top of page

2024 TIBERIAN SUN VETERAN BALANCE STRATEGY GUIDE

 

 

 

RANDOM TACTICS AND STRATEGIES

 

 

The 2025 Tiberian Sun Strategy Guide was created to share some of the differences in the game when you choose a Veteran Balance Map. (It will say VET BAL in the map name.)

 

Many of the tricks or glitches in this guide might not be used much in competitive gameplay, but knowing tactical glitches can sometimes be useful in certain situations. When those situations arise, knowing a glitch or an obscure and rarely used tactic could change the momentum of a game, or even win it.

 

Let this guide serve as reference so you don't have to remember everything to jump right back into the game and play with the best players in the world.

 

Tiberian Sun Cash Tournaments and Cash games happen every day on CNCNET.ORG.

Choose your battles and opponents wisely if you are playing in cash tournaments, Commander. $$$

 

Before game checklist: Before every game, you should check a few things before starting.....check the map, check the game settings to see if they are “pro-settings”, check to see if the map is auto-ally, check who you are playing against, check the map for VET BAL, which means Veteran Balance is on that map, ask the host what the game rules are.

 

Press ALT+TAB to tab out of the game to accomplish something on your computer in an emergency.(like turning off internet videos and movies during a game)

 

Press TAB during a game to see the names of the players in the game, and the kill count.

 

There are 4 types of armor a unit can have. (Wood, Light, Heavy, Concrete) Each type of armor responds differently to different types of enemy fire. This armor type will affect the hit points it takes to destroy a unit. This is the reason (among other reasons) why the hitpoint chart was created.

 

Try to conserve units. After an attack, bring back expensive units to your base and heal them to keep them alive longer, possibly getting upgrades after they get enough kills.

 

Waypointed quick units inside your base make it harder for a Carryall to land. All the units moving under the landing zone can force the Carryall to land elsewhere.

 

All ranges of units and structures are Oval in shape (Example: The Stealth Generator) This means that every single unit has a longer range if you attack a building from the East or West, your units will be in range to attack a building sooner by doing this.

 

Set WP early: To save time later in the game, set Waypoint loops on the enemy base at the beginning of the game. Put them at the edges of their base in a confusing pattern, so it will be harder to know where the underground decoy units will surface next. (Or setting Waypoints for Carryall attacks or planes, or really anything involving a waypoint or waypoint loop.

 

Lure shoot through building: You can use infantry, tanks, or planes to lure a disrupter, devil tongue, ghost stalker, or mammoth Mk2 into attacking a building. If you walk behind the building within range of those vehicles, they will shoot at your units through their own building.

 

Stack plane sell deployed tank: You can stack planes on your deployed tanks and if you try to move the deployed tank, it will disappear under the plane and sell the deployed vehicle.

 

GDI can sell vehicles on the Service Depot for extra cash.

 

Send Stacked subs straight: Send stacked underground units straight to the enemy so hopefully they stay that way until arrival.

 

Nod can sell deployed vehicles when you stack a plane on the deployed vehicle and then try to move that deployed vehicle out from under the stacked plane, the vehicle will disappear, and you will get half your money back. (Example: Deploy Tick Tank, Stack Harpy on it, when you move tick tank it disappears and you get $400)

 

You can hide a stacked planes inside of bigger tanks like the Devil Tongue, or Mammoth MK2. The Orca Carryall and the Harpy hide the best because they are smaller.

 

Lift stuck harvs: If your tanks or harvesters get stuck on the map, send a Carryall to lift them and put them somewhere else. Obviously, this only works with GDI, because Nod does not have Carryalls.

 

CTRL fire stacked face same way: Control fire stacked tanks of the ground to get the vehicles to line up better and look more like 1 vehicle.

 

There are 4 possible game scenarios...

Nod vs Nod, Nod vs Gdi, Gdi vs Nod, and Gdi vs Gdi.

Each scenario is different. Each scenario might require different build orders. For example, if you are vs GDI, spread your buildings out so a Disrupter cant kill more than one building at once. This is not as important vs nod.

 

Keep APCs still when you are loading soldiers into them. If you move the APC after you send infantry into it, the infantry will walk to where the APC used to be and not enter it at the new location.

 

Setting Main buildings: Double left mouse click on a production facility to make it your main one. All the units will come out of that main factory. The one exception is if a tank is already coming out of a War Factory, your next tank will spawn from a different War Factory. When you set your MCV as a primary MCV, you can use the keyboard command H=Home to center the map view on it quickly.

 

Number defensive structures: Base defenses like the Laser, Sam Site, RPG Upgrade, Vulcan Cannon Upgrade, and Sam Upgrade can all be selected and target units. If you number your defensive buildings, they all need to be in range to for any of them to shoot the enemy unit you targeted. If one of them is out of range, none will shoot. (Aimable Sams in the game options allows you to manually target with sams, otherwise you can't).

 

Fake building highlight to attack: A random unit targeting a building can be used for any fake out attack, including Fake Out Engineer Force Sell Building attack.

 

1 sam vs GDI minimum: Fly a Carryall over the enemy base picking off units, if the enemy does not have one sam. Always make at least one sam for this reason.

 

Anti air CTRL returns if too far: If an anti-air unit is on CNTL+ALT waypoint defense and he starts chasing a plane, he will return to the waypoint loop if the plane flies too far away.

 

If you CNTL+ALT follow your Carryall, it will get distracted by enemy units nearby and attack them. After destroying the enemy unit, your units will continue to follow your Carryall (or plane).

 

You can CNTL+ALT follow a Carryall (or any plane) with backup reinforcements. Fast vehicles are best for this because they can keep up with the Carryall. (Attack Cycles and HoverMRLS)

 

 

MORE RANDOM TIPS:

 

Scout the map and enemy base as soon as possible. One infantry can scout the entire map if you Que him enough times. You need to see the enemy base, so you know what to build to defend the attacks he is about to send.

 

Defense can be better than offense: if you have to choose between pulling your attack off and defending your base. Setting the hotkeys for set bookmark 1 and view bookmark 1 can help you see the enemy base with one hotkey. This will help you attack and defend at the same time, minimizing scroll time across the map. (Really helpful on large maps)

​

Offense can be better than defense: Attacking forces the enemy to make defenses and not attacking units as much, so it can be a kind of defense.

​

Attacking and putting pressure on the enemy can keep them from attacking you. They are too worried about defending your attacks to try to send their attack.

 

Try to prevent your base being scouted as long as possible. This makes sneaky attacks easier if the enemy cant see what you are building.

 

All Super Weapons shoot in fog: (Ion Cannon, Chemical Missile, Multi Missile, Drop Pods, Hunter Seeker can destroy targets veiled in the fog of war.)

 

Sell buildings for cash if you need it. (Refinery, Radar, Tech Center, Temple of Nod, etc...) Just make sure you dont need that building anymore because you unlocked its technology already. (Example: Sell radar after you have a war factory and component tower)

 

Power down buildings to save power if you have low power. Powering down buildings can save time in your build order. (Instead of having to waste money on more power plants)

 

Get rich as fast as possible so you can spam more units. Once you are rich enough spam all four categories simultaneously. (Infantry, Vehicles, Planes, New Buildings)

 

Always be building, Never stop building, Even when you are attacking, be building something.

A refinery is a great building to make while attacking.

 

Long game is about Tiberium control. Control the Tiberium Fields and you control the money.

 

Draw the enemy out of their base with distractions to weaken your enemys base defense.

 

Mix up units, they work better as a team. Each unit has its advantages and disadvantages, so they can help each other if you mix them.

 

SubAPC surface = no place building: You can not place a building, if a Subterranean APC is surfacing in that location.

 

No plane can be sent into the fog of war. (There are tricks to scout with planes however detailed in this guide)

 

No underground units can be sent into the fog of war. (Subterranean APC, Devil Tongue)

 

Colors on Radar: Your opponent might have difficulty seeing your units on his radar screen, if you choose a color on the map, that matches the background. ( Ice map = light blue, Forested map = green, Big Blunts Green map = dark blue).

 

WP helipad to location: If you put 1 waypoint on a helipad, a 2nd waypoint on the map somewhere, and send a plane to the helipad, the plane will land on the helipad and then fly to the 2nd waypoint location on the map.

 

Make the least defense possible, to defend an incoming attack. This saves time and money. Make sure to scout the enemy early to help you know what defensive units to build.

 

Units that heal in the tiberium are good for guarding the tiberium and/or harvesters near it.

 

Units that heal in the tiberium are good at hunting harvesters because they heal and last longer on the tiberium.

 

Press the "SPACE BAR" button during games to see all the keyboard commands. To change your keyboard commands, click on the options button in the top left corner of the screen. More information can be found on this topic on the CNCnet forums. Type !Help for Lobby commands in the main CNCnet lobby.

 

Planes can not Que like vehicles and infantry can, but they can follow waypoint loops.

 

The host of the game, should post the rules for the game, before the game. This is mostly done on modded maps like Giants of War. Old school westwood maps have no rules; however, In some pro games, MCV swap is not allowed. Make sure to ask what the rules are before a game.

 

Wash draw: In some pro games, a “wash” is not considered a proper win. A wash is where the losing side takes out at least one enemy on the winning team. Wash is usually a term used in 2v2 games on the Terraces map.

 

Name hiding can be a useful trick. Using different names, different computers, and different locations to play Tiberian Sun can keep enemies from learning how you play.

 

Usually, the more simultaneous attacks you send, the harder it is to defend. CNTL+ALT or the Guard G command, can help defend multiple attacks.

 

You will learn more from losing a game, than by winning one.

 

Ask questions after you lose a game, maybe you can learn why you lost. (Be careful taking advice, sometimes players cant explain what you did wrong, or might lie to you)

 

Try not to surrender early. If you know you are going to lose, use it as a learning experience. Practice your defense skills. Definitely do not surrender early in a team game. Give your allies a chance to win by taking as long as possible to die.

 

To text chat with all the players in the game, press ENTER on the keyboard. To only text chat with allies, press the BACKSPACE button. Chat distraction can be very effective. Sometimes chat distraction (a.k.a. “shit talk”) can help you distract the enemy. They are paying more attention to the text than to the game. Personally knowing your enemy can make chat distraction BRUTALLY effective. (Be gentle, we are all here to enjoy the game, your mean chat might backfire and make other players team up on you, or even worse get you banned if you are mean to players too much)

 

People might get upset if they lose a game, don't take their anger too seriously after winning a game. We all get mad sometimes.

 

In a team game, there are more opportunities to trade technology. (GDI and NOD swapping mcvs and buildings) If all players are of equal skill, this NOD GDI double tech sharing makes a team with both factions theoretically stronger. (More possibilities for combos and glitches with both tech)

 

 

To check a map for cheats, click on the blue [WARNING] button in the bottom middle of your screen in a game lobby.

