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- COMMAND & CONQUER PART 5
-
- --------------------------
- CHAPTER:[6] Offensive tips
- --------------------------
-
- [6-1]: How do I destroy?
- ===========================
-
- [6-1-1]: Obelisks of light
- ----------------------------
-
- Lynda Myer (lyndamyer@aol.com)
- Nod obelisks are usually what my opponent keeps putting in to defend
- their base, but they just never learn! Nod obelisks take so much power.
- If you can take out a power center with an Ion Blast, the entire base
- usually goes down, and you can walk right in!
-
- Mike Mulligan (mulligan@netcom18.netcom.com)
- An ever better way to take out the Obelisks are the SSM units! There
- range is great then the Obelisks...they can just keep lobbing rockets on it
- without being hit! Try it, it works! The only thing though is you have to
- protect them! It doesn't take much to kill and SSM, one recon bike can end
- the bombardment really fast! So have 2 or 3 SSM and 2 mini tanks as
- guards....works great!
-
- Douglas William Cole (dougc@umd.umich.edu)
- (1) Air raid it if there are no SAM sites around (fat chance).
- (2) Overwhelm it with minigunners. (It can only pick off one at a
- time... so just swamp it with guys and you'll come out on top with minimal
- casualties)
- (3) Take out the power supply.
-
- Whatever you do, DON'T bring any kind of armor in there. You'll
- get nowhere fast.
-
- [6-1-2]: Flame-throwers
- -------------------------
-
- Lee Beng Hai (benghai@iss.nus.sg)
- Use minigunners, but do not send them together... keep them separated,
- usually 2 or 3 minigunners from different direction can take out a flame
- thrower easily. Send them one at a time will work but you'll have more
- casualties.
-
- [6-1-3]: Gun turrets using Orcas
- -----------------------------------
-
- Casey Robinson (ogiswise@rahul.net)
- First, attack the turret with just one Orca, it will damage the turret,
- but not so much that the computer repairs it. Then hit it with both Orcas,
- leaving it a pile of rubble.
-
- [6-1-4]: Most vehicles without getting squashed
- --------------------------------------------------
-
- Stephan Lau (skip@yoda.bsd.uchicago.edu)
- I find that when I "surround" an enemy harvester or tank with my men,
- the AI usually ends up spinning the vehicle endlessly around; apparently it
- doesn't have a single train of thought. So if you attack in groups, you can
- "confuse" the vehicle enough so that you don't get run over. Make sure you
- have some mini-gunners nearby for that annoying following infantry.
-
- [6-1-5]: Tanks in general
- ---------------------------
-
- Stephan Lau (skip@yoda.bsd.uchicago.edu)
- (1) Don't take on tanks head on, use the APCs to lure them into your
- killing zone;
-
- (2) In the kill zone, place mini-gunners up front for use the described
- single attack, place grenadiers behind as a main line of defense, and have
- three or four bazooka guys behind to take on the tanks;
-
- (3) Once the tanks gets into the zone and enemy infantry have been
- mostly eliminated, surround the tanks with your grenadiers in the "circle of
- death"
-
- [6-1-6]: Flame Tanks
- -----------------------
-
- Stephan Lau (skip@yoda.bsd.uchicago.edu)
- Use your Orcas against these guys to soften them up. Assign a very
- expensive medium tank or two take them on; send the tank back to your repair
- shop for immediate reconditioning.
-
- [6-1-7]: Mammoth tanks
- ------------------------
-
- Douglas William Cole (dougc@umd.umich.edu)
- (1) Air strikes are always nice.
- (2) 5+ infantry guys should take a single one out easily. DON'T
- forget to keep hitting the 'X' key to scatter your troops when it gets too
- close for comfort.
- (3) Stealth tanks. I've seen 3 do it, but use 4 or 5 to be safe.
-
- Mammoths actually aren't that great, they just have a lot of hit points.
- Use infantry on it if you can rather than armor, though...
-
- [6-1-8]: SAM sites
- ---------------------
-
- Thenardier (isc40562@leonis.nus.sg)
- Beside the Obelisk of light, the other structures which people would
- most possibly like to destroy are SAM sites. SAM sites have really strong
- armor and long bar of health. One strategy of taking down SAM sites is to fly
- an Orca close to it. When you see the cover open, blast it with the ION
- CANNON.
-
- Zeff Yusof (zeff@triop.pc.my)
- Try taking out the SAMs with 4 Orcas at once, all 4 will survive. If
- there are two sites within striking distance use two waves, one for each -
- you'll get back unscathed.
