top of page

2024 TIBERIAN SUN STRATEGY GUIDE

 

 

NOD UNITS AND STRUCTURES

 

 

 

ROCKET INFANTRY

 

The Rocket Infantry cost: = $250

 

The Rocket Infantry has Health Points HP = 100

 

The Rocket Infantry has None armor.

 

The Rocket Infantry weapon damage vs armor: (6, 16, 18, 25, 14) none, wood, light, heavy, concrete

 

The Rocket Infantry speed = 4

 

Rocket Infantry hurt Heavy Armor: Rocket Infantry are good vs heavy armor. They basically hurt heavy armor just as much as a Tick Tank does.

 

Rocket Inf +SubAPC attack: Five Rocket Infantry in a Subterranean APC can destroy a EMP cannon, 2 subs 10 Rocket Infantry can destroy a lot of buildings, in early game. If you combine the attack with planes or engineers, you are more likely to have a stronger attack against buildings.

 

Four Rocket Inf kills bridge: Four Rocket Infantry is enough to send to break a bridge in Forest Fires Map and others.

 

Planes fly over Rocket Inf = lured: Planes can pull Rocket Infantry into following them. You can lure an enemy's Rocket Infantry into breaking walls on a visceroid map with this technique. You used to be able to pull Rocket Infantry into an enemy's ally's stealthed base, revealing it, but this has been patched. (I think) CNTL+ALT and a waypoint loop will keep Rocket Infantry from following planes that flew by.

 

Few Rocket Inf in early Inf Rush: The Rocket Infantry is great for destroying structures. Put a few in an early infantry rush to help destroy buildings, and walls. They can hurt early Attack Buggies and Cyborgs to protect your early Light Infantry rush.
 

Waypoint loop anti air Rocket Inf: The Rocket Infantry can be put on a waypoint loop with CNTL+ALT and automatically provide anti air support while running around your base.
 

Rocket Infantry prevents Tib Blow BBG: The Rocket Infantry will not blow up blue tiberium, use him on the BBG map to shoot the tiberium that is closest to the square next to you. Now GDI wont be able to blow up your tiberium with Disc Throwers, because the discs won't reach your explosive blue tiberium.

​

Attacking Rocket Infantry Q after destroys building: A Rocket Infantry will not start his Q if he is attacking an enemy unit or structure. When the Rocket Infantry has destroyed whatever he is shooting at, he will begin the “Q” journey you sent him on.

​

 

CYBORG

​

The Cyborg costs = $650

 

The Cyborg has Health Points HP = 300 ,(372::he gets 72/300 HP extra when he breaks in half, total = 372 HP, half can heal back to 300.)

 

The Cyborg has Light armor.

 

The Cyborg has weapon damage: (22, 15, 9, 9, 3) Veteran Balance: VB: (25, 18, 12, 6, 3)

Armor types are none, wood, light, heavy, concrete.

 

The Cyborg speed = 4

 

The Cyborg heals when he walks over Tiberium.

 

The Cyborg is slower speed after broken in half low health.

 

The Cyborg breaks in half when you damage it enough.

​

The Cyborg can not regrow to full size after broken in half.

 

Cyborg Lures Infantry across TiberiumEarly Cyborg Rush can run over and heal on Tiberium luring infantry to get hurt chasing the Cyborgs across the Tiberium.

 

Vehicle no squish Cyborg: Vehicles can not run over the Cyborg, which can save other soldiers from being run over if they are standing next to it.

 

Vetbal Cyborg = stronger weapon: The Veteran Balance upgrades affect the Cyborgs chain gun and makes it more powerful Its range was increased too.

​

Cyborg wins vs Attack Buggy (especially vetbal):Cyborg can win 1v1 vs Attack Buggy. The Cyborg's rate of fire is faster than the Attack Buggy and its attack is stronger now on Vet Balance maps.
 

Cyborg + Rocket Infantry + SubAPC attack: Put a few Cyborgs in your Subterranean APCS after your Rocket Infantry or Engineers so that the Cyborgs with stronger health will be attacked first and help keep the weaker Rocket Infantry alive longer to attack buildings. The Cyborgs can stop vehicles from crushing Rocket Infantry if they are standing right next to them in the same cell.

​

Cyborgs hunt harvs on Tiberium: Hunt harvesters while standing on Tiberium so that the Cyborg can heal on the Tiberium and survive enemy fire longer.

 

Orange Weed no hurt Cyborg: Cyborgs do not get damaged walking over Orange Tiberium weed waste. ( Jump Jet Infantry do get damaged)

 

​

ATTACK BUGGY

 

The Attack Buggy costs $500

 

The Attack Buggy has Health Points HP = 220

 

The Attack Buggy has Light armor.

 

The Attack Buggy weapon damage vs armors: (40, 23, 15, 10, 3)

 

The Attack Buggy speed = 10

 

The Attack Buggy is fast, and decent at destroying infantry, but has weak HP/armor. It does not hurt tanks or buildings that much. It does deliver some decent damage to wood armor buildings like Power Plants.

​

Attack Buggy early scout: The Attack Buggy is an excellent early scout vehicle. It is fast, cheap, and doesn't get hurt driving over Orange Tiberium Weed.The attack buggy scouting radius is slightly larger than the Attack Cycle.

​

Infantry rush + Attack Buggy: The Attack Buggy can quickly follow up your early Infantry rush and reinforce it, in early game. Keep them back until the enemy has targeted your infantry with theirs, then quickly close distance with the Attack Buggy to help kill enemy Infantry. This keeps your Attack Buggies from taking as much fire, and keeps them alive longer. The Attack Buggy is great at hit and run tactics. Approach a early infantry rush quickly, shoot a few units, and then run before the infantry can respond. Rinse and Repeat the process to finish the enemy infantry rush before it ever gets to your base. (works best on larger maps)

 

Attack Buggy no Q and fire around building: The Attack Buggy can not “Q” and fire around a building effectively.

 

Attack Buggy faster than Hijacker: The Attack Buggy can outrun a Mutant Hijacker and kill him.

​
 

​
 

ATTACK CYCLE

 

The Attack Cycle costs = $600

 

The Attack Cycle HP Health points = 150

 

The Attack Cycle has armor = wood

 

The Attack Cycle weapon damage on various armors: (10, 25, 30, 40, 23)

 

The Attack Cycle Speed = 12

The Attack Cycle range is: 3 cells.

 

Attack Cycle Speed is safety: The Attack Cycle is fast and can even outrun Banshee on flat dirt, roads, and pavement. Keep them moving on “Q” or waypoints to avoid airplane fire or Artillery fire. If it has to stop to turn and change direction, it is vulnerable.

