it up.

 

Deploy = stop LF: If you deploy a vehicle, you can stop a Laser Fence from connecting under it and save your vehicle from the Laser Fence Post connection zap.

 

1 Titan = no kill repairing LF: If you have a repairing Laser Fence Post, one Titan will not destroy it, two Titans are needed, and three Titans are better because of Engineer heal.

 

 

OBELISK OF LIGHT

 

Obe damages nearby units: The Obelisk of Light damages nearby units slightly. Use the Scatter button “X” to avoid this.

 

No outrun Obe: No ground units are fast enough to outrun the Obelisk of Light, not even the Attack Cycles.

 

Obelisk distinct sound: The Obelisk of Light makes a very distinct sound when it fires that can let the enemy know you have one.

 

Emp stops Obe: If the Obelisk of Light is charging up to fire after it targets an enemy unit, and the EMP Cannon hits it, the Obelisk of Light will be frozen and might not even fire that shot it was charging up.

 

Tick no deploy: Tick Tanks might as well not deploy when vs Obelisk of Light. You might be better off attacking Tiberium Refinery or other building, instead of Obelisk, especially on normal maps. Only deploy Tick Tanks if other units are also shooting at them.

 

Obe destroy #'s: Obe 2 shot no repair emp, Obe 3 shot repair EMP, Sam and Laser same. Obe 3 shot Sam even if no repair. Obe 3 shot PP no repair, Obe 4 shot PP with repair, Obe 3 shot Helipad whether or not repair, Obe 4 shot Hand of Nod whether or not repair.

 

Obe no 1 shot any building: The Obelisk of Light does not destroy any building in one shot except for Firestorm Wall Sections. It almost destroys a Tiberium Silo in one shot, leaving it with one red bar of health.

 

Obe = 2 shot DT: Obelisk of Light will destroy Devil Tongue in two shots.

 

Obe = 3 shot CC: Obelisk of Light can kill Cyborg Commando in three shots.

 

Obe = 5 shot MK: Obelisk of Light can kill a Mammoth MK2 in 5 shots.

 

Obe vs CC: An Obelisk of Light can win a 1v1 duel with a Cyborg Commando if you heal it with an Engineer during the battle.

 

Obe injure nearby: Obelisk of Light can injure units that are standing close to other units you have targeted with Obe. It can set soldiers on fire, which also can damage nearby units. Consider scattering soldiers “X” vs Obelisk of Light.

 

Subs dive fast avoid Obe: If you are fast you can dive a underground unit before a Obelisk of Light can charge up to shoot it above land.

 

Obe damage units inside less if dove: If you dive your SubAPC the Obelisk will do less damage to units inside it, if it kills the SubAPC while its diving underground.

 

Obe = 2 shot LF: Obelisk of Light destroys Laser Fence Post in two shots.

 

Engi steal into CC+Obe: Steal enemy Hand of Nod with three Engineer. Have a prebuilt Cyborg Commando and prebuilt Obelisk of Light ready to place in enemy base. Make sure you have enough power plants in advance. Obelisk + CC can devastate enemy Nod base.

 

Obe needs 1 adv pp: Obelisk of light needs one Advanced Power Plant.

 

 

Charge pre shot Obe: You can force fire Obelisk of Light onto the ground to pre charge it before instantly switching to shoot a surfacing SubAPC or landing Carryall. This is a faster shot and not easy to do.

 

2 Orca F own VB Obe no repair: Two Orca Fighter can destroy an Obelisk of Light on Veteran Balance maps, if the enemy is too slow to repair it.

 

3 Orca F own VB Obe with repair: Three Orca Fighter can destroy an Obelisk of Light on Veteran Balance maps if the enemy is fast to repair it.

 

Obelisk vs RPG: Obelisk of Light will win a 1v1 with RPG. The RPG does not even come close to destroying the Obelisk of Light. Try to build the Obe close to RPG so it won't hit Obelisk. (Note: On Veteran Balance Maps, the Obelisk of Light still has 5 bars of yellow health after the RPG dies)

 

 

 

NOD SAM

 

 

 

 

MAMMOTH MK2 DEFENSE

 

One Multi + 3 Harpy = Mk2: One Multi Missile and three Harpies will almost always destroy a Mammoth MK2 but be careful not to shoot your Harpies with the Multi Missile, it can hit them while they are flying.

 

One Harpy ALT crash+ Multi = CY: Send one Multi Missile to enemy Construction Yard while your Harpy is en route to ALT crash into the enemy CY. The Multi Missile will crash your Harpy into the MCV and possibly destroy it. (It is likely it will destroy CY)

 

Nod Sam repeat build: The repeat build hotkey allows Nod to quickly make a lot of Sams if enemy planes are coming, it is faster than GDI's Component Tower and upgrades to build. Consider using repeat Sam build when enemy planes are coming to attack.