 

Infantry that dies on tiberium can turn into an enemy visceroid, try not to let your infantry die on the tiberium.

 

Units used to smoke on low health, this feature would slow down units. It seems to have been patched, I could not get any damaged vehicles to smoke.

 

If you select too many units and send them somewhere on the map, some of the units will not listen.

Try not to send too large a group (hundreds of units can not be a group)

 

All the Hit points calculated in the table, were done with no repairing of the buildings. So if the table says it takes 5 hits to kill a building with a unit, that is when the building is not being repaired.

 

Buildings can lose 1 bar of health over time. This might not seem important, but it can change how many hit points it takes to kill that building. Keep your buildings repaired.

 

Eliminate Tech Tree Build Options: If your enemy has sold buildings after getting their tech options. Destroy the buildings that took advantage of those tech options before they sold. Example: Destroy a War factory after they sell radar, or destroy a barrack after they sell their temple of nod.

 

Put pressure on the enemy with early attacks, so that they are both distracted and forced to waste money on defensive units instead of attacking units. Being attacked early can ruin a planned build order pretty quickly because the enemy has to adapt.

 

Try to draw enemy units out of a base, before attacking in a different location. This might weaken their base defenses to the second attack.

 

Learn which build orders your enemy knows by playing many games with one person. Learn how they react and take notes. Over time you can build a decision tree profile for that player. If I do this, they do that. This can help you tweak your build order to each player. At the highest level of gameplay, like cash tournaments, this is almost a necesity. Learn the tricks they like to use too, so you can be ready for them.

 

Watch your video of your loss, and if the enemy streams videos, watch theirs too. This will give you 2 videos for each game to watch and you see the game from both perspectives.

 

Hotkey hand recording: Recording hand movements during gameplay might help people learn how you use hotkeys.

 

Using a stop watch every game, can warn you when certain build order attacks might be coming, this is most useful in early game play. As the long game evolves, this tactic is less useful because of variability of long games.

 

There is no reason to attack a self healing unit more than half health, if you can't finish it off. If you are harvester hunting, its better to take 2 harvesters to half health, than fail at killing one because it will just heal back to half health on its own. You can always come back later and hunt the harvesters with low health from your previous attack.

 

The self healing units are: Harvester, Weed Truck, Medic, Mammoth Mk2. The medic self heals to half health the fastest, the harvester does not heal as fast as the medic. The Mammoth MK2 has so much health that it self heals the slowest.

 

Dont chase on Tib damage: It doesn't make sense to chase a tiberium healing unit on tiberium with infantry that get hurt by tiberium. Do not engage tiberium healing units on the tiberium where they heal. Nod has more units that heal on the tiberium. The units that heal on tiberium are the GDI: ghost stalker NOD: Cyborg, Cyborg Commando, Mutant Hijacker, and Cyborg Reaper (Firestorm unit).

 

Nod Inf tib GDI tanks tib balance: Nod seems to have a tiberium fighting advantage with infantry, but its tanks cant deploy on tiberium, the game is pretty balanced.

 

Medic heal on tib: Maybe if you have a lot of medics, you can kill tiberium healing units on tiberium, because the medics will heal your infantry faster than the tiberium will heal tiberium healing units.

 

Buildings on fire lose health. Buildings catch fire when their health changes color. They get fire twice. Once when Green to Yellow, and once when Yellow to Red. Double fire exists when you dont let the first Green to yellow fire go out, before you hurt the building enough to go from yellow to red health. The more fire on a building, the more it is damaged. Buildings with 1 bar of red health can actually explode if you do not repair them in time.

 

Ref > stealth or sam: It is usually better to build a new Tiberium Refinery than a Stealth Generator or a Sam Site.

 

Keep your enemy poor, stay rich, control the tiberium on the map to win a long game.

 

Nod Anti Air to spam is Rocket Infantry, Stealth Tanks, and Sams. Put the Rocket Infantry and Stealth Tanks on a waypoint loop with CNTL+ALT so they automatically run around your base shooting planes.

 

GDI Anti Air to spam is Jump Jet Infantry, Hover Mrls, and Sam Upgrade (use CNTL+ALT and waypoint loop to make units automatically run around your base shooting planes.

 

Surround a Barracks with a wall or laser fence and no units will come out when you build them, unless you have a second Barracks (or Hand of Nod).

 

 

If you power down your Radar, you will not be able to see the radar map in the top right of your screen. Some pro players would rather have the cash from selling a radar, than see the radar map.

 

Stacked units are harder to see on the radar. You can make 50 planes or underground units look like 1 unit on the radar screen by stacking them.

 

Stack planes avoid FS sneaky: It is easier to sneak by Firestorm Generator Wall Sections, if you stack your planes.

 

Bans reveal building by landing: Banshee landing around stealthed invisible buildings can reveal the buildings location. The Banshee or other group of planes will land around the building. When your planes land and you see a big hole in the group, you know an invisible building might be blocking your planes from landing in that location.

(This trick also works with any large group of units, SubAPC is one example)

 

Stealth put units in APC: When you put units into an amphibious APC or Subterranean APC, try to do it under stealth or in the fog of war, or while your opponenet is distracted. This will make it harder for the enemy to know what units are inside. The enemy Mobile Sensor does not tell them if a APC is full or what kind of units are in it.

 

NOD AUTO ANTI AIR

Sam + Rocket Infantry and Stealth Tanks on a waypoint loop with CNTL+ALT

 

GDI AUTO ANTI AIR

Sam Upgrade + Jump Jet Infantry and Hover MRLS on a waypoint loop with CNTL+ALT

 

Adding planes to auto anti air defense with CNTL+ALT helps it defend infantry and vehicles too.

 

Mixing units is pro. A diverse group of units can back each other up, using each others strengths to cover each others weaknesses. (Especially if you know how and when to use each unit)

 

A good mix of units gives you more options offense and defense.

 

Unit attributes to Consider:

Unit speed, speed on different terrain, range, fire power damage, firing speed, health, armor type (armor type will affect health in different ways when attacked by different units, there are 4 armor types: wood, light, heavy, concrete)

 

Carryall fly invisible unit: Fly a stealthed vehicle out of stealth and land back in it. The vehicle will stay stealthed the whole time and remain stealthed in your base after you land the Carryall.

 

A-APC +JJ fly reveal stealth: Deploy a Sub APC with JJ inside in a stealthed enemy base. Now fly your JJ over the base and reveal their stealth. This tactic keeps your Jump Jet Infantry alive longer to scout stealth in the middle or back of an enemys base because they don't get killed by sams flying into the base at the front.

 

Fire kill building: If a building is on fire, and has low red health, it can explode long after it is attacked if you don't immediately repair it or heal it with an engineer. (Example: A Devil Tongue can dive up to 5 seconds before a building it just attacked explodes.)

 

Vehicles can CNTL+ALT follow planes in the air, but get confused after a while.

 

Units prevent place structure: If you are building near the enemy base, and you think you can guess where he might want to place his next building, move your units to that area, to prevent him from building there. (Try to avoid doing this to your ally on accident)

 

HIde apc behind warf: You can hide either type of APC behind a GDI War Factory.

 

Try pausing a unit on hold, while you are building it, to surprise the enemy. Example: waiting until a disrupter lands before unpausing a pre-built Cyborg Commando.

 

Most vehicles must face in the direction of a building before firing on it. This causes a slight time delay. Always face buildings before you shoot them to minimize the delay.

 

Power down: Sometimes you want to keep a building, but it uses too much power. Just power it down instead of selling it. You can always power it back up later when you can build some Power Plants.

 

Planes will spawn off the map if you have planes occupying all of your Helipads. If your base is near the left side of the map, the planes spawn from the left side of the map. If your base is near the right side of the map, the planes will spawn from off screen on the right side of the map. No matter which direction the planes come from, they will randomly choose to enter the map at different locations in terms of north or south. (north west, south west, north east, south east)

 

Use the plane spawning off map on purpose if planes seem to be scouting the enemy base for you, and your planes are surviving his sams.

 

Build in team mate's base = defense: In team games, you can outbuild into your team mate's base for protection. Send a MCV on a Carryall to his base for a safe extra base or to help your ally defend.

 

Superweapon looks for low health buildings: Low health buildings that have not been repaired, can be excellent targets for superweapons. Buildings will sometimes lose 1 bar of health over time, even if not attacked. Look for this when your super weapons are ready.

 

All superweapons can hit planes on the ground, especially if they are in a tight group. This is one of the most epic uses of super weapons.Be careful with the Chemical Missile and Multi Missile, an enemy can lure you into wasting it on his groups of units by moving the units when they see or hear the missiles.

 

Reinforce closer outbuild faster: The closer your outbuild is to your original base, the easier it is to send reinforcements. (Less distance to travel)

 

Carryall outbuild to enemy tib: Outbuild to enemy tiberium patches and defend them so the enemy can't fill his harvesters. Carryalls with MCVs ,are the fastest way to outbuild.

 

Power down before EMP frozen = cant power up: If you power down a building before it is EMPd, you can not power it back up until the effects from the EMP wear off.

 

Heal MCV for ally after giving: Send some Engineers to heal your ally's Construction yard that you just gave to them. They can be a big target for the enemy in a game.

 

In a team game, chat with your allies about who to attack first. Coordinate your attacks to eliminate the best player on the other team. This is not mandatory, but usually the best course of action in a team game.

 

Talking on teamspeak or discord is faster and easier than trying to type while playing.

 

Be respectful during pro games and use BACKSPACE spectator chat, and not ENTER chat to all.

 

Power down sams prevent ALT crash: To prevent the enemy from ALT crashing his planes into your buildings, power down or sell your sams, and move all anti air units away from the plane. Once your enemy sends his planes back to his base, turn your sams back on so they hit the plane while its leaving. (maybe)

 

Sometimes its better to run past a scout so that you can shoot it before it enters your base. (Example: If your infantry are chasing a Cyborg to your base, try running in front of it into your base entrance so that you might be able to block the Cyborg from entering your base. After you block the Cyborg you can destroy it)

​

MK2, DT, Diz friendly fire: The Mammoth MK2, Ghost Stalker, Devil Tongue, and Disrupter all hurt your own units with their attacks, be careful not to damage your own units in an attack.

 

Base watch enemy with set & view Bookmark 1: Watch the enemy base with view bookmark 1 hotkey constantly. This is called base watching and it helps you see stuff your enemy is building. Example: see his base go stealth. This view enemy base hotkey helps you attack and defend simultaneously so you dont have to scroll across the map. H= home is for your main base view (set the mcv to primary by double left mouse clicking it, to set it as Home)

 

Use super weapons to destroy a building, if your planes can't quite destroy it. The Super Weapons can finish the job nicely.