 

Shoot Attack Cycle from far away: The Attack Cycles range does not affect rate of fire damages in time. If an Attack Cycle is one or five cells away from an enemy unit, the damages will occur at the same rate. So.... stay as far back as you can when using Attack Cycles to avoid enemy fire. The Attack Cycle range is 3 cells, so this is the farthest away it can shoot from.

 

Attack Cycle = 2x Tick Tank damage to heavy armor: The Attack Cycle hurts heavy armor almost twice as much as the Tick Tank. This makes it good for attacking enemy buildings with heavy armor. (Refineries, War Factory, MCV)

 

Q-Attack Cycle around Building = meh: The Attack Cycle can “Q” fire around a building, but it likes to be facing the building to shoot it, so the Attack Cycle does not shoot at every single “Q” point around the building, making this technique less effective. This can keep your Attack Cycle moving and avoiding enemy fire while you drive around a building and destroy it.

 

Q-escape auto return with Attack Cycle: If you are attacking a building with Attack Cycles, but you need to place a building real quickly or do something somewhere else on the map, you can hold “Q” and send the Attack Cycle away from a building so that it automatically comes back and starts shooting that building. Quickly place your building (or whatever you are doing) and return to manually control the Attack Cycle when you are done.

 

Attack Cycle evades Orca Bomber: Attack Cycles can outrun Orca Bomber attacks. Run away from the Orca Bomber as it attacks to avoid its bombs. You can also run perpendicular to the line of sight of the Orca Bomber attack as it flys overhead. The Attack Cycle is fastest on flat ground, especially dirt roads or pavement. Do not fly into the oncoming Orca Bomber attack, you can not drive under the Orca Bomber to evade its bombs, your Attack Cycles will receive damage.


Four Attack Cycle rush: Four early attack cycles can be a good early rush. The Smaller the map the better this tactic works.


Q-Attack Cycle triangle lure: Que the attack cycle away from the enemy while you are doing other stuff. If you Q the Attack Cycles in a triangle, any units that are chasing them, will run out of the enemy base, and your cycles will evade them in a triangle and return to attack the enemy base, without having to run back through the enemy units chasing them. (which would happen if you Q them out and back, not in a triangle)


Q Attack Cycle forward vs Artillery: You can Q the Attack Cycle forward and close distance on a target, the Attack Cycle will continue to shoot the building as it Q's forward. You can move forward as you attack a building evading enemies slightly. This might keep your Attack Cycle alive a little longer while it attacks an enemy building.


Blue Harv Bomb kills Attack Cycles: Blue Harvesters will destroy Attack Cycles that are too close when it explodes. Stay back from the blue harvester and your Attack Cycles should be fine.


Attack cycles vs Harvester: (4 Attack Cycles =7 shots to kill a harvester, 5 cycles =6 shots , 6 cycles =5 shots, 7 cycles =4 shots, 8 cycles = 4 shots, 9 cycles = 3 shots) So you can know exactly when to run away your Attack Cycles without having to look at the harvester's health, to know when it will die. Attack Cycle is often used for early harvester hunting.


Attack Cycle wastes Orca Bomber ammo: Lure an Orca Bomber to waste its ammo by attacking harvesters with Attack Cycles and Q-ing away on flat ground or roads, when you see the Orca Bomber coming, then finish your attack after evading the Orca Bomber.


Attack Cycle wastes Banshee ammo: Attack Cycles can lure Banshees into attacking and make them waste ammo on flat ground, roads, and pavement. The Attack cycle can not out run the Banshee, but if the terrain is right, the banshee might miss and have to circle around, if you run away or perpendicular to the Banshee attack.


Attack Cycle wastes Orca Fighter Ammo: Attack Cycles can make the Orca Fighter miss by running away on good terrain, but the Orca Fighter is faster than the Attack Cycle and can catch up to it.


Harpy powns Attack Cycle: The Attack Cycle can not out run the Harpy or make it miss. The Harpy destroys the Attack Cycle easily.


Number Grouping Attack Cycles: Two groups of 4 Attack Cycles are harder to kill than one group of 8 attack cycles. Harvester hunting in two different locations with 2 groups of Attack Cycles can be annoying to the enemy.


Attack Cycle + hidden MRV attack: If you drive a mobile repair vehicle closer to the enemy in a hidden area (fog of war), you heal your attack cycles closer to the enemy base in the fog, and return to harvester hunt faster than going all the way back to your base.


Attack Cycle Vs Buggy = lose: The Attack Cycle has a 1 cell range advantage, and it moves faster, and hurts buildings and vehicles more. The Attack Cycle kills an Attack Buggy in 8 shots. The Attack Buggy kills the Attack Cycle in 7 shots. The buggy shoots faster, hurts infantry more, and kills an Attack Cycle 1v1.


​

TICK TANK

​

The Tick Tank costs $800

 

The Tick Tank has Health Points HP = 350.

 

Tick Tank Armor is Light un-deployed, and concrete armor when deployed.
(Veteran Balance = Undeployed Heavy)

 

Tick Tank Weapon damages to the five armor types:  (none, wood, light, heavy, concrete): (9, 23, 27, 26, 21)

 

Tick Tank speed:  = 6.

​

Tick Tank Armor:  is Light un-deployed, and concrete armor when deployed. (Veteran Balance = Undeployed Heavy) Deploy the tick tank with D=Deploy.

​

Tick Tank range: 5 cells

​

Tick Tank Rate of fire: The Tick Tanks shoots 9-10 bullets in 10 seconds. (On the game timer) The Tick Tank shoots slightly faster than the Titan. The Tick Tank shoots slightly faster when it is not deployed. (It is not really fast enough to matter though)

​

Q-Tick Tank forward attack: The Tick Tank only shoots while facing a building in a multiple Q scenario.

 

Tick Tank deploy = shooting lag: There is a lag time if you deploy the Tick Tank before it shoots at an enemy building. If your Tick Tank is not being attacked, do not deploy it when you are destroying buildings. This will destroy the building faster.

 

Only deploy targeted Tick vs Titans = faster shooting: If all of your Tick Tanks are undeployed, and you get into battle with Titans, deploy the Tick Tank that your enemy is highlighting with his Titans, and leave the others undeployed. This will kill the Titans faster, unless the Titans switch who they are shooting at. (then deploy that Tick Tank when its targeted) Or you can deploy all the Tick Tanks before the Titans get close.

 

Deploy Tick Tanks between two buildings: Deploy Tick Tanks in between two buildings that are close together that you want to destroy. Once you destroy the first building, you won't have to undeploy tanks and move them to destroy the second building. Really deploying in the middle of the enemy base, gives you a lot of buildings to choose from to destroy.

