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- The Unofficial
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- 88~~~ 88~~~88 88 88
- 88 db 88 88 db `8P d8' db
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-
- Release v4.7
- Last Updated: December 11, 1995 22:44 GMT
- Written by: Roger Wong (roger@powhq.nildram.co.uk)
-
- DISCLAIMER
- The purpose of this FAQ is to aid the public regarding strategies and
- tactics to use in the game Command and Conquer, by Westwood Studios. In no
- way should this promote your killing yourself, killing others, or killing in
- any other fashion.
-
- Roger Wong claims NO responsibility regarding any illegal activity
- concerning this FAQ, or indirectly related to this FAQ.
-
- TRADEMARK INFORMATION
- Command & Conquer is a trademark, and is so acknowledged. Any trademarks
- not mentioned here are still acknowledged.
-
-
- COPYRIGHT NOTICE
- This article is Copyright 1995 by Roger Wong. All rights reserved.
- You are granted the following rights:
-
- I. To make copies of this work in original form, so long as
- (a) the copies are exact and complete;
- (b) the copies include the copyright notice and these paragraphs
- in their entirety;
- (c) the copies give obvious credit to the author, Roger Wong;
- (d) the copies are in electronic form.
- II. To distribute this work, or copies made under the provisions
- above, so long as
- (a) this is the original work and not a derivative form;
- (b) you do not charge a fee for copying or for distribution;
- (c) you ensure that the distributed form includes the copyright
- notice, this paragraph, the disclaimer of warranty in
- their entirety and credit to the author;
- (d) the distributed form is not in an electronic magazine or
- within computer software (prior explicit permission may be
- obtained from Roger Wong);
- (e) the distributed form is the NEWEST version of the article to
- the best of the knowledge of the distributor;
- (f) the distributed form is electronic.
-
- You may not distribute this work by any non-electronic media,
- including but not limited to books, newsletters, magazines, manuals,
- catalogs, and speech. You may not distribute this work in electronic
- magazines or within computer software without prior written explicit
- permission. These rights are temporary and revocable upon written, oral, or
- other notice by Roger Wong. This copyright notice shall be governed by the
- laws of the state of Texas.
-
- If you would like additional rights beyond those granted above, write
- to the author at "roger@powhq.nildram.co.uk" on the Internet.
-
- CONTENTS:
- [1] Introduction
- [1-1] Foreword
- *1-2* About the unofficial C&C Strategy FAQ
- [1-2-1] Is it related to the Official Guide to C&C?
- [1-3] Getting the unofficial C&C Strategy FAQ
- *1-3-1* via E-mail
- [1-3-2] via Usenet
- [1-3-3] via Internet FTP
- *1-3-4* via WWW
- [1-3-5] via BBS
- [1-4] Adding to the FAQ
- [1-5] Acknowledgments
- *1-6* Accurate Information
- *1-7* The format of this FAQ
-
- -Section One- GAME ELEMENTS
- [2] What can I do with these elements?
- [2-1] Infantry
- [2-1-1] Civilian
- *2-1-2* Technician
- *2-1-3* Engineers
- [2-1-4] Minigunner
- [2-1-5] Grenadier
- *2-1-6* Bazookas
- [2-1-7] Flame-thrower
- *2-1-8* Commando
- [2-2] Vehicles
- *2-2-1* MCV
- *2-2-2* Harvester
- [2-2-3] Gunboat
- *2-2-4* Hummer
- *2-2-5* APC
- *2-2-6* Medium Tank
- [2-2-7] Orca
- [2-2-8] Rocket Launcher
- [2-2-9] Mammoth Tank
- *2-2-10* Nod Buggy
- [2-2-11] Recon Bike
- *2-2-12* Light Tank
- [2-2-13] Artillery
- *2-2-14* Flame Tank
- *2-2-15* Apache Attack Helicopter
- *2-2-16* Stealth Tank
- [2-2-17] SSM Launcher
- *2-2-18* Chinook Transport Helicopter
- [2-2-19] Mobile HQ
- *2-3* Buildings
- *2-3-1* Construction Yard
- *2-3-2* Powerplant
- *2-3-3* Advanced Powerplant
- *2-3-4* Sandbag/Fence/Concrete
- *2-3-5* Silo
- *2-3-6* Refinery
- *2-3-7* Barracks
- *2-3-8* Hand of Nod
- *2-3-9* Weapons Factory
- *2-3-10* Airstrip
- *2-3-11* Communications center
- *2-3-12* Advanced comm. center
- *2-3-13* Guard tower
- *2-3-14* Nod turret
- *2-3-15* Advanced guard tower
- *2-3-16* Obelisk of light
- *2-3-17* SAM Site
- *2-3-18* Heli Pad
- *2-3-19* Repair Bay
- *2-3-20* Temple of Nod
- *2-4* Special Units
- *2-4-1* Airstrikes
- *2-3-2* Nuclear Strike
- *2-4-3* Ion Cannon
- *3* Important information not in the manual
- *3-1* What are the keys?
- *3-2* What is that colored bar?
- *3-3* What is a blossom tree
- *3-4* How do I view the radar in multiplayer?
- *3-5* How do I suspend or cancel build commands?
-
- -Section Two- TIPS AND TRICKS
- [4] Cheating the computer
- [4-1] What are the cheat keys?
- [4-2] Can I Hex edit for more money?
- [4-3] Does the computer cheat?
- [4-4] What cheating programs are available?
- [4-5] What are some bugs I can exploit?
- [4-5-1] Tiberium harvesting without silos
- *4-5-2* Invincible units
- [4-5-3] Preventing the computer from rebuilding
- [4-5-4] The Reservoir Dogs strategy
- *4-5-5* The silo money cheat
- [4-5-6] The ultimate A-10 defense
- *4-5-7* Money making ala SimC&C
- *4-5-8* Place buildings anywhere cheat
- [4-6] Are there any hidden game elements?
- [4-6-1] Chem. warriors
- [4-6-2] Visceroids
- [4-6-3] UFO's
- *4-6-4* Dinosaurs
- [5] Defensive tips
- [5-1] Sandbag defense
- *5-2* Building base defenses
- [5-3] Help! I'm being attacked by enemy
- [5-3-1] Nukes
- *5-3-2* Orcas
- [5-3-3] SSMs
- [5-3-4] Advanced guard towers
- [5-3-5] Transports loaded with engineers
- [5-3-6] Attack helicopters
- [5-3-7] Recon bike gangs
- *5-3-8* Airstrikes
- [5-4] Suppressive fire
- [6] Offensive tips
- [6-1] How do I destroy?
- [6-1-1] Obelisks of light
- [6-1-2] Flame-throwers
- [6-1-3] Gun turrets using Orcas
- [6-1-4] Most vehicles without getting squashed?
- [6-1-5] Tanks in general
- [6-1-6] Flame tanks
- [6-1-7] Mammoth tanks
- [6-1-8] SAM sites
- [6-1-9] Strong bases
- [6-1-10] Harvesters
- [6-2] The spider base strategy
- *6-3* How do I drain the computer's funds?
- [7] Miscellaneous goodies
- [7-1] How do I sell my infantry/vehicles?
- [7-2] How do I control Orcas in mid-flight?
- [7-3] Why should I destroy villages?
- [7-4] How do I make a convoy?
- [7-5] How do I get rid of trees?
- [7-6] How do I hide under trees?
- [7-7] How do I stop the computer from rebuilding?
- [7-8] How do I keep my harvesters from gathering all the tiberium?
- *7-9* How do I get nukes in the last Nod mission?
- [8] Player tips
- [8-1] Hiroshima's tactics papers
- [8-1-1] GDI Tactics paper
- [8-1-2] Nod Tactics paper
- [8-2] Blue Aardvark's anti-crummy AI tactics
- [9] Confucius say:
- [9-1] Who the heck is Confucius?
- [9-2] Words to live and die by.
- [9-3] What are Murphy's Laws of Combat?
- [9-4] What music should I listen to while playing?
- *9-5* Short stories from the C&C world
- *10* Technical issues
- *10-1* What determines my score?
- *10-2* What is the CONQUER.INI file?
- *10-3* KALI related issues
- *10-4* How can run C&C off my hard disk?
-
- -Section Three- MISSION STRATEGIES
- [11] What is a mission tree?
- [11-1] GDI mission tree
- [11-2] Nod mission tree
- [12] I'm stumped! Can you help me?
- [12-1] GDI missions
- [12-1-1] GDI Mission 1, Estonia
- [12-1-2] GDI Mission 2, Estonia
- [12-1-3ea] GDI Mission 3ea, Latvia
- [12-1-3eb] GDI Mission 3eb, Latvia
- [12-1-4ea] GDI Mission 4ea, Belarus
- [12-1-4wa] GDI Mission 4wa, Belarus
- [12-1-4wb] GDI Mission 4wb, Poland
- [12-1-5ea] GDI Mission 5ea, Germany
- [12-1-5eb] GDI Mission 5eb, Germany
- [12-1-5wa] GDI Mission 5wa, Germany
- [12-1-5wb] GDI Mission 5wb, Germany
- *12-1-6* GDI Mission 6, Czech Republic
- [12-1-7] GDI Mission 7, Czech Republic
- [12-1-8ea] GDI Mission 8ea, Austria
- *12-1-8eb* GDI Mission 8eb, Slovakia
- [12-1-9] GDI Mission 9, Hungary
- [12-1-10ea] GDI Mission 10ea, Slovenia
- [12-1-10eb] GDI Mission 10eb, Romania
- [12-1-11] GDI Mission 11, Greece
- *12-1-12ea* GDI Mission 12ea, Albania
- [12-1-12eb] GDI Mission 12eb, Bulgaria
- [12-1-13eb] GDI Mission 13ea, Yugoslavia
- [12-1-13eb] GDI Mission 13eb, Yugoslavia
- [12-1-14] GDI Mission 14, Yugoslavia
- [12-1-15ea] GDI Mission 15ea, Bosnia Herzegovina
- [12-1-15eb] GDI Mission 15eb, Bosnia Herzegovina
- [12-1-15ec] GDI Mission 15ec, Bosnia Herzegovina
- [12-2] Nod missions
- [12-2-1ea] Nod Mission 1ea, Libya
- [12-2-1eb] Nod Mission 1eb, Libya
- [12-2-2ea] Nod Mission 2ea, Egypt
- [12-2-2eb] Nod Mission 2eb, Egypt
- *12-2-3ea* Nod Mission 3ea, Sudan
- [12-2-3eb] Nod Mission 3eb, Sudan
- [12-2-4ea] Nod Mission 4ea, Chad
- [12-2-4eb] Nod Mission 4eb, Chad
- [12-2-5] Nod Mission 5, Mauritania
- [12-2-6ea] Nod Mission 6ea, Ivory Coast
- [12-2-6eb] Nod Mission 6eb, Benin
- [12-2-6ec] Nod Mission 6ec, Nigeria
- *12-2-7ea* Nod Mission 7ea, Gabon
- [12-2-7eb] Nod Mission 7eb, Cameroon
- *12-2-7ec* Nod Mission 7ec, Central African Republic
- *12-2-8ea* Nod Mission 8ea, Zaire
- [12-2-8eb] Nod Mission 8eb, Zaire
- [12-2-9ea] Nod Mission 9ea, Egypt
- [12-2-9eb] Nod Mission 9eb, Egypt
- *12-2-10ea* Nod Mission 10ea, Angola
- [12-2-10eb] Nod Mission 10eb, Tanzania
- *12-2-11ea* Nod Mission 11ea, Namibia
- [12-2-11eb] Nod Mission 11eb,
- [12-2-12ea] Nod Mission 12ea,
- [12-2-12eb] Nod Mission 12eb,
- *12-2-13ea* Nod Mission 13ea, South Africa
- [12-2-13eb] Nod Mission 13eb, South Africa
- [12-2-13ec] Nod Mission 13ec, South Africa
-
- [13] I need help playing multiplayer
- [13-1] What can I do with crates?
- *13-1-1* Stealth technology
- [13-1-2] Units
- [13-1-3] Visceroid
- [13-1-4] Explosions
- [13-1-5] Cash
- [13-1-6] Nukes, airstrikes, ion beams
- [13-1-7] Map modifiers
- [13-1-8] Heal all units
- *13-2* Offensive tactics
- *13-3* Defensive tactics
- [13-4] Capture the flag
- [13-5] Player strategies
- [13-5-1] Aardvark's strategy
- [13-5-2] Joseph's strategy
- [13-5-3] Kokko's strategy
-
- -Section Four- MISCELLANEOUS
- [14] Tables
- [14-1] Armor
- [14-2] Weapons
- *14-3* Units
- *14-4* Buildings
- [15] Internet resources
- *15-1* Third party programs
- *15-2* World Wide Web sites
- *15-3* KALI C&C servers
- *15-4* Other FAQs and texts
- [16] Bugs, updates, future games
- *16-1* The wishlist
- [16-2] Questions regarding C&C present and future
- *16-2-1* Mouse problems
- [16-2-2] Multiplayer savegames
- *16-2-3* Mission disk add-ons
- *16-2-4* Red Alert
- *16-2-5* C&C for Win95
- *16-2-6* C&C 2
- [16-3] Update patches
- [16-4] Errors in the C&C manual
- *17* Conclusion
- *18* Revision History
-
- -------------------------
- CHAPTER [1]: Introduction
- -------------------------
- [1-1]: Foreword
- ==================
- Everyone has been asking for a FAQ on C&C strategy. I had no idea how
- time consuming compiling and organizing all of your wonderful ideas would be!
- This FAQ isn't complete yet; there is much more that can be added, and with
- all you peoples' help, we can get this thing finished and have something of
- which we can all be proud.
-
- *1-2*: About the unofficial C&C Strategy FAQ
- ===============================================
- Welcome to v4.7 of the Unofficial Command and Conquer Strategy FAQ.
- Version 4.7 is a major revision written after v3.7. 'Unofficial' means that
- this FAQ is not supported by Westwood Studios. Command and Conquer is the
- name of the game. FAQs are (F)requently (A)sked (Q)uestions.
-
- Revision classification works something like the following. If a new
- version of the FAQ has only a small amount of information changed or added,
- the version number is increased by 0.1, and is called a 'minor revision.' If
- a new version of the FAQ has a substantial amount of new information changed
- or added, the version number is increased by 0.5, and is called a 'standard
- revision.' If a new version of the FAQ has a huge amount of added or changed
- information, major parts of the FAQ are rearranged, or major parts of the FAQ
- are rewritten, the version number is increased by 1.0, and it is called a
- 'major revision.'
-
- You may be wondering why chapter numbers are enclosed in either []'s or
- **'s. The definition of these is as follows:
-
- []: Chapters enclosed in square brackets mean that the information
- contained in the chapter has not been updated since the
- previous FAQ.
- **: Chapters enclosed in asterisks mean that the information
- contained in the chapter is new or has been updated for the
- current version of the FAQ you are reading.
-
- I have removed the parenthesis '()' markers to facilitate easier updates
- of HTML versions of the unofficial C&C Strategy FAQ.
-
- [1-2-1]: Is the FAQ related to the Official Guide to C&C?
- ============================================================
-
- No, the Unofficial C&C Strategy FAQ is not related in any way with the
- Official Guide to Command & Conquer other than in topic.
-
- Nor is the Unofficial C&C Strategy FAQ meant to be competition to the
- Official Guide. If you need complete printed maps, step by step walkthroughs
- and the like, then by all means, get the book. (ISBN: 1-566-86-247-7 Brady
- Publishing 1-800-428-5331 http://www.mcp.com/brady/ 19.99 USD)
-
- [1-3]: Getting the unofficial C&C Strategy FAQ
- =================================================
-
- *1-3-1*: via E-mail
- ----------------------
-
- To receive the latest Unofficial C&C Strategy FAQ, send an E-Mail
- message with a subject heading of 'send c&cstrat.faq' to
- filerequest@pobox.org.sg. Do not include the single quotes in the subject
- heading. This E-mail robot is administrated by Alvin Jiang
- (alvin@pobox.org.sg)
-
- [1-3-2]: via Usenet
- ----------------------
- The unofficial C&C Strategy FAQ is posted on the first of every month
- (or earlier if a new version is released) on the following Usenet groups.
-
- (1) comp.sys.ibm.pc.games.strategic
- (2) comp.sys.ibm.pc.games.misc
-
- The 'Subject:' line of the post will be 'Unofficial C&C Strategy FAQ
- v??.??' where '??.??' is the version number of the FAQ.
-
- [1-3-3]: via Internet FTP
- ----------------------------
- New releases of the Unofficial C&C Strategy FAQ can be found at the
- following Internet FTP sites:
-
- FTP: wcl-l.bham.ac.uk/pub/djh/faq/command-n-conquer.faq
-
- The file name of the upload will be 'ccs??.faq' where '??' is the
- version number of the FAQ. This filename is for FTP sites only. BBS
- filenames are outlined in [1-3-5]
-
- *1-3-4*: via WWW
- -------------------
- New releases of the Unofficial C&C Strategy FAQ will be found on the
- following World-wide Web sites:
-
- http://kublai.pacificrim.net/~solaris/cnc.html
- (This is my personal page)
- http://adam.com.au/~buggy
- http://wcl-rs.bham.ac.uk/GamesDomain
- http://www.econ.cbs.dk/people/dszcpfk/cc.html
-
- HTML versions of the Unofficial C&C Strategy FAQ can be found on the
- following World-wide Web sites:
-
- http://www.mvhs.fuhsd.org/~bfong/reviews/ccstrat.html
- http://ucsu.colorado.edu/~ccmills/command.html
- http://m3.pcix.com/~gmull/c&c.html
-
- [1-3-5]: via BBS
- -------------------
- New releases of the Unofficial C&C Strategy FAQ will be uploaded to
- other BBSes as the opportunity arises. They will be under the file name
- 'ccsfaq??' where '??' is the version number of the FAQ.
-
- ATTENTION: ALL BBSes, CompuServe, America On-line, and all other
- information services. PLEASE conform to the naming standard of the
- Unofficial C&C Strategy FAQ when placing this file on your system. The file
- name should be 'ccsfaq??.zip' where the '??' is the version number of the FAQ
- or 'ccsfaq??.txt' if the FAQ is a text file instead of PKZIPped.
-
- [1-4]: Adding to the FAQ
- ===========================
-
- Where you see the words [blank] or [incomplete] in this FAQ is a section
- that needs filling in. I depend heavily on contributions from people like
- yourself to make this FAQ whole. Please, don't make me beg. Help me fill in
- the blanks.
-
- If you have something to add to the FAQ, please send E-mail to
- 'cncfaq@powhq.nildram.co.uk' (no quotes), explaining what your addition is.
- It will be reviewed, and if accepted, added to the next FAQ version. In the
- E-mail, please supply your name and E-mail address.
-
- Please note that all submissions to the FAQ become property of the
- author (Roger Wong) and that they may or may not be acknowledged. By
- submitting to the FAQ, you grant permission for use of your submission in any
- future publications of the FAQ in any media. The author reserves the right
- to omit information from a submission or delete the submission entirely.
-
- [1-5]: Acknowledgments
- ==========================
-
- Westwood Studios for making this great game.
-
- Mom. (Hi mom!)
-
- Mike Fay, author of the Official Guide to Command & Conquer, for being a
- patient and understanding guy.
-
- Hank Leukart, author of the 'Official' DOOM FAQ, for his advice on FAQ
- creation.
-
- 'Virtual Ted', PR spokesman for Westwood Studios.
-
- The biggest "thank you" has to go to Andrew Griffin for his stunning
- work in deciphering the C&C data tables.
-
- Slightly smaller, but still a pretty darn big "thank you" goes to Mike
- Lee for his work on armor values and weapons damage.
-
- Philip Lochner, for letting me absorb his FAQ into mine,
-
- And big thanks to everyone else who sent something my way, or posted
- answers to questions in comp.sys.ibm.pc.games.strategic. You are all listed
- next to your contributions in this FAQ!
-
- Forgive me if I miss anyone. If for some reason I HAVE missed you,
- PLEASE send me E-mail so I can give credit where credit is due.
-
- *1-6*: Accurate Information
- ==============================
- An attempt has been made to make the information in this FAQ as accurate
- as possible. Unfortunately, due to the fact that the game has a semi-
- nonlinear mission tree, it has been difficult to match strategies and
- walkthroughs to the proper mission identifications.
-
- If a walkthrough tip for a certain level variation doesn't work for you,
- try one of the other variation tips. I wish everyone would use the internal
- mission numbers that are displayed above the version number in the options
- menu when referring to different missions.
-
- Harder still is verifying the correctness of every hint and tip. I do
- try hard to make sure there are no bogus entries in this FAQ, but,
- undoubtedly, one or two will probably slip by. Please let me know immediately
- if there is any information in this FAQ that you know is incorrect.
-
- Also, because the game was recently released, future updates and add-ons
- may render parts of this FAQ obsolete.
-
- *1-7*: The format of this FAQ
- ================================
- I have been copying the format and style of the granddaddy of all FAQ
- keepers, Hank Leukart (ap641@cleveland.freenet.edu) of the 'Official' DOOM
- FAQ. Many thanks to Hank for allowing me access to his FAQ.
-
- ==============================
- -SECTION ONE- GENERAL OVERVIEW
- ==============================
-
- -------------------------------------------
- CHAPTER[2]: What can I do with these units?
- -------------------------------------------
-
- This chapter contains information on the various units available for use
- in C&C.
-
- Mike Lee started the ball rolling with his sadistic experiments on his
- own troops. Andrew Griffin took this a bit further, and became an even more
- sadistic general. The results of our Dr. Mendel look-alike contest can be
- found in Chapter 14.
-
- It is more difficult to shoot at moving targets.
-
- [2-1]: Infantry
- ==================
-
- Numerical data on all infantry can be found in Chapter 14.
-
- Military infantry units take half of normal weapons damage while prone.
- They will fall prone when fired upon, and move by crawling on their bellies.
- Crawling reduces movement rate by half. To force any prone infantry unit
- back on to their feet, double click when you give them movement commands.
-
- [2-1-1]: Civilian
- --------------------
- Civilians carry pistols with 10 round magazines.
-
- Andrew Griffin (buggy@adam.com.au)
- Civilians inhabit villages. Fodder for Nod, must be protected (usually)
- by GDI.
-
- *2-1-2*: Technician
- ----------------------
- Technicians carry pistols with 10 round magazines.
-
- Andrew Griffin (buggy@adam.com.au)
- I actually saw one of my stealth tanks get killed by one (the tank was
- just about dead anyway).
-
- William Jang (jangw@direct.ca)
-
- Even though they can't be used as expendable scouts, you can force the
- issue by sending them off to the enemy's lines. Once they get fired upon by
- the enemy, the map lights up a nine-square area around the dead technician
- and an even larger area around the unit that pulled the trigger.
-
- Alan Lam (hlam+@andrew.cmu.edu)
- Have you guys ever wonder what the technician can do? They can't take
- out buildings, they can't (not practically) kill other units except another
- technician and they can't even map!
-
- Well this is what I have actually done with my technician(s):
-
- 1) I have actually blown up 2 mammoth tanks in their full power with 1
- technician only.
-
- 2) I have blown up a SAM site and 2 blocks of concrete wall with 1
- technician.
-
- Amused? This is how I do it:
-
- OK, guys do you remember that when you resign a game, all your units and
- buildings will blow up, right? Well, the technician just seem to blow up MUCH
- MUCH BETTER than any other units. So when you have only a few units left
- (with a technician), that means you will die any ways, move your technician
- to some enemy structures or units (remember--technician is the FASTEST moving
- infantry unit) and then resign and kill one or two of your enemy's
- units/structure. One point to remember though, when you resign, your action
- must be fast because you must resign before other people kill your
- technician. This may be useless in 2 player games but it will help your ally
- a lot if there is more players.
-
- *2-1-3*: Engineer
- --------------------
-
- Scott King (sking@cinternet.net)
- I have found that it is effective to send a medium sized force into a
- base to engage the defensive forces, then send engineers guarded by riflemen
- to capture buildings. This works well for the well-armored buildings because
- even if your assault team gets defeated, the enemy will destroy the captured
- buildings for you. (ROGER'S NOTE: It is better to sell the buildings
- instead).
-
- Dave Glue (daveacg@interlog.com)
- One of the most powerful weapons- they take over buildings and then you
- control them. Take over your enemy's construction yard, then you can produce
- Nod/GDI forces, right in his own base! Just direct them to the building you
- want to take over, and once they enter it it's yours. Of course, they're
- fragile, so it's wise to use an APC to transport them.
-
- Phil Lochner (decker@megaweb.com)
- Note that Engineers cannot take over enemy gun turrets, SAM sites, or
- Obelisks. They also cannot (much to my dismay) take over the Nod Temple.
-
- Andre Pang (ozone@zip.com.au)
- Before taking over buildings, try "pre-building" a guard tower
- structure, such as the Advanced Guard Tower for GDI, or an Obelisk of Light
- for Nod. The moment you take over the enemy's building, dump it right next to
- it. And if you're playing as Nod and want to be real slack, start building
- lots of them turrets :).
-
- Charles Anderson (caa@wavefront.com)
- If you're going to take over the enemy's barracks/hand of NOD, build an
- engineer and put it on hold just before it's done. After taking over the
- building double click on it so that it's "primary" and continue the engineer
- build. It'll pop out almost immediately.
-
- [2-1-4]: Minigunner
- ----------------------
-
- Phil Lochner (decker@megaweb.com)
- These soldiers, although easy to overlook, can be very useful in mass
- amounts. They also make good, cheap decoys and can be used as fodder to draw
- out enemy tanks and soldiers. With three barracks, Minigunners pop out so
- quickly that you can amass a nice twenty or thirty man army which is more
- than enough to deal with most enemy attacks. They must be very close to
- targets to attack, and will take damage if your supporting grenades attack a
- target they are standing right next to. It's usually a good idea to leave a
- small detachment of two or three to Guard each important building in your
- fortress just in case. The computer seems to prefer Barracks over your
- construction yard, refineries over your barracks, and guard towers over
- everything else. Rarely will they attack your silos or communications center.
-
- [2-1-5]: Grenadier
- ---------------------
-
- Ethereal (allenr@sunspot.tiac.net)
- Whenever possible use grenadiers, they can move faster, and kill turrets
- + tanks the best in my opinion. Also Jeeps + Grenadiers Are a very good
- combination, The jeeps prevent the grenadiers from getting run over, if you
- don't have a jeep just make the grenadiers move, to my knowledge, they don't
- get squashed almost at all if they are moving. APC with four grenadiers and
- one engineer are very good combinations.
-
- In my experience, if you have one flame thrower vs. a grenadier about
- half of the time he will kill the flame guy with one grenade.
-
- *2-1-6*: Bazooka
- -------------------
-
- Ethereal (allenr@sunspot.tiac.net)
- Bazookas are OK for long distance such as putting about ten of them up
- on a ridge. Putting Bazookas in a APC is not good since they usually cannot
- move fast or hit as reliably as grenadiers.
-
- Luke Duff (lukeduff@inlink.com)
- Bazooka guys fire on helicopters and they're much better against
- vehicles. They're worth what you pay for 'em. Just make sure they don't get
- run over.
-
- Andre Pang (ozone@zip.com.au)
- If you can afford it, try keeping 4 or 5 bazookas around your tanks
- (especially flame tanks). Alot of people assume your tanks do more damage
- than the bazookas and will totally ignore these guys, and they do pack a
- punch in groups. Unfortunately, they're next to useless against infantry.
- Bazookas are also great against Orca's. (Not Apaches!)
-
- *2-1-7*: Flame-thrower
- -------------------------
-
- Phil Sykes (root@sykic.demon.co.uk)
- These guys are Nod's best antipersonnel weapon apart from the gun
- turrets. They can take out up to 16 opponents on full energy in one shot at a
- ridiculous range (much further than the flame extends, don't be fooled by
- that!) Best to use in conjunction with bazooka troops, because they do not
- work well against vehicles, although they are somewhat effective against
- buildings. Group 3-4 flamers for maximum effect.
-
- Mr. P / Powersource
- Flame-throwers make up an important part of your building-destruction
- and infantry-halting capabilities. If you're fortunate enough, one flame-
- thrower firing at a building can cause it to erupt in flame, thereby cutting
- its "life" in half. Groups of these guys are also indispensable in
- eliminating any type of enemy infantry.
-
- If you are not careful with their firing, they can burn friendly units,
- as well as themselves. (ROGER'S NOTE: Didn't their mothers tell them not to
- play with fire?) Trees will start to pose a hazard - if a tree ignites, say
- good-bye to any units within a 1-person radius of it.
-
- Andre Pang (ozone@zip.com.au)
- Unbelievable firepower against infantry and buildings for their price!
- Send four of these up to a group of 20 or more infantry, and watch them light
- up in toast (especially if you're against other flame-throwers or grenadiers,
- since they literally explode and kill everyone else around them). They're
- also great against structures, having two or three tagging along with a main
- assault force can really make a difference.
-
- *2-1-8*: Commando
- --------------------
-
- When planting demolition charges, let the computer move the commando to
- a safe range on its own. The damage the commando takes when a building blows
- up is not from the explosion, but from the enemy soldiers who evacuate the
- building from within.
-
- Phil Lochner (decker@megaweb.com)
- Only available on special missions, the Commando is pretty cool. The
- Commando is also available for $1000 in high tech-level multiplayer games.
- Their super-long eyesight and damaging weapon (one shot takes down any enemy
- soldier) makes them a great unit for base defense, but they are worthless
- against enemy vehicles. They can also plant charges on enemy structures to
- blow them up instantly.
-
- They are great fun in multiplayer games. They can be airdropped from a
- chopper right near enemy armies (or their Hand of Nod) and set to Guard.
- They'll effectively kill off soldier after soldier as soon as they come
- within their considerable range, until the enemy gets a clue and sends some
- Cycles or Buggies after them.
-
- Andre Pang (ozone@zip.com.au)
- These units are good for very specialized missions, but that's about all
- they're useful for. For their high price ($1000), I'd much prefer five flame-
- thowers(Nod) or 6 grenadiers (GDI). However, it's real good fun to march
- these guys through an enemy base, blowing everything up, when the end of the
- game is near!
-
- If you want a cheap way of taking out guard towers, they can also do it.
- Send up a decoy unit to the structure (e.g.: harvester, hummer), and while
- that's distracting the guard tower's attention, send in the commando to blow
- it up.
-
- Tucson Luke Loh (tlloh@zip.com.au)
- Commandos are also great fun when it comes to killing harvesters
- especially those well out of the way of your base defense. Against the
- computer merely shoot a harvester and run back to your own base ... the
- harvester will try to run over you and follow. So long as the commando does
- not die the harvester will walk right into your defenses (*grin* if you have
- an Obelisk of Nod) and be happily blown away. Commandos are best because they
- move much faster than ordinary troops and are unlikely to be mown down by
- tanks or humvees before you reach the safety of your base.
-
- [2-2]: Vehicles
- =================
-
- Numerical data on all vehicles can be found in Chapter 14.
-
- Phil Lochner (decker@megaweb.com)
- Note that the SSM Launcher and attack helicopter can only be found in
- multiplayer games.
-
- *2-2-1*: MCV
- ---------------
-
- Phil Sykes (root@sykic.demon.co.uk)
- Multipurpose construction vehicle. As you might expect from Dune 2, this
- allows you to build another construction yard somewhere on the map. It is
- ridiculously expensive (5000), slow, and utterly useless in combat. As yet,
- in 30 multiplayer games (the only place other than level 15 it appears) it
- remains unused.
