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- COMMAND & CONQUER PART 9
-
- ---------------------------------------------
- CHAPTER [13]: I need help playing multiplayer
- ---------------------------------------------
- see also
- [2-1] INFANTRY
- [2-2] VEHICLES
- [2-3] BUILDINGS
- [2-4] SPECIAL UNITS
- [5-1] SANDBAG DEFENSE
- [5-2] BUILDING BASE DEFENSES
- [5-3] HELP! I'M BEING ATTACKED BY ENEMY..
- [5-4] SUPPRESSIVE FIRE
- [6-1] HOW DO I DESTROY...
- [7] MISCELLANEOUS GOODIES
- [13-1]: What do I do with crates?
- ====================================
-
- *13-1-1*: Stealth technology
- -------------------------------
-
- Rorke Haining (rorke.haining@mccaw.com)
- I'm out of this game, kibitzing a player who never uses Engineers OR
- APCs. Totally not my style. The game gives him an APC to start with, and he
- uses it to explore. I tell him that's a dumb idea, he should use his humvee
- instead, APCs are too valuable to risk losing until you suicide them into the
- enemy bunker with a load of Engineers/Commandos/diversionary troops. He
- doesn't listen. He finds a crate. I say don't touch that crate with your
- APC, you've got a man really close by. He grabs the crate with the APC.
-
- And inside was something I had never seen inside a crate before.
-
- STEALTH TECHNOLOGY!
-
- HE HAS A #@*$&! STEALTH APC!!
-
- AND HE WON'T BUY A SINGLE ENGINEER!!!
-
- What does he do with it? He keeps exploring. He explores a large
- island. Turns out one of his enemies is on that island, and is just now
- moving tanks onto both bridges.
-
- For the rest of the game, he has a wounded, invisible, empty APC trapped
- on an enemies home island, which he eventually just suicides into something
- in an attempt to get it back off the island.
-
- (whimper)
-
- Douglas William Cole (dougc@umd.umich.edu)
- Whoa, I've never gotten a stealth APC, that would be the be all, end
- all, ultimate weapon.
-
- I've gotten a stealth harvester (the little bugger must have just run
- over it himself), a stealth humvee (yay!), a stealth med. tank (oh boy), and
- other stuff. Once, there was this crate that appeared right in the corner of
- my base and when I got it and opened up the stealth technology, it made my
- unit (like a buggy or something), a refinery, a powerplant AND a harvester
- that was in the refinery all stealth! I freakin' had a stealth power plant!
- Whoo boy!
-
- My friend got a stealth Mammoth but I didn't notice it because he had
- like 8 more with it. A stealth Orca would be almost impossible because Orcas
- can't get boxes (you'd have to park an Orca around a box then open it with
- some other unit, I guess). A stealth commando would ALSO totally rule. I
- wonder if he would be visible the whole time he ran to a building to C4 it,
- or just at the instant he attacked it. Hmm.
-
- Andre Pang (ozone@zip.com.au)
- Here's something hilarious. A friend of mine was playing, and a crate
- appeared right next to his three helipads at his base. He sends in a humvee
- to pick it up. Not only did the humvee stealth, but his helipads and his
- Orcas went stealth as well! And what's more, when he used them to attack, the
- Orcas would uncloak, fire two missiles, AND CLOAK AGAIN! The Nod SAM sites
- just went up when they saw them uncloak, and back down when they cloaked
- again, without firing a single missile.
-
- Needless to say, the game was stopped after about 30 minutes due to him
- almost not being able to breathe, rolling around the floor laughing :).
-
- Point is: the stealth technology in crates applies to an area, not the
- unit which picked it up. If you're feeling lucky, drop off a transport
- helicopter or an APC right next to the crate before you pick it up. A stealth
- transport helicopter is almost unbeatable.
-
- [13-1-2]: Units
- ------------------
-
- Douglas William Cole (dougc@umd.umich.edu)
- Units. (All infantry, commandos, flame tanks, stealth tanks, APCs,
- Mammoths, **MCVs**, Chem. warriors, almost everything I guess.