 

Fast BR Tick Deploy: The Tick Tank Deploys facing bottom right, so the best angle of attack for the fastest deploy is approaching the enemy base from the top left.

 

TL spin deploy Tick: The Tick Tank spin deploy works best facing top left.

 

Tick Armor stronger when deployed: Deploy Tick tanks vs all Titans, Tick Tanks, Attack Buggy, Attack Cycle, and most other units.

 

No deploy Tick vs Obelisk, Laser, Art, CC: There is no need to deploy Tick Tank vs Laser, Obelisk, Artillery, or Cyborg Commando because these defensive buildings deliver the same amount of damage to all armor types. (Deploy Tick Tank vs Cyborg Commando on Veteran Balance.)

 

Deploy Tick vs Harpy: You can deploy the Tick Tank when it is being attacked by a Harpy, Orca Fighter, and Banshee and it will recieve less damage than if the Tick Tank is not deployed. You can try to outrun the Orca Fighter or Banshee on pavement and roads, but definitely deploy the Tick Tank vs a Harpy because you can't outrun it.

 

Tick Tank evades Orca Bomber: Run Tick Tanks away from Orca Bombers to avoid their fire on flat terrain, pavement, or roads.

 

Deployed Tick lures Ghost Stalker--Undeploy squish: Lure the Ghost Stalker into planting C4 on your deployed Tick Tank, then undeploy your Tick Tank as he tries to plant the c4. If you undeploy at the last second before the Ghost Stalker plants his c4, your Tick Tank can squish him.

​

Tick Tanks mostly no shoot over wall: The only place a Tick Tank can shoot over a wall is immediately next to the wall, if the Tick Tanks are on the other side of that wall. If your Tick Tanks try to shoot further, they will hit the wall in front of them instead. Place a wall or building in front of enemy Tick Tanks and they might miss your Titans behind the building or wall. Titans will not miss, they can shoot over walls.

 

Tick Tank shoots through Gate: The Tick Tank can shoot past your Gate to hit the enemy units on the other side of the Gate.

​

Deployed or Undeployed, Tick Tank damage = same: The Tick Tank damage is the same whether or not it is deployed.

​

Tick Tank Cliff battles: Tick Tanks like flat land battles, but shooting downhill is better than shooting uphill because the range is increased, up on a cliffside. Pull back the Ticks once Titans “Q” to the under edge of the cliff to protect your Ticks for another engagement in a better location. Deploy the Tick Tank at the edge of cliffs instead of undeployed. Sometimes an undeployed Tick Tank at the edge of a cliff (on the top side of the cliff) will not be able to fire at units below, hitting the cliff instead. Deploying the Tick Tank at the edge is better. Tick Tanks on the lower side of a cliff might hit the cliff when trying to shoot at enemy units on top of the cliff.

 

Tick Tank vs Engineer: Engineers can steal deployed Tick Tanks. Leave Tick Tanks undeployed if Engineers are attacking. You might be able to run over the Engineers with your Tick Tanks before they can steal one of your buildings. (Unless you are trying lure the Auto Engineer Attack to steal your damaged deployed Tick Tank, instead of one of your buildings.)

 

Gate Hides and Protects Tick Tank Trick: Press “S” stop to stop your tank on a gate while its opening and closing and you can hide a tank inside a closed gate. The Tick Tank does not hurt a gate when firing out of it. When you are hiding the Tick Tank in the Gate. If the enemy targets the gate while your unit is in the middle of it, your unit will be hit,especially if its in the middle of the gate. The Tick Tanks hiding in the sides of the gate don't get hurt by Titan fire as much. The Orca Bomber will still hit the Tick Tank hiding in a gate. You can hide low health Blue Tiberium Harvester bombs in your gate and wait for the Titans to pass through and shoot your Harvester bomb to hurt the Titans. The Tick Tanks can come out of hiding in a gate and squish Infantry.


Deployed Tick Tank = no go to non-deployable location: If a Tick Tank is deployed, you can not send it to a location where it is not deployable, until you undeploy it. Example: You can not send a deployed Tick Tank to a Tiberium Patch until you undeploy it.


Tick Tank slow on vegetation, Tiberium, rough terrain, uphill: The Tick Tank (like all vehicles with wheels) drives faster on flat ground, dirt roads, paved roads, concrete, and downhill. It drives slower on vegetation, tiberium, rough terrain, and uphill. Try to outrun


Tick Tank no deploy on bridge, hill, or tib: The Tick Tank can not deploy on a bridge, under a landing carryall, on tiberium, or on rocky terrain. Flat ground or pavement is best for deployment.


10 Deployed Ticks with 2 MRV attack: Deploy 10 Tick Tanks in the formation of a square with 2 holes in the middle, now put 2 Mobile Repair Vehicles into those two holes. Now all your deployed tanks can be repaired instantly by the 2 Mobile Repair Vehicles inside the square formation (which can heal each other too). Also, the Tick Tank square formation keeps the MRV from being distracted and repairing other vehicles on the map, because the deployed tanks dont move; they keep the MRV from moving outside the square of Tick Tanks. The two MRVs will also keep each other healed in this formation.


Vetbal undeployed Tick Tank weaker to Titan: Tick Tank is weaker to Titan undeployed now. It used to take 7 shots, now its 5. The deployed Tick Tank requires 9 shots from a Titan.12 hits for Tick Tank to kill Titan. Always deploy Vetbal Tick Tank vs Titan.


Undeployed Vetbal Tick now stronger vs JJ: An undeployed Tick Tank is stronger to Jump Jet Infantry than it used to be (59-88) It is stronger vs Orca Fighter and Harpy. 


Undeployed Tick Tank vs Attack Cycle = win: The Tick Tank kills an Attack Cycle in seven shots. The Attack Cycle kills a undeployed Tick Tank in 9 shots. The Tick Tank wins a 1v1 vs the Attack Cycle.


Tick Tank vs Banshee: Two Banshee will kill a Tick Tank. Make sure to check the Banshee weapon damage and the Tick Tank's HP and armor rating for normal maps and Vetbal.


Vetbal Undeployed Tick = stronger now vs Artillery: Undeployed Tick Tank are stronger to Artillery in Veteran Balance maps. The Artillery used to destroy a Tick Tank in 5 shots, now it takes 9, just like 9 for deployed Tick Tank.


Tick Tank can miss buildings if too close: The Tick Tank can miss small buildings if it is too close. One example of this is the Helipad. Tick Tanks can miss it if they are too close.

​

Stop Tick Tank before deploy: The Tick Tank has to stop before it can deploy. It can not obey the deploy command while moving. Use the "S" = stop command to stop the Tick Tank before deploying it.

