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2024 TIBERIAN SUN STRATEGY GUIDE
Shared Units - 2

mobile sensor array.jpg

SENSOR ARRAY

 

The Sensor Array costs: $950

 

The Sensor Array has Health Points = 600

 

The Sensor Array has armor = Wood

 

The Sensor Array speed = 6

 

The Sensor Array's range is about 18 cells in length and shaped like an oval.

 

"D" Deploy Sensor Array = See stealthed units /underground units: The Sensor Array detects underground and stealthed units when it is deployed = “D”.

 

Destroy enemy Sensor Array before stealth/underground attack: Try to destroy the enemy's Sensor Array before you send stealthed units or underground units.

 

Devil Tongue and SubAPC look same to enemy underground: The Sensor Array can not see whether an underground unit is a Devil's Tongue or a Subterranean APC unless they saw it dive underground. Use this to your advantage and mix up different Devil's Tongues and SubAPCs so that the enemy doesn't know which udnerground unit is carrying your Cyborg Commando or Engineers.

 

One Engi Steals red low health deployed Sensor Array: Steal an enemy's Sensor Array with an Engineer while it is deployed. Use the "Auto Engineer + SubAPC" attack to do it. A stolen Sensor Array can run over Infantry, Disc Throwers, Rocket Infantry, Medics, Engineers, and the Ghost Stalker. If you deploy the stolen Sensory Array, you can see your enemy's base.

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Protect Sensor Array in middle of base: Keep the Sensor Array protected from many different attacks by keeping it in the middle of your base.

 

Place a Sensor Array closer to enemy = see enemy units earlier: Put the Sensor Array at the forward leading edge of your base for an earlier warning of undergound or stealthed units. The enemy can drive around your Sensor Array to avoid its sensors.

 

Sensor Array vs Nod not GDI: You do not need a Sensor Array vs GDI, only vs Nod.

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SubAPC + Engi + Hijacker attack: A Subterranean APC with one Engineer and one Mutant Hijacker can steal a deployed or undeployed vehicle, even if they try to trick you by deploying or un-deploying that vehicle. The Engineer will steal the Deployed low red health vehicle, and the Mutant Hijacker will steal the undeployed vehicle.

 

Hide Sensor Array: You can hide a Sensor Array in many places.... like behind the GDI Radar, in the shadow of a cliff edge, in the forest, at the entrance to a tunnel. You can not deploy it under a bridge, on top of a bridge, or inside a tunnel.

 

No deploy Sensor Array over Tib/Orange Tib Waste: You can not deploy the Sensor Array over Tiberium or Orange Weed Vein.

 

Sensor Array early scout: The Sensor Array has a large scouting radius and can run over Infantry. It is a good scouting vehicle. It can outrun Titans on flat terrain, dirt roads, pavement and Train tracks. The Sensor Array is the same speed as a Tick Tank.

 

Sensor Array + Carryall: GDI can use a Carryall to quickly send a Sensor Array if Nod makes a Stealth Generator and becomes invisible.

 

Underground/Stealth vehicles avoid sensor north/south: Avoid the Sensor Array for longer with your underground or stealthed units, by attacking the Sensor Array from the north or south since its range is shorter in these directions. (Note: This is only an optical Illusion, the cells in the game are wider than they are tall).

 

Sell Sensor Array as Nod or GDI: The Mobile Sensor Array is a deployable vehicle that GDI can sell without needing a Service Depot. Just stack a plane on the Mobile Sensor Array while it is deployed, and then move the Mobile Sensor Array out from under the Plane with Ammo, and it will sell your Mobile Sensor Array.

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Sensor Array ALT squish: A Sensor Array  run over infantry fairly effectively, it is faster than almost every soldier except the Mutant Hijacker (which can't be squished anyway). Hold the ALT button and send the Sensor Array to target infantry, to run them over. 

 

Sensor Array vs Harpy: The Harpy does 35 damage to the Sensor Array per shot (840 damage total) One Harpy can kill a Sensor Array before needing to reload, but it takes a while. Two or more Harpies is better and faster.

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Sensor Array vs Banshee: Banshee does 60 damage to Sensor Array, it takes 10 shots to destroy the Sensor Array with Banshees.1 Banshee can not destroy a Sensor Array. You need 4 Banshee to destroy the Sensor Array.

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Sensor Array vs Orca Fighter: The Orca Fighter does 38 damage to a Sensor Array. 1 Orca Fighter can not destroy a Sensor Array, you need 32 shots to destroy the Sensor Array with an Orca Fighter. You need 4 Orca Fighter to destroy a Sensor Array. 3 almost get the job done, only need 1 shot from the 4th Orca Bomber to destroy the Sensor Array.

