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2024 TIBERIAN SUN STRATEGY GUIDE

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NOD UNITS - 2

 

 

 

STEALTH TANK

 

The Stealth Tank costs: = $1100

 

The Stealth Tank has Health Points = 180 (Vet Balance maps =230)

 

The Stealth Tank has Light armor.

 

The Stealth Tank has weapon damage: (10, 38, 44, 60, 34)

 

The Stealth Tank speed = 6

 

Build Prerequisite: A Technology Center and War Factory will unlock the Stealth Tank.

 

Stealth Tank vs Gate: The Stealth Tank destroys a gate in 6 shots, while the Tick Tank requires 10 shots, and the Attack Cycle requires 9 shots.

 

Stealth Tank Turrent: The Stealth Tank doesn't have to turn around to shoot at enemies behind it, because it has a turret that spins on top of it.

 

Stealth Tank pro Q: The Stealth Tank will fire continuously as you “Q” around a building (Like the Titan or Hover Mrls)

 

Stealth Tank Q out of range = invisible: When the Stealth Tank goes out of range of a target during a multiple “Q”, it will re-stealth until it comes back in range of the target to continue shooting and un-stealth.

 

Stealth Tank un-stealths next to building: The Stealth Tank might un-stealth if you drive right next to a building and touch it.

 

Infantry near Stealth Tank = reveal: Infantry can reveal the stealth tank if they get too close, try to avoid driving near Soldiers.

 

Early Stealth Tank Harv hunter: An early Stealth Tank is a great Harvester hunter. Later in the game, the enemy's deployed Sensor Array will let them know that your invisible Stealth Tank is near their Harvesters.

 

Low Health Stealth tank visibility: If the Stealth Tank loses too much health it slows down and the enemy can see the electricity on it when it drives, even though it it supposed to be invisible, your enemy can still see it.

 

Stealth Tank invisible while heal on SD: A Stealth Tank does not reveal itself when being healed by the Service Depot. You can see the Service Depot is healing something, but if the enemy is not paying attention, they might not see it.

 

Stealth Tank visible while MRV heals: The Stealth Tank does reveal itself while an Mobile Repair Vehicle is healing it.

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Stealth Tank speed: The Stealth Tank is faster than the Tick Tank, but slower than the Attack Cycle or Attack Buggy.

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Stealth Tank feints weak base: The Stealth Tank can be used to trick enemies into thinking your base defense is weak.(Try not to let them see your stealth tanks exit the war factory, by remembering where the enemy has scouted and building your War Factory in the fog of war. You can always build a spare War Factory on the map or use a Stealth Generator to hide the Stealth Tank coming out of the War Factory.)

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Stealth Tank un-stealths when it shoots:  The stealth tank has to un-stealth before it shoots. Veteran Balance maps have speeded up the process of un-stealthing before the Stealth Tank shoots. This delay is a disadvantage if the enemy sees your Stealth Tank with a Sensor Array. The enemy units will not have a un-stealth delay and will start shooting your Stealth Tank first, if you engage them. The Stealth Tank does not re-stealth until it is done firing.

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VetBal Stealth Tank: Veteran Balance changed the attack speed and stealthing speed capability of the stealth tank. It shoots faster now.

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Multiple Q Stealth Tank away when busy: If you are attacking a building with the Stealth Tank, and need to do something else, you can “Q” the Stealth Tanks away by holding "Q" and clicking somewhere on the map. The Stealth Tank will return to shoot that building after going to that "Q" location you sent it, so make sure to be ready to control it again after you finish your other tasks.

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Vetbal CNTL+ALT Waypoint Stealth Tank= better: CNTL+ALT waypoint loop guard works better with Stealth tanks now with Veteran Balance, for anti air units. The stealth tank can un-stealth and shoot them faster than before.

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Stealth Tank Weed Truck hunter: The Stealth Tank can be used to hunt Weed Trucks. It hurts their heavy armor more than Attack Cycles.

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Stealth Tank vs Titans: Stealth Tanks can hide in the middle of the map well and attack Titans coming to your base. Try to hit and run vs Titans because they will smash your Stealth Tanks. 

