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4.3 - GDI Vs. Scrin
5.0 - Frequently Asked Questions
6.0 - Credits
7.0 - Guide Version Info
8.0 - Legal Info
===================
1.0 - Preface
-----------
This is a general strategy guide for the GDI faction in
Command and Conquer 3.
It will not teach you how to play the game, because I
assume you were competent
enough to read the mini-guide the game comes with, or
played the tutorial and
figured it out.
The GDI's philosophy is "slow but steady". Your powerful
units move slowly, and
cost quite a bit, but once you get them out, they're tough
as nails and can
destroy just about everything. But this doesn't mean you
can be careless, as no
plan (no matter how good) survives contact with the enemy.
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of good anti-air
fire the GDI have, filling these bunkers with missile
squads can be quite
effective at defending your base from air attacks.
Missile Squad: 400 Tiberium
Missile squads are your workhorse infantry. A few well-
placed missile squads
are quite capable of taking down vehicles, especially if
garrisoned. A good
tactic is to put two missile squads with a sniper squad
into a building. Then,
the building can serve as a "take-all-comers" defence
unit, taking down both
infantry and vehicles.
Sniper Squad: 1000 Tiberium
Your other main infantry unit. Teamed with missile squads,
these will eat
through the opposition. Once again, throw a squad of
snipers in a building
with two missile squads, and the building is a sort of
mini-fortress. It is
very important to have at least a few of these when you
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garrison troops: if
you don't, enemy building clearing units (flamethrowers,
grenadiers, etc.)
will tear you apart. Make sure to throw a few of these
around your base and
main advances to keep fanatics off your buildings and
vehicles.
Grenadier Squad: 800 Tiberium
Grenadier are used to clear garrisoned buildings. Use them
to break through
when the enemy has garrisoned buildings. Don't put them in
front of the
attack though, because a garrisoned building will fire at
the closest target.
Use tanks or a horde of cheap infantry to soak up hits
while the grenadiers do
their work. Once you get up into the higher tech levels,
these become less
useful, because vehicles are much more resilient and still
able to take down
garrisoned structures. However, you should always keep a
few of these squads
around, just in case you REALLY need to take down a
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building fast.
Zone Trooper Squad: 1300 Tiberium
The zone trooper squad is your most powerful infantry.
They use rifle-sized
railguns, giving them an absolutely deadly (one shot, one
kill) attack against
infantry, and deal serious damage to vehicles. With
upgrades, they can also
detect stealthed units, making them a great support unit
for a vehicle attack.
Their jetpacks are useful for surprise attacks, but be
careful where you land
them: they can't fire while jetpacking, and have a
cooldown before they fire
once they hit the ground. If you aren't careful, you can
lose a ton of them by
jumping into a group of enemies. Of course, if you are
careful, you can zone
tro
Commando: 2000 Tiberium
The commando units are an oddity. They are useful in
certain situations, but I
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generally avoid them. They cost 2000 Tiberium that could
be used to buy things
that will probably serve you far better than a single
commando. If you have
Tiberium to spare, and want to play around with a cool
unit, go for it. If you
don't, consider not using the commando. If you do though,
remember what the
commando is good for: infantry killing, building killing,
and walker killing.
Drop him in an APC and he becomes a ludicrously deadly
anti-infantry tool.
When attacking, jump jet him up to the enemy defences
while they're occupied
and start blowing them up. Basically, think of it like
this: the commando
won't win the game for you, but it can certainly help.
Engineer: 500 Tiberium
Engineers capture buildings. That's pretty much their
whole use. They have no
weapons, and will die very quickly if they come under
fire. Use them to take
over neutral building like tiberium spikes, and to steal
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enemy buildings.
Interesting tidbit: For harder AI levels, when an engineer
gets close to a
building, the enemy will sell the building. If you can get
an engineer into
the center of an AI base, and they may very sell off their
whole base to stop
you from capturing it!
