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TIBERIAN SUN GUIDE 2026

 

 

NOD STRUCTURES -4

 

 

HAND OF NOD

 

 

 

 

LASER

 

Laser surprise: Laser is better at surprising enemy because it does not require Component Tower to be placed first.

 

Laser $50 less than Vulcan: The Laser is $50 less than a Vulcan Cannon on top of a Component Tower. Nod loves his Laser, keep it powered down unless you need it.

 

Laser breark cliff edge: A Laser can break a cliff edge.

 

 

POWER PLANT:

 

Nod 2 early PP: Nod needs to make two early Power Plants. If you have War Factory and two Tiberium Refinery, you will need two Power Plants, unlike GDI and his faster Power Turbines. More Power plants to defend 1 Orca Bomber early attack is nice.

 

Low Power Nod Disadvantage: Nod can not build Power Turbines, so if you destroy a Power Plant and put the enemy base on low power, they might have to completely abandon whatever they were building to make a new power plant if they can't power something down. GDI Orca Bombers should almost always target nod Power Plants (especially Advanced Power Plants)

 

Fire Smoke cover red hp: If the Power Plant is on fire, the smoke from the fire can sometimes interrupt your view of the health on that low health Power Plant. Might confuse you, your ally, or your enemy.

 

 

ADVANCED POWER PLANT:

 

 

 

 

LASER FENCE:

 

New LF no connects laser to EMP LF: A new Laser Fence section will connect to a frozen Laser Fence that was frozen by EMP Cannon, but the Laser Fence will be powered down until EMP Cannon wears off. Then the Laser Fence will turn back on.

 

LF no kill Carryall on Tank: Laser Fence will not destroy a Tank on top of it, if a Carryall is sitting on iothe Tank at the time you turn on Laser Fence.

 

LF kills fake carryall land on tank: Laser Fence will destroy a Tank that has a Carryall fake landed on top of it, but the Carryall will not be destroyed, it will safely land on ground next to LF. (Note: See GDI Units Carryall section to learn how to fake land Carryall on a Tank.)

 

LF kills Fake Carryall land in tank: A Laser Fence will destroy a Carryall that fake landed inside Tank, and the Tank too. (Note: See GDI Units Carryall section to learn how to fake land Carryall in a Tank.)

 

No deploy Tank if new LF: You can not deploy a Tank if you just connected two Laser Fences underneathe the Tank. The Tank will not be able to deploy and will be destroyed by the Laser Fence.

 

Chem no LF: Chemical Missile does not destroy the Laser Fence. The green chemical gas might destroy Laser Fence if it is already damaged, but might not.

 

Ion yes LF: Ion Cannon does destroy the Laser Fence in one shot.

 

Engi+ LF: Steal an enemy's building with three Engineers and then build Laser Fences in their base under all their units. (This works great when stealing Tiberium Refinery with a lot of harvesters in que around the building. Mass planes destroyed by Laser Fence is expensive. Send 4 Engineer to heal stolen building fully with the 4th Engineer. EMP helps keep frozen planes on ground)

 

LF spawn kills: Setup a Laser Fence outside of enemy Barracks/Hand of Nod or War Factory for spawn kills. Turn on the Laser Fence when new enemy units are built and drive or walk over your Laser Fence automatically.

 

Multiple LF slow Titan: Multiple Laser Fences can slow Titans. The enemy has to destroy all of them to make sure you don't place LF under their Titans as they walk through the bottleneck. Engineers can also heal the LF.

 

Power down stop new LF: If you are very fast, you can power down a newly build Laser Fence and it will not turn on when it is built. This can save any units from being destroyed by the Laser Fence. Having the power down button assigned as a hotkey helps with speed. This can be faster than moving the vehicle (especially Tick Tanks that take a slight moment to pick up speed from a resting stop)

 

Sub surface deploy save some men from LF: The enemy might try to place a Laser Fence as your Subterranean APC tries to surface. The Laser Fence will destroy the SubAPC and the men inside. You can counter this by deploying the SubAPC as it is surfacing. Some of your soldiers may survive being deployed away from Laser Fence and some might be killed because they were deployed onto the LF. The last 2 or 3 soldiers should be ok, so make sure to load your Cyborg Commando or Mutant Hijacker into your subAPC last, if enemy has LF posts near where you want to surface.

 

LF wait sub surface =boom: Wait until a Subterranean APC starts to surface up before you lay your Laser Fence Post. If you place it too early, the enemy APC might not surface there and surface elsewhere.