 

Send units on radar screen faster: Its hard to see units on the radar screen in the top right corner of the game screen, but if you can send units to kill enemy units by clicking on the radar screen, you don't have to scroll across the map.

 

Every $1,000 Aproximately equals 13-15 game seconds (On game speed =7, depending on the lag.) You can use this number to roughly estimate build order times.

 

Land a tank on a Helipad with the Carryall, and render the Helipad useless. When the Carryall takes off (it can't land on a Helipad) send it somewhere remote on the map. When your Carryall lands the tank, the Helipad remains glitched until you move the tank or it dies. (This trick only works on your helipads and your ally's Helipads.

 

Sam/Laser glitch Carryall land: A nod sam or laser do not need a component tower to be built first, so these are better for glitching Carryall landings than RPG upgrade or GDI Sam upgrade.

 

Layering defensive ranges: The length of range of a unit can determine the order in which you place it on the ground in your defenses. (Ranges Longest to Shortest: Artillery, Obelisk, Tick Tank, Laser.) Place the Longer range units behind short range units, so they work together.

 

Make minimum defense: Only make enough defensive units to defend the enemy's attack units. Save your money for other things like Tiberium Refineries and Harvesters.

​

Waypoint colors: red, lb, yellow, green, grey, blue, purple, aqua, magenta, orange, white, dark green. (this is the order in which the different color waypoints usually appear. You can use this information to coordinate numbered units to different auto-waypoint attacks. (Example: sub1 uses red sub2 uses lb color, etc......It helps you remember where each sub is going and when to deploy it.)

 

Remember enemy scout/place fog: Try to remember where the enemy has scouted in a game. Use this information to place new buildings in the fog of war. (Or hide units there)

 

MK picks sams off, keep tight: Consider placing Sams near the middle of your base so that a Mammoth MK2 can't fly around the perimeter of your base and pick them off 1 by 1.

 

Target the Carryall over vehicle: A Carryall has much less health to anti-air units, than a tank has. Always target the Carryall first so that the MK2 or Disrupter can't fly away. You can send one group of units after the vehicle, and another anti air group of units after the Carryall.

 

Target Diz over MK2: If you are simultaneously attacked by a MK2 and Disrupter, always target the Disrupter first. The Disrupter can destroy buildings faster than a MK2 and it has less health so it will die faster.

 

You can place a building over a Carryall sitting on a vehicle. This trick can be used to hide your units, or to confuse the enemy by building a building on top of their Carryall/Vehicle combo. If the enemy isn't paying attention when you do this, they might not know where there Carryall and tank went. The Temple of Nod and other large buildings are the best at hiding units. (If you double click the Carryall to release the vehicle while the building is hiding it, it will not. The Carryall will however release the tank if you sell the building on top of it.

 

Nod's weakness is power. Always target Nod's power plants. Make sure to power down defensive buildings you are not using. You can always power up a defensive structure when you need it.

 

Nod's terrain advantage is on flat ground, roads, and pavement.

 

Different color tiberium can be worth different amounts of money depending on the map. Usually Green tiberium is the least valuable, followed by blue, and red (the most valuable). It really depends on the map. Make sure to test any tiberium amounts on a new map.

 

There are 18 green bars of health on a MCV, WARF, or REF.

 

Send every new plane built to hunt Harvesters or attack. Do not leave new planes with full ammo sitting on the Helipad.

 

If you have low power, you will build slower. It is not quite 50% slower, more like 10-20% slower on red power.

 

Power Plants generate more power when they have more health. Damaging a Power Plant will lower your base power. Healing the Power Plant will increase your power generation.

 

Don't kill ally when giving MCV: Power down your defensive structures and move your units from an area before you unally a teammate to give them a new base to steal with their Engineers. Doing this will keep your ally's Engineers and new base alive during the transition.

 

A= Ally: Sometimes you will need to ally or unally a team mate. (this is done a lot during MCV base swap). Click on your Team mate and press “A” to unally them. Also, use “A” to re-ally your team mate.

 

Ask before take: Ask a team mate before you steal any of their buildings.

 

APC soldiers death on tib warf pave: Any APC dies on the pavement in front of WARF, REF, or Tiberium Waste Facility, and the units inside the APC will die too.

 

Moving APC die = soldiers die: Stop a APC if you cant outrun the attacker. If your APC dies while it is moving, the units inside will die too.

 

Plane can land if delete WP: If you delete the Waypoints your planes are using, they will land where they are and not return to your Helipad unless you send them manually.

 

Press “X” to scatter units after they exit a APC, this will spread them out and make them last longer because its harder to kill them all at once, if they are spread out.

 

Spread out all units on the map. The enemy will sometimes wait for you to group a bunch of units before he sends his super weapon to destroy all of them at once.

 

Some buidings can not be powered down. ( Tiberium Waste Facility, Power Plant, Tech Center, Gate, Wall, Firestorm Wall Sections, etc...)

 

"Q" leave/return: To leave a building and come back to it to attack it automatically, send the vehicle on a “Q” after shooting a building, and it will return afterwards to keep shooting that building.

 

PB Titans: A few orca bombers + Mammoth Mk2 flying on a Carryall can own Titans. Wait for the titans to group up to attack, and power bomb them from behind with the Orca Bomber.

 

GDI & Nod Sam range = same: The range of both Nod and GDI sams is the same. It is roughly the size of the Stealth Generator's coverage area. It was difficult to figure this out because when you highlight either sam, the range is not indicated. (Like it is when you highlight the Stealth Generator)

 

Deep terrain subs: On maps with a lot of variability in the height of terrain, SubAPCs and Devil Tongues can take longer to fully dive and fully surface. This can affect where a unit surfaces if you press the “S”=stop button.(Terraces is an example of one of these maps, it is much easier and faster to dive/surface on a map like BBG, than Terraces)

​

Both underground units (SubAPC, and Devil Tongue) can spin dive or fast dive. To spin dive, send the underground unit far away on the map somewhere in the opposite direction as the SubAPC is currently facing. To dive quickly, send the SubAPC or Devil Tongue in the same direction as it is currently facing, far away on the map a long distance so it dives and doesn't drive on the surface.

 

No deploy on Ref/ Warf pave: You can't deploy units, if the APC is sitting on the pavement in front of the REF,WARF, or Tiberium Waste Facility.

 

Sams can hit cliffs if they are too close to the edges. Use this to your advantage and fly toward or away from Sams near cliffsides. (This trick only works when the Sam is on the lower side of the cliff only)

​

Ground rush distracts planes from your base: If you are about to be attacked by planes, you can send a ground rush to the enemy base so the enemy is forced to shoot your rushing vehicles instead of your buildings. Example: Sending a group of Titans to the enemy when Banshees are coming.

 

Send infantry fodder in front of tank spam to take some of the artillery damage for the tanks.Tell Artillery to aim for tanks manually, if there is infantry fodder in front. This is easier if you number the Artillery as a group.

 

Soldiers can not enter a stacked Subterranean APC or Amphibious APC. Put the units inside the APCs before you stack them. (with the Service Depot)

 

GDI outbuild EMP bunk Nod: GDI's answer to a bunking Nod is to outbuild near the bunked base and use a EMP Cannon to freeze their defenses before you attack. (Nod usually bunks with artillery and sams in later gameplay)

 

Stacked tanks can not deploy. (Sorry Artillery stacking doesn't work)

 

Stacked MCVs can not deploy.

 

Stacked planes can not all reload on a Helipad.

 

Most Super weapon no hit underground: Most super weapons can't hit units while they are travelling underground. (The Hunter Seeker might be able to)

 

Art blow tib early: Nod's first unit that can blow up tiberium is the Artillery. The Artillery takes longer than the GDI Disc Thrower to be built. (This gives GDI a slight early advantage blowing up blue tiberium.

 

Units tend not to travel in a straight path over long distances. When precision driving is important, send the vehicle in baby steps to make sure it travels where you want it to. (Example: Precision driving is important near ice terrain where you tanks can fall into the water if they go the wrong way) You can also use Q or Waypoints for precision driving.

 

Stealthed Sams take longer to shoot planes because they must unstealth first. Consider turning off your Stealth Generator if you have a lot of Sams and the enemy already knows where your buildings are.

 

FS+pave = bunked vs nod: Firestorm surrounding a base that has pavement in it, can be a hard GDI base to attack.

 

GDI loves pavement vs Nod: There are more pavement tricks against Nod than GDI because of underground units.

 

Damage same at any range: It does not matter how far away a tank is from a target, it will deal the same amount of damage to a target in the same amount of time, no matter how far away it is. So....most of the time, you will want to attack with tanks from the maximum distance possible. (One exception is driving quickly right up next to an Artillery so it can't hit your Attack Cycle)

 

Waypoint units that heal in the tiberium = hands free healing.

 

Face building to shoot: The fastest way to shoot a building with any vehicle is to first face the building before you shoot at it. This minimizes time delays when a vehicle has to turn around to shoot a building (or turn around the turret on the tank to face the building)

​

The game timer in the information panel speeds up or slows down depending on your speed level setting. Speed 7 game timer is the fastest speed setting, and the game timer is faster than actual seconds. Game speed 4 or 5 looks more like actual seconds in the game timer. (Use the game timer to record times, not a stop watch, because it will not change times, when the game lags giving you different results depending on the lag.)

 

Alt+F4 ends the game really fast. But it is not polite to the other players. Surrendering is the more polite way to end games.

 

Nod likes longer distance maps for bunking.

 

GDI likes small maps for rushing faster ground units.

 

Nod likes a lot of Tiberium nearby for bunking.

 

You can “Q” a unit onto a waypoint chain, and the unit will transition from the “Q” to the waypoint chain and finish the last waypoint (14 is the most waypoints you can have in a row)

 

You should assume that the enemy will attack you while you are trying to attack them. Send your attacks to staging points so that you can defend their attack before you actually attack.

 

Delay enemy knowing if you are GDI or Nod: If you only send normal Infantry early and delay sending Disc Throwers, Rocket Infantry, Cyborgs, or Jump Jet Infantry, then the enemy will not know if you are GDI or Nod for a longer time. (This only applies when you choose a random (???) team instead of choosing Nod or GDI. Its harder to make defenses if you don't know whether the enemy is Nod or GDI.

 

Build glitch: To build glitch across a wall or cliffside edge into an area that is too far from your base to normally build, click back and forth from the white area next to your base where you can build, to the red area where you want to build. If you click fast enough back and forth, sometimes you can get your building to build in a red area that is too far from your base. This is sometimes done on Terraces map in top left position.