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Stealth Tank vs Tick Tank: The Stealth Tank is the same speed as the Tick Tank, it can not outrun them very well if the enemy has a Sensor Array. Do not try to 1v1 a Tick Tank with a Stealth Tank, the Stealth Tank will probably lose. The Tick Tank has more health.(Especially if the Tick Tank is deployed) Veteran Balance un-deployed Tick Tanks are slightly weaker to Stealth Tank attack. (Vetbal Deployed Tick Tank armor is the same as original maps.) The Tick Tank also has a one cell range advantage over the Stealth Tank. The Tick Tank also shoots faster than the Stealth Tank. If you do attack a Tick Tank, attack it from behind so that the Tick Tank has to turn around to shoot your Stealth Tank. You can run away and do this over and over. (Only works if the Tick Tank is undeployed because when it is deployed, the turret on the Tick Tank swings in different directions faster) Sometimes the Tick Tank can miss a Stealth Tank because it can go invisible.

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Stealth Tank vs planes - ground/Helipad: The Stealth Tank can destroy a plane on a Helipad more easily than on the ground. It actually takes less shots to kill a Harpy on a Helipad, than on the ground!

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Stealth Tank vs planes in air: The Stealth Tank misses the fast Banshee a lot. The Stealth Tank does better vs the Harpy, Orca Fighter because they slow down to attack. The Stealth Tank does not miss the Orca Bomber as much because it is slow, but the Orca Bomber will kill a Stealth Tank in one shot so be careful. Do not try to shoot the Orca Bomber if the enemy has a Sensor Array. It is better for the Stealth Tank to wait until the enemy planes have targeted a building or other units, then target the planes. All of the planes will greatly damage your stealth tanks so be careful and try to surprise them. Four Banshee shots can kill a Stealth Tank.

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Stealth Tank vs SubAPC: The Stealth Tank kills a Sub APC in 3 hits.

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Infantry fire reveals multiple close Stealth Tanks: If Infantry are firing at your Stealth Tank it will become visible, and any Stealth Tanks near it might also become visible, try to spread out your Stealth Tanks for this reason.

 

 

 

DEVIL'S TONGUE

 

The Devil's Tongue costs: $750

 

The Devil's Tongue has Health Points HP: 300

 

The Devil's Tongue has Light armor.

 

Devil Tongue Weapon Damage: The Devil's Tongue weapon damage vs armors: (K, 34-54, 20-24, 11-26, 24) 

 

Devil Tongue hurts more closer: The Devil's Tongue hurts more if the Devil Tongue is closer to the building that it is shooting:
(K, 60-119, 24-27, 39-91, 30)
 

The Devil's Tongue speed = 4.8

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Devil Tongues hurt each other:  Your Devil Tongues can damage each other, be careful grouping alot of them.

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Perfect Devil Tongue: Shoot through the building east west directions for the most damage. ( The TL corner to the BR corner, or vice versa.) You do not need five Devil Tongues if you shoot the buildings from these angles. You can kill a building fast if you have two Devil Tongues shooting perfectly at a building. Make sure to surface facing the correct direction. The Devil Tongue will surface facing the same direction as the direction it was facing when it dove. 

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Devil Tongue speed terrain: The Devil's Tongue drives fast on flat ground, roads, and pavement. The Devil's Tongue is just as fast driving on those surfaces as it is driving underground. This means that you can drive short distances on these surfaces faster than diving underground because it takes time to dive and surface the Devil Tongue.

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12 cell Devil Tongue Dive: If you send a Devil Tongue somewhere on the map that is eleven or fewer cells in length, the Devil Tongue will drive on the surface of the map. If you send it twelve cells or more, then the Devil Tongue will dive underground and drive underground.

 

Devil Tongue "Q" forward: If you surface too far from a building, you can attack the building from two cells away and Q forward. The Devil Tongue will continue to fire at the building as it Q's forward. Que the Devil's Tongue closer to the building you are firing on as you fire.

 

Surface near defense tower = auto attack: If you surface the Devil Tongue near an Obelisk of Light, Nod Sam, Laser, or Component Tower, the Devil's Tongue will automatically fire on it. You do not need to target those buildings. (The same as surfacing near units)

 

Devil Tongue vs Titan: The Titan will anihilate the Devil Tongue, do not engage. One hit from a Titan is roughly the same amount of health as one heal from the MRV.

 

Force Fire Devil Tongue Range vs Inf: Wherever you force fire the Devil's Tongue with CNTL, the Devil's Tongue will deliver damage one cell past that position. The Devil Tongue can force fire 2 cells away. So surface the Devil Tongue 3 cells away from infantry and force fire one cell in front of them to maintain your distance from Light Infantry. This will minimize the damage the Devil Tongue receives from infantry because the Light Infantry range is 2 cells.

