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TIBERIAN SUN GUIDE 2026

 

 

 

SHARED UNITS -5

 

 

 

LIGHT INFANTRY

 

Lure Lineup Smash: Try to lure the enemy soldiers into chasing yours. The soldiers will tend to form a perpindicular line following you. Then group your men to pick off the soldiers as they arrive in line up formation.

 

Line up men run: Sometimes if your men are lured to attack a group of units running away, your Light Infantry or other soldiers can start to get in each others ways. Sometimes the group widens out as it chases over time.

 

Inf use building to split Inf: In a Light Infantry war with enemy you can run around your buildings or the enemy's buildings to make the chasing group split up around the building while chasing you. This might give you time to attack half of their units on one side of building, if you quickly ran to that one side.

 

Prone inf: Light Infantry that are in prone postion laying on the ground receiving enemy fire are slower than Light Infantry that are running. Prone Light Infantry (or other soldiers that prone) might want to just shoot back at enemy Light Infantry shooting at them because they can't out run them crawling on ground.

 

 

HARVESTER

 

Corner off Harv while hunting: If you are hunting Harvesters, try to land Carryall MK2 in between their Harvesters and their base, so they have to drive by your Mammoth MK2 to return home, or drive away from their base, slowing their money, if they choose to run away from the Mammoth MK2. (Note: Same principle applies to Subterranean APC and Cyborg Commando Harvester hunting)

 

Harv outrun Disc: Harvesters are slightly faster than Disc Throwers and can run them down. Try scattering with “X” to counter.

 

Alt squish & eat tib: If you drive your Harvester over an enemy soldier to crush it using the ALT button, the Harvester will continue to eat the Tiberium after squishing the enemy soldier.

 

Early game micro numbers: In early game, manually controlling harvesters to eat closer blue Tiberium is very important. You can literally group number every single harvester to make this easier in the early game. Later in the game, when you have more money, you can change your group numbers to units if you want to.

 

Group Harv lure waste ammo: You might be able to get the enemy to waste his Banshee or other planes ammo, if you group your Harvesters closely. On some maps like Giants destroying one Harvester can make many more Harvesters next to it be destroyed too. At the last moment, scatter your Harvesters so that only one of them dies.

 

ALT or CTRL/ALT = sent harv with group: If you have a group of units selected and you hold ALT or hold CTRL+ALT and send them all to a location, the Harvester will travel to and stop at that location just like the other units. Try not to select Harvesters when selecting and moving a group of units to guard an area with CTRL+ALT.

 

Cycle ST = non blue Harv Hunt: Try not to destroy Harvesters full of blue Tiberium with the Stealth Tank or Attack Cycle. It might destroy your units when it explodes upon destruction.

 

 

ENGINEER

 

Early 1/0 eng: It is useful to always have 1 Engineer in your base. If you can see the entire enemy base and notice that he has no attacks that you might want to defend with Engineer, then zero Engineers is best. Save that $500 for attacking or other uses.(Early game)

 

1 Eng Mix soldier rush: You can send one Engineer with a Light Infantry rush early with a good mix of units like Cyborg and Rocket Infantry, or Disc Thrower & JJ. Press “E” and attack a building. If your Engineer timing is good, you can actually run the Engineer in when Tiberium Refinery has red health, and your other units will stop shooting the Tiberium Refinery after you steal it automatically.

 

Enemy engi = no guard: If the enemy sends early Engineer attack, he might not have made a fourth Engineer in early game. It might be a good time to attack a building, possibly with Banshee for example.

 

Engi =not quite yellow but 1/3: One Engineer does not quite turn a building's HP bars yellow, but it is more than 1/3 damage to building's HP. (8 bars of health possibly?)

 

2 Engi fire damage: Two Engineers entering an enemy's building can sometimes cause fire damage on the structure hurting it even more.

 

Engi into sold building = lost: If you sent and Engineer into a building and sell the building, you lost a $500 Engineer. Don't let the Engineer enter the building as you are selling it.

 

Let them fix bridge: Let your enemy waste $500 repairing a bridge with Engineer. Save your money. Every little bit of money helps. The exception to this rule being if you have a special attack or build order that requires bridge fix and you don't need the money.

 

Earliest Engi to ally: You can send 1 or more Engineer to your Ally's base before you are ever scouted in early game. Try to hide them behind your ally's buildings, trees, cliffs, etc.... Now you are ready to either heal ally buildings or steal them before the game even starts.

 

Engi no steal juke wastes your Eng: The enemy might fake like they are stealing your building, and if your Engineer enters first, then it repairs your Refinery but then the remaining enemy three Engineers can now steal your building. He tricked you into trying to save the steal with fake-out building steal juke.

 

Target First or Last Engi: If the enemy is sending an Engineer attack, you can either attack the first Engineer to exit the APC or you can target the farthest Engineer away from the building he is trying to steal. Hopefully that will give you a little more time to kill that Engi because he has to run farthest to steal the building.

 

1 Diz + 3Inf shots = 1 shot Engi: Normally the Disrupter will not kill an Engineer in one shot, but if Light Infantry shoot it 3 times, then a Disrupter can kill Engineer in one shot, regardless of if EMP Cannon froze Disrupter.