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Sensor Array vs Orca Bomber: The Orca Bomber does the most damage to a Sensor Array, it does 288-435 damage. One Orca Bomber can destroy a Sensor Array in two swoops before needing to reload.

 

Destroy enemy Sensor Arrays in middle of map: Look out for and destroy any Sensor Arrays that have been hidden in the middle of the map which might warn the enemy about your underground or stealth unit attacks earlier.

 

Sensor Array reveals buildings through fog of war on Radar Screen: Even if an enemy base is in the fog, a Mobile Sensor Array will show their building colors throught the fog of war on the radar screen in the top right corner of the screen.

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Sensor Array finds enemy stealthed EMP Cannon: Send a Mobile Sensor Array to a stealthed base before you EMP Cannon it. This way you can see the enemy's EMP Cannon and hit it too when you fire yours. Now, in addition to his base being EMP'd, your enemy will not be able to fire his EMP while it is frozen.

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Sensor Array finds enemy stealth Generator: The Sensor Array can help you find the enemy's Stealth Generator so that you can destroy the Stealth Generator, or use your EMP Cannon to disable it for 25 seconds with its EM-Pulse.

 

GDI vs Enemy with Sensor = don't waste ammo: GDI doesn't need to waste ammo destroying an enemy's Sensor Array. Save your ammo for other targets.

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ALL PLANES

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Plane no "G" or "S": Planes can not use G command in the air, they must be landed. Press “G” or “S” while a plane is flying, and it will return to its Helipad.

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Planes don't "Q": No plane can “Q” after firing. The plane will stop firing and go straight to the “Q” point.

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Waypoint CNTL+ALT planes auto attack: Fly planes near the enemy units you want to destroy, and then put your planes on a waypoint loop with CNTL+ALT. The planes will automatically attack nearby enemy units (and some structures) when you do this.

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Waypoint loop planes + Auto Defend: Planes can be set on a waypoint loop by placing several waypoints on the map, then placing the last waypoint on the first waypoint you placed. This will loop the waypoints. Now Select your planes, hold CNTL +ALT and send them to one of the waypoints. Now your planes will automatically defend your base and attack enemy units nearby on the ground.

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Waypoints Automatic reloading planes: If you place your waypoint loop near your helipads, and send your planes to the waypoint loop with CNTL+ALT , your planes will automatically reload on the Helipads, and take back off to defend your base automatically. (vehicles and infantry can also be put on waypoint loop guard)

 

Waypoints Automatic SD healing planes: If you put one of the waypoint loops on your service depot, your planes will automatically land and heal themselves too!!! Use CNTL+ALT and send planes to the waypoint just like before.

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Make one Helipad for every plane: A good reason to have a Helipad for every plane you build is so that they spawn on your Helipad and don't spawn off the map and fly across it to get to your base. If planes have to fly across the map they can be seen by the enemy or even sometimes damaged by Sams. You will want to reload all your planes at the same time for sending groups of planes to the enemy base with full ammo faster.

 

Stacking planes: When you stack planes, they all look like one plane flying through the air and on the radar screen. Stack planes by landing away from helipads or enemy units. Then select all of your planes except the one on the right. Hold CNRL+ALT and send the rest of your planes to land on that one plane on the right. Most planes should stack themselves and land on the plane. Rinse and repeat process until all planes are stacked (some might not stack the first time you do it) Stacked planes all receive damage at once if they are hit on the ground or in the air. Stacked plane all receive damage at once if they are hit by sams in the air, make sure your enemy doesnt have many sams or they are empd before doing this trick.

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Fill Helipads to spawn units off map: If your Helipads are all full, your planes will spawn off the map, and might be closer to the enemy base to attack or scout with.

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Planes reload on Ally's Helipad: Reload your planes on your Ally's Helipad, in a team game, if it is closer to the enemy than your Helipads. Make sure the Helipad is not in use before you send your planes to reload on it.

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Planes waypoint swarm multiple buildings: Place multiple waypoints on multiple buidings in a waypoint chain. Now use CNTL+ALT to send planes to the first waypoint. The planes will then continue to target the other buildings in the waypoint chain automatically. Your planes will swarm multiple buildings at once which makes it harder for the enemy to save multiple buildings with Engineers at the same time.

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Planes no fly to water terrain: Planes can not be sent to water terrain, they have to cross scout the water between two pieces of land.

