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TIBERIAN SUN GUIDE 2026

 

 

SHARED STRUCTURES -4

 

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CONSTRUCTION YARD:

 

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GATE:

 

Stack infinity Engi in Gate: You can hide a Subterranea APC or Amphitbious APC inside a gate and then send a lot of Engineers to stack on the APC. This is a great way to heal the Gate many times. Might be considered pro Gate early game before enemy sees you hide APC in gate because of Fog of War. (Note: If enemy is expecting this, or seen it before, this move might be less effective. One Orca Bomber can smash all the stacked Engineer.

 

No build over gate: No buildings can be built over a gate. Not the Laser Fence, Laser, Component Tower, Gate, Wall, etc....

 

Gate hidden apc engi heal: You can drive an Amphibious APC or Subterranean APC onto a gate from the left or right side and hide it inside the gate a little better than driving in from front or back side of gate. Engineers will deploy out of the back of the APC away from the gate, to heal gate from oncoming Titan wave for example.

 

Hide APC gate = stack soldiers: You can hide a APC inside a gate and then stack soldiers in that area on the gate. The gate might open and reveal your hidden units if you send a lot of soldiers.

 

Gate angle hp bars differ: The two gates will have a different number of green health bars. The diagonal from TL to BL has 6 health bars. The diagonal from BL to TR has 12 health bars. They have the same health total points, just different number of green health bars to display it. (Not sure if this has any game play applications)

 

Gate on faction only wall: Nod Gate can be placed over Nod Wall but not GDI wall, and a GDI Gate can be placed over GDI wall but not a Nod Wall. Nod's only way to put a building on top of a weak wall to limit entry by soldiers before the Wall breaks, one that you can heal with Engineer.

 

Both Gate over LF: If two Laser Fence Posts are connected, a Nod Gate or a GDI gate can be placed over it. This will eliminate the connection between the Laser Fence Posts however.

 

3 gate cheaper than 4 walls: Three Gates might be cheaper than 4 wall sections for a thick gate entrance to your base. The map Big Bluntz Green is a good example.

 

 

POWER PLANTS

 

Nod stack pp/app = stealth likely: If you see an enemy Nod player making a lot of spare Power Plants or Advanced Power Plants especially, they might be wanting to build a Stealth Generator. It uses 350 Power which is a lot compared to other buildings.

 

GDI & NOD PP HP: The Gdi Power Plant and Nod Power Plant have the same HP. It is 12 bars of health, with roughly 60 bars hp per bar. The first HP bar goes with any amount of damage. Half yellow 375, Red at roughly187.5.

 

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TIBERIUM SILO

 

Tib Silo HP: The Tiberium Silo has 12 bars of HP with 25 HP per bar. 150 = yellow health. 75 = red health.

 

Build Hotkeys = faster silo than MCV: If you use the hotkey that lets you build another building immediately, and the hotkey that lets you immediately place a building, you can actually build Tiberium Silos across a flat terrain map faster than a Mobile Construction Vehicle can drive across the map. Nod should definitely consider doing this early. It also means more lasers can hit enemy Titans walking to your base.

 

Nod Base Silo perimeter: Nod should consider putting several Tiberium Silo on the perimeter of his base in likely directions of incoming enemy Titans. It lets you place walls and Lasers farther away from your base to slow Titans down before they arrive at your base. (Note: works best on smaller maps)

 

 

 

WALLS:

 

Walls only repair 1 cell: When you place a Wall Section over an existing one, it only heals that one cell of wall.

 

Both Tech = gdi wall: If you have both GDI and Nod Technologies, you might as well make the GDI Walls since you can put Component Towers in them.

 

Wall primary barrack = no men: If you know which Barracks or Hand of Nod that the enemy has selected as primary, then you can setup walls around it and no newly build soldiers will exit from any of their other Barracks or Hand of Nod. The enemy will continue to waste money on new soldiers until they realize what you did.

 

Walls primary Warf= meh: If you know which War Factory the enemy set to primary, you can wall it off. The enemy's first tank will be blocked on pavement. The second vehicle will be stuck in the War Factory. Any other vehicles they make will either be blocked entirely if they have no other War Factory, or will exit any second War Factory.

 

GDI/Nod wall no connect: If you have both GDI and Nod technology, you can build a Nod Wall Section or a GDI Wall Section. The two will not connect long distances together.

 

GD/Nod Wall = built near one another: If you build a Nod or GDI Wall Section far away from your base, you can build another GDI or Nod Wall Section right next to your first wall section.

 

Walls stay after dead: In a team game, walls will stay on the map after you lose, but your allies are still alive. The walls can not be sold, once you lose.

