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2024 TIBERIAN SUN GUIDE

SHARED UNITS

 

 

 

 

INFANTRY

 

The Infantry cost = $120.

 

The Infantry Health Points HP = 125.

 

The Infantry has None armor.

 

The Infantry Weapon Damages: ( 8,4,3,2,1)

 

Infantry speed = 4.8

 

Infantry faster than many units: The Infantry run faster than the Rocket Infantry, Cyborg, Disc Thrower, Ghost Stalker, Cyborg Commando, Medic, Engineer, Titan, and Disrupter. (They are not faster than Jump Jet Infantry)

 

3 inf stop scout: Three Light Infantry can stop one infantry scout.

 

Set "Q" retreat point: Set a “Q” point and send your Infantry to it while you are attacking a building, and your Infantry will keep shooting the building until it is destroyed, and then they will automatically retreat afterwards to your “Q” point.

 

Sold building = anti scouts: Any units from sold buildings early in the game can be used for extra anti scouts.

 

Small map inf rush: Infantry rushes work best early game on small maps.

 

Harvester runs over Light Infantry: If you do not have enough soldiers to kill a groups of Light Infantry, use your Harvester to run the over. Hold the ALT button down and send the Harvester to crush the enemy soldier with your left mouse click repeatedly. Try to predict the Light Infantry's path and send the Harvester to that location so that it intercepts the running Light Infantry and squishes him.

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Anti-scout inf intercept early mid map: Infantry anti-scouts should be placed as far out from your base as possible to intercept enemy scouts far away from your base. This leaves more Fog of war between you and the enemy and he can't see what you are doing for longer.

Click on your Barracks to send early Infantry anti-scouts to the middle of the map automatically to save time scouting and antiscouting in the beginning.

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Inf tib death visceroid: If the Infantry dies on top of Tiberium he can turn into a Visceroid that might attack your base.

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CNTL+ALT= Infantry Anti scout guards: Send Anti scouts to locations with CNTL+ALT so they defend the area when they get there.

 

Bottleneck Infantry: In an infantry battle, try to bottleneck the enemy infantry into a small area so that your men can overwhelm the enemy soldiers as they slowly trickle in. Example: Stand right behind the gate to your base with infantry so that soldiers are forced to go through a narrow opening to get to me. This thins the herd and makes it easier for your Infantry to destroy them.

 

Wide vs narrow Infantry battle formations: It is better to have a wide group of infantry to attack a narrow group of infantry, because your sides can close in on the enemy while the middle retreats luring the enemy infantry into get atacked by the side units.  Two groups of DiscThrowers or more, make this early infantrtry rush strong.   >>  ||||||||||||||||========. <<

 

Tighten your Infantry formations: Tighten a group of infantry by clicking over the group with your mouse. (The mouse icon should look like a no smoking sign telling you that you can't click there, when you are doing this tactic correctly.)

 

"X" Scatter Infantry= avoid vehicle run over: Use the X= Scatter hotkey to avoid being run over by vehicles.

 

Split infantry into groups by numbering them: Split your Infantry rush into multiple groups for easier control (Example: half your infantry attack the incoming Harvester while the other half of your Infantry group battles the enemy Infantry.

 

One inf = noise distraction firing near enemy base: An random single Infantry CNTL firing on the ground near the enemy base is a distracting noise that can cover up other noises in the game. This sound is quite annoying and can mask other sounds in the game. Kill the infantry to stop this annoying noise.

 

Position a few random soldiers all over the map: Random scout Infantry can be pre-positioned on the map so that you can attack any planes or Carryalls that land in the middle of the map while your enemy is not paying attention.

 

None of the Soldiers can “Q” while firing: The enemy unit has to die before your soldiers will continue the “Q”.

 

Multiple groups inf hiding on map: Multiple groups of infantry can defeat a larger force of Infantry if you hit and run with the different groups, hiding behind trees, buildings, cliffs, etc... If you see which Infantry the enemy singled out for attacking, pull him back. This will draw the enemy infantry into your other infantry fire.

 

"S" Stop Command in infantry battles: S= stop is a great infantry group tactic. Stop when your enemy thinks your infantry are moving. They will move toward your infantry when you move, but you will pre-emptively stop your infantry and catch the enemy infantry by surprise while the enemy infantry are still moving to catch yours.

 

Save early infantry rush units for later battles if can't destroy buildings: After your early Infantry rush, you can send them home instead of losing them all. Maybe leave a few near the enemy for later use. When you send your Infantry home, they can help defend against incoming disrupters and other units.

 

Number the Infantry group that can kill Disc Thrower: In a Infantry battle, use a small portion of your men to target one Disc Thrower to blow him up. Don't use all your infantry to target that Disc Thrower, let the rest keep fighting.

 

Four inf groups blocks diz land: Four numbered groups of infantry surrounding your important buildings is useful when you are trying to block a Disrupter from landing in your base.