Ground Vehicles:
Pitbull: 700 Tiberium
Pitbulls are basically a missile squad on wheels. They
also detect stealth, a
useful ability for any combat group. Use them with APCs to
create a fast, all-
around effective combat group that can engage everything
in the game. However,
make sure you keep them out of serious trouble, because,
as with all light
vehicles, they are very fragile against serious anti-
vehicle fire. If you're
going to use them in an assault, or extensively in any
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way, you should invest
in the mortar upgrade. It is a very cheap and effective
upgrade.
APC: 700 Tiberium
APCs are, in my humble opinion, one of the best GDI
vehicles. They can hold
one infantry squad inside them, but more importantly, the
unit inside can fire
out of the APC. So, though the APC only has a machine gun
effective vs. air
and infantry, an APC with a missile squad inside is
effective against all
targets, and in groups, can slaughter just about anything.
Plus, they're more
manueverable than the mammoth tank, and can hire air
transports as well. APC's
can also drop minefields, useful for blocking off bridges
or other natural
tight-spots.
Predator Tank: 1100 Tiberium
The main mid-game tank for the GDI can be toughie to
produce, but can smack
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their Nod equivalents around with no trouble. Also, the
railgun upgrade will
affect these as well. Though with less firepower, two or
three predators will
be able to engage different targets, with more speed and
maneuverability than
a mammoth tank.
Juggernaut: 2200 Tiberium
Juggernaut are another oddity. If you have some well-
placed sniper teams, you
can use these to knock out a large group of enemy units
cleanly and quickly.
Use them if the game is going slowly and you want to crack
a tough defence.
Some people use them for frontal assaults, but I suggest
using them in more of
a support role.
Mammoth Tank: 2500 Tiberium
The GDI main battle tank. A few of these will crush
through most opposition,
and it will take some actual tactics to take them down.
With the railgun
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upgrades, mammoths will really come into their own.
However, you must support
them or lose them. Vertigo bombers will pound them into
dust, so make sure
they can't. Rather than building ten mammoths, build two
or three mammoths,
some zone troopers, and a couple APCs with missile squads.
This group is more
versatile, can move better through small spaces like city
fights.
MCV: 2500 Tiberium
Not a neccisity because of the Surveryor/Outpost, but if
you want a real
backup base, you need one of these. It's totally
unprotected, so make sure to
send and escort if you really need it to live. When
deployed, this will create
a construction yard, the building you need to start doing,
well, anything!
Rig: 2000 Tiberium
An interesting unit, that creates a battle base when
deployed. The base is
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equipped with some turret weapons, and can repair nearby
vehicles. It does
not create a build zone around it, but pairing a rig with
a surveyor lets you
create a defended expansion base quickly, and you can even
pack it up and put
it somewhere else.
Surveyor: 1500 Tiberium
Surveyors are used to create outposts, which generate a
build zone, allowing
for the creation of expansion bases. Totally unarmed, so
you want to defend
them if you're in the thick of the battle.
Harvester: 1000 Tiberium
Harvesters... well, harvest. They have a light machine
gun, but it's pretty
much useless, so defend your harvesters well. You can
build more from the
war factory, but refinerius come with a free harvester as
well. Note though:
if you make a refinery, then sell it, you get a harvester
for 1000 tiberium,
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the same as it's individual price at the war factory.
Useful for getting extra
harvesters in the early game.
Air Vehicles:
Orca: 1100 Timberium
Orcas are like small nuggets of goodness, filled with
rockets of course. Orcas
are excellent support vehicles: bring them in to support
tank charges or to
counter-charge enemy tanks. A group of twelve orcas is
easily maintainable,
and will rip tanks and even infantry to shreds. Try not to
attack with only
orcas though, because they are very vulnerable to anti-air
fire. Also, after
you research the sensor pod upgrade at the tech center,
orcas can drop small
sensor pods that will detect stealth and reveal the area
around them. These
are a must buy.