 

Devil Tongue defends Engi attack: Two early Devil's Tongues at the corners of a building (MCV / Warf) can defend against early Engineer attack.

 

Devil Tongue "X" and "G": The Devil's Tongue does not X= scatter underground, the command does nothing. If you press G=guard

while the Devil Tongue is underground, it will come to the surface and guard at the surface.

 

Devil Tongue hill = miss: The Devil's Tongue does not do well on hills or valleys, it can miss infantry if the elevation is uneven. Try to lure soldiers to flat ground with the Devil Tongue.

 

Stack Devil Tongues underground: Send your group of Devil Tongues underground and drive them in a circle multiple times underground to make the Devil Tongues stack on top of each other. This tactic makes an entire group of Devil Tongues appear as one Devil Tongue to the enemy Sensor Array.

 

3-5 Devil Tongue "S" stop under building: If you don't have time to use the "Perfect Devil Tongue" technique, you can send three to five Devil Tongues to an enemy building and "S" stop them all when they are directly under the building. The Devil Tongues should surface around that building very close to it and easily destroy it. You can send more than five, but its better to split your Devil Tongues into multiple groups of 3-5. (It depends on how many Artillery the enemy has. Artillery will wipe out a small group of Devil Tongues before they can destroy a building.)

 

Devil Tongue vs planes: A Devil's Tongue can waste a planes ammo, if you time the dive correctly. If the enemy has a Sensor Array, their planes might continue to waste their ammo on your Devil's Tongue after it is safely underground and can not receive damage. If you dive fast enough, the plane might not damage the Devil Tongue at all.

 

Early Devil Tongue Dive = no damage: On some maps, like Giants of War, when a Tiberium Refinery is destroyed by Devil Tongues, the blast can damage your Devil Tongues. To prevent this damage, dive your Devil's Tongue early right before you destroy a building so that your Devil Tongue are not hurt by the explosion. If you get good at the timing, you can dive and evade damage every time early.

(To counter this tactic, send engineers into the building as your enemy's Devil Tongues dive or repair the building and it might not die. Remember the Devil Tongues dove before the building was destroyed.) It is a good decision on normal maps to dive early too because the Devil Tongue will receive less damage from enemy units if it dives right before the building it is shooting is destroyed. (Note: If you hold the SHIFT key and select both your Devil Tongue and the building you are attacking, you can see the buildings health while you attack. This allows you to know when to dive your Devil Tongue early to avoid damage when the building explodes.) You can also dive early against Soldiers and the flame will still kill soldiers after you dive.

 

Spin Dive "S" stop Devil Tongue = off map death: Do not press “S” stop while you are spin diving the Devil's Tongue or it will travel off the map and die. (Unless you manually stop the Devil's Tongue from going off the map.)

 

Devil Tongue-Combine "Q" and waypoint above/below ground: You can “Q” a Devil's Tongue on land or underground. Click up to 11 cells away and the Devil's Tongue will travel on the ground, if you click 12 or more cells away it will dive underground and surface at that far away “Q” Point. So you can “Q” a Devil's Tongue both over land and under in the same “Q”. If the last Q point is on a waypoint, you can connect the Q's and waypoints. The Devil Tongue will transition from the last Q point to the first Waypoint in a waypoint chain. 

 

Devil Tongue ALT Squish: The Devil's Tongue can use ALT to drive over solders and crush them. Or, if you are diving far away you can hold ALT and click the soldier you want to come out of the ground under and it will kill the soldier when you surface. This is a great tactic for killing Engineers.
 

Devil Tongue burns trees / hurts Inf: The Devil Tongue can burn trees to remove them. The fire can slightly damage units nearby, especially Light Infantry. Burn Trees with the Devil Tongue to clear land for building.

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Diving Devil Tongue = Artillery self kill: If an enemy Nod base has a lot of Artillery and a deployed Mobile Sensor Array, you can make them shoot their own buildings with their artillery. To do this, surface your Devil Tongue (or SubAPC) within range of the Artillery and dive again. If the enemy's Mobile Sensor Array is deployed, the Artillery will keep trying to shoot the Devils Tongues while they are under enemy buildings on the surface. This trick works against all of the enemy's defensive units, but it works the best when the enemy has a lot of Artillery because the Artillery's range is so far.