-
- [13-1-3]: Visceroids
- -----------------------
-
- Kevin 'Zaph' Burfitt (zaph@torps.apana.org.au)
- If you open a box and find one of those red blob things, then head the
- unit that opened it towards the enemy base, if it dies, the blob will
- continue to their base, and you can get back to killing them...
-
- [13-1-4]: Explosions
- ----------------------
-
- Not particularly desirable. These come in three flavors. The incendiary
- explosion is roughly equivalent to a bell pepper. The napalm explosion is
- about on par with a couple of chili peppers. The nuclear explosion is about
- equivalent to five jalepenos.
-
- [13-1-5]: Cash
- -----------------
-
- This contains up to 2000 credits.
-
- [13-1-6]: Nukes, airstrikes, ion beams
- -----------------------------------------
-
- Douglas William Cole (dougc@umd.umich.edu)
- One time use nukes, airstrikes and ion beams. My friend said he found a
- box with an ion beam AND a nuke it in, but I'll believe it when I see it.
-
- [13-1-7]: Map modifiers
- --------------------------
-
- Will either hide or reveal or cover all territory on your maps.
-
- [13-1-8] Heal all units
- --------------------------
-
- Joe Bostic (joebwan@anv.net)
- sphere with rings -> heal all units and buildings to full strength
-
-
- *13-2* Offensive tactics
- ===========================
-
- Roger's Note: Much of the information found in Chapter 6 is directly related
- to multiplayer offensive strategies.
-
- Firefox (tnorris@hti.net)
-
- Diversionary Tactics (can be used by both NOD & GDI)
- ----------------------------------------------------
- I have used this strategy successfully in net games as well as against
- the computer:
-
- Build up about 20 minigunners, a hum-vee (or nod bike) and maybe a
- cheapie tank. The idea is to make this force look as convincing as possible.
- Group this "Attack Force" and hold it in reserve.
-
- Build an APC and load it up with 4 engineers and a bazooka (NOT a flame
- thrower, they'll sometimes kill the engineers). Move the APC on the side of
- the map that the enemy's construction yard is on.
-
- Now, with the Grouped Attack Force attack the enemy base from the side
- OPPOSITE of where the Construction Yard, other important buildings are. You
- ARE NOT concerned about what happens to the attacking force.
-
- Just as the force starts to engage in battle and you see the enemies
- troops, etc. running to defend the base, bring in the APC and unload the
- engineers. Take over (in order of priority: Construction Yard, Airbase (or
- Weapons Factory), Hand Of Nod (or Barracks). The enemy will be defenseless!
-
- If the enemy has tanks around his base, build a turret and have it ready
- to deploy as soon as you take over a building, then put it next to it so it
- can destroy enemy forces.
-
- I have successfully used this diversion many times to the disdain of my
- enemy. It works almost all of the time. The key point to remember is that
- your attacking force should be convincing. A mammoth tank in it will convince
- the enemy that the force is REAL and not a diversion and hence will draw all
- his troops to attack it.
-
- In general, use this tactic to draw forces AWAY from something you
- REALLY want to attack.
-
- Harassment
- -----------
- One of my favorite ways to annoy the enemy is to build a bunch of
- Grenadiers/Bazooka's and send them out, one at a time to attack different
- buildings of the enemy base. This really only works if he has not yet built a
- Obelisk Of Light. The enemy will be so preoccupied killing the annoying
- attackers that they won't see (hopefully) your APC or REAL strike force
- attacking his base from another point of the base. This tactic also wears
- heavily on the enemy finances since he is constantly repairing many different
- buildings. Your enemy will be become paranoid and demoralized, THEN you can
- send in the tanks, etc. that you have been building the whole time and wipe
- them out.
-
- Overwhelming Force
- ------------------
- If your enemy has an Obelisk Guard Tower (and hopefully no flame-
- anythings), then build about 40 minigunners and send them to attack his
- Obelisk Guard Tower. The Tower takes so long to recharge that it cannot
- possibly kill off all of the attackers. Also send 1 or 2 off to attack a
- power plant (which makes the enemy rebuilding take just that much longer).
