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TIBERIAN SUN GUIDE 2024

 

NOD UNITS

 

 

ROCKET INFANTRY:

 

RI = Harv Hunter vs Bans: Rocket Infantry are good Harvester Hunters when the enemy has Banshee for base defenses.

 

Rocket Infantry vs Harpy: Rocket Infantry deliver 18 damage to Harpies with every shot, Harpies have 225 health points, so it takes 13 shots to destroy a Harpy with one Rocket Infantry. Sometimes the Rocket Men will miss the Harpys if the Harpys are moving fast or moving away from the Rocket Infantry. Keep your Rocket Infantry scattered throughout your base, near the middle of your base on a waypoint loop with CNTL+ ALT (or several different waypoint loops) for maximum efficiency. You can build four Rocket Infantry for the price of one Harpy ($1000). It will take 4 shots from 4 Rocket Infantry to destroy the Harpy, The Harpy damages Rocket Infantry 60 health points with every shot and the Rocket Infantry has 100 health points, so it only takes 2 shots for a Harpy to kill a Rocket Infantry. The Harpy kills one Rocket Infantry very quickly, but four Rocket Infantry will destroy a Harpy before it can kill all four Rocket Infantry. If your base has Nod Sams, your Rocket Infantry will destroy the Harpy even faster with help from the Nod Sam.

 

 

Rocket Infantry defend mass Harpy rolled into SubAPC attack: If you see that the enemy is making a lot of Harpies for a mass Harpy attack, you can make Rocket Infantry to help defend your base. A group of many Harpies can easily destroy your Nod Sams and/or Power Plants, so building several Rocket Infantry can help defend your base after you lose your base power and/or Nod Sams. After the enemy Harpies are destroyed or leave your base, you can immediately send your Rocket Infantry in Subterranean APCs to attack the enemy since his Harpys take a long time to completely reload on his Helipads. (Note: Stealth Tanks on Guard “G” can also help defend your base from a group of Harpies or other planes, but Stealth Tanks are much more expensive than Rocket Infantry.)

 

Rocket Infantry out-range Laser: The Rocket Infantry has a longer range than the Laser and can shoot it without being hit.

 

3 RI = destroy Ref faster than 1 DT: Three Rocket Infantry can destroy a building faster than one Devil Tongue, even if the Devil Tongue corner shots through Tiberium Refinery.

 

5 RI = 4 shot Art: Five Rocket Infantry can destroy an Artillery in four shots.

 

10 RI = 2 shot Art: Ten Rocket Infantry can destroy an Artillery in two shots.

 

10 RI= one shot Carryall: Ten Rocket Infantry might be able to destroy a Carryall in one shot while it flies over, but more Rocket Infantry are recommended.

 

Rocket Inf vs Carryall: It takes 59 shots for Rocket Infantry to destroy a Carryall on the ground, but on ly 38 shots to destroy a Carryall on a Helipad. If you have the choice, go for the Carryall on the Helipad.

 

20 RI = one shot Diz: Twenty Rocket Infantry can destroy a Disrupter in one shot before it destroys your Tiberium Refinery or War Factory in one shot. Five Rocket Infantry in a Subterranean APC will destroy a Disrupter in four shots. ( try doing this in the enemy base before the Disrupter is sent to your base, especially if GDI enemy has weak base defenses.

 

Diz = 2 shot RI: Disrupter can shoot through large groups of Rocket Infantry and destroy multiple Rocket Infantry with two shots. So you might want 10 Rocket Infantry that can destroy a Disrupter in two shots.

 

Rocket Infantry shoot faster than Diz: Ten Rocket Infantry will destroy a Disrupter in two shots faster than the Disrupter will destroy the Rocket Infantry. It is possible for 5 Rocket Infantry to defeat a Disrupter if you sneak up on it in a Subterranean APC or approach it while the enemy is destracted.

 

1 Diz vs 5 RI: The Disrupter can destroy many of your Rocket Infantry if you only have 5.

 

RI WP defense: Rocket Infantry can automatically defend your base by putting them on a waypoint loop with CNTL+ALT. (works well vs Harpies and other planes)

 

4 RI cheaper than ST: Four Rocket Infantry are cheaper and do more damage to planes than one Stealth Tank, but Stealth Tank has longer range.

 

RI faster than MK2: The Rocket Infantry is faster than Mammoth MK2, run up to it and surround the Mammoth Mk2 with your Rocket Infantry, as it tries to escape.

 

 

 

CYBORG

 

1 Cyb = 1 Wolve: Cyborg wins 1v1 with Wolverine, even on veteran balance maps

 

Cyb 34 shot GS: The Cyborg can destroy a Ghost Stalker in 34 shots. Seventeen Cyborgs can destroy a Ghost Stalker in two shots. Nine in four shots.

 

Cyborg Harv Hunting: If you are hunting Blue filled Harvesters with normal soldiers, the Harvester will damage the soldiers when it explodes. (Light Infantry, Rocket Infantry, Disc Thrower, Jump Jet Infantry on the ground) The All of these units are within range of damage when shooting a Harvester. Cyborgs are the best, if you have no other units to hunt Harvesters filled with Blue Tiberium because they will not be damaged by the blast as much when the Harvester blows up, and they can heal on the Tiberium too.

 

Cyborg continue after EMP: The Cyborgs might continue their path you sent them on before they were frozen by the EMP Cannon. They might restart after frozen.

 

Cyborg + Inf Rush: Cyborgs can be used to rush early with Light Infantry and Harvesters.

 

Counter Inf +Cyb rush: To counter the Infantry Cyborg Rush that has a lot of Cyborgs, destroy the Light Infantry first because they die faster, or destroy the Cyborgs first if there are not a lot of them to limit their damage on your units. The Harvester will not ALT crush the Cyborg which gives Nod a slight Inf+Cyb rush advantage.

 

Tight group Cyborg = less EMP?: Sometimes Cyborgs in a tight group might not be frozen by a EMP Cannon, but be careful of Orca Bombers and super weapons.

 

Cyborgs & Chem: Chemical Missile gas does not hurt the Cyborg much if he walks through it, but if the Chemical Missile hits a group of Cyborgs it can destroy them.

 

RI=22 shot GS: Rocket Infantry destroy Ghost Stalker in 22 shots. Eleven Rocket Infantry destroy a Ghost stalker in 2 shots. Six Rocket Infantry destroy Ghost stalker in four shots.

 

8 Borg +Harv rush: Eight Cyborgs (more or less) and a Blue Hrvester Bomb make a good addition to any early Light Infantry rush.

 

 

 

ATTACK BUGGY

 

Attack Buggy hit/run: The Attack buggy has weak armor but it is fast and can hit and run decent.

 

Attack buggy lures heavy vehicle OJ Weed: The Attack buggy can attack a heavy armor vehicle and lure it to follow over Orange Weed. The Buggy will not be destroyed, but the heavier vehicle will be.

 

One or more scouting Attack Buggies can drive up behind the enemy's Light Infantry and hit them from behind, while your infantry are engaged in battle, now pull your Light Infantry away to minimize the damage, now pull away buggies. You can repeat the process to defeat a larger group of Light Infantry than you have.

 

Buggy 20 shots -GS: Attack Buggy can destroy Ghost Stalker in 20 shots. 10 Attack Buggy can destroy Ghost Stalker in two shots. Five Attack Buggy can destroy Ghost Stalker in four shots.

 

 

ATTACK CYCLE
 

Attack Cycle 13 shot Diz: The Attack Cycle can destroy a Disrupter in 13 shots. Seven Attack Cycle can destroy it in two shots. Four Attack Cycles can destroy it in four shots.Three in five shots.

 

Attack Cycle 13 shot GS: The Attack Cycle can destroy a Ghost Stalker in 13 shots. Seven Attack Cycle can destroy the Ghost Stalker in two shots. Five Attack Cycle destroy Ghost Stalker in three shots.

 

The Attack Cycle is actually faster than an Orca Bomber on a dirt road or pavement. You can outrun it all the way back to your base and Sams drawing the enemy plane into your Sam. (They are both speed =12 and Orca Bomber is faster than Attack Cycle on poor terrain.)

 

Soldier groups defend Harv from Cycle: If Attack Cycles are hunting Harvesters in your Tiberium, send a few soldiers to automatically guard the Tiberium on a waypoint loop with CRTL + ALT.

 

Attack Cycle dodge Banshee: The Attack cycle is fast enough to occasionally dodge a Banshee, especially on dirt roads or pavement. The Attack Cycle is barely faster than a Banshee on dirt road or pavement. (If the Attack Cycle is badly damaged, it is slower in this situation)

 

Cycle outruns Artillery: The Attack Cycle can outrun Artillery fire, keep them moving. And move in close to the Artillery to strike it.