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Devil Tongue speed dive: To dive a Devil Tongue fast, click on the ground far away, in the direction that the Devil Tongue is facing before you it dives. If you click behind the Devil Tongue, far away on the map, the Devil Tongue will have to spin on the ground before diving and can receive damage while spinning. Use this speed diving when you are scouting into the fog of war. (Note: If you want to show off after you destroy something with the Devil Tongue, you can quickly speed dive and press "S" and your Devil Tongue will stay on the surface and make a lot of noise and kick up alot of dirt everywhere, it's pretty funny)

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Devil Tongue no dive/surface hilly terrain: The Devil Tongue can not dive or surface on uneven terrain. Keep your soldiers in this area if you suspect a Devil Tongue. 

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Devil Tongue no shoot over cliff: The Devil Tongue can not shoot at targets across a cliff edge.

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Devil Tongues no surface in water: The Devil Tongue can not surface in water terrain, if you try to do this, the Devil Tongue will surface at the nearest shore line.

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Devil Tongue damaged during dive/surface: The Devil Tongue can receive damage as it dives into the ground.

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Devil Tongue shoots through many Soldiers: Shoot through a group of soldiers to kill multiple soldiers at once.

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Devil Tongue finishes shot after EMP frozen: The Devil Tongue will continue shooting after it is frozen by the EMP Cannon. If a building has low health, it might still die even if the Devil Tongue was frozen by EMP Cannon.

 

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HARPY

 

The Harpy Costs $1000

 

The Harpy has Health Points HP: = 225  (25 more than the Orca Fighter)

 

The Harpy has Light armor.

 

The Harpy weapon damage vs armors: (60, 35, 23, 15, 5) none, wood, light, heavy, concrete.

 

The Harpy speed = 14

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Harpy Range = 3 cells: The Harpy has a range of three cells which is one less than the Orca Fighter.

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Silent Harpy: The Harpy is the only plane that is silent when it takes off or lands. You can not hear it in the fog of war.

 

Harpy shoots near fog = map scout: If you shoot a building or unit near the fog of war, the will Harpy scout the fog of war on the map even more than normal.

 

Harpy Ammo explained: The Harpy shoots different amounts of times to use each of the 5 bullets of ammo.

 

  • First Harpy bullet = 4 chain gun shots

  • Second Harpy bullet = 4 shots

  • Third Harpy bullet = 6 shots

  • Fourth Harpy bullet=4 shots

  • Fifth (last) Harpy bullet = 6 shots

 

Harpy Reload Explained: The Harpy takes much longer to reload its bullets on the Helipad than other planes. The Harpy takes a different amount of time to reload all 5 bullets. It also shoots multiple times before losing one of the 5 bullets. It reloads its first shot the fastest, just in case you need to use Harpy quickly after landing to reload.

 

  • First Harpy Reload = 10 seconds

  • Second Harpy bullet reload = 30 seconds

  • Third Harpy bullet reload = 20 seconds

  • Fourth Harpy bullet reload = 30 seconds

  • Fifth Harpy bullet reload = 20 seconds

 

Harpy ALT crash: The Harpy can damage buildings by ALT crashing into them. To ALT crash over a building, hold the ALT button, then rapidly left mouse click over the enemy structure. This will make the Harpy hover over it and enemy Sams will destroy the plane making it crash into a building. (To counter this move: turn off the power to your Nod Sam or GDI Sam Upgrade)

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Harpy vs Sensor Array: One Harpy can destroy a Sensor Array, but one Sam can destroys a Harpy before the Harpy can finish destroying a Sensor Array. If the enemy has a Nod Sam or Sam Upgrade, you can attack the Sensor Array until your Harpy has low health and then crash into the Sensor Array by holding the ALT button and rapidly left mouse clicking the enemy Sensor Array. 

 

Harpy takes long to shoot all ammo:  The Harpy takes the longest of any plane to fully shoot all of its ammo.

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Harpy vs Titan: The Harpy has 24 shots, it takes 27 to kill a Titan. Two Harpy can destroy a Titan before they run out of ammo. Give the Harpy time to kill the Titans by starting your attack far away from your base, it takes a while for the Harpys to shoot their ammo. Use Waypoint loops to automatically defend or attack.

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Harpy vs HoverMrls: The Harpy can destroy a HoverMrls in 7 shots. The HoverMrls can destroy a Harpy in 6 shots. The HoverMrls usually wins a 1v1 against the Harpy. The HoverMrls can't avoid the Harpy so try to shoot back at it, or retreat to your base if you have Sams. The HoverMrls costs $100 less than the Harpy, so if both die, the GDI player loses $100 less money on the duel.

