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The Command and Conquer Strategy Guide

By Quintin Stone




1. Playing against the Computer
A. Playing against Nod
B. Playing against GDI

2. Playing in a multiplayer game
A. Playing against Nod
B. Playing against GDI


1. Playing against the Computer

The computer is predictable. That's its only weakness, considering that it starts with an army while you have to build one step-by-step.

Defense:

Different missions obviously allow different vehicles/troops, so I won't give a walk-through on how to run missions. At the beginning of a mission, your primary objective is to set up a defensive perimeter, since you often have no idea when the computer might set upon you. You see, it already has all of its tanks, and can use them at any time. Remember this, and make defense your main goal. With a barracks and weapons factory, you might want to lay down a physical wall. In my opinion, chain-link fence is the best choice. Your tanks can shoot out of your base, and it is fairly resilient to attack. Usually leave two means of exit from a base (three if it's a large base), and I like to stick the exits at the corners of a square fence. Leave a gap two across and two down, with defense towers/turrets at the fence ends.

Vehicle deployment is important inside of your base. You have to defend the entrances to a fenced in perimeter, since the computer never seems to want to make his own entrance. You want to have vehicles near the entrances, but not clogging it, so that harvesters can easily get in and out. I've developed what I call the Staggered Defense, where your tanks are set up like checkers on a board. The vehicles are set up on diagonal rows, with diagonal rows of spaces in between. This allows breathing room for harvesters to pass through quickly and easily, and also nicely surrounds any computer troops foolish enough to enter.

Generally, the computer has established patrol lines that its vehicles follow. If you want to avoid confrontation or set up lines of defense, watch and learn its troop movement patterns. On most missions, it deploys all attacks along the same vector ("Watch, the guys will loop around that plateau and attack from the northeast... See?"). If you aren't strong enough yet in a mission to begin a conflict, stay clear of these patrol lines. Set up the bulk of your armies along any repeated paths of attack, to receive the computers troops. Keep an eye out for attacks from any angle, though.

Oh, and if you aren't ready to face the computer's entire armada, then DON'T attack his harvesters. Attacking a harvester makes the computer go absolutely batshit. Often, he sends out everything he has to get you, and if you aren't ready, it'll hurt.

If the scenario has a good amount of Tiberium, make two (2) refineries. For each refinery, make two (2) harvesters. Ideally, while one is harvesting, the other is emptying. Your harvesters are your blood, so it is vital that they stay alive. The computer doesn't usually seek out your harvesters, but will almost always attack anything that strays near his base. Deploy vehicles in your Tiberium patches of choice.

Attack:

Stockpile. Then, attack with nearly everything you can. One of the most rewarding tactics I've found is to store a cache of tanks near his base, but not close enough for him to few it as a threat. Every so often, you send another couple of tanks to increase the cache. The location for this group is important, since it can't be too close, and the target of attack should be far away from defense buildings (such as towers or turrets).

When you do strike, hit fast and hard. When at all possible, every single unit should attack the same target. Punch a hole in his fence/wall wide enough to move several vehicles in at a time (usually 3 to 4 spaces wide). Take out towers and turrets first, then the enemy units that do the most damage (heavy tanks) in order of their destructive ability. If/when the bulk of the defenses have been cleared, destroy his means of production. First, take out the barracks. It is fairly easy to destroy, and once it's out of the way, you won't have to worry about the nimble little rocket launching guys firing on your vehicles. Then, the vehicle production buildings (including helipads), and finally the construction yard. Once that is gone, you've basically won. He can't build any more defensive structures, and can't make any more units.


A. Playing GDI against the Computer

The units of Nod are more specialized than GDI units. Usually, their troops and vehicles are designed specifically to attack one type of unit (soldier, land vehicle, or air). Use this to your advantage. If he sends out a Light Tank, attack with Bazooka Troopers. If he deploys a group of Flamethrowers, meet them with Hum-vees or even Mammoth Tanks.

The Mammoth Tank is really one of the best of GDI's units. Not only does it easily dispatch helicopters and other tanks, it regenerates (to a degree), and is lethal against soldiers if you know how to take advantage of its missile packs. The rockets are what it uses to attack enemies that the big guns aren't pointing at, and they are highly effective against human troops. To take out those pesky bazooka guys, simple have your Mammoth Tank head away from them, then tell it to attack. As its turret swings to sight the enemy, it will fire missiles that will usually completely eradicate a tight group of soldiers. This is really the only mobile unit in the game that is completely effective against all kinds of enemies, and still has great armor and stamina.

Use your Mammoth Tank as a defense against Apache attack copters. Any group of vehicles or troops might come under attack by Nod air forces, so be ready. The Mammoth Tank eliminates the need for any units specially devoted to this purpose. Deploy Mammoth Tanks around your harvesters to defend against land and air.