 

5 bikes = 2 shot Art: Five Attack Cycles will destroy an Artillery in two shots.

 

Attack Cycle vs Ref: 6 Bikes = 4 shot Ref: Six Attack Cycles can destroy a Tiberium Refinery in four shots. (Three Attack Cycles will destroy Ref in 8 shots with no repair and 10 shots with enemy quickly repairing) (Four Bikes = 6 shots with no repair, or 7 shots if enemy repairs fast. A full Tiberium Refinery can explode and destry nearby Attack Cycles easily, keep your Attack Cycles a few cells away from the Tiberium Refinery as you attack it.

 

7 Bikes = 4 shot CY or Warf: Seven Attack Cycles can destroy a Construction Yard or War Factory in four shots.

 

6 Attack Cycles = one shot Carryall: Six Attack Cycles can destroy a Carryall on the ground or on a Helipad in one shot.

 

13 Attack Cycles = one shot Disrupter: It takes 13 Attack Cycles to destroy a Disrupter in one shot, before the Disrupter can one shot a Tiberium Refinery, no Engineer heal needed.

 

7 Bikes = 2shot Diz: Seven Attack Cycles can destroy a Disrupter in 2 shots.

 

 

 

TICK TANK

 

EMP deploy Ticks = MK2: If you deploy your Tick Tanks right when the EMP lands on the enemy Mammoth MK2, your 3-4 Tick tanks wont freeze and you can easily finish the Mammoth MK2 if it doesn't fly away on the enemy's Carryall.

 

Tick Tank on Tib: Tick Tanks can still outrun Titans while driving over Tiberium, but they can not deploy on the Tiberium.

 

Tick Tank no deploy on Orange Weed: The Tick Tank can not deploy on Orange Weed. (No deployable vehicle can)

 

Wall Tick vs Titan: Titans will shoot over a wall, but Tick Tanks might accidentally hit the wall, you can use this to your advantage when your Titans are about to vs Tick Tanks.

 

Tick Tank vs Art = 27 (Rocket Inf vs Tick = 18, so Ticks are better because they can drive up to the Artillery faster than Rocket infantry can run up to the Artillery, but Rocket Infantry are cheaper)

 

 

MOBILE REPAIR VEHICLE

 

MRV = no ALT squish: The Mobile Repair Vehicle can not ALT crush soldiers. The MRV can crush soldiers, just not using the ALT button. It can drive past the units to crush them.

The MRV = heal hidden warf behind: The Mobile Repair Vehicle can heal vehicles hidden inside the War Factory, from behind the War Factory.

 

MRV saves MCV from 10 Ban: The Mobile Repair Vehicle can save a Mobile Construction Vehicle from one swoop of ten Banshee. (MRV will not save MCV from 11 Banshee. Two MRV will not save MCV from 11 Banshee, three MRV will save a MCV from one swoop of 11 Banshee, but not two or more swoops. Even eight MRV will not save a MCV from more than one swoop by 11 Banshee, so you might not need more than three MRV at once during a game.

 

MRV can heal Harvesters while they are Harvesting and Weed Trucks while they are Harvesting, this lets those units work while they heal and is better than GDI's Service Depot which does not let you harvest Tiberium or Orange Weed while you heal the Harvester or Weed Truck. (Note: for this reason it is better to harass GDI Harvesters to half health, than Nod Harvesters)

 

MRV follow tanks: If you send a group of tanks and a Mobile Repair Vehicle to attack the enemy, the MRV will follow the tanks to heal them as your vehicles go to attack.

 

The Mobile Repair Vehicle can heal units when the MRV is sitting on the pavement in front of the War Factory, Tiberium Refinery, or Tiberium Waste Facility. (Drive across the pavement and press “S” to stop the MRV on these pavements) One reason why you might want to leave the MRV on those pavements is because it blocks EMP Cannon's EM-Pulse attack from freezing the MRV while its sitting on that pavement.

 

Planes lure unit away from MRV: If you are trying to heal the Mammoth MK2, Stealth Tank, Hover MRLS with a Mobile Repair Vehicle, planes can shoot at those vehicles and lure them away from the MRV trying to heal them. Make sure to stop those vehicles when the MRV is trying to heal them and planes are attacking them.

 

Leave MRV near enemy: A Mobile Repair vehicle can hide near trees or other map terrain and easily heal a Devil Tongue or Subterranean APC that you are diving in an enemy base on a waypoint loop. Your decoy subs get healed faster and can return to enemy faster.

 

Send tight sub group with ALT under MRV: A tight group of Subterranean APC or Devil Tongue can be sent to a MRV while they are underground by holding the ALT key. All the SubAPC or DT will surface around the MRV so that it can heal all or most of them without you having to control the MRV. (or you can just put the MRV on guard so it will heal units farther away automatically )

 

ALT plane group into MRV. If you send a tight group of planes to the MRV holding ALT. Most, if not all, of the planes will land directly next to the MRV.

 

Landed MRV won't auto heal nearby vehicle: If you land a Mobile Repair Vehicle next to an injured vehicle, it will not auto repair the vehicle. You must manually control the MRV and make it heal the nearby vehicle.

 

3 Bans = one shot MRV: Three Banshee can destroy an MRV in 1 swoop. Two Banshee can destroy a MRV in two swoops, and One Banshee can destroy a MRV in 3 swoops.

 

1 Harpy = destroy MRV: The Mobile Repair Vehicle is easily killed by one Harpy. The Harpy will have three bullets of ammo left over after destroying the MRV.

 

Art = 3 shot MRV: One Artillery can destroy MRV in three shots. Three Artillery can destroy MRV in one shot.

 

MRV heals unit in gate: The Mobile Repair Vehicle can heal vehicles when its hiding in a gate.

 

Hiding MRF in Warf heals behind Warf: A Mobile Repair Vehicle hiding in the War Factory can heal three vehicles sitting directly behind the War Factory. (You might be able to lure planes to destroy your MCV or Mammoth MK2 next to your War Factory and heal it with the MRV hiding, this can waste enemy plane ammo, unit they figure it out and target the MRV hiding in the War Factory. (To hide a MRV inside second War Factory, place the 2nd War Factory right as you MRV is built.) The MRV will stay inside the War Factory if you deploy three vehicles directly behind the War Factory. (same as all other units hiding in Warf. Guard “G” did not works sometimes, I had to manually repair the deployed tanks sometimes.

 

MRV unstealth before heal: The MRV must unstealth before it heals units, if the Stealth Generator is making it invisible to the enemy.

 

MRV healed units unstealth: When the Mobile Repair Vehicle is healing stealthed units, they will become visible to the enemy, while being healed.

 

MRV can CTRL+ALT follow planes: The Mobile Repair Vehicle can follow planes with CTRL+ALT but they get distracted by low health units nearby easily.

 

 

 

 

ARTILLERY

 

Artillery damage to Heavy and Concrete Armor is the same. (46, 97, 78, 40, 40)

 

Art>Harpy on wood armor: Harpy only hurts wood armor by 35hp , Artillery =97 hp and Artillery is $25 cheaper than Harpy.

 

Art = 13 shot diz: Thirteen Artillery can destroy a Disrupter in one shot, before the Disrupter can one shot any of your buildings. Seven Artillery destroy a Disrupter in two shots. Four Artillery destroy a Disrupter in Four shots, ( Nod might want 13 or more Artillery if bunking hard around a lot of Tiberium)

 

Art = 40 damage to Titan, Same 40 damage an Attack Cycle will do.

 

Art 10 shots = Titan: Ten Artillery can destroy a Titan in one shot. Five Artillery can destroy a Titan in two shots.

 

ART+DT vs Titan rush: While the enemy's Titans and Light Infantry are approaching your base, send one Devil Tongue to kill his Light Infantry Fodder, so that later, when his tanks arrive at your base, your Artillery can destroy the Titans easier.

 

Art= small map rush: Artillery can attack faster on small maps with good terrain like pavement or dirt roads. If your enemy base is near, Artillery are great because they can defend, squish inf, and attack rush on the small map.

 

Art= large map bunk: It is a better idea to bunk with Artillery on large maps instead of rushing the enemy with them.

 

3-4 Art Helipad Rush: Three or Four Artillery can rush Helipads. Four is best if you are only destroying empty Helipads and not Helipads with planes.

 

3 Art shots = harpy or Orca Fighter or Carryall: An artillery can destroy a Harpy or Orca Fighter in 3 shots, so use three Artillery to rush them.

 

4 Art shots = Banshee or Orca Bomber: Four Artillery shots will destroy a Banshee or Orca Bomber. So send four artillery or more to rush them.

 

Anti Scout Artillery: Artillery at the edge of your base will not reveal your base when they shoot at the enemy. Once your base is scouted, bring those anti scouting artillery into a tight ring around your base so they can cover all your buildings.

