TIBERIAN SUN GUIDE 2024
NOD UNITS
ROCKET INFANTRY:
SubAPC + 5 RI = cost of Diz: A Subterranean APC with five Rocket Infantry in it, is the same cost as one Disrupter and Carryall. ($2050) Counter the Diz with 5RI is an option. Try to take out Tiberium Refinery, MCV, or Warf.
5 RI = 8 shot Ref, Warf, MCV: Five Rocket Infantry can destroy the Tiberium Refinery in eight shots, as well as the War Factory, and Construction Yard.
5RI+1 ban swoop = ref: Five Rocket Infantry in a Subterranean APC and one Banshee can destroy a Tiberium Refinery in one swoop from the Banshee and 7 shots from the Rocket Infantry.
5RI 6 shot + 1 Ban 3 swoop = MCV warf ref: Five Rocket Infantry and one Banshee will destroy a Tiberium Refinery in six shots from the Rocket Infantry and three swooops from the one Banshee. This works on War Factory and Construction Yard too.
5RI 7 shot + 2 ban 1 swoop= ref not warf/mcv: Five Rocket Infantry and two Banshee can destroy a Tiberium Refinery in 7 shots from Rocket Infantry and 1 swoop from the two Banshee. (The MCV/Warf might need a few more hits to be destroyed)
5RI 5 shot+ 2 Bans 2 swoop = ref/mcv/warf: Five Rocket Infantry and two Banshee can destroy a Tiberium Refinery, Construction Yard, or War Factory with five shots from the Rocket Infantry and two swoops from the two Banshee.
5RI 4 shot + 2 Ban 3 swoop= MCV/warf: Five Rocket Infantry and two Banshee can destroy a Construction Yard or War Factory in four shots from the Rocket Infantry and 3 swoops from the two Banshee.
5RI 3 shots + 2 Ban 3 swoop = ref: Five Rocket Infantry and two Banshee can destroy a Tiberium Refinery in three shots from the Rocket Infantry and three swoops from the Banshee.
20 RI = 1 shot Diz: Twenty Rocket Infantry can kill Disrupter in one shot.
10 RI + Engi stop “1-shot diz”: Ten Rocket Infantry can destroy a Disrupter in two shots. So if you have one Engineer, and you are fast at sending it into a Tiberium Refinery or War Factory, you might be able to prevent a Disrupter from “1-shot” those buildings.
8 RI = 1 shot A-APC: Eight Rocket Infantry can destroy an Amphibious APC in one shot.
Rocket Infantry avoid EMP: Rocket Infantry avoid EMP Cannon and might be better than using Devil Tongues. Rocket Infantry are also good at defense, defending vehicles and planes.
2 SubAPC 10 RI faster than 5 DT: You can build two Subterranean APC and ten Rocket Infantry faster than you can build 5 Devil Tongues.
It takes 59 shots from Rocket Infantry to destroy a Carryall sitting on a vehicle. It might make sense for the enemy to leave the Carryall on the vehicle and use Orca Bomber or other unit to destroy the Rocket Infantry before they fly Carryall away.
5 RI = 12 shot Carryall sitting on Vehicle: It takes five Rocket Infantry 12 shots to kill Carryall sitting on vehicle. (10 RI = 6 shots.)
5 RI SubAPC+ Bans: The Subterranean APC with five Rocket Infantry is cheap attack to make, and can be combined with one or two Banshee to hunt Harvesters (2 Banshee better than 1)
RI counters JJ hit run: Rocket Infantry can run from Jump Jet Infantry, shoot at JJ, then run again. The Rocket Infantry can kill more JJ doing this and trying to avoid fire from the JJ. Hit and run style.
5RI = 8 shot Ref: Five Rocket Infantry destroy Tiberium Refinery in eight shots, if enemy does not reapair fast.
Stack RI: Stacked RI are dangerous because one Orca Bomber can kill all of them in one shot. The stacked RI are also hard to scatter, they don't scatter well or exit the stacked location fast enough.
SubAPC hide behind Temple: If you angle the SubAPC correctly, a Temple of Nod can hide it somewhat. Not the greatest hide location, but might work against newer players not expecting it.
RI unstack chase plane: Rocket Infantry may unstack to chase a plane after it flies over.
RI stack killed by Orca B crash: If stacked Rocket Infantry shoot down a Orca Bomber, and the Orca Bomber falls down onto them, all of your units can be destroyed.
4 RI break bridge: Four Rocket Infantry is enough to destroy a bridge but it might take a varying amount of shots to do it. (Examples: 3,6,9,17,43)
Mix inf and RI vs Harpy: Mix Light Infantry and Rocket Infantry vs Harpy. Try to space out the Rocket men so they are not standing next to each other. This will minimize the damage, and force the enemy to individually manually target Rocket Infantry with Harpy instead of CTRL+ALT which is easier.
Harv fodder for Inf vs harpy: Harvester can make Harpy on CTRL+ALT waste ammo on the Harvester instead of shooting your soldiers.
4RI cheaper than ST: Four Rocket Infantry are $100 cheaper than the Stealth Tank, can be built sooner than a Stealth Tank, and does 28 damage more to planes. Rocket Infantry and Stealth Tanks have about the same range of 4 cells.
Split RI. Titan walk through: You can split your Rocket Infantry into two or more groups and try to get the Titan to walk through the middle of them. Maybe when the Titans are approaching your base trying to destroy buildings, this might help fewer Rocket Infantry get run over by Titans.
CYBORG
1 Cyb = 5 Inf + $50: One Cyborg costs about the same as five Light Infantry. Five Light Infantry can sometimes defeat a Cyborg, and sometimes the Cyborg wins 1v1. The Cyborg definitely has better chance on Tiberium and can drag Light Infantry acrosss Tib as they chase Cyb.
Cyb mimics Harpy: The Cyborg sounds like a Harpy but the Harpy shoots in two round bursts. This can be mimicked by the Cyborg if you shoot the Cyborg in two round bursts at a time. Never seen this tactic used, but maybe it has a niche use one day.
5 Cyb = 1 shot Engi: Five Cyborgs can kill Engineer in one shot on Vetbal maps and normal maps.
Stack Cyb = a lot tib: Stacked Cyborgs can leave a lot of Tiberium on the ground in one place when they die. (Stack cyborgs early to sneakily defend early Light Infantry rush, keep your APC near your MCV & Warf.)
Stack Cyb to avoid EMP freeze: Stack Cyborgs on APC to avoid the EMP Cannon's freeze. To counter this, just destroy the APC. Stacked Cyborgs can be frozen by EMP Cannon if the APC moves or dies.
ATTACK BUGGY
Attack Buggy ROT fast: The Attack Buggy's Rate of Turn (ROT) is fast like the Attack Cycle so it can turn around and escape fast, or possibly turn to avoid one Orca Bomber's bombing flight path.
Buggy vs Inf: Try to keep your Attack Buggy at maximum range from Light Infantry so they can escape more quickly if they need to. Attack Buggies and Light Infantry have the same range. Approach the enemy Light Infantry after they have engaged your Light Infantry in battle.
1 Buggy or 4 inf: One Attack buggy costs $500. Four Light Infantry cost $480. I think four Light Infantry can defeat one Attack Buggy. The Attack Buggy will usually kill two of the Light Infantry, and barely hurts the third Light Infantry, before it is destroyed by the other two Light Infantry. (Note: MRV can heal Attack Buggy)
One MRV saves buggy from 7 inf: Eight Light Infantry can destroy an Attack Buggy even if your Mobile Repair Vehicle is healing it. (Note: The enemy can always target your MRV too)
VB Gold Star Buggy is strong: The Gold Star Veteran Status Attack Buggy on Veteran Status maps is way overpowered, this was a coding mistake by Humble. It is strong enough to destroy a Mammoth MK2 very fast. Maybe even win a 1v1. (Note: You can unally team mate and destroy two Tiberium Refinery or more with your Attack Buggy and it can get a Gold Star super fast, then have GDI ally Carryall it to the enemy fast)
One Buggy pown Attack Cycle: The Attack Buggy will usually beat an Attack Cycle in 1v1 battle.