 

LF wait carryall land = boom: Wait until the Carryall lands an enemy vehicle near or in your base and then place your Laser Fence Post. If you place it too early, the Carryall might not land there and land nearby instead.

 

LF vs Diz: A Laser Fence Post might help keep Disrupters out of your base that are not flying with Carryall. Disrupters smash walls and gates very quickly, but Laser Fence Posts can be healed with Engineer.

 

Stack units faster LF APC: Drive a APC onto a Laser Fence section that has been powered down. Send units into the APC and you won't have to stop them, they all stack immediately. If you move the APC afterwards, only a few of the men unstack.

 

 

OBELISK OF LIGHT

 

Obelisk break cliff edge: An Obelisk of Light can destroy a cliff edge.

 

3 RI+ 2 Eng powns Obe fast: You can destroy a Obelisk of Light very quickly in a game if you send a SubterraneanAPC with 2 Engineer and three Rocket Infantry. Use the CTRL +ALT technique to send the two Engineer into the Obelisk first. Hopefully the Obelisk shoots the SubAPC and not your Rocket Infanty. Spread out your Rocket Infanty so only one is killed by Obelisk.

 

Obe counter 3RI 2 Eng: Switch the Obelisk to shoot the Rocket infantry, hopefully the enemy did not spread them out.

 

2 Engi + 1 Ban vs Obe: A fast way to destroy an Obelisk of Light is with a Subterranean APC, two Engineers and a Banshee. Use the CTRL +ALT method to send two Engineers into the Obelisk of light, then finish it with Banshee.

 

Obe power down juke: The enemy will not know if you powered down your Obelisk of Light or not. You can always power it up if you need it while powering down other buildings, enough to power it up. Obelisk of Light without power might scare off an early attack giving you time. If you power down the EMP Cannon, you will have exactly the 150 power your Obelisk of Light needs, try using EMP and immediately powering it down while you need Obelisk of Light. Temple, Stealth Gen, or 2nd Obelisk also immediately give you enough power for first Obelisk to work.

 

Obelisk switch target 4 time before fire: You have time to switch the targeting of the Obelisk of Light roughly four times before it fully charges to fire.

 

Obe switch to Eng: If the enemy deploys the SubAPC fast enough upon surfacing you can switch your warming up Obelisk to hit the Engineers that walk out instead. This is a fast way to kill Engineers with Obelisk during a Subterranean APC + three Engineer attack.

 

Obelisk surprise: Obelisk does not need to be placed on a Component Tower, making it better for newly built surprise.

 

2 Obe = 1 shot Diz: Two Obelisk of Light can destroy a Disrupter in one shot before it can 1-shot a Tiberium Refinery. Warm up the Obelisk by firing before the Disrupter lands, then quickly switch to target Disrupter before the Obelisk fires. If your timing was good, your Obelisk will just warm up while Disrupter is landing so that you can immediately destroy it when you switch targeting. (Don't think one Obe can hit a Disrupter twice with this tactic before it 1-shots Ref.)

 

Obe no target plane: Obelisk can not target planes or a Carryall flying in the air.

 

Obe hits landing Carryall: If your timing is elite, you can charge up an Obelisk of Light while a Carryall is landing and switch to hit the Carryall right as it lands. This will destroy the Carryall but the vehicle it was carrying might be left intact. Nore: The timing is incredibly hard which makes it unlikely accomplished during game. Start warming up the Obelisk when the Carryall is about 1.5 inches or 3.5 waypoints away from where you think it might land. This gives you perfect timing to hit Carryall right when it lands.

 

Obe vs Diz: Warmup Obe before Disrupter in range. Obelisk shoots way farther than Disrupter and it fully charges up and releases shot before Disrupter finishes its first shot. Combine Obe with other units and it can help stop a 1-shot Diz attack on Ref.