 

Count number of enemy soldiers to predict build order: If you can not see the enemy base in early game, you can still count the numbrer and cost of every attack that you see to predict the enemy's build order. Did the GDI enemy make a lot of Infantry? This means he probably made more than one Tiberium Refinery and is not “1-ref” rushing a Disrupter. Is the early Infantry rush engaging my Infantry rush? This means the enemy probably did not do a quick tech build order because they are confident in their Infantry group size that you can't see in the fog of war. (only an indicator, this is not always true)

 

Diz accidently shoots your inf trying to "1-shot" Ref = move your Infantry: If a enemy Disrupter accidently targets your Infantry in the "1-shot" corner, because it was trying to "1-shot a Tiberium Refinery, move the infantry and the Disrupter beam will follow him and not be a "1-shot" angle any longer.

 

Infantry lure Orca Bomber from hitting your MK2: Send Infantry rush with your early Mammoth MK2 and harvester hunt with them. Now the enemy has to choose between using the Orca Bomber on your Infantry or your Mammoth MK 2.

 

Multiple Infantry groups attack opposite sides of enemy base: Split your early Infantry rush into multiple groups and attack the enemy base from multiple sides at the same time.

 

Hiding groups of infantry in the fog of war: Is the enemy Infantry defense pulling back from your Infantry into the fog of war in early game? This might mean they don't have enough Infantry because they built few refineries and a early Tech Center. This would be a reason to chase them, but be careful the enemy might have another group of Infantry waiting in the fog of war.

 

Early Inf rush pre-damages enemy Harvs: Early Infantry rushes can pre-damage Harvesters so that you can come later with MK2, planes, or other units to finish off the Harvesters with low health.

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Run across Tiberium = Light Infantry loses Health Points HP: Running across Tiberium hurts Infantry even more than just standing idle on Tiberium.

 

Light Infantry vs Wolverine: 5 Light Infantry units and 12 shots destroys Wolverine. Light Infantry does 3 damage to Wolverine. Wolverine does 40 damage to Light Infantry. Light Infantry have 125 HP, Woverines have 175 HP. Light Infanry shoots about twice as fast as Wolverine. Light Infantry range = 2 cells. Wolverine Range = 3 cells.

 

Inf rush wastes plane ammo: Infantry Rush Fodder will draw fire from enemy planes if they are CNTL +ALT waypointed, or if you shoot at the planes on the ground or on a Helipad. This makes the enemy planes waste their ammo on infantry. (works best on Bashee and orca Fighters, Harpy and Orca Bomber will kill the infantry fodder faster.)

 

Inf tib death = Visceroid: Sometimes when infantry die on tiberium they turn into visceroids which can attack your base. Try to avoid dying on tiberium.

 

"G" guard Anti Scout Inf: G= guard in infantry battles to get all of your infantry to shoot at the enemy, not just a few of them.

 

Light Infantry group steals Harv: Light Infantry can steal a harvester if they are in a big group and surround the Harvester. Keep holding CNTL+ALT while your group of Light Infantry are surrounding the Harvester, and left mouse click very quickly on the Harvester to steal the Harvester. (Note: This trick is very hard to do. Surround the Harvester while its stopped on top of Tiberium eating to make it easier).

 

Target one enemy inf with all of yours only rarely: Targeting one infantry with all of yours is not a good idea. There are some exceptions to this rule. You can quickly target stragglers in an enemy Light Infantry group. Every kill in a Light Infantry battle is important. Do not waste units.

 

Disc Thrower death = explodes: Target the enemy's Disc Thrower first because they explode and hurt other units nearby.

 

Lure enemy inf into yours with Disc Thrower: Know that your Disc Throwers will be targeted first by the enemy soldiers usually, because they will explode and hurt nearby soldiers, vehicles, planes or buildings. Run your Disc Throwers back so that any enemy Light Infantry chasing them will run right into your other Light Infantry and die.

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Mixing units with Light Infantry: Mixing different types of units in your Light Infantry rush gives you more options. Example JJ can fly and kill discmen, discmen can force fire ground, JJ keep close infantry from being run over like cyborgs do. Mixing units is elite. Example, targeting disc throwers with cyborgs first, or killing buildings faster with infantry attack by adding 3-4 rocket infantry (or more).

 

Inf fodder protects vehicle rush: Infantry fodder running in front of titans, can make Nod Artillery, Tick Tanks, or waypoint looped gaurding planes miss your Titans and waste ammo on infantry. This keeps your Titans or Tick Tanks alive longer in a vehicle rush.

 

Cyborg/CC/JJ/MutantHijacker stand next to Light Infantry = no squish: Cyborgs standing right next to infantry ( in the same cell ) can protect them from being run over by vehicles.