-
- Thenardier (isc40562@leonis.nus.sg)
- Build it up as a back-up base. Drive it somewhere and don't deploy it
- until Nod or GDI have nuked or ion cannoned your construction yard into dust.
-
- Andre Pang (ozone@zip.com.au)
- I played a friend the other day with an interesting and legitimate
- tactic; he drove down a MCV almost next to my base (being guarded by stealth
- tanks, so I couldn't do much to attack it), plonked a construction yard right
- next to my base, and immediately dumped a pre-built Obelisk right there. Not
- that I should have allowed this to happen in the first place, but it's a non-
- cheating method of sandbagging (and judging by the distance that some people
- sandbag, this may be cheaper as well!)
-
- *2-2-2*: Harvester
- ---------------------
-
- Andrew Griffin (buggy@adam.com.au)
- Collects tiberium and transports it to your refinery. You get one
- whenever you buy a refinery, and can have multiple harvesters working for a
- single refinery. They can't attack, but can run over infantry and recon
- cycles. However, occasionally the computer will get their harvesters to
- attack a building of yours, or some armor, and they can do damage to it! This
- only happens when it can no longer collect tiberium for refining.
-
- Michael Stango (phillymjs@aol.com)
- If the enemy destroys your harvester, your ability to wage war against
- him is seriously crippled at least temporarily. If you don't have the ability
- to build a new harvester, you must sell your refinery and rebuild it. If you
- don't have enough credits to rebuild the harvester, you must sell the
- buildings you can do without for quick cash to rebuild it. Fortunately, the
- harvester is a tough vehicle. If it is attacked, you'll usually have enough
- time to get some forces to it to defend it.
-
- Never attack the enemy harvester until you have otherwise hobbled their
- efforts. Taking a potshot at their harvester early in the game, while
- tempting, will bring all the force the enemy can quickly muster down upon
- you. In plain English, the computer gets pissed if you attack its
- harvester(s).
-
- Jay (liza.heslop@nursing.monash.edu.au)
- The harvester can also be used to run over any offending attack bikes,
- those nasty little suckers with the missile launchers. Providing of course
- that the opposition is slow on the uptake.
-
- Tucson Luke Loh (tlloh@zip.com.au)
- Ohhh - and don't allow more than 2 harvesters to share a Refinery ...
- there will be long waiting periods for one harvester and on occasions the AI
- will screw up and one harvester will just sit around and not do anything.
-
- [2-2-3]: Gunboat
- -------------------
-
- Andrew Griffin (buggy@adam.com.au)
- Provides missile support from oceans/rivers. Can be taken out with 1
- blast from an obelisk, however.
-
- *2-2-4*: Hummer
- ------------------
-
- Phil Sykes (phil@sykic.demon.co.uk)
- Light recon jeeps, similar to Nod buggies. Best used earlier in the game
- for recon and light attack, but will die against anything more than one
- minigunner. Quite useful in the base assault strategy with engineers. Send
- two hummers in first, with your APC full of engineers following. The hummers
- attract all of the heavy fire from tanks, arty, obelisk, leaving you time to
- rush the APC through and squash everything, then pile the engineers out.
-
- Phil Lochner (decker@megaweb.com)
- This quick little scouting unit has more armor than the Nod Cycle, but
- seems to do as much damage as an enemy Minigunner, albeit with longer range.
- They are good for zipping around the board, luring enemies to follow them
- down into a classic Warcraft Archer trap. Beware bazooka soldiers and gun
- turrets. Their low cost, however, makes them unnecessary to repair.
-
- Tucson Luke Loh (tlloh@zip.com.au)
- Also an excellent support unit for tanks ... since tanks are not good at
- attacking infantry moving humvees together with tanks allow the tanks to
- concentrate on wiping out the armored targets while the humvees concentrate
- on killing the infantry pests. This way the tanks firepower is not wasted nor
- do they have to waste time moving to run infantry over. Also better than
- infantry in that they can move through Tiberium. Have found that 6 Humvees
- guarantee instant death to any unit of infantry (even prone). Thus 6 of them
- kill infantry at the rate of one every 3 seconds.
-
- *2-2-5*: APC
- ---------------
-
- Phil Sykes (phil@sykic.demon.co.uk)
- Armored Personnel Crusher (er... surely carrier)
-
- This has four roles. Firstly, in can be used to carry men into battle in
- relative safety and speed (especially across tiberium). To load men in, click
- one at a time and click on the APC when you see the three green arrows. The
- man will enter the APC. Then select the next man, etc.
-
- Secondly, a personnel sqauasher. Holding down alt and running over
- squads of enemy troops (especially flame troops) is very useful. Thirdly, its
- chaingun allows a limited antipersonnel / anti-vehicle role, but is more
- suited to forming a barrier so troops do not get squashed. Fourthly, recon.
- The APC has the largest recon radius in the game (four squares all around),
- and is the third fastest land unit. Most useful for recon.
-
- Tucson Luke Loh (tlloh@zip.com.au)
- The order of units exiting an APC is the reverse of their order of entry
- i.e. the last unit to enter is the last unit to exit. Important that the most
- powerful units (commandos or whatever) go in last so they can kickass right
- from the start.
-
- Thenardier (isc40562@leonis.nus.sg)
- Combination of APC and engineer is possibly regarded as one of the best
- tactics in C&C. Load your APC with engineers and give it a tanks escort. APC
- is agile. And it can withstand more damage.
-
- Andre Pang (ozone@zip.com.au)
- Possibly one of the best-value units in the game. Can be used for
- exploration (it's fast and has a high scouting range), is the most effective
- Squasher Of Infantry, and transports troops, including those engineers. One
- cool little tactic to try sometime: many people will send in decoys to the
- enemy base (e.g.: nod buggies, hummers) and send in the APCs after it. Of
- course, humans won't fall for this trick and will almost always target the
- APC. Simple solution! Send in two or more APCs. Which to target? Depending on
- how lucky you feel, either load one up full with engineers, or split the
- number of engineers evenly between them. Watch your opponent's confusion when
- he sees five APCs walking toward your base! These units are also good for
- capturing flags, since they're fast and can take a fair bit of damage.
-
- *2-2-6*: Medium Tank
- -----------------------
-
- Phil Sykes (phil@sykic.demon.co.uk)
- Great against light tanks (can take 2 out in one for one combat), and
- against flame tanks (can take LOTS out in one to one combat, the main gun
- outranges the flamer seriously). Limited use in base attack (tends to die vs.
- obelisks) Useless against enemy troops (far too slow to run them over
- effectively, too inaccurate to cause firing damage). Back these up with
- infantry or lose them.
-
- Phil Lochner (decker@megaweb.com)
- A staple in any GDI army. With a low cost ($800), these tanks pack a
- punch and can be very effective in packs. You should always bring along a
- squad of Minigunner or Grenadier Guards around these tanks, as they have very
- big problems targeting and destroying enemy footsoldiers up close. They do
- great damage for their price, and make good Guards for key installations.
- Their speed makes them poor support for attacking footsoldiers, as the
- soldiers must wait for them to keep up. It's easier and more effective to
- make soldiers support the tanks.
-
- Tucson Luke Loh (tlloh@zip.com.au)
- The best support for Medium Tanks are actually Hum-Vees or Nod Buggies.
- These kill infantry faster, move much faster and last much longer than
- supporting infantry.
-
- Douglas Jacobs (djacobs@umich.edu)
- I haven't seen my tanks automatically run over infantry in C&C (Dune2's
- units were pretty smart.) You can still force-move them using the <alt> key.
- Unfortunately, unlike Dune2, enemy units don't just sit there so you can run
- them over - they tend to move around. I use one unit to fire at the
- infantry, causing them to drop and start crawling, this way they're too slow
- to move away from my tank.
-
- [2-2-7]: Orca
- ----------------
-
- Phil Sykes (phil@sykic.demon.co.uk)
- Armament: Six missiles of a similar type to those fired by bazooka guys,
- i.e. useless vs. infantry, excellent against vehicles / buildings.
-
- In order to get them to attack coherently, you need to group them
- together on the ground. To do this effectively, DO NOT BUILD any Orcas on
- their own. ALWAYS build pads, or you spend forever charging them. Once in the
- air, use the unit keys to redirect them. They need to be re-fed information
- about fast moving units (faster than a tank) before
- they get there.
-
- They will get MAULED vs. SAM missiles. Expect to lose at least one if
- your strike loiters near a SAM or Adv. guard tower.
-
- First strike capabilities:
- (2) will take out a flame tank/buggy
- (3) is best for gun turrets, although two will work on earlier levels:
- Send one up to attack first, then when he comes in, send them both out. After
- the first one, the turret will not have suffered enough damage to warrant a
- repair early on, to the second two will kill him!
- (4) will kill a light tank
- (5) will take down a medium tank or an obelisk
- (7) will get gun turrets/spice silos/power plants
- (8) is a reasonable building assault force, may have to come up to 10 or
- (12) to get SAM sites, construction yards and other big buggers
-
- They work best in multiplayer for air support of harvesters!
-
- Phil Lochner (decker@megaweb.com)
- As soon as these become available, they should be a staple of any
- mission. I create many of them, and assign them permanently to Group 1 so I
- can quickly receive air support. Though powerful, they are a pest to use
- correctly. Their missiles do as much damage as a bazooka solder, and they
- will return to base A) After all their missiles are expended attacking one
- target, or B) When their target is destroyed. If you send five Orcas against
- a single footsoldier, they'll shoot until they kill him, and then they'll
- return to reload regardless of how many rockets were fired. They also must
- `track' enemy units which are moving, and usually fly over them and then
- return to attack. Keep this in mind if you are attacking swiftly moving
- units, as they can move closer to the Nod SAM sites before your Orcas can
- `draw a bead' on them and fire missiles.
-
- They also zip around a target after firing some missiles, and this may
- also bring them closer into SAM range. It is HIGHLY advisable that you Group
- these units before sending them out, as it is impossible to select them while
- they are in the air to change their mission orders. When grouped, you can
- simply select the number group and redirect them elsewhere. It takes three
- SAM missiles to kill an Orca, and they are targets for enemy Bazooka
- soldiers, Cycles, Rocket Launchers, and Stealth Tanks. Note that you can also
- land these units in remote locations for quick use later. They cannot target
- or land in areas which ground units have not explored, although you can
- exploit their mobility by landing them right on the corner of an explored
- area (such as the top of a cliff), and then `leapfrog' them to adjacent areas
- to uncover ground quickly.
-
- It takes three full Orcas to take out an enemy gun turret, and four full
- Orcas to take out an enemy SAM site or Obelisk. They're also great to attack
- the lone enemy harvester, but it will take repeated runs to destroy one.
-
- [2-2-8]: Rocket Launcher
- ---------------------------
- Requires: Advanced comm. center, Weapons Factory
-
- Andrew Griffin (buggy@adam.com.au)
- Mobile rocket launcher, a good weapon, hampered by the ease with which
- it can be killed. Great anti-aircraft weapon, two can usually take out a
- transport helicopter. Also, their excellent range means they can take out
- turrets without being hit. The ammo has a largish explosion radius, so can
- take out multiple infantry units. Very poor aim, however.
-
- Phil Lochner (decker@megaweb.com)
- Fragile and powerful. They can only take a few rounds from a bazooka
- solder or tank, but their dual rockets are faster and more deadly than
- bazooka rockets. They have a longer range, and the exhaust from the rockets
- appear to do damage to targets underneath them, making them effective for
- shooting into packs of enemies. They need support from other units as
- defense only, as they are quick enough to get out of the way. Their range
- makes them perfect for destroying the remote gun turret or SAM site.
-
- [2-2-9]: Mammoth Tank
- ------------------------
-
- (cmsl@dc.wcape.school.za)
- Mammoth tanks are the biggest and most expensive of all tanks. They are
- worth buying/making large numbers of, for four main reasons:
- They squish troops. (though a bit too slow if their scattering.)
- They squish walls. (only tanks that can, and walls take ages to shoot
- down)
- They squish helicopters. (four shots with their missile packs.)
- They self heal right back up to 50%.
-
- Basically, if you're planning on building up your forces, Mammoth tanks are a
- good choice. One tip though: infantry support from grenadiers will go a long
- way to clear the pesky enemy infantry.
-
- *2-2-10*: Nod Buggy
- ----------------------
-
- Andrew Griffin (buggy@adam.com.au)
- Faster than Hummers, its good for taking them out, and hiding Nod
- infantry behind.
-
- Tucson Luke Loh (tlloh@zip.com.au)
- Also an excellent support unit for tanks ... since tanks are not good at
- attacking infantry moving buggies together with tanks allow the tanks to
- concentrate on wiping out the armored targets while the buggies concentrate
- on killing the infantry pests. This way the tanks firepower is not wasted nor
- do they have to waste time moving to run infantry over. Also better than
- infantry in that they can move through Tiberium. Have found that 6 buggies
- guarantee instant death to any unit of infantry (even prone). Thus 6 of them
- kill infantry at the rate of one every 3 seconds.
-
- [2-2-11]: Recon Bike
- -------------------------
-
- Andrew Griffin (buggy@adam.com.au)
- Fastest ground unit, but very lightly armored. Equipped with rockets, a
- great unit in packs, especially against hummers and APCs. Can be squashed by
- tanks and harvesters.
-
- Michael Brenner (100275.2163@compuserve.com)
- Recon bikes are best used in groups of 4-10. Use them to take out enemy
- harvesters. Be aware that they can be run over, so don't let the harvester
- get too close to them. If you're attacked you can retreat to your own base
- faster than any GDI unit can pursue you. A group of 6 bikes can take out a
- mammoth tank with losing only 1 bike. They're also great for defending your
- own harvesters esp. against Orca attacks. Since they're so fast usually one
- large group is enough to protect all your harvesters. Vs. the computer drive
- one bike close to the enemy base (the computer uses his Orcas mainly to
- defend his base), let the computer launch his Orcas, drive your bike back to
- your SAM sites. As long as you keep your bike on the move the Orcas won't be
- able to hit. Let your SAM sites do their work.
-
- *2-2-12*: Light Tank
- -----------------------
-
- see also [2-2-6] MEDIUM TANK
-
- Rune Fostervoll (runefo@ifi.uio.no)
- These are smaller than medium tanks (Surprise, surprise) but is also
- Nod's heaviest tank. One on one against a GDI medium tank is a sad contest,
- but two on one is as well, the other way. They should be backed up by
- infantry and possibly artillery as well, never work alone. They cannot handle
- infantry except by running over it, and cannot handle tanks, because armor-
- wise they are at the bottom of the tank food chain.
-
- [2-2-13]: Artillery
- -----------------------
-
- Ethereal (allenr@sunspot.tiac.net)
- These make INCREDIBLE offensive weapons when they are firing at close
- range, at long range even if it appears that they hit the target, often it
- doesn't do full damage. They aren't that good a resource since they cannot
- take much damage, but if you plan to use them remember that they function
- VERY well at close range.
-
- Andrew Griffin (buggy@adam.com.au)
- Slow moving, this unit can take very little punishment. It does have a
- very long range, and the blast radius from its shots are very large. Can take
- out multiple infantry with a single hit. Tends to be inaccurate though. Also
- good for attacking buildings from a distance.
-
- Rune Fostervoll (runefo@ifi.uio.no)
- The first and biggest tip is, never attack with them. I do not mean, do
- not use them in an attack, just NEVER ORDER THEM TO ATTACK. Against enemy
- rocket turrets, for instance, if you order it to attack, it will move within
- a comfortable range, and then open fire. The problem, of course, is that
- 'comfortable range' means the rocket turret eats it up first. Move it towards
- the turret one square at a time, and when it starts firing, just leave it
- alone. The artillery has better range than any other unit. Remember that, use
- it, and the artillery units is Nod's best weapon. Cheap, too... but
- vulnerable. To take them out? Attack it. All you need to do.. it's slow, it's
- weak, it's pathetic when someone fires back at it... so it needs backup.
-
- *2-2-14*: Flame Tank
- ----------------------
-
- Andrew Griffin (buggy@adam.com.au)
- Awesome anti-infantry weapon. Fires twin flame jets. Especially
- devastating against closely-packed infantry. Also good for taking out
- buildings. Nod only. You get access to these after a few missions.
-
- Rune Fostervoll (runefo@ifi.uio.no)
- These are great fun against infantry. A single flame tank can waste
- heaps and heaps of infantry. They are weak against armor, though, so back
- them up with bazooka units to keep things balanced. It's a paper-scissors-
- stone thing where you have both a paper and a stone. If he uses infantry
- (which is good against bazookas) the flame tank wastes it. If he uses armor,
- which the flame tank is powerless against, the bazookas wastes it. This works
- nicely, but the flame tank is not strong enough to fight sustained battles.
-
- Andre Pang (ozone@zip.com.au)
- I took out 60+ infantry with one flame tank once. Nothing else to say
- about them, really :).
-
- *2-2-15*: Apache Attack Helicopter
- -----------------------------
- Bonczkowski (ccastrd@prism.gatech.edu)
- Nod gets them in later scenarios if you capture a GDI construction
- center and build the heli pad, that lets you build heli pads with attack
- copters
-
- Seth Hutchins (seth.hutchins@sunrisebbs.com)
- The Nod attack chopper is basically a flying Guard Tower, and as such is
- a DELIGHTFUL weapon to kill lowly GDI infantry. If your opponent doesn't have
- any bazooka/missile support, the chopper also does well to weaken armored
- vehicles (harvesters, and the like). It can also destroy a re-arming Orca on
- the platform. Watch out for Advanced Guard Towers, Bazooka Infantry, Mammoth
- Tanks, and Rocket Launchers, who can all make short work of the chopper.
-
- Tucson Luke Loh (tlloh@zip.com.au)
- Apache attack helicopters differ from Orcas in that they use Chaingun
- ammunition instead of Rockets. The payload is the same i.e. an Apache will do
- the same amount of damage as an Orca so long as it expends all its
- ammunition.
- The difference between the two lie in that:
- a) Apaches can make short work of infantry. Orcas well, merely waste
- rockets on infantry.
- b) Apaches are slower to deliver their full payload ... while this means
- you can keep them in the air longer, it also means that they take much longer
- to destroy an armored target. The total amount of damage done by both is the
- same, but against armoured targets the Orca has the edge because its faster
- delivery means it stays in the area a shorter time, reducing its
- vulnerability to SAM sites, Advanced Guard Towers etc. Orcas also kill
- structures faster as again, the faster delivery allows the structure less
- time to repair.
- c) Apaches take twice as long to reload as Orcas.
-
- *2-2-16*: Stealth Tank
- -------------------------
-
- Rune Fostervoll (runefo@ifi.uio.no)
- Keep at least one square away from his units and you can launch an
- effective attack. Even with enemy units and guard towers present, four of
- these could take out the opponent's building facility. And the next batch can
- take out the tiberium facility, and then he's done for. It's too weak to
- operate alone, and rather costly to use in large numbers, so it's not the
- best units as such, but it has its uses when you fight an opponent that is
- too well defended for an open assault.
-
- Seth Hutchins (seth.hutchins@sunrisebbs.com)
- Purchase LOTS of Stealth Tanks and group them into "Wolf Packs" of 5 or
- more. Attack your enemy's harvesters. It never fails to be annoying. These
- Wolf-packs also make short work of Mammoth Tanks. You can also toast grouped
- infantry, simply run over them. You'll become visible for a moment, so stay
- clear of any evil tanks.
-
- Michael Brenner (100275.2163@compuserve.com)
- Against a human player it's also a neat trick to let stealth tanks
- protect your harvesters. Many human GDI players will launch an Orca attack
- against a single harvester outside the reach of visible air defenses, not
- follow the attack too carefully if they've got other things to do and be very
- surprised if their Orcas don't come back. Like most multiplayer tricks this
- only works once or twice though.
-
- Eric (eroswelkr@aol.com)
- Here's an AI strategy I exploited like no tomorrow while playing NOD.
- Use Stealth tanks as walls. As long as they're stealthed, the computer won't
- advance or attack. AND you can position artillery or other ranged units a
- few squares behind them so they can just pick off anything at a distance.
- Then when the moment is right, move in, de-cloak, and destroy!
-
- Jeremy Butcher (butcher@inter.nl.net)
- There any good ways of hiding them so in a multiplayer base so that they
- can't be found. Almost all buildings have a few squares under them where you
- can't place a building. Place them on those things, then when your enemy
- tries to place a building there, everything's normal because you never can
- place a building there. (I know that that was very hard to understand, but I
- did my best)
-
- Stan Ragan (sragan@hsf.uab.edu)
- You CAN sneak by advanced guard towers with stealth tanks, you just have
- to make sure that you are at least one 'space' away from them.
-
- Andre Pang (ozone@zip.com.au)
- If the computer (or player's) refinery is fairly far away from any
- units, drive a stealth tank directly in front of his refinery, cutting off
- the entrance for the harvester to get through. It can take quite a long time
- for your opponent to realize something is dreadfully wrong.
- And it's not really cheating either :).
-
- James Hindman (jhindman@ea.oac.uci.edu)
- Here is another one of my strategies. It is to place 5-6 Stealth tanks
- in your enemies favorite Tiberium field. When his harvester shows up, have
- your tanks unstealth and annihilate his harvester. It will be dead before he
- even knows what's going on. Then take your tanks and run away so he doesn't
- retaliate by killing them.
-
- [2-2-17]: SSM Launcher
- -------------------------
-
- Phil Lochner (decker@megaweb.com)
- The SSM launcher is big and powerful. Though they take a terribly long
- time to reload, each missile they shot has a tremendous amount of damage
- potential. The flame which shoots from the missile toasts footsoldiers, and a
- direct SSM hit takes out practically any Nod unit. As far as I can tell, it's
- range is unsurpassed.
-
- Mike Mulligan (mulligan@netcom.com)
- OK the SSM's are one of the field weapons that you can build for the
- Nod!! There range is ever better then a Obelisk! What you do is to have say
- 2 or 3 SSM's and 2 mini tanks as a protecting force for the SSM's. Then just
- move in to attack! I had 3 SSM's take out two Obelisk in less then 30
- seconds! By the time the other guy realized that he couldn't hit me with
- anything he sent in his tanks and stuff...that's where my mini tanks came in.
- They would lag behind the SSM's and protect them, by doing this they buy time
- for the SSM's to get away. And if they try to press there attack I have more
- SSM's waiting for them!
-
- *2-2-18*: Chinook Transport Helicopter
- -----------------------------------------
-
- Tucson Luke Loh (tlloh@zip.com.au)
- Like the APC the order of exit is the reverse of the order of entry i.e.
- the last units to enter are the first to exit.
-
- Phil Lochner (decker@megaweb.com)
- These slow moving troop transports are expensive and troublesome. They
- suffer from the same loading and unloading problems of the APCs, and have a
- tendency to circle aimlessly before landing in any area. They make easy
- targets for SAM sites, and their cost and low capacity makes them tough to
- justify. They'd be pretty neat if you could load ten or twenty footsoldiers
- into, or if you could airlift tanks and APCs, but for now, I'd stay clear.
- Note that they are not usually available to be built on computer missions.
- They also cannot be used to land in unexplored areas.
-
- Tan Tot Lit (isc30236@lenois.nus.sg)
- Two big advantage of the chopper over APC
- - Few units can shoot at you.
- - You don't appear on radar until you land.
-
- Josh Eckels (joshtgf@execpc.com)
- Transport helicopter strategy - Send in an Orca or Attack Helicopter a
- few seconds before the transport helicopter. Since your opponent can't
- change the targets of SAM sites or Advanced Guard Towers, they will continue
- to shoot down the first thing they saw. This gives your transport helicopter
- enough time to land, deploy its cargo of engineers, and possible get out.
-
- Scott Shaffer (shaffer@bangate.compaq.com)
- Despite the limitations of this craft (small capacity, slow movement,
- slow deployment) there are some cases when it is very effective. Often times
- an enemy base is vulnerable to attack from a certain angle or direction.
- This is especially true of bases built against a corner of the map. You can
- often then direct your Chinook to an undefended area (like the very corner)
- by making it hug the edge of the map. It can land in areas that other units
- can't get to if they opponent has built his base in such a way to prevent
- easy unit movement.
-
- [2-2-19]: Mobile HQ
- ----------------------
-
- These units only appear in multiplayer games of capture the flag, when
- bases are turned off. They are unarmed, and are weak units. You must protect
- your own mobile HQ while destroying your opponents' mobile HQs.
-
- Keep them surrounded by your units. Even a Hummer can destroy one in a
- few shots.
-
- [2-3]: Buildings
- ==========================
- Buildings lose effectiveness with damage. This is especially true of
- your powerplants.
-
- *2-3-1*: Construction Yard
- -----------------------------
- Selling your last construction yard is usually not recommended. If you
- do this, all is not lost, however. You do get an engineer in the bargain, and
- if you're skillful (or really lucky) you might be able to capture the
- opponent's construction yard.
-
- *2-3-2*: Powerplant
- ----------------------
- It's good to have a few backup powerplants to keep defenses running.
-
- *2-3-3*: Advanced Powerplant
- -------------------------------
-
- Andrew Griffin (buggy@adam.com.au)
- Building 2 power plants is more cost effective than building one
- advanced power plant (by $100), but makes your base larger.
-
- Andre Pang (ozone@zip.com.au)
- Seems that two power plants will generate the same amount of energy as
- an advanced power plant, for $100 cheaper. It might also be better to use
- normal ones since it ensures more equal distribution of power output (i.e.:
- if one of them is taken out by a nuke/ion/air strike, there's a lesser chance
- you'll be left without your guard towers firing!), and they're faster to
- build.
-
- In multiplayer situations: if playing against Nod, build Adv.Power
- plants. If playing against GDI, build normal Power Plants. The reason? Nukes
- can kill (many) normal Power Plants in one hit, they cannot however destroy
- the Advanced version. However, an Ion Strike will kill an Advanced Plant in
- one hit, so it's not worth it to build them.
-
- Protect these very well, and ALWAYS make sure you have *excess* power,
- in case one of them is taken out by an ion cannon, nuke or strike. Especially
- for Obelisks.
-
- *2-3-4*: Sandbag/Fence/Concrete
- ----------------------------------
- These have different levels of damage. After getting hit by a certain
- amount of hitpoints, they lose a level of damage and start to fall apart.
- Concrete walls have three different damage levels, fences have two, and
- sandbags have one.
-
- *2-3-5*: Silo
- ----------------
-
- Holds 1000 credits worth of refined Tiberium. See section on exploitable
- bugs for neat things to do with silos.
-
- *2-3-6*: Refinery
- --------------------
-
- Home base for Tiberium harvester. Holds 1000 credits worth of refined
- Tiberium. One harvester included in price. You can build a refinery much
- faster than you can build a harvester.
-
- *2-3-7*: Barracks
- ---------------------
-
- GDI Barracks can produce minigunners, grenadiers, bazookas, and
- engineers. Two Barracks builds infantry twice as fast.
-
- *2-3-8*: Hand of Nod
- ------------------------
-
- The Nod infantry creation building can produce minigunners, flame-
- throwers, bazookas, chem. warriors, engineers, and commandos. Two Hands of
- Nod builds infantry twice as fast.
-
- *2-3-9*: Weapons Factory
- ----------------------------
-
- GDI Weapon factories are easily destroyed by a single nuke. They are
- less than half as strong as Nod airstrips.
-
- *2-3-10*: Airstrip
- ---------------------
-
- In a multiplayer game, try to build your airstrip such that incoming and
- outgoing cargo flights do not fly over an enemy base and give away the
- presence of additional vehicle units.
-
- Scott Shaffer (shaffer@bangate.compaq.com)
- If possible, make sure to build your airstrip as close to the right edge
- of the map as possible. Since they C130 transport plan only goes from right
- to left, building it on the right edge of the map means your units arrive
- faster. The delay between unit completion and its arrival is a penalty for
- NOD that GDI does not have. This penalty can be reduced significantly if you
- build on the right edge of the map.
-
- Also, make sure to leave room around the top of the airstrip for the
- arriving units to deploy. Don't build an airstrip up against the top-left
- corner of the map.
-
- *2-3-11*: Communications center
- ---------------------------------
-
- Enables the overhead satellite view.
-
- *2-3-12*: Advanced comm. center
- ---------------------------------
-
- Phil Lochner (decker@megaweb.com)
- Other than the Ion Cannon, it is necessary to build this structure to
- gain access to the more `high tech' units and buildings.
-
- Contrary to the manual, it does appear to be well- armored, and can take
- quite a beating before going down. The Ion Cannon is, IMHO, much less useful
- that Nod's Nuclear Missile, because of it's concentrated range. Ion Cannon
- blasts will NOT take down a construction yard, refinery, or comm. center in
- one blast. They are very useful for decimating the large masses of
- footsoldiers which seem to pop up in front of the computer's Hand of Nod, and
- great for taking down multiplayer enemy Stealth Tanks. I also use them for
- support when your Orca squad is trying to blow up enemy buildings and some
- quickly rebuilt SAM site starts nailing them.
-
- Scott Shaffer (shaffer@bangate.compaq.com)
- Once you build an advanced comm. center, sell your normal communications
- center. The ACC will function as a normal communications center.
-
- *2-3-13*: Guard tower
- ------------------------
-
- Phil Sykes (phil@sykic.demon.co.uk)
- These fire bursts of machine gun fire (once every 3 squares of
- minigunner movement) which will *usually* kill a standing up troop, and do
- about 25% to a dug in trooper. All but ineffective against vehicles unless
- deployed in large numbers.
-
- Phil Lochner (decker@megaweb.com)
- They're cheap and effective against infantry. They're not so effective
- against vehicles and flame throwers, but at their cost you should be able to
- afford two or three of them throughout your stronghold. They do require
- maintenance, and you'll find yourself repairing them often. Beware the enemy
- artillery gun and tanks, as they do not even have to be in their gun ranges
- to damage them.
-
- *2-3-14*: Nod Turret
- -----------------------
- ROGER'S NOTE: Prior to versions 1.18, turrets cost $250 each. The tactics
- expressed here may be prohibitively expensive and/or impossible in versions
- 1.18 and beyond.
-
- Rune Fostervoll (runefo@ifi.uio.no)
- These are real good against armor, as long as you build enough of them.
- Considering the cost...no problem. Since they use cannons, they are
- dangerously weak against infantry.. a grenadier one on one on a gun turret is
- somewhat even, which is rather weak for a defensive installation. But it has
- okay range, so if you have lots of them around your base, it should be okay,
- as long as there is enough that they chop up the infantry early. Also, if you
- repair it while it is fighting a lone infantryman (or two, even possibly
- three) it will shift the odds a lot. The infantry isn't that strong against
- it either, so it is a drawn-out affair.
-
- Scott Shaffer (shaffer@bangate.compaq.com)
- An effective strategy is to build the walking line of Gun Turrets/sand
- bags from your base to your opponents. The Gun Turret can be easily built and
- repaired in the field, and the "walking line" technique gets around the
- mobility problem. GDI can also do this with the Adv. Guard Tower, but it is
- less effective since they cost so much more.
