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- Unofficial
- Command and Conquer
- Multi-player
- Strategy Guide
- v 1.0 10-29-95
-
- Greetings! If your are reading this document, then you have some
- questions about playing against other people in Westwood's newest release:
- Command and Conquer. For those who have never played, c&c, as most call it,
- is a real-time strategy game that can support up to four players across a
- network. The game is similar to Dune II and Warcraft, if you have played
- them. Read on! My sincere hope is that this document will either introduce
- you to new tactics or enhance the ones you already employ, and will provide
- for better gameplay all around.
- -Greg Lindsley
- gbl1@cec.wustl.edu
-
- Contents
-
- Part I: Getting Started
- [1.1.0] Introduction
- 1.1 Why does this document exist?
- 1.2 Why just 'multi-player' instead of the solo game?
- 1.3 Subjective introduction
- [1.2.0] Introduction to C&C
- 2.1 Introduction to MultiPlay
- [1.3.0] Multi-player Options
- 3.1 Tech Levels and building tree
- 3.2 Number of Units
- 3.3 Crates
- 3.4 Tiberium Growth
- 3.5 Computer AI/Capture the Flag
- Part II: The Pieces of War
- [2.1.0] GDI Base Structures
- [2.2.0] NOD Base Structures
- [2.3.0] GDI Units
- [2.4.0] NOD Units
- Part III: Hitting the Turf
- [3.1.0] Starting Primary Objectives
- [3.2.0] Ideas for GDI Base Defense
- [3.3.0] Ideas for NOD Base Defense
- [3.4.0] GDI Offense
- [3.5.0] NOD Offense
- Part IV: General Tactics
- [4.1.0] Universally good things to know
- [4.2.0] GDI
- [4.3.0] NOD
- Part V: Questions/Answers
- Part VI: Conclusion
-
-
- PART I: GETTING STARTED
-
- [1.1.0] Introduction
-
- [1.1.1] Why does this document exist?
-
- This writing exists because there is a dimension in playing against
- another human that simply doesn't exist when playing the computer. The
- computer doesn't learn from its mistakes, or adapts to yours. People do.
-
-
- [1.1.2] Why just 'multi-player' instead of the solo game?
-
- Simple. I am trying to fill a specific need. There is already one
- official FAQ, one unofficial one (kudos to Roger Wong) if not more, and an
- official c&c guide in the works. To put out *yet* another general guide
- seemed silly.
-
-
- [1.1.3] Subjective Introduction
-
- I feel this is necessary to avoid confusion later on. Everything in
- this guide is based on my experience and the experience of six other game
- players in the St. Louis area totaling several hundred hours of gameplay. I
- have also gone through both the GDI and NOD solo storylines. I can really
- only talk about what I have seen and done, and I freely admit that there
- are many things I haven't tried. So, a little later on I might say
- something like: "GDI Humvees are pretty much useless." This is *my opinion*
- and nothing else. I am sure there may be someone out there that uses
- nothing but Humvees and kicks butt. All I am saying is that Humvees didn't
- work when *I* tried them. If you have something that works, then stick with
- it, and *tell me*. I would love to hear about it.
-
- [1.2.0] INTRODUCTION TO C&C
-
- [1.2.1] Introduction to Multiplay
-
- Multi-player C&C is what the game was designed for, in my opinion.
- Instead of a computer that thinks one way, you have a human at the other
- end. Anything is possible, from perfectly executed attacks to the most
- comical blunders. A devastating attack one game will find its counter the
- next. You can have teammates as well as enemies. No longer is the fight
- against GDI or NOD a lonely one. You mopped the floor with the computer AI?
- Just wait...
-
- It supports up to 4 players across an IPX network or modem line. It
- is supported by Kali, so finding people to game with is not too tough.
-
- [1.3.0] MULTI-PLAYER OPTIONS
-
- [1.3.1] Tech Levels and building tree
-
- This setting affects what units are available during the game. Units
- listed for a given level are in addition to units on previous levels.