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Rapid left mouse click = send planes into water terrain: Rapidly click over water terrain with your left mouse button and planes can actually fly out into water terrain. Normally planes don't want to fly out into the water. If you setup a waypoint loop in the water, the planes will not go, they just fly from the closest shorelines and back they wont go into deep water waypoint loop far away from land.

 

Don't lose planes on return trip home: Don't lose planes on the return flight home. Sometimes they can fly over Sams in the middle of the map in long games. Try to steer your planes away from Sams on the flight home.

 

Plane interrupts enemy targeting: All Planes can be used to fly around and interupt your enemy's mouse targeting. (Example: Trying to click on your Engineer under a lot of planes to save a building can be difficult if you do not number the Engineer. It can also be hard to repair or sell buildings under a lot of planes because they get in the way of your mouse clicking on the building to repair it. Sometimes your Carryall can get in the way of an enemy's Mammoth Mk2's ability to target your Mammoth MK2 duel.) Planes can fly around your vehicles to make it harder for a mutant hijacker to select the vehicle to steal, giving you more time to shoo the Mutant Hijacker.

 

Stack plane on Helipad = no reload: Planes that are stacked on top of a Helipad will not reload.

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Multiple numbered plane groups defends multiple Diz: Planes can be grouped into seperate groups. This makes it easier to defend multiple Disrupters that are all attacking at the same time.

 

"G" guard plane near enemy on water = boom: If you can't see the units on the water because of the fog of war, Try using “G” = Guard to hit HoverMrls or Amphibious APC over the water with your planes.

 

Lure enemy planes into your Sams with ground units: You can lure enemy planes into Sams with your Infantry or Vehicles. Wait until the plane targets your unit, then drive or run that unit near your Sams.

 

Surrender = mass ALT plane crash multiple buildings: In a team game, if you are about to lose your base and be out of the game, send all your planes and hover over the enemy buildings. Use ALT to hover over the enemy buildings, or time your surrender perfectly to where your planes all crash into the enemy building you want to destroy. You can also setup waypoints around buildings to keep your planes above multiple buildings.

 

Reload second group of planes while first group attacks: Sometimes you might not have enough Helipads to simultaneously repair all of your planes at once. If this is the case, you can send one group of planes to attack, while your next group of planes is reloading on Helipads and healing with the Mobile Repair Vehicle. Every time you use your plane attack, the next group of planes is getting ready. (Especially when you have 20 or more Banshee, multiple groups are best for attacking multiple buildings at once, which is hard to defend with Engineers)

 

Don't waste time healing planes protecting Harvs: Usual, there is no need to waste time healing your planes if you are hunting Harvesters in an area that has no Sams, or if you are protecting your own Harvesters from units that can't attack flying units. 

 

Stack planes on water: Planes with ammo can CNTL+ALT land on top of water terrain. Land your plane 1 inch. left of the water. (away from enemy units and your helipads), now hold CNTL+ALT and left mouse click one inch to the right of your plane to land it in the water next to you, one inch to the right at a time. You can slowly creep land further into the water with planes that have ammo.) Landed planes in the water in the fog of war are silent and can stay hidden from the opponent longer.

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Planes hurt Harvs dumping when target Ref: Planes hurt Harvesters that are dumping if they are targeting the Tiberium Refinery.

 

Planes built on Helipad will first be unstealthed: A plane built on a stealthed Helipad will be built unstealthed, it must stealth after it is made.

 

Underground units Waypoint waste plane ammo: Waypointed underground units on a waypoint loop can pop up under the enemy base again and again, and sometimes it wastes the planes ammo if the planes are on a CNTL+ALT waypoint auto guard loop.

 

Stack planes on HoverMrls or A-APC on water terrain: You can stack planes onto the Amphibious APC or HoverMrmls out on the water.

 

Not all your planes should auto defend: You should consider not putting all of your planes onto the autoguard with CNTL+ALT. If the enemy sends 1 infantry, all of your planes using CNTL+ALT auto defend, will waste their ammo. This is also true for planes on "G" guard. If you do not put all of your planes on autoguard, then some of your planes will not fire at the infantry and will save their ammo. You can use these planes to attack.

 

Planes sink into ice terrain: Planes can sink vehicles in ice water.

 

Plane landing lures Diz to shoot through enemy building to hit it: Any plane can land behind a building and make enemy units like the Disrupter, Devil Tongue, Ghost Stalker, and Mammoth Mk2 shoot through a building in order to hit your plane. The Disrupter is the best vehicle to choose for this trick because it hurts buildings the most, especially if the Dirsrupter shoots through the building like a 1 -shot Disrupter attack. Also, when the plane takes off, the Disrupter keeps shooting it for a moment. That Disrupter fire can be directed at other buildings and allow your plane to take off earlier without the plane dying. (the Disrupter fire does not hurt the plane once it is in the air, but it continues to damage the building caught in the crossfire).