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One red health bar fire = boom, repair: Make sure to repair a building that is on fire with 1 bar of red health, it can explode a few seconds after it is attacked, even if the enemy stopped attacking it.

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Early only Light Infantry rush = is enemy Nod or GDI: Only sending Light Infantry in a early Infantry rush, will keep the enemy from knowing whether you are GDI or Nod. If you do not build any Disc Throwers or Rocket Infantry, the enemy will not know whether you are GDI or Nod for longer into the game. (Note: this only works if the enemy has not scouted your base)

 

 

 

 

 

ENGINEER

 

An Engineer costs $500

 

An Engineer has Health Points HP = 100

 

An Engineer has None armor.

 

An Engineer has no weapon damage, it enters buildings to repair yours or damage/steal the enemy's.

 

An Engineer speed = 4

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1eng red 2 eng yellow 3 eng green: It takes three Engineers to steal a building with green high health. It takes two Engineers to steal a building with medium yellow health. It takes one engineer to steal a building with red low health. (when multi engineer is on in game settings.If you do not have Multi Engineer on in the game settings, then it only takes one Engineer to steal a building. The original game was played where three Engineers stole a building, so turn on Multi Engineer for tournament games).

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Engineer CNTL+ALT steals deployed vehicle: One Engineer can steal a deployed vehicle (Tick Tank, Artillery, Sensor Array), if you send the Engineer next to the deployed vehicle with CNTL+ALT. If there are multiple deployed vehicles close to one another, you can not choose which deployed vehicle the Engineer will steal when you do this trick. This tactic works best when no enemy buildings or other deployed vehicles are near the deployed vehicle you want to steal. The Engineer might try to enter an enemy building instead of stealing the vehicle that you want to steal.  Send the Engineer to the opposite side of the vehicle from other nearby deployed vehicles or buildings to maximize the chances that your Engineer steals the vehicle you want to steal. The range that an Engineer can steal a deployed vehicle is 11 cells, so if you send your Engineer from 11 cells away, you can control which building or deployed vehicle the Engineer steals, if the other nearby buildings or deployed vehicles are farther than 11 cells away from where you CNTL+ALT sent the Engineer.

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Engineer CNTL+ALT damages un-stealable buildings: Normally, the Engineer can not go into a Laser, Nod Sam, Obelisk of Light, or Component Tower. If you send Engineers, while holding CNTL+ALT, within 11 cells from one of these buildings, the Engineers can damage those buildings to one bar of red health. The Engineers will not steal those buildings when you do this. ( Note: I do not think this works vs the EMP Cannon, but I have not fully tested this.)

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Engineer CNTL+ALT waypoint loop steals deployed vehicle: One Engineer can steal a deployed vehicle. To do this, you need to place a waypoint loop on the map and use CNTL +ALT to put the Engineers onto the waypoint loop next to the deployed vehicle. Make sure your waypoint loop is closer to the deployed tank than any other red health building or deployed vehicle, so the Engineer is more likely to steal the vehicle you want to steal. The Engineer can be distracted by other red health deployed vehicles or buildings nearby, so this trick works best on deployed tanks that are isolated on the map, far from the enemy base or other deployed tanks. (Think Sensor Array deployed in the middle of the map. The range that the Engineer can CNTL+ALT steal a deployed vehicle is 11 cells)

 

Counter an Engineer trying to steal deployed vehicle: To stop an Engineer from stealing your deployed vehicle, un-deploy the vehicle before the Engineer can steal it.

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Engineer heals your deployed red health vehicle automatically: Make two waypoints near the red health deployed vehicle and the Engineer will go into the deployed red health building when you send the Engineer onto the waypoint with CNTL+ALT.

 

Auto Engineer + SubAPC attack: can also be used to steal deployed vehicles. Auto Engineer attack by placing your first waypoint on your Subterranean APC, and your second waypoint on the building or deployed vehicle you want to capture. Now send the Engineer into the Subterranean APC sitting on the first waypoint, and send the Subterranean APC to the enemy base near the building your 2nd waypoint is on. Deploy the Subterranean APC when it surfaces in the enemy base, and the Engineer will automatically steal the building that the 2nd waypoint is on.

 

Three Engineer steal helipad = steal plane on top of it: Three Engineers will steal a building, and if they steal a helipad with a plane on it, you get the plane too. 

 

Engi steal Warf & vehicle exiting it is stolen: If you steal an enemy War Factory as a tank is coming out, you can sometimes steal the tank too as it comes out. If you are trying to steal the enemy War Factory with Engineers as their vehicle exits, its easier to time it perfectly if you hold down the mouse for them to steal the War Factory. The Engineers wont go in the building until you release the left mouse click.( Some vehicles, like the MCV and Harvester are easier to steal using this method. The Mk2 is hard to steal using this method because you have to steal the War Factory with Engineers at a earlier point in time.) 

