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TIBERIAN SUN GUIDE -2026

 

 

NOD UNITS -6

 

 

ROCKET INFANTRY:

 

RI miss Orca B 2nd: The Rocket Infantry can usually hit an Orca Bomber one time as it fies over, but then misses the second shot that fires while the Orca Bomber has already passed overhead. It might get damage with 2nd shot, but usually not.

 

5RI + 1Ban = 7 shot/Ref: Five Rocket Infantry and one Banshee can destroy a Tiberium Refinery in seven shots from the Rocket Infantry, if the enemy repairs quickly. If the enemy does not repair quickly, it only takes 5 shots from the Rocket Infantry.

 

Cyb Titan lure +SubAPC 5RI: You might be able to lure enemy Titans toward your group of Cyborgs. Surface your Subterranean APC to destroy Titans. The Titans won't be able to squish Rocket Infantry standing next to Cyborgs.

 

RI clears Tib: Rocket Infantry can destroy Tiberium on ground. Useful in Visceroid maps when you need to build something like walls. Or stop visc from healing on the tib left over when you killed other visc.

 

 

CYBORG

 

Cyb no unstealth tib heal: The Cyborg does not unstealth to heal on Tiberium.

 

Cyb + Inf mass = edge tib: Keep your Light Infantry next to Tiberium field so that your Cyborgs can stand at edge of Tiberium healing and still hit enemy Light Infantry trying to shoot your Light Infantry. You can lure this by attacking Ref from tib if its close enough.

 

ATTACK BUGGY

 

2 Buggy + 2 Art = 3 shot repair PP: Two Attack Buggy and Two Artillery can destroy a Power Plant that was repaired quickly in three shots. (Note: If you only use two Artillery it takes six shots, twice as long to complete attack)

 

2 Buggy + 2 Art = 3shot repair Helipad: Two Attack Buggies and two Artillery can destroy a Helipad in three shots. The Buggies drive in fast and take heat from enemy Artillery, while you setup Artillery behind them.

 

2 Buggy + 1 Art = 4 shot repair Helipad: Two Attack Buggies and one Artillery can destroy a Helipad in four shots, even if the Helipad repaired very quickly.

 

2 Buggy + 1Art = 6 shot repair Barrack: Two Attack Buggy and one Artillery can destroy a Barracks or Hand of Nod in six shots. (Better to go for PP or Helipad.)

 

3 Buggy + 2 Art: Three Attack Buggy and two Artillery is good combo. Two Buggy is good, but you might lose one Buggy. The third buggy is a spare.

 

3 Buggy + 1 Art = 4 shot repair Barrack: Three Attack Buggy and one Artillery can destory a Barracks or Hand of Nod in four shots, even if they repair it fast.

 

3 Buggy + 1 Art = 3 shot repair Helipad: Three Attack Buggy and one Artillery can destroy a Helipad in three shots, even if it is repaired quickly.

 

3 Buggy + 1 At =4 shot repair PP: Three Attack Buggy and one Artillery can destroy a Power Plant in four shots, even if it is quickly repaired.

 

5 Buggy = 1 shot Disc: Four Attack Buggies should be able to kill a Disc Thrower in one shot but can not for some reason. It actually takes five Attack Buggies to destroy a Disc Thrower in one shot.

 

 

ATTACK CYCLE
 

Cycle speed through Art Miss: Attack Cycles can speed through a base not stopping and take all Artillery fire while you surface Subs in enemy base. Try to conplete your attack and escape before the Attack Cycles completely cross the enemy base.

 

1 Cycle + 5 RI = 7 shot Ref: One Attack Cycle, and five Rocket Infantry can destroy a Tiberium Refinery in roughly seven shots from the Rocket Infantry. Try to escape with Rocket Infantry and deliver final blow with Attack Cycle if possible. (2 or more Attack Cycles is nice) Attack Cycles can outrun Artillery on flat ground and especially on Pavement, so you can lure fire away from Subterranean APC. Or, you can send empty SubAPC to take hits from Attack Cycles.

 

4 Cycle = 7 shot repair Ref: Four Attack Cycles can destroy a Tiberium Refinery in seven shots, even if the enemy quickly repaired it.

 

2 Cycle + 5RI = 6 shot repair Ref: Two Attack Cycles and five Rocket Infantry can destroy a Tiberium Refinery in six shots, even if the enemy repairs it quickly.

 

3 Cycle + 5RI = 4-shot repair Ref: Three Attack Cycles and five Rocket Infantry can destroy a Tiberium Refinery in four shots, even if the enemy quickly repairs it. This is a nice combination of units to attack with.

 

4 Cycle =7 shot harv: Four Attack Cycles can destroy a Harvester in seven shots.

 

5 Cycle =6shot harv: Five Attack Cycles can destroy a Harvester in six shots.

 

6 Cycle =5shot harv: Six Attack Cycles can destroy Tiberium Refinery in five shots.

 

7 Cycle = 4 shot harv: Seven Attack Cycles is the preferred number to send vs Harvesters if the enemy has little to no defense because they can destroy a Harvester in four shots. (8 Cycles is 4 shots too)

 

Early bikes vs GDI: The Orca Bomber smashes Attack Cycles, try using them early vs GDI before he can make multiple Orca Bombers.

 

Cycle > Art for MCV, Warf, Ref: The Attack Cycle and Artillery do the same amount of damage vs heavy armor buildings like the Tibeirum Refinery, Construction Yard, and War Factory, but the Attack Cycle shoots faster than the Artillery, so it might be better to use Cycles rather than Arts. (Depends on the enemy's defenses.)

