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- COMMAND & CONQUER PART 2
-
- *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
-