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2023 TIBERIAN SUN VETERAN BALANCE STRATEGY GUIDE

 

 

MAP SPECIFIC INFORMATION

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TIPS FOR PLAYING SPECIFIC MAPS:

 

 

GIANTS OF WAR ----MAP (Nod Map)

 

Giants = Nod Mod: The Giants map is heavily modded, and has significant advantages for Nod over GDI.

 

No Harv Eng Giants Rules: The Giants map is usually played with rules such as: No Harvester Scouting, No Harvester bomb, No Engineer attack, and/or no building your base past the middle. Each host makes different rules so always ask what the rules are before a Giants game. (Pros usually do not enjoy playing Giants map because of these Noobish rules and the modifications to the Giants map.)

 

Fast Giants Harvs: The Harvesters are faster than normal on the Giants map. (which some players like because it speeds up the money supply) The Faster Harvesters allow you to spam units more on Giants, which takes some of the strategy out of the game. When you don't have to manage your money supply, it doesn't matter as much if attacks fail because you can spam more very quickly.

 

Fast Harv Scout/bomb: Faster Harvesters are annoying because they can quickly scout the enemy, and fast Blue Harvester Bombs are much harder to stop on the Giants map. Scouting with Harvester and sending Harvester Bombs is usually against the rules in Giants of War map.

 

The MCV is faster. (making it harder to kill with Banshee or other units)

 

The MCV Costs $4000 instead of $2500, and you can only build two MCV at a time.

 

The Nod and GDI power plant give way more power to your base, so you only need a few Power Plants. (The Nod Advanced power plant is rendered useless by this.)

 

$4000 MCV = expensive: Try to destroy the enemy MCV or Construction Yard, it is much more valuable on this map. (usually $2500, but $4000 on Giants)

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GIANTS IS A NOD MAP:

 

As stated before, Giants is a NOD map......

Listed below are all of the advantages that Nod has on Giants map.

 

1) Fast harvesters can block a Carryal from landing, which can really affect the Disrupter attack. (One of GDI's best attacks)

 

2) Fast Harvesters can squish Light Infantry, Rocket Infantry, Disc Throwers, Medics, Engineers, and the Ghost Stalker faster. But it does not squish the NOD Commando or NOD Mutant Hijacker.

 

3) The Orange Weed Vein Monster is not destroyable, so GDI can not destroy it. GDI does not get a chemical missile, so this is a NOD advantage.

 

4) The Weed vein is more powerful on Giants, so your chemical missile charges faster with less Weed Trucks dumping weed to fill it up completely.

 

5) The Weed Trucks are explosive and can be used as bombs to blow the enemy buildings up.

 

6) Since power plants are Nods weakness normally, the super powerful Nod power plant changes this in Giants map. One Nod Power Plant can power several Stealth Generators. GDI does not have Stealth Generators.

 

7) Titans Giants less useful: The map has a gate that 4 players can block with walls and units so GDI's Titan rush is almost worthless.

 

8) Medic/Disc/Ghost Speed Harv Squish: Since the Harvester can quickly crush GDI Disc Throwers and Medics, the early GDI Disc Thrower/Medic rush is rendered useless.

 

9) Giants no need expand/bunk: The Tiberium is located right next to your base so Nod can bunk hard with Artillery and Sams.


10) GDI no Carryall adv Giants: GDI's Carryall Harvester advantage that it normally enjoys on large maps with low Tiberium is rendered useless by fast harvesters. All the Tiberium being located right next to your base so you do not have to expand to new tiberium means that GDI using a Carryall to Carry Harvesters faster is useless. GDI can fly Harvesters to new tiberium patches faster than Nod can drive Harvesters on normal maps.
 

 


GDI Advantages on Giants Map:
 

1) GDI 1-2 Ref Diz rush: About the only good thing that GDI can do is early Disrupter rush because after a while, the enemy will have too many Sams, and Disrupters won't work as well without empty Carryalls in front to take the damage, which is a waste of money to build empty Carryall Fodder.

 

2) GDI firestorm Giants Allies: GDI can however build Firestorm wall sections across the map to protect his allies.

 

3) Stealth GDI: GDI can also acquire Stealth from one of his Nod Allies. Invisible Firestorm is very nice to have on the Giants map.

 

4) Expanding Giants Map: Some of the Giants maps expand after a certain time limit to increase the size of the map. If this happens, you might be able to rush units on the north or south of the map. (Example: Titans work better if the Giants Map increases in size because your Titans are not funneled into a gate, and have more room to walk.) This is not a very big advantage since Titan Rushes work best in early game.

 

Speed Harv avoid Ban: Fast Harvesters on Giants of War map can avoid Banshee fire, by running away fast, or running into stealthed area.