-
- Structures Units
-
- TL 1: Construction Yard Minigunner
- Tiberium Refinery Grenadier(GDI)
- Power Plant Flame-thrower(NOD)
- Silo
- Barracks (GDI)
- Hand of NOD(NOD)
-
- TL 2: Turrets Bazooka Infantry
- Comm. center Harvester
- Weap. Factory(GDI) Buggy(NOD)
- Airstrip(NOD) Humvee(GDI)
- Sandbag walls Recon Bike(NOD)
-
-
- TL 3: None Engineer
- Light Tank(NOD)
-
- TL 4: Obelisk of Light(NOD) APC
- Adv. Guard Tower(GDI) Med. Tank(GDI)
- Flame Tank(NOD)
-
-
- TL 5: Adv. Power Plant Stealth Tank(NOD)
- Repair Bay
- Chain Link Fence
-
- TL 6: SAM Site(NOD) Transport Helicopter
- Helipad Orca(GDI)
- NOD Gunship(NOD)
- Artillery(NOD)
-
- TL 7: Adv. Comm. Center Commando
- Temple of NOD SSM/Rocket Launcher(GDI)
- Concrete Wall SSM(NOD)
-
- Ion Cannon
- Nuclear Missile
-
-
- BUILDING TREE
- What you need to build something:
-
- Note: A '*' means that you need more than one thing
- ex. To build and APC, you need a weapons factory AND a barracks
-
- GDI GDI GDI GDI GDI GDI GDI GDI
-
- MCV
- |
- Construction Facility
- |
- -----------------------------------------
- | |
- Power Plant Sandbag, Chain Link Fence, Concrt. wall
-
- |
- --------------------------------------------------------------
- | | | |
- Adv. P. Plant Repair Bay Barracks Tib. Refinery
- | |
- ---------------------------------------------- |
- | | | | |
- Helipad Guard Tower APC* Minigunners, |
- | Grenadiers, |
- ---------------- Bazookas, |
- | | Engineers |
- Trans. Heli. Orca |
- |
- ----------------------------------------------------------------
- | | |
- Comm. Center Tib. Silo Weapons Factory
- | |
- ----------------------- |
- | | Humvee,
- Advanced Adv. Comm. Harv.,
- Guard Center Med. Tank
- Tower | Mammoth Tank
- | (needs RBay)
- ---------------------------------
- | | | |
- Ion Cannon MCV* Rocket Commando*
- Launcher*
-
-
-
- NOD NOD NOD NOD NOD
-
-
- MCV
- |
- Construction Facility
- |
- -----------------------------------------
- | |
- Power Plant Sandbag, Chain Link Fence, Cnrt. wall
- |
- --------------------------------------------------------------
- | | | |
- Adv. P. Plant Repair Bay Hand of Nod Tib. Refinery
- | |
- ---------------------------------------------- |
- | | | | | |
- Helipad Gun Turret SAMs APC* Minigunners, |
- | Flame-throwers |
- ---------------- Bazookas, |
- | | Engineers |
- Trans. Heli. Gunship |
- |
- ----------------------------------------------------------------
- | | |
- Comm. Center Tib. Silo Airstrip
- | |
- ------------------------------------ |
- | | | | Buggy,
- Obelisk Temple Flame Stealth Harv.,
- | | Tank* Tank* Artill.,
- SSM* | Cycle,
- | Lt. Tank
- --------------------------------------------
- | | | | |
- Nuclear MCV* Rocket Commando* Chemwarrior*
- Missile Launcher*
-
-
- [1.3.2] Number of units
-
- This decides how many units besides the MCV everybody starts with.
- Usually the smaller numbers give just lighter units while selecting 12
- gives a full spread. I am working on the exact makeup as we speak.
