TIBERIAN SUN GUIDE 2024
SHARED UNITS
LIGHT INFANTRY
Inf 20 shots = Inf: A Light Infantry can destroy another Light Infantry in 20 shots. 20 Inf = one shot Inf: 10 Inf = 2 shots, 5 Inf = 4 shots
Multiple groups: Number multiple groups of Light Infantry (up to ten) and make each group target one Light Infantry in the enemy's group of Light Infantry. (20 Light Infantry in each group is best)
Inf group steals vehicle like MH: Send your Infantry holding CNTL+ALT and rapidly fire on an enemy vehicle. Approach the vehicle from the front at a 45 degree angle. This trick is hard to do, but can even be doen to a Subterranean APC or Devil Tongue while it is underground! ( I think you have to target the Subterranean APC or Devil Tongue as it spin dives, but I'm not sure.) When you left mouse click fast enough with CNTL+ ALT the highlighted unit becomes neutral, I think.
Nod Inf = stop inf in Titan rush: Your Light Infantry can be stationed in your outbuilt new base. These Light Infantry can help you destroy the enemy Light Infantry fodder in front of a Titan rush. Try to run out and meet the enemy Light Infantry far from your base, then use tanks and Rocket Infantry, and Laser to finish the Titans.
Inf rush + extra scouts: Send a few scouts behind your enemy's base while your main early Light Infantry rush distracts the enemy on the other side of his base. This should get a good scout of your enemy's base.
Small map Inf rush= refs sold: You might be able to force your opponent into selling Tiberium Refineries if you send a early Light Infantry rush. The enemy could lose money coming in the future faster because of having less Tiberium Refineries.
Send Inf scouts south: Send your Infantry scouts south if you plane on scouting across the map with a early Orca Fighter or Harpy. The planes tend to scout northward easier than scouting southward. So, send your infantry to bottom left or bottom right of the map.
Inf battle next to base = backup: It might be better to keep your Light Infantry near your base in the beginning of the game because you can build Vulcan Cannons or Lasers fast to help them defeat the enemy Infantry, you can also squish enemy soldiers with Harvester.
HARVESTER
The Harvester usually spawns behind the Tiberium Refinery unless you build next to a wall on the map.
You might use this to your advantage to where your Harvester spawns right next to tiberium.
A Harvester full of blue Tiberium will fill up a Tiberium Refinery one third of the way. Three of them will completely fill a Tiberium Refinery and leave one green bar in your Second Tiberium Refinery.
WP loop = no G: Usually if you select a Harvester and press “G” on your keyboard, the Harvester will automatically travel to the closest Tiberium. “G” does not work if your Harvester is traveling on a waypoint loop.
Harvester Wastes Orca B ammo: Harvesters can waste enemy Orca Bomber ammo. Consider luring enemy Orca Bombers to destroy them if you have few buildings, but a lot of Harvesters. Maybe in a long game middle of the map battle this might be useful. (no guarantee that this will work )
A Harvester that is dumping Tiberium in the Refinery is destroyed if the Tiberium Refinery is destroyed. If the Harvester is stopped”S” on the Refinery pavement it can be saved.
2 Wolves + 2 Orca F = harv hunt: Two Wolverines can get a Harvester down to half health, for your two Orca Fighters to finish off. (This might be faster than sending Titans to harvester hunt on a large map.
Harv WP in front of Barrack/Hand: The Harvester can go on a waypoint loop in front of the enemy's Barracks or Hand of Nod to intstantly crush newly built soldiers. (Laser Fence counters this well by destroying the Harvester fast)
Harvester fodder with Inf rush vs Harpy: The Harvester might waste a Harpy's ammo if the enemy put his Harpy group on CTRL +ALT waypoint loop. (Try sending the Harvester with your early Infantry rush vs mass Harpies, maybe even two Harvesters)
Havester = Tib on ground-CC-cyb-reaper: The Harvester can leave tiberium on the ground when it is destroyed. Consider healing on it with your Harv hunting units (Cyborg Commando, Cyborg, Cyborg Reaper, Ghost Stalker, Mutant Hijacker)
No “S” stop Harv Dumping: Once a Harvester starts dumping “S” will not stop it from finishing its tiberium dump in the Tiberium Refinery.
ENGINEER
1 Engi steals deployed vehicle: One Engineer can steal a deployed vehicle. Place the waypoint loop on the outside of the deployed vehicle, away from any other units or buildings. Now put the Engineer onto the waypoint loop while holding CTRL+ALT. The Engineer will steal the Artillery you want it to now because it is the closest to the waypoint loop.
Protect Engineers in SubAPC or A-APC: You can protect Engineers next to your buildings with APCs. Just deploy out of the APC and use your Engineer to heal building fast. You could surface 5 Sub APC or more with one Engineer inside each of them, and steal five or more artillery at the same time if you setup the waypoints early. This is a devastating attack because then you can use the Artillery to destroy the enemy base. (Note: steal a deployed Sensor Array.)(Note: its like paying $300 for a Tick Tank or $475 for Artilery, you save money, and the enemy loses $800 or $925.)