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Counter Engi Warf steal = vehicle exit steal: If someone Engineers your War Factory as the tank is coming out and steals both, you can quickly steal them back if your timing is fast enough. You would need to know its coming and be ready. Hard to pull off, but it might be better than selling a building that you don't want to sell. If someone Engineer Steals your War Factory and gets your tank too, you can steal the War Factory back, and if you are fast enough, you will also steal the vehicle back. (Again easier with MCV than MK2) Keep a Engineer by your War Factory if you plan to make a new MCV to prevent engineer Warf/MCV theft.

 

Making a 4th Engineer +SubAPC attack: A 4th Engineer can be used to steal the Sensor Array. A fourth spare Engineer is useful if the enemy base is heavily defended. (In case one Engineer dies while you try to capture a full green health building, you have a backup)

 

Steal Ref when Harv starts dumping: Steal a Tiberium Refinery right as the Harvester starts dumping so that you steal the Harvester at a time where you get the money that its dumping. If you wait until the Harvester is done dumping, you will still steal the harvester when you steal the refinery, but you won't get the money inside the harvester that is dumping.

 

3 Nod Banshee = make Engi: If a Nod enemy has 3 or more Banshee, you need to make an Engineer.

 

Units shoot Engineer through a building: Some units can shoot through buildings and hit your Engineers (Mammoth MK2, Disrupter, Devil Tongue, Ghost Stalker) The enemy does this so that you can not heal the building they are damaging with your Engineer.

 

Paused Engineer is surprise heal: An Engineer on pause, when your Barracks or Hand of Nod is next to your Construction Yard, is a very sneaky and fast way to heal your Construction Yard. The enemy will not know that your Engineer could come out of your Barracks or Hand of Nod. The Engineer exits the bottom of both the Barracks and Hand of Nod, so place those buildings above your Construction Yard and/or near your War Factory and/or Tiberium Refinery.

 

JJ fodder with Engi APC attack: You can send 2 Cyborgs or 2 Jump Jet Infantry with your SubAPC or Amphibious APB attack. They serve as fodder for the Engineers, they can kill enemy engineers, and if your Engineers are standing next to them, its harder for vehicles to drive over and crush your Engineers.

 

Shoot the farthest enemy Engi from your building: During a SubAPC Engineer attack, try to target the Engineer that is farthest away from the building the enemy is trying to capture. This will give you more time to kill that Engineer before he goes into your building to steal it because he has to run farther.

 

Engi saves Sam from Orca Bomber: An Engineer can save a Sam from one Orca Bomber destroying it in 2 passes.

 

Engi no steal Obelisk: The Engineer can not steal an Obelisk of Light.

 

Engi no steal EMP Cannon: The Engineer can not steal an EMP Cannon.

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"S" stop when Engi steals your SD and unit healing on it: If you Engineer an enemy Service Depot while their vehicle is healing or if it is powered down, you will steal the vehicle healing on top of it too. To prevent the steal highlight your tank and press “S” to stop it. This will prevent the Engineers from stealing your vehicle on top of your Service Depot when they steal your Service Depot.

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Lure enemy Engi steal deployed vehicle = sell vehicle: If the enemy is trying to steal your low health deployed vehicle. You can use their engineer to sell your tank if you un-deploy it right when the Engineer tries to steal it. The Engineer does not go in if you did it right.

 

Engineer steal Helipad = steal plane on Helipad: Send Engineers into an enemy Helipad, and you will not only steal the Helipad, but any plane on top of it as well. (This is a great way for Nod to steal a Carryall)

 

Counter Engineer Helipad plane steal: Press “E” +”G” quickly to lift all your planes with ammo off your Helipads if you see an Engineer attack coming. Orca Bombers might be able to kill the Engineers before they steal a Helipad.

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Waypoint loop = no ALT crush: Put Engineers on waypoint loops so that underground units can not ALT under them and kill them.

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Pavement prevents ALT crush: Place Pavement under Engineers so that the SubAPC or Devil Tongue can not ALT crush them from underground by surfacing in their location.

 

Auto Engi heal Building low red health: Set a waypoint loop, hold CNTL+ALT and send the Engineer onto the waypoint. It will automatically heal a building nearby that has low red health. If you are going to use the "Auto Engineer heal" tactic in your base, it might be best to not make any Artillery and use undeployed Tick Tanks instead. (To avoid the Engineer disappearing into your deployed tank with red health forever) Only put 1 engineer on each waypoint loop for the auto engineer heal tactic. Set up various waypoint loops around the base to put 1 engineer onto.

 

Deployed low red health vehicle = Engi waypoint distracted - waste Engi: Engineers will disappear forever into deployed vehicles with low red health. This only happens with deployed Nod vehicles. If you use Auto Engineer as Nod, keep your Tick Tanks, Artillery, and maybe even Sensor Array undeployed, if they have low red health because the Engineer might try to heal it instead of your more important buildings.