 

Print out maps: To learn the maps better you can print a picture of each map so that you have a quick reference to look at before games.

 

Large map = Titans slow: Nod has more time to send rushes and not have to defend Titan rush in large maps. You can send a few rushes before getting Titan defenses up. (Disrupters are more likely)

 

Write down how your opponent responds to various attacks so that you can remember how they reacted and maybe use that to your advantage next game.

 

Combining speeds in rush: In combination rushes you can send slow units ahead of fast units or send them first, so that the different speed units arrive at the enemy base at the same time. Example: send Disc Throwers before you send Infantry, build the Disc Throwers first and send them, so that the faster Infantry catch up to them from behind and arrive at the enemy base at the same time.

 

Select too many units, some no listen: When you start sending hundreds of infantry and tanks some of them might not listen to your command. There is a limit to how many units you can send at one time. If any units don't listen to your command, just highlight a smaller group size and send them in groups.

 

Scout refs, stay ahead on money: If you have the enemy scouted try to keep up with Refineries and Harvester count, and keep your base just as rich. If you have scouted the enemy you can see what they are attacking with. Now you can build only the minimum defenses needed to defend the exact attack they created.

 

GDI likes low Tiberium and far away Tiberium, because it has the Carryall to expand faster.

Immediately build your next building after placing the last building.

 

Longer games are more likely to lag and slow down with so many units on the map at one time.

Sometimes destroying a lot of the units currently on a map can speed up an online game.

 

You can use a waypoint chain in a zig zag formation at the edge of fog, to make planes scout through the fog automatically by following the waypoints back and forth into the fog slightly more on each turn of the waypoint zigzag.

 

Set your defense up on “G”= Guard before you attack so they can defend you while you are attacking. Moving them around a little or putting your defensive units on waypoint loops can be confusing to the enemy.

 

Knowing Armor Types and Weapon Damages can help you predict what building or unit that will be targeted by the enemy. (Example: you see Artillery coming and know they are devastating to wood armor. It is highly likely that they will attack your wooden armor structures like power plants.)

 

How would you attack your base? This information can help you predict what the enemy might do.

 

Large map = tech fast: In big maps focus on getting your Technology Center early. You have more time before a Infantry or Tank rush poses a threat in large maps. Focus on air units and subterranean underground units. Faster units are also more useful on large maps.

 

Power down and lose targeting: All ground base defenses will not remember which unit you targeted, if you power it down and back on. (laser, vulcan, rpg, obelisk)

 

Pause or cancel building for cash: You can pause units or buildings to help complete other things to build, when you are low on cash, Or.......you can cancel building them, which gives you more money.

 

Nod expands sooner: If Nod needs a MCV to expand to a new tiberium patch because it is blocked by cliffs and cant build out to the new patch, then Nod must build it sooner than GDI. (Because GDI Carryalls can fly the slow MCV to a new tiberium patch faster.)

 

Early staged Infantry rush can be annoying if other Carryall units are flying around too.

 

The score is meaningless in a game. You win a game by destroying all of the enemy structures and units on the map.

 

A win is a win, no matter how fast or cheap the build order, or if it was from chat distraction.

 

DC is auto win: A disconnect is considered a win for the other player that did not disconnect.

 

Chat Distraction a.k.a. “shit talk” is a strategy some players like to use. They will use diversions, distractions, put downs to try to demoralize weak team members and make them quit. Some pros will lie to new players and make up ridiculous rules. If a player is known to quit early, sometimes they will be targeted with chat distraction on purpose forcing a quit. Knowing the personality profile of your opponent or personal information you have about a player can aid in your chat distraction tactics.

 

Train your teammates and new players so that you have good team mates. Practice games with them so that you get real time team tactic training.

 

Simultaneous multitasking is very important in Tiberian Sun. How many unit groups can you simultaneously juggle? Theoretically, if your left hand is on the number pad, you should be able to coordinate 10 different groups (1-10) at the same time. A gaming mouse, a gaming keyboard, and programmable macro keys can help you multitask and juggle multiple groups quickly.

 

Sell ref = inf rush?: When you sell a Tiberium Refinery you get 5 Infantry and $1000, it might be a good time to send an Infantry rush with other units to back them up.

 

Early losses can be less important, if you stay ahead of the enemy with your economy. Stay richer than the enemy at all times. Always be Harvester hunting.

 

Find, Fix, Flank, Finish

 

Run on tib = heal faster?: Running units that heal on tiberium across the tiberium heals them faster than just standing idle on tiberium.(not 100% sure about this)

 

Set primary building: To set a building to primary, double click it with left mouse click.

 

The more you subdivide groups, and have more groups (up to 10) the harder it is for the enemy to defend 10 different attacks all at once.

 

Economy Tech Match: This tactic involves making Tiberium Refineries and Harvesters until your opponent gets a Technology Center. After the enemy gets a Technology Center, you should build one too, “matching their tech”.

​

If you number your production buildings, you can select them faster to send new units to a new area on the map.

 

CTRL+ALT anti scout: With CNTL+ALT you can send units to a location far away, and your units will guard that location when they get there. This is great for setting up anti-scout infantry in early game.

 

Anticipate when the enemy has to outbuild, and attack him then. Prevent the outbuild if you can or just enjoy that he can't defend as well when he is spending all his money on outbuilding at the moment.

 

Try to fight over the enemy Tiberium. Every shot that happens over Tiberium will erase some of their Tiberium Patch

 

Don't blow your tib: Avoid fighting on top of your Tiberium especially if it is explosive blue Tiberium. You will lose your Tiberium and it might all explode if its blue and catches on fire.

 

CTRL+ALT defend building: You can send units to defend certain buildings with CNTRL+ALT. Select the unit, hold CNTL+ALT, and click on the building you want them to defend.

 

Does the enemy always rebuild the building you just destroyed? Use this information to your advantage . You do not always have to rebuild the same building that was just destroyed. Sometimes it makes more sense to build a different building. It depends on the game and situation.

​

Switch up outbuild location if destroyed maybe: If your outbuild is getting destroyed in the middle of the map. Try outbuilding in a different direction to a new Tiberium patch farther away from the fighting in the middle of the map. Try to hide outbuilds in the fog of war so your enemy can not see it.

 

Try not to watch the action too much, you probably need to be doing something else and letting units guard automatically.

 

Spare MCV or Warf?: Some players think that a spare War Factory is better than a spare MCV because you can make another MCV with expansion Warf or pump Titans from expansion.

 

Units commonly used together, get assigned hotkeys that are close together.

 

You can stage units closer to the enemy for later use. This works better if you hide those units in the fog of war or behind terrain/buildings. (Example: staging Orca Bomber near the enemy so you can quickly back up your Titan rush)

 

Flat land to deploy: Vehicles can not deploy on steep hills, they need flat land to deploy.

 

3 tanks on ref pave = block ref: Three vehicles stopped in front of a Tiberium Refinery can block a Tiberium Refinery. You have to stop each one on the pavement in front of the Tiberium Refinery to block harveters from dumping.

 

Layer your defenses with overlapping fields of fire.

 

Prestaging units using the alt production:: You can click on a Barracks, War Factory, or Helipad and then click on the map somewhere. Now every new unit that comes out of that building will automatically travel to that location on the map when it is built. This can send units automatically to anywhere on the map. (like near the enemy base) You no longer need to use the ALT button to do this, this was patched by cncet.org.

​

The Information Panel shows the veteran status of enemy units. Setting this hotkey is important.

​

Try to remember where you have been scouted and keep your production buildings out of view by building in the fog of war.

 

Minimum Defense: Keep building only enough defensive forces to defend what the enemy has to attack with. Do this while you are attacking.

 

You can trick opponents with custom maps by adding secrets to the map. Before a game, always look at the blue warning button at the bottom center of your screen. It should say “No Cheats” which means the map you are playing is legitimate.

 

Surround vehicles that have to turn to shoot at stuff. You can surround them with your own vehicles or with Infantry, Laser, RPG Upgrade, Vulcan Cannon, and Obelisk of Light. They will waste time turning to shoot your stuff, this is delay time that they are not actually shooting at you.

 

Breaking contact to heal units keeps your units alive for later attacks.

 

Deployed vehicle lures auto eng from buildings: Deployed vehicles can lure Auto Engineers sent to your base if they are closer to the Surfacing SubterraneanAPC than the building they targeted.

 

The enemy might be less likely to sell a Construction Yard or War Factory like they would a Tiberium Refinery, if you send Engineers. This is not always true, but sometimes they don't want to sell those buildings if there are no spares.

 

DRAWD: Defend, Reinforce, Attack, Withdrawal, Delay

 

Prestaging healing units like the MRV or Medic near the enemy can heal your units faster than retreating all the way back to your base.

 

Back up soldiers and vehicles with air support. Try to draw enemy units out from their base and the protection of their Sams.

 

You can setup ambushes in the thick forests where units can hide among the trees. You can also hide Medics or MRVs in the forest to secretly heal your units.

 

Team game: Sometimes you attack the strongest opponent on the other team first, sometimes you double team the weakest opponent if you think they might quit early.

 

Counter build orders: Know why your build order works to counter the current enemy build order.

 

Cheap units first maybe: You might want to start by rushing with cheaper units in the beginning, gradually ramping up your rushes to more expensive units. Example start rushing with cheap infantry and attack buggies, then follow up with more expensive Attack Cycles, Tick Tanks, or Artillery rushes in early game.

 

Try mixing up your building placement to confuse the enemy before he can fully scout you.

 

Right click pause build: Right click once on the thing you are building to pause it. Right click it again to cancel the build.

 

The "Construction Complete" sound lets you know to place your building. Its better if you never need to use this sound warning and just remember about how long it takes to build each building. There is a small amount of wasted time if you wait for the “Construction Complete” warning, the time it takes to scroll options screen on the right side of the screen with your mouse is wasted.

 

Try to predict what the enemy will do by looking at all the units and buildings and tiberium on the map. Any amout of correct predictions can be valuable.

 

Remember where the enemy has scouted and try to hide your buildings in the fog of war for as long as possible.

 

Know your enemy and have counter attack ideas in mind before the game starts.

 

Shadows of units hiding behind buildings or trees can sometimes stick out. This can give away their position to the enemy

 

Feinting Retreat: Keeping units moving on waypoints near the enemy base is distracting and confusing hit and run tactics. You can fake out like you are running away so that the enemy thinks he has time to place buildings and micromanage economy, only to come back with fast units and keep attacking.

 

Watch the enemy base so you can see what he is building. Sometimes knowing what building he is likely going to build next can help you figure out where that building might be placed. You can drive over these places and slow your enemy when he cant build there.