Numbering Engi Juke Sell: You might be able to number one of your four Engineers a different number and send him into the enemy building, while not sending the remaining 3. It might look like a realistic steal attempt if one of your Engineers actually goes into the enemy building.
Targeting Engi Juke Sell: Tarket the enemy building with other units while your Engineer do not enter the building and your enemy might sell the building on accident because the building flashes when it is targeted.
A-APC + SUBAPC: You can make your War Factory send your Amphibious APC or Subterranean APC to your Barracks or Hand of Nod automatically. This will help your units jump inside right when they exit the Hand of Nod or Barracks. Now your APC attacks can leave for the enemy base slightly faster.
Target last Engi: You can target the first enemy Engineer that exits the Subterranean APC, or you can target the furthest Engineer from you Tiberium Refinery to have more time to destroy the Engineer as he has to run farther to enter the building he is trying to steal. You can quickly press “E” to select everyone and target that Engineer to maximize possibility of it being destroyed before it enters one of your buildings to steal it.
Harpy vs Engi = 2 shots
Artillery vs Engi = 3 shots
Attack Buggy vs Engi = 3 shots
Infantry vs Engi = 8 shots (But it takes about 13 Infantry to destroy an Engineer in one shot)
Wolverine vs Engi = 3 shots (Vetbal = 2 shots)
Disc vs Engi = 3 shots
Diz vs Engi = 2 shots
JJ vs Engi = 4 shots
Engi careful healing: Avoid accidently sending Engineer to heal a harvester when you are trying to click on the Tiberium Refinery. (Same with Tiberium Waste Facility) Be careful not to accidently click on a newly built vehicle or airplane when trying to heal a Helipad or War Factory.
Engi steal Helipad lift plane: If the enemy lifts his plane as you are about to try to steal his Helipad. You will have wasted $1500 in engineers and a Subterranean APC $800 to get $250 when you sell the Helipad. You will not get the Orca Bomber or Banshee you were trying to steal. So it is risky to try to steal a Helipad with a plane sitting on it. Try to destract the enemy before you do it.
1 Engi =Steal back building: You can try to steal back the building that was just stolen by three Engineers with one of your own Engineers.
Stolen vehicle stolen back engi: If you are fast enough, you can steal back your War Factory that was just stolen, and also steal back your vehicle exiting from it. This trick requires speed and timing.
Engi + CC/obe paused: You could steal an enemy Hand of Nod with your Engineers and then unpause your Cyborg Commando, and place your Obelisk of Light. ( A CC and a Obe are a strong combination in the enemy's base)
Good defense = only engi Ref/Warf, not CY: If you have enough base defenses that can destroy the Disrupter before it gets two full shots, this means you can leave your first and only Engineer next to your Tiberium Refinery and War Factory instead of your Construction Yard. (Since the Disrupter can not “1-shot” the Construction Yard)
Engi Multi pave: Try to send the Engineer into the Pavement bottom right side of the War Factory and your Engineer might not be destroyed by the Multi Missile when trying to save the War Factory by running into it.
SENSOR ARRAY:
Sensor Array only warns Subs/stealth: The Sensor Array will only warn you if it senses underground units or stealthed units. It will not warn you of any other units.
No “S” before “D” Sensor: The Sensor Array is the only vehicle you do not have to stop to deploy.
Cant deploy Sensor hidden in Warf: You can not deploy a Sensor Array that is hidden inside a War Factory. (or Ticks/Arts)
Deployed Sensor Array finds stealthed buildings: You can not deploy a Sensor Array where an enemy's invisible building is built. When the Sensor Array is deployed, if you try to send it to a location where a stealthed building is, it will not want to go there. You can use this trick, to find stealthed enemy buildings.
Emp frozen Sensor sees invisible buildings: Even if the enemy freezes your deployed Sensor Array with an EMP Cannon, the Sensor Array can still see invisible enemy buildings in its range. Try to freeze the Sensor Array before it deploys.
Outbuilt Sensor: It might make sense to deploy multiple Sensor Arrays in between your base and the enemy's base. Be careful of infantry, harpy, attack buggy, wolverine, cyborg. They can all quickly destroy a Sensor Array. (Espescially Wolverine, Attack Buggy, and Harpy)
1 Diz = 3shot Sensor: One Disrupter can destroy a Sensor Array in three shots.
Mk = 2 shot Sensor: The Mammoth MK can destroy a Sensor Array in two shots.
GS= 1 shot Deployed Sensor: The Ghost Stalker can destroy a deployed Sensor Array in one shot by laying his C4 explosive in it. The Ghost Stalker destroys a undeployed Sensor Array in four shots.