-
- *2-3-15*: Advanced guard tower
- ---------------------------------
-
- Phil Sykes (phil@sykic.demon.co.uk)
- Very useful against vehicles. Anti-air role also, as good as a SAM site,
- but can be otherwise engaged during a fight!. Fires two rounds every three
- minigunner square moves. Best to use as perimeter defense, but support with
- armor! A flame tank getting close is deadly, and they cost a lot of money!
- Remember to keep repairing them in battle.
-
- Keep putting two together for best results, but watch the power
- consumption. They don't work when out of power.
-
- Phil Lochner (decker@megaweb.com)
- They're most effective when coupled with normal Guard Towers. Their
- rockets are ineffective against close targets, although they seem to have the
- same `exhaust burn damage' of the Rocket Launcher. One Advanced and two
- normal Guard Towers in problem areas are usually enough to deal with threats.
- Beware that if you place them near sandbags or walls, their stray rockets
- will usually knock them away pretty fast
-
- Tucson Luke Loh (tlloh@zip.com.au)
- SAM sites are better than Advanced Guard Towers. Advanced Guard Towers
- rockets are less powerful than SAM site rockets. 7 AGT rockets vs. 3 SAM
- rockets to kill an Orca or Apache. Also more vulnerable as SAM sites are
- protected while underground. However, they compensate for this by being able
- to function dual purpose - can take out ground as well as air targets ... SAM
- sites can only take out air targets. This probably explains why they are more
- expensive (1000 cr. vs. 750 cr. for a SAM site).
-
- *2-3-16*: Obelisk of light
- -----------------------------
-
- Rune Fostervoll (runefo@ifi.uio.no)
- These are completely wicked against armor units. Remember that they are
- tall, so build concrete walls around them to stop cannons, and they can
- easily stop five or six medium tanks without problems. As has been commented,
- they are energy intensive, and shoots slowly (but surely), so can also be
- fuzzy-wuzzy'd. Always have a lot of energy to spare, so you can keep firing
- if one power plant is destroyed. (Or be prepared to sell off a lot of
- buildings to keep it firing if a major attack is launched coordinated with
- the destruction of a power plant.)
-
- Andre Pang (ozone@zip.com.au)
- Try to make sure you have at least two; many humans will Ion Strike
- against one Obelisk when their attack force is coming down; if you have two,
- it will ensure that you have at least one Obelisk left if he decides to use
- his Ion Cannon. Also be sure to back them up with Flame Tanks, since they're
- unless against masses of infantry.
-
- Tucson Luke Loh (tlloh@zip.com.au)
- 1 Shot - Any infantry, assault cycle, hum-vee, Nod buggy, MLRS, SSM.
- 2 Shots - Light Tanks, Medium Tanks, APC.
- 3 Shots - Harvester, Mammoth Tank
- All the above are considered from full health to naught.
-
- Hmmm and also players who think Obelisks of Light are a steal for 1500
- Cr., think twice ... they require POWER (typically one Advanced Power Plant)
- dedicated to it so the cost is more like 2200 Cr.
-
- *2-3-17*: SAM Site
- ---------------------
-
- Selling a SAM site will net you four minigunners for the price of two
- and a half. SAM sites have tough outside armor, but become more vulnerable to
- damage when the missile launcher exposes itself to fire.
-
- *2-3-18*: Heli Pad
- --------------------
-
- Phil Lochner (decker@megaweb.com)
- One thing to keep in mind: they come with a helicopter. Unless you lose
- a helicopter, you shouldn't be buying extra helis, as it will cause you a lot
- of headache to shuffle helis off the pads to reload them. You should try to
- designate an inner, well-protection area of your base for your Helipads, and
- keep them build close to each other. Otherwise, you will have problems with
- those distant helis 'catching up' with the main heli attack force when a
- problem arises.
-
- *2-3-19*: Repair Pad
- ----------------------
-
- Phil Lochner (decker@megaweb.com)
- Important and straight forward. Note that it is usually a better idea to
- just buy a new humvee than repair a damaged one. All vehicles, including
- helicopters, and harvesters, can be repaired. Soldiers cannot be `repaired'
- using this building.
-
- Douglas Jacobs (djacobs@umich.edu)
- While happily chugging along as NOD somewhere in mission 9, I decided to
- build a repair bay up where a GDI-friendly village used to be ;)
-
- After a few probing attacks into GDI's base, I sent a handful of units
- back to get repaired. I clicked one 1 to actually go onto the bay when an
- airstrike came along and destroyed the poor tank while it sat on the repair
- bay! The bay survived...but I couldn't send anymore units to be repaired.
-
- I figured, OK...I'll sell the bay and build a new one! (I had plenty of
- cash) However, I couldn't sell it either! Finally, I had to build a 2nd bay
- and sometime during my final assault, I hear that tell-tale "selling" noise
- and see that my first "broken" bay finally decided to be sold.
-
- Scott Butler (sydtech@skypoint.com)
- I actually had a repair bay die on me. I built it in a cleared out patch
- of tiberium, not far from a tree (stupid, but I was in a hurry). It *seems*
- that the tiberium started growing back, wrecking the repair bay.
-
- *2-4-20*: Temple of Nod
- --------------------------
- VT (VirtualTed@westwood.com)
- To use nukes, building the Temple of Nod is not enough. You'll need to
- get the crates in missions 6, 8, and 12. You may have to capture or destroy
- some of the buildings to get at the crates.
-
- ROGER'S NOTE: There is a bug in versions prior to 1.18 that makes it
- impossible to fire nukes when the temple is constructed, even when all the
- necessary crates are collected.
-
- [2-4] Special Units
- ===================
-
- *2-4-1*: Airstrikes
- ----------------------
- Reload: 12 minutes.
- Weapon: multiple napalm bombs
- Level: Tech ?; GDI 5
-
- Andrew Griffin (buggy@adam.com.au)
- Available for GDI forces after all SAM sites are taken out. Slow
- recharge rates means you won't be using it too many times a mission. The
- napalm is very destructive, especially when an airstrike calls in more than
- one A-10 unit.
-
- Phil Lochner (decker@megaweb.com)
- This option appears after you have destroyed every SAM site on the map.
- If the enemy rebuilds the SAM sites, the Air Strike option is still
- available. It recharges faster than the Ion Cannon, but it takes time for the
- aircraft to reach their target, so timing assaults with Air Strikes is
- important. Depending on the mission, one or two A-10s will zip down and drop
- fire bombs around the target area. These bombs can do mass damage to enemy
- troop stockpiles, destroy buildings, level Tiberium fields, or harass the
- Construction Yard. Coordinate the strikes with other attacks for maximum
- effectiveness, but try not to rely on Air Strikes to take down SAM sites,
- Obelisks, or Gun Turrets. I usually use them to clear out the twenty or
- thirty soldiers which meander around the Hand of Nod. Air Strikes are not (as
- far as I can tell) available in multi-player missions.
-
- Tucson Luke Loh (tlloh@zip.com.au)
- Airstrikes ARE available in Multiplayer Missions. I believe it comes on
- when a Communications Center and a Barracks has been built though that is
- subject to verification. But yeah, they are available.
-
- see also [5-3-8], AIRSTRIKES
-
- *2-4-2*: Nuclear strike
- --------------------------
- Reload: 20 minutes
- Weapon: nuclear warhead
- Level: Tech 7; Nod 13
-
- see also [5-3-1] NUKES
-
- Andre Pang (ozone@zip.com.au)
- Feeling nasty? Directly target the weapons factory. It'll take it out in
- one hit, and seriously damage all other buildings around it. Or, if your
- opponent has only one deposit of tiberium next to his base, nuke the tiberium
- and watch his eyes widen. Otherwise, if you see lots of full silo's, nuke
- there. $3000+ down the tubes.
-
- David Brandt (dbrandt@origin.ea.com)
- In team play, have your teammate lay a nuke at the same time and place
- you lay one. Will take out anything in a huge area.
-
- Ian (nstn1738@fox.nstn.ca)
- Just like a real small-yield nuke, buildings are relatively big,
- unprotected targets and get vaporized. Armored units, because they are low to
- the ground, airtight, and very heavily protected, are much less vulnerable.
-
- Shriker (gills@qucdn.queensu.ca)
- Larry Bond (Harpoon creator, Tom Clancy pal) has a novel called _Vortex_
- that deals with a modern war scenario in South Africa. One of the events is
- a tactical nuke aimed at a concentration of an enemy armor brigade (or some
- size, it's been a while <G>). I don't think it got 'em all (most already
- moved out slightly earlier), but it describes what happened to the military
- units that WERE nearby. I remember it mentioning how exposed troops took a
- wicked beating (understandably), but heavier armored units were relatively
- unscathed even at fairly close proximity. Both the previously mentioned
- factors and the fact that tanks ARE metal (DUH <G>) and have high-pressure
- interiors nullified the radiation/heat effects. Of course any tank commander
- with his noggin poked out of the hatch had better have more than just
- CopperTone (TM) and a pair of sunglasses on !
-
- Although C&C is more of a game than a simulation, it's interesting to
- see how many real-world tactical considerations have been included!
-
- *2-4-3*: Ion Cannon
- ---------------------
- Reload: 15 minutes
- Weapon: ion cannon
- Level: Tech 7; GDI 14
-
- Phil Sykes (phil@sykic.demon.co.uk)
- GDI's special 14 & 15 + tech level 7 weapon:
- Advanced comm. center (2800 - need comm. center) is used to recharge it.
- It stops recharging if you are low on power!
-
- The weapon will destroy from full health:
- Five troops
- Light tank
- Flame tank
- Gun turret
- Obelisk tower (VERY useful)
- Stealth tank
- Tiberium silo
- Wall (WASTE!)
- One patch of tiberium.
-
- Limited to taking out gun turrets on the eve of an assault, basically,
- or hitting a SAM site so the Orcas can finish it off without losing a
- vehicle.
-
- Terrence (tantoli@iscs.nus.sg)
- When a SAM site is out of its protective shell and firing at an
- aircraft, a single hit will take it out at full health.
-
- Also can take out both a Flame tank and an artillery unit side by side
- at full health by targeting the Flame tank. The secondary explosion from the
- flame tank will finish off the artillery unit.
-
- Targeting a group of troops with a flame thrower will result in further
- damage to the group. Again, due to secondary explosions from the flame
- thrower.
-
- Lee Yu Tang (ytlee@pl.jaring.my)
- When compared to NOD's nuke attacks, GDI's most powerful weapon the Ion
- Cannon may seem pretty weak in many people's eyes. It needs more than one
- shot to take out some of the units and buildings with heavy armor. There are
- 2 buildings that for certain will fall prey to one blast of the Ion Cannon
- which are the Obelisk of Light and the Power Plant.
-
- The Ion Cannon would be better off as a 'coup de grace' attack that will
- demoralize the enemy (In the case of human players only of course). Picture a
- group of 4-6 Orcas attacking the enemy's Construction Yard. The Orcas run out
- of ammo but the Construction Yard's health bar is only at yellow. The enemy
- rejoices..... then you Ion Blast him and watch him cry.
-
- ----------------------------------------------------
- Chapter *3*: Important information not in the manual
- ----------------------------------------------------
- There is important information missing from the manual!
-
- *3-1*: What are the keys?
- ----------------------------
-
- G : Guard Area
- This will cause a selected group of units to go into guard mode. In this
- mode, units will scan with binoculars for enemy units, and move to attack any
- that come within their sighting range.
-
- X : Scatter Units
- This causes a selected group of units to scatter. Useful when infantry
- is under attack by tank treads and incendiary missiles
-
- S : Stop Unit
- Causes a unit to stop dead in its tracks. Very useful when one of your
- units is braindead and begins to wander nonchalantly into the guns of the
- enemy base.
-
- F7-F10 : Map Bookmark System
- Use CTRL+F7-F10 to mark a spot on your map, then use F7-F10 to jump to
- that spot at anytime.
-
- <CTRL>-# : Team Creation
- Mark a group of units as a team using either using your mouse button and
- shift key or the bounding box. Then use CTRL and a number key (0-9) to
- assigned the selected units as a team.
-
- 0-9 : Team Selection
- This selects a team as active.
-
- TAB: Open/Close Sidebar
- Opens and closes the sidebar. Use it when you need to see more tactical
- map.
-
- H : Home unit
- Selects your construction yard, and centers the tactical map around it.
-
- N : Next unit
- This is almost a useless command. It runs through the internal lists of
- units, selects the next one, and centers the tactical view around it.
-
- R : Resign
- I bet you didn't know that all your units carry suicide demolitions. Hit
- 'R' and find out. In a multiplayer game, your civilians and technicians
- actually do a large amount of damage when you resign. Position them by the
- enemy before resigning, and maybe you'll take a few of them with you.
-
- <HOME> : Homing
- This will center the tactical view around the currently selected unit or
- building.
-
- <ALT>-# : View team
- Centers the tactical view over a predefined team.
-
- Multiplayer Options
- -------------------
-
- A : Alliance
- Select an enemy unit and press 'A'. From that point on, your troops will
- treat that enemy as a friend and not target them.
-
- This only works one way. The other side is still welcome to blow you to
- smithereens, so they must also ally with you to complete the team effort.
-
- Allying with an enemy is also useful when you want a deep strike
- operation into the heart of the enemy base, but don't want your units to slow
- down and fight. Such operations might include recon or engineer infiltration.
-
- Pressing 'A' for a second time will negate the previous ally command.
-
- Cursor Modifiers
- ----------------
-
- CTRL : Force Attack
- Holding down the CTRL key will turn your movement cursor into the target
- crosshair. This lets you target friendly units, trees, and empty squares.
-
- ALT : Force Move
- Holding down the ALT key will turn your movement cursor into a movement
- only cursor. Subsequently moved units will move instead of attack. This is
- how you get your tanks to squish enemy infantry instead of blowing craters
- around them.
-
- CTRL+ALT : Guard Area or Unit
- Holding down CTRL+ALT turns your cursor into a defend cursor. Selected
- units will patrol around a building or unit and protect it from attack.
-
- *3-2*: What is that colored bar?
- -----------------------------------
-
- The colored bar represents the current power output. The blue marker
- represents the current power usage. When you use more power than available,
- your base experiences blackouts and brownouts.
-
- A green bar represents a surplus of power.
- A yellow bar represents a brownout
- A red bar represents a serious blackout.
-
- Facilities that totally shutdown during power outages are Obelisks of
- Light, Advanced Guard Towers, Communication Centers, Advanced Communication
- Centers, Temple of Nod.
-
- During blackouts and brownouts, other buildings serve at a diminished
- capacity. It will take longer to produce a unit, and so forth. A brownout
- seems to cause production to drop to 50% of normal. A blackout seems to cause
- production to drop to 10% of normal.
-
- Mr. P / Powersource
- The power scale is logarithmic, not linear.
-
-
- *3-3*: What is a blossom tree?
- ---------------------------------
-
- Scott King (sking@one.net)
- They serve as replenishing centers for tiberium. After you harvest all
- of the tiberium from around a tree, it will grow back around it.
-
- *3-4*: How do I view the radar in multiplayer?
- -------------------------------------------------
-
- Vance Hampton (VHAMPTON@ti.com)
- Click on the MAP button. If you have enough energy you will see the
- radar.
-
- *3-5*: How do I suspend or cancel build commands?
- ----------------------------------------------------
-
- You can suspend or cancel build commands by clicking with your primary
- mouse button on the unit icon that is currently being built. This will turn
- the unit icon gray to signify that the building has been put on hold. From
- this stage, clicking with your primary button will resume building, and
- clicking with your secondary button will cancel the build order.
-
- =============================
- -SECTION TWO- TIPS AND TRICKS
- =============================
-
- ----------------------------------
- CHAPTER [4]: Cheating the computer
- ----------------------------------
-
- [4-1]: What are the cheat keys?
- ==================================
-
- Easy. There are none. The cheats were removed after beta testing and
- development.
-
- [4-2]: Can I Hex edit for more money?
- ========================================
-
- You're in luck. I got dozens of people asking me how to hex edit. So,
- due to public demand, here is how to totally ruin your game. Wear your peril
- sensitive sunglasses now if you do not wish to read this. What? You don't
- have a pair of peril sensitive sunglasses? That's your fault for not buying
- Infocom's 'Hitchhiker's Guide to the Galaxy' text-adventure game. I bet you
- don't have the cool package that is full of microscopic space ships either.
-
- Close your eyes, count to 20, and start reading again when everyone else
- has finished.
-
- If you have refineries, this cheat may or may not work. Sell them off.
-
- Make note of the amount of money you have, and save the game. For this
- purpose, let us say that you had 2437 credits.
-
- Exit C&C.
-
- Convert 2437 into hexadecimal. In this case, the conversion is 985 in
- hex.
- Hexadecimal numbers in our case need to be pairs, so, add a filler digit
- to pair. 09 85. If you had 4 digits already, then there is no need for a
- filler.
-
- Make a backup of your savegame. The savegame with the most recent file
- creation date is the savegame you want to edit.
-
- Load your savegame into your hex editor.
-
- Reverse your hexadecimal pairs. 85 09.
-
- Do a hexadecimal search for this reversed number pair.
-
- The first instance should appear at hex location 580h.
-
- Change both numbers to FF FF.
-
- Lather, rinse, repeat. You may find anywhere from three to five
- references. Change them all.
-
- If it doesn't work, too bad. Maybe God didn't want you to cheat.
-
- Okay, the rest of you not interested in this cheat can open your eyes
- now. Hello? I said you can open your eyes.
-
- [4-3]: How does the computer cheat?
- ==================================
-
- Min He (he@mathp7.jussieu.fr)
- Eradicator (drwestco@mailhost.ecn.uoknor.edu)
- The computer starts out with more funds than you do.
- The computer can place units inside scenery at the start of a mission.
- The computer can rebuild gun turrets when they are destroyed without
- needing to have adjacent buildings.
- The computer can build a construction yard without needing a MCV.
- The computer doesn't have to clear out SAM sites to launch an air-
- strike.
- The computer may build buildings separated from other computer-owned
- buildings. The computer, however, does have the restriction of placing
- buildings only where they were originally.
- The computer's Orcas may attack NOD attack choppers in mid-flight.
- The computer can build harvesters immediately as long as funds are
- available. (ROGER'S NOTE: cannot verify 100%)
- The computer can run guard towers and turrets without power.
- The computer can use harvesters to attack tanks and other vehicles.
-
- [4-4]: What cheating programs are available?
- ================================================
-
- See the section on third party programs for a listing.
-
- (4-5): What are some bugs I can exploit?
- ===========================================
-
- [4-5-1]: Tiberium harvesting without silos
- ---------------------------------------------
-
- Mike Means (means@bigdog.engr.arizona.edu)
- I noticed an unusual and cool money cheat for all of you people that
- have problems with too much money... It works consistently with the GDI,
- haven't tried it with Nod but it should work as it's in the engine not the
- action... Anyhow, what the deal is that if you are getting to the top of your
- refineries holding space build something that builds fast and is somewhat
- expensive (For the GDI this is the Helipad...) Then once you've taken up all
- of your money into building it cancel it just before completion. You get the
- credits back and you will notice that if you click on your refinery it will
- be nowhere near full like it should be...Because of this trick I almost never
- build silos...Also I tend to spend my money...Just call me the guy with 7
- Orcas each with their helipad (Well it's faster to build a helipad than an
- Orca and 300 is worth the speed and saved time Orca swapping to load them...)
-
- *4-5-2*: Invincible units
- ----------------------------
-
- Rumors of invincible units (apart from hacking) have not been confirmed.
-
- [4-5-3]: Preventing the computer from rebuilding
- ---------------------------------------------------
-
- Richard Stone (rstone@news.infi.net)
- You can prevent the computer from rebuilding a structure by placing a
- unit on the same square. You can permanently prevent the computer from
- rebuilding a structure by sandbagging your way to the structure, destroying
- he structure, building a sandbag on the structure's square, and then sell the
- sandbag. You now "own" that square, and the computer can't rebuild from
- scratch on it. Since the computer never attacks sandbags, fences or walls
- directly (though it hits them occasionally shooting at you), it's a safe way
- to guard your base, or expand it.
-
- [4-5-4]: The Reservoir Dogs strategy
- ---------------------------------------
-
- Mike Means (means@bigdog.engr.arizona.edu)
- OK, the NOD were attacking my base and something happened. I think one
- of the NOD hit another accidentally (inaccuracy with the small tanks I guess)
- All of a sudden the small tank that was hit turns it's turret and first at
- the other!! A fire fight ensues and some of the infantry in the area join
- in!! Some for each side!! I was wondering if anyone else had this happen or
- if it was just a unit recognition bug...
-
- Douglas McCreary (dark@ix.netcom.com)
- I recently finished NOD, and have seen GDI units do the same thing on
- nearly every level I played. It does seem to happen whenever one unit hits
- another accidentally. (In fact, I've had to 'stop' my own units when they got
- to doing this occasionally.) Once I discovered this bug, I started
- exploiting it by moving my units to the middle of enemy groups before
- attacking.
-
- *4-5-5*: The silo money cheat
- ---------------------------------------------
- ROGER'S NOTE: This cheat only works with versions of C&C prior to 1.18
-
- Build a silo, and let it fill up with tiberium. When it is full, build
- another silo but do not place it. Sell the silo that is full of tiberium.
- Quickly place the built silo down before the silo sell animation is over. In
- return for this, you will get over a thousand credits for the tiberium in the
- silo you sold, and have the tiberium you just sold transferred over to the
- silo you just created.
-
- *4-5-6*: The ultimate A-10 defense
- -------------------------------------
-
- see [5-3-8], AIRSTRIKES
-
- *4-5-7*: Money making ala SimC&C
- -----------------------------------
-
- Oliver Schade (schade@mabuse.phil.uni-passau.de)
- If you have defeat the computer except one or two buildings and your are
- sure that you will win with your existing troops sell all your buildings and
- attack after that the remaining buildings. You will get lots of money and a
- 'efficiency-rate' of 100% which will results in many points.
-
- ROGER'S NOTE: A variation on this is to leave an enemy building standing, and
- go into tiberium farm mode. With good harvester management, it is possible to
- rack up a near infinite amount of money without running out of harvestable
- tiberium.
-
- *4-5-8*: Place buildings anywhere cheat
- ------------------------------------------
-
- Build a structure as normal, but instead of placing it down in your
- tactical view next to an existing structure, place it down in your radar map.
- Anywhere.
-
- Tim Brutton (tim@arcady.demon.co.uk) wrote:
- I take it all back - it does work, every time. You just have to make
- sure that as you move the cursor from the main screen to the map screen, that
- it leaves an area of white hashing on the screen - just as it would if you
- were about to build in an area. Wow. BIG bug. I guess Westwood will be
- releasing a patch for this one fairly soon!
-
- [4-6]: Are there any hidden game elements?
- =============================================
-
- [4-6-1]: Chem. Warriors
- ----------------------------
-
- Kareem Harper (griffin@panix.com)
- There troops are much like the Flame-thrower infantry, in fact they are
- the flame thrower infantry with the following exceptions:
-
- (1) They wear an insulated outfit that protects them from taking damage
- in tiberium fields. (can walk around on the field and wont combust)
-
- (2) They produce a poison gas, which can wipe out whole legions of
- troops
-
- The only way I have seen to get them so far is to find them in a box
- during a two player or network game with the crates on option. After you
- find the box you will be able to produce them like normal soldiers. (ROGER'S
- NOTE: Building the temple of Nod should also produce these troop.)
-
- [4-6-2]: Visceroids
- ----------------------
-
- Andrew Griffin (buggy@adam.com.au)
- It regenerates when in a tiberium field, and unlike a mammoth tank, can
- regenerate to full strength from a low red condition. They are pretty slow
- and don't have many hit points, but their weapon is the chemical spray.
-
- [4-6-3]: UFO's
- -----------------
-
- Kareem Harper (griffin@panix.com)
- Yes there are UFO's appearing throughout the game on certain stages, the
- reason? "Will be explained in C&C 2" - Westwood Technical Support, Westwood
- BBS
-
- *4-6-4* Dinosaurs
- --------------------
- ROGER'S NOTE: Dinosaur graphics are available, but require hacking to
- acquire. Andrew Griffin's CCEDIT 1.5 has the necessary tools to enable
- dinosaur graphics.
-
- Andrew Griffin (buggy@adam.com.au)
- There are 4 dinosaur units: the Tyrannosaurus Rex, Velociraptor,
- Stegosaurus and Triceratops. They don't seem to have any graphics apart from
- their death scenes, or at least none that are easily available. There seems
- to have been a 4th team (after GDI, nod and civilians), called JP (for
- Jurassic Park??), in multiplayer mode. You can still move them around, but
- can't see them (though they still get attacked). Their bite is great
- against infantry, but useless against heavy tank armor.
-
- --------------------------
- CHAPTER [5] Defensive tips
- --------------------------
-
- [5-1]: Sandbag defense
- =========================
-
- Dave Smith (physics@computek.net)
- They are cheap (50 bucks) and the computer has NO IDEA how to get around
- them. It just lines up its forces at the wall, and sits there like a dummy.
- I immediately build a wall between me and the other forces (don't block in
- the harvester!) and it renders that side powerless.
-
- If the enemy base is nearby, I immediately wall THEM inside their own
- base, and their harvester can't get back in (or out). I then click on
- grenadiers/flame throwers/tanks one BILLION times as I get more money rolling
- in.
-
- After about 30 minutes, I got the US Fragging Marine Corps ready to head
- into their base.
-
- *5-2*: Building base defenses
- ================================
-
- Rune Fostervoll (runefo@ifi.uio.no)
- Always use your advantage on a level. Sun Tze said, first become
- invincible, then destroy your opponent's invincibility. Do so. Make a base
- that can shrug off any (reasonable) attack, and assure a steady cash flow.
- Once this is done, a computer opponent is lost. On most levels, doing this is
- the problem, not destroying the opposing base. Against GDI, he can always
- attack your base with air strikes, and you will grow to loathe the A-10's,
- simply because making a base impervious to air strikes is so difficult it is
- inefficient, and so your opponent can always harm you. GDI does not have this
- problem, as long as they have enough guard turrets and walls. This is some of
- the reason that the common guard turrets cost almost double that of the NOD
- gun turrets (I think.), so that making a base impervious to ground assault
- would cost too much.
-
- -xxx-
-
- James Hindman (jhindman@ea.oac.uci.edu)
- OK lets see, one of my favorite strategies is for base defense. As
- anyone who has used NOD knows, turrets suck against men. SO a very useful
- strategy is to take either Flame tanks, or flame men and tell them to guard
- the turrets. This will prevent grenadiers from getting close and thrashing
- your turrets, and the turrets protect the Flame units against tanks and other
- large units.
-
- Of course for any base defense you should build flame infantry, because
- they are your best infantry defense. Build turrets, lots of turrets. They are
- great against tanks and other large vehicles, don't bother with obelisks
- unless you have A LOT of extra power, in case your enemy takes out one of
- your power plants, it may still function.
-
-
- [5-3]: Help! I'm being attacked by enemy...
- =============================================
-
- [5-3-1]: Nukes
- -----------------
-
- From kaizal@cedar.buffalo.edu's web page
- Spread your base out through the use of sandbagging, all structures must
- touch each other but sandbags count. You can sell them afterwards if in the
- way.
-
- Have excess power. Your power plants will go down in a nuclear blast if
- near impact almost all the time. Building is outrageously slow when your
- power is low. If stuck in this situation perhaps sell off some of your
- structures.
-
- Two weapon factories don't hurt. Unfortunately this thing usually also
- bites it in one shot. Yes it's expensive, but it's slow to build and if your
- enemy follows up a nuke with a conventional attack you may want units
- churning out.
-
- If you can, right from the start bottle up all entrances to your
- territory. Obviously some scenarios make this more or less difficult. Avoid
- putting your structures in the extreme corners.. if I was shooting a nuke
- blind that's where I would go. Ideally get some concrete walls and advanced
- guard towers going before your enemy has more than scouts to check out your
- situation. Stealth tanks and recon bikes aren't going to make keeping your
- base hidden easy, but I don't imagine you thought you were signing up for a
- picnic.
-
- *5-3-2*: Orcas
- -----------------
-
- Build bazooka units. Unlike SAM sites, these are mobile, and can be
- deployed anywhere. Scatter them around a bit. Lay a bunch of them around
- your harvester routes.
-
- If you are Nod, follow your harvesters around with stealth tanks or
- recon bikes. If you are GDI, you can use rocket launchers, but they are too
- easy to kill, and a smart opponent will target the escorts before attacking
- the harvester.
-
- Casper Lund (ccc4708@vip.cybercity.dk)
-
- A trick: If the enemy (computer or human) sends Orcas against one of
- your (fast) vehicles, and you have bazooka's/adv. guard towers/SAMs
- available. Simply drive your vehicle towards one of them and circle it
- manually. The Orca will follow, circling around trying to get a shot off
- (they fire slowly on fast moving objects), and your SAM/tower/bazooka's will
- bash away at it, usually killing it. Actually, if the opponent hasn't put his
- Orca under "CTRL-control", you can tie his Orcas up pretty much by simply
- driving around the map like crazy with the Orca(s) in pursuit, but this only
- works if your "bait" vehicle is pretty fast! :)
-
- [5-3-3]: SSMs
- ----------------
-
- These have very few hit points. Three choppers can take this out in one
- and a half volleys, as can three stealth tanks.
-
- [5-3-4]: Advanced guard towers
- ---------------------------------
-
- Don't send infantry against them. Use armored vehicles instead.
-
- [5-3-5]: Transports loaded with engineers
- --------------------------------------------
-
- Sandbag your base. Do not leave any openings where a helicopter or APC
- can land. Block entrances to your base.
-
- [5-3-6]: Attack helicopters
- ------------------------------
-
- If you are Nod, use SAM sites against these. Bazookamen die too easily
- unless they are deployed in groups of six or more, and are spread out. You
- shouldn't use recon bikes as anti-attack chopper escorts. Recon bikes have a
- particular weakness to the attack helicopter machine-gun.
-
- If you are GDI, you can send an Orca or two and destroy the attack
- helicopter while it is on the pad. Even if the attack helicopter takes off,
- it will still die, because the Orca has air to air capability, and will chase
- the attack helicopter and keep pumping rockets up its backside.
-
- *5-3-7*: Recon bike gangs
- ----------------------------
-
- Jeff Montondon (jml7741@swt.edu)
- Hrm, yup, those bikes are tough... I'd suggest using Orcas as a
- kill/distraction. When a human player stops his bikes to attack the Orcas,
- run 'em over with the tanks. When the bikes move in to kill the tanks, shoot
- 'em with the Orcas. I'd also suggest some minigunners/grenadiers since the
- rockets of the bikes are less effective against infantry. APCs should also
- be fairly successful, since their machine guns are more effective against
- light armor than the Med. tank's cannon. Come to think of it, I'd say use
- infantry and APCs... the APCs would have to have cover by the infantry to
- keep the bikes off their back, but when the bikes stop to attack one target,
- run 'em over with the APC. As for defending the base, I'd say grenadiers
- backed by gun towers, and a few minigunners in back should take care of 'em
- pretty quick since the bikes can't run over your infantry to get past them.
-
- Jason West (jason@jove.acs.unt.edu)
- Get a GDI APC, maybe a "pack" of equal cost to his wolf pack. And just
- run those wimpy little bikes over. Have fun.