​
 

ARTILLERY

​

The Artillery Cost: = $975

 

The Artillery Health Points Hp = 300

 

The Artillery armor is Light.

 

Weapon Damage to Armor types: (46, 97, 78, 40, 40) none, wood, light, heavy, concrete

 

The Artillery Speed: 4.8 (Artillery can outrun Titans, especially on good flat terrain)

 

The Artillery Firing Range: 4-15 cells, you must be between those two distances to attack enemy units. The Artillery willn ot shoot at enemy units that are closer than four cells.

 

Rate of Fire: 3-4 shots every 10 seconds.

​

Deploy Art to attack: The Artillery is the only deployable unit that must be deployed to attack.

 

Too close = Artillery drives away to attack: Artillery must be at least 4 cells away from an enemy unit to hit it. The Artillery's maximum range approximately 14 cells. If you attack a unit with the undeployed Artillery from too close, the Artillery will drive far away from the unit to attack it, farther than needed.

 

Attack from far way with Art: The Artillery will inflict damage at the same rate no matter the distance from the enemy unit. So.... always maximize the distance you are shooting from with the Artillery.

 

Cover base and Tib patch with Art: Your Artillery should cover both your base and your first big Tiberium patch to protect your harvesters too. (If that tiberium patch is close enough to your base.)

 

Artillery outruns Orca Bomber: An Artillery can outrun a Orca Bomber attack on fast terrain like pavement, roads, or trails.

 

Number Artillery = precision: Numbering Artillery can make it easier to use them to all target a certain enemy unit. (Example: not wasting ammo on Infantry, when you want to hit the Titans in that group of infantry)

 

Parrallel line Artillery formation: If you line up your Artillery at the front of your base in a line parallel to the enemy, all your Artillery will hit the same vehicle at the same time.

 

Perpindicular line Artillery formation: If you line up your Artillery perpendicular to the enemy in a line toward his base, each Artillery will back up the one in front of it, as enemy tanks approach. A line of artillery all the way to the enemy's base is brutal against Titans. Each artillery backs up the one in front of it.

 

Circular Artillery Formation = Arts cover each other and all buildings: If you deploy your Artillery in a circle near the middle of your base then every Artillery can cover every building. They can also cover each other if the distance between them is within Artillery range. Make sure to spread them out enough so that enemy units will have to travel many cells to kill each one. A small circle makes it easy to kill multiple Artillery in one location without having to move that much.

 

Artillery owns wood armor: Artillery are very strong against Wood Armor.

 

Artillery Rush: Artillery are not just for defense, you can also send them to the enemy's base, but there are many ways to defend an artillery rush. Planes, Subterranean units, Carryall, Titans, Tick Tanks, infantry, EMP cannon, super weapons, etc...

 

Artillery vs Attack Cycle: Attack Cycles use their speed to get close to the Artillery so the Artillery can't hit the Attack Cycle. To counter this, spread out your Artillery, but let leave them close enough to defend each other.

 

Artillery cliffside own Titans: Artillery can reach Titans up on a cliff and still stay out of the Titans range, but being uphill on a cliffside with Artillery is better. Use cliffs to make the Titans have to walk great distances to reach the Artillery. (Same for walls built into the map)

 

Artillery owns plane taking off: The Artillery can hit planes in mid air taking off if you targeted the Helipad that they were sitting on before they took off. Make sure to aim for the Helipad and not the plane so that your Artillery keeps shooting the Helipad even if the plane takes off. The Artillery can destroy a Harpy in three hits and a Banshee in 4 hits.

 

Artillery vs Cliff Disc Throwers: One Artillery can stop a group of Discmen throwing discs down a cliff at your base.

 

Artillery vs Sub APC: The Artillery destroys a Subterranean APC in 5 shots,

 

Artillery vs Devil Tongue: The Artillery can destroy a Devil Tongue in 4 shots. The Artillery hurts the Light armor of the Devil Tongue a lot.

 

Stop Artillery before deploying: The Artillery has to stop before it can deploy. It can not obey the deploy command while moving. Use the "S" = stop command to stop the Artillery before deploying it.

 

Artillery and Obelisk: Keep your Obelisk of Light in front of your Artillery to protect them. The Artillery's range is longer and can shoot over it, in a layered defense formation. The Artillery can kill an enemy Obelisk of Light while staying out of range of it.

 

Artillery crushes Soldiers: If soldiers get too close to the Artillery, you can either run away or try to un-deploy and squish the soldiers.
Always shoot a target at the maximum possible range with the Artillery to delay enemy fire.


TR fast deploy Art: Artillery deploy the fastest facing bottom left.

​

BL spin deploy Art:  Face the top left if you are trying to spin deploy the Artillery.


Artillery vs Orange Weed Monster: The Artillery has such a long range, that the Orange Weed Monster's chemical missile gas never reaches the Artillery. This makes the Artillery a decent unit to kill the Orange Weed Monster.


No send deployed Art to undeployable territory: If an Artillery is deployed, you can not send it to a location where it is not deployable, until you undeploy it. (Example: you can't send the deployed Artillery to a Tiberium patch)


No Art "G" or CNTL+ALT waypoint: The Artillery can not "G" Guard or auto defend on a waypoint loop with CNTL +ALT. 


Artillery vs Firestorm wall section: Artillery can wear down a Firestorm Generator's timer by shooting the Firestorm Wall Sections while they are activated. The artillery have a long range, and can usually target the enemy Firestorm Wall Section without actually entering the enemy base. If the firestorm wall section is unactivated, the Artillery can destroy sections from far away, allowing your Banshee or Harpy to slip by the Firestorm Wall Sections unharmed.


Artillery blows blue tib: The Artillery can blow up blue tiberium on maps that have it.


Artillery blows bridge = kills units: Artillery work well against vehicles on a bridge. The artillery sometimes destroy a bridge with Titans or other units on it, all the units fall when the bridge is destroyed and are destroyed too.


Artillery distracted by SubAPC surface allows tank rush: Distract Artillery from shooting at your tank rush, by surfacing and diving SubAPCs or Devil Tongues in the enemy base. You can surface and dive before the Artillery hit your units. This will give your tanks move time to cover ground and get closer to the Artillery to destroy them. This trick works best if the enemy has a deployed sensor array, because the Artillery will continue to attack the underground units after they dive underground, giving your tank rush even more time to close distance.

Artillery vs super weapons: Spread out artillery so super weapons don't kill them all in one hit. (Chemical missile, Multi Missile, Ion Cannon)


Artillery + mixed units in base defense: Protect Artillery with other defensive units and structures like Sams or Lasers. Artillery that are far from your base are easily killed by planes.