-
- -xxx-
-
- Jason Thomas (hiro@mill2.millcomm.com)
- :I was on the losing end of a game when I got lucky with an APC
- :full of engineers and took most of his base - my opponent promptly resigned.
- :Yes, I won technically, but it felt like a hollow victory. It also places
- :way too much emphasis on that tactic instead of a mix of strategies.
-
- There's no such thing as an unfair tactic. If you haven't arranged your
- defenses so that you can defend against a couple of APCs with engineers,
- perhaps you should reevaluate your strategy. It is, however, a devastating
- assault. Picture this: A few waves of humvees driving parallel to the wire
- to snipe at infantry units. Follow this up with a wedge of medium tanks,
- spearheaded by a heavy if you have it, directed at a turret. Follow this up
- with rocket artillery. Then the APCs with engineers come through. If the
- APCs get through, game over. If they don't, then the defender's base is
- going to be pretty much toast, and his defending forces crushed. Your attack
- force is going to be gone too, but it underscores the principle of attacking
- first.
-
- -xxx-
-
- Don Good (treygood@aol.com)
- From reading the various h2h posts, it appears that most players use a
- defense first strategy. Sorry, but this is not the most effective way to go.
-
- At the outset, you should hunt aggressively for your foes base. Assign
- a humvee/recon bike to a ctrl number, and send it first to one corner, then
- the others. While the unit is in transit, build your base right next to a
- tiberium field.
-
- Your order of build for NOD is powerplant, refinery, Hand of NOD. For
- GDI it's powerplant, then refinery. If you have found your foes base, and he
- has no Helipads yet, then GDI should build the barracks. If your foe has
- Helipads, or Hand o NOD; GDI should build a communications center. The comm.
- center allows you to build Advanced towers, the barracks allows everything
- else.
-
- During this phase, listen for sounds of gunfire. When you here gunfire
- it's your scout being attacked. Do an alt+# to jump to him and thoroughly
- scout out his base.
-
- If he has no SAM's/advanced towers, your in luck, quickly build 2
- Helipads, and 1 powerplant and start attacking his harvester. Meanwhile, if
- your GDI, train to engineers and load them into your APC for an assault on
- his construction yard.
-
- From this point on, your main objective is to build more harvesters, and
- constantly attack his harvesters and powerplants. When a powerplant gets
- knocked out attack his ground units on his base. Concentrate on units which
- can attack helicopters/Orcas.
-
- By attacking from the get go, you force the "base builders" into a
- constant rebuilding mode. If they insist on still trying to build and
- advance their bases they will leave themselves open to further attacks upon
- production. If they try to return the attack, you will have already gained
- significant ground in offensive punch over them.
-
- This strategy is especially effective against the GDI "spider base"
- builders. In the early stages of the game their defenses are too spread out
- to prevent constant air attacks, and too spread out to deal with an
- APC/engineer attack.
-
- -xxx-
- Terminator (termy@challenger.net)
- When playing NOD build a Power Plant, Tiberium Refinery, and Airstrip in
- that order. Don't build anymore buildings. Just keep churning out Recon
- Bikes until you run out of money. You should have about 10-20 bikes now (you
- started with 9999 credits right?). You now have an unbeatable army. Send
- them to destroy the other guy's harvester(s). Usually they won't have enough
- time to put together a defense by then. Your bikes can then just head in and
- blow the bejesus out of them. This tactic works very well and I haven't
- found anything else that can stop it. The only problem is that once you've
- used it on the other poor guy a few times he'll start doing the same thing.
- Then it bogs down to who builds first. :)
-
- Build Power Plant, Tiberium Refinery, and Barracks/Hand of NOD, and then
- build as many helipads as you can. You should be able to gather a nice 5-10
- chopper/Orca force. If the other guy is GDI then you'll usually be able to
- go over and blow their Construction Yard away before they can form a good air
- defense. If the other guy is Nod then they might have made a Sam Site by
- now. Go and blow the Sam Site away. You shouldn't lose one chopper/Orca if
- you sent at least four or five. Then blow the Construction Yard away. This
- really annoys people, and half the time they'll lose self confidence and
- resign.