 

Planes attack building with waypoint chain on it = might attack other buildings in that waypoint chain instead: Be careful sending planes to a building with your waypoints on it. If you accidently click to attack the waypoints, your planes might attack the wrong buildings.

 

Sams hurt stacked planes all at once: Stacked planes get annihilated by Sams. Every single plane is hit at the same time by 1 bullet. For this reason, do not send stacked planes over a base with a lot of Sams.

 

Planes lure anti air soldiers/vehicles: Trick anti air units like Rocket Infantry,  into following your planes, and lead them right over a Laser Fence Trap or Firestorm trap.

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Stack plane inside building: You can stack planes inside buildings. To do this, make sure no enemy units or helipads are nearby. Hold CNTL+ALT and send the planes to land inside the structure. This is a great way to hide a lot of stacked planes if your enemy doesn't see you do it.

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Send all planes to one Helipad = all go to separate Helipads: Send many planes to many helipads by sending all of them to 1 helipad, each plane will find their own helipad.

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Planes no scout into fog of war: All planes can scout at the edge of the fog of war, but can not be sent into the fog of war.

 

Waypoint zigzag = plane scout into fog of war: Waypointed planes, if done correctly, can scout fog. (put the waypoints at edge of fog, so that each time the plane goes to a waypoint, they reveal the fog for the next one, easier said than done, takes practice, but not having to manually fly a plane into fog to scout is nice).

 

Planes = noisy takeoff/landing: All planes make a specific noise which gives away what type of plane it is (except for the harpy which is silent). Even if the enemy can't see your planes, he can hover his mouse view over your base in the fog or stealth and hear the planes. The Carryall and Banshee make a unique noise when they take off or land. The Orca Fighter and Orca Bomber sound the same when taking off and landing, but the Carryall and Banshee sound different. (Note: use this info to determine if an un-scouted enemy base is Nod or GDI even if you have not scouted their base, by changing your map view to view the enemy base in the fog of war.)

 

Use spare unit to lure Engi heal vs planes: By targeting a building with a random unit, you can make it look like planes are about to attack it, if the building is in the flight path of the planes.

 

Stacked planes surprise hunt Harvs: Stacking Planes can make it more surprising when hunting Harvesters.

 

Flying planes avoid Hijacker: Keep planes in the air to avoid Mutant Hijacker from stealing them, prevent super weapons, prevent other planes from destroying them on the ground or on a Helipad.

 

Fly away from Sams: All flying units are not hurt by Sams if they are flying directly away from them.

 

Planes go home if ordered to attack and have no ammo: The planes will return to a Helipad if you order them to attack and they have no ammo.

 

Aimable Sams = shoot Carryalls with vehicles: If "Aimable Sams" is on in the Game Lobby Settings, make sure to target the Carryalls with vehicles on them, and not the empty Carryall fodder at the front of an enemy's mass Carryall attack.

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Alt Crash: The ALT crash is done by holding the ALT button and rapidly clicking with the left mouse button on the enemy building you want your planes to crash into. Obviously the enemy needs Sams to shoot your planes down, for the trick to work. The ALT crash attack over a building is easier with the Orca Bomber or Harpy because they stay over the building and don't fly around as much while ALTing them. The Carryall, Banshee, and Orca Fighter can also ALT crash into buildings, but they fly around a lot and miss a lot too.

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Counter Alt Crash = Power down Sam: If someone is alt crashing onto a building, using your own Sams to crash their planes into buildings, just power down your Sam Sites and they will stop shooting. Once your enemy notices that his ALT crash tactic is not working, he will send planes home. Power up your Sam Sites and kill the plane when as its leaving your base. (rinse and repeat if the plane comes back again to alt crash, it most likely wont because it already has low health and might die on the flight back into your base)

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Time your building sell to waste planes ammo: Don't sell your building too soon. Try to make the enemy waste a few shots with his planes before you sell a building. Don't wait too long or the building will be destroyed before you can sell it. The proper time to sell a building requires practice to master. Timing is important.

You can stack a plane onto a Laser Fence trap or a Firestorm Wall Section trap. There is not really a reason to do this unless you are playing a mean trick on your ally using the “Shared Control” Game Settings Option. (So you can land your ally's planes on your trap and destroy them)

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Stack plane in enemy building = lure enemy units to shoot their own building: You can stack a plane into an enemy building, and his units will shoot his own building.