-
- [6-1-9]: Strong bases
- ------------------------
-
- Rune Fostervoll (runefo@ifi.uio.no)
- Three tactics work.(At least.).
-
- One is to attack him through his harvesters. He will usually have more
- than one working, and can usually get more even if you attack all you find,
- so it could take some while. But eventually this will cripple him. Then you
- can pick him off at leisure. But, especially early, destroying a harvester
- can bring an all-out attack. Be prepared for it.
-
- The other tactic is to attack with an attack not designed to destroy his
- base, but to cripple part of it. Stealth tanks are good at this. The
- construction center is usually the first priority, then the refinery, then
- the unit builders.
-
- Thirdly.. no base is perfect. It has a weakness. Find it, and exploit
- it. A back entrance, a cliff overhang, something should be there.
-
- [6-1-10]: Harvesters
- -----------------------
- Tucson Luke Loh (tlloh@zip.com.au)
- While its true that when you attack a harvester the enemy sends a huge
- force after you, they comprise mostly infantry so an adequate defense will
- easily mop them up and pay huge dividends i.e. lots of troops lost on the
- enemy side vs. few (if any) of your own. Of course, please make sure you have
- adequate defenses first. Strategy works best if you are NOD (with an Obelisk
- and a turret or two).
-
- [6-2]: The spiderbase strategy
- ---------------------------------
-
- Jim Varner (jvarner@nr.infi.net)
- I developed a strategy for Dune2 I call the spider base, and it works
- just fine in C&C. The concept is simple, build a sandbag wall from your base
- to your opponents. Then start building turrets right in the middle of their
- base. It is tedious and expensive, but it is sometimes the only way to
- destroy the enemy in those SERIOUS wars of attrition. You can also use your
- wall to block off choke points. You see, the AI doesn't recognize walls as
- targets so you can build a sandbag fort right in the middle of their base,
- just have plenty of $$$ for replacement turrets though. All's fair in love
- and war... Exploit your enemies weakness... I am NOT cheating!!!! OK, It is
- cheating.
-
- *6-3*: How do I drain the computer's funds?
- ==============================================
-
- Drone (jdw@cris.com)
- I just send a few units to bomb or shoot at the SAM sites. Not enough
- to ever destroy them but enough so the computer just repairs them until its
- broke. I'm sure a human would never fall for this.
-
- Andre Pang (ozone@zip.com.au)
- If playing against the computer, you take over a base and he still has
- another construction site somewhere, sell the tiberium silos which he had (or
- make sure that spot is vacant so he can build there again). Occasionally the
- AI will build another one there, usually full of money. Send an engineer to
- capture it. Repeat process. This will only work if the silos are surrounded
- by his own structures, so it might be an idea not to capture the buildings
- around them, if possible.
-
- -------------------------------
- CHAPTER [7]: Miscellaneous tips
- -------------------------------
-
- [7-1]: How do I sell my infantry/vehicles?
- =========================================
-
- David Hulet (d.hulet@ix.netcom.com)
- A Westwood bug that turned into a feature for us. You can sell
- infantry, vehicles and even civilians! Build a sand bag and move the unit as
- close to the sand bag as you can. Click on the sell button. Move the cursor
- over to the sand bag. Move the twirling dollar sign as far away from the sand
- bag (toward the unit) as you can without it loosing its rotating property.
- while its spinning near the unit click and sell him down the river!!!! This
- is a great way to make money if you are seriously down and out and about to
- get your butt kicked. It takes a little practice to figure out, but once you
- have done it the first time its simple.
-
- JiaTyan Chen (spitz@singnet.com.sg)
- You don't even need sandbags. Move the unit to the left, right, or
- below (I suppose above would do as well but awfully difficult to click) a
- structure that you can sell. Spin the $ from the structure to the personnel.
- You know you've reach the correct pixel (from the left & right)when there's a
- pop-up telling you what kind of personnel that it.
- Time to sell!
-
- Frank Wen-heh Lee (lefrankw@umich.edu)
- If you put the unit in the repair bay (no infantry, of course), click
- sell, and move the cursor over the unit, a little green $ will appear. You
- can sell the unit for half-price.
-
- [7-2]: How do I control Orcas in mid-flight?
- ===========================================
-
- Group the Orcas. You can then select the Orcas using the group keys and
- give them orders, even when they are in flight.
-
- [7-3]: Why should I destroy villages?
- ========================================
-
- reznor@netcom.com
- Why destroy the villages as a Nod? Cause you are thanked by not only
- the screams of villagers and the sight of torched buildings as you flame
- them, but you also get crates hidden in some buildings as well. (Gave me a
- lot of money it did....)
-
- [7-4]: How do I make a convoy?