 

2 Obe = 1 shot EMP: The EMP Cannon fires faster than the Obelisk of Light, but if you have two of them you might be able to destroy his EMP Cannon in one shot before he fires EM-Pulse, try to distract him if you know his EMP Cannon is ready to fire before trying this trick. (Note: Unlikely to have two Obelisks near enemy EMP, but might be useful randomly to know this)

 

Obe switch from apc to engi: The Obelisk will start to fire automatically at a Subterranean APC that surfaces wihtin its range. If the enemy quickly deploys the Engineer out, he might be able to steal a building before you switch your Obelisk to target the Engineer. If you time your Obelisk so that it warms up when the subterraneanAPC is roughly 2.5 waypoints away from where you suspect it will surface. If you try 3.5 waypoints, the Obelisk might just barely damage the SubAPC as it surfaces. You should have enough time to kill an Engi deployed right next to building it wants to steal before the Engineer can steal it. (Note: Different heigh terrains change this calculus. These measurements were taken on low flat terrain where SubAPC only surfaces a little bit)

 

Counter Obe Engi Switch: If you suspect that the enemy will switch Obelisk of Light to hit your Engineer instead, either wait and let it hit the Subterranean APC and then steal the building. Or you can send fodder that exit the SubAPC first, or a fourth Engineer in case one dies.

 

Obe 1-shot GS: Obelisk of light kills Ghost Stalker in one shot. It is an elite defense vs Ghost Stalker. You can switch from targeting SubAPC to targeting GS if it exits fast enough. Consider waiting to exit SubAPC with GS if enemy has Obelisk. Four Medics will not save Ghost Stalker from Obelisk “1-shot”.

 

Obe = 2 shot MH: Obelisk of Light destroys a Mutant Hijacker in two shots. The Mutant Hijacker runs pretty fast and might be able to steal a vehicle before the Obelisk of Light can kill it. And if MH exits vehicle he has more health, although I think the Obelisk might still kill a yellow health MH.

 

Nod Engi Counter 1 Obe: If the enemy has one Obelisk of Light, let it waste its ammo destroying your Subterranean APC, so that he can not switch Obelisk targeting and shoot your Engineer as they exit. (Note: watchout for other Engineer defenses)

 

Obe kill blue not green tib: The Obelisk might be able to destroy Blue Tiberium, possibly making it explode. It can not destroy green Tiberium.

 

Obe 3 shot CC: The Obelisk of Light can destroy a Cyborg Commando in three shots, but a Cyborg Commando can beat a Obelisk of Light 1v1. The CC will be broken in half with low red health, but survives. CC kills Obelisk in four shots on veteran balance maps whether or not enemy quickly repairs. On normal maps the CC kills obelisk in three shots whether or not enemy quickly repairs. Obelisk has huge range advantage though.

 

Outbuild Obelisk Ref fire: The Obelisk of Light is capable of delivering fire damage to the Tiberium Refinery. You can outbuild in enemy by stealing their building with three Engineers with a Obelisk of Light building ready to place in enemy's base near his Tiberium Refinery. Consider combining with finishing units like Banshee or special weapons. If Refinery had 1 hp bar missing, the Obelisk of Light can put enough fire damage on Refiery to destroy it maybe. You might choose to use the fourth Obelisk round to fire on other things, unless enemy repairs. Enemy can repair Tiberium Refinery to force you to fire four shots to destroy it. Try to distract enemy first.

 

Obe = 5 shot Repair Ref/Warf/cy: Obelisk of Light can destroy a Tiberium Refinery, War Factory, or Construction Yard in five shots. Repairing quickly will not save the building. Four shots might destroy those buildings, try to distract enemy first.

 

 

 

NOD SAM

 

Nod Sam surprise: A Nod Sam is better at surprising the enemy because it does not need to be placed on top of a component tower, like the GDI Sam.

 

 

MAMMOTH MK2 DEFENSE

 

 

 

 

STEALTH GENERATOR

 

Stealth Gen puts out fire: If you turn on your Stealth Generator and stealth any building on fire, it will put the fire out. This is great way to save any building on fire with low red health. Fires can sometimes destroy a building with low red health 1-2 red bars. It gives Nod fire damage advantage over GDI. It might be faster in a game to place Stealth Generator or toggle an existing one's power to turn it back on, than to reach your repair icon or hotkey, depends on situation. Maybe you have low funds and can't repair that damaged building.

 

Counter deployed Stealth find with silo: The enemy can use a deployed vehicle to find where your stealthed buildings are by simply hovering their mouse over your base and looking for locations that the deployed vehicle can't travel to. If you want to counter this, you can quickly build a lot of stealthed Tiberium Silos or other cheap buildings and surround your stealth generator or other important buildings so that its harder for the enemy to find those buildings. However, the enemy might notice you are doing this because they see every newly built silo before it stealths. Try to distract him.(Note: It is still pretty easy for pros to guess where your Stealth Generators are by the dimensions of the oval of invisibility around it.)