Buggy outrun Art: The Attack Buggy is fast enough to outrun Artillery shells on flat normal ground.
Four Buggy 1 shot Engi: The Attack Buggy can kill an Engineer in four shots. Four Attack Buggies can destroy one Engineer in one shot. Four Attack Buggies is a decent early rush if you can destroy several Engineers, they are best at destroying units and buildings with none or wood armor.
4 Buggy = 1 shot Engi: Four Attack Buggies will destroy an Engineer in one shot.
5 Buggy = 1 shot Inf: Five Attack Buggies will destroy a Light Infantry in one shot.
5 early buggy rush: Five Attack Buggies can destroy a Power Plant in four shots. This can be a decent early Nod rush. ( Buggy kills pp in 33 shots, 23 hp off of 750 hp every shot)
Pull attacked buggy back: If you see which Attack Buggy is being attacked, you can quickly retreat it from enemy soldiers, while the rest of your units keep firing.
ATTACK CYCLE
Attack Cycle rate of fire = RI: The Attack Cycle basically has the same fire rate as a Rocket Infantry, but it is slightly faster over a long period of time.
Rate of turn > Tick: It has faster rate of turn than Tick Tank, so it can turn around faster.
3 Cycle+1RI = 4 shot Diz: Three Attack Cycles and one Rocket Infantry can defeat a Disrupter in four shots. They finish the Disrupter before the Disrupter can finish its second shot, so theoretically, if you had an Engineer to heal the building, you might be able to stop a Disrupter from “1-shot” your Tiberium Refinery or War Factory with 3 Cycles and one RI.
3 Cycle + 1 RI + 1 Engi = stop “1-shot” Diz: You might be able to stop a Disrupter from “1-shot” your Tiberium Refinery or War Factory with three Attack Cycles, one Rocket Infantry, and one Engineer.
Cycle outruns Artillery: The Attack Cycle is fast enough to dodge artillery shells on flat normal ground. Move at full speed to avoid the Artillery shells, if you stop your Attack Cycles, the shells will smash Attack Cycles fast.
1 Cycle = 13 shot Diz: One Attack Cycle can destroy a Disrupter in 13 shots.
3 Cycles = 5 shot Diz: Three Attack Cycles can destroy a Disrupter in five shots.
2 Cycles = 13 shot harv kill: Two Attack Cycles can destroy a Harvester in thirteen shots.
3 Cycles = 9 shot Harv kill: Three Attack Cycles can destroy a Harvester in nine shots.
4 Cycles = 7 shot Harv kill: Four Attack Cycles can destroy a Harvester in seven shots.
Attack Cycle hits flying Carryall: The Attack Cycle can hit a Carryall taking off if you shot it before it started taking off. This can knock a Carryall out of the air even after it has started taking off. The Attack Cycles weapon follows the Carryall like a HoverMrls might.
Attack cycle lures/outruns EMP: The Attack Cycle can outrun an EMP Cannon but it is very hard. The Attack Cycle must be near the end of the EMP Cannon's range and have flat ground or better to run on. Concrete helps a lot. Watch for the EMP Cannon to move, form ball of electricity, and make EMP Cannon sound to react faster. This is hard to perform, but luring EMP early can be game changer. Ideally you would want to individually number each attack cycle so you could quickly send them in all directions, but it might not be possible to react fast enough, sending them all in the same direction to dodge EMP Cannon is hard enough.
Cycles force defense early: Attack Cycles are good in team games, they can force enemies to build defenses by sending your units to both enemies. You dont even have to attack, just sending them, forces both enemies to make defenses, then just bring them home to send more.
8 Double Cycle rush: Early rush of eight Attack Cycles, two groups of four, can be a decent early rush. Make sure to keep the groups seperate and attack different areas, especially if GDI has Orca Bombers.
TICK TANK
Tick Tank Delay start: Tick Tanks have a slow start so keep moving when trying to avoid Orca Bomber fire on normal maps. This delay start is the reason why the Tick Tank is the only vehicle that can't escape off a Laser Fence before the connection zaps the Tick Tank. Other units can move off fast.
VB Tick better at squish: The Veteran Balance Tick Tank has heavy armor instead of Light armor when not deployed, so it is better than a Sensor Array at squishing soldiers on Veteran Balance maps. (On normal maps, the Sensor Array is better, but costs slightly more)
Pro Tick vs Titan: Place walls 2 cells thick in between Tick Tanks and enemy Titans, Ticks can shoot 2 cells farther than Titans. Have Mobile Repair Vehicle to heal Tick Tanks behind them. Laser Fence or Walls useful. Devil Tongue to Light Infantry fodder, or Harpy/Buggy/Cyb, etc.. Artillery and other mix of unit backup, Tick Tanks work best in a good mix of units. Don't fight on bridges or Tiberium.
Tick Tank squish vs inf costs: The Tick Tank needs to destroy seven Light Infantry or four Disc Throwers to win the theoretical money exchange. Squishing is fastest.
Tick vs Titan highlight deploy: If you know which Tick Tank the enemy is going to fire on, immediately deploy only that Tick Tank, while all other Tick Tanks do not waste time deploying. This gives you slightly faster attack with Ticks that don't have to deploy before attacking.
Highlight Tick retreat: You can run away with the Tick Tank being fired on, while other deployed or undeployed Ticks & other units return fire. Enemy Titans will chase while being destroyed if they do not react quickly.
Tick sounds like Titan: Tick Tank sounds like Titan but it shoots faster shots.
Tick Tank misses bridge units: The Tick Tank sometimes has a hard time shooting enemy units standing on a bridge above the Tick Tank. Consider never approaching Titans on a bridge with Tick Tanks, unless you are hitting both sides of the bridge to collapse it and destroy all the Titans standing on the bridge.
Tick Tank on bridge misses close: Tick Tanks might miss Titans or other units that get too close to the bridge. Tick Tanks can not deploy on bridge either, but they do drive fast over road bridges. Consider avoiding bridges with Tick Tank or cross quickly.
Deploy faster shoot stealthed: A stealthed deployed Tick Tank shoots faster than a undeployed stealthed Tick Tank. The deployed stealthed Tick Tank almost gets two shots off in the time it takes the uneployed stealthed Tick Tank to fire one shot. ( Consider deploying all Tick Tanks in stealth if you are going to deploy them at all, unstealthed Tick Tanks shoot their first shot the fastest)
4 ban = 1 shot Normal undeployed Tick Tank: Four Banshee shots can destroy a normal undeployed light armor Tick Tank. If flat ground, try to dodge Banshee perpindicular to its flight swoop as Banshee attacking. It might be best to deploy Tick tank inVET BAL maps because Banshee do more damage to heavy armor than the normal map light armor of a non deployed Tick Tank. (Normal maps dodge, VetBal maps deploy Tick)
3 Bans kill Deployed Tick: It took 3 Banshee to destroy a deployed Tick Tank, and one banshee has 1 bullet of ammo left. (Normal and Vetbal maps)
Tick Tank faces where it shot last: Force fire the Tick Tank in the direction of oncoming enemy units and it will shoot at them faster after you “S” and wait. It limits time turret takes to spin around before firing.
Undeploy Tick avoid Multi: You can undeploy the Tick Tank when the Multi Missile is about 3-4 inches away from them to avoid damage to your Tick Tanks, if your timing is good. The timing is different than Artillery. Undeploy Tick Tank much sooner, than you did the Art.
Deploy Tick Chem: Deployed Tick Tank is much stronger to Chemical Missile, especially on normal maps.