 

 

 

STEALTH GENERATOR

 

Stealth reveal stealth: Try to seperate your Stealth Generators and Mobile Stealth Generators in Firestorm games. If you put your Stealth Generators farther apart, they won't reveal each other if destroyed.

 

Paused Stealth = outbuild fast stealth: If you have a Stealth Generator completely built and ready to be placed, you can very quickly stealth an outbuild location.

 

Counter deployed stealth find with units: If your enemy is using his deployed vehicles to locate your stealthed buildings, you can place soldiers, tanks, or planes next to the buildings to break up the outer pattern of the stealthed building.

 

Stealth Gen = decoy subs: The Stealth Generator helps disguise which units go in SubAPC or A-APC. This helps you make more decoy subs to lure EMP Cannon away from attacking SubAPC.

 

Stealth toggle + stacked RI: Stealth can give you the cover to stack your Rocket Infantry in a APC. If enemy not expecting, this attack can destroy planes. Combine with stealth toggle trick for maximum damage if you have Sams too.

 

Stealth good big maps: Stealth is better on large maps where there is a huge area you can hide in. It can be hard to hide in a small map.

 

Stealth Gen need 2 Adv pp: Stealth Generator needs two Advanced Power Plants to run it.

 

Stealth covers EMP giveaways: Stealth Generator can make the EMP Cannon invisible so the enemy can only hear it coming or see the EM-Pulse flying through the air. This makes it harder for the enemy to deploy or spin dive units to avoid the EMP Cannon freeze. It also hides EMP Cannon location, making it harder for the enemy to judge the EMP Cannon's range.

 

Low health stealth flicker: Some units might flicker in and out of stealth if they have very low health, making them visible to the enemy.

 

Stealth Gen covers ST warf exit sound: If you have a Stealth Generator, it can cover up the noises that Stealth Tanks make when they are newly built in War Factory and exit making a stealth noise. So making more Stealth Tanks once you get Stealth Generator might be a decent strategy.

 

Plane hit reveals stealth: If a plane is hit by Sams, it can reveal the building below that is stealthed. Also, a damaged plane that crashes into stealthed building can reveal stealthed building.Some players choose to make no Sams in their stealthed base, this is a risky option in late game where players might have way over 10 Banshee.

 

Stealth building = stealth tank misfire: Stealthed buildings can make your Stealth Tanks misfire. You can stagger the shooting of 4-5 so that less misfires happen because the building you are firing at does not periodically restealth while the staggered units hit it at different times. (Note: this is tedious, and might only rarely be useful, numbering Stealth Tanks helps)

 

Stealth = power up: Consider making additional stealthed Power Plants once you have a Stealth Generator. The enemy might try to attack your old Power Plants after you get a Stealth Generator. Having backup Power Plants might be nice.

 

 

 

TEMPLE OF NOD:

 

 

 

MISSILE SILO

 

Spread building in prox to Missile Silo: You can setup your base and divide buildings based on proximity to the enemy's Missile Silo. This will help you know which building a Multi Missile or Chemical Missile is headed toward. (All your buildings have line of sight to the Missile Silo) This tactic has to be done later in game when enemy has Missile Silo, and is not super useful, there may be other build order strategies with higher priority.

 

 

 

MULTI MISSILE

 

Multi Missile has sound: The Multi Missile does make noise when it arrives, which can be heard by the enemy. Repair all buildings when you hear the Multi Missile warning and move big groups of soldiers, tanks, and planes. (especially planes landed on the ground in tight group)

 

Tick avoids multi: Multi Missile can destroy a Tick Tank whether or not it is deployed. If you deploy or undeploy a tight group, you can make the Multi Missile not damage them hardly at all.

 

Multi = ½ Diz HP: The Multi Missile takes roughly half of a Disrupter's health away.

 

Multi = 1/3 Titan hp: The Multi Missile takes roughly 2/3 of the Disrupter's health away.

 

Multi 1 shot bridge: Multi Missile can destroy bridge in one shot. This is a very good way to destroy units walking over a bridge especially if the units stopped on the bridge.

 

Multi finishes stolen: A nearby Multi Missile might be able to destroy a recently stolen building before the enemy can sell the building, if you are fast and if the Multi Missile Silo is nearby.

 

Multi 1 shot bridge: Multi Missile can destroy bridge in one shot.

 

Multi kills stack JJ: One Multi Missile can destroy a lot of stacked Jump Jet Infantry flying or on the ground.