Carryall Sensor = Fog scout: Carryall a Sensor Array to scout the fog of war near the enemy. The Sensor Array can see a good distance into the enemy's base over a wall when you land it. ( maps like BBG with walls built into the map)
Steal Warf with hidden vehicle then block: Steal an enemy's War Factory that has a hidden vehicle inside it (like the MCV) and then wall up the back of it so that the MCV can not escape your War Factory.
Carryall Sensor Scout: Carryall a Sensor Array to the enemy's base early to scout. (You do not need a Tech Center, only need a Helipad and Service Depot)
Early sub = enemy waste money Sensor: Subs can force enemy to make Sensor Array and waste $950 on a non attacking Sensor Array.
Engineer stealback = stops sell money: Send your Engineer into the building right when the enemy is sending their three Engineers into your building. You can stop the steal by healing the building during the steal, or, you can steal the building back back after the enemy steals it.( Note: if you wait too long and you steal it back after the enemy sells it, you might get the money for the sell)
Follow Engi Attack w/ Sub+Engi: Follow the enemy's Subterranean APC Engineer attack with your own Subterranean APC containing only one Engineer. The enemy won't be able to see your Subapc following his and you can deploy your SubAPC when the enemy deploys theirs. (See it rising with your Sensor Array) and save your building from enemy Engineer Attack.
Engineers can engi heal juke: Fake like your Engineers are going to steal a building to force the enemy to send his Engineer into the building to heal it. After the enemy wastes his Engineer, now you are free to send your three Engineer into the building and steal it.
PLANES:
Reload veteran planes first: Since planes that have achieved veteran status can have more damaging attacks, make sure to always reload the veteran planes before reloading other planes.
Reload time= more Helipads: Some planes take longer to reload and require more Helipads for every plane you build. The order of immportance is Harpy, Orca F, Banshee, Orca B. So if you are going to try build orders with few Helipads, make Orca Bombers, not Harpies .
It appears that planes move faster when travelling East or West, than they do North or South, but this is an optical illusion because the cells on Tiberian Sun are wider than they are tall.
Scout edge of fog, many planes: Send many planes to the edge of the fog of war and send them many times. Sometimes not all planes will go to the edge of the fog of war if you only send them one time. Alot of planes can scout the edge of the fog of war somewhat quickly if you rapidly click near the edge.
No waste ammo on jacked vehicle: Try not to waste your planes ammo destroying a vehicle you have stolen with the Mutant Hijacker. It is better to use tanks or soldiers to destroy it. Save your plane ammo for other attacks if possible.
Stacked planes no all reload: Stacked planes on Helipads do not all reload, only one of them will.
Stacked planes no all heal: planes on Service Depot and not all heal, only one.
Planes distract for Multi: Your planes or other fast units can distract the enemy from lifting his planes when you send a Multi Missile. Attack his buildings so that he is trying to save them with Engineer and not lifting his planes away from the incomming Multi Missile attack.
Lift all planes then attack=reload: If you select all your planes, and lift them in the air before attacking the enemy, the planes with no ammo will fly to your Helipads and reload. (Empty planes will not return to Helipads to reload if you send all the planes when they are on the ground together to go attack the enemy)
CTRL ALT planes WP = shoot defensive buildings: Planes on CTRL+ALT also shoot Laser, Sam, CT, Obelisk
Faster plane = lead slower plane: Faster planes like the Orca Fighter or Banshee, can be used to lead the way for slower planes to reach the enemy. The faster planes will get hit less by Sams before they start attacking the enemy.
Unloaded on ground CTRL+ALT onto WP = no reload: If your unloaded planes are on the ground and you send them to a waypoint loop with CTRL+ALT, some of your planes might not reload on the Helipads and fly around empty.
Plane = Carrryall cant target vehicle: Planes can get in the way of a Carryall trying to land on vehicle. Sometimes the Carryall must be resent onto the vehicle. Try to fly near your unit to confuse the enemy Carryall.
Vet Planes = more health/ lead pack: You should consider putting your veteran planes in front of your group of planes because they can have more health.
Planes stuck off map: Planes sometimes get stuck outside the map, try to avoid the edges of the map with your planes. Sometimes you will need to go to the edge of the map.
Planes crash into FS= timer: Planes can crash into the Firestorm Wall Sections on purpose while they are active and it will speed up the Firestorm Timer so the enemy can't use as much of it before the Game Timer drains down.
DEPLOYABLE VEHICLES
Deployed vehicles = no ALT crush: You must first undeploy a deployed vehicle before you can use it to ALT crush units nearby. (Tick Tank, Artiller, Sensor Array)
Run Away from Diz : All deployable vehicles are faster than a Disrupter. You can always just move away when a Disrupter attacks your deployed vehicles.
Deployed = no ALT onto LF: If your vehicles are deployed, you can not hold ALT and send the vehicle onto a Laser Fence, you must first undeploy the vehicle and then send it.