 

Art +Harpy = PP: One Artillery and one Harpy can destroy a repairing Power Plant.

 

Artillery hit plane taking off: Artillery can damage planes as they are taking off from the ground if the Artillery targeted it before your plane takes off, while it is on the ground.

 

5 Art = one shot SubAPC: Five Art early base defense: Five Artillery is a decent number for early defense. Four Artillery will 1-shot destroy a Devil Tongue. Artillery 5 shot = SubAPC: Five Artillery shots will destroy Sub APC

 

4 Art = one shot DT: Four Artillery will destroy Devil Tongue in one shot.

 

Low Health ALT = Titan Speed: A badly damaged Artillery with very low health will be slower. It is about the same speed as a Titan on flat ground, so it might be harder to outrun some units.

 

Veteran Star Art = same speed: A Veteran upgrad of gold star to the Artillery will not make it faster.

 

Nod Art = no CNTL+ALT: If you put Artillery on a waypoint loop with CNTL+ALT, they will not deploy when enemy units come by, there is no reason to ever put Artillery on a waypoint loop with CTRL+ALT.

 

4 Art = 2 shot Helipad: Four Artillery can destroy a Helipad in two shots.

 

4 Art = one shot Orca B or Banshee. (so Aim for the plane not the Helipad its sitting on )

 

3 Arts = one shot Harpy or Orca Fighter (so aim for the planes, not the Helipad they are sitting on)

 

4 Arts = two shot PP: Four Artillery can destroy a Power Plant or Advanced Power Plant in two shots.

 

6 Arts = 4 shot Ref: Six Artillery will destroy a Tiberium Refinery in four shots.

 

5 Arts = 2 shot Barrack: Five Artillery will destroy a Barracks or Hand of Nod in two shots.

 

4 Arts = 2 shot Laser Fence: Four Artillery will destroy a Laser Fence in two shots.

 

6 Arts= 2 shot Missile Silo: Six Artillery can destroy a Missile Silo in two shots.

 

3 Arts = 2 shot Tech Center: Three Artillery can destroy a Tech Center in two shots.

 

2 Arts = 2 shot Silo: Two Artillery can destroy a Tiberium Silo in two shots.

 

9 Arts = 2 shot Vetbal Tick: Nine Artillery will destroy a Veteran Balance Tick Tank in two shots regardless if it is deployed or not. (Undeployed on normal maps takes less shots because Light Armor)

 

4 Arts = 1 shot Art: Four Artillery will destroy an Artillery in one shot. (Two Artillery will destroy an Artillery in two shots)

 

Arts no outrun Arts: Artillery can not outrun Artillery fire from the enemy. It is better to fire back at the Artillery with your Artillery as the enemy Artillery approach and deploy so you get the first shots off and most likely destroy their Artillery first.

 

Art kills plane taking off: (Again, target the planes not the Helipads they are sitting on)

 

Lift planes = avoid Art: Lift planes super fast and avoid one shot by 3 or 4 Artillery. If you are fast enough you can lift your planes after an Artillery shoots and still escape in the air. This is very hard to time, its better to lift your planes while the enemy Artillery is trying to deploy. (Remember Artillery speed deploy facing TR so the fastest Artillery rush to Helipads comes from the bottom left side of map)

 

Plane escape = switch Art to Helipad: If plane avoids Artillery fire by taking off from Helipad fast enough, the Helipad will be hit instead of the plane. If you want, you can immediately switch to firing your Artillery at the Helipad to destroy it after this happens.

 

3 Art = one shot Engi: Three hits from Art kills Engi

 

Artillery vs SubAPC & engi inside: 5 Art= Engi survives, 10 Art = Engi half health, 14 Art = Engi killed, 17 Art = Engi almost always killed, Alot of Artillery can destroy a SubAPC and the Engineer inside in one shot. Engineers inside a SubAPC will rarely survive 19 Artillery one shot.

 

19 Arts = 1 shot Engi in SubAPC: Nineteen Artillery can destroy Engineers inside s SubAPC making a Nod Engineer attack less useful, when your enemy has this many Artillery you might want to add extra Engineers (4 or 5 ) to each Subterranean APC.

 

4 Art = two shot CT: The Component Tower can be destroyed in two shots by four Artillery

 

4 Art = two shot Sam: Four Artillery can destroy a Nod Sam in two shots.

 

3 Art = two shot Laser: Three Artillery can destroy a Laser in two shots.

 

Arts CNTL force fire on surfacing SubAPC: Artillery can use CNTL to force fire on the ground where you think a Subterranean APC or Devil Tongue will rise. (This can destroy the Subterranean APC faster so that Engineers or other units inside might be damaged when the SubAPC is destroyed and be easier to kill faster.) On maps with deeper terrain, Artillery will have more time to shoot a SubAPC or Devil Tongue with CNTL force fire as it rises for a longer period of time before surfacing.

 

ST & SubAPC/RI backup for Art rush: Consider backing up your Artillery rush with invisible Stealth Tanks or five hidden Rocket Infantry in a Subterranean APC that is below ground. When the enemy planes come, you can surprise them with Stealth Tanks and Rocket Infantry.

 

Non deployed Art hides 3 stacked Bans: Three Banshee can stack inside of a non deployed Artillery and hide from the enemy. (Stack them one at a time) Four or more Banshees will be visible if you try to hide more than three inside a non deployed Artillery. If you deploy the Artillery, the Banshee will be visible to enemy.

 

Art escape fast to TR: Since the Artillery deploys facing TR, it can undeploy and drive the fastest toward the top right of map. If you are deployed, you might want to run Artillery toward the top right of map to avoid Orca Bomber or other units.

 

Deploy Art as plane stacked: You can deploy an Artillery as your plane is stacking onto it, but it doesn't hide the Banshee, the enemy will see it.

 

1SubAPC + 5 RI to each Art: You can send one Subterranean APC with five Rocket Infantry inside it to each of the enemy's Artillerys. Surface all your SubAPC at the same time and destroy all of the enemy's Artillery at the same time. Now use the Rocket Infantry to attack buildings. It helps to surface each SubAPC next to Artillery 4 spaces toward the middle of enemy base. This way all your Rocket Infantry can more quickly attack the same building all at once after destroying the Artillery because they surfaced closer to each other in the enemy's base.

 

2 SubAPC + 10 RI= Defend Art from 1 Orca B: Two Subterranean APCs with ten Rocket Infantry might be able to destroy one early Orca Bomber trying to destroy your Artillery rush. Surface and surprise the Orca Bomber while either driving your Artillery away from the Orca Bomber toward your Sams or Rocket Infantry, or trying to dodge the Orca Bomber shots on pavement or dirt roads.

 

3 Art = one shot Carryall: Three Artillery can destroy a Carryall in one shot. ( Or a Carryall sitting on a tank, and both are destroyed)

 

Artillery Veteran = stronger weapon: The upgraded Gold Star Artillery shoots a stronger weapon that looks like a Orca Bomber bomb, it hits harder.

 

Artillery no clear Green Tib: The Artillery can not destroy Green Tiberium on the ground to clear the area for building new structures.

 

Leapfrog Arts: If you have a large group of Artillery, you can move some Artillery forward while the other half of your Artillery group stays deployed protecting them You can leap frog multiple times forward so that you always have artillery hitting the enemy. (maybe some avoid EMP by deploying or undeploying at perfect time.)

 

Leapfrog + Squish: If you have four Artillery as your rush, you can keep two deployed and firing at the enemy's Light Infantry rush, while the other two Artillery undeploy and squish the Light Infantry. (or any other combination) You preferably want to run the Artillery being shot away from the Light Infantry group while squishing with other Artillery.

 

Art outruns Bansee = pavement, dirt roads: Artillery can limit the amount of damage from Banshee by running on a dirt road, or pavement.

 

Walls vs Art: Walls can sometimes slow down the advancement of Artillery rush.

 

Art 13 shots = Diz: The Artillery can destroy a Disrupter in 13 shots, Thirteen Artillery can destroy a Disrupter in one shot, Seven Artillery can destroy Disrupter in two shots, Five Artillery takes three shots.

 

Art 3 shot = HoverMRLS: Three Artillery can destroy a HoverMRLS in one shot.

 

Art 5 shot A-APC: Five Artillery can destroy a Amphibious APC in one shot

 

Art 30 shot = mk: 30 Artillery can destroy a Mammoth MK2 in one shot. ( 15-2, 10-3, 5-6, 3-10, 2-15)

 

Art 2 shot Cycle: Two Artillery can destroy an Attack Cycle in one shot.

 

Art 3 shot Buggy: Three Artillery can destroy an Attack Buggy in one shot.