-
- [1.3.3] Crates
-
- Having crates 'on' means that little crates will show up on the
- field during play from time to time. They are pretty much random and by
- running over them with a unit (not an air unit) you can get various good or
- bad things:
-
- (good) (bad)
- 200-2000 dollars (dollar sign) napalm explosion
- one airstrike (white missile w/ red head) nuclear explosion
- one nuclear strike (white missile w/ green head) hide-all terrain
- one ion cannon blast (picture of the earth) visceroid
- one unit (random-NOD or GDI)
- five troops (equiv. of one unit)
- all-reveal terrain (dark blue sphere)
- heal all troops/units (orange w/ green rings)
- makes the pick-up unit stealth (dark sphere turning into a gridded sphere)
-
- You can also watch your opponent run over crates and see which picture
- appears.
-
- [1.3.4] Tiberium Growth
-
- Having this option 'on' means that tiberium next to a blossom tree
- (those sprouting things) will grow back very slowly. This really only means
- anything for longer games. Tiberium appears to grow exponentially: the more
- there is to start with, the faster new tiberium will grow. Thus, in a long
- game of attrition, it is wise to let recovering patches of Tiberium grow
- back a bit before harvesting again.
-
- [1.3.5] Computer AI/Capture the Flag
-
- This feature adds computer players to the game. The computer players
- do not build bases, so they are more annoying than anything else.
-
- Capture the Flag
-
- Here is a variation on the regular gameplay. In this game, each
- player has a flag that is part of the MCV. When you start building your
- base, the flag drops down in front of your construction yard. If an enemy
- unit drives through the little circle then it picks up the flag. If the
- unit makes it back to its own flag, then all of the units of the stolen
- flag's team gets destroyed. Mind you, when a unit picks up a flag its speed
- is cut in half. Also, a team cannot carry its own flag. Example: if an
- enemy buggy picks up my flag and I destroy it halfway back to its own base,
- then I must protect the flag where it falls.
-
- [1.3.6] Battle Maps
- A list of map pluses and minuses is in the works
-
-
- PART II: THE PIECES OF WAR
-
- [2.1.0] GDI Base Structures
-
- Construction Yard
- Power Plant
- Advanced Power Plant
- Tiberium Refinery
- Silo
- Barracks
- Weapons Factory
- Communications Center
- Advanced Communications Center
- Repair Bay
- Helipad
- Guard Tower
- Advanced Guard Tower
- Sandbag Wall
- Chain Fence
- Concrete Wall
-
- [2.2.0] NOD Base Structures
-
- Construction Yard
- Power Plant
- Advanced Power Plant
- Tiberium Refinery
- Silo
- Hand of Nod
- Airstrip
- Communications Center
- Temple of NOD
- Repair Bay
- Helipad
- Turret
- Obelisk of Light
- SAM site
- Sandbag Wall
- Chain Fence
- Concrete Wall
-
- [2.3.0] GDI Units
-
- Minigunner
- -cheap!
- -in numbers, they are quite effective against structures (and
- generally)
-
- Bazooka Soldier
- -useful for air defense (esp. important to GDI in this regard)
-
- Grenadier
- -roughly the equivalent of the NOD flame unit, except also useful
- against armor
-
- Engineer
- -for their cost, they can often cause the most (monetary) damage to
- an opponent
- -use only one or two at a time, five is too expensive to lose (2500)
- -usually not a good idea to run them over open ground
-
- Technician
- -pretty much useless; does almost no damage; can't even map
-
- Commando
- -extremely effective against other infantry
- -useless against vehicles
- -can destroy a number of buildings
- -big minus: when they say anything, all players hear it: at $1000,
- it becomes a really inviting target
-
- Humvee
- -good scout
- -ok anti-personnel unit
-
- APC
- -my friends call them Armored Personnel Crushers (use alt-click to
- force crush!)