 

3+ Cycle =1 Art: It is best to send three Attack Cycles to destroy one Artillery, maybe even more if the terrain is terrible. The Artillery might destroy some.

 

5RI SubAPC takes heat from cycles: Surface your Subterranean APC with five Rocket Infantry in between two enemy artillery so you might kill both if the Artillery are close enough together. Then while all enemy Artillery waste ammo on your SubterraneanAPC, bring in your Attack Cycles to finish off other Artillery. Works best vs 4 or less Artillery. When enemy has a lot of Artillery it gets harder to pull this attack off.

 

5 Cycle stop CC ref boom: Five Attack Cycles might be able to stop a Cyborg Commando from destroying a Tiberium Refinery that is not repairing, four will probably not stop CC. (You don't really need to repair Ref if 5 Cycles, unless you want to be safe.)

 

WP large angle octagon: If you have flat terrain, dirt road, or pavement, try setting up a 14 point waypoint loop in a circle around enemy base. The waypoints should have very large angles so the Attack Cycle does not have to turn that much. This can make your Attack Cycles waste enemy Orca Bomber ammo if they are using CTRL +ALT WP loop Orca B defense. Wide angles are important because the Orca B might smash Attack Cycles as they turn. (Might work with Buggies too, but Cycles are faster.)

 

2 Cycle can beat Titan: Two Attack Cycles can beat a Titan but three is safer. It is hard for Attack Cycles to hit Titans that are moving away from them. It is best to attack stationary Titans from behind. Three Attack Cycles recommended to kill one Titan. You can always drive back to base fast and repair with MRV or stage MRV near enemy. Might just be better to avoid Titan with Attack Cycle.Lure Titan over ice. Lure Titan over bridge and blow it. Use pavement to quickly sneak up behind Titan and run away guerrilla style. Keep tight group of Attack Cycles if its just Titan vs Cycles and hit the Titans on the outer edge of group. Lure Titan into your Laser or Obelisk, or other base defenses. Level up the veteran status of Cycles first. Try to find crates.

 

4 Titan 1 shot Cycle: Consider staying away from groups of Titans of four or more because they can destroy an Attack Cycle in one shot. Would need 8-10 or more Attack Cycles possibly. You will need more reinforcements of different units, a good mix.

 

Cycle = 4,5,6,7,9 vs Harv: One Attack Cycle can destroy a Harvester in 27 shots. (2,13), (3,9), (4,7), (5,6), (6, 5), (7,4),(8,4),(9,3) So it is best to use 4 or 5 or 6 or 7 or 9 Attack Cycles vs Harvesters.

 

 

 

TICK TANK

 

10 Tick = 1 shot Gate: Ten Tick Tanks can destroy a Gate in one shot.

 

Deploy Repair Tick MRV: If you are healing Tick Tanks with the Mobile Repair Vehicle you might as well deploy them for stronger armor.

 

Tick shoot through your building/not enemy: Your Tick Tanks can shoot through your own buildings, but the enemy's Tick Tanks will not shoot through your buildings. Preposition Tick Tanks in between your buildings in a Tick vs Tick war.

 

Place building block Tick: The Tick Tank will shoot through your buildings, but not the enemy's buildings. Use this to your advantage by placing buildings with a lot of health points in between your tanks and your enemy's Tick Tanks to block their shots. Engineers heal MCV helps.

 

Dont use Tick if enemy building blocks: Consider not attacking enemy units with your Tick Tanks if the enemy defensive forces are surrounded by enemy buildings protecting them from your Tick Tanks line of sight. Do not engage. Go for building destruction if possible.

 

6 Tick stop CC Ref boom: Four or Five Tick Tanks might not stop a Cyborg Commando from destroying your Tiberium Refinery on Veteran Balance maps. (Not sure about normal maps) Six is usually enough. Make sure you have other defenses if you only have 4-5 Ticks to defend CC. 5 Ticks might be able to stop CC if they shoot it before the CC starts to fire on Refinery.

 

 

CC = 3 Tick 2RI is $100 less: Three Tick Tanks and two Rocket Infantry are $100 less than a Cyborg Commando, and you don't need a Temple of Nod or Tech Center, so thats even more Tick Tanks and Rocket Infantry.

 

 

MOBILE REPAIR VEHICLE

 

MRV heal once speed by: The Mobile Repair Vehicle can repair units as they drive past it at least once before they drive by. Even the speedy Attack Cycle can be healed once before it drives past the front of the MRV. Always consider drive-by healing.

 

MRV heal = unstealth: Vehicles or planes that are being healed by the Mobile Repair Vehicle will unstealth while being healed. So the enemy can see it. Be wary of missiles incoming. (Don't play Tiberian Sun without sound)

 

MRV = MCV >CY: Consider not deploying Mobile Construction Vehicle if you have a Mobile Repair Vehicle. It heals the MCV for free. Repairing a Construction Yard costs money.

 

MRV heals Harv dumping: The Mobile Repair Vehicle can heal a Harvester as it is dumping Tiberium into the Tiberium Refinery.

 

MRV follows: The Mobile Repair Vehicle may follow a vehicle that moved by it even if it healed the vehicle to full health, if the timing is close.

 

 

ARTILLERY

 

Deployed all attack = some won't: If you have a group of deployed Arts and tell them all to destroy the same thing, only the Artillery in range of that object will listen, and other Artillery out of range will still shoot at other stuff. This makes “E” or “T”, or group numbering Artillery useful, might ass well quickly send Everyone to attack.