 

Stealth fire toggle: If you have a stealthed building that is on fire, it might flicker in and out of stealth. This can possibly be advantage because it can make the building harder to target going in and out of stealth. (Almost like the stealth toggle trick.) This is might be useful if enemy is trying to target the ground under the stealthed building with CTRL fire but the building keeps flickering in and out of stealth making it slightly harder to do.

 

Stealth = harv/ref: A newly stealthed base can be a great time to build extra Harvesters or Tiberium Refinery to gain more money and catch up to the enemy's economy.

 

Stealth = pp stock: A newly stealthed base can be a great time to build extra Power Plants or even Advanced Power Plants that the enemy can not see. (Great vs GDI Orca B hunting Advanced PP)

 

Low health unit = stealth flicker: If your units have low red health, they might flicker in and out of stealth invisibility. Seperate them from the other stealthed units as a diversion, if the enemy can see it.

 

Uneployed =deployed stealth: If a MCV is undeployed at the edge of your Stealth Generator's perimeter, then when you deploy that MCV, it will remain stealthed as a Construction Yard.

 

Stealth Gen glitch Engi heal: If the Stealth Generator flickers a building's stealth on and off it can glitch the Engineer you tried to send into the building to heal it. This might happen when enemy units like Banshee are trying to finish the last health of your building to destroy it. Consider leaving Stealth Generator powered down to avoid this or not building it at all. Some pros believe a new Tiberium Refinery is better than a Stealth Generator until late game when you are rich.

 

Attack stealth flicker -glitch engi: You can make the enemy's stealth flicker on and off by shooting a building with units. This might make his Engineer glitch when he tries to save the stealthed building. This sometimes happens when a large group of Banshee is attacking a building and your Engineer refuses to enter.

 

 

TEMPLE OF NOD:

 

Seeker exits newest Temple: The Hunter Seeker always exits from your newest built Temple of Nod. So theoretically, you could build Temple of Nod closer to enemy so that they have less time before they see the Hunter Seeker coming to scatter their units with “X”. (Hunter Seeker can destroy multiple units standing next to each other)

 

 

MISSILE SILO

 

Earliest Missile Silo shoots missile: Your earliest built Missile Silo will always shoot your Multi Missile and Chemical Missile

 

Outbuild Missile Silo: You can steal an enemy building with Engineers, then outbuild your Missile Silo directly in their base, giving them zero time to dodge Multi Missile. You will have to sell your main Missile Silo for the Missiles to come out of the new one. Works best near all his planes healing on Helipad, use the Multi Missile, not the Chemical Missile because if he does react and lift planes, the Multi Missile can still hit them while they fly. Missile Silo cost $1300, so kill at least two planes, more is better. Consider selling outbuilt Missile Silo after firing the Mutli & Chem and possibly building a new one elsewhere. Always power down all extra Missile Silos to save power.

 

No Power Missile Silo fire chem not multi: The Missile Silo can be powered down. It will pause the Multi Missile, but the Chemical Missile Timer is not affected. The Missile Silo can even shoot Chemical Missiles while it is powered down, but not the Multi Missile.

 

Two Missile Silo = powered down shoots multi: If you have two Missile Silos and you power down your first one. The first Missile Silo you built will now be able to fire Multi Missiles even though it has the power turned off.

 

 

MULTI MISSILE

 

 

TIBERIUM WASTE FACILITY:
 

TibWaste Pave = no soldier walk: The pavement in front of the Tiberium Waste Facility can be used to block a soldiers path just like a wall. It can easily let vehicles drive over it.

 

GDI smash weed early: If you are GDI vs Nod, consider destroying all the Orange Weed Vein Monsters early in the game if possible to limit Nod's Chemical Missile capability.

 

 

CHEMICLE MISSILE

 

2 chem + Multi: Nod can stack multiple missiles onto one enemy building. Two Chemical Missiles and one Multi Missile might be able to destroy a M.C.V. It might not destroy it, but at least the chemicals damaged it before the Multi Missile.

 

1Multi +2 chem/no enemy engi: Since a 1-shot is possible with Multi Missile to M.C.V. You might try sending the Multi Missile first, hoping it destroys the full health enemy MCV. If the enemy has no Engineer near their Mobile Construction Yard, then your Chemical Missiles have time to hit the MCV and maybe destroy it. (Note: a Barrack or Hand of Nod built very close to MCV could be hiding a Engineer on build pause)

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