- -fastest GDI ground unit
- -make the best scouts (that is, they have the largest map-reveal
- area)
-
- Medium Tank
- -good, balanced armor unit
- -a group of 3-5 is a serious threat to whatever they are pointed at
-
- Mammoth Tank
- -toughest unit in the game (big surprise there)
- -can *repair themselves* up to 50% health
- -slowest unit in the game
- -can hit air units
-
- Missile Launcher
- -excellent anti-personnel unit
- -much less useful at close range
- -can fire at air units
- -only light armor (easy pickings for grouped air units)
-
- Ion Cannon
- -charges 25% faster than NOD Nuclear Missile
- -will only charge if you have excess power
- -does more damage, but only 2x2 square (NOD missile is 3x3)
- -can destroy an Obelisk of Light in one shot
- -can destory a SAM site in one shot if it is "up"
- -very effective against grouped, landed air units
-
- Harvester
- -single minded AI (find the nearest tiberium); this can be very
- frustrating (keep track of them!)
- -sometimes mysteriously stalls (you must restart it)...again, keep
- your eye on it
- -the computer uses them as personnel crushers with great
- effectiveness
-
- Orca
- -more firepower than NOD Gunship
- -flies faster as well (the fastest unit in the game)
- -same armor as gunship
- -cannot effectively target moving APCs, Buggys, or Recon Bikes (try
- using ctrl-click to lead the target)
- -takes 3 SAM missiles or 5-6 infantry missiles to kill one
- -be *sure* to identify them (and all air units) as a group (ctrl-
- [#key]) so you can control (that is, reselect) them in midflight
- (see below)
-
- Transport Helicopter
- -light armor (a bad idea to expose to enemy fire)
- -can hold five units (like an APC)
-
- [2.3.0] NOD Units
-
- Minigunner
- See above
-
- Bazooka Soldier
- See above
-
- Flame-thrower
- -generally a bad idea to group them: the ones in back will often
- toast the ones in front
- -effective against infantry, light vehicles, and buildings
- -keep them apart from other infantry. They explode when they die
-
- Chem Warrior
- -like Flame-thrower, but more damage
-
- Engineer
- See above
-
- Technician
- See above
-
- Commando
- See above
-
- Recon Bike
- -light armor
- -fastest ground unit in the game
- -can shoot at air units
- -devastating in groups
- -from a cost-effective standpoint, one of the best units in the game
- (fast, hard-hitting, can attack air-units, relatively cheap)
-
-
- NOD Buggy
- -fast
- -good scout (especially in pairs)
- -ok anti-personnel unit
-
- Light Tank
- -balance of speed and firepower
- -just fast enough for on-the-move personnel crushing
- -2 light tanks = 1 medium tank (roughly)
-
- Flame Tank
- -excellent anti-personnel unit in the game
- -fast enough to catch retreating infantry
- -effective against structures
- -good support unit for other armor/units
- -generally a bad idea to place near your own infantry
- -can even squish enemy personnel :)
-
- Artillery
- -good against personnel and soft targets (esp. non-moving)
- -very long range
- -very poor aim (be careful where they shoot!)
- -long reload time
-
- Missile Launcher
- See above
-
- SSM Launcher
- -longest range weapon in the game
- -shoots napalm missiles, does more damage than GDI launcher
- -cannot engage air targets
- -long reload time
-
- Harvester
- See above
-
- Apache Gunship
- -same armor as Orca
- -same machine gun as GDI Tower
- -better against infantry/weakly armored units
- -work poorly against armor (10 of them, however...)
-
- Transport Helicopter
- See above
-
- Nuclear Missile
- -charges slower than Ion Cannon
- -does 3x3 square of damage
- -obliterates infantry
- -good against soft targets, structures
- -waste of time against armor
- -much less powerful than in the final solo-play game
-
- Air Strike
- -only available via crate
- -very effective against infantry, soft targets, structures
-
- PART III Hitting the Turf
-
- [3.1.0] Starting Primary Objectives
-
- -do not necessarily build your base immediately. Look for nearby
- choke points or natural defenses that can help you. Make sure you
- have room for the rest of your base (or be prepared to use
- sandbags to space things out) Also consider Tiberium proximity.