 

6 Art maybe kill Ghost: Six Artillery might be able to kill Ghost Stalker before he destroys building with C4, number your GS and land APC right next to building with Carryall. You might be able to still C4 building even with 6 Artillery, maybe.

 

7 Arts = 1 shot Ghost: Seven Artillery can destroy a Ghost Stalker in one shot. Six Artillery might not kill a Ghost Stalker that has Medic(s). (Note: Don't stagger shots, shoot all Artillery at same time if possible) Make sure to immediately manually target the Ghost Stalker when the Carryall lands his Amphibious APC next to your building, you might be able to kill him in one shot before he steals a building if you are fast, maybe not.

 

Double Cliff = longer range Art: Some maps have double cliffs that are very high off the ground. These taller double cliffs allow the Artillery to shoot even further than a normal size cliff. The double cliff Artillery is very pro. Nod loves taking the high ground. (GDI likes high ground too)

 

Deploy heal MRV: If you are healing Artillery with MRV, you might as well have them deployed so they can fire at same time.

 

Artillery dirt run MH: The Artillery can outrun a Mutant Hijacker on a dirt road or concrete.

Artillery slightly faster inf flat ground: Artillery are slightly faster than Light Infantry on flat ground and can drive away from them. (Much faster on dirt road or pavement.

 

Art distraction for sub & evade: The Artillery can be used as diversion to lure enemy defensive units away from their base. Send your Subterranean APC into their base once the enemy leaves to kill your Artillery. Retreat the Artillery home it is faster than soldiers or Titans, and can evade Orca Bomber on flat or paved terrain at 180 degrees the bombers flight path.

 

3 art = 1-shot Harpy/OrcaF: Three Artillery can destroy a Harpy or Orca Fighter sitting on top of a Helipad or sitting on the ground in one shot.

 

4 art = 1-shot Ban/OrcaB: Four Artillery can destroy a Banshee or an Orca Bomber in one shot. It works if those planes are on the ground or on a Helipad.

 

Arts auto hit plane land Helipad: Artillery and other units will automatically shoot at a enemy plane when it lands on a enemy Helipad or the ground. You can place Artillery strategically near enemy Helipad in advance.

 

2 Arts + SubAPC+5RI =7 shot Ref cheap: Two Artillery, A Subterranean APC and five Rocket Infantry cost $4000. (Four Attack Cycles cost $4200) Try to surface the Subterranean APC in between two valuable buildings, like the Construction Yard and War Factory. They can destroy a Tiberium Refinery in seven shots from the five Rocket Infantry. Five Rocket Infantry normally destroy a Tiberium Refinery in 10 shots, if enemy quickly repairing. Try to escape with Rocket Infantry and let the two Artillery deliver the final blows.

 

3 Art + 2 Bans = repair Ref Boom: Three Artillery and Two Banshee are preferred to destroy a Tiberium Refinery even if the enemy repairs it super fast. No distraction needed.

 

2 Art + 2Ban no kill repair Ref: Two Artillery and two Banshee won't destroy a fast repairing enemy Tiberium Refinery, Try to distract him first.

 

3Bans + 1 Art no kill repair Ref: Three Banshee and one Artillery will not destroy a quickly repairing enemy building, try to distract him before you try.

 

1 Art + SubAPC +5RI: Not as good as sending Sub with 2 Arts. It takes a while for one Artillery to finish destroying a repairing building, while soldiers escape.

 

Arts + 5RI hit helipad or barrack: The Helipad and the Barrack (or Hand of Nod) have low health and can be targeted by your Artillery. The Artillery will deal decent damage to the wooden armor. Remember Helipads have less health than Barracks /Hand of Nod. By attacking those buildings, you are likely to stop units from being built that can kill your five Rocket Infanty. (You can really slow their men down destroying a Barracks or Hand of Nod, this might be preferrable to destroying Helipad. Nod Helipad = cheaper Harpy, GDI more expensive Bomber. But soldiers are cheap so they can be made fast. It depends on situation.

 

1 Art per Helipad: You can send one Artillery to attack each Helipad that the enemy has, and they won't be able to land planes to repair until they attack your Artillery. It is annoying attack when you spread out the Artillery far from one another.

 

1 Art + 1 Buggy = 6 shot PP: One Artillery and one Attack Buggy can destroy a Power Plant in six shots. That is cheaper than two Artillery, which also take 6 shots, but your Attack Buggy might die. Two Artillery might be better.

 

2 Art = 1 shot JJ: Two Artillery can destroy a Jump Jet Infantry in one shot. This is likely to kill a Jump Jet Infantry that lands in or near your base before it can lift off and fly away. One Artillery likely will not destroy a JJ before it takes off, after landing in or near your base. Two Arts is preferred vs JJ.

 

Art no rush Art without fodder: If you plan on rushing your Artillery at a group of enemy Artillery that are already deployed, make sure you send Light Infantry fodder in front. (Note: Opponent can manually target your Artillery with theirs, so it is not really ever a good idea to rush Artillery with your own Artillery. There may be exceptions to this rule with combinations of units)

 

Art in range cliff edge: You can keep one Artillery within firing range of the breakable cliff edge deployed. This will allow you to quickly break the cliff from far away if you need to.

 

1 Art + 1 Harpy = 4 shot Sensor: One Artillery and one Harpy can destroy the Sensor Array in four shots, possibly three if the Harpy arrives early.