-
- Make the all famous engineer/APC combo. Before you send them over have
- an Obelisk/Adv. Guard Tower ready to put down. When they capture a building
- put down the Obelisk or AGT right there in there base! If you're NOD keep
- building turrets and put them in their base. Destroy them from the inside
- out. If you're GDI then building a barracks (if you haven't captured theirs)
- and putting it in and building more engineers to capture more buildings might
- be best, since Guard Towers build slower. It's just like cancer. Once it's
- started it can't be stopped.
-
- *13-3* Defensive tactics
- ==============================
- Roger's Note: Much of the information in Chapter 5 directly relates to
- multiplayer defensive strategies.
-
- JB Hall (jbhall@acs.ucalgary.ca)
- Here is a great tip for 4-Player Net Games with alliances. Both you and
- your teammate pick Nod and GDI. During the game (after you've both got
- things rolling) build an MCV each and send 'em across to the other guy's
- base. After that set them up build an engineer and VIOLA!! both of you have
- Nod and GDI capabilities. Sure it's REALLY expensive but well worth it.
-
- With both capabilities, the perfect base defense is:
- -Obelisk
- -2 Turrets (Hum-Vee Killers)
- -Guard Tower (Infantry Killer)
- -SAM Site (Bye Bye Aircraft)
- -Missile Tower (Chews up leftovers)
- Untouchable!!
-
- -xxx-
-
- Jason Thomas (hiro@mill2.millcomm.com)
- Now, what if you had two layers of defense? An outer wall, possibly
- sandbags, with gun turrets, infantry, et cetera. Then, an inner wall of
- chain-link or concrete surrounding your buildings with gun-turrets, grenade
- guys, et cetera. That might help keep the engineers away a bit better. It's
- a legitimate tactic; use it and learn how to defend against it.
-
- -xxx-
-
- Phil Sykes (root@sykic.demon.co.uk)
- Surround your base with guard towers. If an enemy (even an allied one)
- approaches to try and get recon info, waste them. The less they know at the
- start, the more costly it is in the middle.
- Spice harvesters are great to hassle with Orcas.
- Pointers to remember during netgames:
- The computer player ALWAYS repairs structures when they get damaged. The
- same is not true for the humans however.
- Humans may get demoralized and quit if you kill their construction yard!
- Always keep a couple of engineers next to your refinery and construction
- yards - to recapture them immediately.
- Humans have VERY limited money, especially if you've killed their
- harvesters! Those ion cannons are much more useful when repairs can't be made
- and obelisks / guard towers can't be replaced indefinitely.
- Try to cripple your opponent early on by making them spend money on
- repairs and replacements so their 'base-economy' cannot develop.
- If playing against a tech 6 or 7 Nod opponent, wall up your base apart
- from one choke point which should have a guard stationed there who moves out
- of the way to let units in / out. This prevents stealth tanks.
- Never leave your base open anyway - the other guy will be fighting a
- penetration war if he has to get through walls!
- Often, humans will repair their units. Clobber them on the way out if
- you don't like this!
-
- [13-4]: Capture the flag
- ===========================
-
- Kevin 'Zaph' Burfitt (zaph@torps.apana.org.au)
- Playing 4 player Capture the Flag, with Alliances:
-
- The Zaph strategy:
- As soon as the game starts, gear to building fast vehicles
- (humvees/Bikes) and run groups of 3 or 4 into the enemy base, grabbing the
- flag and
- dragging it further away - they wont have the defenses to prevent this in the
- opening stages...
-
- The Anti-Zaph Strategy:
- After forming an alliance with your teammate, run a tank into their
- base, and take their flag. Then drive it a few squares away, somewhere
- convenient and hard to get to!. Now the only way someone can take the flag is
- by destroying your tank (they can't just grab it and run). - have your
- teammate do the same for you!
-
- [13-5]: Various player strategies
- ====================================
-
- [13-5-1]: Aardvark's strategy
- --------------------------------
- Phil Sykes (root@sykic.demon.co.uk)
-
- (1) Get recon on the enemy base as soon as possible.
- Preferably, send all of your recon capable guys out to corners of the
- map to get info on the areas around the base. This saves you enormous hassle
- getting it later on, when it will be needed to detect buildups, aim
- airstrikes / Orcas and mount an attack.