- If your opponent still has an income when you do not,
- you've likely already lost the war.
-
- -intel is extremely important. Send out scouting units immediately.
- Find all other players in the game quickly before they build up
- their defenses.
-
- -Look for crates (beware of the bad ones: e.g. a nuke in close
- proximity to your beginning units can be catastrophic, on the other
- hand, we've seen a "stealth" crate effect not just the unit (units?)
- picking it up, but also the surrounding structures
- ("I don't get it, where IS the power for that Advanced Guard Tower?!")
-
- -Use units not scouting to clear away the black around your base.
- The only thing worse than an attack is a surprise attack.
-
- -find nearby choke points, overlooking ledges, and any natural
- structure than you could use or be used against you
-
-
- [3.2.0] Ideas for GDI Base Defense
-
- -start building walls as soon as you can (an APC full of engineers
- can't shoot through even a sandbag wall)
- -chances are that between the reveal-map crates, the speed of
- Humvees/buggies, and the existence of stealth tanks that you'll be
- unable to keep your base from being seen by your opponents.
- There's no harm in trying, however: set up a picket defense early.
- Use the "g" (guard) function. If you're in a one-pass accessed
- area, park a vehicle across the bridge.
- -put advanced guard towers in as well as around your base this will
- (to protect against engineers or commandos behind the lines and air
- attacks
- -when an attack is about to reach your base, build an Adv. Guard
- Tower but do not place it until the enemy pushes through the first
- line of defense (surprise them with a gift that says: "Hey, I care.")
- -have anti-armor defense: GDI doesn't have $250 turrets so use
- medium/mammoth tanks
- -mammoth tanks are good all-around defensive units that can change
- facing/placement pretty easily even though they move slowly
-
- [3.3.0] Ideas for NOD Base Defense
-
- -turrets are your best friends
- -support a turret line with flame-throwers/flame tanks
- -use the turrets liberally
- -have excess power when using an Obelisk (having excess power
- generally is always a good idea, actually)
- -when using an Obelisk as your main defense, never bunch up your
- power plants
- -SAM sites are often not very effective by themselves, they work
- better in sets
-
- [3.4.0] GDI Attack strategies
-
- -mammoth tanks against turrets is a committed attack; once it is in
- range and shooting, they are too slow to move out of range if you
- change your mind
- -you need about 10 infantry to take an Obelisk and you will lose 3-4
- troops
- -it's a good idea to use a mixed force
-
- [3.5.0] NOD Attack strategies
- -recon bikes are the most cost-effective units
- -hide stealth tanks in an area of attack beforehand. De-cloak at the
- best time keeping in mind their relatively weak armor
- -hide stealth tanks in an enemy base 10-15 min. before an attack,
- then attack outside as well as inside the base
- -fast units like recon bike gangs can be devastating against
- harvesters. Hit and run!
- -spread flame troops out to reduce friendly fire
- -again, use a mixed force
-
- PART IV General Tactics
-
- [4.1.0] Universally good things to know
-
- -Study the requirement tree in section 1.3.1
- -keep an eye on your harvester(s)!
- -Keep a few units in reserve
- -in a team game, you may want to have some mobile units around to help your
- teammate
- -pan around the map as often as possible
- -Never, ever forget to repair any structures/units you want to keep
- -Repair structures while under attack as well as after (repairing is a
- toggle: only click it once! If a wrench is blinking, it's working, if not
- then try again)
- -allies can share things like repair bays, helipads and tiberium refineries
- -if your unit is under fire, run it to an ally's base if that is closer
- than yours
- -a two-front assault is twice as hard to coordinate, but twice as hard to
- defend against
-
- [4.2.0] GDI
-
- -never send troops after flame units. Period.