-
- Richard Wesson (wesson@cse.ogi.edu)
- This is an interesting question. I should think five medium tanks
- should be able to take out eight bikes -- that is, if you could get the bikes
- to sit still. The really great thing about bikes is that they're extremely
- fast; I think they are the fastest units besides helicopters.
-
- The problem with controlling the bikes is that there are a lot of them.
- This means that you might be able to deal with his bikes better if you could
- meet them in a narrow place -- a canyon for example. The bikes in the rear
- will have trouble getting into range.
-
- Here's another idea, don't know if it's flaky: Pack an APC full of
- bazookas or grenadiers. Drive a couple of such APCs up to the current focus
- of the bike pack and have them unload. Bikes have a really hard time with
- infantry, as you noted. I think this approach will at least drive him away,
- or perhaps inspire him to spend more money on flame tanks, which you can try
- to deal with Orcas or tanks.
-
- Anyhow, my opinion is that a mass of bikes can't slug it out with a mass
- of tanks, $ for $. The frustrating thing is, that the bikes will just avoid
- the tanks. So you need to get them to stand and fight. I think if you
- start attacking his harvester, that should do it. If he has eight or ten
- bikes, build six or seven tanks, and try to use them to waylay his harvester.
- He HAS to defend his harvester, pretty much; thus his bikes will come to you.
- Which avoids the irritating problem of their running away. Throw a couple of
- Orcas into the melee (he can't target them while they're in the air, he can
- only stop attacking and let the bikes fire on their own, which he'll be loath
- to do while they're being shot at by tanks) and things should go your way
- pretty definitely.
-
- In the meantime, send an APC full of bazookas tagging along with your
- harvester. After you do this a few times, he'll avoid attacking any
- harvester that has an APC around it. So you can save $$ some- times by using
- an empty APC. ("Do you feel lucky?")
-
- Tell me if it works, I can try to test it too but my usual opponent is
- not a very strong player. This should stir the broth somewhat anyhow.
-
- My general feeling is that (turrets aside) GDI can control any given
- area, Nod is better at getting around. If GDI can choose the battlefield,
- it'll do well.
-
- *5-3-8*: Airstrikes
- ----------------------
-
- Joachim Rijsdam (jrijsdam@wi.leidenuniv.nl)
- One can draw away enemy a10's with only one minigunner. The AI only
- attacks from left to right and from top to bottom when 'paving'; like reading
- a page, really. So you just move one minigunner a little to the northwest of
- your base, and viola, damage is restricted to 100 credits.
-
- [5-4]: Suppressive fire
- =========================
-
- There is no reason to wait for the enemy to come to you before firing.
- Use the CTRL key to force your units into continuous fire mode. This works
- well with area effect weapons such as artillery, flame-throwers, rocket
- launchers, and grenadiers. This will intimidate a human opponent into
- thinking twice before attacking, and will utterly decimate any AI opponent
- who will walk blindly into the killing field.
-
- This is also useful to preserve the integrity of your choke points.
- Build a concrete wall one square thick across the river crossing. Build two
- turrets in front of this wall. Place a couple artillery units behind the
- walls, and concentrate their fire at a point two squares in front of the
- turrets. Because of their inaccuracy, you will end up laying a large area of
- suppressive fire that will rip to shreds any infantry trying to destroy the
- turrets. Back up with bazookamen as AA support, and nothing but a very
- determined attack will breakthrough.
-
- --------------------------
- CHAPTER:[6] Offensive tips
- --------------------------
-
- [6-1]: How do I destroy?
- ===========================
-
- [6-1-1]: Obelisks of light
- ----------------------------
-
- Lynda Myer (lyndamyer@aol.com)
- Nod obelisks are usually what my opponent keeps putting in to defend
- their base, but they just never learn! Nod obelisks take so much power.
- If you can take out a power center with an Ion Blast, the entire base
- usually goes down, and you can walk right in!
-
- Mike Mulligan (mulligan@netcom18.netcom.com)
- An ever better way to take out the Obelisks are the SSM units! There
- range is great then the Obelisks...they can just keep lobbing rockets on it
- without being hit! Try it, it works! The only thing though is you have to
- protect them! It doesn't take much to kill and SSM, one recon bike can end
- the bombardment really fast! So have 2 or 3 SSM and 2 mini tanks as
- guards....works great!
-
- Douglas William Cole (dougc@umd.umich.edu)
- (1) Air raid it if there are no SAM sites around (fat chance).
- (2) Overwhelm it with minigunners. (It can only pick off one at a
- time... so just swamp it with guys and you'll come out on top with minimal
- casualties)
- (3) Take out the power supply.
-
- Whatever you do, DON'T bring any kind of armor in there. You'll
- get nowhere fast.
-
- [6-1-2]: Flame-throwers
- -------------------------
-
- Lee Beng Hai (benghai@iss.nus.sg)
- Use minigunners, but do not send them together... keep them separated,
- usually 2 or 3 minigunners from different direction can take out a flame
- thrower easily. Send them one at a time will work but you'll have more
- casualties.
-
- [6-1-3]: Gun turrets using Orcas
- -----------------------------------
-
- Casey Robinson (ogiswise@rahul.net)
- First, attack the turret with just one Orca, it will damage the turret,
- but not so much that the computer repairs it. Then hit it with both Orcas,
- leaving it a pile of rubble.
-
- [6-1-4]: Most vehicles without getting squashed
- --------------------------------------------------
-
- Stephan Lau (skip@yoda.bsd.uchicago.edu)
- I find that when I "surround" an enemy harvester or tank with my men,
- the AI usually ends up spinning the vehicle endlessly around; apparently it
- doesn't have a single train of thought. So if you attack in groups, you can
- "confuse" the vehicle enough so that you don't get run over. Make sure you
- have some mini-gunners nearby for that annoying following infantry.
-
- [6-1-5]: Tanks in general
- ---------------------------
-
- Stephan Lau (skip@yoda.bsd.uchicago.edu)
- (1) Don't take on tanks head on, use the APCs to lure them into your
- killing zone;
-
- (2) In the kill zone, place mini-gunners up front for use the described
- single attack, place grenadiers behind as a main line of defense, and have
- three or four bazooka guys behind to take on the tanks;
-
- (3) Once the tanks gets into the zone and enemy infantry have been
- mostly eliminated, surround the tanks with your grenadiers in the "circle of
- death"
-
- [6-1-6]: Flame Tanks
- -----------------------
-
- Stephan Lau (skip@yoda.bsd.uchicago.edu)
- Use your Orcas against these guys to soften them up. Assign a very
- expensive medium tank or two take them on; send the tank back to your repair
- shop for immediate reconditioning.
-
- [6-1-7]: Mammoth tanks
- ------------------------
-
- Douglas William Cole (dougc@umd.umich.edu)
- (1) Air strikes are always nice.
- (2) 5+ infantry guys should take a single one out easily. DON'T
- forget to keep hitting the 'X' key to scatter your troops when it gets too
- close for comfort.
- (3) Stealth tanks. I've seen 3 do it, but use 4 or 5 to be safe.
-
- Mammoths actually aren't that great, they just have a lot of hit points.
- Use infantry on it if you can rather than armor, though...
-
- [6-1-8]: SAM sites
- ---------------------
-
- Thenardier (isc40562@leonis.nus.sg)
- Beside the Obelisk of light, the other structures which people would
- most possibly like to destroy are SAM sites. SAM sites have really strong
- armor and long bar of health. One strategy of taking down SAM sites is to fly
- an Orca close to it. When you see the cover open, blast it with the ION
- CANNON.
-
- Zeff Yusof (zeff@triop.pc.my)
- Try taking out the SAMs with 4 Orcas at once, all 4 will survive. If
- there are two sites within striking distance use two waves, one for each -
- you'll get back unscathed.
-
- [6-1-9]: Strong bases
- ------------------------
-
- Rune Fostervoll (runefo@ifi.uio.no)
- Three tactics work.(At least.).
-
- One is to attack him through his harvesters. He will usually have more
- than one working, and can usually get more even if you attack all you find,
- so it could take some while. But eventually this will cripple him. Then you
- can pick him off at leisure. But, especially early, destroying a harvester
- can bring an all-out attack. Be prepared for it.
-
- The other tactic is to attack with an attack not designed to destroy his
- base, but to cripple part of it. Stealth tanks are good at this. The
- construction center is usually the first priority, then the refinery, then
- the unit builders.
-
- Thirdly.. no base is perfect. It has a weakness. Find it, and exploit
- it. A back entrance, a cliff overhang, something should be there.
-
- [6-1-10]: Harvesters
- -----------------------
- Tucson Luke Loh (tlloh@zip.com.au)
- While its true that when you attack a harvester the enemy sends a huge
- force after you, they comprise mostly infantry so an adequate defense will
- easily mop them up and pay huge dividends i.e. lots of troops lost on the
- enemy side vs. few (if any) of your own. Of course, please make sure you have
- adequate defenses first. Strategy works best if you are NOD (with an Obelisk
- and a turret or two).
-
- [6-2]: The spiderbase strategy
- ---------------------------------
-
- Jim Varner (jvarner@nr.infi.net)
- I developed a strategy for Dune2 I call the spider base, and it works
- just fine in C&C. The concept is simple, build a sandbag wall from your base
- to your opponents. Then start building turrets right in the middle of their
- base. It is tedious and expensive, but it is sometimes the only way to
- destroy the enemy in those SERIOUS wars of attrition. You can also use your
- wall to block off choke points. You see, the AI doesn't recognize walls as
- targets so you can build a sandbag fort right in the middle of their base,
- just have plenty of $$$ for replacement turrets though. All's fair in love
- and war... Exploit your enemies weakness... I am NOT cheating!!!! OK, It is
- cheating.
-
- *6-3*: How do I drain the computer's funds?
- ==============================================
-
- Drone (jdw@cris.com)
- I just send a few units to bomb or shoot at the SAM sites. Not enough
- to ever destroy them but enough so the computer just repairs them until its
- broke. I'm sure a human would never fall for this.
-
- Andre Pang (ozone@zip.com.au)
- If playing against the computer, you take over a base and he still has
- another construction site somewhere, sell the tiberium silos which he had (or
- make sure that spot is vacant so he can build there again). Occasionally the
- AI will build another one there, usually full of money. Send an engineer to
- capture it. Repeat process. This will only work if the silos are surrounded
- by his own structures, so it might be an idea not to capture the buildings
- around them, if possible.
-
- -------------------------------
- CHAPTER [7]: Miscellaneous tips
- -------------------------------
-
- [7-1]: How do I sell my infantry/vehicles?
- =========================================
-
- David Hulet (d.hulet@ix.netcom.com)
- A Westwood bug that turned into a feature for us. You can sell
- infantry, vehicles and even civilians! Build a sand bag and move the unit as
- close to the sand bag as you can. Click on the sell button. Move the cursor
- over to the sand bag. Move the twirling dollar sign as far away from the sand
- bag (toward the unit) as you can without it loosing its rotating property.
- while its spinning near the unit click and sell him down the river!!!! This
- is a great way to make money if you are seriously down and out and about to
- get your butt kicked. It takes a little practice to figure out, but once you
- have done it the first time its simple.
-
- JiaTyan Chen (spitz@singnet.com.sg)
- You don't even need sandbags. Move the unit to the left, right, or
- below (I suppose above would do as well but awfully difficult to click) a
- structure that you can sell. Spin the $ from the structure to the personnel.
- You know you've reach the correct pixel (from the left & right)when there's a
- pop-up telling you what kind of personnel that it.
- Time to sell!
-
- Frank Wen-heh Lee (lefrankw@umich.edu)
- If you put the unit in the repair bay (no infantry, of course), click
- sell, and move the cursor over the unit, a little green $ will appear. You
- can sell the unit for half-price.
-
- [7-2]: How do I control Orcas in mid-flight?
- ===========================================
-
- Group the Orcas. You can then select the Orcas using the group keys and
- give them orders, even when they are in flight.
-
- [7-3]: Why should I destroy villages?
- ========================================
-
- reznor@netcom.com
- Why destroy the villages as a Nod? Cause you are thanked by not only
- the screams of villagers and the sight of torched buildings as you flame
- them, but you also get crates hidden in some buildings as well. (Gave me a
- lot of money it did....)
-
- [7-4]: How do I make a convoy?
- =================================
-
- Seth Hutchins (seth.hutchins@sunrisebbs.com)
- When you've got a group of units, and want them to follow one another in
- a "single-file" style grouping, make use of the CONTROL+ALT key combination
- like this...
-
- 1. Send the leader towards destination.
- 2. Control+Alt Click on the next unit to follow him
- 3. Repeat 2 until you have your group
-
- This tactic can be altered to get an interesting "circling patrol"
- effect out of Hummers, Buggies, and Tanks.
-
- 1. Select a "lead" unit.
- 2. Control+Alt Click the next unit.
- 3. Repeat 2 until you have all but one of the units in your group.
- 4. Control+Alt Click the LAST unit on the leader.
-
- This can annoy your opponent on the modem, and is a decent way to patrol
- an area. It works well (for me) in closed spaces.
-
- ROGER'S NOTE: This technique can also be used to keep faster units from
- traveling too quickly. Make all the faster units 'guard' the slowest unit in
- the group (e.g.- mammoth tank) and wherever you move the unit, the faster
- units will follow at the same speed.
-
- [7-5]: How do I get rid of trees?
- ====================================
-
- Craig M. Kazial (kazial@acsu.buffalo.edu)
- You can destroy trees. However it has to be just one lone tree. In other
- words, you can not destroy a clump of trees. It is not really useful except
- if you need to place port of a base at a location that the tree is at.
- Usually grenadiers and rocket launchers are the best to destroy trees.
-
- [7-6]: How do I hide under trees?
- ====================================
-
- Richard Lio (ez022609@boris.ucdavis.edu)
- Well, you can do it. Select your unit to move past the tree. When your
- unit is under cover, hit 's' to stop the unit. Your unit will be behind the
- tree and invisible to other human eyes. :) My friend does that often in
- multi-player games.
-
- [7-7]: How do I stop the computer from rebuilding?
- =====================================================
-
- Michael Stango (phillymjs@aol.com)
- Park a vehicle on the spot where an enemy building or turret was, so it
- can't be rebuilt there.
-
- [7-8]: How do I keep my harvesters from gathering all the tiberium?
- ======================================================================
-
- Put a vehicle on a patch of tiberium. The harvester won't be able to get
- to it. The tiberium patch will then regrow around it. If you have a blossom
- tree, parking a vehicle is not necessary because tiberium will begin to
- sprout around the tree.
-
- *7-9*: How do I get nukes in the last Nod mission?
- =====================================================
-
- ROGER'S NOTE: There is a bug in C&C versions prior to 1.18 that disable nuke
- usage regardless of what crates are picked up.
-
- VT (VirtualTed@westwood.com)
- To use nukes, building the Temple of Nod is not enough. You'll need to
- get the crates in missions 6, 8, and 12. You may have to capture or destroy
- some of the buildings to get at the crates.
-
- Jon Osborn (josborn@quapaw.astate.edu)
- One of the crates is in the mission where you have to take over the
- enemy base then destroy the base to the north of it. The crate is in the
- base. Once in the base go left to the Orca pads, then just above them is a
- fence just destroy it and get the crate.
-
- ROGER'S NOTE: The aforementioned mission is Nod mission eight. The crate on
- Nod mission 12 is underneath the GDI construction yard. Blow it up, don't
- capture it.
-
- --------------------------
- CHAPTER(8]: Player tactics
- --------------------------
-
- [8-1]: Hiroshima's Tactics Papers
- ====================================
- Hiroshima (hiro@millcomm.com)
-
- [8-1-1]: GDI Tactics paper
- -----------------------------
-
- I am working on a GDI tactics paper and I would like input on it. I
- basically outline strengths and weaknesses of each unit and good tactics to
- use each unit with.
-
- Also I am working on a list of special-purpose battlegroups composed of
- units that complement each others' strengths. In other words, for GDI
- infantry, a good general-purpose squad might be composed of the following:
- 2 minigunners
- 1 grenadier
- 2 bazookas
-
- This is a versatile squad and would be able to deal with most light
- vehicles and probably with a specialized squad, say a squad of all bazookas
- (the minigunners would take them) or even possibly a squad of flamers.
-
- A light patrol/recon force might consist of a humvee followed up by a
- bazooka squad. The humvee would drive short distances and find cover for the
- infantry, then would wait while they advanced, still a bit behind it. If it
- ran into opposition, say a single tank or a tank and a Nodbuggy, it would
- flee back past the infantry, possibly leading the vehicles into a trap.
-
- A combat patrol, however, would expect to run into some opposition. You
- might keep one of these within striking distance of several of your light
- patrols in case they ran into something they couldn't handle. That way, the
- light patrol could attempt to delay the heavier force long enough for the
- combat patrol to get there and mop up. A combat patrol might consist of the
- following:
- 1 humvee
- 1 medium tank
- 2 APCs, each containing a multipurpose squad.
- 1 rocket artillery
-
- I think that having standardized units would allow you to tailor your
- production according to certain standard force-size goals, i.e. I might want
- ten multipurpose squads, four patrol squads, et cetera. This standardization
- would allow you to incorporate smaller attack forces into specific roles in a
- major assault.
-
- In other words, I might have an assault consisting of the following:
- Outer pincers/advance forces, one forward-right of the main force, one
- forward left:
- (actually each of these might be a combat patrol force).
-
- Each jaw of the pincer would be directed to take out an enemy turret to
- give the main force less flanking fire.
-
- The spearhead would consist of two mammoth tanks each flanked by an
- echelon of three medium tanks. This would direct the brunt of enemy fire at
- the mammoth tanks. Mammoth tanks can take a lot and two of them will
- probably at the very least break a wall, allowing the medium tanks to get in
- there.
-
- Meanwhile, the third wave, perhaps five rocket artillery, would be
- providing fire support for the spearhead. The rocket arty would not
- penetrate but would form a firing line outside the walls, starting in on the
- enemy buildings. The tanks would now begin taking out specific targets. If
- the opponent had a Nod obelisk, I'd avoid hitting that and instead
- concentrate on silos and powerplants. Without silos, he has no money, and if
- you only knock out a few powerplants, the obelisk is going to be draining his
- powergrid. SAM sites would also be prime targets.
-
- The fourth wave would consist of APCs with multipurpose squads and
- engineer units. The APCs would disgorge infantry and would begin mopping up.
-
- This is all very neat and dandy, but it would not be easy to assemble
- this kind of force all at once and run it all the way from your base. That's
- why I like the idea of a modular attack force that is composed of other
- forces as it approaches the base, like a river gains strength from its
- tributaries.
-
- [8-1-2]: Nod Tactics paper
- -----------------------------
- [blank]
-
- [8-2]: Blue Aardvark's Anti-Crummy AI Tactics
- ================================================
-
- Phil Sykes (phil@sykic.demon.co.uk)
- Punch a hole in their wall where they aren't expecting it. They won't
- react unless you attack buildings, and you can waltz through, and they still
- won't react until you open fire (N.B. Turrets will!)
-
- Go up on a hill behind or beside the enemy base (every other enemy base
- has one that isn't guarded very well)
-
- APC engineer assaults.
- Load up your APC, and have two Hummers ready. Select a safe forward
- staging post to meet the squad up. If you haven't got recon on their
- perimeter defenses, do that now, but DON'T attract enemy attention to the
- massed armor, cos they'll die. Group all of the units together, and send the
- APC in AFTER the Hummers, straight through the main gate, or a hole in the
- wall (much preferred) if you made one.
-
- Don't worry about:
- Light tanks, troops (except flame-throwers and minigunners close to the
- engineers final objective - run them over if you can)
-
- Do worry a bit about:
- Gun turrets, obelisk tips - the Hummers are there as a sacrifice, and
- the APC can (just) survive one Obelisk hit!
-
- Hopefully if and when your APC dies, you'll have got close enough so
- they can't fire again on the engineer.
-
- Do worry a lot about:
- Flame tanks and artillery, and I suppose stealth tanks (never faced them
- defensively), near the objective.
-
- All of these eat APCs and engineers for breakfast. If possible, go for
- another objective, or abort the mission until you can draw them out or
- confuse them.
-
- Targets:
-
- (1) VITAL to take out the construction yard, first, or any captured
- buildings can just be rebuilt. He will *NOT* be running out of money at this
- stage (if he is, why aren't you doing a mass assault??) He ISN'T restrained
- by building coherency rules on later levels (can build anywhere he did build)
-
- (2) Vehicle yard (he's still got money, remember, so not much use in
- removing his spice yard just yet, cos he'll have enough for loads of
- vehicles.
-
- (3) Refinery (hurt him bad, but remember he's got a huge strategic
- reserve of cash). This is good for money, especially if there's a harvester
- in it at the time
-
- (4) Hand of Nod. These are VERY difficult to actually get an engineer
- close to, but worth it. Capture it and churn out a couple of flame-throwers
- to hold it for a bit.
-
- (5) Power Plants / Spice silos / whatever else
- Take 'em for money. Easier and cheaper to blow em up, but shutting down
- obelisk power can be useful.
-
- Interesting things to try:
-
- Draw 'em out: Send a recon unit inside the base, shoot someone and run
- out. He will follow you to his doom.
-
- Lead enemy troopers across tiberium field, they will follow in droves
- and die.
-
- The Nod base, on every level has at least one tactical weak point.
- Things to look out for:
- (1) Wide entrances - unguarded or with no turret guards.
- (2) Hills to the side or rear of the base that can be used for assaults
- without being directly hit with base defenses.
- (3) Weak spots where there are no defenses round a wall
- (4) Having two bases, one big and well defended the other not. Take over
- the one that isn't well defended, and built some advanced guard towers to
- defend. This will really annoy them
- (5) Harvesters going a long way from home - blow them up, and more will
- be built. If you can get them every time, then they will continue to waste
- their money!
-
- Retaliation: Sometimes after a successful engineer raid or limited
- attack, they will retaliate by going after your harvester. Make sure they
- don't get this chance by keeping the harvester in the base following a
- limited attack, or light tanks will hunt it down
-
- Tiberium field guarding: Often, the enemy will send rocket troops or
- tanks to guard spice fields. Sometimes, the troops will keep dying trying to
- get to the tiberium field, and they will be replaced indefinitely.
-
- ---------------------------
- CHAPTER[9]: Confucius say:
- ---------------------------
-
- [9-1]: Who the heck is Confucius?
- ====================================
-
- A Chinese philosopher who lived and died a very long time ago. His most
- famous philosophy is 'Don't do to others what you wouldn't want done to you.'
- His philosophy was one of passivity and inaction. People who follow
- Confucianism are called Confucianists. For some reason, lots of fortunes on
- those cheap cookies that come with my Chinese food are attributed to him.
-
- Confucius wouldn't have cared much for C&C. Therefore, I am not a
- Confucianist.
-
- [9-2]: Words to live and die by
- ==================================
-
- Casey Robinson (ogiswise@rahul.net)
- Don't do the same thing 30 times in a row, have it fail every time, and
- not change plans. It doesn't work.
-
- Phil Sykes (phil@sykic.demon.co.uk)
- Recon is like sex. When it's good, it's VERY good, but when it's bad,
- it's better than nothing.
-
- [incomplete]
-
- [9-3]: What are Murphy's Laws of Combat?
- ==========================================
-
- If the enemy is in range, so are you.
- Incoming fire has the right of way.
- Don't look conspicuous, it draws fire.
- There is always a way.
- The easy way is always mined.
- Try to look unimportant, they may be low on ammo.
- The enemy invariably attacks on two occasions:
- a. when you're ready for them.
- b. when you're not ready for them.
- Teamwork is essential, it gives them someone else to shoot at.
- The enemy diversion you have been ignoring will be the main attack.
- If your attack is going well, you have walked into an ambush.
- Never draw fire, it irritates everyone around you.
- Anything you do can get you shot, including nothing.
- Make it tough enough for the enemy to get in and you won't be able to
- get out.
- Never share a foxhole with anyone braver than yourself.
- If you're short of everything but the enemy, you're in a combat zone.
- When you have secured an area, don't forget to tell the enemy.
- Never forget that your weapon is made by the lowest bidder.
- Friendly fire isn't.
- If the sergeant can see you, so can the enemy.
- Remember, a retreating enemy is probably just falling back and
- regrouping.
- If at first you don't succeed call in an air-strike.
- Exceptions prove the rule, and destroy the battle plan.
- The enemy never watches until you make a mistake.
- One enemy soldier is never enough, but two is entirely too many.
- The more a weapon costs, the farther you will have to send it away to be
- repaired.
- Field experience is something you don't get until just after you need
- it.
- No matter which way you have to march, its always uphill.
- The one item you need is always in short supply.
- Airstrikes always overshoot the target, artillery always falls short.
- When you have sufficient supplies & ammo, the enemy takes 2 weeks to
- attack. When you are low on supplies & ammo the enemy decides to
- attack that night.
- Suppressive fires - won't.
- If it's stupid but it works, it isn't stupid.
- When in doubt empty the magazine.
- No plan survives the first contact, intact.
- If you are forward of your position, the artillery will fall short.
- The important things are always simple.
- The simple things are always hard.
- Beer Math -> 2 beers time 37 men equals 49 cases.
- Body count math -> 3 guerrillas plus 1 probable plus 2 pigs equals 37
- enemies killed in action.
- Tracers work both ways.
- The only thing more accurate than incoming enemy fire is incoming
- friendly fire.
- If you take more than your share of objectives, you will have more than
- your fair share to take.
- When both sides are convinced they are about to lose, they're both
- right.
-
- [9-4]: What music should I listen to when playing?
- =====================================================
-
- Van Halen, of course. What a silly question. Geesh.
-
- I hear rumors of some sickos listening to Stuck In The Middle With You. These
- are the same people who quote Reservoir Dogs at every opportunity.
-
- *9-5* Short stories from the C&C world
- =========================================
-
- Vegard Vavik (vavikveg@telepost.no)
- Argh. The units in C&C can be _so_stupid_!!! I was playing Nod level 1-
- something, and I was currently holding a bridge. I was under heavy attack by
- infantry, and I wanted some flame-infantry to cross the bridge and take them
- out
- This happens: The three flamers I give order to cross the bridge, begins
- to move around my wounded tanks+artillery that is holding the bridge at my
- side. I look away from a moment, but suddenly I hear the "whoosh" from
- flamers flaming. I hurry back, and what do I see? A tree. They are flaming a
- tree that is in their way. Instead of going around it, they are attacking it.
- Before I manage to react, one of the flamers flame one of the other guys,
- which explodes. This ignites the tree, which then removes the rest of my
- flamers. Their explosions take out *two* of my wounded artillery which was
- right next to them; these explode and take out some other flamers, which also
- explodes and removes my only bazookamen. The enemy walks laughing into my
- base.
-
- Westwood... *Why, oh why is this*???
-
- ------------------------------
- CHAPTER [10]: Technical Issues
- ------------------------------
-
- *10-1*: What determines my score?
- ====================================
-
- Craig M. Kazial (kazial@acsu.buffalo.edu)
- Leadership is based on the number of units killed. Efficiency on ending
- cash (note, not the same as cash used).
-
- Time taken does NOT enter into final score and is only for your
- information. GDI scores the above two [L+E] higher when determining final
- score.
-
- Nod emphasizes simply accomplishing the mission (in other words, the L+E
- do not factor in much)... Terrorist style "who cares about the cost".
-
- Final score ONLY impacts how much cash is brought forward as a
- percentage ranging from a fixed minimum (enough to get started) to a max.
- allowable, so players can't become an unstoppable cash machine. Some
- scenarios zero-out score and all past cash allocation info is lost.
-
- *10-2*: What is the CONQUER.INI file?
- ========================================
-
- The CONQUER.INI file sits on your hard disk in your C&C directory, and
- supplies C&C with startup values for various configuration items. Most of
- these startup values can be changed within C&C, but there are some that are
- only available by editing the file directly using a text editor.
-
- Robert J. Trembley (bob@cyrcle.com)
- deathannounce
- Default = 0
- If set to 1, each time a GDI or NOD unit is lost, the female
- computer voice will state "GDI (or NOD) unit lost". It gets old kinda fast,
- and I rather prefer the screams...
-
- Alan Schneider (alschnei@starlink.com)
- Last night we found a new feature (?) in C&C. Editing the CONQUER.INI
- file .... and under the multiplayer section, change side=1 to side=3.
-
- What this apparently does, is allow both GDI and NOD to build EQUALLY,
- i.e.- NOD can build medium tanks (by first building a GDI Factory) and GDI
- can build NOD bikes (by first building an Airport)
-
- *10-3*: KALI related issues
- ==============================
- see also [15-3] KALI C&C SERVERS
- You can find out more about KALI at www.axxis.com.
-
- Nemesh (jcn8387@osfmail.isc.rit.edu)
- If you are planning on playing a lot of C&C over the net, you should
- try to get the latest copy of KALI. At this point, kali1.2e is out, and is
- an INCREDIBLE improvement over 1.1g. Everything is much faster, and the game
- almost never locks up. Check it out if you can (talk to someone on one of
- the servers...the kali.exe is around.)
-
- -xxx-
-
- Stephen Vakil (smvakil@students.wisc.edu)
- I finally got C&C (and KALI in general) to work...
- I'd like to say that when people were asking why it wasn't working, it
- wasn't very informative for people to say "it's a known bug.." without saying
- _what_ is a known bug. Basically, from what I can see, using any sort of
- slip tsr derived from the 16550 one will not work. It would cause frequent
- crashes on C&C, sometimes a reboot. I got pppshare from kali.jedi.net and
- got that to work, and that worked through 3 games of C&C and 1/2 hour of
- descent.
-
- -xxx-
-
- Jet (jet@aloha.com)
- KALI
- in Windows 95
- Are you:
-
- - Ripping out your hair trying to get it to work???
- - Ready to punch your computer monitor???
- - About to grab your PC and throw it across the room???
- - Seriously thinking of snapping the C&C disks in 1/2???
- - Pissed off at how DOS conventional memory works?
- - Thinking the authors of these software programs are a**holes?
- !!!ARRRRRRRRRRRRRRRRRRRRRGGHHHHHHHHHHHHHHH!!!!!!
- <*sigh*>
- Don't do it... please... Everything can work. Just read this:
-
- Command & Conquer will work beautifully in Windows 95... and if you want to
- play it over the Internet, get KALI or ihhd(they will work great if you set
- them up right)
-
- I have a 486/66 16 megs of ram with a 2meg video card, and this is how I got
- it all to run in Windows 95:
-
- Making Command & Conquer run in Windows 95
-
- 0. make sure you have emm386.exe noems running in your config.sys
- make sure there are NO numbers after noems
-
- 1. Create an icon that shortcut's to C&C's RUNGAME.EXE file
- a. Start Explorer
- b. find RUNGAME.EXE
- c. Right click on it and left click on Copy
- d. Goto your desktop and right click and left click on Paste Shortcut
- e. Click on the icon. Then click on the text "Shortcut to Rungame"
- Type what you want it to be and hit enter.
-
- 2. Edit the C&C.EXE program properties
- a. Start Explorer
- b. find C&C.EXE
- c. right click on it
- d. choose Properties...
- e. click on the PROGRAM tab
- i. click on the Advanced... button
- ii. make sure MS-DOS mode is not checked
- iii. make sure Prevent MS-DOS-based programs from
- detecting Windows IS NOT checked.
- iv. Make sure NOTHING at all is checked.