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Firehawk: 1500 Tiberium
Firehawks are your bomber unit. Upgrade to these late
game, but don't stress
it if you don't have the money. Firehawks are very
fragile, and can only fire
one salvo before needing to return to the airbase. Of
course, with their
special upgrade, they can travel anywhere on the map
instantly, and drop their
devestating bombs to cripple enemy bases. However, DO NOT
USE FIREHAWKS ON
ENEMY UNITS. You will fail miserably. The bombs fall too
slow to hit moving
targets, and don't deal enough damage to truly disrupt
enemy attacks. Use them
to destroy enemy bases, twelve firehawks, split into three
groups of four, can
kill or seriously damage three buildings. AND, they can
drop directly into the
enemy base, right on top of that building. Remember
though, that the cooldown
means you can't stratosphere fighter your way back out, so
you may lose some
on the way out if there is a lot of AA around the enemy
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base. Of course, that
is only the ground attack mode. If you switch them to AA
fire, they become
massively effect verse most air attacks. 12 firehawks can
seriously damage
even the Scrin's mothership in a very short time.
2.2 - Structures
-----------
Construction Yard: FREE (at beggining, deployed MCV)
This is the most important building in the game: it lets
you build everything
else! Keep it protected, or you might suddenly lose your
whole building
ability to a sneak attack.
Crane: 1500 Tiberium
The crane allows the use of another building queue, so you
can build two
building at once. This also affects the support building
queue, so you can
build defences two at a time as well. Often one the first
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buildings someone
will build.
Oupost: FREE (deployed surveyor)
Outposts are created by surveyors, and create a build zone
to allow creation
of an expansion base. It also functions like an armory in
regards to healing
your infantry units.
Power Plant: 800 Tiberium
Power plants provide, get this, power. After you build a
tech center, they can
be upgraded to produce even more power. In the meantime,
you should try to
stay ahead of your energy needs. Running out of energy in
the middle of a
fight could lose you the advantage if you use base
defences.
Tiberium Refinery: 2000 Tiberium
Refineries are absolutely essential. They let harvesters
drop off their
Tiberium, giving you it to use for buildings everything
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else. Another one of
those first-few-minutes buildings.
Tiberium Silo: 500 Tiberium
Silos let you store more Tiberium. If you have some extra
Tiberium to throw
around, buy them. If you don't, don't bother. They aren't
necessary at all,
and are more a luxury item than anything else.
Barracks: 500 Tiberium
The barracks creates your infantry units. Building more of
them will give you
more infantry build queues, and since they're cheap, you
should consider it.
Once again, a first-few-minutes building.
War Factory: 2000 Tiberium
The war factory constructs your vehicle units. Building
more also gives you
more build queues, but the higher build cost may prohibit
this. It also has
drones to repair damaged vehicles, so bring damaged
vehicles back to preserve
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them.
Command Post: 1500 Tiberium
The command post only gives one thing, the radar scan
ability, but also opens
the gate to the higher tech levels. Build it when you need
to, not before. It
is relatively expensive for the early game, so focus on
the other buildings
first.
Airfield: 1000 Tiberium
Each airfield only provides space for four air units, so
you will definately
need more than one. They also provide repair/rearm to
units that are landed
at them, so make sure to return your aircraft to home
after their attack runs.
Armory: 1000 Tiberium
The armory has your infantry upgrades, and also allows the
building of some
more advanced infantry. You need this to build snipers, so
if you plan on a
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mixed sniper/missile squad defence, you'll need to build
this fast. The armory
can also heal infantry units by garrisoning the infantry
inside the armory.
Tech Center: 4000 Tiberium
The tech center has the upgrades for your vehicles and
aircraft, and also
allows construction of advanced vehicles and structures.
It costs quite a bit,
so unless you're rushing for the more powerful vehicles,
save it until you
have a good economy going.