 

Check behind enemy buildings for hidden units and structures.

 

It is usually a good time to attack when the enemy is about to place a building. Remember, your opponent is likely building about as fast as you are. So even if they are in the fog of war, you can use your base to asssume when they might need to place a building or do a rush.

 

Speed =7 is 52 frames per second on average.

 

Feinting is where you fake like you are going to attack. This forces the opponent to make defenses even if you pull back and don't even attack.

 

Nod Bans over new Warf rush: If you are Nod and lose your War Factory, but have the capability to make Banshees, you might want to consider building more Banshee instead of replacing your War Factory.

 

Gate guards come to mcv/warf if scouted: There is no need to guard a gate opening with infantry if your base is already scouted. Once you are scouted, pull all the infantry from the gate and surround your important buildings (mcv/warf)

 

Tank predict squish path: Vehicles can sometimes anticipate which way your soldiers will try to run from them and run over them. Example: Driving the Harvester to where you think the soldier will be soon instead of where he is now.

 

Protect Buildings with units by highlighting your unit and holding CNTL+ALT, and then left mouse clicking on the building you want your unit to protect.

 

Push refs back: If you see that the enemy is about to build a Tiberium Refinery, you can attack the building that he is building off of. This makes him have to place Tiberium Refinery farther away from the Tiberium. Example: You destroy a Tiberium Silo in your enemy's outbuild so he has to place his refinery farther away from the Tiberium, he was using the silo to build closer to the tiberium.

 

Structure dies = unit building may be lost: If a structure is destroyed while you are building a unit, you will lose that unit if you don't have a backup production building. You will get the money back for the unit.

 

Keep your enemy occupied defending so they have less time for other activities like attacking or micro managing their economy.

 

Sometimes its better to save your unit and keep it alive by escaping, than to destroy a building. You can always come back later if you save your units.

 

Hitpoint Matrix is non VB: All of the hitpoints in the Hitpoint Matrix are from one unit that has no veteran upgrades.

 

Try to avoid eating your ally's tiberium unless you ask politely during the game with “Backspace Allies Chat button”.

 

E+G = fast defense for subs or carryall attacks.

 

Place Barracks north of your Construction Yard right next to it. This way engineers can quickly come and and go into your mcv. (Even Engineers on build pause)

 

Send a Harvester Bomb Decoy for your early GDI Amphibious APC Engineer Attack.

 

Scroll bar build option planning: Before your current structure is done building, scroll the side bar options to the next building so you are ready to click it after placing a new building. This saves scroll time after you place your current building. Move the side bar building options closer to the location of your current building. This minimizes the time it takes to scroll the mouse back over to the building options after you place a building. (Whether or not you are using the Place Building Hotkey)

 

Try to avoid Visceroids, Fiends, Mutants, and Floaters on the map so they do not chase and attack your units.

 

Getting the enemy to the point of being unteched is a mini goal in Tiberian Sun. If the enemy has no MCV and an unteched War Factory, they can no longer build new buildings. If you become unteched, try spamming units directly to the enemy. Titans are probably the best vehicle spam when you lose your MCV.

 

In dynamic formations, range, speed, and rate of fire come into play. Faster vehicles are more dynamic and can attack different areas on the map faster.

 

​

TRAIN

 

Only the front car of a train will crush your units. If you drive onto the railroad tracks after the first traincar passes, your units can survive.

 

Kill trains immediately so they don't run over any of your units accidently on the train tracks.

 

If you kill the first car on the train, the train can no longer move.

 

Run your units on the sides of tunnels to avoid being squished by the train. All tunnels are 3 cells wide and the train only goes down the middle cell. The left and the right sides of the tunnels are safe from the train destroying your units.

 

​

TUNNEL

 

Lure waypoint looped planes into firing on your tanks and re-enter the tunnel. This tactic can waste your planes ammo as they shoot at your tanks which are safe in the tunnel.

 

​

BRIDGES

 

Lure planes into firing on your tanks as your tanks go under a bridge. This minimizes the damage your tanks can receive while safely under the bridge and waste's your enemy's plane ammo, if he has Sensor Array deployed and his planes can see the units in the tunnel.

 

​

ION STORMS

 

Ion Storms will destroy any unit flying in the air when they come.

​

Ion Storms are only on some special maps that have included them.

​

 

CIVILIAN

 

Lure enemy units into Civilian structures and units by firing on them and getting the enemy to chase you.

 

You can build near Civilian defenses to help keep a civilian buffer between you and the enemy.

 

You can steal Civilian vehicles with the Mutant Hijacker. The Civilian Bus can hold up to 20 soldiers!

The enemy might not expect your soldiers to arrive in a Civilian vehicle if he did not see you load them up.

 

Visceroids, Fiends, Mutants, Civilians, and Floaters can all be lured into killing the enemy base if you shoot them and then run to the enemy base. The Jump jet infantry is great for this tactic.

​

You can hide units behind Civilian Buildings.

 

​

CHAT DISTRACTION TACTICS

 

GG = fake give up: You can say “GG” in the chat, this might make the enemy think you are giving up early. = Chat Distraction

 

"Has left the game" text trick: This next chat distraction technique makes it look like you left the game. It can trick your opponent into surrending by quitting. >>>> “YOUR SCREEN NAME HERE: Has left the game”

 

Know thy enemy chat distraction: If you know a player well, chat distraction can be more effective. Don't Shit talk the other players too much or it might backfire on you. This is a last ditch effort technique to be used sparingly.

 

Backspace chat spectator: Some of the pros will not let you spectate if you chat too much. Use Backspace to chat with other spectators when you are spectating a game. Spectator chat distraction might get you banned from games.

 

Funny, interesting, or entertaining chat is also effective at distracting other players.

 

Microphone Chat Distraction: If you are on Discord or Teamspeak you can talk to the other players and distract them from the game.​​​​​​​​

64 group = max #: Groups might be limited to 64 units. If you group more than this, the units might not all respond to your commands. 10 groups of 64 units each is 640 units max.

 

Build across cliffs/walls: You can build across some cliffs and walls in the game. Left mouse click very fast across the wall or cliff edge.

 

Surrender = see build order: At the end of the game when you surrender, look at the enemy base to see what their build order was, if you did not have them scouted. You can see how much money they have, etc....

 

Retreat to place building: Try retreating while you are placing buildings.

 

Nearby vehicle vs vehicle damage: When you shoot at a vehicle with another vehicle, it might damage vehicles that are right next to the vehicle you are shooting at. Example: If you shoot a Titan with a Tick Tank, it might slightly damage another Titan that is right next to the Titan you are shooting at.

 

Wall Entrance -Tower CNTL fire - avoids Harv Bomb: You can block a wall entrance with Lasers, Vulcan Cannon Upgrade, or RPG Upgrade on some maps like Big Blunts Green (BBG) or Conflict. If an enemy tries to put his Blue Harvester Bomb next to those buildings hoping your units will target it and be damaged in the explosion, you can prevent this. The enemy might have a group of Light Infantry behind the Harvester bomb out of harms way, in hopes that their Light Infantry can finish destroying your damaged Laser/Vulcan/RPG after the Harvester Bomb explodes next to them damaging their health. You can stop this by CNTL force firing on the ground in the wall entrance, so that your Laser/Vulcan/RPG shoot past the Harvester and hit Light Infantry as they walk past. If you quickly target individual infantry you can keep your Laser/Vulcan/RPG from shooting the Harvester Bomb and kill the group of Infantry. This trick is hard to do, it helps if you number your Laser/Vulcan/RPG. This trick does not work as well with the Obelisk of Light because the Obelisk of Light's rate of fire is very slow. You can; however, number your Obelisk of Light and target soldiers far away, avoiding hitting the Harveter Bomb sitting next to your Obelisk of Light. (NOTE: The reason you need the gate is because it forces the enemy infantry to walk past your Laser/Vulcan/RPG, otherwise they might just walk around them. This trick is rarely used, and usually only when both players do not have any other units to use, like in a stale mate situation.)

​

Alt F4 exit: Alt +F4 is the fastest way to exit a game. Or you can ALT+TAB out of the windowed mode.

​

Enemy plane shoots at Sam if hit by: If your Sam shoots at an AI plane, the AI plane will immediately switch its targeting to your Sam.

​

Scout fog radius: Big= Sensor/Art,Buggy better than Cycle, Hover MRLS bigger than ST, Titan scout radius bigger than Tick Tanks, MK2 = big, Discmen and Rocket Infantry have more scout radius than Light Infantry.

 

Disc and RI = always make one. You should almost always send at least one Rocket Infantry or Disc Thrower with your early Light Infantry rush. They will scout farther than the Light Infantry and can damage vehicles and other units more. (Disc Thrower and Rocket Infantry are slower than Light Infantry.)

​

Vet Status: Cheaper units that can destroy expensive units quickly are the easiest to quickly level up Veteran Status. (Example: The Ghost Stalker might not be that cheap, but it can quickly destroy expensive buildings in one shot.)

 

Civilian & Structure = vet status points: Destroy Civilian units, Visceroids, Civilian Structures, and other random units on the map and you can get Veteran Status faster before you attack your more dangerous opponent. Make sure to heal your upgraded units before attacking enemy.

 

Ten Cell CNTL+ALT waypoint range: All planes will automatically attack units that are 10 cells from a waypoint if you are using CNTL+ALT. If you need a good reference for this, look at the Stealth Generator's perimiter. Planes will attack one cell further (or bigger) than the Stealth Generator's perimeter of stealth. If your plane does attack a unit within 10 cells from the waypoint, it might attack a second or third unit that is farther away than 10 cells after it kills the first unit.

 

CNTL+ALT waypoint targeting: When you put planes on a waypoint loop with CNTL+ALT, near the enemy base, your planes will attack all soldiers, vehicles, Lasers, Obelisks, Nod Sams, Component Towers (with any upgrade), and any airplane that is on the ground or on a Helipad. (Range: within 10 cells of any of the waypoints in the waypoint loop) If you only want to attack certain units with your planes on the CNT+ALT waypoint loop you must carefully place the waypoint loop so that only the units you want to attack are within range.

​

The fastest economy build order: Power Plant, Tiberium Refinery, Barracks/Hand of Nod, War Factory, Tiberium Refinery (and a lot of Harvesters), Tiberium Refinery, maybe a fourth Tiberium Refinery (and tanks). This build order is best done on large maps where scouts take a long time to get to your base. This build order can be defeated by a fast “One Ref” build order fast attack so be careful and get a lot of tanks and Engineers. Its safer to not build that fourth Tiberium Refinery and make tanks sooner. You should not make many infantry scouts during the beginning of this build order or you might run out of money and have to wait for Harvesters to dump. One to Three scouts is probably enough. This build order does not work as well on smaller maps because of the Infantry rush attack.