- =================================
-
- Seth Hutchins (seth.hutchins@sunrisebbs.com)
- When you've got a group of units, and want them to follow one another in
- a "single-file" style grouping, make use of the CONTROL+ALT key combination
- like this...
-
- 1. Send the leader towards destination.
- 2. Control+Alt Click on the next unit to follow him
- 3. Repeat 2 until you have your group
-
- This tactic can be altered to get an interesting "circling patrol"
- effect out of Hummers, Buggies, and Tanks.
-
- 1. Select a "lead" unit.
- 2. Control+Alt Click the next unit.
- 3. Repeat 2 until you have all but one of the units in your group.
- 4. Control+Alt Click the LAST unit on the leader.
-
- This can annoy your opponent on the modem, and is a decent way to patrol
- an area. It works well (for me) in closed spaces.
-
- ROGER'S NOTE: This technique can also be used to keep faster units from
- traveling too quickly. Make all the faster units 'guard' the slowest unit in
- the group (e.g.- mammoth tank) and wherever you move the unit, the faster
- units will follow at the same speed.
-
- [7-5]: How do I get rid of trees?
- ====================================
-
- Craig M. Kazial (kazial@acsu.buffalo.edu)
- You can destroy trees. However it has to be just one lone tree. In other
- words, you can not destroy a clump of trees. It is not really useful except
- if you need to place port of a base at a location that the tree is at.
- Usually grenadiers and rocket launchers are the best to destroy trees.
-
- [7-6]: How do I hide under trees?
- ====================================
-
- Richard Lio (ez022609@boris.ucdavis.edu)
- Well, you can do it. Select your unit to move past the tree. When your
- unit is under cover, hit 's' to stop the unit. Your unit will be behind the
- tree and invisible to other human eyes. :) My friend does that often in
- multi-player games.
-
- [7-7]: How do I stop the computer from rebuilding?
- =====================================================
-
- Michael Stango (phillymjs@aol.com)
- Park a vehicle on the spot where an enemy building or turret was, so it
- can't be rebuilt there.
-
- [7-8]: How do I keep my harvesters from gathering all the tiberium?
- ======================================================================
-
- Put a vehicle on a patch of tiberium. The harvester won't be able to get
- to it. The tiberium patch will then regrow around it. If you have a blossom
- tree, parking a vehicle is not necessary because tiberium will begin to
- sprout around the tree.
-
- *7-9*: How do I get nukes in the last Nod mission?
- =====================================================
-
- ROGER'S NOTE: There is a bug in C&C versions prior to 1.18 that disable nuke
- usage regardless of what crates are picked up.
-
- VT (VirtualTed@westwood.com)
- To use nukes, building the Temple of Nod is not enough. You'll need to
- get the crates in missions 6, 8, and 12. You may have to capture or destroy
- some of the buildings to get at the crates.
-
- Jon Osborn (josborn@quapaw.astate.edu)
- One of the crates is in the mission where you have to take over the
- enemy base then destroy the base to the north of it. The crate is in the
- base. Once in the base go left to the Orca pads, then just above them is a
- fence just destroy it and get the crate.
-
- ROGER'S NOTE: The aforementioned mission is Nod mission eight. The crate on
- Nod mission 12 is underneath the GDI construction yard. Blow it up, don't
- capture it.
-
- --------------------------
- CHAPTER(8]: Player tactics
- --------------------------
-
- [8-1]: Hiroshima's Tactics Papers
- ====================================
- Hiroshima (hiro@millcomm.com)
-
- [8-1-1]: GDI Tactics paper
- -----------------------------
-
- I am working on a GDI tactics paper and I would like input on it. I
- basically outline strengths and weaknesses of each unit and good tactics to
- use each unit with.
-
- Also I am working on a list of special-purpose battlegroups composed of
- units that complement each others' strengths. In other words, for GDI
- infantry, a good general-purpose squad might be composed of the following:
- 2 minigunners
- 1 grenadier
- 2 bazookas
-
- This is a versatile squad and would be able to deal with most light
- vehicles and probably with a specialized squad, say a squad of all bazookas
- (the minigunners would take them) or even possibly a squad of flamers.
-
- A light patrol/recon force might consist of a humvee followed up by a
- bazooka squad. The humvee would drive short distances and find cover for the
- infantry, then would wait while they advanced, still a bit behind it. If it
- ran into opposition, say a single tank or a tank and a Nodbuggy, it would
- flee back past the infantry, possibly leading the vehicles into a trap.