Artillery + Rocket Inf/Stealth Tank Rush: Protect your early Artillery rushes from air units with a few Rocket Infantry or Stealth Tanks.


Artillery hunts Harvester: Artillery can be used as attack vehicle too. They can hunt Harvesters or hit bases from cliffsides. Sometimes you can damage many Harvesters with the Artillery before it is killed. Afterwards you can follow up with Planes and finish off the damaged Harvesters later in the game.


Artillery evades planes/tanks: Artillery can run away if tanks or planes are trying to kill it on good flat terrain, roads, and pavement.


Artillery no hide in gate: It makes no sense to hide artillery in a gate, they can't deploy inside it. (Ticks don't have to deploy while hiding inside a gate, they can fire while undeployed)


Artillery + Walls defense: Artillery go well with walls because they shoot the tanks trying to break through the walls and cant be hit yet.


Stop Artillery from shooting underground units: Stop Artillery from shooting at underground units so that your Artillery do not destroy your own buildings and units in the process. Stop the Artillery from shooting underground units by un-deploying your Mobile Sensor Array.


One Harpy kills Artillery: One Harpy kills an Artillery with 4 shots left over.


One Orca Fighter kills Artillery: One Orca Fighter kills an Artillery with 2 shots left over.


Artillery shoots = fog of war gone-base scouted: Artillery will reveal themselves through the fog of war, to the enemy, when they shoot. Keep deployed Artillery at the front of your base to minimize the distance the enemy can see into your base. You don't want enemy's to use that lifting of the fog to scout more by using subs or a cross scouting method. (Try to make the enemy reveal his base when his Artillery shoot at you from inside his base)


Surprise deploy all Artillery in fog same time: If your base is not scouted yet, you can keep your Artillery undeployed so the enemy doesn't know you have them. Then, deploy all your Artillery at the same time when the enemy tanks are within range to surprise the enemy with mass Artillery fire all at once.


Artillery sinks vehicles on ice: Artillery are useful to use on tanks, when the tanks are traveling over ice terrain. They have a long range and can sink heavy tanks into the ice.

​


​

MOBILE REPAIR VEHICLE

 

The Mobile Repair Vehicle costs $1000

 

The Mobile Repair Vehicle has Health points = 200.

 

The Mobile Repair Vehicle has Light armor.

 

The Mobile Repair Vehicle speed = 6

 

The Mobile Repair vehicle heals vehicles on the battlefield 50 HP points every 2 seconds.

 

Use “G”= guard to heal units nearby with the MRV automatically.

​

MRV = free healing: The MRV is free to heal units. (Unlike the GDI Service Depot which costs money to heal units)

 

MRV heals all stacked planes at once: The MRV can heal multiple planes stacked on top of each other all at once! Now you only need one MRV to heal your planes. To stack planes land your planes far from your Helipads or enemy soldiers. Now select a bunch of planes and hold CNTL+ALT and then send them to land on your other plane. (Note: The best location to stack planes is 1 inch to the left of the plane you want to stack on top of.) The Mobile Repair Vehicle (MRV) can heal an ally's stacked planes too.

 

Always shoot MRV first: Always target the Mobile Repair Vehicle before you shoot the vehicle it is repairing. If the enemy targets your MRV, try to run away while your tank shoots at their tank chasing your MRV. You can return to heal the tank after they stop chasing your MRV to target your tank shooting at theirs.

 

One Titan + MRV loses vs Two Titans: Two Titans will win a fight vs. One Titan repairing with MRV.

​

MRV squishes infantry: The Mobile Repair Vehicle has a speed of 6 which is faster than all of the squishable infantry units. Use the MRV to run over soldiers.

 

Carryall land MRV to BL of unit to be healed: The Mobile Repair Vehicle lands facing top right when you land it with a Carryall. Land the MRV to the bottom left of the vehicle that you want to repair so that the MRV is already facing the vehicle and can heal it faster. You must manually send the MRV to repair a vehicle unless you land right next to the vehicle to be healed.

 

MRV no heal plane on Helipad: The MRV can not heal planes sitting on top of a Helipad. The MRV can not heal stacked planes on top of a Helipad either.

 

MRV heals multiple stacked vehicles at once: The MRV can heal multiple vehicles at one time if they are stacked. To stack vehicles, you need a Service Depot. Send a group of vehicles onto the Service Depot and press "S" stop after each one gets on the Service Depot. After all the vehicles have stacked on top of each other on the Service Depot, sell the Service Depot. The vehicles will remain stacked and you can now repair all of them at once with the MRV.

 

MRV heals vehicles on Ref/Warf pavement: The MRV can heal vehicles that are stopped on the pavement outside of a Tiberium Refinery or War Factory.

 

MRV heals Harvester dumping Tiberium in Ref: If you drive the MRV onto the pavement in front of a Tiberium Refinery, it can heal a Harvester while it is dumping Tiberium! Drive across the pavement and press "S" to stop the MRV on the pavement.

 

MRV no heal stacked planes hiding in buildings: The MRV can not heal planes on helipads, or planes that use CNTL+ALT to hide in buildings.

 

Number MRV= better control: You can number your MRV and manually heal the vehicles that are being attacked faster and with better control.

​

Deploy vehicles around MRV = MRV no move: You can surround a MRV by deployed Tick Tanks, Artillery, and Sensor Arrays. This way your MRV wont move to heal other nearby units, if you don't want it to.

 

Walls/etc... = MRV no move: You can use walls, gates, laser fence, buildings, etc..... to trap the Mobile Repair Vehicle with certain units you want to keep healed 100%. So they don't drive off to heal other units when you place them on “G”=Guard.

 

MRV heals tanks hiding inside gate: The Mobile Repair Vehicle can heal tanks hiding inside of a gate.

​

MRV heals vehicle hiding in Warf: The Mobile Repair Vehicle can heal vehicles hiding inside a War Factory from the back of it. You need to place the MRV in the back of the War Factory in the middle for this to work. (The MRV can also do this trick on a Fist of Nod or Mobile War Factory in Firestorm Games. It has to heal each one separately though.)

​

MRV heals vehicle before Carryall picks up: The Mobile Repair Vehicle can repair units after they have been targeted for pickup by a Carryall, until the Carryall lands on the unit. Healing a vehicle while the Carryall is flying over to pick it up saves time during a game so you can fly that unit somewhere it is needed on the map faster.

​

MRV unstealths vehicle while heal: Mobile Repair Vehicle can sometimes unstealth vehicles when it is repairing them.

​

MRV can not be stacked: The MRV can not be stacked on the Service Depot like other vehicles.

 

MRV vs HoverMrls: The MRV is faster than a HoverMrls on flat roads or concrete.