 

Rocket Infantry Mass Refinery Build Order: Nod's Rocket Infantry give Nod an early anti-air advantage over GDI. Nod does not need to make Sams to defend a early Jump Jet Infantry or Harpy scout. This means that Nod does not have to build a Radar as soon as GDI does, especially against the extremely early GDI Jump Jet Infantry scout. Since Nod only needs a Hand of Nod to defend early air units, Nod can build more early Tiberium Refinery than GDI can. Nod can build 4-5 Tiberium Refinery before a “One-Ref-Tech” build order can send early Subterranean APC +Engineers or a Carryall + Disrupter attack (Depending on the map size). If Nod makes more than five Tiberium Refinery, it is advised to not sell the Tiberium Refinery for cash. This way you will have spare Tiberium Refinery if one of them is destroyed. You must protect your MCV at all costs while it is not teched. You might want to build a Radar Before a War Factory to make Nod Sams for Orca Bomber and maybe even a EMP Cannon before your War Factory for a early Titan rush. (Depending on the map size)

 

No select Laser, CT, Obelisk or Aimable Sam with click drag: You can not select multiple Lasers, Sams, Obelisks, or Component Towers by left mouse click and drag, like you can with soldiers. If you want to select multiple buildings to attack with, you might want to use the”T” hotkey to quickly select all of your attacking building types at once. (Example: select one Laser and press “T” to quickly select all Lasers on the screen at once)

 

Same rate of fire at different distances: All units have the same rate of fire regardless how close they are to the enemy. Usually, you will want to keep your units at the farthest range that you can still hit other units. (There are exceptions to this rule, like the Devil Tongue and Disrupter)

​

In game screen shots: You can use CNTL+C to take a screen shot of the game while you are playing and it will be saved as SCRNxxxx.pcx file in the Tiberian Sun Run Directory. You can convert that .pcx file into a JPEG using most file converter software, if your computer can't view the .pcx file.

 

Low Credits $3500 = sell pp for scout: If you have low credits at $3500, it might make sense to get an early scout by selling your first or second Power Plant.

 

Chat convo= no hotkeys: If you are text chatting you can not use any hotkeys. If you try to use hotkey keyboard commands while the text chat window is up, your hotkeys will show up as letters in the text chat conversation. (Another reason why Voice chat is better on TeamSpeak or Discord)

 

Sold Ref = Infantry distract for CC: When you sell a stolen building in the enemy's base, you can use the five Light Infantry to distract the enemy while your Subterranean APC and Commando rise elsewhere in the enemy base.

 

Right click build pause: Right mouse click on a building or unit to pause the build.

 

No repair, sell, power -superweapon selected: When you have a superweapon selected and are ready to fire it, you will not be able to repair, sell, or power down buildings, until you right mouse click and remove the super weapon. (so if you think the enemy is about to use his super weapon, this is a good time to attack buildings.)
 

Sometimes no stop"S" Barrack Alted unit: Sometimes you can't “S” stop a soldier that has been automatically sent out of your Barracks or 

 

Power Down Hand for Sams: Consider powering down Barracks,Hand of Nod, Lasers, Component Towers, etc....: If you need power to your Sam.

​

Planes: If you are trying to finish an enemy early by destroying his MCV and War Factory, you should probably go for the MCV first because it is $500 more expensive and it could be building an expensive building that gets cancelled when you destroy it.(This is debatable and sometimes you want to go for the War Factory first. Maybe you sense that a Mammoth Mk2 or MCV is about to be built. GDI War Factory makes Titans so maybe you might want to go for the War Factory first. If the War Factory is not teched go for the MCV but expect that they will send a lot of Titans with no base and no teched war factory)

 

You can stack planes on the Hover Mrls or Amphibious APC when they are in the water.

(Stacking planes is explained in this guide)

 

Deployed Tank no CNTL+ALT WP Loop: A Deployed vehicle can not be sent onto a waypoint loop while holding CNTL+ALT. Undeploy your vehicle before you try to put your unit on waypoint loop with CNTL+ALT.

 

Helipad ALT planes hide in fog: Remember where the enemy has scouted. You can make the Helipad send units to hide in the enemy's fog of war automatically. (Left mouse Click on the Helipad and then click on somewhere in the fog of war.)

 

Lure Enemy away from landing Carryall: If the enemy is targeting your unit with a vehicle that is about to be landed on by a Carryall, you can run your targeted unit away and possibly make the Carryall not land correctly on the enemy vehicle. When the Enemy vehicle tries to move forward to hit your unit, it sometimes messes up the Carryall Landing on top of it.

 

Disc Men Boom: Disc Throwers can run into enemy groups of soldiers to hurt them when they explode upon death. This hurts your units too so be careful. Try to run targeted Disc Throwers away from your other groups of soldiers.

 

Map View Speed ALT view and Bookmarks: Set up the View Book Mark of enemy bases at the beginning of a game. You can assign macros so that to view different numbering groups you only have to push one buton instead of ALT+1 or ALT+2 to view groups 1& 2 etc... Quickly rotate between map views constantly during a game, this is much faster than scrolling with a mouse. You can set 4 book marks and assign 10 different group views. This tactic is most important on the larger maps especially if you have a small screen resolution and can not see as much of the map in one view as other players with larger screen resolutions.

Earliest Attack: Infantry rush and Harvester Bomb attack are the fastest rushes for small maps.

 

Some units leave Tib on ground when destroyed: Some units like the Cyborg, Cyborg Commando, or Cyborg Reaper or Harvester can leave Tiberium on the ground when they are destroyed.s

 

Vehciles CTRL+ALT follow planes: Vehicles can use CTRL+ALT to follow planes or Carryalls that are flying around in the air and might shoot them if they try to land near the vehicle.

​

Ion Storm destroys Carryall on Tank: The Ion Storm will destroy any Carryall that is sitting on top of a vehicle on the ground.

 

Ion Storm makes HoverMRLS not move: The Ion Storm keeps a HoverMrls in place ( I think)

 

Ion Storm times = random: Ion Storms come at random times in a map so it is hard to predict when they will come.

 

A-APC = fast during Ion Storm: You can quickly drive units across the map during an Ion Storm with your Amphibious APC, and enemy planes will not be able to destroy it.

 

Sensor /Ion storm: Send a Sensor Array to scout during the Ion Storm, your enemy will not be able to destroy it with planes.

 

Ion Storm no stop chem/multi: The Ion Storm does not stop a Multi Missile or Chemical Missile.

 

Ion Storms = silo: Ion Storms can destroy weak Tiberium Silos, it is best to sell them if you are playing on a map with a lot of Ion Storms.

 

Ion Storm Warning = 31 seconds: You will be warned 31 game seconds before the Ion Storm hits, so you have time to get flying units out of the air, and Carryalls off of vehicles. The Ion Storm comes after the secondvoice audio warning.

 

Ion Storm = Wood(nod lasers/sams): Ion Storms damage Wood armor buildings the most. Nod Sams will be affected more than GDI sams, and Lasers will be more affected than Vulcan Cannon or RPG. (This is GDI's advantage during a Ion Storm) The Ion storm can destroy a Laser Fence Post.

 

Ion storm = undeploy Ticks: Ion Storm hurts Concrete armor a lot, so make sure to undeploy your Tick Tanks during an Ion Storm.

 

Ion Storms pown OrcaB: Orca Bombers are the slowest planes to return to base when the Ion Storm hits. Harpies are the next worse.

 

In the build options, keep your soldier build options visible most of the time because they build the fastest, vehicles should be visible too. Planes you don't need to watch build as much, because they cost more and take longer to build before you need to left mouse click again to build more.

 

Probe defenses & record response: Probe your enemy's defenses multiple times and record their responses to learn from your enemy.

​

Build options = right side advantage: The player that starts on the right side of a map has a slight speed advantage because the build options are on the right side of the screen. It minimizes mouse movements on some maps to place buildings slightly faster.

 

Sell hold careful: If you start to sell one building, and release the sell button on a different building. The second building will sell. (Building is sold when you release left mouse click on building)

 

Random other units can Veteran Status: Visceroids and other units are capable of attaining a Veteran Status as well, if they destroy enough units and buildings.

 

Losing Power 50% built structure= bad: It is no fun losing power when you have a building that is half finished. Your building is 50% slower built when your base is on low power. And then you have to build a power plant on low power afterwards too. This tactic can be used to slow the opponents build order.

 

Feinting expensive to defend attacks: Some attacks, like early Titan rush, can be expensive to defend if it messes up your build order. By sending a Titan rush early, you force your enemy to spend money to defend it. Then you can bring your titans back to your base to defend it. This tactic can slow the enemy 's quick tech build order. The Mammoth MK2 is expensive to defend too.

 

Trading attacks: Trading attacks can sometimes be better than defending. Maybe you can sell your Refinery being attacked while you attack your enemy's Refinery and he doesn't sell. It requires good multi tasking and hotkey map view changes to attack and defend at the same time. Attacking units can be better than defensive units. If you can interrupt an enemy's build order by trading attacks and potentially sacrificing one of your buildings, it might be worth the exchange.

 

ALT mouse drag: If you are Holding ALT, do not left mouse click and drag the mouse or the unit you have highlighted to ALT will become un highlighted. This happens sometimes when you are trying to quickly Harv ALT squish enemy soldiers. Make sure to release the mouse each time before you try to ALT squish again.

 

Low Tib = Medic MRV: The Medic and MRV heal soldiers and vehicles for free. This saves money on low Tiberium maps.

 

Resend units if sold building was in way: If you send a unit and a building is in the way, the unit will pretend the building is still there even after you sell it. It will take the long way around the sold building as if it were still there.

 

Stack Plane on Sensor behind GDI Radar: If you hide a Sensor Array behind a GDI War Factory the enemy can't see it. Now stack a plane onto the Sensor Array as you deploy it. Now if an enemy tries to destroy your Sensor Array with his planes, your plane stacked on top of the Sensor Array might absorb some of the damage, maybe. (Not really the best trick, because you lose a plane, but maybe you really need that one and only Sensor Array and you have a lot of planes to spare)

CTRL +ALT planes waste ammo tunnel: Be careful waypointing your planes with CTRL+ALT if a tunnel is nearby. Your planes won't hurt units driving in a tunnel, but will waste their ammo trying.

 

No surface crate: Surface a Subterranean APC or Devil Tongue under a crate and you will not get the crate. You will need to drive the vehicle off and back onto the crate to get it.(So surface near the crate and then drive onto it)

 

No plane land crate: planes can not pick up crates, but Carryalls can fly vehicles to the Crates to pick up the crates.