 

1 Art = 9 shot Sensor: One Artillery can destroy a Sensor Array in nine shots, which is not that good. (Three artillery can 3 shot it)

 

1, 2, or 5 Art vs GS: One Artillery can destroy a Ghost Stalker in three shots. Two Artillery can destroy a Ghost Stalker in two shots. Five Artillery can destroy Ghost Stalker in one shot.

 

 

DEVIL TONGUE:

 

Dont sit on DT: The Devil Tongue is mostly an attack vehicle. Once you build one send it. Don't let it chill in your base until you save up a lot of them. There are a few things it might defend like Engineer Attack, but otherwise, send even one Devil Tongue and attack, as soon as its built.

 

DT no kill weed: Devil Tongue is not capable of destroying the Orange Weed Vein Monster.

 

1 DT = no ref fire: One Devil Tongue might not leave fire damage on a low red health Tiberium Refinery.

 

3DT vs EMP: Three Devil Tongues is the best to use against a Emp Cannon, send more if you think one will die. Two can destroy an EMP, but it takes a while.

 

3DT = 2shot Helipad: Three Devil Tongue can destroy a Helipad in two shots. (Note: Four Devil Tongues destroys it slightly faster, but is $750 more.)

 

DT > Cycle vs Ref: One Devil Tongue can destroy a Tiberium Refinery in 8 Attack Cycle shots faster than a single Attack Cycle, if you perfectly shoot longways, and sit the Devil Tongue right next to the building.

 

2DT+1Ban = 3 banshot Ref: Two Devil Tongue and one Banshee will destroy a Tiberium Refinery by the third shot from the Banshee. (Note: Not sure if fast repair will prevent)

 

1 DT + 1 Cycle +1 Ban = Warf distract: One Devil Tongue, one Attack Cycle, and One Banshee can destroy a War Factory even if the enemy has repaired it quickly, but might not, try to distract enemy first. They finish Ref after banshee's third shot roughly.

 

1DT + 2 Cycle + 1 Ban = repair Ref: One Devil Tongue, two Attack Cycles and one Banshee can destroy a Tiberium Refinery, even if the enemy quickly repairs it. The third shot from the Banshee may not be needed. (Note: Cost: $3450, a 3-4 Artillery attack might be better than this combo of units at roughly the same price (3.5 Arts))

 

DT wp near enemy -wait for OrcaB: Waypoint your Devil Tongues near the enemy and wait for him to attack with Orca Bombers, then attack his base while the Orca B. is attacking your base.

 

2 Cycle > DT vs Ref: Two Attack Cycles can destroy a Tiberium Refinery faster than one Devil Tongue, even if the DT shoots longways and is sitting next to building. ( Two Devil Tongue shots faster)

 

DT+ Inf Fodder vs Arts: Consider sending Light Infantry fodder before your Devil Tongue attack if the enemy has a lot of Artillery.

 

 

 

STEALTH TANKS

 

Vetbal ST shoots faster than Cycle: The veteran balance Stealth Tank shoots slightly faster than the Attack Cycle, but the Attack Cycle gets first shot off. It takes five shots for the Stealth Tank to overtake the Attack Cycle, then shoots slightly faster from then on.

No Sensor = Stealth Tank >DT: If the enemy does not have a Sensor Array, the Stealth Tank might be a better unit to build, than the Devil Tongue because it can be used as anti air and it doesn't have to dive or surface so its faster on decent flat terrain, especially dirt road or pavement. On Veteran Balance Maps 3 Stealth Tanks can destroy a Tiberium Refinery in the about the same time as Three perfectly placed Devil Tongues. (Note: The DT are cheaper by $350)

 

2 ST faster than 5RI: A Stealth Tank does not have to surface and deploy Rocket Infantry, and it doesn't have to wait for men to enter to escape. It arrives at enemy faster and can escape faster, as long as the enemy does not have a Sensor Array. Definitely try to destroy the enemy's Sensor Array if you have a (Note: Stealth Tank attack. ST =$1100 SubAPC +5 RI = 2050. So... two Stealth Tanks for $2200 is only $150 more. This tactic only works if they have no Artillery or Sensor and it works better in Vetereran Balance maps where the Stealth Tank can Q and stealths/unstealths faster.)

 

3 ST kill Titan with no loss: Three Stealth Tanks can destroy a Titan before the Titan can destroy even one of the Stealth Tanks. Approach from behind wherever direction the Titan gun barrel is facing so the Titan has to swing the turret around before shooting Stealth Tanks. (Veteran Balance = even better with faster unstealthing first shot Stealth Tanks.)

 

ST wait G vs Harpy group: If you follow the enemy Harpy to whatever building they are about to shoot, you can press “G” when you get there to surprise the enemy Harpy after they already targeted your building. This is a good way to possibly destroy several Harpy before the enemy can fly away or setup a waypoint loop with CTRL+ALT.

 

ST wait G vs OrcaF: Wait until you know which building Orca Fighter are going to attack to keep your Stealth Tanks hidden until you get there and press “G” to hit Orca Fighters while they hover over that building.

ST sux Orca B: The Stealth Tank has to unstealth to hit Orca Bomber and usually only hits it once as it flies over.