Tick slightly faster than Art: The Tick Tank and the Artillery are about the same speed, but the Tick Tank is very slightly faster and can catch up to Artillery if you have a long time to catch up to them.
White part front Tick: Sometimes it can be confusing to know which direction a Tick Tank is facing, there is a white area on the front of the Tick Tank to help you know which way it is facing.
MOBILE REPAIR VEHICLE
MRV ROT =Tick: The Mobile Repair Vehicle's Rate of Turn (ROT) is the same as the Tick Tanks, average rate of turn.
Drive both to each other: Drive the Mobile Repair Vehicle toward the vehicle to be healed while simultaneously driving the vehicle toward the MRV. This will ensure that the two vehicles meet in the middle faster, for faster healing.
MRV heal sound: The enemy can hear your Mobile Repair Vehicle when it repairs vehicles. This can give away info to enemy through sound.
CC 1 shot MRV: The Cyborg Commando can destroy a Mobile Repair Vehicle in one shot.
MRV heal Carryall landed inside tank: The Mobile Repair Vehicle can heal a Carryall that has landed inside a vehicle.
MRV no heal Fake Carryall land on vehicle: A Mobile Repair Vehicle can not heal a Carryall that has fake landed on top of a vehicle.
MRV no heal Carryall on tank: The MRV can not heal a Carryall sitting on a tank.
Units no get out of way MRV: If you target a vehicle to heal with Mobile Repair Vehicle, other units around the vehicle might not get out of your MRV's way. You might need to manually move the group.
MRV heal eating harv: The Mobile Repair Vehicle can heal a Harvester while the Harvester is still eating Tiberium and making money. This is a Nod economy advantage over GDI. (GDI has to take the Harvester out of service to heal it)
MRV heals Weed Truck edge weed: The Mobile Repair Vehicle can repair a Weed Truck while the Weed Truck is eating orange weed. The orange weed will destroy the MRV if it drives over, so watch carefully if you attempt this.
Deploy lead Tick: If your Tick Tanks happen to be in a single file line (which is a bad idea), make sure to deploy the first Tick Tank when you reach the enemy units so its armor is stronger concrete armor, while your other Tick Tanks and units catch up to the battle.
MRV and guard: The MRV might return to the place you put it on guard once it finishes killing nearby enemy units. You can put it on guard near the middle of your base so that it returns to the middle of your base and is equidistant from most of your units it might want to heal, keeping them in range of the guard. Or you can put it on guard near the War Factory.
MRV no G if CTRL+ALT WP: The Mobile Repair Vehicle will not “G” guard if it is already setup on a waypoint loop with CTRL+ALT. You must stop it first, then use “G”.
ARTILLERY
Art ROT = worst: Artillery does not turn around well, it is slow. It might have the worst Rate of Turn of any Nod vehicle. Slower than a Tick Tank. Remember this before you try to turn around and run from enemy units. (Do not try to turn when avoiding Orca B, try to drive straight, perpindicular to to Orca Bombers bombing flight path)
Art undeploy quick vs Orca B: If you see an enemy Orca Bomber coming toward your Artillery, uneploy early so you have time to turn around and avoid it. Remember, Artillery have terrible rate of turn (ROT)
Artillery face TR: Artillery face toward the top right of the map when they attack. If you are attacking from bottom left, this means your attack will happen sooner with no Artillery Turret swing. If you are attacking from top right, then your Artillery turret will have to swing, but your Artillery is pointed towards your base. When you undeploy the Artillery to escape, you will already be facing your base to escape faster, no slow turning around of Artillery. (so.. It might be argued that BL and TR are best positions to use Artillery from)
Gold Star Art moves if hit: If enemy units hit the Gold Star Artillery, it will move. The normal Artillery does not do this. The first veteran upgrade also does not do this. Only the gold star.
Number group Arts-Many Art hurt Inf less: Multiple Artillery shooting Light Infantry at the same time can actually damage them less. Example: Three Artillery shots from one Artillery can destroy a Disc Thrower, but it takes Three Artillery 2 shots (total of 6 shots) to destroy a Disc Thrower. Try to number your Artillery and attack seperate Light Infantry to counter this.
Veteran Status Gold Star Artillery almost kills a Carryall sitting on a vehicle in one shot, the Carryall will probably be finished by one Sam.
Artillery no hit new building: Artillery have a long range, but they might not automatically attack newly built buildings, which makes outbuild a possibly effective strategy. Works best if distracting enemy with units like Light Infantry while you build.
5 Art 1-shot GS: Five Artillery can destroy a Ghost Stalker in one shot, before he can lay his C4 and destroy a building. (Note: The numbers dont add up because the Ghost Stalker has special light armor, it seems as if three Artillery could kill him in one shot, but it takes five)
2 Arts almost kill Carryall: Two Artillery will almost kill Carryall sitting on a tank. One Sam should finish the Carryall
Art sounds like Tick: Artillery sounds like a Tick Tank, but the shot takes longer to hit its target. This is easily distinguished by the enemy using sound only to identify your unit as Artillery.
Art no shoot flying Carryall: Artillery will verbally respond like they will shoot at a flying Carryall, but the Artillery do not fire when the Carryall lands.
Preshot CTRL fire: If there are a lot of units close to one another approaching your Artillery, you can CTRL fire on the ground in front of the approaching units hitting them when they walk to the area you shot at on the ground. This is a way to get your first Artillery shell off slightly faster. (Note: Number Artillery and do this with several of them, great for defending GDI Titan rush with Light Infantry fodder in front) Make sure to use the “S” button to stop artillery or Attack Titans with Artillery manually after doing this preshot CTRL fire tactic.
Unstealthed = faster first shot art: An unstealthed Artillery shoots its first shot slightly faster than a stealthed Artillery because it does not need to unstealth before shooting. Consider leaving some Artillery outside of your Stealth Generator's range.
Last Art shot = hit: If the Artillery shoots at your vehicle while your vehicle is driving out of range of the Artillery, that last Artillery shot will hit your vehicle, even if you drive out of range while the Artillery shot is in mid air.
Artillery vs Titan: The Artillery can pull off 4 shots before the Titan gets in too close to be hit by the Artillery. Four shots does 160 damage to Titan with 240 health left. It takes three Artillery to kill one Titan before the Titan reaches your first Artillery to attack it. Two Artillery should be spread out so that one can always hit the Titan while the other Artillery is being attacked by the Titan.
13 Arts = 1 shot Diz: Thirteen Artillery can destroy a disruptor in one shot, before the Disrupter can destroy a Tiberium Refinery or War Factory in one shot with the “1-shot technique”.
7 Arts = 2shot Diz: Seven Artillery shots can destroy a Disrupter in two shots.
7 Arts + 10 RI = 1 shot Diz: Seven Artillery shots and 10 Rocket Infantry shots will destroy a Disrupter. So, Seven Artillery and ten Rocket Infantry can destroy Disrupter in one shot.
7 Art + 7 Cycle = 1shot Diz: Seven Artillery and seven Attack Cycles can destroy the Disrupter in one shot.
7 Art + 5 ST = 1 shot Diz: Seven Artillery and five Stealth Tanks can destroy a Disrupter in one shot.
Art evades 4 bans: The Artillery can undeploy if four Banshee are attacking. This can make the Banshee swoop out and have to swing back around to attack the Artillery. This gives your Artillery a little bit more time to run toward your base Sams.
Art ctrl = sooner fire: Face the Artillery toward oncoming enemy units by CTRL force firing on ground in the direction of enemy oncoming units. This swings the turret in advance so you can fire on the units faster when they arrive.
3 Art = 1 shot Ghost Stalker: Three Artillery can destroy a Ghost Stalker in one shot before the Ghost Stalker can lay its C4 to blow a building. Medics might be able to help.