-
- A combat patrol, however, would expect to run into some opposition. You
- might keep one of these within striking distance of several of your light
- patrols in case they ran into something they couldn't handle. That way, the
- light patrol could attempt to delay the heavier force long enough for the
- combat patrol to get there and mop up. A combat patrol might consist of the
- following:
- 1 humvee
- 1 medium tank
- 2 APCs, each containing a multipurpose squad.
- 1 rocket artillery
-
- I think that having standardized units would allow you to tailor your
- production according to certain standard force-size goals, i.e. I might want
- ten multipurpose squads, four patrol squads, et cetera. This standardization
- would allow you to incorporate smaller attack forces into specific roles in a
- major assault.
-
- In other words, I might have an assault consisting of the following:
- Outer pincers/advance forces, one forward-right of the main force, one
- forward left:
- (actually each of these might be a combat patrol force).
-
- Each jaw of the pincer would be directed to take out an enemy turret to
- give the main force less flanking fire.
-
- The spearhead would consist of two mammoth tanks each flanked by an
- echelon of three medium tanks. This would direct the brunt of enemy fire at
- the mammoth tanks. Mammoth tanks can take a lot and two of them will
- probably at the very least break a wall, allowing the medium tanks to get in
- there.
-
- Meanwhile, the third wave, perhaps five rocket artillery, would be
- providing fire support for the spearhead. The rocket arty would not
- penetrate but would form a firing line outside the walls, starting in on the
- enemy buildings. The tanks would now begin taking out specific targets. If
- the opponent had a Nod obelisk, I'd avoid hitting that and instead
- concentrate on silos and powerplants. Without silos, he has no money, and if
- you only knock out a few powerplants, the obelisk is going to be draining his
- powergrid. SAM sites would also be prime targets.
-
- The fourth wave would consist of APCs with multipurpose squads and
- engineer units. The APCs would disgorge infantry and would begin mopping up.
-
- This is all very neat and dandy, but it would not be easy to assemble
- this kind of force all at once and run it all the way from your base. That's
- why I like the idea of a modular attack force that is composed of other
- forces as it approaches the base, like a river gains strength from its
- tributaries.
-
- [8-1-2]: Nod Tactics paper
- -----------------------------
- [blank]
-
- [8-2]: Blue Aardvark's Anti-Crummy AI Tactics
- ================================================
-
- Phil Sykes (phil@sykic.demon.co.uk)
- Punch a hole in their wall where they aren't expecting it. They won't
- react unless you attack buildings, and you can waltz through, and they still
- won't react until you open fire (N.B. Turrets will!)
-
- Go up on a hill behind or beside the enemy base (every other enemy base
- has one that isn't guarded very well)
-
- APC engineer assaults.
- Load up your APC, and have two Hummers ready. Select a safe forward
- staging post to meet the squad up. If you haven't got recon on their
- perimeter defenses, do that now, but DON'T attract enemy attention to the
- massed armor, cos they'll die. Group all of the units together, and send the
- APC in AFTER the Hummers, straight through the main gate, or a hole in the
- wall (much preferred) if you made one.
-
- Don't worry about:
- Light tanks, troops (except flame-throwers and minigunners close to the
- engineers final objective - run them over if you can)
-
- Do worry a bit about:
- Gun turrets, obelisk tips - the Hummers are there as a sacrifice, and
- the APC can (just) survive one Obelisk hit!
-
- Hopefully if and when your APC dies, you'll have got close enough so
- they can't fire again on the engineer.
-
- Do worry a lot about:
- Flame tanks and artillery, and I suppose stealth tanks (never faced them
- defensively), near the objective.
-
- All of these eat APCs and engineers for breakfast. If possible, go for
- another objective, or abort the mission until you can draw them out or
- confuse them.
-
- Targets:
-
- (1) VITAL to take out the construction yard, first, or any captured
- buildings can just be rebuilt. He will *NOT* be running out of money at this
- stage (if he is, why aren't you doing a mass assault??) He ISN'T restrained
- by building coherency rules on later levels (can build anywhere he did build)
-
- (2) Vehicle yard (he's still got money, remember, so not much use in
- removing his spice yard just yet, cos he'll have enough for loads of
- vehicles.
-
- (3) Refinery (hurt him bad, but remember he's got a huge strategic
- reserve of cash). This is good for money, especially if there's a harvester
- in it at the time
-
- (4) Hand of Nod. These are VERY difficult to actually get an engineer
- close to, but worth it. Capture it and churn out a couple of flame-throwers
- to hold it for a bit.
-
- (5) Power Plants / Spice silos / whatever else
- Take 'em for money. Easier and cheaper to blow em up, but shutting down
- obelisk power can be useful.