 

1-ST+1Ban = 10 shot repair Ref: One Stealth Tank and one Banshee can destroy a Tbierium Refinery in 10 shots, even if the enemy quickly repairs it. They can even destroy it in 9 shots from the Stealth Tank if the Stealth Tank and Banshee start shooting at the same time. (Note: Two Stealth Tanks is better)

 

1-2 ST + 2 Ban = cheaper than 4 Ban Ref: Two Stealth Tanks and two Banshee is cheaper than 4 Banshee to destroy a Tiberium Refinery. If enemy has no Sensor Array, you might even be able to squish Engineers with your Stealth Tank before immediately attacking the Ref.

 

ST corners counter 1-shot diz: Place one Stealth Tank at the left and right corners of Tiberium Refinery so that Carryalls can not land a Disrupter in the location for the 1-shot diz, where the Disrupter can destroy a Tiberium Refinery in one shot, even if it is frozen by EMP Cannon. Consider moving Stealth Tank into place once their Carryall starts flying to your base.

 

ST squish waits for moving inf moving opposite way: The Stealth Tank should consider waiting for Light Infantry group to move before driving over them quickly against the direction of their travel. This will ensure a lot are quickly crushed before the enemy realizes it and stops his soldiers. If you travel in same direction as Light Infantry, he will hit more of your tanks once he realizes because it takes longer to chase the men down.

 

ST = 9 shot EMP/16 repair EMP: A Stealth Tank can destroy a EMP Cannon in nine shots if it does not repair. Three Stealth Tanks could do it in three shots if no repair. If the enemy repairs his EMP Canon fast, it takes one Stealth Tank sixteen shots, so always send at least 2, maybe 3 ST to kill EMP Cannon.

Or distract him before sending 1 and finish with Banshee.

 

ST 16 shot Helipad before OrcaB: The Stealth Tank destroys a Helipad in sixteen shots. Orca Bomber has good yellow health but dies if the Helipad under it dies. Consider attacking the plane first.

 

ST bridge (13,18,25): A Stealth Tank can destroy a bridge but it might take a lot of shots. The range is anywhere from roughly 13 to roughly 25 shots. Rocket Infantry and Attack Cycles are cheaper for destroying bridge, especially Rocket Infantry.

 

ST 3,4,5,6 = Harvs: One Stealth Tank can destroy a Harvester in 18 shots. (2,9), (3,6), (4,5),(5,4), (6,3) So the best numbers of Stealth Tanks to send in a group is either, 3, or 4, or 5 , or 6 Stealth tanks per Harvester when you are Harvester hunting with Stealth Tanks.

 

Stealth Tank low health electricity: When a Stealth Tank has low health it might flicker in and out of stealth with electricity on it. You might be able to hide next to a green Tiberium Tree if the opponent is not paying close attention.

 

 

SUBTERRANEAN APC:

 

Waypointed SubAPC 5 RI under GDI: You can make a star pattern waypoint loop under the enemy base and send several empty decoy SubAPC, SubAPC with 3 Engi, and SubAPC + 5 Rocket Inf. These three types of SubAPC attack can be juggled under GDI all game long. Make sure the waypoints are far outside the range of RPG or Titan. This is an elite Nod attack, the SubAPC can even waste Orca B ammo, if enemy used waypoint loop and CTRL+ALT his Orca Bombers on it to immediately attack. Works best if no enemy Sensor Array.

 

1Engi Steal = most elite nod: The most elite Nod tactic in the game is to damage a building to red health with random units like Buggy, Cycle, Artillery, Inf, and then steal it with one Engineer. This allows you to save $1000 on the other two Engineers. (Steal the first Refinery they built as the Harvester full of blue Tiberium starts dumping. When harvester stops dumping you can sell the Refinery for $1000 more.)

 

SubAPC fodder: Subterranean APC Light Infantry fodder should be loaded so that they exit first and receive fire before your Engineers or CC come out.

 

Sub engi end game rescue: If Nod can build a Subterranean APC, he should do so to save his ally's Engineers. Keep the Engineers inside the Subterranean APC (or Amphibious APC). When your ally dies, his Engineers will still be alive. You can send this SubAPC early in game so that you are ready if he starts to lose and you think you might need to save him.

 

SubAPC takes 1 Orca B hit + deploy: The Subterranean APC can take one hit by one Orca Bomber and not be destroyed. Deploy your SubAPC right next to enemy building so that you can deploy your three Engineer after being hit by Orca Bomber. Your Engineers might be able to steal the building before the Orca Bomber can turn around and fly back to destroy them with its second shot.

 

SubAPC +Engi +emp = steal frozen arts: Freeze multiple enemy Artillery, usually in the enemy's main base. Send one Subterranean APC with 1 Engineer to each of the frozen artillery. Deploy and steal Artillery while they are frozen and about to unfreeze, so that you can use them right when you steal them. This requires good timing. (Note: enemy can dodge emp by deploying or undeploying Art right before the Em pulse hits the ground, so distract him before you send it.)

 

Stack CC/Cyb on sub avoid emp but sub move = no: You can stack Cyborg Commando and Cyborgs on the Subterranean APC by pressing “S” right before they enter it. Now your units will not be frozen by EMP Cannon. But if you move your Subterranean APC away from the stacked group, they can now be mostly frozen by Em-Pulse.

 

SubAPC stack Cyb/CC in between MCV Warf: Surface your Subterranean APC in between the enemy's MCV and War Factory. Now stack your CC and Cyborgs on top of the SubAPC. The Cyborg Commando hides behind the other soldiers, making it harder for the person to see it. This might give you enough time to destroy both the MCV and Warf. (Or two Tiberium Refineries/ etc...)