Undeploy Art before right before multi explode: Undeploy a tight group of Artillery right before the Multi Missile explodes over them, and you can minimize the damage a lot, if your timing is good.
Art turn = longer stop: Some units like the Artillery might take a split second longer to stop if they are turning when you tell the Artillery to stop.
Art = 10 shot Titan: It takes one Artillery 10 shots to destroy a Titan. Five Artillery can destroy Titan in two shots, and ten Artillery can destroy Titan in one shot. (Ten+ is very nice to have later in game)
1 Art 7 shot no repair CT: One Artillery can destroy one Component Tower in seven shots unless the enemy repairs.
2 Art 6 shot repair CT: Two Artillery can destroy a Component Tower in six shots even if enemy is fast to repair, and four shots if the enemy does not repair. One Artillery can not destroy a CT, if the enemy keeps repairing it over and over again. (Note: So it is better to send two Artillery than one, if you want to destroy CT. Art does 78hp, CT = 500hp)
3 Art = 3 shot CT: Three Artillery can destroy a Component Tower in three shots, even if the enemy repairs fast. (3-4 Arts or 7 is best vs CT)
4Art = 2 shot CT: Four Artillery can destroy a Component Tower in two shots. (The enemy might not have time to send Engineer in)
7 Art = 1 shot CT: Seven Artillery can destroy CT in one shot. Consider grouping Artillery into groups of seven to take out enemy Component Towers, if they have a lot. (Note: RPG, Sam, Vulcan Cannon, empty Component Tower) is the order to target if you want to take the most money from enemy, unless you have specific follow up attacks that require you to take out certain Component Tower upgrades.
1 Art harass tib Titan guards: If the enemy is guarding your Tiberium field with a few Titans, you can harass them with one Artillery until they leave the area.
Deployed Art shoots plane on helipad: A deployed Artillery will automatically shoot at a plane that has landed on a Helipad. (Note: It is nice if you can hide your Artillery in fog of war and deploy near enemy base when the plane spawns or lands on Helipad.)
Escape Art perp to base: If your Artillery is being chased by enemy soldiers, you can escape along the edge of your base. If you escape to your base, the enemy will chase you into your base. If you escape along the edges, the enemy will chase you away from your base. You can always deploy Artillery when the enemy stops chasing and starts heading toward your base if he stops chasing.
DEVIL TONGUE:
DT ROT = Tick: The Devil Tongue has a Rate of Turn (ROT) that is the same as the Tick Tank. Average.
1 Ban + 1 DT = bad: One Banshee and one Devil Tongue is not sufficient for destroying Tiberium Refinery, Two or more Devil Tongues is preferred.
1 DT should kill 3RI or 7 inf: One Devil Tongue should kill at least three Rocket Infantry or seven Light Infantry. You theoretically won the economic money exchange.
2 Harpy + 1DT is weak vs Ref: Two Harpies and one Devil Tongue does not adequately destroy a Tiberium Refinery fast enough, two or more Devil Tongues is preferred.
DT distinct sound: The Devil Tongue makes a very distinct sound when it fires. This is easily distinguished by the enemy hearing it.
1 DT constant on GDI inf: Nod should almost always have at least one Devil Tongue to constantly harass GDI's Light Infantry fodder so that your Artillery can focus on destroying Titans and not waste ammo on the Light Infantry fodder.
Surface DT inbetween buildings: You can surface in between buildings to quickly switch to firing on another building if the enemy sells the first building you initially attacked. (Go for ref first, more likely to sell it faster than CY or Warf)
2 DT = 3 Helipad: Two Devil Tongues might be better early investment than three Helipads, if you already have a Tech Center.
Devil Tongue WP: You can setup waypoint loops all over the middle of map so that your Devil Tongue can harass any soldiers that approach your base automatically. Keep an eye on them with bookmarks or ALT view so they don't die to titans or other units. They might stay on surface killing nearby units for a while. Keep WP loop away from enemy base because your DT might attack enemy structures like Lasers for example.
1 DT+ 2 Bans = kill no repair Ref 3 swoop: Two Banshee and one Devil Tongue can kill a Tiberium Refinery that didn't repair in three swoops of the two Banshee. It is better to send 2 DT with 2 Banshee.
2DT + 1 Ban = kill repairing ref 3rd swoop: Two Devil Tongues and one Banshee can destroy a Tiberium Refinery by the third swoop of the one Banshee.
DT shoots through moving inf: Soldiers that are on the move are less likely to return fire to your Devil Tongue.
DT can shoot through a group of running units by shooting on the ground in front of the soldier's walking path with CTRL force fire. This can be a more hands free method of killing more soldiers while you are distracted elsewhere, and all his soldiers keep running through the flames. Aim 2 cells out in front of the DT to maximize flame length.
Inf time walk past CTRL fire: If your Devil Tongue is force firing across a bottle neck, the enemy Light Infantry can time it and run across the flames without being killed. Requires decent timing.
6 DT 1 shot Helipad: Six Devil Tongues can destroy a Helipad in one shot before quickly rediving. You might even be able to destroy it faster than enemy can lift his plane to save it. Make sure the Devil Tongue group surrounds the Helipad, surfacing right next to it. (7 is better, 6 barely kill the Helipad, sometimes the fire damage finished it.) Press “S” when the tight group is directly under the Helipad and they should all surface around the Helipad right next to it.
DT shoot 2 cells out with CTRL: The Devil Tongue can shoot its flame farther if you aim 2 cells away from the Devil tongue and not one cell away. The DT will not hit 3 cells away unless it moves forward.
1DT no kill repair CT: One Devil Tongue can not destroy a repairing Component Tower, send more or attack a different unit or structure with DT.
1 DT kills repair laser/sam: One Devil Tongue can destroy a repairing Laser or Sam, but it might take forever, and the Laser might kill the Devil Tongue. Send more than one DT, or attack different units/structures.
STEALTH TANKS
ST ROT = average: The Stealth Tank Rate of Turn (ROT) is average, the same as a Tick Tank.
Stealth tank noisy: Stealth tank makes the stealth noise when exiting War Factory newly built, and when the Stealth Tank unstealths to fire at enemy.
Stealth Tanks fast: Stealth Tanks are faster than Light Infantry and Titans, you can send them to the middle of the map and run over enemy Light Infantry, hit and run style avoiding the Titans. This makes it easier for your Artillery to only hit Titans and not the enemy's Light Infantry fodder in front.
Stealth Tank vs Titan: While invisible, pull up to the Titan and face away from it. The Titan and Stealth Tank have the same range. Make sure the Titan is facing away from your Stealth Tank when you fire on the Titan. If you are fast, you might be able to escape before the Titan turret swivels around and shoots your Stealth Tank. It is best to just avoid fighting Titans with Stealth Tanks unless you can catch them by surprise and have more units. Stealth Tank shoots faster than Titan, so you might be able to pull off two shots and run before the Titan can pull off two shots.
1ST + 1RI = pown Titan: Surface the SubAPC and quickly deploy one Rocket Infantry near enemy Titan. The enemy Titan will engage with your Rocket Infantry, now use Stealth Tank to finish the Titan. Your Rocket Infantry should survive, so pick it up with SubAPC again. Combining Stealth Tanks and Rocket Infantry in Subterranean APCs can wear down GDI Titans over time before you even have Temple of Nod.
ST = 30 shots kill Carryall on Tank: The Stealth Tank can destroy a Carryall sitting on a tank in 30 shots, just like the HoverMrls. It is not good at it.
ST hide outer base perimeter and middle: Stealth Tanks are good at hiding along your base perimeter or in the middle of the map away from enemy Sensor Arrays. They can hunt harvs or shoot at incoming planes or vehicles.