 

Harpy vs Sam: One Harpy can destroy a GDI or Nod Sam but will likely lose the fight if the enemy repairs their Sam or heals their Sam with an Engineer. The Harpy more easily destroys a Nod same, it takes 18 shots because the Nod Sam has wood armor. The Harpy must use 22 shots to destroy the GDI Sam because it has light armor. The Nod Sam has a range of 10 cells and will start shooting the Harpy earlier. The Harpy can try to hover over, or very close to the one Sam in a 1v1 duel to make the Sam miss. Usually a Sam will win the 1v1 battle. (GDI Sam Upgrade) is better at this 1v1)

 

Harpy Range = 3 cells: The Harpy has a range of three cells which is one less than the Orca Fighter.

Moving Targets take longer to destroy: The Harpy has difficulty shooting moving targets, but not as much difficulty as the Orca Fighter when it tries to shoot moving targets. The Harpy can pause shooting as it tries to get closer to a moving target, which can make it take longer to destroy that moving target.

 

Harpy attack moving units from far away: Attack units that are far away from the Harpy on the map by flying near them first, and then attacking. The reason for this is because if you attack units that are moving from far away, the Harpy goes to the place where the unit was when you sent the Harpy, and then it flies to the new location of the moving unit. This is a waste of time. 

 

Harpy attack far away structures: Send the Harpys to attack a building from far away. Do not wait until the Harpy get to the enemy to start attacking a building. The reason for this is that the Harpies will have to readjust their flight to start attacking a building if you wait until the Harpy reaches the building to attack. This wastes time, and your Harpies will get hit more by anti air units as they reposition for the attack.

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Stacked Harpy hides in tank: Stacked Harpys land facing bottom right. You can stack a Harpy in one of your large tanks when the large tank is facing bottom right, and the tank will camoflauge the Harpy so that the enemy can not see it.

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Harpy scouts fog/waypoint zigzag: One early Harpy can scout the map if you fly back and forth into the fog. The Harpy scouts one cell diameter into the fog of war, which is small. The Harpy will not fly onto a waypoint placed in fog. You can setup your waypoint chain at the edge of the fog of war in a zigzag shape that goes into the fog of war one cell at a time. This allows your Harpy to follow the waypoint chain into the fog of war, hands free. Flying your scout manually is safer against sam sites, but flying scouts manually takes time away from other stuff you could be doing. Its a trade off. It is easier to manually scout north into the fog of war, than south, with a Harpy. (The best Tiberian Sun tournament maps are left vs right.) The Harpy can cross scout the fog of war, flying from one opened part of the map, across the fog of war, to another scouted area on the map. 

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Harpy no "Q": The Harpy can not Q into multiple locations on the map, it must use waypoints.

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Alt Harpy + Multi Missile Combo:  Alt a Harpy or two over a building like the MCV and send a multi missile. This will damage a building more than just a Multi Missile. The Multi Missile will crash your plane into the enemy building, delivering more damage, possibly destroying the enemy building.

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Harpy vs Orca Bomber:  The Harpy can destroy an Orca Bomber in 12 shots. It doesn't matter if the Orca Bomber is on a Helipad or the ground.

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Harpy vs Orca Fighter: The Harpy can destroy a Orca Figher on the ground in 8 shots, but it takes 9 shots to destroy a Orca Fighter on a Helipad.

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Harpy vs Banshee: The Harpy can destroy a Banshee in 13 shots, it does not matter if the Banshee is on a Helipad or the ground.

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Harpy vs Helipad: One Harpy can destroy a Helipad in 16 shots, with 8 shots remaining in the Harpy, if the enemy does not repair his Helipad. Two Harpys will destroy a Helipad, even if the enemy starts to repair the Helipad immediately.

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Harpy vs Tick Tank: The deployed Tick Tank's concrete armor is extremely strong vs a Harpy. The Harpy barely damages it at all with only 5 damage per shot. Always deploy your Tick Tanks if Harpies are attacking them. The Tick Tank can not outrun the Harpy.

 

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BANSHEE

 

The Banshee Cost = $1500

 

The Banshee has Health Points HP =280

 

The Banshee has Light Armor.

 

The Banshee has weapon damage to various armors: (13, 60, 75, 100, 55) (none, wood, light, heavy, concrete.)