Space Command Uplink: 3000 Tiberium
This is the highest level tech structure for the GDI. It
grants some nice
abilities like the zone trooper drop pod. It can only be
built after the
the tech center is up, so you probably have a good enough
economy going to
cover the price. If you're rushing for high tech, you
probably shouldn't
bother grabbing this.
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Ion Cannon Control Center: 5000 Tiberium
This is your superweapon building. It enables the timer
for the Ion Cannon,
which can obliterate basically anything. Hit the enemy
base with it, and
follow up with some supported mammoths, and you're set up
for the win. It
costs a lot, but if you're worrying about superweapons you
should have a good
economy going.
Watch Tower: 600 Tiberium
The watch tower is an anti-infantry defence. Almost
useless against vehicles,
it will slaughter infantry that get in range. As with all
other defences, you
should build multiple watch towers, so that they cover and
support each other.
Guardian Tower: 1200 Tiberium
Basically a watch tower that is effective against vehicles
instead of infantry
targets. Build a lot of these if you're going to use them,
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because they have a
very slow fire rate, and only moderate damage.
Sonic Emitter: 2000 Tiberium
The most powerful GDI base defence. Though it has a
relatively low range, it
will destroy anything it hits in just a few hits. They are
expensive, so build
them sparingly, and only where they will really count.
They are especially
effective against any kind of grouped rush, because the
sonic attack will
continue until it reaches it's range limit, damaging every
target it hits.
And, when I say everything, I mean EVERYTHING. The sonic
blast can hurt your
own units and structures, so place your Sonic Emitters in
front of your other
defences.
AA Battery: 800 Tiberium
This is your turreted air defence. It deals constant
damage, but each hit does
almost nothing. Overall, this isn't a very good turret.
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Build them, but if you
keep some rocket-based units around your base, you're
probably safer. Missile
squads in rifleman-made bunkers, missile squads in actual
buildings, and of
course pitbulls, are great substitutes.
Battle Base: FREE (deployed rig)
A frontline base which has several turret weapons, and can
also repair your
vehicles. It can be repaired like a normal building, and
with an outpost can
create a great expansion/frontline base.
2.3 - Abilities
-----------
GDI Airborne: 1000 Tiberium, enabled by Armory
This ability drops in two veteran rifleman squads and two
veteran missile
squads. This is very useful for reinforcing a crumbling
position, but is
better used in conjunction with your other powers.
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Sharpshooter Team: 2500 Tiberium, enabled by Tech Center
This drops in three veteran sniper teams. Extremely useful
when you need to
defend something verse an infantry rush.
Bloodhounds: 2000 Tiberium, enabled by Airfield OR War
Factory
This drops in two veteran pitbulls and two veteran APCs. A
good combo is to
use this with the GDI airborne ability, and then put the
two missiles squads
into the APCs. Combined with zone trooper drop pods and
sharpshooter team, you
can make a small, effective attack team pretty much where
ever you want to.
Zone Trooper Drop Pod: 3000 Tiberium, enabled by Space
Command Uplink
This will almost instantly drop in three veteran zone
trooper squads. This is
the most useful single ability you get other than the Ion
Cannon, because the
zone troopers are effective against all targets. You only
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get a few of them,
but if you drop them where it counts, they'll be able to
do quite a bit.
Radar Scan: 250 Tiberium, enabled by Command Post
There's really only one use for this: figure out where
things are. Use it on
likely expansion areas to see if the enemy is there, or to
check up on the
enemy base.
Orca Strike: 500 Tiberium, enabled by Airfield
Basically useless. It can take out some kinds of turrets,
but pretty much
nothing else. Use it to take out tough enemy units if you
have to, but the
strike is slow and easily avoidable. However, if you
really need to that last
little bit of damage to something, this is perfect.
Shockwave Artillery: 1500 Tiberium, enabled by Space
Command Uplink
Good old artilley strike. It does moderate damage, so it
won't take out many
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buildings, but it's great to crush enemy assaults. It's
even better against
vehicles, because it has an EMP effect that disables them
for a few moments.