 

Art (5,9vb) Tick Tank: The Artillery will destroy a Tick Tank in 5 shots on normal map and 9 shots on vetbal maps. Definitely deploy Tick Tank when they are being shot at by Artillery on normal maps. (The concrete Armor is better than the Light Armor. On Vetbal it makes no difference)

 

Art 7 shot = sensor: One artillery destroys Sensor Array in 7 shots, ( 2=4, 3=3, 4=2), Seven Artillery can destroy a Sensor Array in one shot.

 

Art 3 shot Stealth Tank: Three Artillery can destroy a Stealth Tank in one shot. (whether or not the map is veteran balance)

 

Art 3 shot Engi dead: Be careful with Artillery when giving ally MCV, three of your Artillery can destroy his Engineer in one shot quickly before you can re-ally your team mate. Undeploy them before double allying your team mate to give them new Construction Yard.

 

3 Arts destroys repairing Ref: It takes three Artillery to destroy a Tiberium Refinery that is repairing, and it takes a while, so four is better.

1 Art destroys repairing wood armor building but its slow, 2 Artillery is better for rushing wooden buidlings like PP , Barracks, Hand of Nod, Helipad, CT.

 

ART+ Harpy = lure units no Sam: Lure units with Artillery then Harpy: You can lure enemy units to your Artillery and then use your Harpy to attack the enemy units away from the enemy base's air defenses. (note: One Artillery and One Harpy can destroy a Power Plant and the Harpy will have one bullet of ammo left)

 

Four corner PP Art rush: Rush four Artillery on small maps with pavement or dirt road terrain. Get to the enemy base fast and setup one Artillery on each of the four corners of enemy base. When your Artillery are shooting at four Power plants it can take a lot of power from the enemy base at one time, and the enemy will have to spend time/money repairing four seperate Power Plants.

 

3 Art = CT: 3 Arts is best for rushing a Component Tower, two Arts can destroy a repairing Component Tower, but three gets the job done fast.

 

4 Art = LF: Three Artillery can destroy a Laser Fence Post repairing, but it takes a while, four Artillery get the job done faster.( Note: Two Artillery will NOT destroy a Laser Fence Post repairing.)

 

3 Arts vs Gate: Three Arts can destroy a Gate repairing, two Artillery can not, four Artillery is better.

 

Arts no continue path if EMP: Artillery might not continue on their journey if frozen by an EMP Cannon, you might have to send them to another location after the EMP Cannon wears off.

 

ST = 9 shot Diz: The Stealth Tank can destroy a Disrupter in nine shots. Five Stealth Tanks can destroy a Disrupter in two shots. Three Stealth Tank can destroy a Disrupter in 3 shots.

 

3Art = one shot GS: Three Artillery can destroy a Ghost Stalker in one shot.

 

 

 

DEVIL TONGUE:

 

Devil Tongue Range: If you shoot one cell in front of the Devil Tongue, the fire will only go out two cells, but if you shoot two cells in front of the Devil Tongue, the flame will extend to three cells. When facing Light Infantry, try to shoot 2 cells ahead of the Devil tongue to maximize the flame length.

 

Speed Dive DT= Waste Orca B group ammo: The Devil Tongue can quickly speed dive by sending the Devil Tongue a long distance in the direction that it is facing before it dives. This can waste Orca Bomber ammo. If your timing is good, your Devil Tongues won't be hurt at all.

 

No DT Points: The Devil Tongue does not give you points when you destroy enemy units.

 

Always make 1 DT(Art): Its nice to always have at least one Devil Tongue. While the enemy's Titans and Light Infantry are approaching your base, send one Devil Tongue to kill his Light Infantry Fodder, so that later, when his tanks arrive at your base, your Artillery can destroy the Titans easier.

 

DT group vs Sensor + mass Arts: If the enemy has a deployed Sensor Array and many Artillery, you can surface one of your Devil Tongues in front of your group and dive it quickly. Use that Devil Tongue to drive back and forth under enemy buildings so the enemy Artillery shoots their own base trying to destroy that one Devil Tongue. Now surface the rest of your Devil Tongue group to destroy buildings while the Artillery are distracted by the unit underground.

 

DT = 12 shots Art: It takes 12 shots for my Devil Tongue to destroy a deployed Artillery? 3 shots for 3 Devil Tongue to destroy deployed Artillery.

3DT = 4-6 shots Ref: Three Devil Tongues can destroy an enemy Tiberium Refinery in 4-6 shots. If you line up the Devil Tongues on the corners of the Tiberium Refinery, it only takes 3 Devil Tongue 4 shots to destroy the Tiberium Refinery.

 

DT shoots 2x faster than Art: Devil Tongue shoots almost two times faster than Artillery.

 

DT defends Engi underground follow: Use a Devil Tongue to follow the enemy Subterranean APC underground, try to guess where it will surface so that they surface at the same time near one another. This way one Devil Tongue can defend a Subterranean APC + Engineer attack. If you leave the Devil Tongue next to a building, you might want to place two Devil Tongues on opposite corners of the building you are defending.

 

6DT = 2shot Ref: (seven Devil Tongues destroy Tiberium Refinery, Construction Yard, and War Factory in two shots, 6 DT can destroy Tiberium Refinery in 2 shots if you place the Devil Tongues on the corners of the Tiberium Refinery as they surface, ideally all facing the Tiberium Refinery when they surface.

 

4DT = 2 shot PP or Adv PP: Four Devil Tongues can destroy a Power Plant or Advanced Power plant in two shots.

 

8DT = 2 shot Firestorm: It takes Eight Devil Tongues to destroy a Firestorm Generator in two shots

 

6 DT = 2 shot EMP: Six Devil Tongue can destroy an Emp Cannon in two shots. (It might be possible with 5 Devil Tongue if the fire destroys the low red health EMP Cannon)

 

Groups of 7 DT = pro: There is usually no reason to ever have a group of more than seven Devil Tongue if the enemy does not have much defenses (artillery for example) If the enemy has a lot of defenses you might need more Devil Tongue in your groups than 7 expecting some of them will be destroyed faster. (2 groups of 7 is better than one group of 14)

 

DT weak vs Laser Fence Post: Laser Fence Posts have strong Concrete armor vs Devil Tongues. Not wise to waste time using Devil Tongues to destroy Laser Fence Posts if the enemy has a lot of defenses.

 

2 DT = 2 shot Tech Centers: Two Devil Tongues can destroy a Nod Technology Center or a GDI Technology Center in two shots.

 

2DT destroy Tib Silo 2 shots: Two Devil Tongue can destroy Tiberium Silo in two shots, or one Devil Tongue can destroy Tiberium Silo in 4 shots (6 shots if they repair the Tiberium Silo fast).

 

5 DT = 2 shot Temple: Five Devil Tongue can destroy a Temple of Nod in two shots.

 

5 DT = 2 shot GDI Upgrade Center: Five Devil Tongue can destroy a GDI Upgrade Center in two shots.

 

DT 9-10 2 shot CT: It takes 9-10 DT to destroy the Component Tower in 2 shots. (Not worth it, don't waste time attacking Component Towers with Devil Tongues)

 

6 DT = 2shot Sam: Six Devil Tongue can destroy a Nod Sam in two shots.

 

5DT= 2 shot Laser: Five Devil Tongue can destroy a Laser in two shots.

 

5 DT own vetbal Tib Waste Facility: Five Devil Tongue can destroy a Tiberium waste facility in 2 shots on Veteran Balance maps.

 

5-6 DT = 2 shot Obelisk: It takes 5 or 6 Devil Tongue to destroy a Obelisk of Light in two shots on Veteran Balanc maps

 

4 DT = 2 shot Gate: Four Devil Tongues can destroy a Gate in two shots.

 

6 DT = 2 shot Art: Six Devil Tongues can destroy an Artillery in two shots.

 

5DT = 2 shot Missile Silo: Five Devil Tongue can destroy a Missile Silo in two shots.

 

3DT = 2 shot Helipad: Three Devil Tongue can destroy a Helipad in two shots.

 

DT auto defend with CNTL+ALT WP loop: Devil Tongues can be put onto a waypoint loop in your base with CNTL+ALT and they can automatically defend the ends of the waypoint loop. They sometimes won't surface though and attack though. This tactic is not as effective as following incoming Subterranean APCs manually with you DT.

 

4 DT & 1 Diz timers: Nod can send four Devil Tongues out before GDI can send one Disrupter, after this, you can make 2 DT for every one Disrupter attack and save 500.

 

2DT = 500 cheaper 1 Diz: Two Devil Tongues are $500 cheaper than one Disrupter attack.

 

5DT per 2 Diz: Nod can roughly make five Devil Tongues for $3750 every two GDI Disrupter attacks $4100, and save $350 vs what GDI spent. (but DT are slower than Carryall to arrive at enemy)

 

DT vs Orca B = dive lure waste ammo: The Devil Tongue can dive and make the Orca Bomber miss and waste its ammo. You need to speed dive by diving far away in the direction the Devil Tongue is facing before it dives.