 

Death Walls for Ally base or Tib: If you are about to die, but you can still build a few walls, try walling off tiberium for ally or building wall defeneses for ally if you are near his base.

 

Repeat build/Place Wall = Diz juggle: The Repeat building hotkey and the Place building hotkey make it faster to place walls on the map. A wall can be built so quickly that one can be placed under a Carryall that is trying to land forcing it to land elsewhere, where you can place a second wall. This is called Wall juggling Diz & my record is 6 times keeping the Carryall from landing, plenty of time for your Sams to finish Carryall. Harder to do vs more than one simultaneous Carryall attack. Consider sending 2 if you know your enemy has mastered the wall diz juggle.

 

GDI and Nod Wall No LF: Neither the GDI nor Nod wall can be built between connected Laser Fence Posts.

 

LF no in Wall: LF post can not be built in a GDI or Nod Wall.
 

GDI & Nod Wall no repair each other: You can not use a GDI Wall Section to repair a Nod Wall section. You can not use a Nod Wall Section to repair a GDI Wall Section.

 

 

PAVEMENT

 

No pave deployed: You can not pave under a deployed vehicle.

 

Vehicle deploy on pave: Deployable vehicles can all deploy on Pavement.

 

No pave dirt road: You can not pave a Dirt Road but you can surface subterranean APC or Devil Tongue in a dirt road. Consider not placing buildings by them if you want to protect with pavement.

 

Pave then building = still there boom: If you place Pavement over an area and build a building on top of it, the pavement will still be there if the building is destroyed.

 

 

TIBERIUM REFINERY

 

Tib pave blocks soldiers: The pavement in front of a Tiberium Refinery can block soldiers from walking in an area, just like a wall, letting vehicles drive past easily.

 

 

 

WAR FACTORY:

 

Low health vehicle Ally by Warf = make MRV: If your ally has parked low health vehicles by your Nod War Factory, make a Mobile Repair Vehicle to heal them immediately unless you absolutely must finish building something else first.

 

Only MH loads behind Warf: Only the Mutant Hijacker is able to enter a newly built Subterranean APC or Amphibious APC from behind the War Factroy. Other Soldiers are not able to, but they can stack in the War Factory.

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Warf pave blocks soldiers: The pavement on a War Factory can block soldiers from walking in an area just like a wall, letting vehicles drive past easily.

 

“S” stop newly built vehicle = avoid EMP: If you quickly press “S” to stop a newly built vehicle from exiting the War Factory, the vehicle might stop on the pavement and avoid the EMP Cannon's Em-Pulse. (Note: That tactic works with all vehicles except for Mammoth MK2, MCV,Tick Tank, & Attack Buggy.)

 

Warf alted to angle = slow vehicle emp avoid: A newly built Mammoth MK2, MCV,Tick Tank, or Attack Buggy can be stopped on the War Factory's pavement if you have “Atled it at an angle”. To “ALT” the War Factory, simply left mouse click on the War Factory and then left mouse click on the map off to the side so the tank will have to turn before exiting War Factory Pavement. (Note: On the original Westwood Studio game, you needed to press “ALT” , but Cncnet.org patched this so ALT is no longer used. But pros still might call it “ALTing” a building.)

 

Sold tech = kill warf: If enemy sells their Tech Center, you can destroy their War Factory and a newly buillt one will not be able to make any tech vehicles, like the Mammoth Mk2 for example, until the enemy rebuilds their Tech Center.

 

Stack Inf on APC on Warf pave: If you try to send units individually into an APC sitting on the pavement of your War Factory, they might not all stay stacked on top of the APC, but if you send a group all at same time, more Light Infantry or other soldiers are more likely to stay stacked on the APC.

 

Warf > CY if sold Radar Tech: It could be argued that if you sell your Radar and Tech Center after building a War Factory, that your War Factory is more valuable to keep than the Construction Yard. Protect the War Factory even if it means losing the Construction Yard. (Rebuilding a Radar and Technology Center and War Factory is more expensive and time consuming than rebuilding a MCV)

 

 

SAMS (GDI and Nod):

 

Repair wait sell = more sam hits: Sometimes you can wait to sell a building that is being attacked by planes and simply repair it instead. This will give your Sams more time to shoot at the enemy planes until you are ready to sell, if you need to sell at all. (Note: The more planes the enemy has, the less time chance you have to do this tactic.)

 

 

RADAR:

 

Radar Q faster: If you have a powered up Radar and good base power, you should be able to see the Radar Screen in top right corner of your game screen during game. There is less mouse movement needed to “Q” soldiers all over the map to scout faster, if you send them on the radar map.
 