 

Guarding MRV = longer range: The Mobile Repair Vehicle only heals units right next to it, unless you put it on G=Guard. When you put the MRV on guard, it will try to heal units that are farther away on the map. Automatic MRV healing units nearby is convenient.

​

MRV heals stopped units faster: The Mobile Repair Vehicle can heal tanks faster if they are not moving because it doesn't have to keep up with them.

​

MRV heals units as they drive by: The Mobile Repair Vehicles can be set near waypoint loops to heal your vehicles as they drive by.

​

MRV no heal Carryall on tank: The Mobile Repair Vehicle can not repair a Carryall sitting on a vehicle, neither unit gets repaired.

​

MRV group protects vehicle from Banshee: A group of MRVs can keep an MCV from being destroyed by a lot of Banshees attacking all at once. Two or more MRVs heal units really fast!

​

CNTL+ALT MRV auto heal: The MRV can be set on waypoint loops with CNTL+ALT to automatically heal any of your units near those waypoints. This can heal units that are farther away than using the Guard technique.

​

MRV heals stacked planes on MRV: The MRV can heal all planes stacked on top of it at once. This is a slightly faster version of MRV healing stacked planes. The MRV can also repair other vehicles around it while planes are stacked on top of it.
 

MRV un-stealths to heal vehicles: The Mobile Repair Vehicle (MRV) has to un-stealth before healing vehicles.

​

MRV un-stealths vehicles it heals: The Mobile Repair Vehicle will unstealth the vehicles it is healing temporarily, while it is healing the vehicle.

​

Shift MRV heal location under stealth: Do not repair stuff in the same location under stealth for too long, the enemy can see where your units are and use super weapons to kill a lot of units being healed by the MRV. (Example: Try to move locations under stealth every time you heal a lot of Banshee)

​

MRV heals slightly faster than SD:  The Mobile Repair Vehicle can repair a vehicle faster than the Service Depot can.

​

MRV vs Tick Tank: The Mobile Repair Vehicle is the same speed as the Tick Tank, and cannot outrun it or any vehicle faster than the tick tank.

​

MRV vs Orca Bomber: The MRV can outrun Orca Bombers on dirt roads, roads, and pavement better. It usually gets destroyed trying to outrun the Orca Bomber on other types of terrain like dirt or Tiberium.

​

MRV healing = noisy: The Mobile Repair Vehicle makes noise when it repairs planes. This can be heard by the enemy through the fog of war.

​

MRV no heal plane on Helipad: The MRV can not heal planes on a Helipad.

​

MRV no heal vehicles on SD: The Mobile Repair Vehicle can not heal tanks that are on a Service Depot.

​

MRV CNTL+ALT follow vehicle: The Mobile Repair Vehicle can CNTL+ALT follow a vehicle, but will be distracted by other low health vehicles or planes on the ground nearby.

​

MRV + Carryall = faster: If you have a Nod team mate or have both tech options, you can send a MRV on a Carryall to heal units faster.

 

MRV Ally Mk2:  In a team game, you should try to help your team mate by healing their Mammoth MK2 with your Mobile Sensor Array. Your team mate might land his Mammoth MK2 in front of your War Factory, this means he wants you to build a MRV and heal his MK2 with it. MRV healing is free and will save your ally money that he would have to spend using his Service Depot to heal units.

​

MRV no heal underground unit:  The MRV can not target a underground unit for healing, or heal any vehicle that is underground.

​

MRV protects outbuild MCV: You can send MRVs to heal an MCV driving to an outbuild location. You can send guard units and the MRV to follow the MCV with CNTL +ALT.

​

MRV heals deployed vehicles: The MRV can heal a deployed vehicle. It can even heal buildings like the Mobile War Factory in Firestorm games.

​

Carryall sent to land on MRV = no healing: The MRV will not heal any tanks next to it, if you have sent a Carryall to pick up the Mobile Repair Vehicle.

​
 

SUBTERRANEAN APC

 

The Subterranean APC costs: $800

 

The Subterranean APC has Health Points HP = 75

 

The Subterranean APC has Heavy armor.

 

The Subterranean APC speed = 4.8

 

SubAPC vs Orca Bomber: One Orca bomber can kill a Subterranean APC in 2 shots, but if you dive right before the Orca Bomber fires, your engineers can survive after it kills your Subterranean APC. You also might make the Orca Bomber misfire by diving at the right moment. (The Engineers will have slightly damaged health)

 

SubAPC Alt crush: The Subterranean APC can ALT up under infantry to squish them. It cannot do this to the Mutant Hijacker, Cyborg Commando, Cyborgs, or Jump Jet Infantry, but all other soldiers can be squished from below, or squished by driving over them. This is a great tactic for killing Engineers in an enemy base before you send planes to destroy a building.

 

No G SubAPC:The Subterranean APC does not respond to a G= guard command.

 

Only X-scatter SubAPC above ground: The Subterranean unit will not respond to X= scatter command while underground, but it will scatter above ground.

 

Stack SubAPC underground: You can stack Subterranean APCs while they are underground. To do this, select your SubAPCs while they are underground and send them in a circle over and over. It takes a while to get them perfectly stacked, but you can easily get them grouped closer while underground with this method. Now when your enemy sees your SubAPCs coming, the entire group only looks like one under ground unit.

 

Early dive SubAPC = CC gets in: Dive the Subterranean APC just before the Cyborg Commando enters it and the Commando will still get inside the SubAPC. Diving early will save your Sub-APCs health from incoming enemy fire. The timing is important or you might dive the SubAPC before your Cyborg Commando can enter it.

 

Deploy SubAPC units behind stuff = hide: The Subterranean APC can hide units that exit the vehicle behind buildings, trees, cliffs, etc... Surface so that the rear of the SubAPC is facing where you want to hide the units. (they exit the rear of the subapc.) You can surface the SubAPC facing TR, at the top left part of an enemy MCV to hide your units behind the enemy MCV when they exit the SubAPC. This is great for hiding three Engineers (or a Ghost Stalker if you have double tech or GDI ally). The Commando can not hide behind the enemy MCV as well.

 

SubAPC pre-deploy: If you send a unit into the SubAPC and hit the deploy button before he enters. The Subterranean APC will deploy the men inside and also deploy the man you sent in before you hit the deploy button. (Not sure this trick is that useful)

 

Stop SubAPC before it dies = protect units inside: Units inside a Subterranean APC might die if it is moving when you destroy it. This does not usually happen if the SubAPC is just spinning to change directions.

 

Empty SubAPC harassment: You can send 1 empty Subterranean APC early in the game to save money on 3 Engineers. Use the SubAPC to harass the enemy, until you can save up money for Engineers or a Commando. You can always bring the SubAPC back to pick up units later in the game. 