 

Map mass tib = super units less effective: Maps with a lot of Tiberium make units like the Ghost Stalker, Cyborg Commando, Mammoth MK2 less effective because you can only build one of them, vs hundreds of other enemy units to team up against them.

 

Moving APC = no get in: If your Subterranean APC or Amphibious APC are moving, units will not get inside.

 

Can't deploy if stacked plane: If you stack a plane on your undeployed vehicle, the vehicle will not be able to deploy while the plane is stacked on top of it.

 

Tick Tanks are slightly faster than Artillery, Artillery are the same speed as Light Infantry, slightly faster than Titans. More info on Unit Speed: >>>>>>>>>>>>>>>>>>>>> https://tiberiansunguide.wixsite.com/tiberiansunguide/unit-speed

​

Superweapons vs Orange Weed Monster = no 1 shot: None of the super weapons destroy a Orange Weed Monster in one shot.

 

OJ Weed destroys SubAPC fast: Orange Weed will destroy a SubAPC faster than it will destroy a Devil Tongue because of its low health hp.

​

Try to hide Disc Throwers behind buildings and trees during battle so the enemy has a harder time targeting them. He might not even see them at first.

 

Pavement speed = Dirt Road speed: Almost all of the units travel the same speed on pavement as they travel on dirt roads.

 

Tunnels funnel: Tunnels can be dangerous when they funnel all your units into one area. Alot of defenses at a tunnel can easily destroy a very large group of units travelling through the tunnel because it is a bottleneck.

 

Orange Weed Monster = 1000HP

 

Orange Weed Monster = None armor

​

In a 1v1 tournament for cash prizes, there is no reason to ever look at the chat text. Expect players to try to distract with text chat when big money involved.

 

Game announcements overlap: Sometimes audible warning announcements or sounds get covered up by other sounds in the game. There is no que for audible warnings, so be prepared to not even get a warning for some game events.

 

Modded Terrain: Modded maps may change the color or features of which terrain is faster. Just play the map beforehand and learn it.

 

Mixing units = degrees of freedom: It might be argued that having one of every type of soldier, vehicle, and plane opens up more degrees of freedom in the game, more options. You can slowly work your way up the tech tree, building the cheapest units first. Mixing units can make very interesting combo attacks with different units involved. (Note: this strategy might interfere with special more rare build orders)

 

Rotate soldiers, vehicles, planes: The defenses for soldiers, vehicles, and planes is different. So you can rotate between those three categories of attacks to make it more difficult to defend your attacks. (Example: Send soldiers, then tanks, then planes, then soldiers + Tanks, then planes+ Carryall. Each attack is different than the last.) Rotate your attacks to keep your opponent on edge, being so unpredictable.

 

All soldiers ROT good: All Soldiers have a fast rate of turn. They can instantly go in a different direction.

 

Exact weapon damages: Knowing the exact amount of damage that a unit can deliver to any unit or building is useful. You need the weapon damage, health points, and armor of each unit, and the health points and armor of each structure. When you know exact numbers you can mix your units and know exact numbers for speedy “1-shot” kills using different combinations of different units. Knowing exact numbers also lets you focus on other stuff, and not on the health of units or buildings waiting for them to be destroyed. (Note: Exact numbers also helps programmers make smarter AI)

 

Don't turn while ALT squish: It is better to drive across a large group of enemy Light Infantry with unit like a Tick Tank super fast in a straight line and don't turn. Do this after you have sent your Light Infantry to battle the enemy's Light Infantry. Pavement helps speed up Tick and other wheeled units.

 

Sell buildings units # figure out building sold: Certain buildings give you extra soldiers when you sell them. For example: If you see that the enemy just sent out five Light Infantry , at a point in the game where a Tech Center could be made, you might assume that he either sold a Tiberium Refinery, or a Tech Center to get those five Light Infantry. Your enemy might be teched, scout fast.

 

Sell buildings with attachments = more money: If you sell the Component Tower with an upgrade on top of it, then you get more money when you sell. (Same for GDI Power Plant, and GDI Upgrade Center)

 

Fire hurt new building: If a building that was on fire was destroyed and you build a new building on top of left over fire, that fire might slightly damage your new building. (Note: It might only affect some buildings, but I have seen a Component Tower be damaged by this)

 

Fast click overide direction: If you send click behind a vehicle to make it go the opposite direction, and you very quickly click for it to go forward, the vehicle will drive forward, ignoring your first command to make it turn around. Must be very fast.

 

More expensive buildings = faster veteran: The more expensive buildings will level up a unit to veteran status more quickly if you destroy a lot of them.

 

MRV/Medic heal saves money: Healing units like MRV and Medic, that heal for free, offer an advantage on maps with low Tiberium where you want to conserve money.

 

Placing a building over fire = no put out: You will not put out a fire by placing a building on top of the fire.

 

Predict build & destroy factory before made: If you can predict what unit that your enemy is making next, you might be able to destroy that production facility building the unit you suspect is being made.(Example: If you just killed Mammoth MK2, and you suspect the enemy is immediately building another one, you can destroy the War Factory just in time, knowing how long it takes to build a Mammoth MK2. It can be very frustrating when enemy destroys your War Factory right before your Mammoth MK2 is built)

 

More units shoot = repair less useful: More units shooting building will make the repairing less useful to prevent destruction of building. (Example: Repairing a Laser Fence Post can make it very hard for one Titan to destroy it, but a group of Titans can quickly destroy a repairing LF post.)

 

Pre aim Laser, Vulcan, RPG: You can force fire on ground toward enemy with Laser, Vulcan, or RPG to slightly shoot faster at them when they arrive. Your defensive structure will already be facing the enemy and will not waste time turning its turrets to face the enemy, immediately firing instead.

 

If enemy units are moving = enemy likely looking there: Attack elsewhere to distract the enemy when you think you know where they are looking on the map.

 

Team Attack Ego Pro: Some pros have big egos and if you double team them, they will attack their allies basically forfeiting the game. If you remember who these players are, you can force win games.

 

Soldiers surround outbuild = no vulcan laser all sides: If you surround an outbuild by the enemy with soldiers, you can attack from different angles. The enemy will only be able to place Lasers or Vulcan Cannons in one location at a time.

 

One of every unit type theory: It might be wise, depending on your build order, to make one of every type of unit. A good mix of units is very nice to have. You can layer your units, first building more cheap units but more volume too, especially as Nod. (Cycles, Buggies, Ticks, Rocket inf, Arts, etc..)

 

Dark spots on map in ally base = scouted: If you look at your ally's base and see attack marks, this indicates they are scouted, save time texting.

 

Nod and GDI is the strongest team: It could be argued that GDI and Nod make the best team because of overlapping tech uses. Players should attempt to trade tech during the game if possible, every game. There are many tricks that can be done with both technologies that can not be achieved on a team of all GDI or all Nod.

 

Small map no scout rush: If you are building and selling a lot of Tiberium Refinery for a early economy build order, you can send all soldiers to the enemy instead of scouting. Works best on small maps. You can left mouse click on Barracks, or Hand of Nod, and then left mouse click on the part of the map you want to send your soldiers automatically.

 

Build order game timers: Consider making your own game timer notifications when common build order attacks are ready so that you have a warning. (Example: in a 1v1 vs nod, have a timer for one ref tech engineer attack.)

 

Follow up Combo vs single attacks: It could be said that units which can attack multiple targets are more valuable than units that can only attack once. Example: Three Engineers can only steal one building, but a Cyborg Commando can destroy multiple buildings and units.

 

Chat ban color changes: If a player is not talking in the Game Lobby on Cncnet.org, they might be chat banned. If the player is not talking and changing their colors often, this can be a visual warning that the player can not text chat and in chat banned.

 

4 Orca F + 1 Hover vs MK2: Switch HoverMrls to hit Carryall when in range. Immediately try to kill Carryall on the ground with 4 Orca Fighter. 5 Orca F. can kill Mk2. 4 Orca F + 1 Hover Mrls can also kill Mammoth MK2 if it doesnt immediately shoot and kill the Hover Mrls. Run the Hover Mrls away from the MK2 after the one shot.

 

Unhighlight groups before selecting new group: If you have 2 different groups highlighted, and you press the number of one of the groups to only highlight those units, the other units in the other group will not go unhighlighted. You need to unhighlight all the units before you select your group number to avoid this situation.

 

Men die on tib = visc: Soldiers that die on Tiberium can turn into Visceroids. It depends on the map being played. Some maps the soldiers will not turn into Visceroids.

 

Game sounds: Listen to sounds, especially early in the game when the map is not scouted or if the enemy has a stealth Generator. Sounds can reveal what a unit is by what it sounds like when it fires, or takes off and lands. Sounds are very useful. Never play Tiberian Sun with no sound.

 

Damaged building yellow/red noise: Buildings make a damaged sound that the enemy can hear when it gets to yellow health and a second time when it gets to red health. This sound can be used to help enemy accomplish other things while listening to building sounds (Three total destruction sounds to estimate time for building to be fully destroyed in thirds)

 

Hide from GS MK2 in APC: You can hide units inside a Subterranean APC or Amphibious APC from the Ghost Stalker or Mammoth MK2. If they kill the SubAPC, your units will still be alive a little bit

longer.

 

Big vs Little booms sound different: Bigger buildings can sound different than little buildings when they are destroyed. The enemy might be able to use this info to their advantage and guess what building was destroyed, even if they didn't see it happen, using the sounds. (Enemy didn't see for various reasons in game: Fog, stealthed, distracted, etc...)

 

Hold ALT = no plane land Helipad: If you hold ALT, the planes won't land on your Helipads.

 

Deploy tank on SD= stops: If you deploy a vehicle on the Service Depot, the vehicle will stop healing.

 

Destroyed Ref = Tib: Sometimes a destroyed Tiberium Refinery will leave Tiberium on the ground that you can harvest in your base.

 

Stack SD = Ally no heal: You can stack units on your Ally's Service Depot and they won't be able to heal units. It is a dirty ally trick.

 

Stack still reload Helipad: If you stack planes on a Helipad, your other planes will still be able to land on the Helipad on top of your Stacked planes and reload on the Helipad like normal.

​

Macro Timers SuperWeapons: There are not really audible warnings for some of the super weapons in the game, but you could probably setup timers and maybe even macro hotkey timers to warn you when they are ready if you are a programmer.

 

Lose/sell building = build options change misclick: Be careful when you sell a building or lose one. Your building options list might change. This sometimes can make players misclick and build other stuff. Being ready for this can minimize the risk of that happening.

​

Number Hand of Nod or Barracks = fast scout: You can quickly view a building by ALT viewing the group number you set to your Hand of Nod or Barracks. This is useful in early scouting to quickly view or select your Hand of Nod or Barracks to send units to different areas on the map while minimizing mouse scroll time.