 

Multi = no 1 shot Titan: The Multi Missile will not destroy a Titan in one shot. It will take a little more than half the Titan's health.

 

Multi usually kills Tick: The Multi Missile took about 2/3 of the Tick Tank's health, or destroyed the Tick Tank on Veteran Balance maps. The Multi Missile usually kills a deployed Tick Tank on both Veteran Balance and normal maps. Undeployed Tick Tank can survive onVB maps, but its smarter to try to deploy right before Multi Missile hits to try to nullify the damage on both normal and Vetbal maps)

 

Multi kill deployed sensor but not undeploy: The Multi Missile will destroy a deployed Sensor Array but not a undeployed Sensor Array. Consider undeploying Sensor Array if Multi Missile incoming and looks like it will hit sensor.

 

Multi 1 shot ART: The Multi Missile will destroy an Artillery deployed or not.

 

Multi 1 shot DT: The Multi Missile will destroy Devil Tongue or a group of them in one shot. It is a very good Devil Tongue defense, but it does waste your Missile that could be used vs enemy base. So only use in emergencies.

 

 

 

TIBERIUM WASTE FACILITY:
 

 

 

CHEMICLE MISSILE

 

 

Chem Missile launch sound: Chemical Missile can be seen flying through the air or heard via warning, make sure to scatter units, especially planes landed on ground. Repair or Engineer heal all buildings too if you have time.

 

Chem no sound: The Chemical Missile has no sound when it arrives, unless buildings or units are destroyed and make noise.

 

Chem = finishes stolen: If you are fast, and the Missile Silo is nearby the recently stolen building, you might be able to finish the stolen building before the enemy can sell it or heal it with a 4th Engineer.

 

Chem = Visceroid: Chemical Missiles green gas that kills enemy soldiers can turn them into Visceroids. It depends on the map. Standard maps, like Terraces, this tactic works.

 

Chem kills normal undeployed Tick: Chemical Missile can destroy a undeployed Tick Tank on normal maps.

 

Deploy Tick Chem: Always deploy Tick Tank if Chemical Missile is about to hit them and you don't have time to dodge. This applies to normal and Vet Bal maps.

 

Chem = ½ hp Titan: Chemical Missile can take out roughly half of Titan health

 

Chem no hurt Diz much: Chemical Missile barely takes 1/3 of Disrupter's health away.

 

Chem kills normal Obe, not VB Obe: Chemical Missile will destroy an Obelisk of Light on normal maps but not on Veteran Balance VETBAL maps.

 

VB Tick =1/2 health undeployed chem: The Chemical Missile will take ½ health from undeployed Tick Tank on Veteran Balance maps. Always deploy.

 

Chem 1 shot sensor: Chemical Missile destroys Sensor Array in one shot whether or not it is deployed.

 

Chem 1 shot DT: Chemical Missile can destroy Devil Tongues in one shot.

 

Chem 1 shot SubAPC: The Chemical Missile green gas can finish off a SubAPC that was not destroyed by the initial Chemical Missile blast.

 

Chem no hurt CC: The Chemical Missile does not hurt the Cyborg Commando that much and should be avoided unless you have planes or other units to finish the job. Even walking through the green chemical gases does not hurt the Cyborg Commando that much.

 

Chem vs GS/MH: The green gas hurts the Mutant Hijacker slightly more than the Ghost Stalker if they run through it. The initial Chemical Missile blast can kill the MH or GS.

 

Chem no 1 shot A-APC: Chemical Missile will not destroy Amphibious APC in one shot, drive away from green gas.

 

Chem no 1 shot SubAPC: The Chemical Missile might destroy a SubAPC in one shot, and it might not. Dive the SubAPC to escape the green gas fast with speed dive tactic.

 

Chem gas overcomes repair: The green gas from a Chemical Missile can destroy a building faster than it can repair. The building might be destroyed from green gas even if you repair it fast, if the building's health was low enough.

 

Launch chem = empty Tib Waste: The Tiberium Waste Facility is emptied when you launch Chemical Missile. You can store two of the Chemical Missiles. Launching Chem does not lower the bars for the next Chem Charging.

 

Steal Tib Waste = fill faster: Chemical missiles fill faster if you have more Tiberium Waste Facilities. You can only build one, but you can steal the enem's Tiberium Waste Facility or steal your team mates Tbierium Waste Facility.

 

LF strong to chem: Laser Fence is not damaged much by a Chemical Missile.

 

Firestorm Wall Sections are not damaged much my Chemical Missile, but if Chemical Missile hits a lot of them while the Firestorm defense is activated, it can wear down the Firestorm Timer fast.

bottom of page