 

Spin SubAPC destroy = units alive: If a Subterranean APC is spinning on the ground about to dive, and it is destroyed, the units should still be alive. Speed dive is still preferred faster diving.

 

CC+Cyb stack warf pave = no emp: If you stop a Subterranean APC or Amphibious APC on the pavement in front of your War Factory, you can then stack Cyborgs and the Cyborg Commando on the APC by sending them into the APC. Now your Cyborgs and Cyborg Commando will not be EMP'd by the EMP Cannon's Em-Pulse. (Note: If you move APC, the men walk off the pavement. & Medics will walk off the stack once they heal anyone)

 

SubAPC stacked unit dive surface: If you have stacked units on top of a Subterranean APC, you can dive the SubAPC down and back up under the stacked units without killing them. Don't let the SubAPC move underground in a direction, it must dive and immediately surface. This could keep it alive when you are attacking, while enemy Artillery shoot at you Infantry fodder, (maybe, haven't tested, Arts might hit SubAPC as they hit the men stacked on it)

 

Careful surface or lose CC: Be careful not to send the Subterranean APC to go anywhere nearby once it starts rising to surface. The SubAPC might try to drive on the surface to that nearby location and get destroyed by enemy defenses. This will make you lose the units inside it. (like the Cyborg Commando)

 

1 Eng + 1 Ban= Art or EMP boom: If you send a Subterranean APC with 3 Engineer near a EMP Cannon or Obelisk they can damage either of those two buildings to red health, where you can finish it with 1 Banshee. Surface the SubAPC on perimeter of enemy base so that the closest building to steal is the Obe or EMP. Now highlight the Engineer, hold CTRL+ALT, and click on the ground away from any other buildings, closest to the Obe or EMP you want the Engineers to run into. (This is cheaper way to kill EMP than 3 Bans (2 bans if no repair) One, Two, or three Harpy could alt crash or shoot Obelisk to finish. (vetbal obe has heavy armor)

 

SubAPC next to building = no Obe: If you surface the Subterranean APC right next to enemy building you can exit and steal the building before Obelisk can fire its shot. Works with Ghost Stalker or Engineers. If you park even one cell farther away from building you intend to steal, the Obelisk of Light is much more likely to kill Ghost Stalker or Engineers in one shot before they go inside enemy building.

 

SubAPC into outbuild Sams: If you can steal a building in GDI's base near his Helipads, you can instantly build Sams in his base to hit his planes. Protect with Barracks first, soldiers, and Lasers.

 

SubAPC + 3 Bans steal Ref: You can damage a Tiberium Refinery to red health with three Banshee if even if they repair it quickly (I think). Then steal the Tiberium Refinery with one Engineer or force enemy to sell it when your 1 Engineer tries to steal it. This trick saves you $1000, the price of two Engineers to steal a building. If you have Three Banshees, it could be worth trying.

 

4 Engi sensor + building steal: Deploy Subterranean APC next to enemy Sensor Array, and quickly dive before any more Engineers exit. Use the CTRL+ALT move to steal the deployed enemy Sensor Array. Now you can go on to finish your SubterraneanAPC three Engineer attack and the enemy won't see it coming unless they have spare MRV,

 

2 SubAPC + 4 Eng GDI Sensor: Your first Subterranean APC is the decoy containing one Engineer. The second SubAPC has three Engineer. Juggle the two under the GDI enemy that has 1, maybe 2 Orca Bombers, but no more than two. This attack is best done early game before mass Orca bombers. The first Engineer steals Sensor Array after you juggle the two subs and confuse the enemy. Then send the second sub to steal whatever building, now that the enemy has no Sensor Array and can't see you coming. You can try to save your first sub to dive in location first, as a distraction before you deploy three Engineer sub to steal building. If he still has Orca Bomber. Remember to speed dive and waste Orca Bomber if you need to.

 

 

HARPY

 

Prestage harpy close to enemy base: You can pretage Harpies extremely close to enemy base in his fog of war and he will not be able to hear them. Harpies make no sound when they land. (Note: To prestage Harpy, double left mouse click on Helipad, then left mouse click on the map near the enemy base, now all newly built Harpies will automatically fly to that landing area.)

 

2 Harpy vs Art: One Harpy can destroy a Artillery, but two Harpies is better if they have a Sam.

 

1 Harpy before Bans: Consider sending one Harpy to kill Engineers before sending a group of Banshee to destroy a building. The Harpy can attack a building after killing engineers damaging it slightly and then ALT crash into the building further damiging it before your Banshee arrive to finish of the building. Its nice to always have 1 Harpy for this purpose. (As low as two Banshee and 1 Alt Crash can destroy Construction Yard, but 4 Bans is better)

 

Harpy wp counter hover Q: Have multiple waypoint loops set up on map and fly faster than the Hover MRLS that is trying to “Q” away from your Harpy as it attacks them. Use CTRL+ALT on one of the nearby waypoint loops once your Harpy catch up to HoverMRLS group. Its better to only attack Hover MRLS with Harpy when the HoverMRLS are not moving, try to distract enemy first.

 

Harpy Inf vs Inf RI: If you have a few early Harpy use it with Light Infantry rush vs enemy Light Infantry and Rocket Infantry. Rotate the harpies in and out so that the rocket inf run into your light inf and die, if possible. ( RI = 2 shot Inf = 3 shot)

 

Harpy targets Helipad: It might be better to target Helipad with Harpy. If plane lifts up, the Harpy will stop firing, if you targeted the plane. If you target the Helipad, the Harpy will continue firing on the Helipad after plane escapes.