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Land plane behind building = lure units shoot through their own building: Lure the Disrupter, Devil Tongue, Ghost Stalker, Mammoth MK2 to shoot through their own buildings to hit your planes that land behind those buildings.

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MOBILE CONSTRUCTION VEHICLE (MCV)

 

The Mobile Construction Vehicle costs: = $2500

 

The Moblie Construction Vehicle has Health Points HP = 1000

 

The Mobile Construction Vehicle has armor = Heavy.

 

"D" = Deploy MCV: Deploy the Mobile Construction Yard with “D”, or you can double left mouse click on it to deploy.

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MCV deploys into a Construction Yard: The Mobile Construction Vehicle deploys into a Construction Yard (your main base). This building allows you to build other buildings, once it is deployed.

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Protect MCV: If you only have one Construction Yard and no spare MCVs, this is your most important structure. The Construction Yard allows you to build all other buildings. It is even more important if your War Factory is not teched. ( Teched = you built a Technology Center after the War Factory, so that you have the option of building new Mobile Construction Vehicles MCVs.)

 

Protect First MCV in middle of base defenses: Your first Construction Yard should be in the middle of your defensive formation. It is the most important building that you have, until you build a spare MCV or spare teched War Factory.

 

Build MCV in map corner for easier defense: Use the corners of maps to cut off access to important buildings (like the MCV) from other directions.

 

Choose to save MCV or War first: Choosing between saving a Construction Yard or a Teched War Factory can be an important choice. Sometimes you want to save that War Factory because Titans could be more valuable at the moment than being able to build new buildings with the Construction Yard.

 

Cant stop a MCV from deploying with "S": You can not stop deploying a MCV with “S” hotkey once you have started deploying it.

 

SubAPC vs MCV: If a Subterranean Unit is seen coming to your MCV, use your Carryall to lift it to safety, or deploy it so you can heal it with Engineers. (also to prevent Mutant Hijacker steal)

 

Redeployable MCV = saves from "1-shot" Diz/Ghost/Engi: If Redeployable MCV is on in the game settings, you can move your Mobile Construction Vehicle when a Ghost Stalker tries to lay its C4 and hopefully escape, maybe with a Carryall. It can avoid the Disrupter “1-shot”, Engineer attack, or Ghost Stalker attack with this trick.

 

Fast MCV deploy = MCV face BL: The MCV deploys fastest facing bottom left (This is to avoid a Mutant Hijacker, a Mutant Hijacker can steal the MCV while it is spinning to deploy)

 

Spin Deploy MCV = MCV faces TR: The MCV spin deploys best facing top right. (This is to avoid emp cannon. You can not build a base if your MCV gets EMPd and you don't have a spare MCV or Construction Yard.)

 

MCV no deploy if units/structures in the way: Put units next to an MCV, and it can't deploy into a Construction Yard.

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Hide MCV: A MCV hides better than a Construction Yard, it is smaller. You can hide it at tunnel entrances, behind trees, behind buildings, inside buildings, behind cliffs, and under bridges. You can also hide it in the enemy's fog of war, and use Carryalls to fly the MCV onto islands far out in the water.

 

Carryall Saves MCV vs planes: A MCV can be picked up by a Carryall to save it from planes, a Construction Yard can not.

 

MCV no saved by Engi: A Construction Yard can be saved by Engineers, but a MCV can not.

 

MCV deploys = planes will still be targeting it: If your MCV is targeted by planes, it will not matter if you deploy it or not, the planes will continue to target it. Veteran Balance has apparently patched this tactic. You used to be able to deploy a base and lose the planes targeting it. I'm not sure why this was changed.

 

Plane landing prevents MCV deploy: If a carryall lands by your MCV as it tries to deploy, your MCV will not deploy. Also, even if the carryall moves, your MCV will not be deployable in that location, until you move it.

 

Prevent Ally Carryall pickup MCV = deploy: If your team mate is trying to Carryall your MCV, you can deploy it if you don't want them to. You can also deploy other vehicles like the Tick Tank, Artillery, or Sensor Arrray to stop an ally from Carrying them somewhere else. (Note: You will need to move the vehicle after the Carryall has selected it for pickup and then deploy it.)

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Team game = stay alive at end by flying Carryall +MCV: At the end of a game, even if Short Game is on in the game settings, you can still fly around your last MCV with a Carryall all over the map and stay alive longer in a team game.

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