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Engi heal vehicle patch: You can no longer Engineer heal a deployed vehicle. This has been patched. (You can however lose the Engineer forever into a deployed tank if it has red health and the Engineer is on waypoints with CNTL+ALT) 

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Always cheaper to repair any building than waste Engi healing it: It is ALWAYS cheaper to repair a building than to send an Engineer into it. Even a Construction Yard on 1 bar of red health costs $351 to repair fully. (The Engineer costs $500 to replace, and building an Engineer is time you could be building different attack soldiers)

 

GDI Engineer Attack fast rush: GDI can Engineer attack in a Amphibious APC before Nod use the Subterranean APC. The Subterranean APC requires a Tech Center to build. You only need to build a War Factory to build the Amphibious APC.

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Damage MCV for ally: To make it less expensive for a team mate to steal your MCV, damage it to red health so that only 1 engineer is required to steal it, not 3. Helping your ally get a MCV is $500 is cheaper if they only have to use one Engineer, than $1500 using three Engineers.

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Engi + Medic + Amphibious APC:  Add one or two Medics to an Engineer attack to keep the Engineers alive long enough to steal an enemy structure.

 

Steal ref with Harv dumping = steal Harv: Steal Tiberium Refineries with 3 engineer while a harvester is dumping in it and you steal the enemy's Harvester too. 

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Steal Ref as blue Harv starts to dump: Steal Ref right as enemy Harvester full of blue Tiberium, and when you steal the Tiberium Refinery you will also steal the enemy Harvester. You can now use that Harvester full of blue Tiberium as a Harvester bomb, or bring the Harvester back to your base near your Tiberium Refinery and main Tiberium patch to help increase your base's economy.

 

First enemy Ref built has more money, steal it first: Steal the first Tiberium Refinery that the enemy made, it will always have more money in it than his newly built Tiberium Refineries.

 

Engi Force building sell bluff: Force an enemy to sell a building, by sending three engineers into it. Immediately after you send the engineer into the building, make them stop. The enemy will sell their building, thinking you are about to steal it, and you will keep your engineers. 

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Engi juke second Ref = second Ref sold + steal first Ref: Fake like your Engineer is about to steal a the second Tiberium Refinery the enemy builds. Get the enemy sell his second Tiberium Refinery. After the enemy sells his second Tiberium Refinery, steal his first Tiberium Refinery. You will get more money from the enemy's first built Tiberium Refinery.(Note: An enemy is less likely to sell a Tiberium Refinery after you have already tricked him into selling one already. Therefor he maybe does not sell the second time, and your Engineers end up stealing the Tiberium Refinery with the most money.

 

Damage building one bar, so Engi heal vs Banshee: You can leave one bar of health off buildings, so that you can send Engineers into buildings when a group of Banshees tries to destroy the building. Engineers will not go into a full health building to repair it. Use a Light Infantry to do this because he will only shoot 1 health bar off of a building without damaging it so much that the Banshee will destroy the building.

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Multiple groups SubAPC Engi attacks: It is hard to sell two different buildings at once. If you number your Subterranean APC and your Engineers, you can send two SubAPCs to two different enemy buildings and steal both enemy buildings with Engineers so that the enemy has a harder time defending multiple areas of his base at same time.

 

Err on the side of selling Ref: It is better to sell a Tiberium Refinery because you got tricked into thinking an Engineer was about to steal it, than if you let the enemy steal your Tiberium Refinery. If they steal it they get all the money inside, they can sell it for more money, and they get your Harvester if one is dumping.

 

Engi +Inf fodder+SubAPC attack: Make sure to send a few infantry into the Subterranean APC after you put three engineers into it. The infantry will exit first, taking all the fire from the enemy, which can keep your engineers alive long enough to enter and steal an enemy building.

 

Engineer no steal several buildings: You can not engineer steal an Emp Cannon, Obelisk of Light, Laser, Nod Sam, Component Tower, or Gate.

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APC = L.I.F.O. Engies in first: L.I.F.O. = "Last in first out". The first units you put into a Subterranean APC or Amphibious APC will come out last. Always put your Engineer into an APC before any medics or infantry fodder so that the Engineer will exit the APC last. (So they won't be the first units shot at upon exiting the APC)

 

Build paused units in newly Engi stolen enemy buildings faster: Pause unit build, Engi steal Barracks/Hand of Nod, War Factory = build new unit in new structure: 

 

Lure Enemy Auto Heal Engi to going into your deployed vehicles: You can trick an ally's Engineers into disappearing into your red health deployed vehicles, if your ally is using the waypoint auto heal engi tactic.

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HARVESTERS

 

Havesters cost $1400

 

Harvesters have Health Points HP = 1000

Harv Self Heal: The Harvester self heals to half health at a rate of 3-4 HP per second. The Harvester self heals 3 health points per second most of the time, but will heal 4 points per second sporadically. The Harvester will heal to half health in about 2 minutes and 20 seconds.