3 ST 3 shot VB Obe: Three Stealth Tanks can kill the Veteran Balance Obelisk in three shots. ( Four shots if one Stealth Tank used. Obelisk will “1-shot” Stealth tanks)
Spread out ST-Orca B: One Orca Bomber can destroy multiple Stealth Tanks, so try to keep them spaced out when attacking buildings.
Vetbal ST “Q” perp: Stealth Tanks on Veteran Balance maps can “Q” so you might try “Q”-ing away from Orca Bombers perpindicular to their flight path while destroying a building at same time.
ST first shot slower, but next faster than Hover: Stealth Tank's first shot is slower than HoverMrls, because it needs to unstealth before firing, but next shots are faster than HoverMrls.
ST kills ref faster than Hover: Stealth Tank destroys a Refinery in 15 shots, and 30 shots if the Refinery is repairing fast. The HoverMrls destroyes Ref in 15 shots, but takes 46 shots if the Refinery is repairing because it fires slower than the Stealth Tank.
2 ST destroy ref: Two Stealth Tanks can destroy a Tiberium Refinery that is repairing, but three Stealth Tanks is much better.
ST low health flicker: Stealth Tanks can flicker their stealth on and off if they have low health, making them visible to the enemy.
SUBTERRANEAN APC:
SubAPC ROT = average: The Subterranean APC's Rate of Turn (ROT) is average like a Titan.
Soldiers enter SubAPC: Soldiers enter SubAPC from the left side of colors, and their color is moved right every time a new soldier gets into the SubAPC. The soldiers who got in last, will get out first, the colors on the left side of the SubAPC release first. (LIFO Last In First Out)
Soldiers no noise enter exit APC: Soldiers make no noise when they enter or exit Subterranean APC.
Surface APCs in-between buildings: Surface your multiple Subterranean APC with Rocket Infantry, Cyborg, Light Infantry in between 2 buildings, so if they sell one, you can quickly switch to target the other nearby building. Consider attacking Refinery first, because enemy might quickly sell it. Enemy might take longer to sell War Factory or Construction Yard
Quick deploy: The Subterranean APC can quickly deploy one unit and dive so that only one of the five units inside the vehicle exits before it dives again. This can be useful for leaving 1-2 Rocket Infantry near Titans. Also great for early scouting, releasing one Light Infantry at a time in different areas of map past walls, cliffs, etc...
Surface hide under Carryall on vehicle: You can surface your Subterranean APC with 3 Engineers under a Carryall sitting on a vehicle, this can be yours, your ally's or your enemy's Carryall. If the Carryall is sitting next to a building, surface under it and deploy Engineers into the building.
Surround SubAPC = no deploy: If you surround the Subterranean APC with soldiers, tanks, or planes, it might not be able to deploy the units inside. Always spread out your group of Subterranean APC so that all your men exit all your APCs and don't get blocked by each other.
HARPY
Each Harpy bullet has multiple shots: Each bullet has the following shots in it: ( 4. 4. 6. 4. 6)
Harpy Alt crash good/easy: The Harpy is the easiest plane to ALT crash over a building. Consider always doing it. Alt Crash by a Harpy can damage a Construction Yard faster than the Harpy's bullets can. Especially if you have a lot of them, and enemy has a lot of Sams. (Note: Harpy is cheaper and can be built earlier than the other great ALT crasher, the Orca Bomber. This gives Nod early ALT crash advantage over GDI) (Note: You can ALT crash multiple Harpy, try to figure out which ones are being shot by Sams the most, and shoot the CY with your other Harpy until they run out of health or ammo, then ALT crash them too.
1 Harpy kill no repair Laser: One Harpy can destroy a Laser if enemy does not repair. Enemy repairing fast can save the Laser.
2 Harpy vs 2 Laser: Two Harpy will not destroy the second Laser if the first one repaired fast.
3 Harpy kill 3 repair Laser: Three Harpies can destroy three Lasers even if the enemy repairs them fast.
Harpy vs turbines: Harpy does decent damage to GDI Power Plants, but you should go for the Power Plants that already have two turbines so they can't heal it. (2-3 Harpies might fail to destroy GDI PP if they put two turbines on it, and maybe even send Engineer in.)
1 Harpy kill no repair PP: One Harpy can destroy a Power Plant, if it does not repair. If the enemy repairs it fast, he can save the Power Plant.
2 Harpy kill repair PP: Two Harpy will destroy a Power Plant even if enemy repairs fast. They should have about one bullet of ammo left over afterwards.
3 Harpy kill repair 2 PP: Three Harpy can destroy two Power Plants even if the enemy repairs them fast. They should have about one bullet of ammo afterwards.(Three Harpies is nice to have, it can destroy Harvester, two Power Plants, etc...)
1 Harpy kill no repair 1 Nod Sam: One Harpy can destroy a Nod Sam if the enemy does not repair it before having to go home. The Sam might shoot down the Harpy before it can, but if it is powered down, its nice to know you can destroy it with one Harpy. Harpy will have one bullet left. (Fast repair can save the Sam, Engineer heal can save it too, watch out for other anti air defense)
2 Harpy per Nod Sam: Best to send two or more Harpy to destroy each Nod Sam, GDI sam have light armor and are harder to kill by Harpy. Two Harpy can destroy one Sam, but two Sams might destroy both Harpies especially if enemy repairs or uses Engineer.
3Harpy kill 3 Nod sam if no repair: Three Harpy can destroy three enemy Nod Sams if the enemy does not repair. Fast repair and Engineer can save it. Three Sams might shoot down several if not all Harpy. Three Harpy will not destroy the third Sam if the other two were repairing fast while being destroyed.
Tight group Harpy no lose ammo: Make sure your Harpy groups are tight so you can kill soldiers or other units without losing ammo. If some of your Harpy are late to the party, the other Harpy might waste ammo shooting too many times.
Harpy swing out less than OrcaF when turn: The Harpy can turn around slightly faster than Orca Fighters, which tend to swing out more in a circular path before turning around and going in the opposite direction.
Send empty Harpy fodder: Since it takes so long to reload Harpy, you can use old Harpy with no ammo as fodder for your next newly built Harpies and alt crash it while the other full ammo harpies shoot the building.
Harpy hurts nearby units: When you attack with your Harpy, it can damage nearby soldiers slightly. Make sure to counter this by scattering soldiers when Harpy comes.
1 Harpy own 8 Inf: One Harpy can usually destroy eight Light Infantry before needing to reload on a Helipad, but sometimes only seven.
1 Harpy owns GS: One Harpy can destroy a Ghost Stalker before it needs to reload on Helipad. Putting the Ghost Stalker on the Tiberium to heal it during the attack probably will not save the Ghost Stalker.(But it does waste more Harpy ammo than Orca Fighter) It is better to send 2 Harpy or 2 Orca Fighter to kill a Ghost Stalker in enemy base with 1-2 Sams.
Harpy almost 2 shot Inf: If the Light Infantry is slightly damaged, the Harpy might be able to kill it in two shots, consider hunting Light Infantry that recently ran over Tiberium and was slightly damaged.
Sent away Harpy loses bullet: The Harpy might lose ammo if you send it away during an attack. It is best to always kill the soldier that the Harpy is shooting before naturally leaving, than to interrupt Harpy mid attack and send it home. It might lose a bullet of ammo.
Harpy 3 shot inf: One Harpy can destroy a Light Infantry in three shots.
Harpy 4 shot Disc: One Harpy can destroy a Disc Thrower in four shots.
Harpy 2 shot RI: One Harpy can destroy a Rocket Infantry in two shots.
Harpy 2 shot Engi: One Harpy can destroy a Engineer in two shots.
Harpy 3 shot Medic: One Harpy can destroy a Medic in three shots.
Prestaged Harpy Alt: Harpy Alt crash is very easy and effective. Consider staging a Harpy near the enemy to ALT crash in combination with other attacks like Banshee or Multi Missile, etc...