 

If Devil Tongues are surrounding the enemy's War Factory, you can drive a Harvester or other unit onto the pavement in front of the War Factory and the Devil Tongues can destroy the War Factory shooting at the Harvester (or other vehicle). Even Two Devil Tongue or one might destroy it if the enemy is distracted.

 

Speed dive DT= Multi Missile save: If you speed dive your Devil Tongue right after a Multi Missile explodes above them you can save the Devil Tongue from receiving damage.

 

DT attack Helipad, not plane on it: The Devil Tongue should attack the Helipad a plane is sitting on, instead of the plane sitting on the Helipad. (So it keeps shooting if the plane leaves) If the Helipad is destroyed with the plane on it, the plane will be destroyed too.

 

7DT = one shot Helipad: Seven Devil Tongues can destroy a Helipad in one shot. Do not dive away too fast or the building will not be destroyed. (The fire might destroy it after you leave if enemy distracted) Press “S” when your tight group of seven Devil Tongues are right under the Helipad. (Note: Six Devil Tongue might be able to destroy a Helipad in one shot, but its very hard to do, seven is preferred.)

 

DT = shoots Hand & new Engi: The best place to target a Hand of Nod is from the top corner so your Devil Tongue faces the exit point where new soldiers come out of the Hand of Nod. One of your Devil Tongues can destroy the soldier as it is shooting through the Hand of Nod.

 

The Devil Tongue waypoint loop must be 12 cells long to make it dive underground and not drive above ground while using CTRL+ALT to automatically defend the waypoint loop area.

 

JJ vs DT: The Devil Tongue does not hurt the Jump Jet Infantry as much as it does Light Infantry. Try to keep your Jump Jet Infantry in the air.

 

DT weak vs GS: Devil Tongues are weaker vs Ghost Stalker because of his armor. Two Devil Tongues might not stop a Ghost Stalker from destroying a building with C4.

 

DT lure Orca B to finish Helipad: A Devil tongue can attack a Helipad and dive to lure the Orca Bomber sitting on top of it to try and bomb the Devil Tongue. Ideally your Devil Tongue speed dives away and under the Helipad so the Orca Bomber is more likely to Bomb his own Helipad and destroy it.

 

DT vs GS: (2-9) shots: The Devil Tongue can destroy a Ghost Stalker in two to nine shots, depening on how well you shoot the Devil Tongue. One shot up close is 62/200 health for Ghost Stalker.

 

 

STEALTH TANKS

 

Vet Stealth Tanks explode: Veteran Stealth Tanks can explode next to units or buildings and damage them a lot.

 

Vetbal ST stealths faster: The Stealth Tanks steath and unstealth faster on Veteran Balance Maps.

 

ST rate fire vs HoverMRLS: The first shot from the Stealth Tank is slower than the first shot from the HoverMRLS on Veteran Balance maps. After the first shot, all the next shots by the Stealth Tank are slightly faster than the HoverMRLS.

 

ST waypoint guard: If you put Stealth Tanks on a waypoint loop with CNTL+ALT, they will automatically attack nearby units. (works nice vs Harpy)

 

4 ST = one shot Carryall: Four Stealth Tanks can destroy a Carryall in one shot, but more Stealth tanks makes it more likely.

 

ST 30 shot Carryall on tank: A Stealth Tank can destroy a Carryall on a tank in 30 shots. (Waste of time)

 

ST 22 shot Carryall on ground: A Stealth Tank can destroy a Carryall on the ground in 22 shots. (waste of time)

 

Hide ST on Corners: Hide your Stealth Tanks on the corners of your buildings so that the enemy can not land there to destroy a Tiberium Refinery or War Factory with one shot from a Disrupter.

 

Stealth Tank vs Titan: Do not try to sneak up on Titans with Stealth Tanks. The Titans have a slightly longer range and will annihilate Stealth Tanks. Only attempt this, if your Stealth Tanks vastly outnumber the Titans by 3 to 1, or more.

 

Stealth Tanks vs Artillery: Many Artillery that are spread out will easily destroy your Stealth Tanks. You might want to take out the enemy Artillery before you use your Stealth Tanks. You could send two or more Stealth Tanks to each Artillery and then attack all of the Artillery at one time, but this an expensive tactic because you will need a lot of Stealth Tanks compared to the number of enemy Artillery. Its better to either use planes to kill the Artillery or EMP Cannon to freeze the Artillery before you let your Stealth Tanks reveal themselves by attacking. Artillery have light armor and 300 health points. The Stealth tank delivers 44 damage to light armor, so it takes 7 shots to destroy the Artillery. The artillery does 78 damage to light armor, and the Stealth tank has 180 health points (230 Vet bal) so it takes 3 shots to destroy the Stealth Tank. The Stealth tank does shoot about twice as fast, so you could try sending one Stealth to every artillery and attacking every Artillery at the same time, but it's better to send two. (NOTE: You can also use this trick to attack Harpy after they have CNTL+ALT waypoint loop attacked your infantry, so the Harpy shoot your soldiers first, and then you can unstealth and attack the Harpies with your Stealth Tanks, preserving your Stealth Tank health in the same way as mentioned above.)

 

Stealth Tank vs Harpy: It might make sense to not leave your Stealth Tanks on guard if you know when a group of Harpies is attacking. Your Stealth Tanks might miss a fast moving Harpy. If you follow the Harpies and wait until they stop to attack your building, you can hit more of the Harpy while they are stationary shooting your building. (Note: The Stealth Tank shoots one cell farther than the Rocket Infantry.) Waiting until the Harpy attack a building also means that if the Harpy group is using a CNTL +ALT waypoint loop, they will not target your invisible Stealth Tanks because your Stealth Tanks were invisible when the Harpy chose something to attack. Keep your Stealth Tanks in the middle of your base when they are not on Guard “G” or CNTL+ALT waypoint loop auto defending so they can reach any of your buildings quickly to catch up to the faster enemy Harpy group.

 

Stealth Tank dirt/pave fast =Hover: The Stealth Tank is much faster than a Hover MRLS while travelling on a dirt road or pavement.

 

ST crushes distracted units: Wait until the enemies soldiers are attacking something, or wait until the enemy is distracted, then drive your Stealth Tanks over his Light Infantry and other soldiers and your Stealth Tank might not get attacked or be damaged that much.

 

ST 9 shot -GS: Stealth Tank will destroy Ghost Stalker in 9 shots. Nine Stealth Tanks can destroy a Ghost Stalker in one shot. Five Stealth Tanks can destroy a Ghost Stalker in two shots. Three Stealth Tanks in three shots.

 

 

 

SUBTERRANEAN APC:

 

Keep SubAPC away from Inf groups: The Light Infantry can steal a SubterraneanAPC while it is travelling underground beneath them. (This will steal the Cyborg Commando forever if they keep driving it underground on waypoint loop after stealing it) So stay away from large Light Infantry groups with your Subterranean APC and Commando.

 

Highlight before dive= see underground: If you Highlight an enemy Subterranean APC or Devil Tongue before it dives, you can watch it while its underground, without needing a Sensor Array.

(Note: if you click your mouse else where you might lose sight of it)

 

SubAPC stolen by Inf undergrounnd: Light Infantry can steal a Subterranean APC with your Cyborg Commando or other units inside. (this forever steals Cybord Commando) Use CNTRL ALT or CTRL to attack the Sub.

Surface SubAPC first for attack: Since the enemy can follow your SubAPC around by highlighting it with their mouse when it dives, try not to dive around too much in enemy base. The first time your Sub APC surfaces is the best time to attack, usually.)

 

SubAPC = 25 less health than A-APC: The Subterranean APC has 175hp while the GDI Amphibious APC has 200 hp. They both have heavy Armor. (The SubAPC is always 25 health points weaker than A-APC to all units)

 

Fastest SubAPC Engi =217: The fastest Subterranean APC is built by two minutes and 17 seconds. This will give you 35 game seconds to get to the enemy base before the fastest EMP can be ready.

 

Fastest Nod Engi out before Fastest Diz: The Fastest Nod Engineer + Subterranean APC attack is out roughly 20 seconds before the fastest Disrupter is out, but the Carryall flies faster than the SubAPC travels.

 

Fastest Commando=3:19: The fastest Cyborg Commando is ready by 3:19 in the game timer. The fastest EMP is ready way before the fastest Cyborg Commando rush can get out.