The Banshee has 3 bullets before it needs to reload. The Banshee will fly by an object 3 times to deliver those bullets.

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The Banshee speed = 18.4  (The second fastest unit in the game, behind the Orca Fighter.)

 

Banshee range: The Banshee bullet shoots out one cell in from the front of the plane, but hits the ground when the shadow of the plane flys by. To avoid getting hit by the Banshee, try to avoid its shadow with the faster ground units. (Like the Attack Cycle).

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Banshee reload times: The Banshee takes 10 seconds to reload each shot on the Helipad, a total of 3shots and 30 seconds to fully reload the Banshee. (Using the Game Timer found in the information panel)

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Banshee attacks units from far away: The Banshee can attack units from far away. It does not fly past moving units to their original location when you targeted them (like the Harpy)

 

Banshee speed avoids Sams: Banshees are fast so they get hit by Sams less than Orca Bombers. If the enemy has a lot of Sams, it is a bigger problem for slow Orca Bombers, than fast Banshees.

 

Banshee reload times: The Banshee takes 10 seconds to reload each shot on the Helipad, a total of 3shots and 30 seconds to fully reload the Banshee. (Using the Game Timer found in the information panel)

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Banshee vs Cyborg Commando: The Banshee can destroy a Cyborg Commando in 8 shots, 5 shots to break the Commando in half.

 

Banshee vs MCV: It takes 10 banshee shots to destroy a Construction Yard or MCV in one swoop. 

 

Banshee vs Tiberium Refinery: It takes 9 Banshee shots to destroy a Tiberium Refinery in one swoop. Be careful targeting a Tiberium Refinery with Banshees when a Harvester is dumping. You might accidently target the Harvester when you try to attack the Tiberium Refinery. It takes 11 banshee shots to kill a harvester and 9 to kill a refinery. You might not have enough shots to destroy the Harvester if you only sent 9-10 Banshee to destroy the Tiberium Refinery. Many of your Banshee shots will not damage the Tiberium Refinery if they hit the Harvester dumping Tiberium instead.

 

Banshee vs Harvester: A Banshee can kill a Harvester in 11 shots. Once you have 4 Banshee and 4 Helipads, why not destroy a Harvester (11 shots). There are less Sams when harvester hunting, than attacking the enemy base. Or you could use four Banshee to destroy a MCV or Tiberium Refinery, but you might lose some to Sams.

 

Banshee vs Firestorm: Try not to telegraph which buildings your Banshee are going to destroy before you get to the enemy base if they have a Firestorm Generator. They can quickly estimate your flight path and lay active Firestorm Wall Sections in front of your Banshee if they know which building your are trying to attack. You can force fire the banshee at the edge of the map to fly offscreen and back into an enemy base, avoiding their Firestorm wall along the edge of the map. (This does waste one Banshee bullet though) You can counter the Banshee off map tactic by placing Firestorm Wall sections around your entire base. (Not just to the edge of the map.)

 

Mass Banshee = spare MCV/Warf: If the enemy is making a lot of Banshee (10 or more), start thinking about making a spare War Factory, spare MCV, and possibly extra Tiberium Silos.

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20 Banshee = 2 groups of 10: When you have 20 or more Banshee, split your Banshee into two groups of ten each. Multiple groups are best for attacking multiple buildings at once, which is hard to defend with Engineers. Its also harder to use Firestorm Wall Sections on multiple groups of planes. 

 

Banshee hard to ALT crash: The Banshee (like the Orca Fighter) is hard to ALT crash onto buildings. The Banshee tends to fly around the building and not hover over it. If you click the left mouse buttton extremely fast; however, it is possible to ALT crash a Banshee. It does not always work though. Most of the time you will lose many Banshee trying this tactic.

 

Banshee vs Orca Bomber: Four Banshee shots destroy a Orca Bomber on or off of a Helipad. If you group your banshees into several groups of four Banshee, then you can quickly fly by the enemy base and destroy several Orca Bomber at once if the enemy does not lift them soon enough. (This applies to attacking Banshee also. You only need groups of 3 for Orca Fighter and Harpy)

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Banshee vs Orca Fighter: Three Banshee shots destroy a Orca Fighter, whether or not it is on a Helipad.

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Banshee vs Harpy: Three Banshee shots can destroy a Harpy, whether or not it is on a Helipad.