-
- When your guy gets there, offer (verbally or using f1-f4) to make an
- alliance. If you command the respect I do in C&C, they will probably agree.
- Say you will team up and crush the other two (so the other two can here it).
- This will cause them to ally (maybe)
-
- Once you've made the alliance, run all the way round the base (if
- someone else tries to do this to you, unally and whack them). Then set off to
- another base.
-
- (2) Defend your base from recon.
- Put fences up around 'choke points', areas where the base is protected
- by natural features to prevent other people getting in. Put a tank at the
- entrance (and a guard building) to discourage people from getting in. With
- any luck, no-one got a good look round your base.
-
- If anyone did, offer to make an alliance with them - they could be very
- dangerous.
-
- (3) Build more base.
- Put at least two tiberium refineries in, preferably on opposite sides of
- the base. Make sure harvesters have easy access to them, but put them inside
- the fence, or engineers will attack them. Don't worry about defense too much
- at this stage, but be sure to make a
- base that is easily navigable (so troops can get through to defend).
-
- Avoid making 'transport chopper magnets', that is large areas of open
- ground deep inside your base. If you have any, be sure to station a
- minigunner and a bazooka guy to shoot down or mop up any penetrators.
-
- My personal preference is for a fairly open plan base, with all areas
- defended by advanced guard towers or SAMs.
-
- If you're playing NOD, put your obelisks RIGHT next to SAM launchers,
- and preferable within range of two or three SAMs, because this will mean any
- air attack to remove it takes hideous casualties.
-
- Be sure to produce five or six bazooka dudes to plant around the inside
- of the base for SAM cover.
-
- In areas where a tank attack seems probable, place fence 2 squares deep,
- or concrete if you can get it.
-
- DON'T leave huge gaps in your defenses. If possible, only two or three
- squares should afford entrance or exit to your base, and these should be
- defended with advanced guard towers like so:
-
- ************ ************
- *** ***
- G** **G
-
- * = fencing / natural defenses G = advanced guard tower / obelisk
-
- This fencing two deep prevents flame-throwers or minigunners from
- getting
- next to the targets.
-
- (4) Be really evil.
-
- At this point, everyone's base is defended. A frontal assault would be
- suicide and lose you the game, so you have to fight dirty, using attrition or
- psychological tactics or luck to destroy the other three.
-
- Build three harvesters and two harvester plants at least.
-
- If you're GDI, get around five Orcas. Start blowing up harvesters. It
- doesn't take long for the human to feel the pinch. If he gets stuck without
- enough money to build more harvesters, he has to sell units or buildings. If
- you can see areas in the enemy base not under SAM cover, blow them up. This
- works especially well against weenies who build their construction yard right
- at the back, and form a front line to stop enemies.
-
- If your harvesters start to get blown up, complain violently. Protest to
- the other guy, and suggest to everyone that a punitive raid should be
- launched on player X to stop them from being so evil. Also, send a few
- bazooka guys to the spice farms. Orcas aren't much good at hitting moving
- targets, so this is where they are most vulnerable.
-
- If you can afford it - spider base. Build a line of sandbags out to a
- large spice field, and plonk an advanced guard tower or a SAM site (protected
- by a tank). This is an excellent place to mass troops prior to an assault, as
- they don't get pummeled by aircraft (it's also a big target for ion cannons /
- nukes, deflecting the attention away from your base.
-
- If another player looks stronger then you, say so. Explain to the other
- players how it would definitely be best to take this guy down 'I can see
- troops massing in his corner, he's going to attack' or 'I'm sure he's got
- stealth tanks in your base!'
-
- Launch a combined assault. This will undoubtedly remove him from the
- game if you are playing with anyone half decent. Offer to lend 'air support'
- but not ground troops.
-
- Whilst they're doing this - engineer attack their base or blow up their
- harvesters. Chances are they'll be too pre-occupied to notice.