1 Sam kills 2 Harpy: One Sam can kill a Harpy before two of the Harpies can kill the Sam. If the enemy repairs Sam fast, the Sam can kill both harpies winning the 1v2 battle.
Harpy 3 bullets left 1 sam kills: The Harpy has 3 bullets of ammo left when one enemy Sam destroys the Harpy.
Harpy no noise: The Harpy makes no noise when it takes off or lands. It is a good early scouting and rushing vehicle for this reason. Three Harpy can destroy Harvester early.
3 Harpy = 2.5 Titan: Three Harpies will destroy two Titans and damage a third Titan half way before needing to reload on Helipads.
1 Harpy + 1 Cycle = 1shot from Cycle: Wear down a Titan with a Harpy, and one Attack Cycle can finish the Titan with one shot. If you send both units at same time, the Titan will be destroyed after around 7 shots from the Attack Cycle while Harpy helping.
1 Harpy + 1 Cycle = 20 cycle shots own: One Harpy and one Attack Cycle can destroy a Harvester in about 20 shots from the Attack Cycle, while the Harpy helps.
Run from Harpy to sams: Run units away from the Harpy in a straight line on the best terrain possible, pavement being best for wheeled vehicles. Run toward your base in a straight line into your Sams so that your Sams shoot the Harpy.
1 Harpy owns GS: One Harpy can kill the Ghost Stalker easily with two bullets of ammo left.
1 Harpy owns 4 bikes: One Harpy can destroy four Attack Cycles with no ammo left, using 5 shots per Attack Cycle.
Harpy return = lose ammo: Try not to interupt the Harpy mid firing, because it can make the Harpy lose shots. It can turn 24 shots into only 20 shots sometimes, and only 12 shots if you fly the Harpy away immediately every time it shoots.
2 harpy kill no repair emp: Two Harpy can destroy an EMP Cannon, if the enemy is too slow to repair it.
4 harpy kill repair emp: It takes four Harpy to destroy an EMP Cannon, no matter how fast enemy repairs it. (Note: The Harpies have 1 bullet left after this attack possibly) Three Harpy and one Attack Cycle might be cheaper.
1 Harpy owns 8 inf: One Harpy can destroy eight Light Infantry before needing to reload on Helipad.
1 Harpy owns 12 RI: One Harpy can destroy twelve Rocket Infantry before needing to reload. The Harpy will probably be destroyed by that many Rocket Infantry, approach them carefully. Harpy must kill 4 Rocket Infantry to make the money exchange $1000 each, if you lose the Harpy.
1 Harpy owns 6 disc: One Harpy can destroy a Disc Thrower in four shots and can kill six Disc Throwers before needing to reload on Helipad. (Always target Disc Throwers first due to their explosive damage they deliver to nearby enemy units when they die)
3 Harpy kill harv: Three Harpy can destroy full health Harvester.
Crushing tanks = free: Harpy uses ammo to kill soldiers, but vehicles driving over them and crushing them is free and uses no ammo. Always consider driving over soldiers instead of wasting Harpy ammo that you could be using on other targets.
1 Medic heals soldier faster than 1 Harpy kill: One Medic can heal one Light Infantry faster than one Harpy can kill that same Light Infantry. ( This applies to ANY soldier, not just Light Infantry)
2 Harpy = Medic no save Inf/ Engi/RI: Two Harpy will destroy a Light Infantry, Engineer or Rocket Infantry, one Medic will not save those units.
2 Harpy = Medic save Disc/Medic/JJ: One Medic can save a Disc Thrower, Medic, Jump Jet Infantry from two Harpies.
1 Medic save JJ from 2 Harpy: One Medic can save a Jump Jet Infantry from two Harpies, but not three Harpies. (Note: It does take a while for three Orca Fighters to kill one JJ with a Medic healing it, so you do waste Orca Fighter ammo)
Harpy = kills Art: One Harpy will destroy an Artillery with 2 bullets ( 10 shots) left after the Artillery is destroyed. (Note: Two Harpy might be able to destroy three Artillery)
MRV saves Art from 1 Harpy: A Mobile Repair Vehicle can save an Artillery from one Harpy.
MRV saves any vehicle from 1 harpy: One Mobile Repair Vehicle can save any vehicle from one Harpy, including the weak wood armored Attack Cycle, and HoverMrls.
2 MRV save MRV from 2 harpy: Two Mobile Repair Vehicles can save another third Mobile Repair Vehicle from two Harpies.
Harpy 7 new vs reload time: The Harpy takes the longest of all four types of planes that can reload. You can actually build seven new Harpies before an empty Harpy can reload! You might want to consider saving money on Helipads, when using Harpies, since you can build seven more new fully loaded Harpies in the time it takes to reload an empty Harpy. Just know it will take forever to reload seven Harpy on one Helipad. (good for a early rush, then weak tactic)
Harpy vs Sam over PP: The Harpy should be used to destroy Nod Sam over the Power Plant because the nod Sam is more expensive. If there aren't too many Sams. If you can get the enemy to low power, it might be better to attack the Power Plant or Advanced Power Plant. ( It depends on the game)
3 Harpy per Nod Sam: You can send three Harpy to each Nod Sam to destroy many Sams at one time. The Sam might kill one of your Harpies, try to save the low health Harpy and retreat. The Nod Sam might get 1-2 shots off after this before the other two Harpies destroy it, if the enemy is fast at repairing.
No Harpy 1 shots: Two Harpy can destroy a Rocket Infantry in one shot, but they might lose a shot by returning home after that Rocket Infantry dies. The Harpy might only have 22 shots left, when he should have 23. Both Harpies lose 1 shot if you try to “1-shot” units. It is better to use one Harpy to destroy a Rocket Infantry. If there are two Rocket Infantry, use both Harpies at same time and make each Harpy destroy a different Rocket Infantry.
4 Harpy = 1 shot Disc: Four Harpy will destroy a Disc Thrower in one shot, but Harpy might lose a shot when they return home.
2 Harpy = 2 shot Disc: Two Harpy can destroy a Disc Thrower in two shots. This is the best way to attack Disc Throwers because the Harpies don't lose ammo. (2,4,6,8) Consider making two Harpy as Nod vs GDI.
BANSHEE
Banshee ROT = widest: The Banshee has a huge turning radius when it turns around to go in the opposite direction. Consider not turning around over the enemy base, but fly directly over it. The more time you spend swinging around, is more time Banshee might be hit by enemy Sams.
Banshee has most health: Banshee has most health of any plane, at 280 hp, which is 20 more hp than the Orca Bomber.
Force fire Ban fog scout save ammo: You can force fire the Banshee into the edge of the fog of war, and at the last second, before the Banshee fires, send it elsewhere. The Banshee will enter far into the fog of war like as if it was shooting into the edge of the fog of war, but if your timing is good, you save the ammo and can do this multiple times and scout maps quickly. Works well on visceroid maps.
Banshee sound like Carryall: The Banshee and the Carryall have the same take off and landing sounds.
Ban new 1.25 vs reload times: You can build 1.25 new Banshee in the time it takes you to reload another Banshee.
Ban avoids 1 sam, not 2: The Banshee can avoid one enemy Sam while attacking enemy base, but two enemy Sams will probably destroy the Banshee.
1 Banshee owns MRV =3 shots: One Banshee can destroy a Mobile Repair Vehicle in three shots before needing to reload on the Helipad.
1 Banshee 2shot SubAPC: One Banshee can destroy a Subterranean APC in two shots. Two Banshee can destroy it in one swoop,
8 Ban = 1 shot Engi: Eight shots from Banshee will kill an Engineer. 8 Bans one swoop, 4 Bans 4 swoop, 3 bans 3 swoops. (Note: you need 8 Banshee to kill Engineer in one swoop before it steals building, and if enemy sent 4 Engineer in SubAPC they can still steal building.)