Orcas are nice little choppers, but don't even think of using them against soldiers. They are effective in taking out Nod Turrets, since three of them can reduce it to ash on a single payload of rockets. If you only have two, then have one attack the Turret, then reload. The computer won't try to repair yet, because you haven't reduced the Turret to half of its hit points. Once that Orca has reloaded, attack with both. The Turret doesn't stand a chance. Oh, and watch out for SAMs.

Guard Towers have one purpose only: to tear big holes in enemy soldiers. They are only mediocre against vehicles and are usless against air attacks. But they do good work supplementing Advanced Guard Towers, which should be the main piece of your defense. Adv. Guard Towers deal quick death to land and air units, be they tanks or troops on foot. Set them up around your perimeter, and place a few inside your base, just in case he sends out the Apaches, or a Transport full of Engineers.

Nod's one nasty bit of technology is the Stealth Tank. Because of it, no base is safe. Well, almost no base. Set up your tanks in the Staggered Defense. While your many harvesters will have easy access to the outside, the Stealth Tank will find it completely impossible to enter your base undetected. A powerful enough front line will reduce it to cinders before it can manage to cloak again.

Your most destructive weapon is the Ion Cannon. In a single shot, it can take out a Nod Obelisk of Light (laser tower). Make sure your satellite is recharged just before a major assault, so you can take out one of the computer's most destructive defenses.


B. Playing Nod against the Computer

Let's face it, Nod's got the shit-stick when it comes to units, right? Well, not if you know how to use it. Take full advantage of your unit specialization.

Set up a fence perimeter as described in the Defense section above. On one side of entrances, have a Turret. On the other side, if you can afford it (both financially and power-wise), build an Obelisk. Set up Turrets every couple of spaces on the inside of your fence, or have Light Tanks standing ready. You will be able to shoot out very easily, and pull back if necessary.

Flamethrowers are gleefully useful against enemy troops. A warning though: if you attack with more than one flametrooper at once, they may end up roasting each other. Keep your flametroopers several spaces apart to prevent this, having them attack a soldier from two different directions. GDI Grenadiers are quickly dispatched by this method. And if you can, build a Flametank to accompany an assault. Your Light Tanks don't do well against entrenched enemy soldiers, so use the Flame Tank to clean off those pesky parasites.

Scout Bikes are fast and have good visual ranges, so they make great scouts. Their speed also means that if you're careful (and a little lucky), you can drive right through a whole platoon of Mammoth Tanks and not get hit once. Their single rocket is not strong, but a group of them can down down a tank or even an Orca or two. Keep them for air defense for a mobile unit of tanks that have no other way to defend against air units.

Your one most useful unit against the computer is the Stealth Tank. When you can build them, they can usually be the downfall of GDI all by themselves. For the computer, out of sight means out of mind, so use them to their full advantage. Have three or four invisibly defending your harvester. Send up a group of them for a covert strike against the computer's base. Wait outside of its concrete walls, then all of them attack the same spot. One shot from each, all at once, then cloak again. Any defensive force that he musters up will quickly disband once you re-engage your cloak. When you're ready, do it again. Once a single section of the wall is gone, move your Stealth Tanks into his base one at a time, taking care to avoid straying too close to a Turret, Obelisk, or enemy unit. Once inside, Stealth Tanks are great for blowing Orcas right off of their pads, uncloaking to fire a barrage of missiles, then recloaking as the copter lifts into the air. They can run right over troops, squishing them with a satisfying "squish" sound. Five or six Stealth Tanks can take down a lone Mammoth Tank, but expect casualties. These aren't meant for head-to-head conflicts, but for hit-and-fade tactics.


2. Playing in a multiplayer game

Defense:

There's a certain pattern I always follow in a multiplayer game. I always begin with defense. You have nothing, and he has nothing, but he soon will have something, and I like to be prepared. Find a good corner somewhere, stick your MCV in the corner and deploy. Power plant, Tiberium refinery, send out the harvester. Then, either comes the barracks, or a lot of the time, I skip that and get myself a vehicle factory first. If you know he'll come-a-knockin' soon, you may want to get down a barracks and crank out some troops while your construction yard sets up defensive structures and fencing. You can't get the Turret/Tower until you have a barracks. But if you feel you have time, or you're feeling risky, put down a vehicle factory. Once it's done, build some tanks, and another harvester. Two harvesters for every Refinery. It's the best way to make money. With the factory done, set up a communications facility, and now you can start making the Obelisk of Light or the Advanced Guard Tower, depending upon your allegiance. It may take a little longer to get any kind of defense this way, but when you get one, it's usually tougher, as tanks and rocket towers outclass Grenadiers and machine gun towers any day. Put up a fence to slow him down if he tries to enter your base away from your building defenses.

If there's enough Tiberium on the map, build two refineries. If there's a lot of Tiberium, build three (3) harvesters for each refinery. If you find that your harvesters are having to wait, build a third refinery, if you have the room (and this will reduce your ratio back to two (2) harvesters per refinery).