​

Light Infantry + RI or Cycles: Nod can use Light Infantry to kill GDI fodder Light Infantry first. Then, send your Rocket Infantry or Attack Cycles to attack the Titans so that the Titans have to switch from shooting your Light Infantry to shoot your Attack Cycles or try to walk over your Rocket Infantry. Requires timing.

 

Mid map sensor: Target the enemy Sensor Array in the middle of the map quickly if no enemy Sams are nearby with one Harpy.

 

Nod vs Base Sensor: One Artillery and one Harpy can take out the enemy's Sensor Array in the middle of their base. Even if you lose a Harpy or Artillery, the money exchange is fair, just don't lose both units in your attack.

 

“X” scatter sends planes home: If you tell your planes to scatter “X”, they will fly back to your base and land on your Helipads to reload.

​

1 JJ + 3 Orca F MCV Rush: One Jump Jet Infantry can shoot the enemy power plant early. Then while enemy repair's power plant, switch to shooting the enemy mcv with JJ. Hopefully they will not notice and you can finish the enemy's Construction Yard with 3 fast Orca Fighters. If enemy repairs Construction Yard, the rush might fail to destroy it.

 

Bookmark enemy EMP scroll: Set one of your bookmarks to view the enemy's EMP Cannon, and scroll through to keep an eye on it periodically at the push of a button. You might see it begin to shoot and be able avoid it using various EMP avoidance tricks.

 

3 BANSHEE shots + 4 RI shots = Titan: One Banshee and four Rocket Infantry can destroy Titan in 3 shots from Banshee and 1 shot from each of the Rocket Infantry. One Inf and One Banshee can easily destroy a Titan before the Rocket Infantry dies.

 

TITAN vs RI: The Titan and Rocket Infantry kill each other about the same time in a one vs one battle. RI must take 31.25% of Titan health before it dies to equal the money, but it only costs $48 to repair that Titan on a Service Depot. Try to destroy GDI's Service Depot if possible.

 

5RI SubAPC harass Titans: Two Rocket Infantry can get a Titan to half health in four shots, this is how long can take for the enemy to realize his Titan is under attack and run away. Now you can escape to other areas leaving his Titan half health to be finished by other units later (like 2 Harpy) The SubAPC is faster than Titans and the Orca Bomber will waste ammo on 2 Rocket Infantry if you scatter dodge with “X” or escape in SubAPC. Titans kill RI in 12 shots. Rocket Infantry can avoid Orca Bomber by running perpendicular to the swoop blast.

 

ST & Hover = same weapon damage: The Stealth Tank and the Hover Mrls have the same weapon damage vs all armor types.

 

Hide units back/forth: Hide units under a bridge by repeatedly walking back and forth under it. (Note: This does not work with Tunnels, only Bridges over land.)

 

GDI Bridge advantage: GDI has early bridge destruction advantage with Disc Throwers, A-Apc, and 2-3 Orca Bombers. I have seen one Orca Bomber blow up a bridge itself before needing to reload, but generally 2-3 is better, sometimes one did not break the bridge.

 

Nod Arts Bridge: Nod can destroy a bridge with Artillery in 5-29 shots, it varies.

 

Cant build under broken bridge: You can not build buildings under a broken bridge

 

Bridge Shadow = hide: The Shadows below a bridge can slightly hide some of your units, even the Mammoth MK2 can be harder to see under the shadow of some bridges.

 

Bridge shadow no hide Carryall: Sometimes the Carryall sitting on a vehicle will not be covered by the shadow of a bridge above.

 

No deploy under broken bridge: Your deployable vehicles can not deploy under a broken bridge.

 

Hidden Orca B bridge kill: Hide 2-3 Orca Bombers under a bridge by stacking them while the bridge is broken. Then heal the bridge with Engineer. Wait for enemies to arrive, hopefully the enemy did not see your Orca Bombers hiding under the bridge. When enemy units crossing bridge, fly up and take out bridge. More Orca bombers can take out two sides of bridge simultaneously to drop more units on the bridge and destroy them. Two Orca bombers to each side of bridge should work, 3 is better.

 

Bridge heal = units move out: If you had soldiers or vehicles under a broken bridge and heal the bridge, your units will move out from under the bridge.

 

Plane hide under bridge shot from above: Planes hiding under a bridge can be shot from above.

 

5 Orca F = bridge kill, 4 can too: Four Orca Fighters can destroy bridge, but five is better. Orca Bomber better than Orca Fighter at destroying bridge if you have them. Three Orca Fighter will probably not blow bridge.

 

Hover hides under water bridge: The Hover Mrls can hide under a bridge that is over water. This is a great place to hide but remember it can be shot by units above through the bridge. You can not “S” stop firing a HoverMrls once it starts firing from its hiding spot under the bridge over water.

 

Bridge fall kills units below: If a bridge is destroyed, it can fall onto units below destroying them. Example: Bridge collapses onto HoverMrls in water will sink the HoverMrls.

 

Force Fire = fast bridge kill: If you want a hands free way of destroying a bridge fast, force fire on the ground under where the bridge will be built. When the enemy heals the bridge with Engineer, your units are already firing at the bridge. Saves you time.

 

2 Orca B = 2 swoop bridge: Two Orca Bomber can destroy bridge in two swoops almost every time. Three Orca Bomber is obviously better but might be a waste of ammo.

 

Orca B damage itself bridge kill: Be careful bombing a bridge perpindicularly, your bombers can accidently bomb themselves if they are in a tight group. Better to bomb the bridge longways in that situation.(Note: The Orca B damage each other when they change levels from ground level to bridge level when approaching perpindicularly.)

 

Float Carryall on bridge: A floating Carryall over a bridge will lower to hover over ground if bridge is killed. It will rise back up when bridge healed via Engineer.

 

Ion = 1-shot bridge: Ion Cannon usually destroys a bridge in one shot. Ion + 2 Orca Bombers can destroy bridge at two points simultaneously dropping any enemy units on the bridge and destroying them.

 

Float Carryall over bridge: To float Carryall over bridge, hold ALT and send Carryall to land on vehicle on the bridge. You can also double left mouse click to pick up vehicle and it will hover. If you move the vehicle that the Carryall was trying to land on, the Carryall will land on bridge.

 

Target Float bridge Carryall breakdance: If you target a floating Carryall with Titan, The carryall faces different directions depending on what direction the vehicle it was trying to land on faces. It can appear to change directions fast in mid air by controlling the direction the vehicle is facing. (Note: You can not pick up that vehicle with a second Carryall, after doing this trick.) kill the vehicle and the Carryall will not breakdance, but remains hovering over bridge. This trick can be used to stack multiple floating carryalls over a bridge in one place like a trap to fall on units below.

 

Many stacked Carryall no kill bridge: If you have many stacked hovering Carryalls on a bridge, they will fall to the ground below the bridge, through the bridge, and not damage the bridge when they die.

 

Titan funny CTRL fire bridge walk: If you CTRL fire on bridge with Titan one cell in front of the Titan, the Titan will walk 5 cells forward. It is strange and best avoided.

 

Multi 1 shot bridge: Multi Missile can destroy bridge in one shot.

 

Yes exit, No enter apc bridge: You can exit soldiers from a Subterranean APC or Amphibious APC on a bridge, but you can not make your soldiers enter them while those APC are on a bridge.

 

Bridge on water die = hover/AAPC fine: If the bridge is sitting on top of the water and not high above the water, it will not destroy Hover Mrls or Amphibious APC when it dies and those vehicles are driving on it. Your vehicles will still be floating on the water. If the bridge is high, your units fall into water and die.

 

Laser no destroy bridge. Obelisk of Light will not either.

 

RPG will destroy bridge, Vulcan will not.

 

Walkers move one cell if 180 “S”: If you make a wheeled vehicle turn around by clicking behind it, and press “S” fast, the wheeled vehicle will just do a 180 degree turn and stay in place. Walkers like the Mammoth MK2, Titan, Wolverine will move one cell forward after turning around. (Note: This means they can't hide under a Carryall by spinning as the Carryall tried to land on them, it might be possible, but much harder if it is possible)

 

CC no good bridge kill: The Cyborg Commando is not that good at destroying a bridge. Four Rocket Infantry in the Subterranean APC can help.

 

Banshee no good bridge kill: The Banshee is not good at destroying a bridge, its better to just hunt Harvesters. It took 4 Banshee 6 swoops with 1 reload on Helipads to destroy bridge. Consider never using Banshee to destroy a bridge.

 

Super Weapons fog yes: All super weapons can fire into the fog of war. Sometimes you can get lucky with a Multi Missile, Chemical Missile, or Ion Cannon if you know the map and starting positions very well. It might be better to just use super weapon in the fog, instead of saving it. You can always let the super weapon timer charge up again, to use it again later.

 

Tight vs Nod: You can keep your buildings and units close together vs Nod before Nod has tech center. (DT kill soldiers group) You can keep your vehicles like Artillery close together until nod has a Multi Missile or Chemical Missile. Nod does not have Orca Bomber or Disrupter attacks so there is no need to seperate vehicles or buildings.

 

Vehicles scatter slower: Vehicles seem to scatter slower than soldiers do. It is not a very good way to avoid Orca Bomber.\

 

Crouching soldier = slower: Sometimes when soldiers receive enemy fire, they start crouching and army crawling. Your soldiers are slower when crawling, consider attacking instead of trying to retreat very slowly crawling.

 

Wait till last second defense: If you wait until the very last second to build just the right amount of defense, you are saving time and money to be building other stuff, like attacks, Harvesters/Refineries. (This depends on the game, the enemy's build order, build times, and enemy attacking unit's travel time to your base.)

 

 

KILL COUNT SCORING:

 

Kill Count Score: Every game the kills are recorded. The kill count doesn't mean anything, but it can be fun to see who got the most kills after a game when the scoreboard shows kill count. On some AI maps, the kill count is used to determine who won.

 

TAB = kill count: During a game, press Tab button, to see the kill count score.

 

Ion no kill count: Any kills you get with the Ion Cannon do not count toward kills in the kill count score.

 

Multi Missile yes kill count: Multi Missile kills do add to your kill count score.

 

Chemicat Missile yes/no kc: The Chemical Missile initial explosion will add kills to your kill count score, but the green gas after the attack will not add kills to your kill count score.

 

Hunter Seeker yes kc: Hunter Seeker kills do add to the kill count score in the game.

 

Firestorm = no kc: Firestorm Generator kills do not add to your final kill count total.

 

LF = yes kc: Laser Fence kills do add to your final kill count total.

bottom of page