 

 

BANSHEE

 

Bans always target plane: Banshee should consider always targeting planes on Helipads and not the Helipad itself. If the Banshee starts shooting at a plane lifting up, the ammo can still hit it. This will not happen if you target the Heliapad.

 

One less hotkey = Ban juke: The “Select one less unit” hotkey can be used to quickly attack a building with one Banshee while the others fly over saving their ammo, hopefully forcing a building sell. It helps to send 11 or more Banshee so the others 10 or more still have ammo to destroy a Construction Yard, Mobile War Factory. (Or 9 shots for no repair Ref) (Note: manually selecting the first Banshee in your group to juke fire looks most realistic)

 

Ban stack no hide CC: A Banshee stacked on top of a Cyborg Commando does not hide it that well.

 

2 Ban = 2 shot A-APC: Two Banshee can destroy an Amphibious APC in one swoop. (2 shots)

 

2 Ban = 2 shot SubAPC: Two Banshee can destroy a Subterranean APC in one swoop. (2 shots)

 

1 ban out to apc: You can send one Banshee to destroy enemy APC in their base before they even send it, if they have no Sams or much anti-air.

 

11 bans stealth harv: If you use 11 Banshee, then even if your Banshee hit a stealthed Harvester dumping in Tiberium Refinery, they will at least kill the Harvester dumping, potentially destroying the Tiberium Refinery if the Harvester is filled with blue Tiberium. (Note: mark the stealthed Refinery directly where the Harv will dump, so you know to never attack your waypoint spot, but anywhere directly next to it, to prevent even needing this tactic)

 

Ban 2 cell away: If you want to attack a nearby unit with Banshee, the minimum distance needs to be 2 cells. If you target a unit that is too close at 1 cells or less, the Banshee is likely to have to waste time flying over the unit, turning around and then coming back to fire.

 

Banshee hits takeoff plane: If the Banshee fires at planes before they start to take off, then the Banshee bullet might hit the planes as they are taking off.

 

Bans vs Titan: It might be best to use Banshee vs Tiberium Refinery, instead of using four Banshee shots to kill each full health Titan. Depends on how much money is in the Tiberium Refinery. Also depends on base defenses. It is better to kill Titan with ground forces to save ammo of Banshee for attacking buildings. Walls, Lasers,Cyborg, Rocket Infantry, and Artillery might slow down the Titans too and they don't have to reload on Helipad.

 

 

MUTANT HIJACKER:

 

MH hide behind CC/Cyb: The Mutant Hijacker can hide behind a Cyborg or Cyborg Commando.

 

MH steal Juke stack counters Carryall forever MH steal: Send the Mutant Hijacker to steal a vehicle and then use the “S” command to stop him right before he steals to stack him on that vehicle. You might be able to pretend to steal the Mammoth MK2 so that the enemy tries to time his Carryall to land on MK2 as you enter, stealing your stolen MK and flying it to his own Sams. When the Carryall lands, Immediately steal it with Mutant Hijacker. Now you have stolen his Carryall, that is attached to his own Mammoth MK2, fly it to your base & keep it flying until your next MH ready to steal Mammoth MK2. (Or land the Carryall on Helipad to steal the enemy's Mammoth MK2 production for the rest of the game.

 

MH heal yellow if steal: The Mutant Hijacker can heal his health from red to yellow by stealing a vehicle.

 

MH no need un-ally to steal ally: The Mutant Hijacker can steal an ally's vehicle or plane. You do not need to un-ally your team mate before doing so.

 

MH Carryall steal many uses: The Mutant Hijacker should always want to steal at least one Carryall for Nod. It has so many uses and you can build another MH after you steal the Carryall. Outbuild MCV, carrying Harvs for faster blue tib. Carryall can be a game changer for Nod.

 

Stack MH no steal that vehicle: If you stack your Mutant Hijacker on an enemy vehicle by pressing “S” stop right before he steals that vehicle, you will not be able to steal that vehicle while your Mutant Hijacker is stacked on it.

 

MH full weed truck boom death: The Mutant Hijacker might be killed if he is inside a Weed Truck that is full of orange weed. Try to steal empty Weed Trucks

 

Harv bomb = boom MH: Consider not stealing Harvesters full of blue Tiberium, they might destroy the Mutant Hijacker inside when they explode.

 

MH enter sub faster from behind Warf: The Fastest way to enter your newly built Subterranean APC (or Amphibious APC if you have both technologies) with your Mutant Hijacker is to enter from behind your War Factory.

 

No verbal warning MH steal: The enemy is not alerted when you steal a vehicle or plane with the Mutant Hijacker.

 

Steal Harv on way to ref= block ref: Steal a enemy Harvester that is travelling to their Tiberium Refinery to dump. After you steal the Harvester, it will try to dump into the Tiberium Refinery but can not. This action will block other enemy Harvesters from dumping Tiberium into that Refinery.

 

Stolen Harv = Orca B waste ammo: When you steal a GDI Harvester, you can try to use it to waste Orca Bomber ammo. If the enemy has Orca B on CRTL +ALT waypoint they will automatically target the Harvester. This will waste a lot of the enemy Orca B. ammo.