It's especially effective agianst Nod "turret farms",
where you can knock out
a large amount of defences in just a few moments.
Ion Cannon: 0 Tiberium, enabled by Ion Cannon Control
Center
The Ion Cannon is the GDI superweapon. It will easily wipe
out most of a base
by itself, and will kill basically everything except
construction yards in one
hit. The seven minute recharge is a killer, so use it
against bases, not enemy
attacks. Follow it up with an immediate, massive assault
if you can, because
the Ion Cannon strike will probably tie up the enemy while
they reconstruct
their base.
===================
3.0 - General Strategies
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-----------
3.1 - General
-----------
There are a few general strategies you may want to take
under advisement while
playing the GDI. First is the very start of the game. No
matter what specific
strategy you use, your first buildings should look
something like this:
- 2 refineries (you may want to sell the second one)
- 2 power plants
- barracks
- crane
- surveyor (if there is somewhere to expand to)
You can build those buildings in whatever order you want
to, but I prefer to
start with either the crane, or a power plant and a
barracks. After you build
those buildings, you should advance as you wish. However,
two things you should
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definately do are build up your expansion base (if you made
one), and to start
making infantry and turrets for defence/attack/expansion.
Garrison infantry to
maximize their effectiveness.
If you use this strategy, you will get a strong start to
kick off the rest of
the game. Of course, the true best strategy is to figure
out what works best
for you.
After this point, your strategy will fall into one of the
three general
categories explained below: Rushing, Turtling, or a mix of
the two.
And, some general tips that will help against anyone:
- Use the firehawk's stratofighter ability to knock out
construction yards. It
will only take about 8 to destroy one, and with
stratofighter you can appear
right next to their construction yard. You should also do
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this with their most
important buildings: cranes, war factories, and tech
buildings. If you take
out all their construction yards, cranes, and factories,
the enemy is pretty
much done for. Taking out top tech buildings disables
certain units and
abilities, so you can launch an assault while they're
reeling.
- Orcas are another great accompanying unit for mammoths.
You use them to take
out units that you don't want your mammoths to deal with:
hordes of beam tanks
are a good example. Five or six beam tanks can easily rip
apart small groups
of mammoths, so sending orcas ahead of them can help keep
your mammoths alive.
Even better, Orcas have two ways of detecting stealth
units, so they can find
cloaked avatars, stealth tanks, anything that might
threaten your mammoths.
- Before an attack, try to use your zone trooper drop pods
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power on the back of
the enemy base. If you're lucky, you may be able to knock
out enough power
plants to put them below their required power. If you do
it at just the right
time, you can attack just as this happens, and kill their
base defences with
little or no resistance.
- Take advantage of the veterancy system. When a unit gets
to max veterancy, it
becomes far more useful. Watch for units shooting in red,
or watch for the
symbol near their name. At max, they self-heal, do more
damage, have a farther
range, and reload faster (if it's a unit that reloads).
Protect these units,
and put them where it counts.
- Use orcas to coat the map in sensor pods. They're
completely free once you
get the upgrade, and have no recharge timer. One orca can
get most of the map
covered, and inside that area you reveal fog of war, and
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also have stealth
detection. They do go away after a while, but you can just
drop them again.
- Throw down a battle base and surround it with mammoths.
If the mammoths take
damage the battle base will repair them, and the mammoths
will shred anything
that gets near them. It costs a lot more than your static
defences, but is
quite a bit more effective.
- Instead of using mammoths, consider a large group of zone
trooper APCs. It's
not as good at anti-air, but it is equally or even more
effect against ground
targets.
3.2 - Rushing
-----------
Rushing is the art of a fast, early-game, crippling strike.
The goal is to get
to infantry and light vehicles quickly, then using them to
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"rush" the opponent.
The idea is that crippling the enemy early on will allow
you to dominate them
through the rest of the game.