 

Speed MCV avoid Ban: Fast Mobile Construction Vehicles on Giants of War map can avoid Banshee fire, by running away fast, or running into stealthed area.

 

Speed MCV/ Harv Lure Banshee waste ammo: Leaving your Harvesters out and un stealthed can lure enemy Banshee to waste ammo as you quickly evade.

 

Green Boom Tib: Some Giants mods have more explosive Green Tiberium. On these maps, a harvester dumping can destroy the entire Tiberium Refinery if it is destroyed while dumping.

 

One EMP covers all: On maps like Giants of War, there is usually an area in the middle of your team's base where one EMP Cannon can cover all 4 bases. Ideally every player should build an EMP Cannon in this location, so any base could theoretically get four EMP Cannon to save it from attacks, one after another.

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Speedy Harv/MCV block diz land: It is easier to block Carryall Disrupter landings with speedy Harvesters and speedy MCV on the Giants of War map.

 

 

TERRACES

 

Terraces is the most popular map for tournament play. This was decided years ago, but really any map can be played in tournaments.

 

The top left position is at a slight disadvantage because it is harder to build out of the starting position to new tiberium. It is hard to build across the cliff, but it is doable with a build glitch. You have to click really fast across the cliff, placing a tiberium silo back and forth over the cliff, until it magically builds on top of the cliff. The cliff location to do this build glitch is below your base where the cliffs are.

 

The cliffs at the second V from the opening in bottom right of the base which starts in TL. You can build across the cliff at the second V to outbuild to new tiberium in top left position on Terraces map.

It is difficult to describe this build glitch technique with words. If you are having trouble understanding this text, try asking a pro to help you, or watch a youtube video that is in the first person so you can see how it is done.

 

Terraces TL Build Glitch: Quickly click your mouse and drag it across the cliff back and forth and you can glitch build across the cliff if you need to. If you can not do this glitch, just build a new MCV and drive it to the new Tiberium patch when your initial Tiberium patches run out of Tiberium.

 

Nod might want bottom right or bottom left so they can scout north with Harpy fast.

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FOREST FIRES

 

It is best to play the Forest Fires map with 8 players, although 6, 4, or 2 players is possible.

 

When you play the Forest Fires map with eight players, each start location has a specific job. TL and TM must send Disc Throwers or Rocket Infantry to destroy the bridge at the top of the map as quickly as possible so that enemy units do not cross the bridge and scout the map. ML, BL, MR, and TR are attack positions, make sure to attack quickly from these positions. BM and BR must quickly send infantry to the cliffs at the bottom left of BR's base, this is to prevent early infantry scouts from scouting into your team's side of the map. BM and BR are usually attacked first, so these are positions to bunker down in. Be careful, an EMP cannon can reach BR base from BM base and vice versa.

 

(Note: TL = top left start position, ML = Middle left start position, BL = Bottom left start position, BM= Bottom middle start position, BR = Bottom right start position, MR = Middle right start position, TR= Top right start position, TM = Top middle start position.)

 

When you play Forest Fires with eight players, it is played east vs west, the river across the middle of the map divides the teams. (Start positions 1-4 vs 5-8.)

 

TL=1, LM=2, BL=3, BM=4, BR=5, MR=6, TR=7, TM=8

 

SUPER BBG (VET-BAL) MAP

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Ender made a great video playlist on youtube with many games on the Big Blunts Green map:

https://www.youtube.com/watch?v=JSY3eB2rnoc&list=PLHPVJ2HVI7VWlNT6hM8xKAIGmdaNZQ-Vr

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The train tracks that divide the tiberium from your base, act like pavement. Underground units can not surface there, and its a great place to add even more pavement around refineries.

 

ON Super BBG map, the weed veins in the southern starting locations are not destroyable, they are slightly off screen and only several chemical missiles will kill them.

 

On Super BBG map, the Disc Thrower can throw his discs further if you CNTL fire onto the pre-existing walls on the map. Some players will use this tactic to blow up your tiberium from another location above or below your base. Make sure to protect that area with infantry or use a Rocket infantry to manually blow up the tiberium in range of the Disc Thrower so the explosion won't spread to the rest of your blue tiberium.

 

Use the train railway to Q drive a disrupter faster through the enemy base.

 

Weed Vein monster is strong to tank ammo, but weak to infantry chain gun style ammo.

 

Shots to kill weed monster on Super BBG map:

infantry =125, gs 7, mk2 3, diz=no, hover mrls= 72, jj=34, wolve =17, buggy=26, harpy 17, orca B=2,

rocket infantry=167, artillery =22 , Devil Tongue= no, Stealth Tank =72

 

The attack buggy does not reach over wall, to kill weed vein.

 

Orange Weed Monster

Attack Cycle shoots over wall, kills weed monster in100 shots.

The Cyborg Commando shoots over the wall, and kills the weed monster in 3 shots.