 

MH stack on tank & bans kill: If you try to stack a Mutant Hijacker on top of a Harvester, the Banshees targeting your Mutant Hijacker might not hurt their Harvester under it that much. (Note: Further testing might be needed)

 

10 Bans = 3 shot MH: If you have 10 Banshee you can destroy a Mutant Hijacker in three swoops of the Banshee. This is a huge waste of Banshee ammo and only done in emergency. (Note: 28 shots kills it so only 8 of the 10 have to complete last swoop.)

 

MH steals frozen = no Electricity: If the Mutant Hijacker steals a frozen vehicle, the electricity on the vehicle which indicates it is frozen might disappear. This might be confusing as the vehicle will still be frozen by the EMP Cannon.

 

Select unit, steal = auto unselect: If you select an enemy unit after you have told a Mutant Hijacker to steal it, then once the vehicle is stolen, your cursor will automatically unselect the unit. So you might need to need to manually re-select it.

 

Always send MH before MCV/MK start build: You will need to send a prebuilt Mutant Hijacker to the enemy before he starts building a new Mobile Construction Vehicle or Mammoth MK2. If you started making the Mutant Hijacker at same time as MCV or MK2, your attack will not reach the enemy fast enough on Terraces map or larger maps than Terraces.

 

MH+3 Medic vs Obe: Three Medics can save a Mutant Hijacker from an Obelisk of Light. One or two medics is not enough, you need three. They also distract the Obelisk of Light, if the enemy is not manually targeting your Mutant Hijacker.

 

MH steal MK own Obe: The Mutant Hijacker can steal a Mammoth MK2 and destroy the Obelisk of Light 1v1.

 

 

CYBORG COMMANDO:

 

Broken CC hide crater: Broken Cyborg Commando is very small and can hide well. He can even hide somewhat well on a crater on the map.

 

CC missfire downhill: The Cyborg Commando can sometimes misfire downhill and not hit the intended target. It can happen uphill too.

 

CC misfire stealthed fire: If a building is flickering in and out of stealth invisibility, it can be hard for CC to hit with multiple shots, because some of the shots might misfire. (This happens with burning stealthed buildings too)s

 

CC no unstealth tib heal: The Cyborg Commando does not unstealth to heal on Tiberium

 

CC = inf fire: The Cyborg Commando can set nearby Light Infantry and some other units on fire if they are standing nearby to the unit that your CC targeted. The Cyborg Commando should consider firing at large groups of soldiers standing in a tight group.

 

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NO REPAIR CC COMBO ATTACKS

 

CC kill ref faster than 5 RI: The Cyborg Commando can destroy a Tiberium Refinery faster than five Rocket Infantry. (5 shots from CC, and 8 shots from the 5 RI.) (maybe vetbal required)

 

CC+ 4 RI = 3shot Ref: The Cyborg Commando and four Rocket Infantry can destroy a Tiberium Refinery in about 3 shots from the CC. (maybe vetbal required)

 

CC+4RI =3/2 shot MCV: A Cyborg Commando and four Rocket Infantry can destroy a Construction Yard in roughly three shots from the Cyborg Commando.(maybe 2 shots from CC possible?) (maybe vetbal required)

 

CC+2 Eng = 3 shot Ref: The Cyborg Commando and two Engineers can destroy a Tiberium Refinery in three shots from the CC. (maybe vetbal required)

 

CC+ 1 Eng = 3 shot Ref: A Cyborg Commando and one Engineer can destroy a Tiberium Refinery in 3 shots from the CC. There is no need to ever use two Engineers with a Commando to destroy a Tiberium Refinery, unless you think one of the Engineers will die & you send an extra Engineer as backup. (maybe vetbal required) (Note: The ideal situation would be to distract enemy while you bring building to red health with Cyborg Commando, then steal and sell the building with one Engineer)

 

 

 

REPAIR CC COMBO ATTACKS

 

Vet Bal CC 4 shot mcv repair: Always consider sending a few Rocket Infantry with your Cyborg Commando. If the enemy repairs his buildings quickly, it can take more shots for CC to destroy it.

 

CC vetbal hits runners: In veteran balance maps, the modified Cyborg Commando can hit units that are “Q”-ing away from the CC. (Note: In Humble's Vetbal patch github page, there might need to be a correction)

 

CC vs ghost same speed: If the Ghost Stalker is out of range of the Cyborg Commando, the Cyborg Commando will not be able to chase him down because they are the same speed.

 

 

 

WEED TRUCK

 

Weed truck self heal ½: The Weed truck self heals to half health.

 

Micro 3 Weed Trucks: If you place your Chemical Waste Facility right next to the orange weed, then you only really need three Weed Trucks. One eating, one dumping, and one waiting in line to dump. Two is nice, but three is perfect if you micro control them. Four or Five is good if you don't want to micro control them.

 

 

UNDERGROUND VEHICLES: SUBTERRANEAN APC & DEVIL TONGUE

 

8 Subs/DT contain: Eight Subterranean APC or Devil Tongue can surface under an enemy vehicle, like a MCV for example to contain the vehicle.

 

Fake send sub defense: Fake like you are sending underground units to the enemy base and keep them around for defense. Waypoints can help keep them underground. Devil Tongues can CTRL+ALT on waypoint and automatically surface + attack enemy. SubAPC will need to be manually deployed to release defensive units.

 

No sub under orange weed/EMP: Try not to travel under Orange Weed with your Subterranean APC or Devil Tongue. If the enemy uses EMP Cannon, you might surface in the Orange Weed which will destroy your vehicles.

 

Edge map no speed deploy: Be careful around the edge border of the map, it might prevent you from being able to quickly speed dive away, if you are facing the edge.

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