- v. click on Ok
- f. click on the MEMORY tab
- i. make sure everything is auto
- ii. make sure Conventional memory is Protected
- iii. make sure Uses HMA is checked
- g. click on the SCREEN tab
- i. Usage = Window / Initial size=default
- ii. Make sure both setting in Window are checked
- iii. Make sure Fast ROM emulation is checked.
- iv. Make sure Dynamic memory allocation IS NOT checked.
- h. click on the MISC tab
- i. Uncheck everything except for the Windows shortcut keys
- ii. Idle sensitivity slider should be all the way Low.
- i. Click on OK
-
- 3. Goto the Control Panel
- a. Click on the Start Menu
- b. Choose Setting
- c. Click on Control Panel
- d. Double click on System
- e. Click on the Performance Tab
- i. click on the File System tab
- ii. click on the CD-ROM tab
- a. Set Supplemental cache size to Large
- b. Optimize access pattern for : Whatever speed your CD-ROM is
- c. Click on OK
- iii. Click on OK
- f. Close Control panel and reboot if it says to do so.
-
- 4. Double click on the icon you created on your desktop.
-
- 5. Play Command & Conquer!
-
- If it doesn't work, read the error messages. Modify your config.sys or
- autoexec.bat file. Search around in control panel and experiment. It's not
- working because you have something that isn't set optimally... not because
- Command & Conquer or Windows 95 "sux". Your settings suck, that's all there
- is to it. Learn how to set up your system. Learn how to CONTROL your system.
-
-
- Using Command & Conquer with KALI!
-
- 0. Set up KALI (you're on your own here, I'm not the KALI expert)
- a. Create a batch file that executes the dialer. Call this DIAL.BAT
-
- 1. Create and icon that shortcut's to your ppp or slip dialer.
- a. Right click on your desktop and choose New and click on Shortcut
- b. In the Command line, enter C:\WINDOWS\COMMAND.COM
- and click on Next
- c. For the name, put Kali Session (DOS)
- d. Click on Finish
-
- 2. Edit the Icon's Properties.
- a. Right click on the new icon you created and click on Properties
- b. click on the PROGRAM tab
- i. Change the Working to whatever directory you keep Kali in
- For example: Working: C:/Kali
- ii. Change batch file to DIAL.BAT
- iii. Click on Advanced...
- iv. Make sure NOTHING is checked here
- v. Click on OK.
- c. click on the MEMORY tab
- i. make sure everything is auto except for Initial Environment
- Make Initial Environment = 1024
- ii. make sure Conventional memory is NOT Protected
- iii. make sure Uses HMA is checked
- d. click on the SCREEN tab
- i. Usage = Window / Initial size=default
- ii. Make sure both setting in Window are checked
- iii. Make sure Fast ROM emulation is checked.
- iv. Make sure Dynamic memory allocation IS NOT checked.
- e. click on the MISC tab
- i. Uncheck everything except for the Windows shortcut keys
- ii. Idle sensitivity slider should be all the way Low.
- f. Click on OK
-
- 3. Double click on your new icon and you should be able to connect
- to a Kali server and run C&C. Make the Window FULL SCREEN
- to speed things up.
-
- If it doesn't work, try to figure out where you have a conflict or error. I
- spent days tweaking my system to get my programs to work. I have never said
- "Windows 95 sucks". Instead I say damn!!! I need to figure out how this thing
- works and configure it right! I wish I had more time, then I'd be able to get
- all my DOS games to work with Windows 95.
-
- Problems occur for a reason... and more than likely it isn't because "such &
- such sux!" Everybody's machine is different.. different hardware, different
- controllers, different amounts of ram... video modes, etc...
-
- I have helped many people successfully get their C&C and KALI working in
- Windows 95, and I am tired of trying to think of what is wrong with the other
- person's machine... especially when they are on the other side of the world
- and we are communicating through email or on the irc.
-
- Like I said, I have spent days tweaking (playing around with configurations
- and rebooting a million times) my system to get C&C to work with KALI.
-
- If this Document doesn't help you, you need to spend some time figuring
- things out on your own or you'll never learn.
-
- Hope this helps,
- jet@aloha.com
- http://www.aloha.com/~jet
-
- *10-4* How can run C&C off my hard disk?
- ===========================================
-
- ROGER'S NOTE: I wasn't sure whether or not to include this, but since there
- are plenty of legitimate reasons why you would want to do this, and because
- it's a frequently asked question, I have.
-
- Running C&C off the HD:
- step 1: install C&C like normal
- step 2: copy all the files from the root directory of the CD-ROM into
- the
- directory you just installed C&C into.
- step 3: now copy the general.mix file from the other CD-ROM into this
- directory as well (rename the first one before doing this).
- step 4: before playing C&C, make sure you have the general.mix file
- representing which side you want to play (I use gdi.mix and
- nod.mix as the filenames and rename one to general.mix
- depending on which side I want to play).
- ** step 5: **
- Instead of typing C&C to start, type in C&C -cd<path> where path is the
- full path to the C& directory. ie.- If you installed C&C to c:\games\c&c,
- start the program by typing in:
- c&c -cdc:\games\c&c
- Notice that there is no space.
-
- You no longer have to have the CD-ROM loaded to play c&c. This takes up a
- little under 30M if you omit the video and music files.
-
- ==================================
- -SECTION THREE- MISSION STRATEGIES
- ==================================
-
- -------------------------------------
- CHAPTER [11]: What is a mission tree?
- -------------------------------------
-
- When playing C&C, sometimes you will be given a choice of countries to
- fight over. The hierarchical listing of these choices and the possible paths
- one may take is described as the mission tree.
-
- Andrew Griffin (buggy@adam.com.au)
- About the mission path, it seems that (for some countries), if there are
- multiple arrows into the same country, clicking on a different arrow will
- bring a different map layout.
-
- If you look at the option screen (press ESC from the game), above the
- version number is a group of numbers that represents which mission this is.
-
- [11-1]: GDI mission tree
- ===========================
-
- Andrew Griffin (buggy@adam.com.au)
-
- [4EA][5EA] [15EA]
- [1][2][3EA][4WA][5EB][6][7][8EA][9][10EA][11][12EA][13EA][14][15EB]
- [3EB][4WB][5WA] \---[8EB] [10EB] [12EB][13EB] [15EC]
- [5WB]
-
-
- [11-2]: Nod mission tree
- ===========================
-
- Andrew Griffin (buggy@adam.com.au)
-
- [6EA][7EA] [13EA]
- [1EA][2EA][3EA][4EA][5][6EB][7EB][8EA][9EA][10EA][11EA][12EA][13EB]
- [1EB][2EB][3EB][4EB] [6EC][7EC][8EB][9EB][10EB][11EB][12EB][13EC]
-
-
- -------------------------------------------
- CHAPTER [12]: I'm stumped! Can you help me?
- -------------------------------------------
-
- [12-1]: GDI missions
- =======================
-
- [12-1-1]: GDI Mission 1, Estonia
- -----------------------------------
- Objective: Use the units provided to protect the Mobile Construction
- Vehicle. (MCV) You should then deploy the MCV by double clicking on it. Then
- you can begin to build up a base. Start with a Power Plant. Finally, search
- out and destroy all enemy Nod units in the surrounding area.
-
- [blank]
-
- [12-1-2]: GDI Mission 2, Estonia
- ----------------------------------
- Objective: Defend your position, deploy the MCV, then build a sizable force
- to search out and destroy the Nod base in the area. All Nod units and
- structures must be either destroyed or captured to complete objective.
-
- Build the MCV next to the barracks. Build a power station. Build a 2nd
- barracks. Crank out 20 to 30 minigunners. Group the minigunners into groups
- of ten. Scout the surrounding area using one of your hummers, but do not
- engage the enemy. If you come across soldiers, run your vehicle to your
- infantrymen to drag the enemy into an ambush.
-
- When attacking the base, it is best to form a two pronged attack. Have
- 1/3 your men attack from the west, and 2/3s of your men attack from the
- south. Move your engineers behind your main force. Have them capture the
- construction unit, the refinery, and the powerplant.
-
- Do not capture the refinery until the enemy harvester has returned to
- unload. This way, you capture the harvester as well.
-
- Destroy the remaining structures save for one tiberium silo. Build two
- more tiberium refineries, and tiberium silos as needed. You want to harvest
- the map clean of tiberium. Once all the tiberium is harvested, sell all the
- buildings for cash, and destroy the last remaining silo to finish the
- mission. You should end the mission with over 20,000 credits. Half of these
- funds will transfer to the next mission.
-
- [12-1-3ea]: GDI Mission 3ea, Latvia
- ---------------------------------
- Objective: Build up forces to destroy Nod base. Once all Nod SAM sites are
- neutralized then air support will be provided to combat obstacles such as
- turrets. Destroy all units and structures to complete the mission objective.
-
- [blank]
- [12-1-3eb]: GDI Mission 3eb, Latvia
- --------------------------------------
- Objective: Same as previous
-
- [blank]
-
- [12-1-4ea]: GDI Mission 4ea, Belarus
- -------------------------------------
- Objective: Nod has captured classified GDI property. You must find and
- retrieve the stolen equipment. It is being transported in a shipping create.
- Use the new APC to strategically transport infantry through Nod forces.
-
- Mark Willoughby (willocds@te.rl.ac.uk):
- :On the left of screen, there is a sea, but no Construct.Yard machine...
- :Then Nods comes and kills me, I've got only 2 APC, 4 grenadiers and
- :machinegunners. When reinforcements will come ?
-
- Explore in one turn, scrap the mission and start again.
-
- Load up the APCs and sprint for the base. De-bus south of the river, and
- try to take out the tank and the troopers. Once this force gets trashed, use
- the reinforcements to mop up the rest of the troops, and steal the crate
- back.
-
- Take advantage of the extra range the APCs have to avoid the Nod troops
- where possible. Hopefully once you get trashed in the first attack, the
- Noddies try to launch a counter attack which you sidestep, and fulfill your
- mission.
-
- Not too much fun this mission IMO. Although I did use this quick and
- dirty strategy.
-
- Lemming (lemming@globalone.net):
- I didn't unload my APC at all. Just loaded 'em up, and run like hell to
- the Nod base, tag the carton, and that's it.
-
-
- [12-1-4wa]: GDI Mission 4wa, Belarus
- ---------------------------------------
- Objective: Same as previous
-
- [blank]
-
- [12-1-4wb]: GDI Mission 4wb, Poland
- --------------------------------------
- Objective: Nod is moving to capture and hold a civilian town. Your mission
- is to reach the town first and hold off invading Nod units until GDI
- reinforcements can arrive. All invading Nod units must be destroyed.
-
- [blank]
-
- [12-1-5ea]: GDI Mission 5ea, Germany
- ---------------------------------------
- Objective: A GDI field base is under attack. They have fended off one attack
- but will not survive another. Move to the base, repair the structures and
- then launch a strike force to destroy the Nod base in the area. Destroy all
- Nod units and structures.
-
- James Chiu (hcbus003@huey.csun.edu)
- Harry F. Harrison (harryh@teleport.com)
- :Level 5: What a pain in the $#$#! to finish. I thought it was standard
- :Dune defense, then offense strategy, but the computer comes with waves
- :at you. Try this: blockade your right entrance (to your camp) with
- :4+ turrets (should be sufficient, as computer rarely sends tanks to
-
- If you build near the hills, they only have a small opening to attack
- you with. You can get away with 2 turrets.
-
- One of the first things I build is a second harvester in this mission. I
- am usually able to do it just as the first patch of tiberium is gone. By the
- time I am ready to attack, I will have 4 harvesters going, with one about
- dead. :)
-
- :hat you have to destroy the buildings AND all of the units. I thought
- :of an interesting solution. I send a Hum-Vee through the "middle" of
- :the camp, which bore a path through it. Then I followed this with a
- :very fast APC containing two engineers and some grenadiers. Target two
- :important structures next to each other: the construction yard and
- :the refinery. Without a refinery, no Tiberium, without a construction
-
- Go in from the upper right side, you can capture the hand of Nod very
- easily there. Engineers are very useful, I was able to take over all the
- enemy buildings, a great plus when getting the silos.
-
- [12-1-5eb]: GDI Mission 5eb, Germany
- ---------------------------------------
- Objective: Same as previous
-
- [blank]
-
- [12-1-5wa]: GDI Mission 5wa, Germany
- ---------------------------------------
- Objective: Same as previous
-
- See [12-1-5ea].
-
- [12-1-5wb]: GDI Mission 5wb, Germany
- ---------------------------------------
- Objective: Same as previous
-
- [blank]
-
- *12-1-6*: GDI Mission 6, Czech Republic
- ------------------------------------------
- Objective: Use a GDI Commando to infiltrate the Nod base. **** ** destroy
- the ******** so that the base is incapacitated. Get in, hit it, and get the
- **** out.
-
- Andre Pang (ozone@zip.com.au)
- Easiest way I found to do this (and it was very easy!) is after the
- Chinook arrives, land to the left of the village/flare. With the commando,
- march him up and left in the pass, so you enter the base from the left. The
- AI should start sending many troops to attack the Chinook, and your commando
- will probably get hassled by a light tank or Nod buggy. There is one SAM site
- southwest of the base by itself; get your commando to take it out, then send
- the Chinook in to pick him up, and drop him off inside, to the left of the
- base (the chopper can just withstand two shots from the one SAM site in the
- southwest corner of the base). Run up and right, and blow up the airstrip.
-
- Matt Ho (matt@romulus.internex.net)
- Take out the SAM site on the island to get your transport off. Have the
- commando run around the edge of the map and take out the infantry and SAM
- sites on the edge. Bring your transport to your commando by following the
- path that the commando made. Send your commando at the base. A ton of
- troops will start pouring out. Pick off the lead infantry to give yourself
- more time and then run like Hades. The tanks and buggies should come out
- to chase you. Send the transport in to extract you.
-
- Once you're airborne, fly into the enemy base toward the top edge. A
- SAM will probably peg your transport a few times ... ignore it and go on ...
- Drop the dude down and have him dash for the airstrip (or whatever it was ...
- I forget) and nuke it.
-
- David Hulet (d.hulet@ix.netcom.com)
- It's best to work north then east once you cross the river in your
- transport chopper. Jumping from location to location in the chopper also
- works well to confuse the patrolling buggies. Once in the base what ever
- building you take out will not be there for the cleanup mission. It's best
- to take out the tiberium refinery. AI does not rebuild and
- so Nod runs out of money quickly!
-
- [12-1-7]: GDI Mission 7, Czech Republic
- ------------------------------------------
- Objective: Previous mission objective not complete. Airfield was to be
- targeted. New objective: Build up a base and Destroy remaining Nod structures
- and units. Reinforcements will be provided.
-
- Rick Murray (hrmiii@ct.net)
- Once reinforcements land, proceed due north, continue past the first
- tiberium. You will find another field. Establish your base just south of the
- field. Build guard towers(mostly on the north side of the base) and hoard
- your forces on the south side of base. The towers will handle most all that
- the NOD will send your way. You will need to destroy the gun turret, which
- can be found by following the northernmost boundary. After you have destroyed
- the turret, use what ever you have left to attack the north wall of the NOD
- base. The purpose at this point is just to open up an easier route of attack.
-
- After building a considerable amount of forces, I used 6 tanks, 5 APCs
- mostly with grenadiers, 4 Hummers, and about twenty grenadiers on foot. Stage
- your forces north of the tiberium field which is to the east of the base.
- Send in the Hummers first. Set two outside and just north of the main
- entrance to the base and the other two. Use the hole you made in the wall and
- send to the center of the base mostly as a diversion of sorts. Do not
- immediately attack the Hand of Nod. Time it out where the tanks and APCs
- follow the Hummers through the hole. Dispatch two APCs and foot soldiers to
- dispatch the tanks within the compound( your route of entry leads directly to
- their parking area). Send the rest of your force on around north and attack
- the airfield and power plants in this area. This strategy seems to reduce the
- amount of resistance encountered while attacking this base.
-
- [12-1-8ea]: GDI Mission 8ea, Austria
- ---------------------------------------
- Objective: UN Sanction has cut funding to the Global Defense Initiative.
- Field Units are helpless. Use the repair facility to keep your units in the
- field long enough to destroy the Nod base in this region. All Nod units and
- structures must be destroyed.
-
- Tim Hardy (drtmh01@nt.com)
- If this is the mission I am thinking about, I found a technique that is
- extremely effective and easy, and I haven't heard it mentioned yet. If you
- clear out the meager troops straight above the base, then all the way to the
- top and over to the left, you'll find a cliff overlooking the Nod base
- (you'll also be able to kill most of the SAM sites). From this cliff your
- rocket launchers can pound the heck out of his airfield, several silos, and
- the Hand of Nod, as well as the infantry he tries to mass there. The cool
- thing is he never figures out how to get to your rocket launchers. You can
- kill every single one of his mobile forces and ability to produce mobile
- forces without losing any of your units. Then can just walk in the base with
- bells on.
-
- Jason Thomas (hiro@mill2.millcomm.com)
- That's the same thing I did. I think the AI wants to stay close to home
- because its base is under attack, but once you destroy the airstrip, no more
- vehicles. Once it's all gone, you can leave one rocket vehicle up there and
- about ten bazooka guys, and just blast the crap out of anything that gets
- built as it's coming up. Also humvees are pretty good against infantry so you
- can keep one of those up there to provide machine-gun support. I wasted
- about 3 hours playing this mission and dying, before I discovered this
- technique. In Aikido and other "soft" martial arts, there's a principle of
- never meeting force with force. In other words, when the enemy attacks, you
- should let your forces fall back a bit to surround and absorb. In attack,
- don't keep hammering a strong point, but use recon to find enemy weak points
- and then strike hard. It's a lot easier in the long run than just throwing
- cannon fodder into the meatgrinder.
-
- *12-1-8eb*: GDI Mission 8eb, Slovakia
- ----------------------------------------
- Objective: Dr. Moebius is establishing a Hospital to treat the civilians in
- the region who are falling ill due to exposure to Tiberium. Protect Moebius
- and the civilians. Eliminate Nod presence in the area.
-
- Move all units to the southwest. The village is there. There are large
- tiberium fields to the northeast and northwest that you can mine. Build MCV
- in the clearing north of village, past the bridge.
-
- Build sandbags around the blossom tree in the village to keep the Nod
- paratroopers from wrecking havoc. Also sandbag off the eastern bridge
- entrance to the village. Paratroopers land there also.
-
- Andre Pang (ozone@zip.com.au)
- You might have to blow up some of the tiberium (with the rocket
- launchers) to the east of the village, since a couple of the stupid civilians
- tend to wander off into that area and commit suicide. Make sure to repair
- your rocket launchers regularly in this mission, as you can't build them.
-
- [12-1-9]: GDI Mission 9, Hungary
- -----------------------------------
- Objective: Take out Nod turrets along shore so Gunboats can move in safely
- on the Nod base. The Nod base must be destroyed. If gunboats can get in, they
- should be able to destroy the base with no difficulty. Keep an eye out for
- the new weapon Nod is rumored to be working on.
-
- Dave Glue (deaveacg@interlog.com)
- In mission 10 (the one with the first appearance of the laser obelisk),
- I beat their base by basically using 4 humvee's and 2 APCs of engineers. I
- used two hum-vee's to map their base, then used 2 more and filled 2 APCs with
- 3 engineers each. The 2 humvees went in first and drew the enemy away, and
- when they would out of line I drove my APCs in, unloaded the engineer's and
- took their airstrip, construction site, and sold some silo's for my own
- profit, as well as providing some infantry to keep tanks and other guys busy.
- Then I started making a mass of gun turrets and destroyed their own base from
- the inside out.
-
- Engineer's and APCs boys, and hum-vee's for their speed and ability to
- attract the enemy. That's the secret. Then again, we'll see what happens in
- mission 12.
-
- [12-1-10ea]: GDI Mission 10ea, Slovenia
- ------------------------------------------
- Objective: UN funding has been re-established. You now have access to a new
- aircraft, the Orca. This unit is to be used to scout out the immediate area.
- Destroy all Nod presence in this region.
-
- Dan Nguyen (dann1@chop.isca.uiowa.edu)
- First deploy your construction yard a little in the southwestern area
- (not too close to the turret). Quickly sandbag the little opening between the
- plateaus...this will seal off 80% of the attacks.
-
- Start building, and deploy every building you have to the eastern
- direction as to get closer to the huge tiberium field. Send your humvee to
- find all the turrets and send your grenadiers to destroy them. After
- creating a fairly stable base near the tiberium field, sell your refinery
- when the harvester isn't in it, and make sure you have enough to rebuild it.
- Do this three or so times so you can roll in the tiberium.
-
- Send a humvee to explore everywhere else, and soon you'll encounter the
- enemy base. Send your Orcas to attack the turrets that block your path, and
- then attack the base to reveal the SAM sites. Send a couple humvees to scout
- the interior of the base...to locate any other SAM sites (there is a total of
- 4or5 in this mission) and any other targets. Build an APC or just send 10-15
- grenadiers to take out the *northern* turrets of the base (Watch out for the
- obelisk), and the SAM site that is at the northeastern end. Build about as
- many Orcas and helipads as you can...forget about vehicle factories (DO build
- a comm. center and repair building), and attack the SAM sites.
-
- Here is a strategy to kill the SAM sites easily. Use the CTRL-# combo to
- make two groups of 4 Orcas. Send them both in to attack a SAM site. Once
- the SAM site takes a pot shot at an Orca, send the group that the wounded
- Orca away (Wait as long as possible so you can get more hits)...the other
- group will continue pounding away. If you do this, you will only have one
- half-wounded Orca. There are two/three SAM sites in the base...and two on
- the southern plateau. The SAM sites in the base won't be rebuilt, but the
- ones on the plateau will...so as soon as you destroy the SAMs on the plateau,
- land an Orca there to prevent it from rebuilding. As soon as you destroy the
- SAM sites...use the Airstrike along with your Orcas to demolish the
- Construction center. From then on, just send in your Orca teams to level the
- base with no casualties.
-
- You will have a problem with money, since you are building many Orcas.
- Once your field gets used up, use the tiberium field near the town as your
- source...since it takes so long to get there, your income will be small...so
- conserve money the best you can.
-
- Robert "Crash" Cullen (74040.1627@compuserve.com)
- I think this mission is the most fun of the entire bunch. Pretty easy
- too. Start by securing your location in the upper left hand corner. Get your
- power station, barracks and refinery up ASAP. Produce a few grenadiers, and
- bazookas, and take out the NOD forces on the ledge behind you. Good job.
- Now put them on guard duty. Get three guard towers up to guard the left
- pass. Build a weapon factory, and repair bay, then the Comm. station. Keep
- building grenades and bazookas for guard duty. You should be mining the
- tiberium out of the upper right hand corner of the map.
-
- By this time, you should have the upper third of the map under your
- control. Build a second harvester. Now you are ready to build a second power
- station and 4 helipads. Add a bit of sand, and guard with 3 towers on the
- right pass.
-
- Position secure, let's go find George and Gracie. Produce 2 Hummers and
- explore like crazy. Once you have two thirds of the map explored, start
- sending the choppers to take out the turrets. Stay away from the lower third
- of the map with the choppers, or you'll get waxed by SAMs. Explore as much
- of the NOD base, (lower third) as possible with the hummers. Your hummers
- won't survive, but hey, you're over it. Besides, revenge is just around the
- corner.
-
- By this time, you should control 2 thirds of the map. Cool. Now the
- fun begins. Start building tanks. Lots of them. 20 in all. Your Tiberium
- is probably running out in the upper right hand corner, so start harvesting
- out of the lower left side. With your 20 tanks, take the left pass down.
- You will need to stop short and regroup. Stopping at the 2/3 point worked
- for me. Now move the group to the lower left hand corner. The reason for
- stopping and regrouping is simple. Moving down that pass strings your forces
- out like a bunch of Christmas tree lights. If you were to move into the
- base one at a time, you wouldn't stand a chance. Especially against that
- Obelisk.
-
- Now you have a group of tanks across from the NOD base. Don't just sit
- there....ATTACK!!!!!!!!!!! Move the group in and take out that Obelisk
- first.
-
- Next, move the group all the way to the right and take out the
- construction yard. Next the airfield, and finally the Hand of NOD. Now lets
- pillage this village. The nice thing about so many tanks in such a small
- area, is that the soldiers have nowhere to run. It's splat city everywhere
- you turn, and I suggest you turn a lot. Blow up everything in sight. Don't
- even think about engineers or taking over buildings in this one. Game over,
- You've won. Now wasn't that more fun than listening to Black Sabbath at
- 78???
-
- [12-1-10eb]: GDI Mission 10eb, Romania
- -----------------------------------------
- Objective: Same as previous
-
- see [12-1-10ea].
-
- [12-1-11]: GDI Mission 11, Greece
- -------------------------------------
- Objective: Intelligence operative, code-name Delphi, has info on Kane and a
- new bio-research laboratory. After landing on the beach here in Corinth move
- north to make contact with him. Nod will attempt to stop you. You must reach
- Delphi!
-
- Bill Seurer (BillSeurer@aol.com)
- First, immediately follow the coast to the right. Ignore the turrets.
- You'll run into a tank but your 6 grenadiers should handle it without a
- problem. Follow along the cliffs to the right (they wind a lot) until you
- hit the crops. Set up your base there.
-
- Send the 6 grenadiers slowly to the SE. There are some bazooka guys
- just across the river. Kill them and move just far enough to see the fields.
-
- Build a refinery first, then a Weapons Factory, then a Barracks. Build
- tanks and APCs as fast as you can. Line them up diagonally NW of your base.
- You may want to build a sandbag line out a bit and build a couple of guard
- towers too. Build a repair platform ASAP. Repairing a tank is a *LOT*
- cheaper than building a new one.
-
- You'll be faced with hoards of flame-thrower guys at first. It is
- impossible to defeat them without tanks backed up by APCs or guard towers.
- Their flames don't hurt tanks much and the APCs will chop
- them up. Put a few infantry in front of the line of tanks and APCs if there
- are still some alive.
-
- After a while the attacks will die down a bit. Send an APC across the
- river to the NE and explore that area. You'll see the Nod base up on the
- hill. Move the APC up to where it can fire at the SAM site and let it hammer
- away. Yes, it won't really do anything, just leave it though.
-
- This will trigger another flood of Nod attackers. By now you should
- have 4 or 5 tanks and a like number of APCs. Line them up with tanks in
- front in a line straight south from the river just south of the Nod SAM site.
- You will slaughter the Nod guys as they come. I find
- putting a few grenadiers in front works even better but they do tend to get
- toasted.
-
- **IMPORTANT** Be sure to cycle your damaged vehicles back to the repair
- depot.
-
- Take any extra tanks you are producing to where you left the APC and
- kill the SAM site and any adjacent buildings. The computer will kindly keep
- building new ones for you to kill. Keep at them. The
- buildings are power sites and once all three in your range are shot up the
- Nod base will start to fail.
-
- Gradually move the line to the west until you start seeing the Nod
- harvesters and your tanks shoot at them. This will trigger another Nod wave
- which by now will be a piece of cake to slaughter. Your tanks will kill off
- the harvesters quite handily and they rumble past.
-
- Eventually you will notice that the attackers are reduced to a dribble
- of infantry. Now is the time to attack! Sell off all the buildings of your
- base and rush the dozens of infantry that will produce up to the "front".
- Load them in the APCs. Send one humvee or APC to run all the way through the
- Nod base and spot things. It may get toasted by one of those laser towers.
-
- ATTACK!
-
- Send all your tanks against the laser tower and mix in the APCs with the
- trailing elements. Once the tower is gone unload the infantry and attack
- whatever Nod units show up with the infantry and APCs while the tanks hammer
- at the Nod barracks and airfield. Once those are gone it's all over but the
- mop-up. I sent in once APC full of engineers that took over 5 buildings
- (which I immediately sold).
-
- I build a couple of Orcas but didn't find them that useful in this
- scenario. 4 more tanks would have been much better.
-
- What a minute, where's the guy you'll supposed to rescue? He'll appear
- on a plateau in the NE corner once all the SAM sites are gone. A transport
- chopper will appear to pick him up.
-
- And what about those turrets by where you first entered? Ignore them.
-
- Orin Thomas (orin@connexus.apana.org.au)
- Set up your base in the middle left hand side of the screen (just below
- river. That way you only have 2 flanks to defend against. Then harvest the
- Tiberium field directly below you. Then go absolutely sick and build a chain
- link fence from the right side of your base all the way to the river below.
- This gives you freedom. The Noddies don't seem to want to
- crash through fences. I used this to annex most of the map. (build fence, use
- Orcas to clean it out, add to your area :-)
-
- More expensive but it reduces the casualties :-) Then you have an almost
- limitless supply of TIBERIUM to go and build Orcas. Have you seen what you
- can do with 30 Orcas to a Nod base. Sick! :-)
-
- Jeb "Oz" Vegas (oz@cris.com)
- There is a town and a couple of Tiberium fields in the south east corner
- of the map. Setup your camp there. Then you have only two flanks to protect.
- Go Defensive, until you get about 6 Orca built. With the Orcas, take out the
- Nod harvesters. 6 Orcas can do it in a single sortie. Build Bazookas and
- Grenadiers early on to setup a defensive screen against the flame-thrower
- units. Then hang on until you manage to fry several of the harvesters. From
- there I just took out the base piece by piece. I had harvesters and the Nod
- did not...just a matter of time.
-
- *12-1-12ea*: GDI Mission 12ea, Albania
- ----------------------------------------
- Objective: A GDI base is under siege in this region. Dr. Moebius is trapped
- in the base. Move in, grab Moebius, and then a transport helicopter will be
- sent to you. Get Moebius into the transport. Make sure that there are no SAM
- sites in the area or else the transports will be useless.
-
- David Tong (David.Tong@Eng.Sun.COM)
- This one is actually very easy. Repair everything, then send all your
- forces except the APC to the bottom left corner. Cross the river, then head
- North to the bridge.
-
- Park the Mammoth north and to the east of the bridge.
- Park the APC next to it.
- Park the Rocket Launcher south and to the west.
- Park the medium tank on the bridge.
-
- Eventually a harvester will come to try and cross the bridge. If it's to
- the north it realizes that it can't cross, so waits to the west, within
- range of the rocket launcher. Destroy it. After you destroy a harvester NOD
- will send a tank or two and a few bazookas. The tanks and APC makes
- mincemeat of them. Repeat this until he stops sending harvesters (he can't
- afford them).
-
- In the meantime, build 5 engineers. Sell the hospital and the heavy
- weapons factory. KEEP THE REPAIR UNIT. and use it often. Send the troops
- round to the bridge.
-
- When you're ready, advance the mammoth slowly until you can see the
- wall of the base. Make holes in it. Now send all the grenadiers and
- minigunners against the left hand obelisk. It will fire a couple of times,
- and then he will sell it! Kill the troops who come out of it. Now do the same
- thing to the right hand obelisk.
-
- Use your tanks against his vehicles, and send in the engineers. From
- then on it's a mopping-up exercise. Take out all the SAM sites (there is one
- in the top right hand corner) and the chopper will come.