Sold Radar = kill mcv: If the enemy Sold their Radar, you can destroy their only Construction Yard and they will not be able to build a new EMP Cannon when they build and deploy a new Construction Yard. They will first need to rebuild Radar.

 

Sold Radar = kill warf: If the enemy sold their Radar, you can destroy their only War Factory, and when the War Factory is rebuilt, it will not be able to make Sensor or Artillery.

 

Build Radar to expansion: The Radar is not targeted as much by the enemy. You can build it toward your expansion Tiberium or toward the enemy base so that you can place defensive units or structures next to it, further away from your base in the likely attack angle of enemy.

 

Radar big map nice: Radar becomes more useful on bigger maps where enemy units can hide easier.

 

 

 

HELIPAD:

 

Newest helipad = offmap side: Your newest build Helipad will determine where from off the map your planes can spawn. If the newest Helipad is closer to left side of map plane will spawn from left side. If your newest build Helipad is closer to the right side fo the map then your plane will spawn from the right side. This assumes all Helipads are full of planes. You can use this info to spam planes in the fog of war, possibly in the enemy's base.

 

Land plane, Power down Helipad: Normally if you power down a Helipad, you can not send a plane to reload on it. If you send the plane onto the Helipad and then power it down, it will still reload your planes. This is a great way to save base power when you have a lot of Helipads. (Note: This method might take too much time to power down and reload planes manually, maybe you can number Helipads to center screen view faster on them to move mouse faster to power them up or down?)

 

Alt Helipad carry to Warf: Left mouse click on your Helipad and then left mouse click on the area in front of your War Factory. Make sure it is empty and it is your primary Helipad. Double left mouse click on it to make it your primary Helipad. Now all new Carryalls that are built will instantly fly to land at War Factory for faster vehicle pickup.

 

Building hide Helipad ammo: A tall building like the GDI radar can hide a plane on a Helipad so that the your ally can't see the ammo in your plane (if the ally can see that at all, haven't tested, this might not matter if ally cant see ammo in your plane)

 

 

EMP CANNON

 

2 Engi + 1 Ban = EMP boom: A fast way to destroy an early EMP Cannon is to send two Engineers into a Subterranean APC. Send APC to enemy base and deploy so Engineer can use the CTRL+ALT method to enter the EMP Cannon, finish it with one Banshee. This can be built at the speed of building one banshee. Much faster than using two, three, four, or five Banshee to destroy an EMP Cannon early. (Note: Make sure to send the Banshee to attack the EMP Cannon before the SubAPC surfaces to ensure the damages from Banshee and Engineers happens nearly at same time.

 

Emp subapc+dt =kill dt first: If you used your EMP Cannon to freeze a lot of Devil Tongue and Subterranean APC full of soldiers, destroy the Devil Tongues first. The Subterranean APC will not be able to deploy the men while frozen.

 

Enemy outbuild emp = fire emp as land: If you see the enemy flying a Mobile Construction Vehicle towards your base, he is probably going to immediately build an EMP Cannon. Fire your EMP Cannon at his base as it is landing or after. You might kill the Carryall landing (very rare and super hard timing) or you might freeze the MCV on the ground before it can deploy. Or, you might hit their immediately newly built EMP Cannon before they can fire it, rendering it frozen for 25 game seconds.

 

Hit farthest frozen first: If you are approaching a group of frozen enemy vehicles, you can shoot the farthest vehicle first so that you can reach all of the group. Now you won't have to drive forward before continuing to destroy the other vehicles like you might have had to if you had attacked the closest vehicle first.

 

Your units no glitch EMP: Your units can not glitch EMP Cannon as easily as enemy units. Vulcan, Inf, Titan, RPG, Laser. None of them glitched my EMP.

 

EMP fires = still hits if EMP boom: If your EMP Cannon fires off an EM-Pulse, it will still land on target even if your EMP Cannon is killed after launching the EM-Pulse in the air.

 

Vehicle continue after unfrozen: Vehicles will continue to fire on an enemy building that they were firing on before they were frozen. This is not true, if your vehicles were CTRL firing on your own buildings.

 

Structure no continue after unfrozen: The Vulcan Cannon, RPG, Laser, and Obelisk will not continue firing at a building that they were firing at before being frozen, when they become unfrozen. You will need to re target the building.

 

Ct frozen = attachment frozen: If a Component Tower is frozen by EMP Cannon, it will continue to be frozen after you place a RPC Upgrade, Vulcan Cannon Upgrade, or Sam Upgrade on top of it.

 

Frozen buildings = no electricity: Frozen buildings like the Laser, Obelisk, Sam, or Component Tower do not show electricity when they are frozen. Be aware of this.

 

 

TECH CENTER

 

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HUNTER SEEKER

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