 

Full health Engi Diz no stop: If a full health Engineer exited APC next to a building, then a Disrupter will not be able to kill the Engineer before he enters building, not even if there are 3 Infantry shots to the Engineer also, he is just too fast. (But a half health Engineer can be killed by Disrupter before he enters a building, even if APC released him right next to building).

 

 

 

SENSOR ARRAY:

 

Sensor Detects ST Ref 1-shot diz counter: If you suspect the enemy might have Stealth Tanks at the corners of their Tibeirum Refinery you can deploy your Sensor Array, then see if you can send you Sensor Array to the 1-shot diz location at corner of enemy Tiberium Refinery. Make sure the space is open for landing before sending your Carryall. (note: If Stealth Tank was setup too early, Carryall simply won't land on Stealth Tank so you won't need this trick.)

 

Scout nod tech/Sensor: Make sure to scout the Nod base early so you can see if Nod has built a Tech Center yet. You do not need a Sensor Array in any game until Nod builds a Tech Center. Keep an eye on his nod base, the Tech Center is usually sold so you won't know it was built unless you watch his base. Bookmark his base for easier and quicker viewing, no scrolling with mouse.

 

GDI mass Carry Sensor: GDI can use multiple Carryalls to simultaneously send multiple Sensor Arrays to enemy base, deploying all at one time and uncovering a huge stealthed Nod base. Follow up with Orca B to power plants to reveal their base to allies.

 

 

PLANES:

 

“S” anti air: You can repeatedly press the “S” button as a large group of planes flies over your low range anti air units like the Jump Jet Infantry, Rocket Infantry, Stealth Tank, Hover Mrls so that your units can shoot the next plane coming instead of chasing and missing the plane that already flew by.

 

Stack planes avoid EMP except 1: You can stack your planes and the enemy will not be able to freeze them with EMP Cannon. Your EMP Cannon also will not freeze them. Only one of the planes is actually frozen.

 

Stack planes on tank = All avoid EMP: Stack planes on a deployed vehicle and none of your planes will be frozen by emp. It only works on deployed vehicles. If you try it on undeployed tank, all but one of your planes will be frozen.

 

Prestage in fog early: If you double left mouse click on Helipad and then left mouse click on the map, your planes will automatically be sent there when newly built. Try to notice where the enemy has scouted the map so you know where fog might hide your planes auto sent closer to the enemy base for surprise faster attack. ( Note: Enemy might hear your planes land if you auto send too close to his base, unless they are silent landing Harpies, send those as close as you want.)

 

Plane crash blue tib boom: If a plane crashes onto blue Tiberium, it can make the blue Tiberium patch explode, reducing the money attainable in that patch.

 

ALT plane Helipad land = no inf damage: If you hold ALT when you land your plane onto a Helipad, then any soldiers attacking the Helipad will miss the plane unless they target the plane intentionally. (Note: This worked for my men further testing needed via other players) Tactic doesn't work with Carryalls.

 

Planes block: A group of fast planes can quickly land in an entrance and block enemy units from passing until the planes are destroyed. This can be great for temporarily stopping enemy Harvesters from entering your gate until you have time to wall off the gate or get defenses ready.

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MOBILE CONSTRUCTION VEHICLE (M.C.V.)

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MCV build comparison: A new Mobile Construction Vehicle can be built faster than an enemy Mutant Hijacker can be sent in Subterranean APC, assuming the MCV and Mutant Hijacker started building at same time. (On Terraces Map, Bigger maps give MCV advantage even more) MCV builds faster than a Mammoth MK2 can be sent also.

 

MCV hp: MCV has 18 hp bars, about 55.55 hp per bar. ½ health is yellow. ¼ health is red.

 

MCV outbuild stop timing: If the enemy is sending out their MCV to outbuild, especially as Nod because of no Carryall, destroy the MCV as soon as it leaves their main base. This will frustrate the enemy who might need to make another MCV immediately to expand. Nod counters this by following the MCV with defensive units like the Rocket Infantry or Stealth Tank/ etc..

 

Rebuild old MCV for tech: If you lose your Construction Yard but an ally gave you one of theirs to steal with three Engineer, you can rebuild all your old tech, once you rebuild a new MCV.

 

 

 

DEPLOYABLE VEHICLES

 

Deployed vehicles no sent to SD: You can not send deployed vehicles to the Service Depot, you must first undeploy them.

 

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BOTH APC

 

Highlight men + vehicle = no send men in APC: If you accidentally highlight a vehicle with your soldiers into one group, you will not be able to send the group into a Subterranean APC or Amphibious APC. You must only highlight soldiers capable of riding in APC in your group before sending the group into APC.

 

Release some units and go: Both the Subterranean APC and the Amphibious APC can deploy and then move when you don't want to release any more units. This is great for using one APC to attack different areas with different units quickly. For Example: You can arrive with SubAPC deploy three Engineer and then dive immediately before the CC exits, then surface somewhere else. This is faster than if the CC had exited and had to re-enter the SubAPC before you dove again. It helps to number the SubAPC and units inside.

 

APC+5 Medic Art fodder: Send either a Subterranean APC or Amphibious APC into enemy base carrying five Medics. Once the stopped APC dies, your Medics will take a beating from the Artillery while you attack in a different area. Several Medics can heal each other well vs multiple Artillery.

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