-
- [12-1-12eb]: GDI Mission 12eb, Bulgaria
- ---------------------------------------
- Objective: Same as previous
-
- Kevin McQuire (kmcguire@omni.voicenet.com)
- There may very well be a more elegant way to do it, but I sold off all
- of my buildings, built as many tanks and engineers as I could afford (plus
- the bonus cash crate up near the northernmost SAM site) and then charged the
- Noddie base en masse, concentrating on getting my engineer-laden APC near
- enough to capture the construction yard, the hand of Nod and their tiberium
- refinery. By the time this had happened, I had taken out the Nod death rays
- and their units. The only thing you need to take out are
- the SAM sites, though.
-
- Jeff Powell (powellj@crd.ge.com)
- That's what I did. One APC full of minigunners to draw the death rays
- while the 2nd APC full of engineers shot around the airstrip and unloaded
- without taking a hit. From there it was a race for the construction yard and
- the hand of Nod. Sold the yard immediately, started repair and flamer
- building on the hand. Piece o' cake.
-
- NRA1775@ix.netcom.com
- The key to scout with your hummers. Don't worry about the turrets your
- faster than their shots just look out for the laser towers. Make some tanks
- and hummers after they stop attacking your base ( don't leave the base until
- this happens your guard towers make quick work of tanks and infantry when
- backed up by your vehicles) and go to the very top of his base with about 3
- or 4 tanks and maybe 2-3 hummers and an APC ( with some engineers). At this
- point blow away the wall then hammer the powerplants with you tanks. He will
- send infantry to stop you but your hummers should keep them away from the
- tanks. Once the power stations are down roll the APC into the base and take
- over stuff and sell it.
-
- Make sure you keep repairing your vehicles don't lose any!!!! There is also a
- money crate in the top left corner near the SAM site and the turret.
-
- Once all SAM sites are down GDI will send another chopper.
-
- Also use your Mammoth tank as the point tank since after battles it will heal
- itself to half way.
-
- [12-1-13ea]: GDI Mission 13ea, Yugoslavia
- --------------------------------------------
- Objective: Delphi's info decoded and Kane has been found. He is overseeing
- experiments at a Bio-research facility in this area. Destroy facility while
- we have him cornered. Build an Advanced Communications center to access the
- new Ion Cannon. It will greatly assist you in your objective.
-
- Howard McGee (avatar@hunterlink.net.au)
- Level 13ea was the best level in the game. I started out by moving
- everything from the south east corner to the south west corner. I built my
- base there. Then I quickly got 2 harvesters going. Then built comm. and
- advanced comms. The barracks and weapons factory. Then a third harvester.
-
- By this stage I was earning more money than I could handle. I built a
- large force then took the small base above me. I captured his refinery and 4
- silos(when full). Sold them he rebuilt them I captured them again. By
- continually repeating this I was able to build 10 advanced comms. and still
- have 60000 dollars. With the endless supply of $$$$ I built a sandbag wall
- to lock him in his own base. Blasted him with ion cannon and rockets. Till
- I walked through his base with bells on to mop up and destroy the research
- base. The mission took over 7 hours but scored over 1100 points. I loved
- this mission.
-
- [12-1-13eb]: GDI Mission 13eb, Yugoslavia
- --------------------------------------------
- Objective: Same as previous
-
- [blank]
-
- [12-1-14]: GDI Mission 14, Yugoslavia
- ----------------------------------------
- Objective: We have learned the path of evacuating Nod forces. They are
- moving through this valley. Cut them off so that they can't rejoin the main
- force. Attack and destroy all the vehicles in the Nod convoy.
-
- Joe Pantuso (jpantuso@usit.net)
- :I cleared the WHOLE map as far as I can tell, I killed about 2
- :invisible tanks, and a whole bunch of mobile artillery, and couple units
- :coming south from the canyon.. The map is clear, no visible units
- :I let it sit for about 30 min. and nothing happened..
- :I scouted the whole map about 10 times now, nothing there! Sigh.. How
- :long do I have to wait on this mission?
-
- You missed some stealth tanks. There are at least four.
-
- Tan Tot Lit (isc30236@leonis.nus.sg)
- :: When I played GDI 14 there were three stealth tanks, two a bit left of
- :: the lower right and one in the area left of the upper right.
-
- :I destroyed seven Stealth tanks... one in the West, four attacked me while
- :my force was in the crossroads and one was in the north-east corner
-
- I knocked out five. Two in the south east, the other three attacked me
- in two sorties in the east.
-
-
- [12-1-15ea]: GDI Mission 15ea,
- --------------------------
- Objective: The Temple of Nod has been located. We are sure Kane is there.
- Destroy him, the temple, and any other remnant of Nod that exists there. Nod
- has been rumored to have completed its own nuclear device so it's do or die
- time. Let's do it!
-
- (marvin@global.co.za)
- Wow, did you have the frustration of running out of Tiberium in the last
- stage of GDI? Well, consider the problem solved.
-
- In the last stage, Nod always have a little section of base for silo. It
- is usually lightly guarded with only 2 turrets and maybe 1 stealth tank. At
- the start of the game harvest as usual to build up a nice base to fend off
- the invading Nod. After you have enough force to take out those turrets I
- mentioned above, build an APC and have 5 engineers in it.
-
- With you first force take out the guards and the north wall of the "silo
- compound". Then leave for home otherwise it will attract more Nod tanks. Wait
- until the silo fills up and then send your engineers in carefully. Once you
- take over a silo, sell it so it's easier for the next engineer to take over
- the next silo. Before you know, you have about 8000 units of tiberium to
- build some mammoth tanks. Be sure you have some silo ready otherwise you'll
- waste all those effort. There is more. Once you sell their silo. They'll
- rebuild it so that we can take over again. Isn't it just so thoughtful of
- them. :)
-
- Those newly build silo only take one full harvester to fill it up. (What
- kind of motherless harvester do they have??) All you have to do is to repeat
- the trick ....forever. I even sold my refinery. Before I attacked their base,
- my base was already bigger than Nod's. (and you know how big their base is!)
- I even had a nice parking lot for all those tanks that I build and all those
- harvester that 'retired'. With about 25 mammoth tanks and 25 SSM's, I believe
- anyone can pulverize the Nod base in less than half an hour.
-
- There's one more thing, I attacked Nod from the north. I don't know if
- other directions will have the same situation.
-
- [12-1-15eb]: GDI Mission 15eb,
- --------------------------
- Objective: Same as previous
-
- Robert A. Hayden (hayden@krypton.mankato.msus.edu)
- On that final mission, engineer-steal the power plant and hand of Nod,
- and then park an infantry right in the place where the obelisk would pop
- up. the computer is stupid and won't build with you standing there, and
- won't build somewhere else.
-
- Brian Cornett (alecbravos@aol.com)
- The key to this level is endurance and patience; along with some quick
- mouse clicking. I must have played the first twenty minutes five times before
- I was able to get everything set up and not lose my Construction Site. The
- key is the very beginning.
-
- SETUP
- First, when your MCV is unloaded, drive it immediately to the left edge
- of the screen. When your tank comes ashore, immediately put it between the
- construction yard and the flame tank. Not right in front of the MCV. Away
- from the MCV. Keep the flame tank away from the MCV. Once the flame tank
- begins to move toward the MCV, start moving it toward the bridge on the
- northeast corner of this little island. There will be two NOD bazooka
- infantries. Use the MCV to run over them. Once this is done, drive the MCV
- over the bridge and then left.
-
- DEPLOY and begin building your base in the following order: Power plant,
- Refinery, Communications Center (CC), sandbags, Advance Guard Towers (AGT),
- and Advanced Communications Center (ACC).
-
- Place the AGTs on the Northern and Eastern sides of your base. Use
- sandbags to build them away from your Base. The Eastern AGT should be placed
- on the northeast corner of the bridge. Sandbag across the bridge and
- disregard the island. (You'll find out why later.) Sandbag in the rest of
- your base leaving only space for the harvester to get in and out right by the
- northern AGT. Also, build a 3/4 concrete barrier around the AGTs in order to
- protect them from flame tanks. Make sure to repair them continuously while
- engaged in battle; especially when fighting flame tanks.
-
- This is the point where your options begin to open up. If you can
- control their flow around your base, then you can slowly begin to expand
- outward. I decided to build a second Refinery to get the harvester and then
- sold the Refinery. Build a silo instead. they're cheaper. Keep building your
- power plants as well. The AGTs don't work without adequate power. Once you
- have enough money, build the Advanced Communications Center (away from your
- Construction Site). Sell your old CC. Let the clock start ticking.
-
- After you build your ACC, build your barracks. Now your probably
- wondering why up to this point, I haven't built a Barracks or a Weapons
- Factory. Well, I didn't need either until I decided to go on the Offensive.
- Just prepare yourself with AGTs for their onslaught. Build one more AGT in
- the northeast corner of your base, and just be patient. When your harvesters
- are attacked, just move them back in and watch the AGTs do their job. Then
- go back out and harvest until there is nothing left in the Tiberium Field
- just north of the
- base. This is when you have to begin to take control.
-
- Now build your Barracks and your Weapons Factory. Then build one to two
- (1-2) APC and ten (10) grenadiers.
-
- Tell your Harvesters to stay put for moment. Use the mini gunners you
- got out of the Refinery and the CC and explore the area to the north and
- north east. Don't explore to the East yet. Begin placing sandbags north along
- the bottom of the ridge you'll uncover running north from the northeast side
- of your base. Then when the ridge turns right, run the sandbags east along
- the bottom of the ridge. When the ridge turns south keep running the sandbags
- east until you sandbag across the valley. Sell all those sandbags except for
- the ones running across the valley and a few at that corner of the ridge
- where you make the first turn right. Once you kill the turrets and remaining
- units inside this area with your roving grenadiers in APC(s), you'll have
- control of 1/3 of the screen, and 1/2 the tiberium; and NOD forces cannot get
- in. The sandbag defense works very well and continued to work well throughout
- the mission.
-
- THE SOUTH BASE
- Once you have control of these areas, it is time to move East. If you
- have not uncovered the south plateau, then their base will not be built yet,
- and it will be time to strike. Fill an APC with Two engineers, one technician
- from the sold buildings, and two Grenadiers. Drive your APC and a harvester
- directly east, and then take the first turn South. Then drive west to the
- northwest corner of the plateau and let your grenadiers stand guard. Place
- the tech on the northwest square as previously mentioned. Move the Engineers
- to the south and wait. While you're waiting, have the harvester eat a path
- through the tiberium so that you can build sandbags east. When the Fist of
- Nod sprouts up, take it over. Now build a wall running from the Fist east
- until you close off the opening to the plateau. Now take over the power
- plant.
-
- Now, sandbag north until you reach their southwest base and sandbag them
- in. Now you have control of over half the map, and there is a HUGE tiberium
- field in the southeast corner. Take out that south turret and it's yours.
- (After I took out the turret, I went and sold all the walls except the ones
- that would keep my harvesters from taking their usual "long cuts" in front of
- their obelisk. Then I built a refinery right below their base. They never
- touched it.)
-
- Now build 2 APCs worth of engineers, 10 grenadiers and three Mammoth
- Tanks, and about 6-10 Orcas. Keep blasting the infantry they keep building
- with the Ion Cannon. You can take out up to nine (9) grid squares or 45
- infantry at a time. Just think of those thousands of credits they keep losing
- every time you knock out a platoon of engineers. I couldn't stop laughing
- from this point until the end of the game.
-
- THE SOUTHEAST BASE
- So easy.
-
- SAVE the GAME.
-
- Knock out the obelisk with the Ion cannon. Build a sandbag and place it
- where the obelisk was. They won't build it back. SAVE. Kill the two turrets
- at the front of the base with the Mammoth Tanks. SAVE. Now, build a AGT and
- place it inside their compound on the northwest corner. Build another. Run
- the Mammoths into the center of the compound and run your engineers in
- behind. SAVE. Take over everything. Don't sell anything. Place the other AGT
- right beside the Fist of GDI. PROTECT AND DEFEND. SAVE. Take out that
- Northeast SAM
- site inside the compound with the tanks and grenadiers and brace for his
- first NUKE. SAVE. If you don't like where the nuke hits (it's got to hit
- somewhere), then just like Dune II, you can restart and it will hit somewhere
- else. If you're a purist then accept wherever it hits and go on. If you do
- things right, you won't lose another building until the end of the game.
-
- Building a Repair Bay in the middle of GDI base 3 makes an ideal repair
- station on the way into battle.
-
- Now that you have two hands of NOD, it makes building Engineers much
- quicker. Also, use that Airfield to build those new GDI Recon Bikes! Map out
- the area using three bikes at a time so that you can continue on mapping if
- the remaining three obelisks get one or more of your bikes. You will find if
- you can get to it, a Construction Site in the extreme northeast corner of the
- screen. This will become your base 4
-
- THE NORTHEAST CONSTRUCTION SITE
-
- Sandbag north until you get to the front of their base. Sandbag them in.
- Now clear the area of turrets, tanks and SAM sites with your Orcas and
- Mammoths. Repair and repeat. There is one hidden turret that you'll have to
- park an infantry on once you destroy it.
-
- Now fly your Orcas up to the northeast corner and take out the turret.
-
- Build three more recon bikes, an APC and five engineers. Drive up to
- their base and use the recon bikes as fodder while the APC sneaks by. Blast
- the obelisk with the Ion Cannon right when the APC goes by. Now head for that
- construction site and power plant. If any bikes survive (they will
- immediately rebuild the obelisk), then send them up as guards. Build another
- Fist of GDI and build six engineers. Load up the APC and drive them along the
- very top edge of the screen until you reach the silos. Don't drive down to
- them until you're at the end away from the north central obelisk. Park at the
- left end and just take all of them over. You'll get about 8,000 credits from
- them.
-
- THE NORTH CENTRAL BASE
- Now build four Mammoths and move them to the ridge below their southwest
- wall of the north central base. Blow the wall, the SAM site, and the
- airfield. Sandbag from their front gate over to here and build a Fist of GDI,
- and two guard towers. Build five mini gunners and seven engineers. Move the
- mammoths around to the southeast corner of their base outside the range of
- the obelisk. Run the mini gunners toward the obelisk and get those engineers
- into those power plants. Sell them and kill the obelisk. Build some guard
- towers and plant them out in front of their Fist. Now take everything with
- engineers, and kill the other obelisk on the north east corner. Blow up the
- remaining obelisk in the northwest corner with the Ion Cannon and destroy the
- Temple of NOD. Leave the other building for now. Take over the power plant.
- Blow up the SAM sites. and then sell everything except your infantry and
- vehicles. All the walls -- everything except for the tiberium silos. Then
- blow up the last building and watch the cool preview of C&C2.
-
- [12-1-15ec]: GDI Mission 15ec,
- --------------------------
- Objective: Same as previous
-
- [blank]
-
- [12-2]: Nod missions
- =======================
-
- [12-2-1ea]: Nod Mission 1ea, Libya
- -------------------------------------
- Objective: In order for the Brotherhood to gain a foothold, we must begin by
- eliminating certain elements. Nikoomba, the nearby village's leader, is one
- such element. His views and ours do not coincide, and he must be eliminated.
-
- [blank]
-
- [12-2-1eb]: Nod Mission 1eb, Libya
- -------------------------------------
- Objective: Same as previous
-
- [blank]
-
- [12-2-2ea]: Nod Mission 2ea, Egypt
- -------------------------------------
- Objective: GDI has kept a stranglehold on Egypt for many years. Set up a
- forward attack base in your area. To do this you must double click on your
- Mobile Construction Vehicle. (MCV) From here you can begin to build a base.
- This area contains plenty of Tiberium, so establishing the base should be
- easy.
-
- [blank]
- [12-2-2eb]: Nod Mission 2eb, Egypt
- -------------------------------------
- Objective: Same as previous
-
- [blank]
-
- *12-2-3ea*: Nod Mission 3ea, Sudan
- -------------------------------------
- Objective: GDI has established a prison camp, where they are e detaining
- some of the local political leaders. Kane wishes to liberate these victims.
- Destroy the GDI forces and capture the prison, do not destroy it.
-
- Andre Pang (ozone@zip.com.au)
- Easy mission after finding the enemy base! Send in some decoy units to
- his base (Nod buggies), and walk in three or four engineers behind them. At
- least one engineer should make it to the prison safely, and the moment it's
- captured, mission accomplished.
-
- [12-2-3eb]: Nod Mission 3eb, Sudan
- -------------------------------------
- Objective: Same as previous
-
- [12-2-4ea]: Nod Mission 4ea, Chad
- ------------------------------------
- Objective: GDI is attempting to relocate a village of sympathetic civilians.
- Intercept the convoy and destroy it. It is imperative that the villages be
- totally destroyed, as a lesson to any other natives who may oppose us.
-
- [blank]
-
- *12-2-4eb*: Nod Mission 4eb, Chad
- ------------------------------------
- Objective: A small village friendly to our cause has been increasingly
- harassed by GDI, and the Brotherhood wishes you to assist them in their
- efforts. Seek out the enemy village and destroy it. The event will be
- disguised as a GDI attack.
-
- Peter Hearty (hear0330@mach1.wlu.ca)
- : I'm stuck in NOD Mission 4, where you have to destroy an enemy
- : village, and you just have a couple of buggies, three mots and some
- : infantry. How do you deal with those grenadiers ?
- : They always kill my people really effectively - how do you solve this
- : mission ???
-
- I solved it by going really slowly. Advance slowly, and while no enemy
- troops are around, send one buggy to the closest enemy, and then return to
- where all of your men are. Then kill it. Keep doing this, they have no way
- of rebuilding vehicles or men, so if you just fight everybody on your side
- against one or two of their men, then you can beat everyone and have no
- trouble destroying their village.
-
- [12-2-5]: Nod Mission 5, Mauritania
- --------------------------------------
- Objective: Our brothers within GDI tell us of A-10 strike jets scheduled to
- be deployed here soon. Our suppliers have delivered new Surface to Air
- Missiles to aid you. Use the SAMs to defend your base, then seek out their
- base and destroy it.
-
- Fabrice Timmermans (ftimmerm@belgium.attgis.com)
- First of all, don't build SAM sites immediately, they are slow and not
- at all useful (you will just need to build one at the end to end the
- mission). Build your base in the southeast corner of the map, go for a
- refinery, hand of NOD and airstrip.
-
- Go ahead and explore the map to the west with your buggy. One big point,
- SCATTER your troops in groups no bigger than three or four units because off
- A-10 strikes !
-
- If you follow the road to the west, you will come across a bridge. Go
- north along the edge of the map and at the top a little east. You will arrive
- just near his construction yard. Send your four recon bikes while building
- new ones and hammer the yard to dust !
-
- He will probably send one heavy tank after you so if you can, protect
- the bikes with light tanks. OK yard is out of business so no more
- construction! Time to take his base piece by piece.
-
- From your base, follow the eastern edge of the map to the north. You
- will eventually cross a small tiberium field. There head west. You will
- arrive near his base just near his construction yard. Send a tank and an
- engineer. Launch the tank in the middle of the base to attract enemy fire and
- take the construction yard. Sell it immediately to build more tanks or bikes.
- OK, no more GDI vehicles !
-
- You can now send a massive assault to the base and kill the remnants of
- GDI forces
- or send more engineers to capture the rest of the base.
-
- One strange thing happened to me in this scenario : when I have sell
- back the GDI construction yard, I was still able as NOD to build APCs !!!!!
- So, one more raid of engineers was enough to win. Before destroying the
- latest GDI building, build a SAM site and the scenario is finished.
-
- [12-2-6ea] Nod Mission 6ea, Ivory Coast
- ------------------------------------------
- Objective: GDI has imported a Nuclear Detonator in an attempt to sway a few
- local political leaders. Penetrate the base and steal the detonator. A
- chopper will be sent to meet you at a designated landing zone. Look for the
- landing flare once you have stolen the device.
-
- I had the light section (the one with the recon bike) attack the
- sandbags of the base and create openings. I launched a two prong attack, my
- tanks from the left, and my light section from the north, using the gaps in
- the sandbags to enter in from the northwest. I my cycle blow a gap in the
- fencing, and had a tank pick up the nuke. I boogied to the pickup site by
- going south and following the ridge.
-
- [12-2-6eb] Nod Mission 6eb, Benin
- ------------------------------------
- Objective: Same as previous
-
- [blank]
-
- [12-2-6ec]: Nod Mission 6ec, Nigeria
- ---------------------------------------
- Objective: Same as previous
-
- Brian Hassink (brian.hassink@nt.com)
- : How the heck did you pass mission 6? (The nuclear device retrieval) I
- : can't even get NEAR the base? Is there something I'm missing out on?
- : Mission 5 was a pushover for me, but I get slaughtered in 6... this is
- : some great imbalance....
-
- After a few initial failures, have figured out how to win it. Of these
- missions, mission 6 has been the hardest so far (I finished it with just one
- remaining unit who almost died because I had to force him across the Tiberium
- field to reach the helicopter).
-
- Here's what I did...
-
- It took several tries, but I managed to cross the bridge and arrive at
- the northeast corner of the map with most of my units (leaving the Engineers
- back in the southeast corner).
-
- I now took this surviving group and walked them along the ridge at the
- top of the map to the northwest corner, and then south. I then opened fire on
- the GDI buildings with the Bazooka men. This cause the AI to send its men out
- of the base and up along the way I came in. As his men came in, I ran my
- tanks up and down squishing them. This was far more effective than trying to
- take them out with gun and tank fire.
-
- Eventually you'll bleed off most of his men and you can move your group
- back around to the base entrance. Use the tanks to take out the towers (and
- place a man where they used to stand or the AI will
- usually replace them). You'll now have to clean up any residual units in the
- base and can also bring up the Engineers.
-
- Take over any GDI buildings you want, or simply grab the crate and head
- for the helicopter.
-
- Now that I think about it, doing a quick assault on the base entrance
- and sneaking your Engineers through into GDI buildings may be a better
- solution. You could hopefully grab the refinery, power plant, and barracks
- and be on your way to producing more units.
-
- *12-2-7ea*: Nod Mission 7ea, Gabon
- -------------------------------------
- Objective: The Brotherhood has located a huge field of Tiberium in the area.
- The nearby village has laid claim to the field. Eliminate the villagers, as
- to prevent any infection of our own workers. GDI forces are reported to be
- minimal, so elimination of them is of secondary importance.
-
- Fabrice Timmermans (ftimmerm@pobelgium.belgium.ATTGIS.COM)
- The goal of the mission is to kill all villagers (by the way, you can
- destroy all buildings also) and eliminate GDI forces (only scientist they
- say! Ah, Ah, let me laugh !!) At the beginning your are north of the first
- part of the village. Just destroy everything in sight there is no opposition
- there. Use your two tanks to scout ahead (you have only one path possible
- between two ridges) but back them with your bazookas. Your will arrive soon
- to the second part of the village (south of it is the GDI base). There also
- destroy any buildings north of the church for the moment (if you go south,
- you will attract GDI forces).
-
- Cross the bridge and you will have access to the remnants of a NOD base.
- Repair what you can and go for a hand of NOD and construction yard as soon as
- you can. For the moment, don't go for the money crate south of the church
- because it will trigger a massive GDI attack. West of the church and a little
- south, there is a power plant and a hospital. Take them with your two
- starting engineers and sell them so you can borrow a little cash. Now,
- fortify your positions north of the bridge by moving all your units there and
- build tanks and bikes. Be careful to protect also your west flank because it
- is possible to cross the river a little west of the bridge.
-
- When you feel confident enough to withstand a GDI attack (grenadiers and
- tanks), send a suicidal unit to take the crate (it's suicidal because you
- will be in the fire range of two guards towers). With that money, you can
- build another harvester. After that, repel each attack by running over the
- grenadiers crossing the bridge and stay north of the river. Keep building
- tanks (you can also build a buggy or two to recon his base). I've waited then
- that he runs out of tiberium and I've destroyed his harvester as he tried to
- cross the bridges. He has then launched nearly all his remaining forces and I
- have then sent a massive assault on his base to destroy all in sight. His
- last move was to send an APC with engineer at my base but if you keep there
- one tank or bike, you can easily defend it.
-
- [12-2-7eb]: Nod Mission 7eb, Cameroon
- ----------------------------------------
- Objective: Same as previous
-
- [blank]
-
- *12-2-7ec*: Nod Mission 7ec, Central African Republic
- --------------------------------------------------------
- Objective: GDI have left themselves open to the deadliest weapon of all,
- information. Our spies tell us the GDI base in your area contains an advanced
- attack helicopter, the Orca. Steal this weapon, then fly to the nearby
- village and destroy it. The attack will be blamed on GDI.
-
- Andre Pang (ozone@zip.com.au)
- The hard part is clearing out all the infantry surrounded at the
- barracks, they're the whole reason engineers can't get through. You have to
- send in your tanks (the second group) to the base and take out at least the
- barracks, after this is done, piece o' cake. Walk all your units in from the
- north of the base in one huge group, placing an engineer somewhere around the
- middle. They should make it safely since the guard tower aims for the first
- troop that comes in and not the engineers. Then, just capture the helipad.
-
- Brian Hassink (brian.hassink@nt.com)
- : When I sent the engineers into the ORCA installation, they came
- : right back out. Much to the amusement of the few remaining GDI gunners
- : who promptly killed me good. Don't tell me I needed all 4 engineers to
- : complete the mission?! DOOHH!!!
-
- I had this happen as well. What I ended up doing was moving the Engineer
- around to the other side and entering the structure from the bottom.
-
- Some advice for this level...
-
- Use the cluster of vehicles to bleed away enemy units from the GDI base.
- I ended up rolling them along in a row, and using the recon-bike unit to lure
- enemy units to their death. Attacking the GDI harvester is a very good way of
- getting him to send his units out of the base.
-
- As for the squads of men, I space each man out so that the grenades and
- tank fire from the GDI don't do collateral damage to nearby units. Generally
- I don't use them until I've almost completely drained the GDI base of units
- with the vehicle group.
-
- Once the GDI base is drained, use your tanks to eliminate the machine
- gun towers from a distance. It may take a little time, but it'll save you a
- lot of grief. Once the towers are gone, send in the engineers and grab the
- Orca. You can use your other engineers to grab the other GDI buildings (hint:
- Don't grab the refinery until the harvester is in it).
-
- OK, you've got the Orca. Next thing is to get rid of that pesky patrol
- boat. If you don't, your Orca may get hit by its missiles. For this, I took
- all my remaining units (you can build more if you captured the other GDI
- buildings) and lined them up along the shore. A few tanks are usually enough
- to take out a patrol boat.
-
- Now that the boat's gone, send the Orca after the lone GDI Bazooka unit
- in the village. You need to take him out first or his missiles will kill the
- Orca and you lose the mission. The Orca will fire off missiles automatically
- and return to the helipad to reload. It takes a few trips to kill the
- Bazooka, and several more to wipe of the village.
-
- *12-2-8ea*: Nod Mission 8ea, Zaire
- -------------------------------------
- Objective: Since we are low on troops, you will have to make use of all
- available resources. Locate the abandoned GDI base in the area and restore it
- to operational status. Once that is done, use GDI's own weapons against them.
- Be sure that no GDI forces remain alive.
-
- Andre Pang (ozone@zip.com.au)
- The key to this mission is engineers. Take out any units/structures
- which can cause damage to a transport helicopter, send in a small attack
- force, then while they're distracting the enemy, send in the transport
- helicopters with the engineers. Target the construction yard, barracks and
- weapons factory in that order.
-
- Jay 'PyRo' (jkw7063@osfmail.isc.rit.edu):
- I sold the old base, made flamers transported three flamers, and two
- engineers. That was all I needed. That was a pretty simple mission. If you
- think that's hard... boy do you have a thing coming. Just wait till the 12
- and 13 mission... damn ION Cannons and bombers!. And those 'missile towers'
- don't help your stealth tanks at all.
-
- [12-2-8eb]: Nod Mission 8eb, Zaire
- -------------------------------------
- Objective: Same as previous
-
- Douglas McCreary (dark@ix.netcom.com)
- I found that the civilian church on this level is hiding a crate worth
- $3000. Discovering that fact really helped me solve that level.
-
- [12-2-9ea]: Nod Mission 9ea, Egypt
- -------------------------------------
- Objective: GDI is attempting to retake Egypt. Use every available resource
- in your efforts to stop them. The populace has once again swayed in support
- of GDI forces, so show no mercy in dealing with the villagers.
-
- There is a Nod base in the southwest corner of the map. Use your
- commando to get to your bazookas, killing all soldiers along the way. Stack
- your bazookas in a line in front of the bridge they are near. Make your
- commando run to the edge of the plateau and get the Hummer to attack. Place
- your commando behind your line of bazookas, and wait to demolish the Hummer.
- Gather everyone up into a single group by the engineers. Move everyone south
- across the bridge, and through the valleys until you get to the base.
-
- You're on your own from there.
-
- [12-2-9eb]: Nod Mission 9eb, Egypt
- -------------------------------------
- Objective: Same as previous
-
- John C. Price (doctor23@iglou.com)
- Well, here's the Doc's Guide to GDI Base Bashing.
-
- i) Build up a strong defense.
- You heard me. Defend FIRST. Why? Because any assault on a CPU base must
- destroy the construction center, or it accomplishes nothing, so you need a
- hellacious attack force. Throw up a few turrets and an Obelisk if you can
- afford it. SAM bases are mostly useless, but if you build enough of them, the
- CPU will get scared and bomb your harvesters instead (they'll survive, but
- keep 'em in good repair). Once your defenses are up, you have as much time as
- you want, because you're invulnerable. The computer is just too dumb to mass
- an assault force, so it sends in wave after wave of unsupported infantry and
- the occasional tank. Just have a flamer guy standing around and you'll have
- no problems.
-
- ii) Pick your plan.
- a. The Rommel Attack:
- This revolves around building a slew (15-20) light tanks and roaring in
- through the enemy's front gate, blasting the bejesus out of everything. The
- tanks take an incredible amount of damage to kill, so odds are you can wreak
- so serious havoc before you die. Again, the construction base MUST die, or
- the CPU will just rebuild all you knocked out. Note: Since tanks SUCK against
- infantry, you might need a couple of flame tanks.
-
- b. Flame On:
- As the name implies, this tactic revolves around flame tanks. Build a
- horde (at least 10, because they're lightly armored), and a few light tanks
- as damage sponges. Send in the light tanks to draw fire, then charge the
- flame tanks at any advanced guard towers (they'll cause too many casualties
- if allowed to live). The flamers do HELLACIOUS damage, so the towers should
- die rapidly. Next, everybody goes after the construction base, with one or
- two tasked to kill the hordes of infantry pouring out of the barracks. If you
- get the construction base, you've won, regardless of your losses, because you
- can just rebuild your attack force and attrition him to death since he can't
- rebuild his lost defenses.
-
- [12-2-10ea]: Nod Mission 10ea, Angola
- ----------------------------------------
- Objective: GDI is developing an orbital weapon. Our spies have told us of a
- large lake near the location of the R&D center. Find the base, and use the
- sniper to eliminate their scientist.
-
- Marcus Augustus Alzona <marcus@octopus.net>:
- This took me awhile to find, but in the end it was easy. You start on
- the (lower) left edge of the lake with just units(Tanks, infantry, commando,
- artillery, buggies, flametanks). Save the commando. Move your units north,
- eliminating units as you go. eventually, near the top-right edge, they'll be
- a land-bridge south. Follow that. You'll come to the outside wall of the
- GDI base - the most important thing here is that you can ignore it - try to
- stay clear of the gun tower. If you stick to the right and go south past the
- base, there is a smaller sub-base past the base to the south, with the
- scientist in reach if you have a commando or a tank left.