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Banshee vs Banshee: The Banshee can destroy a Banshee in 4 shots whether or not it is on a Helipad.

 

Banshee vs Stealth Tank: It takes 4 Banshee shots to destroy a Stealth Tank.

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Banshee CNTL fire scouting: The Banshee can force fire on the ground at the edge of the fog of war, and he will actually scout into the fog. This will make the Banshee fly several inches into the Fog of war, revealing the map. The banshee can force fire if you hold the CNTL button on the keyboard and shoot the ground right at the edge of the fog of war in the direction of the fog of war. The banshee can do this three times before it needs to reload. (This is a great way to scout, and it is faster than scouting with a Harpy).

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One Banshee in group fires at building = lures engi heal: If you number one of your banshees in a large group a different number, you can use that unit to shoot at a building, while not shooting with the other planes in the group. The first bullet out of the first plane, scares the enemy into wasting his Engineer to heal a building, when the rest of your planes saved their ammo. You can do this trick many times if the enemy has few Sams. Once the enemy wastes all his Engineer, then you can destroy his buildings easily with the Banshee.

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Tricky targeting feint / Banshee attack: Use an infantry that is numbered to constantly attack a building to make it look like the Banshee approaching are about to destroy that building. The building will be highlighted every time you make the infantry target it, and the enemy might waste his Engineers to try to save that building. If the building you are targeting with the Infantry is directly in front of the building that your Banshee are going to attack, your Banshee will fly directly over the highlighted building and attack the building behind it. (Assuming you sent the Banshee to that second building long before you started highlighting the first building with the Infantry. This is a double win. It makes the enemy send his Engineer into the wrong building, and you destroy the second building.)

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Banshee vs Titan: It takes four shots for a Banshee to destroy a Titan, so you need 2 banshee to kill a Titan without having to reload.

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Banshee Spawn off map: Banshee can still spawn off the map in Vet Balance maps if all of your Helipads are full. 

 

Banshee stuck along edge of map: Sometimes your Banshee can get stuck along the edge of a map, but you should be able to move them away. Just be careful with Banshee around the edges of a map.

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Banshee destroys two tanks in one swoop: If you have enough Banshee, a large group of Banshee can destroy two vehicles in one swoop. To do this trick, simply click to attack the second tank after you have started shooting the first tank. If you time it correctly, the Banshee will shoot both tanks in one swoop. This trick does not always work and it is better to send two groups of Banshee to kill two tanks, but sometimes you only have one group of numbered Banshee and don't have time to re-number them into two groups.

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Banshee vs Artillery: A Banshee can kill an Artillery in 4 shots, so it takes two Banshee to destroy a Artillery without needing to reload.

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Banshee vs SubAPC:Banshee can kill a SubAPC in 2 shots, so you only need one. (Although two banshee is faster)

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Target Building then send Banshee elsewhere: Make an enemy waste his Engineers by targeting a building with your Banshee and then sending the Banshee past the building before they shoot it.

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Tight Banshee group / Stack: To avoid Sam damage to your Banshees, make sure your Banshee formation is tight. You can tightly group them on the ground before you send the Banshee or in mid air. You can stack your Banshee to make a really tight formation that makes many Banshee appear as only one Banshee. Do not stack your Banshee if the enemy has a lot of Sams because all of your planes will be damaged at the same time, when stacked, if one of your Banshee is hit by a Sam. (If your Banshee are stacked, send them to a 2nd target after destroying the first target, so they stay stacked. Do not send stacked banshee to a location on the map, they might unstack in flight.)

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Tight Banshee Formation after hitting building: To keep your Banshee in a tight group after destroying a building, send the Banshee to a new area or target after destroying that building before the first Banshee changes directions. This will keep the Banshees together so they don't swing out in different directions after attacking a building. Do not attack a second building that is too close to the first building you destroyed or the Banshee might have to fly around that second building multiple times. (Avoid this because it takes longer for those Banshee to destroy a target; they get hit by Sams more, and it makes it easier for the enemy to Engineer heal his buildings.)

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Banshee Landing shows the location of stealthed buildings: Land Banshee or any other plane in a stealthed base to see where stealthed buildings are located. The planes will land around the buildings that are stealthed, so you will see a big empty space in the middle of your Banshee group that landed if there is a stealthed building in that location. (Note: try to avoid this tactic if the enemy has alot of Sams or alot of ground defenses like Artillery. Many of your Banshee can be destroyed using this trick, be careful.)

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