-
- If you're NOD - Stealth tanks! - Sneak em in through enemy defenses and
- mass them in the gaps between his buildings. Go for his construction yard
- first, because once the construction yard is gone, the will to fight can go
- too, and they may resign. Also, use stealth tanks or recon bikes to hunt
- harvesters in packs ;)
-
- Crates are always useful. No matter what you got, say it was a good one
- to your enemies. If you're nod, decloak one of your stealth tanks to make the
- noise, and say it was a stealth APC/engineer/mammoth tank. Make sure you have
- recon all around the map, and periodically scan it for crates. Have a humvee
- ready to go after the crates (be sure to tell an ally what you're doing if
- you approach his base, or he may attack you)
-
- Set up a buffer zone around your base. If anyone comes inside a LARGE
- radius, say 'that (unit) better get out of here or my Orcas / assault
- choppers are gonna whack him'. 'You got 10 seconds - 9 - 8 - 7 (launch the
- Orcas now) - 6 - 5 - 4 - 3 (Orcas attack now) - damn, I can't count.'
-
- This will scare weenie players a bit.
-
- Of course, no treatise on being nasty would be complete without the
- engineer assault. I've already described the best method for this, but after
- a bit more multiplayer playing, the enemy has got wise to these tactics
- (remember - you can target your AGTs and obelisks manually).
-
- So, a few more pointers:
-
- The enemy will whack any APC approaching his base, for sure. (I know I
- would). If he sends choppers up, the APC is in trouble. Guard it with bazooka
- guys, who get out when you're nearly there and march with the APC.
-
- Remember to ally with him in the middle of this. It might confuse him,
- but your APCs won't stop to shoot that way.
-
- Say 'OK . he's turning around now - he was just doing some recon', turn
- him round, and move straight back in again (or attack one of his harvesters,
- to divert attention).
-
- There must be a weak point for the APC to get through. Defenses like I
- have described will chew up APCs and engineers every time without a problem.
- If you've got stealth tanks inside, use them to divert his attention away. By
- the time he notices, it may be too late. Else use an Orca strike to remove a
- gap big enough to get an engineer through.
-
- If there's no way that's going to work, use a chopper. Land it as far
- from SAM sites as possible, and get out four grenadiers and one engineer. Use
- the grenadiers to chew up a power station or two, and send the engineer in.
-
- To defend against this, just put a wall down where the chopper is about
- to land. It has to take off again.
-
- Once you've got the building, sell it. Use the minigunners to get more
- recon, or to attack a building. Don't suicide them into the nearest guard
- tower.
-
- Power: If an GDI enemy runs out of power, send the Orcas in. If a nod
- player does, have a quick engineer attack ready ;)
-
- Always turn your sound down if you know you will lose power (same for
- building nukes/ion cannon/air strikes). Turn in up again afterwards.
-
- (5) Endgame
-
- You got walloped? Had to sell all of your buildings to pay for a few
- units? Got a few guys left (or a mass of minigunners from building attack?).
- Make use of them! Send them to attack harvesters or camp out close to an
- enemy base, inviting an attack (which will cost the enemy dear if you are
- going to try a head on assault - make sure you send the armor in first.
-
- Offer to send any harvesters you have to other people's bases in return
- for air support / backup in an assault. In short, get the other guys to help
- you against the guy that beat you. You may still win!
-
- Everyone else has no money and a load of units which are crap?
- Start building up defenses. Close up entrances you no longer need, and
- plant extra advanced guard towers in. Say 'come on then - finish it off -
- I've got bugger all money left now' and other such things to entice an
- attack. When it comes, mass all units inside the fence and pound away. Two
- advanced guard towers and a wall can kill a virtually infinite number of men,
- especially with money to repair them.
-
- Send up the assault choppers and or Orcas to attack them on the way in.
- you start getting beaten, fall back inside your base a bit more. They
- generally can't prosecute an attack against a multilayered base (units too
- scattered - not enough armor etc.).
-
- HOUSE RULES FOR C&C (+ interesting deathmatch games)
-
- No engineers attacks
- No engineer attacks in the first half hour
- No attacking harvesters (in the first half hour)
- No sending out first minute recon buggies
- No resigning (sell all your buildings and try a head on assault)
- Must resign and abort once beaten (to speed up the game)
- Two on two alliances
- Nod and GDI vs. Nod and GDI (capture allies buildings for a nice mix of
- units).