 

2 Engi Attacks out before Diz: The fastest Nod build order can make 2 Engineer attacks out by 2:39. The fastest Disrupter will be ready at 2:51. (Try to steal the enemy War Factory with one of your Engineer attacks, if you suspect he is rushing with fastest Disrupter build order)

 

Send Sub when enemy Orca B attacking: If the enemy is attacking with Orca Bombers, they might not have left any behind to defend. This might be a good time to send your Subterranean APC+Engineer atttack.

 

Engi+ SubAPC attack = $2300: The Subterranean APC + Engineer attack costs $2300, which is $250 more than a Disrupter and Carryall. Try not to fail with your Engineer attacks, they are more expensive than a GDI Disrtuper attack.

 

SubAPC killed underground: If your Subterranean APC is destroyed as it surfaces or dives, the units inside will pop up to the top of the ground, possibly injured.

 

SupAPC evades 1 Orca B: A SubAPC can avoid an Orca Bomber twice by diving and not even be hit. If the SubAPC is hit twice while diving, the Orca B. will have no more ammo to kill the 3 Engineers that survived and come to the surface.

 

Inf rush + SubAPC Engi: You can distract an enemy with your Infantry rush, then steal a enemy building with your Engineer Attack. Now, build a Laser before you sell the building you stole. Place the Laser where it can destroy a low hp building or a Wood Armor building like the Helipad and use your Light Infantry to help destroy the Light armor building.

 

Always Dive SubAPC when CC harv hunt: When your Cyborg Commando is hunting enemy Harvesters, you can dive your SubterraneanAPC underground to keep it safe from enemy fire.(Unless you want to keep it on the surface so the Commando can get into it faster)

 

Speed Dive: Try to always speed dive far away in the direction the Subterranean APC is facing right before the Cyborg Commando gets inside it. Time it correctly and the Cyborg Commando will still enter the SubAPC as it is diving. This is a faster escape tactic. You need to practice the timing, if you send the SubAPC too fast, your Commando might not get inside it and be left on the surface to be damaged or destroyed by the enemy defenses.

 

Units enter fast exit slowAPC: Soldiers can all enter the Subterranean APC at the same time, but they escape one at a time, which is slower.

 

Send unit in APC once: Sometimes when you try to send units into an APC multiple times, the mouse clicker can show as a no smoking symbol and make your soldiers exit the APC. Try to only send your units into your Subterranean APC one time.

 

Send a SubAPC underground fast: To save SubAPC from enemy attacking first Orca Bomber, keep the Sub APC under your hand of Nod and surface to pick each Engineer up individually as they are built to prevent the Orca Bomber from killing all three Engineers at one time. Keep diving the Subapc underground until all three Engineers are in it, then attack enemy with SubAPC/3Engi.

 

The colors of units/SubAPC: Medics are red color, soldiers are green color, Engineers are yellow color, cyborgs, Ghost Stalker, Cyborg Commando, Mutant Hijacker are grey. If you are trying to figure out which soldiers are in your SubAPC. The colors of the units in the SubAPC will exit from the left side of the colors to the right side, if you are trying to figure out which units will exit first. Last In = First Out (LIFO)

 

SubAPC deploys CC dive avoids 5 Art: The Subterranean APC can be destroyed by Five Artillery in one shot, but if you deploy a Cyborg Commando quickly, you can speed dive it back to safety while the Commando attacks the enemy.

 

 

 

HARPY

 

Harpy faster than A-APC +5 discmen: The fastest built Harpy is built faster than the fastest GDI Amphibious APC with five Disc Throwers.

 

Harpy total damage =450 Heavy Armor: Harpy does 460 total damage vs Heavy Armor before it needs to reload.

​

Harpy vs Mammoth MK2: Four Harpy destroys Mammoth MK2: Four Harpy is the minimum number of Harpies needed to destroy a Mammoth MK2. If the Mammoth MK2 kills one of the Harpy, then this attack will fail. Try to pull away the Harpy that the Mammoth Mk2 has targeted so it doesn't die when it gets low health. Then, when the Mammoth MK2 tries to target a different Harpy, you can bring back the other low health Harpy. This might backfire if you wait too long because the Mammoth MK2 self heals over time. Using four Harpies vs. a Mammoth MK2 is risky. It is better to send five.(so if one dies, you will still kill the MK2.)

 

Harpy 8 shot Carryall: A Harpy does 23 damage per shot, to 175hp Carryall, so Eight Harpy can one shot Carryall, four Harpy can two shot Carryall, two Harpy can four shot Carryall. One Harpy easily kills a Carryall on vehicle with three bullets ammo left over.

 

Harpy vs Disrputer: It takes two Harpys with full ammo to destroy a Disrupter. Harpy has 24 shots, delivering 360 damage to heavy armor per full reload. The Disrupter has 500 health points and heavy armor.

 

Harpy vs Harvester: Three Harpy can destroy a MCV, but it takes a while. It makes sense to target the Harvester as it leaves the enemy base, so that you have enough time to kill it before the Harvester returns to it base that is protected by Sams. Try to target Harvesters that are very far from Sams. (The enemy might send his Harvester back to his base manually, so the further away the better) Two Harpys can kill a Harvester that has half health. Harvesters commonly have half health because they self heal to half health. The Harvester with half health can avoid being destroyed by two Harpys if it drives away quickly on good terrain like pavement, or roads but it is harder to do than avoiding two Orca Fighters. (NOTE: Remember it takes 3 Harpy and 4 Orca Fighter to kill a full health Harvester so the Harpy are slightly stronger. This makes it harder to avoid two Harpys with a half health Harvester, but it is possible.)

 

3 Harpy = Vetbal Tib Waste: Three Harpy will destroy an enemy's Tiberium Waste Facility before needing to reload on Helipads. If the enemy is distracted, two Harpies can do the job, but it takes a while and three is recommended.

 

Harpy vs DT: Set waypoint loops near the middle of your base so Harpies can quickly respond to Devil Tongues surfacing in your base with CNTL +ALT auto defending. Devil Tongue has Light armor and 300 hp, and the Harpy does 23 damage vs Light armor. A Harpy should destroy a Devil Tongue in 14 shots

 

1 Harpy = 14 shot DT: AHarpy should destroy a Devil Tongue in 14 shots.
 

7 Harpy = 2 shot DT: Seven Harpies can destroy a Devil Tongue in two shots.
 

14 Harpy = 1 shot DT: Fourteen Harpies can destroy a Devil Tongue in one shot.

2 Harpy vs Helipad: Two Harpy can destroy an enemy Helipad before they need to reload, but it takes a while. Even if the enemy quickly repairs the Helipad, two Harpies is enough to destroy it. If the enemy has a lot of Sams,Three or more Harpy per Helipad is better because they will destroy the Helipad faster and not receive as much damage from Sams.

 

2 Harpy vs Power Plant: Two Harpy can destroy Power Plant before needing to reload, even if the enemy repairs them fast.

 

2 Harpy vs Barrack or Hand of Nod: Two Harpy can destroy Barrack or Hand of Nod before needing to reload, even if the enemy repairs them fast.

 

Mass Harpy weak vs Sams: Mass Harpy are weak to Mass Sams because the Harpy is slower than other planes and takes longer to destroy many structures. (Example: Heavy Armor MCV, Ref, Warf) This gives anti air units more time to damage the Harpy.

 

1 Harpy = CT, repair can save: One Harpy can destroy an enemy's Component Tower. If the enemy repairs it fast enough, the Harpy might not destroy it. It is best to send two Harpies to destroy a Component Tower.

 

2 Harpy =1/2 hp Harv: Two Harpy can finish a Harvester that has half health. (33 first shot, and 23 damage every shot after first) You can stage a Harpy near the enemy base to destroy their Ghost Stalker, but two will do it faster.

 

Harpy 9 shots vs Ghost Stalker: Harpy can destroy Ghost Stalker in nine shots.

 

4 Harpy vs MK2: Four Harpy can destroy a distracted Mammoth MK2, but five Harpies is better.

 

 

BANSHEE

 

1 Ban 3 shot Carryall: One Banshee can chase a carryall, One Banshee can destroy a Carryall in three shots.

 

3 Bans vs Carryall MK2: You can follow a Carryall with three Banshee, they will destroy the Carryall in one swoop while its on the Mammoth Mk2 and both will be destroyed.

 

5 Bans vs MK2: Five Banshee can destroy a Mammoth MK2.

 

13 Bans one swoop MK2: Thirteen Banshee can destroy a Mammoth Mk2 in one swoop. Seven Banshee can destroy Mammoth MK2 in two swoops.

 

Fly Banshee off map: You can waste one Banshee shot using CTRL force fire at the edge of the map near your base. After doing that, attack an enemy building on that side of the map so that the Banshee fly off the map and fly most of the way to the enemy off the map. If the enemy is not paying attention they will not see your banshee coming as fast because they fly a large distance to the enemy off the map.