Titan

Tick

Orca Fighter

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BBG early Tib destroy: On BBG you should try to blow the enemy's Tiberian field in the beginning of game. You can force fire the GDI Disc Thrower over the wall or use a Nod Artillery.

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BBG early Tib destroy: On BBG you should try to blow the enemy's Tiberian field in the beginning of game. You can force fire the GDI Disc Thrower over the wall or use a Nod Artillery.

 

3 Chem = Weed Monster: Three Chemical Missiles will destroy a Orange Weed Monster on Super BBG map

 

2 Ion Cannon = Weed Monster: Two Ion Cannons will destroy a Orange Weed Monster on Super BBG map

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GSO MAP: (Ground Scouts Only)

 

GSO outbuild rush: On small maps like GSO, you might be able to build out after 1,2,3 Refineries built. You can build Tiberium Silo right into enemy base and destroy them with lasers, RPG, or Vulcan Cannon. You can also EMP across the map on the smallest versions of GSO. This makes the EMP Cannon and early tanks useful on tiny maps like GSO.

 

GSO build out counter: You can send Harvester Bombs if the enemy builds out into your base with Tiberium Silo as a counter move. Try to also build into the enemy's base to counter. Try to destroy the Lasers, Vulcans, RPG in your base with soldiers.

 

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VISCEROID MAPS

 

 

Visceroid maps are a fun addition to Tiberian Sun, just don't let the Visceroids in your base, they will eat your buildings and destroy them. Try not to break any walls and make sure to ally your team mates if the map is not “auto ally”. (Left mouse click on team mate and press “A” to ally them)

 

You can make rocket infantry kill walls automatically by placing a waypoint chain along each wall. Then send the rocket men to the first waypoint and they will shoot the walls to get to the next waypoints. This saves times destroying walls in a game.

 

Figure out which corner wall to destroy and shoot visceroids with infantry so that they travel to your corner whole in the wall. Make sure a building is placed in that corner so the visceroids can not get into your base.

 

Send Infantry into a gate to disapear forever if you don't want them to accidently break walls. Use CNTL+ALT to send them into the gate. All soldiers will disappear into a gate except for the Engineer and the Mutant Hijacker. It is pretty funny to get new players to send a Cyborg Commando into their gate.

 

You can force fire CNTL on the ground with Rocket Infantry or Disc Throwers to keep them from breaking walls. Rocket Infantry tend to follow planes that fly over your base and break walls to chase them.

 

Rocket Infantry should be placed at the open corner of your base wall and force fire CNTL on the ground where the hole in the corner of your base wall is. The Visceroids will try to enter your base and your Rocket Infantry will automatically keep shooting new ones that try to enter.

 

Place pavement at the corner hole in the wall where your Rocket Infantry are shooting so that when the Visceroids die they don't leave Tiberium on the ground. Visceroids heal on Tiberium.

 

You can scout the enemy with a Subterranean APC with infantry in it, or use planes to scout along the edge of the map. Banshee force firing CNTL on the ground can scout in fog of war faster.

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Use Rocket Infantry or RPG upgrades to destroy walls and visceroids on visceroid maps.

 

Destroy the visceroids on the map as fast as you can to leave more room for building new buildings.

In steps (1-4), it is explained how to break a wall corner and lead visceroids to it to be destroyed with CNTL fire.

 

Step 1) Build a building in a corner next to two walls.

 

Step 2) break that wall corner

 

Step 3) Now Force fire CNTL your Rocket Infantry or RPG cannon on the hole you just made in the corner of the wall.

 

Step 4) Now attack visceroids outside your walls so that they come to the broken wall corner and are killed by your units.

 

Make all infantry disappear into a Gate using CNTL+ALT. It is faster and easier than killing the infantry that you don't want accicently breaking walls.

 

To destroy a wall on autopilot with Rocket Infantry, connect 14 waypoints along the wall and send the Rocket Infantry to the first waypoint. They will break all 14 waypoints on the wall while you do other stuff.

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​No break Barrack Wall Corner: Dont break the corner of a Barracks or Hand of Nod in visceroid games, the soldiers might spawn outside of your protective walls.

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DUELING ISLANDS MAP:

 

Nod = right side: Nod should always take the right side of map at position 2. Because Nod's artillery can reach top left blue tiberium bridge, from the top middle green tiberium. Nod's Artillery does not reach the bottom right blue tiberium bridge from the bottom middle green tiberium.

 

Hover+AApc: The Hover Mrls and Amphibious APC are useful on Dueling Islands map, they can blow up bridges. The Disc throwers can also blow up the blue tiberium fields.

 

Nod Arts: Nod's Artillery is strong when placed near a cliff edge, on top of the cliff, about 1.5 inches away from the edge of cliff so Titans can't shoot them from below the cliff.

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