 

Harvesters have Heavy armor.

 

Harvester speed = 4.8

 

Send Harv to eat blue Tibeirum: Blue Tiberium is more valuable.

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  • Full Green Harvester = $700: A Harvester full of green Tiberium is worth $700.
     

  • Full Blue Harvester = $1120: A Harvester full of blue Tiberium is worth $1120 ($420 more than green)
     

ALT Harv squish: Left mouse click the Harvester, Hold the ALT button, and left mouse click on the unit you want the Harvester to drive over and kill.

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Micro Manage Harvs: Micro manage your Harvesters. Send them to the closest Tiberium when they leave the Tiberium Refinery.

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Harv eat Tib around Tib Tree = $$$: Send Harvesters to the Tiberium right around the Tiberium Tree, and your entire field of Tiberium will last longer, because the Tiberium around the Tiberium Tree regenerates. Tiberium further out from the Tiberium Tree does not regenerate. This means you can have more money for attacks before you have to expand your base to a new Tiberium Patch.

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"G" = Harv eat closest Tib=$$$: Press “G” and the harvester will go eat the nearest tiberium. If you press “G” when the Harvester is finished dumping but still on the pavement in front of the Tiberium Refinery, the Harvester will not pause for a moment, before going to eat the closest Tiberium. If you press "G" after the Harvester has left the Tiberium Refinery there is a slight pause before he follows the command. Numbering your Harvesters can help you use this "G" guard tactic faster and with better control.

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Isolate the regenerating Tib =$$$: Eat the Tiberium that surrounds the 8 cell square of Tiberium around the Tiberium Tree. Harvesters sent to the regerating Tiberium 8 cells will only eat regenerating Tiberium until it runs out. Then the Harvester will eat the Tiberium that does not regerate to finish. (Isolating the regenerating Tiberium is a good way to keep Harvesters from eating Tiberium that does not regenerate.)

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One Blue Harv Bomb to Warf/Ref. The best place to send one Blue Harvester Bomb is next to Warf or Ref: Check out Mole40k's website on (page 44)    https://mjryder.net/wordpress/wp-content/uploads/2015/05/Tiberian-Sun-guide-v4-c-Mole40k-2013.pdf

to see a picture of where to place the Harvester. A blue Tiberium Harvester bomb can blow up two buildings if they are 1 cell apart. Drive in between the buildings that were built too close together and wait for the enemy to destroy your Harvester.

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"S" stop Harvester: “S” = Stop a Harvester on Tiberium and it will automatically start eating it.

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Harvesters lose no speed on Tib: Harvesters do not drive slower on Tiberium like some other wheeled vehicles do.

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Eat enemy Blue Tib=$$$: Send the early Harvester Bombs to eat blue Tiberium in the enemy's Tiberium patch so you don't waste your own blue Tiberium. This works on shorter maps better because the enemy base is closer to yours and your Harvester does not have to drive as far to return to your base and start harvesting Tiberium on your main Tiberium patch. (Carryall helps speed it up)

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Blue Harvester Scout: You might as well put blue Tiberium in a Harvester scout unless you plan on bringing it back to your base after scouting. Eat the enemy's blue Tiberium for a Harv Bomb. Harvester Bombs are not very fast, they work better with a Carryall flying them around on large maps.

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Low Health Harv Bomb: An injured Harvester Bomb that doesn't get noticed quickly, will blow up your enemy's buildings faster than if they have full health. This is especially true if you Carryall them into the enemy base. (The Harvester does not self heal on the Carryall) Damage a blue Tiberium Harvester bomb and use the carryall to land it right next to a building. The enemy might not be quick enough to prevent his units from shooting and destroying the low health Harvester.

 

Harv Bomb destroys SubAPC: Don't let an exploding Harvester kill your Subterranean APC while you are Harvester Hunting with your Cyborg Commando. Make sure to dive the Sub APC out of the way.

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Counter enemy Blue Harvester Scout: Early Harvester scouts might be filled with blue Tiberium, expect them to park it by your War Factory, Tiberium Refinery or other important buildings. Destroy the Harvester before it gets to your buildings. Scout the entire map early so you see it coming sooner and can send units to destroy the Harvester faster. 

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Blue Harv Bomb + plane: A Blue Tiberium filled Harvester Bomb sometimes does not destroy a building when it blows up next to it. Make sure to keep this in mind and have units to finish off the buildings that survive your Harvester bomb. (Example: Banshee or Orca Fighter are the fastest).

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Pre Stage plane + Harv Bomb: If you suspect that the enemy might be making a MCV or Mammoth MK2, put a Harvester bomb next to his only War Factory and you might get lucky and destroy vehicles as they come out. You might be able to destroy the Harvester with planes or other attack, just as the MCV or MK2 is built. Timing is difficult, but it takes less planes to kill your low health Harvester bomb, than a War Factory, which can make the timing easier. Consider pre-staging planes to hit your own Harvester next to an enemy's War Factory as a vehicle exits it.