Air defense is vital in multiplayer games. Make sure that you have the entirety of your base protected equally against marauding helicopters. GDI's Adv. Guard Towers are great, in that they serve both land and air, but enough SAMs, and a Nod base is lethal to enemy copters. In addition, any unit you have outside of your base should be protected. GDI Mammoth Tanks, of course, can serve as their own protection, but Nod should consider a number of Scout Bikes as air defense, or even better, an invisible escort of Stealth Tanks. Once bitten, twice shy, and your enemies will never be sure if that seemingly innocent looking group of Light Tanks is not actually protected by six hidden Stealth Tanks.

Guard your harvesters.

Attack:

Destroy his harvesters.

Without harvesters, he's finished. Unless you've made some prearrangement not to attack harvesters (sometimes it's more enjoyable to not have to worry about them), blow them up every chance you get. They're expensive, they're slow, they have no weapons, they're troublesome to defend. If he has a massive army defending his Tiberium deposit, then attack the harvester on its way to and from the site. Time your helicopters so they reach it at the midpoint between his base and his Tiberium field. Blow it to bits and not only does he lose the 600 or so it was carrying, but he also has to spend 1400 more to buy a new one.

When you attack, hit him with nearly everything you've got. It's not as easy to cache tanks against a human as it is against the computer, so he'll probably be ready for you. Again, have all your units focus their fire on a single target. Take out the enemy units with the most destructive weapon. Actually, the point is to reduce his damage capability as soon as possible. So if you have a choice of a Mammoth Tank and a Rocket Launcher, hit the Rocket Launcher. It will die a hell of a lot quicker than the Tank will, and with it out of the way, you don't have to worry about the nasty 227mm rockets. Try to find a balance between ease of destruction and the power of its weapon. An APC isn't hard to kill, but its chaingun isn't very strong either.

Look for crates (if you play with them on). They're more likely to be beneficial than harmful. But, just to be careful, get them with something expendable, or with something that can take a hit (Mammoth Tanks easily withstand even direct nuclear blasts, though they are slow and take a while to reach crates).


A. Playing GDI against Nod

Those Stealth Tanks can be a bitch. Stagger your forces at the entrances to your base. If he doesn't know what's in your base, he doesn't know the best route of attack. Make sure you have your harvesters guarded. Stealth Tanks are a prime weapon in harvester attacks. And while his Apaches don't damage vehicles like Orcas do, they can cause serious harm in large numbers.

Use your Ion Cannon (when you get one) to knock out Obelisks of Light. Do it routinely. They're expensive, and he might decide (if you do it enough) that he's better off not having one at all, if you're just gonna blow it up all the time. That'll make him a lot easier to invade. If he has no Obelisks, then go for his Apaches as they wait on their pads. Or anything sitting on the repair bay. Be a complete and utter asshole at every possible chance. It's how you win.

SSM's have the best range in the game. Hit his base (or invasion force) from a distance, then pull your launchers back behind your other forces if he starts to move in. A group of SSM's can reduce a building to ashes in mere moments.

Defend your harvesters with Mammoth Tanks. They can easily take down Apaches and they spell doom for Stealth Tanks.

Keep your troops scattered to reduce the effect of a Nuclear Warhead. Be very careful... a direct nuclear blast can destroy your Weapons Factory in a single shot. Boom, gone, and there's nothing you can do to prevent it. If you know that your enemy has nuclear capabilities, you might consider a second factory. Not only will you produce tanks at twice the rate, but you won't be crippled in the event of a nuclear strike. It all depends on how much room in your base, and how much money you have. If there isn't a lot of Tiberium on the map, don't waste it on non-necessities. It might come back to haunt you.

Hit turrets from the air. Hit his harvesters from the air. They might be defended by Stealth Tanks, so watch out. Be sure and attack any flame-using units with heavy vehicles or air forces, to reduce their lethality.


B. Playing Nod against GDI

GDI can't be really sneaky like Nod can, and its units aren't as speciallized. Your Stealth Tanks can go almost anywhere unmolested. Lie in wait for his harvester, then disappear, laughing, as he tries to pursue you. Drive into his base and scout it out so you can figure out the best way to annihilate him.

If you're willing to face his Ion Cannon, build at least one Obelisk of Light at every possible entrance to your base. If he routinely blows them up, you might build two, so you aren't undefended if his army pays you a visit. Turrets and Light Tanks aren't effective against troopers, so back them up with Flame Tanks and Flamethrowers.

Got Nuke? See that Weapons Factory of his? A single shot erases it. Aim at the center bottom (the building itself is three spaces across and two spaces high) and it's gone.

Keep enough SAM's distributed throughout your base to foil any attacks from the air. Every spot should be reachable by about three separate SAM sites. If you've used them, you know how sucky their aim can be, and they're very very slow to reload. Get enough, or you'll regret it. Those Orcas are more useful against buildings than your Apaches, and he'll probably use them against your base. You can also supplement SAMs with Stealth Tanks. Beyond the advantage of faster response times, you'll also get the extra bonus of your opponent being caught completely by surprise.


- Stone


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