 

Juggle Decoy SubAPCs away from Sensor Array: Make sure to juggle empty decoy SubAPCs and SubAPCs with Engineers or other units inside it away from the enemy Sensor Array, so they don't know which one is empty.

 

SubAPC Decoy +SubAPC attack = opposite sides of enemy base: Surface your decoy empty Subterranean APC on one side of an enemy base to lure enemy planes, while you send your attacking SubAPC with units inside to the other side of the enemy base.

 

SubAPC decoys on waypoint loop: You can set up a waypoint loop under the enemy base and send SubAPC decoys that keep driving under the enemy base to confuse them. Make sure the waypoints are far from his defenses and only cross under his base. A star pattern with many waypoints is best. He won't even notice when you send your actual SubAPC attack because you have surfaced so many times without attacking he gets used to it. This attack a very powerful Nod attack, if you have the money for multiple decoy SubAPCs.

 

SubAPC protects Rocket Inf from Orca Bomber: You might want to leave a Subterranean APC on the surface during your SubAPC+ Rocket Infantry attack. If your 5 Rocket Infantry are about to be hit by an Orca Bomber, you will want to quickly send your Rocket Infantry  inside the SubAPC and avoid the Orca Bomber. It is faster for Rocket Infantry to enter a SubAPC on the surface, than to have to wait on the SubAPC to surface. You can save your Rocket Infantry faster if the SubAPC is ready to dive fast. Try attacking the side of the enemy base far away from the Orca Bomber / Helipad. Try to save your Rocket Infantry and finish destroying the enemy building with a few Banshees or other units. If tanks are near the SubAPC this tactic might not work. Try to surface away from enemy units on the outskirts of the enemy base to avoid defensive units.

 

SubAPC+Light Infanry waste plane ammo: Spare infantry units in the Subterranean APC can harass planes on helipads. Try sending 1 infantry to harass each Helipad with a plane on top of it. Sometimes the planes will waste their ammo attacking your single infantry.

 

Stacked SubAPC unloads units: Stacked Subterranean APCs can release units, but units can not enter several stacked Subterranean APCs.

 

SubAPC surfaces facing direction it dived facing: A Subterranean APC will surface facing the same direction as it dived.

 

Fastest SubAPC dive: A SubAPC dives the fastest by sending it in the direction it is already facing.

 

SubAPC dive wastes Banshee ammo: A Subterranean APC can waste Banshee ammo if you time the diving correctly. And if they have a Sensor Array their planes might continue to waste their ammo on your Subterranean APC after it is safely underground and can not receive damage.

 

Surface SubAPC on outskirts of enemy base: If you surface your Subterranean APC on the edge of an enemy base, it is less likely to recieve damage from most enemy defensive units.

 

SubAPC underground = safer: Keep the SubAPC underground while you are using your Cyborg Commando to keep the SubAPC from getting damaged.

 

Deploy SubAPC underground = surfaces/deploy: Deploy a Subterranean APC underground and it will rise to the surface and deploy the units.

 

SubAPC terrain speed: The Subterranean APC drives fast on roads and pavement. The Subterranean APC is just as fast driving on those surfaces as it is driving underground. In some instances it might be faster to drive on those surfaces short distances because it takes time for the Sub APC to dive and surface.

 

Sipn dive SubAPC + "S" = off map death: Do not press “S”=stop while you are spin diving the Subterranean APC or it will travel off the map and die, and any units inside the Subterranean APC will also go off the map and die. You can stop this by manually stopping the Subterranean APC from going off the map. If the SubAPC has already gone off the map, you can still bring it back if you previously numbered it. Just select the number and bring the SubAPC back onto the map.

 

Q or W.P. -SubAPC above and below ground in same Q/W.P.: You can “Q” a Subterranean APC on land or underground. Click up to 11 cells away and the Subterranean APC will travel on the surface. If you send the SubAPC 12 or more cells away, it will dive underground and travel underground to your “Q” Point. So you can “Q” a Subterranean APC both over land and underground in the same “Q”. (This works with waypoints also). Maybe you want your SubAPC to travel on the surface for a while if there is pavement, and then underground for a while under rough terrain to speed up your SubAPC along the "Q" or waypoint route.

 

SubAPC + 1 Engi sell building juke: One Engineer exiting your Subterranean APC might be enough to scare an enemy into thinking you have 3 inside your APC. If you have a few infantry also, they might sell their Tiberium Refinery when they see one Engineer come out of your APC if it is right next to the Tiberium Refinery. One Engineer is cheaper and saves money, but this trick doesn't always work, they don't always sell the refinery. It helps if you have previously stolen a Tiberium Refinery in the same game, to condition the enemy to sell. 

 

SubAPC Eng attack slight damage + Planes attack: If you send one or two Engineers in a SubAPC in combination with planes you can save money on Engineers. It also makes sense to send planes with a normal SubAPC + three Engineers attack. If one of your three Engineers fails to go into the enemy building, you can finish the enemy building with planes.

 

SubAPC + Engi attack fails = bring back to base: If one or two of your Engineers dies and the others have not yet gone into an enemy building, you  can always bring the SubAPC and remaining Engineers back to your base to put a third engineer in the Subterranean APC for another Engineer attack.

​

SubAPC units inside die too when SubAPC on Warf/Ref Pavement: If you kill a Subterranean APC that is sitting on the pavement in front of a War Factory or Refinery, the units inside will die too. 

​

SubAPC units exit the back: Units that you put into the Subterranean APC will exit the back of the vehicle. If the back of the vehicle is blocked by something, the SubAPC will spin around and release the units nearby. Surface the SubAPC so that the back of it is facing the building you want to steal with Engineers. This minimizes the distance that the Engineers have to run to steal a building. (The Engineers are less likely to die before they enter the enemy building, if you do this.)

​

SubAPC L.I.F.O units.:  "Last in first out": Units that you put into the Subterranean APC first, will come out last.

​

SubAPC cross scouting: You can cross the fog of war with a SubAPC from one scouted area to another on the map. While the SubAPC is underground, under the fog of war, you can press "S" to surface the SubAPC in areas of the map that are covered by the fog of war. There is a good picture of this on Mole40k's Strategy guide on pages (42-43) at the link below.
https://mjryder.net/wordpress/wp-content/uploads/2015/05/Tiberian-Sun-guide-v4-c-Mole40k-2013.pdf

​

SubAPC 12 cell dive: The Suberranean APC will drive on the surface if you move it 11 cells or less. If you send it 12 cells or more, it will dive underground and travel underground to where you sent it.