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Harv might send defensive units away from building: If your Harvester drives next to an enemy's building, the enemy might not want to destroy your Harvester because it might blow up the building that your Harvester is next to. If your enemy removes his units from the area where your Harvester is to keep them from shooting the Harvester Bomb. Now, the enemy has no units in the area. This opens up the enemy base for another attack, while his units are avoiding killing your harvester bomb. (Example: Following up with delicate Engineer attack while no defenses are shooting)

 

"X" scatter infantry to avoid Harvester: If the enemy is using multiple Harvesters to squish your soldiers, use the hit and run tactic to waste the Harvesters time, and "X" scatter your soldiers to avoid being squished by the Harvester. The Harvester is wasting time trying to run over Infantry, this is time that your Harvester could be harvesting money for Tiberium money credits $$$.This is not a good thing. Try to kill enemy soldiers with your own. Build more soldiers when you see the enemy's soldiers. Scout the map to see the soldiers faster.

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Pre Stage plane + Harv Bomb: If you suspect that the enemy might be making a MCV or Mammoth MK2, put a Harvester bomb next to his only War Factory and you might get lucky and destroy vehicles as they come out. You might be able to destroy the Harvester with planes or other attack, just as the MCV or MK2 is built. Timing is difficult, but it takes less planes to kill your low health Harvester bomb, than a War Factory, which can make the timing easier. Consider pre-staging planes to hit your own Harvester next to an enemy's War Factory as a vehicle exits it.

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Harv targets Ref that is destroyed = stray Harv: If a Refinery is blown up or sold after a Harvester has targeted it to dump its Tibeirum load, the Harvester will still drive to the Refinery and stop in front of it. You will have to send it to another Refinery manually. (If the Harvester stopped on Tiberium in front of your Ref it will continue eating but this is highly unlikely to have tiberium where your harvester stopped in front of your previously existing Tiberium Refinery.)

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Harv lures enemy MK2 shoot his own Carryall: If a MammothMK2 is hunting your Harvesters and their Carryall is on the ground, drive your Harvester around the Carryall so that his own Mammoth MK2 has to shoot through his Carryall to hit your Harvester.

 

Train Track Harvester speed: On maps like Big Blunts Green, there are train tracks next to the Tiberium. Harvesters, just like any vehciles with wheels. They drivefaster on the train tracks. Use them to evade enemies, or catch up to enemys.

 

Sell Ref = use Harv squish Inf: If you sell your Tiberium Refinery while the Harvester is dumping, the harvester will leave the Tiberium Refinery. If an Engineer attack is incoming, you can be extra careful by removing the harvester yourself before you sell the refinery, this requires skill to pull off and the Engineers might steal the Refinery while you are trying to move the harvester, so be fast. Try to squish the Engineers with the Harvester and ALT.

 

Destroy Ref with Harv Dumping: Harvesters usually die if they are dumping Tiberium in a Tiberium Refinery if the Tiberium Refinery is destroyed while the Harvester is dumping.

 

Targeting Blue filled Harvesters: Sometimes Harvesters waiting to dump Tiberium in a Tiberium Refinery can blow up with a Tiberium Refinery if they are close to it, when the Tiberium Refinery is destroyed. Always try to target Tiberium Refineries with a lot of Harvesters "Q" qued around it, especially if you are dumping blue Tiberium. Build your Tiberium Refineriess more than 1 cell apart, at least 2 cells apart. If the enemy targets your blue Harvesters next to your building, they will only blow up one Tiberium Refinery when the Harvester is destroyed next to it.

 

Target low health Harvs: Harvesters with low health are likely to be targeted first for Harvester hunting. Just be aware of this and keep an eye on them.

 

Harvs simulate fake hidden base: At the end of a team game, if your base is dead but you still have Harvesters, you can either send Harvester bombs to the enemy base, or pretend to eat Tiberium, like you have a stealthed base, or a hidden base in the enemy's fog of war. This can confuse new players into thinking you are not out of the game and give your team mate more time to not be attacked as the enemy looks for your fake hidden base. Manually controlling the Harvesters is the most convincing, but waypoints can be used to automate the Harvesters to look like they are moving around on a Tiberium field eating Tiberium, although waypoints are less convincing because the harvesters do not stop to eat the Tiberium, they keep following the waypoint. “Q”ing Harvesters on the Tiberium is still not as convincing as manually moving your Harvesters to make it look like they are eating Tiberium and returning to your fake hidden base. 

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Harvester dumps in ally's Ref + you have Tiberium Silo = $$$$$:  If you have no base left, but still have at least one Tiberium Silo on the map, your Harvester can dump it's Tiberium load into your ally's Tiberium Refinery, and you will get the money.