 

2 Bans finish ½ health Harv: Two Banshee can finish a half health Harvester.

 

Banshee vs Tiberium Waste Facility: It takes more than twice as many Banshee shots to destroy a Tiberium Waste Facility with Banshee on Veteran Balance maps. The banshee weapon damage to Wood Armors is 60. The Tiberium Waste Facility has 400 health points on normal maps and 1200 health points on Veteran Balance maps. (7 shots vs 20 shots)

 

3 Bans pop your own subs: Three Banshee will destroy a Subterranean APC in one swoop. Sometimes it might make sense to destroy your own Subterranean APC if it gets EMPd and you need to quickly use the units inside of it. (Note: Three Banshee accompanying SubAPCs is a good idea sometimes)

 

2 Bans kill SubAPC or DT before exits Warf: Two Banshee can destroy a Subterranean APC in one swoop, before the Sub APC has a chance to exit the War Factory pavement and dive to safety. (One Banshee can destroy the Sub APC in 2 swoops, but the Sub APC might dive if the enemy is paying attetnion) You can not build 2 Banshee before the fastest first enemy Engineer rush gets to your base on Terraces.

 

Banshee Diversion + Engi: Banshee can distract the opponent by destroying a building. The enemy will be trying to save that building, while your Engineers steal another one. This might give you enough time to sell the building you stole with Engineers.

 

Banshee Harv Hunt: The Banshee can hunt Harvesters but it takes 11 shots to destroy one (in one swoop). Remeber the Harvester self heals so destroy it quickly. The Banshee can help your Cyborg Commando escape earlier when Harv Hunting, the Banshee can finish the job that the CC started by damaging the Harvesters first.

 

Banshee vs Diz: The Banshee will not shoot a Disrupter twice before the Disrupter can shoot twice unless you Banshee are already in the air when the Disruper lands and shoot it quickly. 5 Banshee shots destroys a Disrupter.

 

Banshee vs Orca Bomber: Try to harass the enemy's Orca Bomber while it is reloading on the enemy's Helipad. Target the enemy Orca Bomber and not the Helipad so that your Banshee won't waste ammo on the enemy's Helipad if the Orca Bomber flies away. Banshee can fly to the enemy faster but take 10 more seconds to reload than Orca B. (30 seconds not 20 seconds) So smaller maps favor Orca Bombers over Banshee, but larger maps favor Banshee over Orca Bomber.

 

2 Bans = 1 shot Sub APC: Never waste Banshee ammo. Try to send two Banshees after each SubterraneanAPC because they can destroy it in one swoop, save your other Banshee Ammo for destroying the Cyborg Commando inside the Subterranean APC when it exits. SubAPC wastes Banshee Ammo: The Subterranean APC or Devil Tongue can waste Banshee ammo by diving fast, especially if your Sensor Array is deployed nearby. If you only target the Subterranean APC with two Banshee, then you can only waste two Banshee shots.

 

3 Bans = 3 swoop CC: Three Banshees can destroy a Cyborg Commando in 3 swoops.

 

7 Bans = one shot CC: Seven Banshee can destroy a Cyborg Commando in one swoop.

 

Be careful not to accidently target a Harvester dumping in a Tiberium Refinery when you are trying to target the Tiberium Refinery. Target the pavement in front of the Tiberium Refinery to prevent this mistake from happening. ( This can happen if a vehicle exiting the War Factory makes you accidently click for the Banshee to destroy the unit and not the War Factory. Again, target the pavement in front of the War Factory to minimize the chances of targeting a newly made vehicle.

 

Bansheee 6 shots destroys Weed Truck: Three Banshee can destroy a Weed Truck in two swoops. Six Banshee can destroy a Weed Truck in one swoop.

 

Bans save low health building last: Banshees can shoot at lower health buildings last, if enemy Sams destroy some of your Banshee, your remaining Banshee are more likely to destroy a building with lower health last.

 

3 Bans for CT: Two Banshee will not destroy a Component Tower, Three Banshee will destroy a Component Tower, even if the enemy perfectly repairs it. (Note: Two Banshee will almost destroy a Component Tower that does not repair)

 

7 Ban = one shot CT: Seven Banshee can destroy a Component Tower in one swoop. Three Banshee can destroy a Component Tower even if it repairs in 3 swoops.

 

4-5 Ban vs Helipad: Four Banshee can destroy a Helipad if the enemy is distracted and does not repair quickly, Five Banshee will destroy a Helipad even if the enemy repairs it.
 

MUTANT HIJACKER:

 

MH more expensive than Engi: The Mutant Hijacker costs more than three Engineers, and Engineers stealing enemy buildings can give you money and new Harvesters. (Might be better to attack with Engineers and keep the Mutant Hijacker for defense)

 

Fastest MH= 3:09: The fastest Mutant Hijacker can be built in approximately three minutes and nine seconds. On terraces, the fastest Mutant Hijacker will be ready about six seconds before the enemy's fastest possible Disrupter rush attack can land in your base. (It might make sense to make a Mutant Hijacker before you make a Cyborg Commando, the Mutant Hijacker builds faster too because it costs less to build than the Cyborg Commando.

 

MH steals new MCV or MK inside Warf from behind: The Mutant Hijacker can steal a newly built Mobile Construction Yard or Mammoth MK2 as it is built. Stand the Mutant Hijacker behind a War Factory and click on the vehicle as soon as it is built, before the War Factory door opens. If your timing is fast enough you can steal them from behind the War Factory. The Mammoth MK2 takes 48 seconds to build, and the MCV takes 39 seconds to build. Watch the game timer during a game. If you destroy an enemy's MK2 and you suspect he is immediately rebuilding it, you can wait 45 seconds then surface your Subterranean APC with Mutant Hijacker right behind your War Factory so the enemy has no time to pause the build of their MK2 before it is ready and you steal it from behind the War Factory.

 

MH steals vehicle on Warf pave: The Mutant Hijacker can steal a vehicle that is stopped on the pavement in front of the War Factory ( But not the Tiberium Refinery if a Harvester is about to dump)

 

No waste ammo on jacked vehicle: Try not to waste your planes ammo destroying a vehicle you have stolen with the Mutant Hijacker. It is better to use tanks or soldiers to destroy it. Save your plane ammo for other attacks if possible.

 

Stolen MK2 guards tib expansion: A stolen Mammoth MK2 can either guard your base, guard your Tiberium expansion, or attack the enemy.

 

Diverstion + MH steal: Use Banshees on the enemy's buildings to distract him from your Mutant Hijacker stealing his vehicles. (Any diversion will works, not just Banshee)

 

“S” MH sub, no “D”: It is safer to Stop a Subterranean vehicle carrying units sometimes, than to deploy the Subterranean APC wjhile it is underground. (Example: You might want to dive your SubAPC and not release your Mutant Hijacker if you think the enemy MK2 might destroy your SubAPC, if you deployed underground, you won't be able to immediately dive the SubAPC after it surfaces)

 

MH vs expantion Tib Titans: If the enemy is guarding your next Tiberium fields with 3-4 Titans, you can send your Mutant Hijacker running over and steal a Titan. Six or more Titans might be able to destroy your Mutant Hijacker, be careful sending Mutant Hijacker near very large groups of Titans.

 

Titan 37 shots = MH: A Titan can destroy a Mutant Hijacker in 37 shots. So 19 Titans might be able to destroy the Mutant Hijacker in two shots before it can steal a Titan. 13 Titans may be able to “Q” away from a Mutant Hijacker and destroy it in three shots before it can steal a Titan. (Note: Light Infantry, Disc Throwers, one Orca Bomber, wolvierines, Ghost Stalker, Jump Jet Infantry and other units can help defend the Titan from the Mutant Hijacker)

MH vs 2 Diz rush: Steal one Disrupter with Mutant Hijacker and use that stolen Disrupter, along with your other defensive units, to destroy the second Disrupter (using Engineers to save buildings if needed)

 

MH steals vehicle under fake Carryall land: The Mutant Hijacker can steal a vehicle that is sitting under a Carryall which has fake landed on it. (Using the Service Depot or Helipad trick) It is more difficult to target the vehicle which is covered up by the Carryall fake sitting on it, but it can be done.

 

CC lures Mk and MH steal: A Cyborg Commando in a SubterraneanAPC can lure the enemy into flyihng his Mammoth MK2 with a Carryall, to destroy the Cyborg Commando. Now surface your second Subterranean APC with your Mutant Hijacker, hopefully surprising the enemy and stealing his Mammoth MK2 (or Carryall).

 

DT = one shot MH: MH steal DT from behind. A Mutant Hijacker should approach a Devil Tongue from behind if you are trying to steal it. The Devil Tongue can destroy a Mutant Hijacker in one shot.