Of course, this can backfire very easily. If your attack
fails to do enough
damage, you may be the victim of the reverse of your plan:
your opponent will
counter-rush you, and you just used all your early-game
resources to build an
army which was just killed!
For a GDI rush, you should be incorporating rifleman
squads, missile squads,
and pitbulls for sure. If you can, throw in some APCs to
pile your missile
squads into, and snipers to take care of infantry. Be
careful not to take too
long building your army, or you won't attack early enough
to actually cripple
the enemy.
Another option is to use less combat units, but throw some
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engineers in. If you
capture some of their buildings instead of destroying them,
you can then sell
them to give yourself more riflemen squads for the battle,
AND to fund your own
base.
Though the goal is only to cripple the enemy, if you can
destroy them, that's
obviously better. This is entirely possible, especially if
you use engineers,
because you can use the money to fund a larger army to send
in.
If your opponent(s) rush you as well, you should keep up
the attack with the
units you already sent, but use everything you produce from
then on to protect
yourself. The worst situation you can be in is being behind
from a failed rush,
or crippled by the opponent's own rush. Recover as fast as
you can, and get a
strong defence ready.
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Be prepared to fail many, many times. Rushing is an art,
and can be hard to do
correctly. However, I think you'll be happily surprised
once you master it.
3.3 - Turtling
-----------
Turtling is the complete opposite of rushing. You stay in
your base (and your
expansion bases), and build up your economy and tech level.
Once your tech and
economy are running strong, you can build a massive army to
attack, while the
opponent may still be in the mid-tech levels.
Just like rushing, this can backfire in an instant. If you
get rushed, your
plan will completely fall apart. If the opponent manages to
break your defence
while you're still building up your tech level and economy,
you're done for.
So, focus on your defence. Keep building turrets, and make
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sure the ones you
already have are in tip-top shape. Build airfields as soon
as possible, and use
orcas to shore up trouble spots.
Once you're fully teched-up, you have two main options. The
first is to keep
building airfields, and sit behind an impenetrable wall of
turrets while you
slowly bomb your opponent to death. The other option is to
build up a massive
land army, and using it to push directly toward the enemy
bases.
A good end-game army would consist of a spearhead of
mammoth tanks, followed by
zone troopers and APCs filled with snipers and missile
squads. Throw in some
juggernauts at the rear for artillery support, and you can
crush through just
about anything.
Turtling is generally seen as a "noob" strategy, but it
really isn't. It is an
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entirely valid strategy, and is just as much an art as
rushing is. Practice,
practice, practice, and you will be quite happy with your
performance.
3.4 - Mixed
-----------
The mixed strategy is a (you'll never guess this) mix of
the rush and the
turtle. You could also think of this as the harasser
strategy. Build up your
economy and tech just like in the turtle, but keep the
pressure on the enemy as
you go. Build groups of units and send them to hold key
locations and slow down
your enemy, or to actually attack the enemy base.
Good units for this strategy are predator tanks and light
vehicles. These units
are tough enough to hold out for a while, and powerful
enough to fight off an
actual attack sent against them. The beggining and mid-game
should follow a
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general rusher strategy, and in the end game you should be
pounding the enemy
with a turtler-like army.
The true strength of this plan, at it's basest level, is to
adapt to what the
enemy does, and to counter it. Move your units to strategic
locations to
disrupt the enemy, and put pressure on their main base.
Basically, your goal is to stop the enemy's plans, while
still building up your
own forces. Done correctly, this could be considered the
best of the three
strategies, because it is the most flexible. Adapt and
survive, commander.
===================
4.0 - Specific Strategies
-----------
4.1 - GDI Vs. GDI
-----------
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- The main trouble with this match up is that you use the
same units. Make sure
you know how to counter things. For example, counter
mammoths with mammoths,
because they're an even match. Match infantry with
snipers, and snipers with
vehicles, vehicles with missile squads, and around and
around again. Use your
common sense.
- Get to high tech levels fast. Because each of your units
exactly matches the
enemy units, you need to use something they can't match.