 

3 Blue Harv Bombs block enemy vehicles exiting Warf: Three vehicles can block an enemy War Factory, and if they are Blue Harvester bombs will blow up the War Factory if the enemy tries to destroy them. So if the enemy had no MCV and you blocked his War Factory with three blue harvesters, you keep him from having a new base. He cant build at all.

 

Harvs no lose health on Orange Weed: Harvesters can drive on Orange Tiberium Waste Weed without being harmed.

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Send Harvs to second Tib patch early: Send Harvesters to eat on your second Tiberium patch soon. Send them out before you start building your new outbuilt Tiberium Refinery near the second patch. Or you can try to time it pefectly to where your Harvester is returning for the first time from your second tiberium patch and gets to your base right when your outbuilt Tiberium Refinery is ready to be built. (Note: This strategy conserves your main Tiberium patch)

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Active Firestorm Wall Sections = destroy Harvester: Harvesters will drive over Firestorm Wall Sections randomly, be careful when you turn it on.

 

Harv no stop for Carryall always: Harvesters sometimes do not stop when you try to land on them with a Carryall. You can either stop the Harvester with “S”= stop, or the Carryall can repeatedly left mouse click on the Harvester to pick it up. Both methods work.

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Harvester vs Banshee = 4: 4 Banshee can destroy a Harvester, in 11 shots. (1 shot left over)

 

Tick Tank vs Harvester: A Tick Tank hitting a Harvester 14 times willl reduct the Harvester's health by half. A Tick Tank can destroy the Harvester in 30 hits. Two Tick Tanks are better because the Harvester self heals. Three or more Tick Tanks is best. Remember Tick Tanks don't deploy on Tiberium and it slows them down. (Harvester is not slowed down by Tiberium) The Harvester can make the Tick Tank miss by driving around the Tiberium Tree and using it for cover.

 

Titan vs Harvester: A Titan hitting a Harvester 8 times will reduce the Harvester's health by half. A Titan can destroy the Harvester in 15 shots.) The Titan shoots Harvesters slower than the Tick Tank, but still kills a Harvester faster. Titan does 70 damage to Harvester. Two Titans or more, is better than one, because the Harvester self heals. The Titan is not slowed down by Tiberium. The Titan can shoot past the Tiberium tree. The Harvester can not use the Tiberium tree for cover vs the Titan.

 

Harvester Waypoints: Harvesters should return to the Tiberium field that they were eating from after they dump their Tiberium in the Tiberium Refinery. If you want to send the Harvester to a different Tiberium field you can put 1 waypoint on the Tiberium Refinery and the 2nd waypoint on the Tiberium field. Now you can send your Harvester to your Refinery, it will go to the Refinery and then to the tiberium field where the waypoint is. This prevents you from having to scroll across the map. Clicking the Tiberium on the radar screen is probably a better way.

 

Send Half full Harv to Ref: In early game or when you have no money, it is sometimes better to send a Harvester back to your Tiberium Refinery ½ full of Tiberium, if it stops you from having insufficient funds, for just a moment of time.

 

"S" or "G" on Tib = Harv eats Tib: If you stop a Harvester on Tiberium, it will eat that Tiberium if the Harvester is not full. If it is full, the Harvester will return to your Tiberium Refinery. (same with G)

 

Ref boom = Harv next to it boom sometimes: Harvesters surrounding a Tiberium Refinery that is destroyed, can be destroyed also, if they are too close. Remove all Harvesters from the area, if an enemy is about to destroy your Refinery.  (Note: This depends on the map. On normal maps the Tiberium Refinery should not damage Harvesters when they are destroyed next to them.) 

 

Send Harv to dump where its dumping = stops restarts: If you send a Harvester to dump Tiberium in a Tiberium Refinery while it is already dumping Tiberium in that Tiberium Refinery, the Harvester will stop and immediately restart dumping. (This probably does not have any tactical applications)

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Stealthed Harvesters = live longer: Stealthed Harvesters are not as easily hunted down if the enemy can't see them; however, they might send a sensor array so they can see your stealthed Harvesters.

 

Stealth Tank protects Harv: Stealth Tanks protect Harvesters from Harvester hunters, unless the enemy sees them with a Sensor Array.

 

SubAPC protects Harv: A Subterranean APC with a Mutant Hijacker or Cyborg Commando can protect your Harvesters from Harv hunters, unless the enemy sees them with a Sensor Array.

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Enemy can't see blue or green Tib in Harvs: The enemy can not see whether a harvester is full or not. They can't see if its full of green or the more explosive blue Tiberium. You can trick them into thinking empty harvesters are full of blue Tiberium, if the map has blue Tiberium on it. (This is only a distraction, empty Harvesters do not blow up. This distraction can keep the enemy from attacking your ally in a team game.)

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