Half health Engi 4 bans: Four Banshee or less might be able to kill a half health Engineer, always look for a low health Engineer. You might be able to injure them early with Light Infantry or other early rush.
Ban vs Cyb = 7 shots: It takes seven Banshee shots to destroy a Cyborg. Seven Banshee can destroy a Cyborg in one shot. The Tiberium will not save a Cyborg from seven Banshees destroying it in one shot. The Tiberium is more useful if 1-2 Banshee are attacking it.
6-7 BANS ctrl fire switch to landing Carryall: Six to seven Banshee can Ctrl fire one cell in front of the enemy Mammoth MK2. Then, when the enemy Carryall lands on the Mammoth MK2, quickly switch to firing your Banshees onto the Carryall. If your timing is accurate, your banshee will switch to shooting the Carryall on the enemy Mammoth MK2 and can destroy both of them in the process.
Enemy 10 Bans = 1barHp + Engi: If you see that the enemy has 10 or more Banshee, you should have 1 bar of HP shot off of your Tiberium Refineries, War Factory, and Construction Yard with multiple Engineers nearby to potentially heal them. Consider building a Stealth Generator, Firestorm Generator + Firestorm Wall Sections, Sams, and/or a spare MCV or War Factory too.
Hard to dodge many ban: It can be harder to dodge a group of Banshee with vehicles. Dodging one Banshee is much easier.
5 Bans kill MK: Five Banshee can destroy MK2, so attack it first, and try the Banshee Ctrl Switch attack if the Carryall tries to land on the Mk2 at any time. (5 Banshee cost: $7500 Mammoth MK2 + Carryall cost $4950 for the first ones, including cost of tech center and service depot)
2 Ban kill no repair EMP: Two Banshee can destroy an EMP Cannon if the enemy does not repair it fast enough.
3 Ban kill repair EMP: Three Banshee can destroy EMP Cannon, no matter how fast enemy repairs it.
4 Bans kill Harv: Four Banshee can destroy a full health Harvester.
Banshee losses vs Ref Money: If you are attacking Tiberium Refineries with Banshee, you can afford to lose a different amount of Banshee, depending on if the Ref is empty, full of green tib $2000, or full of blue tib$3200. (Note: In those 3 scenarios, you can afford to lose 1.3, 2.6, and 3.4 Banshee and you still win the money exchange if you destroyed Ref and enemy did not sell.)
5 Bans 1 shot stop diz 1 shot: If you are fast with your five Banshee, they can destroy a Disrupter before that Disrupter destroys your Tiberium Refinery or War Factory in one shot with its “1-shot” tactic.
Bans for Titan or building: It is tempting to use Banshees to destroy enemy vehicles like Titans, but if at all possible, save Banshee for enemy Buildings like the Construction Yard, War Factory, or Tiberium Refinery. Use other units and base defenses to destroy Titan, if possible. (Only use if its emergency)
Banshee faster = big map: Banshee is faster than Orca Bomber and has speed advantage which is even more useful on larger maps with a lot of distance to cover.
7-9 ban shots kill CT: Nine Banshee shots can destroy a Component Tower, even if the enemy repairs it fast. It only takes seven Banshee shots if the enemy does not repair.
Timing the Ban Sell: If you are going to sell a Tiberium Refinery, after the enemy Banshee already blew up one, and are turning around in the air to shoot the next Tiberium Refinery, wait until the banshee are almost finishing their turn and release the sell hotkey. (That was just an example, perfect sell time might vary, it takes practice to learn when to sell your building, and the enemy can fake you out by attacking different building than you thought, making you sell the wrong one.)
South Bans might misclick engi save: If you approach an enemy building from the south direction, your Banshee can actually cover the Construction Yard when the enemy is trying to heal it with Engineer. This might make the enemy click on your Banshee instead of sending Engineer to heal building. (Banshee attack from north, east, or west, does not work as well when doing this trick)
Ban = 4 shot DT: Four Banshee can destroy Devil Tongue in one shot possibly before it can dive away. (Two bans = 2 shots)
Banshee vs Ref: full blue = $3200 full green = 2000. Plus the lost Refinery $2000, plus any lost Harvesters dumping or maybe even in que around the Refinery = $1400 each. $500 for possible lost Engineer trying to save Refinery. There is a reason why full Tiberium Refineries are probably the best target for 9-10 Banshee. You can afford to lose several $1500 Banshee if you are inflicting that much economic damage. You might be able to afford to lose 3-4 Banshee depending on if you blew up the refinery and harvesters.
MUTANT HIJACKER:
Hijacker stops diz 1-shot: If you steal a Disrupter with Mutant Hijacker, the Disrupter beam will immediately stop shooting. If you steal it fast enough, the Disrupter will not have enough time to destroy the Tiberium Refinery in one shot with its “1-shot” tactic.
MH lose health stolen boom: Sometimes the Mutant Hijacker will lose health points when the vehicle he stole is destroyed. Be prepared to run toward a Tiberium patch to heal him.
SubAPC vs MH speed: The Subterranean APC is slightly faster than the Mutant Hijacker, but on small maps like GSO, it might be faster (and cheaper) to run the Mutant Hijacker across the screen. On larger maps with a lot of terrain features like Forest Fires, it would definitely be faster to ride across the map in a SubAPC.
MH = no steal sound: The Mutant Hijacker quietly steals vehicles he makes no sound and there is no audible warning when your vehicles are stolen by the MH.
MH subless = less noisy surfacing: A Subterranean APC is noisy when it surfaces with a Mutant Hijacker inside. It is much quieter to hide the Mutant Hijacker behind buildings, under trees, near cliffs or bridges, etc... There will be no sound warning before you steal enemy's vehicle that drives by.
MH steal stack plane: The Mutant Hijacker will only be able to steal one of the Stacked planes, not the others. Stacking planes can be a way to interfere with their targeting if they not expecting it.
Cant hijack Carryall in CY: If you deployed MCV right as Carryall was landing to pick it up, the Carryall can hide inside the newly built Construction Yard. This hidden Carryall in the CY is protected from being stolen by enemy Mutant Hijacker.
Stack plane on MCV slows steal: Stacking a plane on a MCV might give you a little more time to destroy an enemy Mutant Hijacker before the enemy can target your MCV underneath your plane. This might not work against pro players, but occasionally may be useful.
Carryall sitting on tank hides MH: Carryall sitting on a vehicle can hide a Mutant Hijacker under it.
Enemy no MCV block helipad MH steal: If the enemy has lost their MCV and can not build more helipads, you can steal an enemy plane sitting on their Helipad and leave it there. This blocks the enemy's other planes from reloading, if they only have one Helipad. The enemy will have to shoot their own Helipad to kill your plane sitting on it. Banshee and Orca B have more health than Harpy and Orca Fighter so they are better to steal for this tactic. (Note: If your plane is shot while on Helipad it might fly and attack, ruining this trick)
Building under Carryall on tank = no steal: You can lure a Mutant Hijacker to steal your Carryall sitting on your Tank and place a building under it to prevent the Mutant Hijacker from stealing your Carryall.
Hijack Ally: You can hijack team mates vehicles and planes.
Stop MH = no deploy: If you stop your Mutant Hijacker right before he steals enemy vehicle, the enemy vehicle will not be able to deploy while you are sitting in the same cell.
MH no steal stack: If you stacked a Mutant Hijacker into the same cell with a vehicle, you will not be able to steal that vehicle until you move to a different area first.
Stolen plane reloads enemy Helipad: If you steal an enemy plane on their Helipad and leave it there, it will still reload for you.
Deploy Tick to kill MH: Deploy Tick Tank or any other deployable vehicle right as the enemy tries to steal it with Mutant Hijacker and it will kill the MH inside. CTRL force fire the Tick Tank toward the bottom right to prevent it from shooting at MH and changing the direction it is facing, facing BR maximizes time for spin dive to kill MH.