-
- Interesting things to try:
-
- Draw 'em out: Send a recon unit inside the base, shoot someone and run
- out. He will follow you to his doom.
-
- Lead enemy troopers across tiberium field, they will follow in droves
- and die.
-
- The Nod base, on every level has at least one tactical weak point.
- Things to look out for:
- (1) Wide entrances - unguarded or with no turret guards.
- (2) Hills to the side or rear of the base that can be used for assaults
- without being directly hit with base defenses.
- (3) Weak spots where there are no defenses round a wall
- (4) Having two bases, one big and well defended the other not. Take over
- the one that isn't well defended, and built some advanced guard towers to
- defend. This will really annoy them
- (5) Harvesters going a long way from home - blow them up, and more will
- be built. If you can get them every time, then they will continue to waste
- their money!
-
- Retaliation: Sometimes after a successful engineer raid or limited
- attack, they will retaliate by going after your harvester. Make sure they
- don't get this chance by keeping the harvester in the base following a
- limited attack, or light tanks will hunt it down
-
- Tiberium field guarding: Often, the enemy will send rocket troops or
- tanks to guard spice fields. Sometimes, the troops will keep dying trying to
- get to the tiberium field, and they will be replaced indefinitely.
-
- ---------------------------
- CHAPTER[9]: Confucius say:
- ---------------------------
-
- [9-1]: Who the heck is Confucius?
- ====================================
-
- A Chinese philosopher who lived and died a very long time ago. His most
- famous philosophy is 'Don't do to others what you wouldn't want done to you.'
- His philosophy was one of passivity and inaction. People who follow
- Confucianism are called Confucianists. For some reason, lots of fortunes on
- those cheap cookies that come with my Chinese food are attributed to him.
-
- Confucius wouldn't have cared much for C&C. Therefore, I am not a
- Confucianist.
-
- [9-2]: Words to live and die by
- ==================================
-
- Casey Robinson (ogiswise@rahul.net)
- Don't do the same thing 30 times in a row, have it fail every time, and
- not change plans. It doesn't work.
-
- Phil Sykes (phil@sykic.demon.co.uk)
- Recon is like sex. When it's good, it's VERY good, but when it's bad,
- it's better than nothing.
-
- [incomplete]
-
- [9-3]: What are Murphy's Laws of Combat?
- ==========================================
-
- If the enemy is in range, so are you.
- Incoming fire has the right of way.
- Don't look conspicuous, it draws fire.
- There is always a way.
- The easy way is always mined.
- Try to look unimportant, they may be low on ammo.
- The enemy invariably attacks on two occasions:
- a. when you're ready for them.
- b. when you're not ready for them.
- Teamwork is essential, it gives them someone else to shoot at.
- The enemy diversion you have been ignoring will be the main attack.
- If your attack is going well, you have walked into an ambush.
- Never draw fire, it irritates everyone around you.
- Anything you do can get you shot, including nothing.
- Make it tough enough for the enemy to get in and you won't be able to
- get out.
- Never share a foxhole with anyone braver than yourself.
- If you're short of everything but the enemy, you're in a combat zone.
- When you have secured an area, don't forget to tell the enemy.
- Never forget that your weapon is made by the lowest bidder.
- Friendly fire isn't.
- If the sergeant can see you, so can the enemy.
- Remember, a retreating enemy is probably just falling back and
- regrouping.
- If at first you don't succeed call in an air-strike.
- Exceptions prove the rule, and destroy the battle plan.
- The enemy never watches until you make a mistake.
- One enemy soldier is never enough, but two is entirely too many.
- The more a weapon costs, the farther you will have to send it away to be
- repaired.
- Field experience is something you don't get until just after you need
- it.
- No matter which way you have to march, its always uphill.
- The one item you need is always in short supply.
- Airstrikes always overshoot the target, artillery always falls short.
- When you have sufficient supplies & ammo, the enemy takes 2 weeks to
- attack. When you are low on supplies & ammo the enemy decides to
- attack that night.
- Suppressive fires - won't.
- If it's stupid but it works, it isn't stupid.
- When in doubt empty the magazine.
- No plan survives the first contact, intact.
- If you are forward of your position, the artillery will fall short.
- The important things are always simple.
- The simple things are always hard.
- Beer Math -> 2 beers time 37 men equals 49 cases.
- Body count math -> 3 guerrillas plus 1 probable plus 2 pigs equals 37
- enemies killed in action.
- Tracers work both ways.
- The only thing more accurate than incoming enemy fire is incoming
- friendly fire.
- If you take more than your share of objectives, you will have more than
- your fair share to take.
- When both sides are convinced they are about to lose, they're both
- right.
-