-
-
- [12-2-10eb]: Nod Mission 10eb, Tanzania
- ------------------------------------------
- Objective: GDI is developing a new, heavily armored tank. Our spies have
- located the GDI R&D base. Use your small strike force to locate and penetrate
- the center. Be sure to destroy the tanks in the base and the factory.
-
- J. Willig (j.willig@student.utwente.nl)
- Use your commando to mislead the two tanks and than walk down to the
- right until you can cross the river. walk to the left (watch for grenadiers)
- and pass the bridge on the left side of the field. Wait for the mammoth tank
- to pass and run across the other bridge (where the tank came from) and use
- the left bridge to enter the base. destroy the tanks and factory and get
- ready for the next thrilling animation
-
- *12-2-11ea*: Nod Mission 11ea, Namibia
- -----------------------------------------
- Objective: GDI has captured one of our technology centers. You must
- recapture the base and recover the stolen information. Our forces in the area
- don't have time to find a way across the river, so you will have to control
- the two forces separately.
-
- Andre Pang (ozone@zip.com.au)
- Great mission this! After finding your base, immediately build two power
- plants directly to the east of your communications center, then sell your
- comm. center (build it later, it's not needed now) and build an Obelisk.
- Watch it toast the two guard towers, then build a refinery and get your
- harvester to lure his tanks surrounding the tiberium field to your laser.
-
- The AI tends to try to approach your base from the top (the cliff). Keep
- a commando along the bottom of that cliff; he just takes out all the infantry
- that wander around that area, which can number into the 50's.
-
- Tyler Novak (harl@yar.cs.wisc.edu)
- Andrew Ellsworth (arel@cec.wustl.edu)
-
- There is a much easier way to deal with the guard towers. Don't ignore
- your southern troops. I worked my southern troops westward until they reached
- the civilian village. This is rough because you have to time things with the
- gun boat because if it catches you it will tear you to shreds. The only
- thing you have to sure of is that one of the artillery pieces survives.
- Nothing else matters as your infantry and other units become worthless once
- you secure the southern part.
-
- Actually, that's not the case (about all units but artillery being
- worthless).
- Read on...
-
- Now work your northern forces down toward the river and have your
- commando map the guard towers. First map the first one then have your
- artillery take it out from across the river then map the second one and do
- the same. This way you don't have to worry about taking fire from the
- towers. Then run the engineers in and capture those buildings.
-
- But watch out for the harvester and the gun boat. One of the first things I
- did after securing the base was set up ~3 turrets along the river to guard my
- front door and to destroy that annoying gun boat.
-
- The strategy I used for killing the damn gunboat was quite simple: pull
- all of your armor units back out of range of the gunboats, and move your
- bazooka/minigunner infantry up to the river, so that the gunboat will sail
- past them. As the gunboat passes, the infantry will pound away at it, but
- get this: it won't shoot back! I guess it doesn't consider the infantry to
- be much of a threat...
-
- So if you have the patience, just have your men sit by the river, and
- they'll tag the gunboat each time it passes by. After about 5 passes it'll
- be toast. *then* move your artillery up and pound those towers into
- nothingness.
-
- Oh, and you'll find a nice surprise in that civilian church, if I
- remember correctly...to the tune of a $2000 crate. Maybe those southern
- forces aren't so useless after all...
-
- Believe it or not, in the last 5-6 Nod missions, almost every civilian
- church you see will have one of those money crates in 'em. It's worth the
- sacrilege...
-
- [12-2-11eb]: Nod Mission 11eb,
- --------------------------
- Objective: Same as previous
-
- [blank]
-
- [12-2-12ea]: Nod Mission 12ea,
- --------------------------
- Objective: Somewhere in this area there is a GDI Advanced Communications
- Center. Inside this center are the firing codes for their orbiting Ion
- station. The Brotherhood must have these codes. Capture the center and
- retrieve the codes, do not destroy the center.
-
- Chee Hui (cheehui@aztech.com.sg)
- In this mission, you need to capture the advanced comm. base where you
- started off with a mobile construction yard, two recon bikes, two Nod buggies
- and a light tank.
-
- The main problem is that the surrounding area in your vicinity has no
- tiberium fields so you need to cross the bridge to build the yard there.
- Unfortunately, 2 Mammoth tanks are stationed at the bridge.
-
- Here's the trick. If you recon the area, you will find it's actually a
- nice square loop. Select 1 recon bike and ask it to target the further
- Mammoth tank on the bridge while you stationed the rest of your forces just
- outside of the edge of this square. Once the Mammoth tanks start attacking,
- run your bike as far away (and from your main force) ASAP towards the loop.
- When the tanks see your mobile yard, they'll turn their attention to it
- instead.
-
- So select all your vehicles (except the bike) and run round the loop to
- keep ahead one step of them always. Since the 2 tanks are now preoccupied
- with your other vehicles, reselect your bike and chase after the 2 tanks.
- Start with the 2nd further tank and shoot his butt black !
-
- Once the 2nd tank got his butt fried, do the same for the 1st tank. Just
- be sure to maintain the rest of your forces beyond the Mammoths' range and
- you'll be all right. The rest of the mission will be fairly routine.
-
- Boy, those Mammoth tanks certainly have no brains.
-
- I actually like this mission because you can just use 1 bike to beat 2
- Mammoth tanks. Talk about the odds of doing that in real combat.
-
- PS: If you think that's tough, wait till the next one.
-
- [12-2-12eb]: Nod Mission 12eb,
- --------------------------
- Objective: Same as previous
-
- See [12-2-12ea].
-
- *12-2-13ea*: Nod Mission 13ea, South Africa
- --------------------------
- Objective: Establish your base, then build and defend the Temple of Nod. All
- GDI forces are to be destroyed. Kane has ordered you to defend the Temple at
- all costs, even your own life. Do not allow GDI forces to overrun you.
-
- Andre Pang (ozone@zip.com.au)
- I think I did this mission in a very unorthodox way. Firstly, notice
- that a transport helicopter lands on the island you start off on. Use your
- engineer to take over it! Later a commando will appear on his own island
- (blowing up that church next to him will give you $7000 by the way), and use
- the transport helicopter to pick him up. If you use the commando to explore
- to the east of your island, he will be able to see the concrete walls of the
- secondary GDI base. That base is guarded mostly by bazooka men along the
- western side of the base, except for two mammoth tanks at the south-west of
- the base - which is a very good drop off point!
-
- Make around 6 or 7 bazooka men, and transport them along with your
- commando to that south-east point of that island. Start pre-building an
- obelisk. Your commando will take out all the troops who come near you, and
- the bazookas will take out the two mammoth tanks which appear (bazooka
- rockets can go over concrete walls, 120mm cannons can't!). After you've
- eliminated the force there, send in an engineer with the transport
- helicopter, take over the repair bay, and place your already built Obelisk
- next to it. Watch it take out all the buildings! The base is now yours, and
- you should be able to take over the weapons factory and barracks, allowing
- you to build mammoth tanks.
-
- Chee Hui (cheehui@aztech.com.sg)
- I won this end-game by doing something incredibly brave (and stupid
- too!). Using my transport helicopter, I filled it with a troop of bazooka
- guys and the one commando dude. I proceeded to land at the left coastline of
- the GDI base at the top.
-
- I unloaded my troops and used my commando to make short work of the
- surrounding infantry. I then attacked the nearby tanks and waited for the
- tanks to roll in. In the meantime, I flew my heli back to carry a full load
- (with the commando of course) of engineers.
-
- Once all loaded up and repaired, my heli landed on the inside wall to
- the left of the weapons factory. I unloaded one of my engineer immediately
- and right away, asked my chopper to take off and return to base for repairs.
- The advanced guard tower station there is a real pain. But it will begin
- shooting at the factory once you took over it.
-
- Once done, my heli took off again and proceeded to land at the same
- place. I unloaded my engineers and took over his barracks immediately and
- started making grenadier units there. I then took over his refinery and sold
- it immediately to furnish my funds while I made grenadiers. Once the guard
- tower is gone, I constructed a line of fence all around to keep out those
- pesky tanks which by then had rolled over my troops. It took 3 successive
- tries before I got this timed right. Phew!
-
- From then on, I literally drained the computer of funds by proceeding to
- take over his refinery (with the harvester) which keeps getting rebuilt next
- to my barracks. I timed my engineer movement just right, so that when the
- refinery is in the earlier stages of building, my engineer was halfway in. I
- then sold off the refinery and the harvester for a handsome profit of about
- 1000+ credits (compared to the price for producing engineers).
-
- Of course, others might say this is stupid but after 10+ takeovers, the
- computer was drained of money. How did you know ? Everything you attack will
- be sold off by the computer.
-
- It took me 3+ hours to complete and the feeling was great because I was
- churning out Mammoth tanks inside their base and using it to destroy their
- nearby yard. And all done without the nuke! 8-)
-
- I literally fenced out the GDIs for my second yard and was harvesting in
- absolute peace.
-
- [12-2-13eb]: Nod Mission 13eb,
- --------------------------
- Objective: Same as previous
-
- [blank]
-
- [12-2-13ec]: Nod Mission 13ec,
- ------------------------------
- Objective: Same as previous
-
- [blank]
- ---------------------------------------------
- CHAPTER [13]: I need help playing multiplayer
- ---------------------------------------------
- see also
- [2-1] INFANTRY
- [2-2] VEHICLES
- [2-3] BUILDINGS
- [2-4] SPECIAL UNITS
- [5-1] SANDBAG DEFENSE
- [5-2] BUILDING BASE DEFENSES
- [5-3] HELP! I'M BEING ATTACKED BY ENEMY..
- [5-4] SUPPRESSIVE FIRE
- [6-1] HOW DO I DESTROY...
- [7] MISCELLANEOUS GOODIES
- [13-1]: What do I do with crates?
- ====================================
-
- *13-1-1*: Stealth technology
- -------------------------------
-
- Rorke Haining (rorke.haining@mccaw.com)
- I'm out of this game, kibitzing a player who never uses Engineers OR
- APCs. Totally not my style. The game gives him an APC to start with, and he
- uses it to explore. I tell him that's a dumb idea, he should use his humvee
- instead, APCs are too valuable to risk losing until you suicide them into the
- enemy bunker with a load of Engineers/Commandos/diversionary troops. He
- doesn't listen. He finds a crate. I say don't touch that crate with your
- APC, you've got a man really close by. He grabs the crate with the APC.
-
- And inside was something I had never seen inside a crate before.
-
- STEALTH TECHNOLOGY!
-
- HE HAS A #@*$&! STEALTH APC!!
-
- AND HE WON'T BUY A SINGLE ENGINEER!!!
-
- What does he do with it? He keeps exploring. He explores a large
- island. Turns out one of his enemies is on that island, and is just now
- moving tanks onto both bridges.
-
- For the rest of the game, he has a wounded, invisible, empty APC trapped
- on an enemies home island, which he eventually just suicides into something
- in an attempt to get it back off the island.
-
- (whimper)
-
- Douglas William Cole (dougc@umd.umich.edu)
- Whoa, I've never gotten a stealth APC, that would be the be all, end
- all, ultimate weapon.
-
- I've gotten a stealth harvester (the little bugger must have just run
- over it himself), a stealth humvee (yay!), a stealth med. tank (oh boy), and
- other stuff. Once, there was this crate that appeared right in the corner of
- my base and when I got it and opened up the stealth technology, it made my
- unit (like a buggy or something), a refinery, a powerplant AND a harvester
- that was in the refinery all stealth! I freakin' had a stealth power plant!
- Whoo boy!
-
- My friend got a stealth Mammoth but I didn't notice it because he had
- like 8 more with it. A stealth Orca would be almost impossible because Orcas
- can't get boxes (you'd have to park an Orca around a box then open it with
- some other unit, I guess). A stealth commando would ALSO totally rule. I
- wonder if he would be visible the whole time he ran to a building to C4 it,
- or just at the instant he attacked it. Hmm.
-
- Andre Pang (ozone@zip.com.au)
- Here's something hilarious. A friend of mine was playing, and a crate
- appeared right next to his three helipads at his base. He sends in a humvee
- to pick it up. Not only did the humvee stealth, but his helipads and his
- Orcas went stealth as well! And what's more, when he used them to attack, the
- Orcas would uncloak, fire two missiles, AND CLOAK AGAIN! The Nod SAM sites
- just went up when they saw them uncloak, and back down when they cloaked
- again, without firing a single missile.
-
- Needless to say, the game was stopped after about 30 minutes due to him
- almost not being able to breathe, rolling around the floor laughing :).
-
- Point is: the stealth technology in crates applies to an area, not the
- unit which picked it up. If you're feeling lucky, drop off a transport
- helicopter or an APC right next to the crate before you pick it up. A stealth
- transport helicopter is almost unbeatable.
-
- [13-1-2]: Units
- ------------------
-
- Douglas William Cole (dougc@umd.umich.edu)
- Units. (All infantry, commandos, flame tanks, stealth tanks, APCs,
- Mammoths, **MCVs**, Chem. warriors, almost everything I guess.
-
- [13-1-3]: Visceroids
- -----------------------
-
- Kevin 'Zaph' Burfitt (zaph@torps.apana.org.au)
- If you open a box and find one of those red blob things, then head the
- unit that opened it towards the enemy base, if it dies, the blob will
- continue to their base, and you can get back to killing them...
-
- [13-1-4]: Explosions
- ----------------------
-
- Not particularly desirable. These come in three flavors. The incendiary
- explosion is roughly equivalent to a bell pepper. The napalm explosion is
- about on par with a couple of chili peppers. The nuclear explosion is about
- equivalent to five jalepenos.
-
- [13-1-5]: Cash
- -----------------
-
- This contains up to 2000 credits.
-
- [13-1-6]: Nukes, airstrikes, ion beams
- -----------------------------------------
-
- Douglas William Cole (dougc@umd.umich.edu)
- One time use nukes, airstrikes and ion beams. My friend said he found a
- box with an ion beam AND a nuke it in, but I'll believe it when I see it.
-
- [13-1-7]: Map modifiers
- --------------------------
-
- Will either hide or reveal or cover all territory on your maps.
-
- [13-1-8] Heal all units
- --------------------------
-
- Joe Bostic (joebwan@anv.net)
- sphere with rings -> heal all units and buildings to full strength
-
-
- *13-2* Offensive tactics
- ===========================
-
- Roger's Note: Much of the information found in Chapter 6 is directly related
- to multiplayer offensive strategies.
-
- Firefox (tnorris@hti.net)
-
- Diversionary Tactics (can be used by both NOD & GDI)
- ----------------------------------------------------
- I have used this strategy successfully in net games as well as against
- the computer:
-
- Build up about 20 minigunners, a hum-vee (or nod bike) and maybe a
- cheapie tank. The idea is to make this force look as convincing as possible.
- Group this "Attack Force" and hold it in reserve.
-
- Build an APC and load it up with 4 engineers and a bazooka (NOT a flame
- thrower, they'll sometimes kill the engineers). Move the APC on the side of
- the map that the enemy's construction yard is on.
-
- Now, with the Grouped Attack Force attack the enemy base from the side
- OPPOSITE of where the Construction Yard, other important buildings are. You
- ARE NOT concerned about what happens to the attacking force.
-
- Just as the force starts to engage in battle and you see the enemies
- troops, etc. running to defend the base, bring in the APC and unload the
- engineers. Take over (in order of priority: Construction Yard, Airbase (or
- Weapons Factory), Hand Of Nod (or Barracks). The enemy will be defenseless!
-
- If the enemy has tanks around his base, build a turret and have it ready
- to deploy as soon as you take over a building, then put it next to it so it
- can destroy enemy forces.
-
- I have successfully used this diversion many times to the disdain of my
- enemy. It works almost all of the time. The key point to remember is that
- your attacking force should be convincing. A mammoth tank in it will convince
- the enemy that the force is REAL and not a diversion and hence will draw all
- his troops to attack it.
-
- In general, use this tactic to draw forces AWAY from something you
- REALLY want to attack.
-
- Harassment
- -----------
- One of my favorite ways to annoy the enemy is to build a bunch of
- Grenadiers/Bazooka's and send them out, one at a time to attack different
- buildings of the enemy base. This really only works if he has not yet built a
- Obelisk Of Light. The enemy will be so preoccupied killing the annoying
- attackers that they won't see (hopefully) your APC or REAL strike force
- attacking his base from another point of the base. This tactic also wears
- heavily on the enemy finances since he is constantly repairing many different
- buildings. Your enemy will be become paranoid and demoralized, THEN you can
- send in the tanks, etc. that you have been building the whole time and wipe
- them out.
-
- Overwhelming Force
- ------------------
- If your enemy has an Obelisk Guard Tower (and hopefully no flame-
- anythings), then build about 40 minigunners and send them to attack his
- Obelisk Guard Tower. The Tower takes so long to recharge that it cannot
- possibly kill off all of the attackers. Also send 1 or 2 off to attack a
- power plant (which makes the enemy rebuilding take just that much longer).
-
- -xxx-
-
- Jason Thomas (hiro@mill2.millcomm.com)
- :I was on the losing end of a game when I got lucky with an APC
- :full of engineers and took most of his base - my opponent promptly resigned.
- :Yes, I won technically, but it felt like a hollow victory. It also places
- :way too much emphasis on that tactic instead of a mix of strategies.
-
- There's no such thing as an unfair tactic. If you haven't arranged your
- defenses so that you can defend against a couple of APCs with engineers,
- perhaps you should reevaluate your strategy. It is, however, a devastating
- assault. Picture this: A few waves of humvees driving parallel to the wire
- to snipe at infantry units. Follow this up with a wedge of medium tanks,
- spearheaded by a heavy if you have it, directed at a turret. Follow this up
- with rocket artillery. Then the APCs with engineers come through. If the
- APCs get through, game over. If they don't, then the defender's base is
- going to be pretty much toast, and his defending forces crushed. Your attack
- force is going to be gone too, but it underscores the principle of attacking
- first.
-
- -xxx-
-
- Don Good (treygood@aol.com)
- From reading the various h2h posts, it appears that most players use a
- defense first strategy. Sorry, but this is not the most effective way to go.
-
- At the outset, you should hunt aggressively for your foes base. Assign
- a humvee/recon bike to a ctrl number, and send it first to one corner, then
- the others. While the unit is in transit, build your base right next to a
- tiberium field.
-
- Your order of build for NOD is powerplant, refinery, Hand of NOD. For
- GDI it's powerplant, then refinery. If you have found your foes base, and he
- has no Helipads yet, then GDI should build the barracks. If your foe has
- Helipads, or Hand o NOD; GDI should build a communications center. The comm.
- center allows you to build Advanced towers, the barracks allows everything
- else.
-
- During this phase, listen for sounds of gunfire. When you here gunfire
- it's your scout being attacked. Do an alt+# to jump to him and thoroughly
- scout out his base.
-
- If he has no SAM's/advanced towers, your in luck, quickly build 2
- Helipads, and 1 powerplant and start attacking his harvester. Meanwhile, if
- your GDI, train to engineers and load them into your APC for an assault on
- his construction yard.
-
- From this point on, your main objective is to build more harvesters, and
- constantly attack his harvesters and powerplants. When a powerplant gets
- knocked out attack his ground units on his base. Concentrate on units which
- can attack helicopters/Orcas.
-
- By attacking from the get go, you force the "base builders" into a
- constant rebuilding mode. If they insist on still trying to build and
- advance their bases they will leave themselves open to further attacks upon
- production. If they try to return the attack, you will have already gained
- significant ground in offensive punch over them.
-
- This strategy is especially effective against the GDI "spider base"
- builders. In the early stages of the game their defenses are too spread out
- to prevent constant air attacks, and too spread out to deal with an
- APC/engineer attack.
-
- -xxx-
- Terminator (termy@challenger.net)
- When playing NOD build a Power Plant, Tiberium Refinery, and Airstrip in
- that order. Don't build anymore buildings. Just keep churning out Recon
- Bikes until you run out of money. You should have about 10-20 bikes now (you
- started with 9999 credits right?). You now have an unbeatable army. Send
- them to destroy the other guy's harvester(s). Usually they won't have enough
- time to put together a defense by then. Your bikes can then just head in and
- blow the bejesus out of them. This tactic works very well and I haven't
- found anything else that can stop it. The only problem is that once you've
- used it on the other poor guy a few times he'll start doing the same thing.
- Then it bogs down to who builds first. :)
-
- Build Power Plant, Tiberium Refinery, and Barracks/Hand of NOD, and then
- build as many helipads as you can. You should be able to gather a nice 5-10
- chopper/Orca force. If the other guy is GDI then you'll usually be able to
- go over and blow their Construction Yard away before they can form a good air
- defense. If the other guy is Nod then they might have made a Sam Site by
- now. Go and blow the Sam Site away. You shouldn't lose one chopper/Orca if
- you sent at least four or five. Then blow the Construction Yard away. This
- really annoys people, and half the time they'll lose self confidence and
- resign.
-
- Make the all famous engineer/APC combo. Before you send them over have
- an Obelisk/Adv. Guard Tower ready to put down. When they capture a building
- put down the Obelisk or AGT right there in there base! If you're NOD keep
- building turrets and put them in their base. Destroy them from the inside
- out. If you're GDI then building a barracks (if you haven't captured theirs)
- and putting it in and building more engineers to capture more buildings might
- be best, since Guard Towers build slower. It's just like cancer. Once it's
- started it can't be stopped.
-
- *13-3* Defensive tactics
- ==============================
- Roger's Note: Much of the information in Chapter 5 directly relates to
- multiplayer defensive strategies.
-
- JB Hall (jbhall@acs.ucalgary.ca)
- Here is a great tip for 4-Player Net Games with alliances. Both you and
- your teammate pick Nod and GDI. During the game (after you've both got
- things rolling) build an MCV each and send 'em across to the other guy's
- base. After that set them up build an engineer and VIOLA!! both of you have
- Nod and GDI capabilities. Sure it's REALLY expensive but well worth it.
-
- With both capabilities, the perfect base defense is:
- -Obelisk
- -2 Turrets (Hum-Vee Killers)
- -Guard Tower (Infantry Killer)
- -SAM Site (Bye Bye Aircraft)
- -Missile Tower (Chews up leftovers)
- Untouchable!!
-
- -xxx-
-
- Jason Thomas (hiro@mill2.millcomm.com)
- Now, what if you had two layers of defense? An outer wall, possibly
- sandbags, with gun turrets, infantry, et cetera. Then, an inner wall of
- chain-link or concrete surrounding your buildings with gun-turrets, grenade
- guys, et cetera. That might help keep the engineers away a bit better. It's
- a legitimate tactic; use it and learn how to defend against it.
-
- -xxx-
-
- Phil Sykes (root@sykic.demon.co.uk)
- Surround your base with guard towers. If an enemy (even an allied one)
- approaches to try and get recon info, waste them. The less they know at the
- start, the more costly it is in the middle.
- Spice harvesters are great to hassle with Orcas.
- Pointers to remember during netgames:
- The computer player ALWAYS repairs structures when they get damaged. The
- same is not true for the humans however.
- Humans may get demoralized and quit if you kill their construction yard!
- Always keep a couple of engineers next to your refinery and construction
- yards - to recapture them immediately.
- Humans have VERY limited money, especially if you've killed their
- harvesters! Those ion cannons are much more useful when repairs can't be made
- and obelisks / guard towers can't be replaced indefinitely.
- Try to cripple your opponent early on by making them spend money on
- repairs and replacements so their 'base-economy' cannot develop.
- If playing against a tech 6 or 7 Nod opponent, wall up your base apart
- from one choke point which should have a guard stationed there who moves out
- of the way to let units in / out. This prevents stealth tanks.
- Never leave your base open anyway - the other guy will be fighting a
- penetration war if he has to get through walls!
- Often, humans will repair their units. Clobber them on the way out if
- you don't like this!
-
- [13-4]: Capture the flag
- ===========================
-
- Kevin 'Zaph' Burfitt (zaph@torps.apana.org.au)
- Playing 4 player Capture the Flag, with Alliances:
-
- The Zaph strategy:
- As soon as the game starts, gear to building fast vehicles
- (humvees/Bikes) and run groups of 3 or 4 into the enemy base, grabbing the
- flag and
- dragging it further away - they wont have the defenses to prevent this in the
- opening stages...
-
- The Anti-Zaph Strategy:
- After forming an alliance with your teammate, run a tank into their
- base, and take their flag. Then drive it a few squares away, somewhere
- convenient and hard to get to!. Now the only way someone can take the flag is
- by destroying your tank (they can't just grab it and run). - have your
- teammate do the same for you!
-
- [13-5]: Various player strategies
- ====================================
-
- [13-5-1]: Aardvark's strategy
- --------------------------------
- Phil Sykes (root@sykic.demon.co.uk)
-
- (1) Get recon on the enemy base as soon as possible.
- Preferably, send all of your recon capable guys out to corners of the
- map to get info on the areas around the base. This saves you enormous hassle
- getting it later on, when it will be needed to detect buildups, aim
- airstrikes / Orcas and mount an attack.
-
- When your guy gets there, offer (verbally or using f1-f4) to make an
- alliance. If you command the respect I do in C&C, they will probably agree.
- Say you will team up and crush the other two (so the other two can here it).
- This will cause them to ally (maybe)
-
- Once you've made the alliance, run all the way round the base (if
- someone else tries to do this to you, unally and whack them). Then set off to
- another base.
-
- (2) Defend your base from recon.
- Put fences up around 'choke points', areas where the base is protected
- by natural features to prevent other people getting in. Put a tank at the
- entrance (and a guard building) to discourage people from getting in. With
- any luck, no-one got a good look round your base.
-
- If anyone did, offer to make an alliance with them - they could be very
- dangerous.
-
- (3) Build more base.
- Put at least two tiberium refineries in, preferably on opposite sides of
- the base. Make sure harvesters have easy access to them, but put them inside
- the fence, or engineers will attack them. Don't worry about defense too much
- at this stage, but be sure to make a
- base that is easily navigable (so troops can get through to defend).
-
- Avoid making 'transport chopper magnets', that is large areas of open
- ground deep inside your base. If you have any, be sure to station a
- minigunner and a bazooka guy to shoot down or mop up any penetrators.
-
- My personal preference is for a fairly open plan base, with all areas
- defended by advanced guard towers or SAMs.
-
- If you're playing NOD, put your obelisks RIGHT next to SAM launchers,
- and preferable within range of two or three SAMs, because this will mean any
- air attack to remove it takes hideous casualties.
-
- Be sure to produce five or six bazooka dudes to plant around the inside
- of the base for SAM cover.
-
- In areas where a tank attack seems probable, place fence 2 squares deep,
- or concrete if you can get it.
-
- DON'T leave huge gaps in your defenses. If possible, only two or three
- squares should afford entrance or exit to your base, and these should be
- defended with advanced guard towers like so:
-
- ************ ************
- *** ***
- G** **G
-
- * = fencing / natural defenses G = advanced guard tower / obelisk
-
- This fencing two deep prevents flame-throwers or minigunners from
- getting
- next to the targets.
-
- (4) Be really evil.
-
- At this point, everyone's base is defended. A frontal assault would be
- suicide and lose you the game, so you have to fight dirty, using attrition or
- psychological tactics or luck to destroy the other three.
-
- Build three harvesters and two harvester plants at least.
-
- If you're GDI, get around five Orcas. Start blowing up harvesters. It
- doesn't take long for the human to feel the pinch. If he gets stuck without
- enough money to build more harvesters, he has to sell units or buildings. If
- you can see areas in the enemy base not under SAM cover, blow them up. This
- works especially well against weenies who build their construction yard right
- at the back, and form a front line to stop enemies.
-
- If your harvesters start to get blown up, complain violently. Protest to
- the other guy, and suggest to everyone that a punitive raid should be
- launched on player X to stop them from being so evil. Also, send a few
- bazooka guys to the spice farms. Orcas aren't much good at hitting moving
- targets, so this is where they are most vulnerable.
-
- If you can afford it - spider base. Build a line of sandbags out to a
- large spice field, and plonk an advanced guard tower or a SAM site (protected
- by a tank). This is an excellent place to mass troops prior to an assault, as
- they don't get pummeled by aircraft (it's also a big target for ion cannons /
- nukes, deflecting the attention away from your base.
-
- If another player looks stronger then you, say so. Explain to the other
- players how it would definitely be best to take this guy down 'I can see
- troops massing in his corner, he's going to attack' or 'I'm sure he's got
- stealth tanks in your base!'
-
- Launch a combined assault. This will undoubtedly remove him from the
- game if you are playing with anyone half decent. Offer to lend 'air support'
- but not ground troops.
-
- Whilst they're doing this - engineer attack their base or blow up their
- harvesters. Chances are they'll be too pre-occupied to notice.
-
- If you're NOD - Stealth tanks! - Sneak em in through enemy defenses and
- mass them in the gaps between his buildings. Go for his construction yard
- first, because once the construction yard is gone, the will to fight can go
- too, and they may resign. Also, use stealth tanks or recon bikes to hunt
- harvesters in packs ;)
-
- Crates are always useful. No matter what you got, say it was a good one
- to your enemies. If you're nod, decloak one of your stealth tanks to make the
- noise, and say it was a stealth APC/engineer/mammoth tank. Make sure you have
- recon all around the map, and periodically scan it for crates. Have a humvee
- ready to go after the crates (be sure to tell an ally what you're doing if
- you approach his base, or he may attack you)
-
- Set up a buffer zone around your base. If anyone comes inside a LARGE
- radius, say 'that (unit) better get out of here or my Orcas / assault
- choppers are gonna whack him'. 'You got 10 seconds - 9 - 8 - 7 (launch the
- Orcas now) - 6 - 5 - 4 - 3 (Orcas attack now) - damn, I can't count.'
-
- This will scare weenie players a bit.
-
- Of course, no treatise on being nasty would be complete without the
- engineer assault. I've already described the best method for this, but after
- a bit more multiplayer playing, the enemy has got wise to these tactics
- (remember - you can target your AGTs and obelisks manually).
-
- So, a few more pointers:
-
- The enemy will whack any APC approaching his base, for sure. (I know I
- would). If he sends choppers up, the APC is in trouble. Guard it with bazooka
- guys, who get out when you're nearly there and march with the APC.
-
- Remember to ally with him in the middle of this. It might confuse him,
- but your APCs won't stop to shoot that way.
-
- Say 'OK . he's turning around now - he was just doing some recon', turn
- him round, and move straight back in again (or attack one of his harvesters,
- to divert attention).
-
- There must be a weak point for the APC to get through. Defenses like I
- have described will chew up APCs and engineers every time without a problem.
- If you've got stealth tanks inside, use them to divert his attention away. By
- the time he notices, it may be too late. Else use an Orca strike to remove a
- gap big enough to get an engineer through.
-
- If there's no way that's going to work, use a chopper. Land it as far
- from SAM sites as possible, and get out four grenadiers and one engineer. Use
- the grenadiers to chew up a power station or two, and send the engineer in.
-
- To defend against this, just put a wall down where the chopper is about
- to land. It has to take off again.
-
- Once you've got the building, sell it. Use the minigunners to get more
- recon, or to attack a building. Don't suicide them into the nearest guard
- tower.
-
- Power: If an GDI enemy runs out of power, send the Orcas in. If a nod
- player does, have a quick engineer attack ready ;)
-
- Always turn your sound down if you know you will lose power (same for
- building nukes/ion cannon/air strikes). Turn in up again afterwards.