- -send infantry or Orcas against turrets, not armor
- -send 5-6 Orcas against a SAM site, unless you want to lose one
- -never send armor against an Obelisk unless you have already cut the power
- -if you have 6-8 Orcas, consider two groups of 3 instead of 1 group of 6-8
- and harass continuously instead of in waves
- -it is easier for you to hole up a base than NOD forces
-
- [4.3.0] NOD
-
- -never engage an Adv. Guard tower with troops alone
- -stealth tanks and recon bikes work well in groups
- -stealth tanks cannot take much punishment
- -stealth tanks are best used for enemy base recon
- -pick your attacks, make GDI come to you if you can
-
- PART V: Questions/Answers
-
- -Is there any way to produce a gunboat, hovercraft, or an airstrike?
- No.
-
- -Is there any way to speed up the recharge of the Ion Cannon or Nuclear
- Missile?
- No.
-
- -Do you think either side has an advantage?
- The consensus is that NOD has the advantage between its cheap cheap
- turrets and flame units. On the other hand, a fleet of orcas
- can be devastating if allowed to be built up
-
- -Is there any way to heal troops?
- No. There was in the beta test (the hospital building seen in some
- solo missions), but it was removed in the final version. There is a crate
- that will do that a one-shot heal-all, though (orange with green rings).
-
- -How does one control air units?
- Group one or more by selecting them via box drag or shift clicking,
- then use Ctrl + 0-9 to assign them to group '3' or whatever, then just type
- the group number to select them in flight. Use alt + group# to center on
- units.
-
- -Is there air-to-air combat?
- Not really. If you tell your air units to destroy another air unit
- on the ground and the unit takes off, then your units will pursue it into
- the air a bit, but there is no way to target enemy units in the air.
-
- -Is there any way to shoot down the NOD equipment plane?
- Nope.
-
- -What the heck is that little red blob that comes out of a crate and
- attacks things?
- That is a visceroid. It was a plot element that got dropped for the
- game and will be picked up in C&C2.
-
- -Can I sell vehicles?
- Yes. Move them onto the Repair Bay and click on it with the 'sell'
- symbol. You get about 1/2 its value back. (Notice the green dollar sign
- instead of the normal, slightly larger yellow one.) See also the next
- question.
-
- -Can I sell infantry?
- Yes. There is a glitch that allows you to sell infantry (and other
- units): make a section of sandbag wall. Move the unit next to the wall and
- then move the sell symbol as close to the unit as you can while still
- keeping it spinning and click. This may take a few tries.
-
- -How can I keep my units from shooting my ally?
- Click on one of your ally's units or structures and type 'a'. He
- must do the same to keep from shooting your units. Repeat to declare war.
-
- PART VI: Conclusion
-
- Well, that's about it for now. Since this is version 1, I am sure
- there are huge holes that are yet to be filled. I will try to cover more as
- time allows. If you have problems, suggestions, or corrections please feel
- free to email me at gbl1@cec.wustl.edu. Heck, if you just wanted to say
- 'thank you' I would really appreciate it. This thing took a lot of time and
- effort. One thing: if there is a flaw or if you have a criticism, please be
- constructive. To just write me and say 'this sucks' doesn't help me improve
- the next version. To say 'I think you need a section on modem requirements'
- *does* help. The more specifics you can give me, the better.
-
- Questions, comments, corrections, additions, and anything else:
- gbl1@cec.wustl.edu
- No copy requests, please. I will post this more than once
-
-
- Finally: big thanks go to Andy Ellsworth for his building tree chart and
- tech levels. A lot of his advice can already be found on
- comp.sys.ibm.pc.games.strategic. Thanks to Darrell (dar@dar.net) for his
- editing skills and to the C&C group in general: Micah Conner, Luke Duff,
- Andy Ellsworth, Darrell Gentry, Dylan Northrup, and Dan Pinkard.
-
- Have fun all!
-
- FIGHT, WIN, PREVAIL!