Getting to a high
tech level faster means you can use your advanced vehicles
to stomp them,
before they use those same vehicles against you.
- Set up AA on the inside of your base as well as the
perimeter. Your opponent
may use firehawks to get into the center of your base,
where you may be in
lack of serious AA fire to take them down.
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- Space out your units. Shockwave artillery and juggernaut
strikes can make a
good assault a sitting duck on the battlefield. The EMP
from the shockwave
artillery will freeze your vehicles, then the juggernauts
will shred them. Of
course, you can use this little trick on them as well, in
fact, it's useful
against any of the factions in this game.
4.2 - GDI Vs. Nod
-----------
- Make some extra snipers and scatter them around your
base, and send them with
your attack forces. You will need them to kill fanatics,
which a good Nod
player will likely use them extensively against you for
anti-vehicle and anti-
building purposes. Even if they don't, the snipers are
still an excellent
defence against infantry.
- Watch for the Nod stealth towers. If you see one, make
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sure to approach
cautiously and bombard it in advance if possible. Chances
are that the enemy
has placed a horde of turrets under the stealth field,
just waiting for you to
walk in and get yourself slaughtered.
- On the same note, be aware that Nod is the master of
diversions. A stealth
tower (or any other unit or structure) may just be a
diversion to make you
advance more cautiously, and miss other oppurtunities
while you concentrate.
- If the enemy has set up a large amount of AA towers, just
give up with an air
attack unless you feel like losing a lot of units. Each
Nod AA tower can fire
three missiles, and each one they buy comes in a set of
three turrets. Nine
missiles will seriously damage, if not destroy, any of
your air units.
- Watch for vertigo bombers. Vertigoes are stealthed, so
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you won't get an early
warning if they come at you. So, you need to: 1) detect
them, and 2) hit them.
Detection is easy, any stealth detector will do it.
Hitting them is another
issue. The bombers fly faster than mammoth tank missiles,
so use missile
squads or pitbulls to hit them. You shouldn't rely on your
AA turrets for
the reasons in their description.
- Make extra sure to defend the sides of your base. A
diversionary attack to
the front of your base in conjunction with a group of
stealth tanks pouring
into the side of your base isn't fun.
4.3 - GDI Vs. Scrin
-----------
- Keep up the air defence. If you don't, you'll die. Simple
as that. The Scrin
have a devestatingly effective air force, and without air
defence they will
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simply eat you up.
- Build defences on the inside of your base as well. The
wormhole power, the
mastermind, and shock troopers can all teleport things,
possibly right into
the middle of your base.
- Watch for the Scrin superweapon. One deadly strategy the
Scrin can use is to
drop their superweapon, then fire up a wormhole and dump a
bunch of tripods
into the middle of your base.
- Another nasty Scrin trick: using the mastermind to
capture a building, then
building the signal transmitter next to it and summoning
the mothership in the
middle of your base. If you see the mastermind, kill it
IMMEDIATELY!
===================
5.0 - Frequently Asked Questions
-----------
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Q: What is the best way to quickly boost your economy?
A: Well, obviously you'll need more harvesters. You also
want more refineries
along with them, depending on your ratio: 3 harvesters per
refinery is usually
ok, but you might want to go 2 harvesters per. If you're
expanding, build some
defences to go with them, so they don't get killed.
Q: Is there any combination of units that is very strong?
A: There is no perfect combination, because any unit can be
countered by
another unit. However, the "tried-and-true" combo would be
a group of
mammoths, APCs (with a mix of zone troopers, snipers, and
rocket troops),
and pitbulls. This group can handle just about anything,
and with air support
can be nearly unstoppable.
Q: Is there a monthly fee to play online? Do you need a
fast connection?
A: There is no monthly fee to play online. I would suggest
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a fast connection,
but you can play with a slow connection as long as the
ping bars are good.
When you're looking at a game to join, watch the little
bar on the side: if
it's green, you're good