-
- (5) Endgame
-
- You got walloped? Had to sell all of your buildings to pay for a few
- units? Got a few guys left (or a mass of minigunners from building attack?).
- Make use of them! Send them to attack harvesters or camp out close to an
- enemy base, inviting an attack (which will cost the enemy dear if you are
- going to try a head on assault - make sure you send the armor in first.
-
- Offer to send any harvesters you have to other people's bases in return
- for air support / backup in an assault. In short, get the other guys to help
- you against the guy that beat you. You may still win!
-
- Everyone else has no money and a load of units which are crap?
- Start building up defenses. Close up entrances you no longer need, and
- plant extra advanced guard towers in. Say 'come on then - finish it off -
- I've got bugger all money left now' and other such things to entice an
- attack. When it comes, mass all units inside the fence and pound away. Two
- advanced guard towers and a wall can kill a virtually infinite number of men,
- especially with money to repair them.
-
- Send up the assault choppers and or Orcas to attack them on the way in.
- you start getting beaten, fall back inside your base a bit more. They
- generally can't prosecute an attack against a multilayered base (units too
- scattered - not enough armor etc.).
-
- HOUSE RULES FOR C&C (+ interesting deathmatch games)
-
- No engineers attacks
- No engineer attacks in the first half hour
- No attacking harvesters (in the first half hour)
- No sending out first minute recon buggies
- No resigning (sell all your buildings and try a head on assault)
- Must resign and abort once beaten (to speed up the game)
- Two on two alliances
- Nod and GDI vs. Nod and GDI (capture allies buildings for a nice mix of
- units).
- Three on one (I've won a few playing the one)
- No bases - 50 units tech level 1
- No bases - 50 units tech level 4
- No bases - 5 units tech level 4 (this is a hoot!)
- Tech levels 6&7 are the most fun to play on.
-
- Use CCEDIT to edit the weapon loadouts for all players.
- e.g.
- Bazookas guys armed with SAMs, cost 700
- Nod recon buggy armed with SAMs, cost 900
- MCV only costs 2000
- Orcas only cost 300, SAMs 400 and AGTs 450 (air war!!!)
- Flame-thrower troops have obelisk lasers, but cost 1200
- Nod buggy and Hummers both have high velocity machine gun, but cost 100
- more.
- Engineers cost 1000
- Everything is half price (this is FUNNY!)
- Everything is one credit (this is SILLY!)
-
- [13-5-2] Joseph's strategy
- -----------------------------
- Joseph E. Bellerose (oz@cris.com)
-
- One can win against any opponent with a Low Tech Strategy. I have
- overrun my opponent with just foot soldiers as the NOD and as the GDI.
- Basically I NEVER build the advanced structures. I put my cash into
- "troopers" or some other low tech capability. My "Chinese strategy" is to
- overwhelm the opponent early on with a combination of grenadiers/flame-
- throwers and a few bazooka and mini-gunner troops. While he is building all
- those fancy buildings I'm sending groups of 12 to 15 troopers at him from
- several different angles. The trick is to attack from two or preferably three
- different directions. This has the effect of inducing the greatest military
- weapon of all...PANIC into the heart of your opponent.
-
- Another favorite of mine is the HELLS ANGELS strategy. I build Recon
- Bikes as fast as I can and nothing else. 12 Recon Bikes can easily overcome
- any Orca strategy and I have rushed the enemy base with Recon Bikes and taken
- out his Construction yard, Vehicle Building and usually 1 or 2 of his Orca
- Pads before the 12 Bikes expire. In the meantime I am building the second
- wave of HELLS ANGELS for the finishing moves. It is amazing to watch 12 to 15
- HELLS ANGELS shred a harvester or a squadron of Orcas. They can reduce a
- couple of Mammoth tanks to scrap iron in a matter of no time at all.
-
- The basic idea is to get there "furstus with the mostus" and to have a
- "second punch" to finish off the enemy after your first attack has caused
- chaos. The money you save by NOT building the fancy structures and going for
- the Wunder Weapons allows you to get there with a killer punch FIRST.
-
- The basic defense against the HELLS ANGELS...Hummers of course. The
- Recon Bikes are lightly armored and the Hummers or Nod Buggy can run with
- them and shred the Bikes quickly as well. So it is a good counter. Of course,
- if you are building all those Monuments to Greatness (Advanced Comm...NOD
- temple etc..) well you are not going to be able to produce too many Hummers
- or Buggies are ya? Hahahahaha
-
- [13-5-3] Kokko's strategy
- ----------------------------
-
- In our small (10 player, local net) C&C group it's become very apparent that
- 1 or 2 refineries and 3-4 harvesters just gets you killed.
-
- As we start with just 3 units, it means you just can't mount a good offensive
- real fast, so we go like this:
-
- start - send fastest unit (humvee/buggy) to explore. Find enemy ASAP as
- mapping the base area helps a lot. at the same time build:
- construction yard->
- power plant->
- refinery->
- refinery->
- advanced power plant->
- troop or vehicle factory->
- some defensive troops->
- refinery->
- (start building defenses and buildings
- in your preferred order)
-
- Usually mid-game we have 3 refineries and 5-6 harvesters.
-
- If you stick to two refs. (or one, for god's sake) you get overrun sooner or
- later as you are out of funds/waiting for harvester while other player keeps
- on building and building...
-
- We also usually frown upon 'hunt the harvesters' strategy, and in 4-player
- game it's simply enforced by the fact that whoever starts to kill harvesters
- (unless they wander into base defenses) usually becomes public enemy no.1 and
- gets killed by the other 3 players :) I wish 'guard' option would work better
- so you could put some bikes or rocket launchers to guard harvesters but as of
- now (at least with bikes) they just prevent the harvester from entering
- refinery unless you manually do so.
-
- It's a shame the areas are so small. 4 times the current size, please. 4-
- player game gets REAL claustrophobic. Real fast. And even with 9999 funds at
- start, you need to use 'low tech' approach or capture one enemy with
- engineers *fast* or you just run out of cash. Too little tiberium for each
- player.
-
- ============================
- -Section Four- MISCELLANEOUS
- ============================
-
- --------------------
- CHAPTER [14]: Tables
- --------------------
- The data in these tables are the result of the hard work of Andrew
- Griffin and Mike Lee. My many thanks to Mike for his initial field
- experiments, and to Andrew for his dedication to cracking that rascally
- game.dat file. What a patient guy! Also thanks to Max Ahston
- (karon@mnet.medstroms.se) for some time to build values.
-
- [14-1]: Armor
- ================
- Unit Armor
- Level Description
- 0 very resistant to anti-armor weapons (rockets and cannons); gets
- chewed up very quickly by machine guns.
- 1 recon bike is equipped with this.
- 2 stealth tank, artillery, hummers, buggy, MRLS, harvester and MCV are
- equipped with this. So is the SSM and rocket launcher.
- 3 flame, light, medium and mammoth tanks as well as the APC are
- equipped with this. So is the gunboat.
- 4 Quite resistant to anti-armor weapons (better than 1-3 but worse
- than 0), but bad against the high-velocity machine gun but good
- against the minigunner infantry. It is on the Orca and nod attack
- choppers.
-
- Building Armor
- There is no solid information on the types of armor associated with
- buildings at this time. Building armor seems to be radically different than
- unit armor, in that they absorb bullets very well, but are most vulnerable to
- artillery and rocket fire. The SAM site has two different armor values for
- when it is open, and for when it is closed. While closed, a SAM site can take
- 200 hits from a minigunner, 25 hits from a bazooka, and 20 hits from a
- mammoth tank. Compare this with a tiberium silo that takes 38 minigunner
- hits, or 13 bazooka hits, and you may understand a little better why it is
- taking so long to figure out the logic behind the armor of buildings.
-
- [14-2]: Weapons
- ==================
- Weapon type : Name of weapon
- Weapon ID : Internal ID number of weapon
- Damage to armor: Hitpoints damage to units of specified armor
- Area damage : Radius of damage area in game squares
- Range : Range of weapon in game squares
- Reload : Reload rate of weapon in minutes and seconds
- Accuracy : Accuracy of weapon. AA is excellent, FF is hopeless.
-
- Weapon Weapon Damage to Armor Area Range Reload
- type ID 0 1 2 3 4 Dam. (sq.) (sec.) Accuracy
- --------------------------------------------------------------------
- Sniper rifle 0 99? 4 4 4 ? N/A 6 :05 AA
- HV machine-gun 1 22 19 14 6 25 1 3 :05 AA
- Pistol* 2 ? ? ? ? ? N/A 1 :25 CC
- Minigun 3 15 8 8 4 4 N/A 1 :03 AA
- Rocket 4 8 22 22 30 11 ? 4 :06 BB
- Flame-thrower 5 26+ ? 24 ? 9 3 2 :05 AA
- Tank flame-thrower 6 50+ 35 35 13 ? 2 2 :05 AA
- Chemical Spray 7 40+ ? 36 ? 14 3 2 :07 AA
- Grenade 8 39 ? 26 13 ? 2 2 :07 BB
- 70mm cannon 9 ? 19 19 25 ? ? 4 :06 BB
- 120mm cannon 10 8 22 22 30 15 ? 5 :05 BB
- 120mm cannon APR 11 10 30 30 40 20 ? 5 :09 BB
- Turret cannon 12 10 30 30 40 20 ? 5 :06 BB
- Missile pack 13 ? ? ? ? ? 1 5 :07 CC
- 227mm rocket 14 ? ? ? ? ? 2 6 :09 DD
- Ballistic charge 15 ? 112 85 40 ? 1 6 :06 FF
- 50 cal. machinegun 16 15 8 8 4 4 N/A 4 :03 AA
- Gunboat missile 17 ? ? ? ? ? 2 8 :03 DD
- Adv. GT Missile 18 ? ? ? ? ? 2 8 :05 DD
- Napalm bomb 19 ? ? ? ? ? 1 N/A 12:00 AA
- Obelisk Laser 20 ? ? 200 ? ? ? 5 :05 AA
- Surf to Air Miss. 21 ? ? ? ? ? N/A 8 :06 AA
- Surf to Surf Miss. 22 ? ? ? ? ? 4 10 :24 AA
- Ion Cannon 592 578 ? 450 450 1 N/A 15:00 AA
- Nuclear warhead ? ? ? ? ? 3 N/A 20:00 AA
-
- There are another 2 weapon types, but they have no sound effects
- associated with them, nor a graphic. They are associated with the bite
- attacks of the dinosaur units.
-
- * Pistols have a fire rate of about half a second, but take 25 seconds
- to reload the 10-round magazine.
-
- *14-3*: Units
- ===============
- Unit Type : Name of unit
- Hit Points: Amount of damage absorbed before destruction
- Armor : Armor level of unit
- Cost : Cost of unit in credits
- Weapon ID : Type of weapon carried, according to internal ID numbers.
- Tech level: Multiplayer tech level in which unit appears.
- TTB : Time to build at slowest gamespeed on Gateway P5-66
-
- 'I stopwatched the building time for all vehicles, infantry and buildings and
- came to the conclusion, that TTB is linear to the cost except the following
- units: refinery needs only 1/3 of the time , heli pad 1/5th (that's
- incredible fast!), walls need all the same (as if costing 150 credits), a
- harvester needs a little more time (15%), and orcas, attack helicopters need
- almost twice the time.'
- -Stefan Sautter (t1163ci@sunmail.lrz-muenchen.de)
-
- On my system, it takes approximately nine seconds to build 100 credits
- worth of units/buildings. The times to build presented here are only meant to
- give a rough idea of construction times.
-
- Movement : Lower numbers are faster
- Scout : Scouting radius in squares.
- Req. : Buildings required for construction.
-
- Unit Hit Weap Tech Mov. Scout
- Type Points Armor Cost ID Lvl TTB Rate Rad. Req.
- ----------------------------------------------------------------
- Minigunner 50 0 100 3 1 :10 8 1 Bar
- Grenadier 50 0 160 8 1 :10 6 1 Bar
- Bazooka 25 0 300 4 2 :25 9 2 Bar
- Flame-thrower 70 0 200 5 1 :18 6 1 HON
- Chem Warrior 70 0 300 7 7 :25 8 1 HON+Tmpl.
- Engineer 25 0 500 N/A 3 :45 8 2 Bar/HON
- Commando 80 0 1000 0 7 1:30 6 5 Bar+ACC/HON+Tmpl
-
- Attack Heli. 125 4 1200 1 6 1:15 1 0 Air+Hpad
- Orca 125 4 1200 4 6 2:00 1 0 WF+Hpad
- Transport Heli 90 ?? 1500 N/A 6 2:20 2 0 WF+Hpad/Air+Hpad
-
- Flame Tank 300 3 800 6 4 1:10 6 4 Com+Air
- Stealth Tank 110 2 900 4 5 1:20 5 4 Com+Air
- Light Tank 300 3 600 9 3 :50 7 3 Air
- Medium Tank 400 3 800 10 3 1:10 7 3 WF
- Mammoth Tank 600 3 1500 11/13 5 2:15 10 4 WF+RBay
- Harvester 600 2 1400 N/A 2 2:15 7 2 WF+Ref/Air+Ref
- MCV 600 2 5000 N/A 7 8:00 7 2 WF+ACC/Air+Tmpl
- Artillery 75 2 450 15 6 :40 10 4 Air
- Humvee 150 2 400 16 2 :35 3 2 WF
- Nod Buggy 140 2 300 16 2 :25 3 2 WF
- Recon Bike 160 1 500 4 2 :35 2 2 WF
- Rocket Launcher 100 2 800 14 7 1:10 7 4 WF+ACC
- APC 200 3 700 16 4 1:00 4 4 Bar+WF
- SSM 120 2 750 22 7 1:05 7 4
-
- Visceroid 150 1 ?? 7 ? ?? 6 4 Hacking
- T-Rex 750 3 ?? 24 ? ?? 7 5 Hacking
- Velociraptor ?? 3 ?? 24 ? ?? 1 5 Hacking
- Triceratops 700 3 ?? 23 ? ?? 10 5 Hacking
- Stegasaurus ?? 3 ?? 23 ? ?? 10 5 Hacking
-
- *14-4*: Buildings
- ===================
- Building type: Name of unit
- Req Power : Power drain in power units.
- Power Output : Power generation in power units
- Hit Points : Amount of damage absorbed before destruction
- Armor : Armor level of building
- Cost : Cost of building in credits
- Weapon type : Type of weapon carried, according to internal ID numbers.
- Tech level : Multiplayer tech level in which building appears.
- TTB : Time to build at slowest gamespeed on Gateway P5-66
- Req. : Prerequisite buildings before construction
-
- No information on construction yard is available.
- No information on armor types is available.
-
- Building Power Hit Weap Tech
- Type in out Pts Armor Cost Type Levl TTB Req.
- ----------------------------------------------------------------------
- Sandbags 0 0 20 N/A 50 N/A 1 :15 Cyard
- Fence 0 0 10 N/A 75 N/A 1 :15 Cyard
- Concrete 0 0 70 N/A 100 N/A 1 :15 Cyard
- Power Plant 0 100 200 ?? 300 N/A 1 :20 CYard
- Adv. Power Plant 0 200 300 ?? 700 N/A 5 :45 Pp
- Refinery 40 10 450 ?? 2000 N/A 1 :55 Pp
- Silo 10 0 150 ?? 150 N/A 1 :10 Ref
- Comm. Center 40 0 500 ?? 1000 N/A 2 1:35 Ref
- Helipad 10 0 400 ?? 1500 N/A 6 :20 Bar/HON
- Repair Pad ?? 0 ?? ?? 1200 N/A 5 2:00 Pp
- Barracks 20 0 200 ?? 300 N/A 1 :20 Pp
- Weapons Factory 30 0 200 ?? 2000 N/A 2 3:20 Pp
- Guard Tower 10 0 200 ?? 500 1 2 :42 Bar
- Adv. Comm. Center 200 0 500 ?? 2800 N/A 7 4:10 Com
- Adv. Guard Tower 20 0 300 ?? 1000 18 4 1:35 Com
- Hand of Nod 20 0 200 ?? 300 N/A 1 :20 Pp
- SAM Site 20 0 200 ?? 750 21 6 1:05 HON
- Turret(1) 20 0 600 ?? 250 12 2 :22 HON
- Airstrip 30 0 500 ?? 2000 N/A 2 3:20 Ref
- Obelisk of Light 150 0 200 ?? 1500 20 1 2:20 Com
- Temple of Nod 150 0 1000 ?? 3000 N/A 7 4:50 Com
-
- (1) Turrets cost $250 in versions prior to 1.18
- --------------------------------
- CHAPTER [15]: Internet resources
- --------------------------------
-
- *15-1*: Third party programs
- ==============================
- C&C Editor v1.5
- CCEDIT.ZIP
- change hitpoints, cost, weapons, power data, tech levels, vehicle
- speeds, stealth capabilities and ownership of infantry, vehicles
- and structures. For C&C version 1.18.
- written by Andrew Griffin (buggy@adam.com.au)
- http://adam.com.au/~buggy
-
- C&C Scenario Editor
- CC-SCEN.ZIP
- With this editor, you can edit the map, the overlays, the terrain,
- the structures, units and smudges that occur on the map.
- written by Andrew Griffin (buggy@adam.com.au)
- http://adam.com.au/~buggy
-
- C&C Mission selector v1.4
- CCMISS.ZIP
- change the mission of a savegame
- written by Andrew Griffin (buggy@adam.com.au)
- http://adam.com.au/~buggy
-
- C&C Savegame money editor
- add money to savegames
- written by ????
- http://www.computek.net/autownet/c&c.html
-
- *15-2*: World Wide Web sites
- ==============================
-
- http://www.westwood.com
- Westwood Studios Home Page
- virtualted@westwood.com
-
- This is Westwood Studio's Official site. It also includes a real-time
- chat facility.
-
- http://adam.com.au/~buggy
- Andrew Griffin's Homepage and Editor List
- buggy@adam.com.au
-
- Andrew Griffin is the number one name in editor programming. He's
- written map editors, savegame editors, and unit data editors for C&C. If you
- haven't heard of him, I don't know where you've been for the past two months.
-
- http://www.econ.cbs.dk/people/dszcpfk/cc.html
- The Command & Conquer Resource Center
- dszcpfk@hp3.econ.cbs.dk
-
- Christian has set up the Ultimate C&C page on the Web. There is a message
- board here that gets more messages per day regarding C&C than the Usenet
- comp.sys.ibm.pc.games.strategic newsgroup.
-
- http://www.acsu.buffalo.edu/~kazial/cnc.html
- C&C MultiPlayer Page
- kazial@acsu.buffalo.edu
-
- http://www-public.rz.uni-duesseldorf.de/~ritterd/main.htm
- The Command and Conquer Modem Players List
- ritterd@uni-duesseldorf.de
-
- http://ucsu.colorado.edu/~ccmills/command.html
- Command and Conquer
- ccmills@ucsu.colorado.edu
-
- http://www.computek.net/autownet/c&c.html
- Command and Conquer - HOW TO CHEAT
- physics@computek.net
-
- http://www.wolfenet.com/~kerhop/opp-info.html
- Opponent Information
- kerhop@wolfenet.com
-
- http://www.webspace.com/~tanker
- The Tankers' Wargaming and Military History Homepage
- tankerm60@aol.com
-
- *15-3*: KALI C&C servers
- ===========================
- I don't use KALI myself, and so cannot verify the following information.
- I would appreciate some feedback on its correctness!
-
- CastleNet (204.97.214.4) is the main C&C server..
-
- "FYI ... The Starlink Kali server has been upgraded to the latest
- version ..... 1.2 !!!! (it now plays a much better game!!!)
- Thanks, ... Jay Cotton!
- al@starlink.com"
-
- *15-4*: Other FAQs and texts
- ===============================
- The Official C&C FAQ
- by virtualted@westwood.com
- available from:
- http://www.westwood.com
-
- Unofficial Command and Conquer Multi-player Strategy Guide
- by gbl1@cec.wustl.edu
- available from:
- unknown
-
- Guide to GENERAL.MIX
- by buggy@adam.com.au
- available from:
- http://adam.com.au/~buggy
-
- --------------------------------
- [16] Bugs, updates, future games
- --------------------------------
-
- *16-1*: The wishlist
- =======================
- This list is compiled from dozens of Usenet posts and E-mail sent to me
- regarding things they'd like to see in the next C&C game. Whether or not they
- get them is entirely up to the producer. I'd post his E-Mail address if I
- knew it, but I don't. What I will do is send a copy of this wishlist to
- Westwood.
-
- A mission builder, or random mission generator
- Formation movement
- Guarding in place
- Improving the harvester AI
- Star Wars meets C&C
- Ability to dig foxholes with your infantry.
- Ability to camouflage units.
- Units that can scale cliffs (seal teams)
- Mortar infantry.
- More units with dual weapons systems (like mammoths)
- i.e. A med. tank w/ machine gun, rocket launcher/flamer, etc...
- A bridgelayer/combat engineer
- A heavy-lift chopper to move vehicles, only light ones
- Flak guns
- Aerial recon?
- A Paris Gun (super long range artillery)
- A laser tank (not as powerful as the obelisk)
- A purpose-built scout unit (can see stealth stuff?)
- A scatter command that actually moves infantry out of the path of tanks
- Jetpack infantry (short hops only, takes time to recharge)
- Tomahawk missiles, really long range, kill 1 tank or so per shot.
- A technician-type unit that can field repair vehicles to 50%
- A field hospital!!!! I hate sending nearly dead guys into combat.
- Minefields.
- Mine detecting/disarming troopers.
- Grenade *launchers*
- That cool looking one-man robot thingy on the box.
- Tiberium growth accelerator?
- Bridge builders.
- The ability to *destroy* bridges.
- That cool vehicle from GI Joe that lays bridges.
- The ability to knock over trees.
- Let the 'B' key take you to current points of battle.
- 360 degree sound (via headphones)
- Fog of war
- Water based vehicles that you can build and control and amphibious
- vehicles like hovercraft etc.
- And finally...
-
- More of that newscaster chick with the nice rack!
- (ROGER'S NOTE: this is a unanimous vote on part of the C&C Men's
- Club, Westwood. We won't buy your next game without her.)
-
- [16-2] Questions regarding C&C present and future
- ====================================================
-
- *16-2-1*: Mouse problems
- ---------------------------
- 'My mouse goes crazy when ever I hold down a key.'
- Westwood says they are working on it. From my personal experience, it
- only seems to affect PS/2 type port mice (the kind that fit into a special
- circular mouse port). Switching to a serial mouse, or using an adapter to
- convert the round connector to a serial connector will cure this problem in
- most situations.
-
- Christopher J Angel (cja124@engr.usask.ca) wrote
- "I have encountered a bug with the mouse while playing a head to head
- game over an IPX network. During the game the mouse cursor will all of a
- sudden start jumping all over the screen. There seems to be no way to fix the
- problem so the game must be restarted. The only computer I can seem to
- reproduce this problem on is a NEC Ready P60M. I have not yet played any
- single player games on this NEC to determine if the bug is related to the
- network play. Any help on this bug would be greatly appreciated. I can not
- play multiplayer games because of it, and I have not seen any references to
- the problem."
-
- David Byerman (dbyerman@dolphin.upenn.edu)
- Chris, try holding down <ALT> while madly clicking both mouse buttons
- when this happens. I learned about this solution on this newsgroup, and
- damned if it doesn't work every time.
-
- [16-2-2]: Multiplayer savegames
- ----------------------------------
- 'Why can't I save my multiplayer game?'
- Westwood says that they have plans to add save game functionality to
- their next C&C game, 'Red Alert.' It will not be provided in the future patch
- [to C&C]
-
- *16-2-3*: Mission disk add-ons
- ---------------------------------
- Release date: Before Christmas 1995
- 'What about add-on missions?'
- There will be mission add-on for C&C before 'Red Alert' comes out.
-
- *16-2-4*: Red Alert
- ----------------------
- Release date: March 1996
-
- 'Red Alert? What is that?'
- The next C&C type game from Westwood is called 'Red Alert'. It is set in
- a time period before The Tiberium wars. It is a completely new game, and not
- an add on to C&C. It will be released before C&C2 sees the light of day.
-
- There will be numerous engine changes, an 'alternate history'
- environment, new units such as guard dogs, bridge building and demolition,
- and new wall types.
-
- It will sport six simultaneous players, and larger maps compared to C&C.
-
- *16-2-5*: C&C for Win95
- --------------------------
- Release date: unknown
-
- Super VGA Windows 95 C&C...
-
- Skip McIlvaine (skipmc@ix.netcom.com)
- Westwood plans a Windows 95 version of C & C that is more than just
- making sure it works in Windows. The game will actually be window-based, so
- that you can resize and move windows around (like the radar map, the building
- interface, the playing screen, etc.)
-
- *16-2-6*: C&C 2
- ------------------
- Release date: end of 1996
-
- The strong rumor is that C&C 2 is a 3-D first person game. I say strong
- rumor, because though I did not hear it from the horse's mouth, I heard it
- from the horse's wife's uncle's mouth.
-
- The confirmed information is that C&C 2 will include new missions, art,
- rules, special effects, design, storyline, and computer base building.
-
- Kane may not be dead, and because they are doing a complete rewrite of
- their development tools, they are "heavily" considering releasing a map
- editor for C&C2.
-
- C&C 2 will be Windows 95 only.
-
- Frankly, as far as all games producers are concerned, DOS is dead.
- Windows 95 only games have become a growing trend, and everyone will have
- Windows 95 by the end of 96, so don't expect to see many DOS games from many
- companies after 1996. But I digress.
-
- *16-3*: Update patches
- =========================
-
- Official C&C patch sites are as follows:
- FTP: ftp.westwood.com
- WWW: http://www.westwood.com
-
- 1.08a This is an unofficial patch to 1.07.
- ------------------------------------------
- Improves Win95 modem play.
- Addresses USR modem connect problems at 14.4k or 28.8k.
- Fixes Diamond Viper palette/color problem.
- Fixes movies not playing when CD is swapped.
-
- *SIDE EFFECTS*
- Changes hex offsets in game.dat file. This means that early versions of
- popular 3rd party utilities may not work with v1.08a.
- Flame-thrower hitpoints increased to 70 from 50.
-
- 1.18 This is the first offical Westwood patch to 1.07.
- -------------------------------------------------------
- Fixes connect problems with Win95 and modem connections.
- Addresses USR modem connect problems at 14.4k or 28.8k.
- Fixes palette problem with the Diamond Viper video card.
- Fixes movies not playing.
- Fixes the silo money bug.
- Adjusts cost of Nod turrets to $600.
- Fixes problem with nonappearing nuke in last Nod mission.
-
- *SIDE EFFECTS*
- The patch is fairly new. So far, a few sporadic problems with the patch
- have been reported. If you encounter any problems with the patch, E-mail
- mail@westwood.com. Some of these sporadic problems are as follows:
-
- C&C crashes with a DOS 4GW error during initial loading.
- Nuclear missiles are still unavailable in mission thirteen even with the
- retrieval of all special nuke crates on missions six, eight, and twelve.
- Weapon reload times are drastically reduced when save games made with
- versions prior to 1.18 are loaded.
- Changes hex offsets in game.dat file. This means that early versions of
- popular 3rd party utilities may not work with v1.08a.
- Flame-thrower hitpoints increased to 70 from 50.
- Mouse problems were not addressed.
-
- [16-4]: Errors in the C&C manual
- ===================================
-
- First and foremost, the manual seems to be written to be more of a 'good
- read' rather than a tech manual. This might explain the exaggerations evident
- in some parts of the text.
-
- The armor values for some units are incorrect. For the true armor values
- of units, see the tables section of this FAQ.
-
- The power usage values for some buildings are incorrect. For true power
- usage values, see the tables section of this FAQ.
-
- ------------------------
- CHAPTER *17*: Conclusion
- ------------------------
-
- It has been two months since I first started work on the Unofficial C&C
- Strategy FAQ and I am not finished yet. It is probably a good thing that I
- did not know how time consuming a FAQ like this could be when I started it. I
- wash my hair less often now, the sunlight stings my eyes, and I lost half a
- pound of body weight, but I believe that the end product will be well worth
- the sacrifices made.
-
- I greatly appreciate the help you folks have given me. The C&C Strategy FAQ
- is a little thin on multiplayer tactics. If you have any suggestions,
- additions, or comments, send E-mail to 'cncfaq@powhq.nildram.co.uk'.
-
- As a further notice, if you are one of those bad guys who are playing a
- pirate copy of Command and Conquer, shame on you. You know you really want to
- stop being a freeloader. I urge you to save up your lunch money and buy the
- game. The authors deserve to be rewarded.
-
- ------------------------------
- CHAPTER [17]: Revision History
- ------------------------------
-
- v0.1: First release of the Unofficial Command and Conquer Strategy
- FAQ.
- (October 1, 1995 GMT)
-
- v1.1: A major revision of the Unofficial C&C Strategy FAQ. FAQ is
- completely rewritten. FAQ explains cheating, mission-trees,
- how to do such and such, and contains a section of unsolicited
- advice.
- (October 4, 1995 GMT)
-
- v2.1: Major revision of the Unofficial C&C Strategy FAQ. All
- missions listed. Missions listed according to internal mission
- numbers + countries, to avoid 'which mission is this?'
- confusion. Most vehicle and infantry entries filled. Building,
- vehicle, infantry unit stats added. Discovered more ways in
- how the computer cheats.
- (October 8, 1995 GMT)
-
- v2.2 Oops. I accidentally posted v1.1 instead of v2.1 to the
- newsgroups. To make up for the error, I'm posting this one,
- version 2.2. It includes the beginnings of the armor, health,
- damage data tables. Added cheating util information. More
- multiplayer strategies.
- (October 8, 1995 GMT)
-
- v2.7 I'm no longer using tabs for spacing. This should ensure
- readability. Some errors were pointed out to me. I should have
- read the submissions more carefully. I apologize for the
- errors. Phil Lochner submitted his C&C strategy FAQ to me,
- which I have absorbed into mine. Some more multiplayer
- strategies have been added. I've added the special Nod 'poison
- troopers'. Expanded section on exploitable computer bugs. Big
- thanks to Andrew Griffin for extracting data from the C&C
- files.
- (October 16, 1995 GMT)
-
- v3.2 Tables! Tables! Tables! Completed many tables. Complete vehicle
- armor values worked out by Andrew Griffin. Added section on
- bugs and updates. I corrected a few minor errors. Yet more
- multiplayer strategies are added. The 1.08 patch is out.
- (October 27, 1995 GMT)
-
- v3.7 Lots of errors in v3.2. So many errors, in fact, that I really
- need to apologize for all of them! Added dinosaurs. Changes in
- C&C Internet resources. FAQ now available via E-Mail, thanks to
- Alvin Jiang. A couple blanks filled in here and there. A little
- more information on future C&C products. If you have any
- suggestions for reordering elements of this FAQ, please write
- to tell me about them. I'm an organizational nightmare!
- (November 4, 1995 GMT)
-
- v.3.71 Typo in E-mail server address fixed.
- (November 5, 1995 GMT)
-
- v.4.7 Westwood releases 1.18 patch. I find time to update FAQ. I'm
- really pooped now, so I'm going to bed. Goodnight.
- (December 11, 1995 GMT)
-
-
-
-
-
-