 

MH no steal, if building on it: Build any building around a Carryall on top of a vehicle and it will block the Mutant Hijacker from stealing it. (Note: if the enemy Mutant Hijacker gets too close, you might not be able to place your building.

 

Lure MH steal then build save: Lure the enemy Mutant Hijacker to steal your Carryall sitting on your vehicle. Now build a Helipad or other building over your vehicle and attack the Mutant Hijacker with your other units.

 

Pause build =Counter MH back Warf Steal: When the enemy tries to steal a newly built vehicle from behind your War Factory with their Mutant Hijacker, you can pause the build so that the new vehicle never leaves the War Factory. (Destroy the Jacker and resume build)

 

Surface MH behind GDI Warf: If you surface your SubAPC correctly, facing north east, at the top right corner of the enemy GDI War Factory, you can deploy the SubAPC so that the Mutant Hijacker is never seen. He deploys directly behind the enemy's GDI War Factory and can wait for new vehicles to be made and steal them. (Note: After you deploy the Mutant Hijacker, dive your sub to another location quickly to confuse the enemy. The enemy might not even see your Mutant Hijacker hiding and think it is still inside the SubAPC. (if he even saw you put a jacker in the sub)

 

Counter MH hide Warf behind deploy: If you are aware that the Mutant Hijacker can deploy hiding behind a GDI War Factory, you can hover your mouse over the area and destroy the Mutant Hijakcer, if you know this trick is being used. (Sensor Array works too)

 

MH friendly fire: If your units are shooting at a vehicle and you steal it with your Mutant Hijacker, your units might continue firing ( Example: a Laser can continue firing)

 

Steal a Carryall sitting on top of a APC with a Ghost Stalker, CC or MH in it and then land the APC on your Helipad. Nod can steal those units forever by stealing the Carryall too. The enemy will never be able to build another one of those units for the rest of the game.

 

Deploy stolen vehicle = dead MH: If you deploy a vehicle you stole with your Mutant Hijacker, your Mutant Hijacker will die and you can make another one.

 

Lure MH deploy kill MH: If you deploy a vehicle right as your enemy steals it and time it correctly, the enemy's Mutant Hijacker will die when they steal the vehicle. The idea is that you traded a $800 Tick Tank or a $975 Artillery for a $1850 Mutant Hijacker.

 

MH steal MCV deployed = enemy CY: Deploy your MCV right as jacker steals, and the enemy will have a new Construction Yard, which might be a good or bad thing.

 

Re-Hijack = kills enemy MH: If you hijack a a vehicle that has already been hijacked, you will destroy the enemy Hijacker in that vehicle.

 

MH steal MCV in Warf & no move: If you steal an enemy's MCV from the back of their War Factory, the enemy might not even know you stole his MCV if he is not paying attention.(Or if you deployed the Mutant Hijacker hidden behind his GDI Warf) Consider leaving the stolen MCV in his War Factory until he figures it out)

 

 

 

CYBORG COMMANDO:

 

 

CC 3 shot EMP: The Cyborg Commando can destroy a EMP Cannon in three shots.

 

CC continues after EMP: The Cyborg Commando might continue its path you sent it on before it was frozen by the enemy's EMP Cannon.

 

The Cyborg Commando is more valuable than a Multi Missile because it takes less time to build a new Commando and attack, than it takes to reload the Multi Missile. so it usually makes sense to make a Temple of Nod, before your build a Missile Silo. You can attack with a Commando, escape, and come back to attack again. It makes the Commando a better option early game.

 

Star Commando: Veteran Upgrade 1: Self_Heals (to 50%) Veteran Upgrade 2: +20% Speed + 20% Range + 50% Damage, Attack a Ghost Stalker from far away and not get hit.

 

CC cost $2800: The Cyborg Commando + Subterranean APC attack costs $2800, which is the price of a Disrupter and two Carryalls, one used for fodder flying in front.

 

Cyb range = 4 cells: The Cyborg Commando has a range of four cells so surface the Subterranean APC four cells away from the enemy base on the outside perimeter of the enemy base. Now your Commando can immediately attack a building when he exits your SubterraneanAPC, and quickly escape if he needs to. (Note: Remember Nod Lasers can be built farther away from enemy base than Vulcan Cannon and surprise you more than a Vulcan Cannon. For this reason you might want to use more caution vs Nod with your Commando on the perimeter of enemy Nod base.)

 

CC avoids Bans-go in sub: If Banshees are targeting your Cyborg Commando, keep your SubAPC near the Commando and the building you are targeting and you can hide multiple times in the SubAPC and exit again to fire at the enemy building multiple times. (be wary of enemy structures like laser / vulcan being built)

 

CC+5RI +SubAPC juke sell: Fire your Commando and five Rocket Infantry at one building, most likely causing the enemy to sell it (especially if it is a Tiberium Refinery) You can actually switch your firing to a second building BEFORE the enemy even sells the first building you were firing on. (Note: new players might not sell, and pro players might wait to sell till the last millisecond. CC= 5 RI can destroy a Tiberium Refinery, War Factory, or Construction Yard in 3 shots. So you would want to sell your building quite quickly. Its hard to avoid this juke!!

 

CC+2ng = 2 shot MCV: A Cyborg Commando and 2 Engineers will destroy a enemy Construction Yard in two shots of the Commando. (instead of taking 6 shots from Commando with no Engineers)

 

CC= 5 shot ref: The Cyborg Commando can destroy a Tiberium Refinery in 5 shots, so sell the building by the third shot to get your money or sell it on the fourth shot to get 10 infantry when the Tiberium Refinery is destroyed.

 

CC = 6 shot MCV or Warf: The Cyborg Commando can destroy a Construction Yard or War Factory in 6 shots, so sell the building by the fourth shot to get your money or sell it by the fourth shot to get 10 infantry when the Tiberium Refinery is destroyed.

 

CC+ 5 RI = MK2: A Cyborg Commando and four Rocket Infantry will destroy a Mammoth MK2 in four shots. It takes the Mammoth MK2 four shots to destroy the Cyborg Commando. The Cyborg Commando shoots slightly faster than the Mammoth MK2. So... One Commando and four Rocket Infantry almost always destroy a Mammoth MK2 before the MK2 can destroy the Commando.

 

CC loses to 4 Titan: Do not engage four or more Titans in battle with the Cyborg Commando. They will destroy your Cyborg Commando even if you are healing on the Tiberium.

 

CC avoids 1 Orca B: Limit the damage done by an Orca Bomber to your Cyborg Commando by running your Cyborg Commando perpendicularly to the Orca Bomber's flight path while it is trying to bomb your Cyborg Commando. (Your Cyborg Commando can save 52hp if you time it correctly)

 

CC shoots next to SubAPC = damage SubAPC: If a Cyborg Commando is shooting at a unit next to your SubterraneanAPC, your SubterraneanAPC might be damaged.

 

 

 

 

WEED TRUCK

 

The Weed Truck might have one Light Infantry in it, that escapes when the Weed Truck is destroyed.

 

Weed Truck no “G”: The Weed Truck will not “G” Gaurd and be sent to automatically eat the closest Orange Weed. (It is different from the Harvester, which uses “G” to automatically go eat the closest Tiberium. You must manually send the Weed Truck to eat Orange Tiberium)

 

 

 

 

UNDERGROUND VEHICLES:

 

Highlight before dive= see underground: If you Highlight an enemy Subterranean APC or Devil Tongue before it dives, you can watch it while its underground, without needing a Sensor Array.

(Note: if you click your mouse else where you might lose sight of it)

 

Alt crush = vet status: To Alt crush soldiers, hold the ALT button and send your Devil Tongue or Subterranean APC to a soldier's location on the map. This awards veteran status points, so try to ALT Crush the Ghost Stalker for more points (Useful for Devil Tongues because their flames don't award veteran status points.)

 

Fake stealthed DT or SubAPC group out with “S” speed dive: Your enemy can see when stealthed units dive underground, but if you do a speed dive and rapidly press “S”, you can fake like your group of Devil Tongues or SubAPC dove out to the enemy. Just move them normally on the ground In the stealthed base, after doing this trick for safety from missile or ion attacks.

 

3 DT=$2400 Eng Attack = $2300: The Engineer Attack is $100 cheaper than 3 Devil Tongue. Depending on the enemy defensese and number of Artillery they have, it might make more sense to send three Devil Tongue to attack multiple buildings, and keep your Engineer for defense.

 

On some maps like Terraces, with deep terrain, where it takes a Subterranean APC or Devil Tongue longer to surface, players sometimes accidentally surface their SubAPC in the wrong area by deploying too soon and misjudging the terrain height. Left mouse click on the map where you want your Subterranean APC to Surface, then deploy the Subterranean APC with “D”after it starts to surface. This will prevent you from surfacing in the wrong area accidently when the terrain is deep.

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