​

SubAPC no stop or deploy underwater: The Subterranean APC will not stop under water, it will go to the nearest shore to the location on the water that you sent it to. You can not deploy a Subterranean APC under water. If you try to deploy underwater, again, the Subterranean APC will travel to the nearest shore and deploy.

​

SubAPC can surface under Tiberium: The Subterranean APC will surface under tiberium.

​

SubAPC deploys units on FS wall only if 1 square: The Subterranean APC can ALT drive onto one square of inactive Firestorm wall section, and deploy the units inside, while sitting on that one square. If the SubAPC is sitting on more than one square of Firestorm wall section, the SubAPC can not deploy units inside it.

​

Subterranean APC + 5 Inf early scout: A Subterranean APC with five Light Infantry can be a good early scout on maps that have walls, cliffs, or water blocking other ground scouts. You can deploy the Light Infantry on the other side of those obstacles and continue scouting the map.

​

SubAPC damaged as it dives: The Subterranean APC can receive damage as it dives into the ground, before it completely submerges.

​

SubAPC vs Orca Bomber:  If the enemy only has one Orca Bomber in early game, the SubAPC can waste its ammo by diving right before the Orca Bomber bombs it. The first bomb might damage the SubAPC if you are too slow, and the second hit can actually destroy the SubAPC, but the Engineers inside it will remain alive and pop up to the surface. The Orca Bomber only has two bombs, so it will have to reload while your Engineers steal a building. This trick works best if the enemy only has one Orca Bomber, if he has more, the trick is less likely to work.

​

The no dive SubAPC vs Orca Bomber: The SubAPC does not have to dive when it is attacked by one Orca Bomber. The Orca Bomber might hit your SubAPC twice, but the units inside will stay alive if the SubAPC is hit twice and destroyed. This being said, diving underground fast enough can save your APC from being damaged as much by the Orca Bomber. If the enemy has more than one Orca Bomber, you will definitely want to dive the SubAPC to save it.

​

SubAPC goes off map & deploy = comes back to map/deploys: You can deploy a Subterranean APC off the map, after doing the spin dive trick to avoid an EMP Cannon, but the SubAPC will come back to the map to deploy the units inside it. 

​

SubAPC avoids pavement trap on outskirts: It's harder for the enemy to trap your Subterranean APC with pavement, if you surface the SubAPC outside the enemy base on the perimeter. Pavement has to be built next to buildings. The enemy can not lay pavement before or after you SubAPC surfaces, if you don't surface near an enemy building.

​

SubAPC vs Ion Cannon: The Ion Cannon can destroy a SubAPC as it is surfacing or diving, but the Engineers inside it will be fine. 

​

SubAPC off screen CC/Hijacker death = build another one: If your Cyborg Commando or Mutant Hijacker die off screen, you can build another one.

​

Stop SubAPC off screen = game crash: Stopping a Subterranean APC after it went off the map, crashed one of my games. The game crash might have been caused by something else, but it is worth mentioning. 

​

Trap SubAPC with tight walls + pavement: You can trap a SubAPC with walls, and then lay pavement under it, to keep it from diving. This basically traps units like the Cyborg Commando, Mutant Hijacker, or Ghost Stalker forever. You will have to destroy the SubAPC with planes or other units to release those units, before you can use them again. (You can only build one of each of those three units at a time during a game.

​

SubAPC = noisy dive: Subterrranean APCs make noise when they dive underground or surface, this is an early warning sign for your enemy, if they hear it. They can hear it in the fog of war, even if they didn't see your SubAPC. Do not surface near an enemy base before you attack. Only surface near the enemy base when you are attacking so you don't warn them early. (If they have no 

​

Use Multiple SubAPC for CC/Engi attacks: If you are sending a SubAPC + Cyborg Commando attack, and also sending a SubAPC + Engineer attack, it is better to send 2 SubAPC, than to put all the units inside of one SubAPC. You can use the Commando as a diversion on the opposite side of a base, and then attack with Engineers while the enemy is distracted. If you put all the units inside one SubAPC, the Engineers are more likely to die when the enemy attacks the Commando.

​

SubAPC Inf fodder: Send infantry fodder inside subs after important units, so they come out first and are attacked by the enemy first. This will keep your other attacking units alive longer. (Engineers might live longer during your attack, giving them enough time to steal an enemy building)

​

Tight group of SubAPC = no deploy all units inside: Make sure to leave some space in between a group of many SubAPCs. Do not tightly pack groups of Subterranean APCS, or all of the units inside them might not deploy when you tell them to because they are blocked from getting out by the other SubAPCs.

​

Save Scout SubAPC = Attacking SubAPC for free: Try not to lose your scouting Subterranean APC. If you can bring it back to your base fast enough, you can save $800 on a new Sub APC. You can reuse that SubAPC for a Commando or Engineer attack. Number your Subterranean APCs for faster control, to help save them after you deploy your attack units. Every SubAPC saved is $800 you can spend on something else. 

​

The SubAPC + Waypoint "Auto Engineer Attack": Place one waypoint on your SubAPC, place the next connected waypoint on an enemy building. Now send your attacking units (Engineers in this case) into the SubAPC. Now manually send the SubAPC near the building that the second Waypoint is on. When your SubAPC surfaces, hit the deploy button, and any attacking units inside the SubAPC will automatically attack the building that the second waypoint is on. This waypoint trick automates Engineer attack. 

 

SubAPC + Engi = Save Engi-attack damaged building: If the enemy does not sell their buildings, you can attack a building first with planes or other units and then steal that building using less Engineers. One Engineer can steal a red health building, Two Engineers can steal a yellow health building.

​

Waypointed or Q'd SubAPC decoys waste CNTL+ALT auto plane ammo:  If your enemy has their planes on a CNTL+ALT waypoint loop, they will automatically attack any SubAPC that surfaces. You can automate the process of wasting their ammo by having SubAPCs on a waypoint loop, with one or more of the waypoints near their planes. When your SubAPC surface at a Waypoint location, they will automatically dive to the next waypoint location. Some enemy planes might try to fire and miss. (Make sure that each waypoint location in the waypoint chain is more than 11 cells long, so that the SubAPC dives and doesn't travel on the surface.)

​

Simultaneously deploy multiple SubAPC: More SubAPCs deployed at same time are harder for the enemy to defend, especially if they are on opposite sides of an enemy base. You can deploy multiple SubAPCs at the same time by highlighting the group (numbering them makes this easier) and then pressing "D". Using "D" to deploy SubAPCS is much faster than double clicking each individual SubAPC, one at a time.

subapc.jpg
ticktank.jpg
attackcycle.jpg
buggy.jpg
cyborg.jpg
rocket inf.jpg
artillery.jpg
mrv.jpg
bottom of page