MH stolen Titan moves to next one: When you steal a Titan, move it closer to the next Titan with the most health nearby that you want to steal, while attacking a different Titan simultaneously. Repeatedly stealing the next closest highest health Titan can help wear down Titan group faster.
Double Diz = steal 2nd. Try to defend the first Disrupter by destroying it with base defenses, while you simultaneously prepare the MH to steal the second Disrupter. The double disrupter attack can be defended in this way. Be careful using the “E” command, you might accidently pull the MH out of his hiding spot so that the second Disrupter might avoid it.
MH meets Tits mid map: The Mutant Hijacker can be sent when enemy Titans are sent, to meet them in the middle of map. You don't need to waste money on SubAPC. The Mutant Hijacker is almost as fast running and he can avoid 1-2 Orca Bombers by running also. ( more than 1 is difficult to avoid) When you meet Titans in the middle of map, you have more time to shoot his titans as you follow them in the new stolen Titan. More time to damage them before they get to your base.
CYBORG COMMANDO:
CC+ 2Eng SubAPC: Two Engineers in a Subterranean APC with the Cyborg Commando, can be a devastating attack. It only takes 2 shots from a CC to destroy a Tiberium Refinery after two Engineers damage it. (Test the MCV and Warf #)
CC sounds like Banshee but different: The Cyborg Commando shoots one bullet at a time, it sounds similar to the Banshee, but can easily be distinguished. The Banshee swoops three times so there is more delay between shots. This sound can be used by enemy to know which unit is shooting even if they did not see. (CC could use “S” command to sound more like Banshee, but not sure this is very useful during game, never seen this tactic used in game)
CC 3 shot RPG: Cyborg Commando will destroy any component tower in three shots, whether it has, vulcan cannon, rpg, or sam upgrade. CC range longer than Vulcan Cannon, Try to surface SubAPC right next to RPG. RPG won't hit SubAPC or CC when they are right next to it.
MK2 owns Star Commando: Even the Gold Star double veteran status upgraded Cyborg Commando loses a 1v1 battle with the Mammoth Mk2.
CC can 1 shot Carryall: Target Carryall as it is flying and the Cyborg Commando can shoot it right out of the air as it tries to pick up vehicle.
Deployed MCV kills jacker: If the enemy is about to steal your Mobile Construction Vehicle, deploy it before, or as the Hijacker steals it. If you are early, the Jacker can't steal a deployed Construction Yard, if you are late, your deployment will kill the hijacker that stole your MCV. Now the enemy won't be able to fly the MCV out with his Carryall because it deployed.
Jacked Carryall flying to enemy base to forever steal: You can try to destroy the enemy's Helipads and Service Depots to stop them from forever selling your Mammoth MK2 on them. Prestaged units near the enemy base, fast units, or special weapons like Ion, Multi, Chem, might save you from losing Mammoth for the rest of game. Enemy can rebuild Helipad quickly so be ready to take that one out too.
Commando hits nearby: The Cyborg Commando's weapon can injure nearby units that are standing close to other soldiers being shot at by CC. Make sure to “X” scatter soldiers like Rocket Infantry when fighting Cyborg Commando.
Commano kills Engi on way in: The Cyborg Commando can kill an Engineer as it tries to enter a building to heal the building. This mostly happens with smaller buildings. Incredibly annoying when it happens so watch out.
CC 1shot blue tib: The Cyborg Commando sometimes stops CTRL force firing at blue Tiberium after the first shot blows up the blue Tiberium. This might be because of the Veteran Balance patch, not sure. The Titan kept shooting like a normal CTRL fire on the ground.
WEED TRUCK
Weed Truck ROT = average: The Weed Truck Rate of Turn (ROT) is average like a Tick Tank.
Weed Truck Carry return or no: Weed Truck returns to orange weed if less than half full, and returns to Tiberium Waste Facility if more than half full. If you drop it on orange weed, the Weed Truck will fill up on the orange weed.
Weed Truck runs from Carryall: If the Weed Truck is going to go eat orange weed, it might not stop when a Carryall targets it for pickup. Manually stop the Weed Truck with “S” to stop it, if this happens.
Carryall should chase it to the orange weed, but if the Weed Truck is returning to Tiberium Waste facility the Carryall will not pick it up. You will need to use “S” stop command.
Weed Truck Blocks Tib Waste: If you send your Weed Truck to your Tiberium Waste Facility and block it from getting there with walls, then no other Weed Truck will be able to dock and unload in the Tiberium Waste Facility. (Not sure if this works on ally's Tiberium Waste Facility)
UNDERGROUND VEHICLES: SUBTERRANEAN APC & DEVIL TONGUE
Find subs with mouse no sensor: If you know a SubAPC or Devil Tongue is underground you might be able to hover your mouse over the area and highlight it. (not 100% sure about this)
Click on Sub before dive/follow: If you highlight an enemy SubAPC or Devil Tongue before it dives, you can watch where it goes, unless you select another unit or deselect the enemy underground unit.
SubAPC/DT speed dive before Laser shoot twice: The Subterranean APC and Devil Tongue can speed dive before a Laser can shoot at them twice.
Dive Diz enemy kills own warf: The Subterranean APC and the Devil Tongue can surface behind a enemy War Factory and make the enemy Disrupter shoot through their own War Factory. Dive your unit and the beam will not hurt your unit underground, but will continue to damage the War Factory while you are underground. You can do this multiple times if the War Factory was not destroyed, as long as enemy doesn't move Disrupter far from War Factory or any other building.
Spin dive stop offscreen death: Do not press “S” stop command while a underground unit is spinning on the surface getting ready to dive or it might make your unit go off screen and die. You can bring back numbered units from off screen sometimes if you are fast. It might die immediately after going off screen too. This seems to happen often. You can not deploy SubAPC when it is going off the map like this. If you rapidly try to deploy the SubAPC that is travelling offscreen, you might be able to make it go further offscreen before being destroyed.
Surface/Dive sounds: The underground units make noises when they surface or dive which can be heard by the enemy. It can reveal that you have those units. Try to dive multiple vehicles at the same time to limit the noise instead of diving individually. Devil Tongue and Subterranean APC make the same sounds when diving or surfacing.
Place building guess surface redirect: If you can correctly guess where SubAPC or Devil Tongue is going to rise, you can place a building before the unit starts to surface. This might redirect the unit to surface nearby. The enemy might be slightly confused by this, giving you time to destroy the subs before they can react with base defenses like Laser for example.
Spin dive as mutant steal = offmap: If you spin dive your SubAPC or Devil Tongue as the enemy Mutant Hijacker steals it, that unit will go off the map. The enemy can stop the unit from going off the map if they are paying attention.
CC hides behind stack cyb apc: A few stacked Cyborgs on the either APC can hide a Cyborg Commando stacked in the same group.
CC stack avoids emp counter: If you think enemy will stack CC onto their APC to avoid EMP Cannon, just kill the APC. If his APC moves or dies, the stacked CC will no longer be immune to EMP Cannon.
Spin deploy EMP avoid in south: If your Subterranean APC or Devil Tongue is too far north on the map when you avoid EMP Cannon with spin dive, your unit might travel too far off the screen and disappear before the EMP wears off. Make sure to be lower on the map when you try this EMP Spin Dive avoidance tactic.
Underground units lure plane lift EMP smash: You might be able to lure the enemy into raising his planes by driving underground near his Helipads. When you suspect you are getting close enough for the enemy to react and lift his planes, send your EMP Cannon to destroy his planes as they are taking off, and the Helipad below them. (Note: requires good timing, hard to do because you don't really know when enemy will lift planes or if he will lift at all. Best to have other enemy units around too so you can at least freeze them if your plan fails.