- Three on one (I've won a few playing the one)
- No bases - 50 units tech level 1
- No bases - 50 units tech level 4
- No bases - 5 units tech level 4 (this is a hoot!)
- Tech levels 6&7 are the most fun to play on.
-
- Use CCEDIT to edit the weapon loadouts for all players.
- e.g.
- Bazookas guys armed with SAMs, cost 700
- Nod recon buggy armed with SAMs, cost 900
- MCV only costs 2000
- Orcas only cost 300, SAMs 400 and AGTs 450 (air war!!!)
- Flame-thrower troops have obelisk lasers, but cost 1200
- Nod buggy and Hummers both have high velocity machine gun, but cost 100
- more.
- Engineers cost 1000
- Everything is half price (this is FUNNY!)
- Everything is one credit (this is SILLY!)
-
- [13-5-2] Joseph's strategy
- -----------------------------
- Joseph E. Bellerose (oz@cris.com)
-
- One can win against any opponent with a Low Tech Strategy. I have
- overrun my opponent with just foot soldiers as the NOD and as the GDI.
- Basically I NEVER build the advanced structures. I put my cash into
- "troopers" or some other low tech capability. My "Chinese strategy" is to
- overwhelm the opponent early on with a combination of grenadiers/flame-
- throwers and a few bazooka and mini-gunner troops. While he is building all
- those fancy buildings I'm sending groups of 12 to 15 troopers at him from
- several different angles. The trick is to attack from two or preferably three
- different directions. This has the effect of inducing the greatest military
- weapon of all...PANIC into the heart of your opponent.
-
- Another favorite of mine is the HELLS ANGELS strategy. I build Recon
- Bikes as fast as I can and nothing else. 12 Recon Bikes can easily overcome
- any Orca strategy and I have rushed the enemy base with Recon Bikes and taken
- out his Construction yard, Vehicle Building and usually 1 or 2 of his Orca
- Pads before the 12 Bikes expire. In the meantime I am building the second
- wave of HELLS ANGELS for the finishing moves. It is amazing to watch 12 to 15
- HELLS ANGELS shred a harvester or a squadron of Orcas. They can reduce a
- couple of Mammoth tanks to scrap iron in a matter of no time at all.
-
- The basic idea is to get there "furstus with the mostus" and to have a
- "second punch" to finish off the enemy after your first attack has caused
- chaos. The money you save by NOT building the fancy structures and going for
- the Wunder Weapons allows you to get there with a killer punch FIRST.
-
- The basic defense against the HELLS ANGELS...Hummers of course. The
- Recon Bikes are lightly armored and the Hummers or Nod Buggy can run with
- them and shred the Bikes quickly as well. So it is a good counter. Of course,
- if you are building all those Monuments to Greatness (Advanced Comm...NOD
- temple etc..) well you are not going to be able to produce too many Hummers
- or Buggies are ya? Hahahahaha
-
- [13-5-3] Kokko's strategy
- ----------------------------
-
- In our small (10 player, local net) C&C group it's become very apparent that
- 1 or 2 refineries and 3-4 harvesters just gets you killed.
-
- As we start with just 3 units, it means you just can't mount a good offensive
- real fast, so we go like this:
-
- start - send fastest unit (humvee/buggy) to explore. Find enemy ASAP as
- mapping the base area helps a lot. at the same time build:
- construction yard->
- power plant->
- refinery->
- refinery->
- advanced power plant->
- troop or vehicle factory->
- some defensive troops->
- refinery->
- (start building defenses and buildings
- in your preferred order)
-
- Usually mid-game we have 3 refineries and 5-6 harvesters.
-
- If you stick to two refs. (or one, for god's sake) you get overrun sooner or
- later as you are out of funds/waiting for harvester while other player keeps
- on building and building...
-
- We also usually frown upon 'hunt the harvesters' strategy, and in 4-player
- game it's simply enforced by the fact that whoever starts to kill harvesters
- (unless they wander into base defenses) usually becomes public enemy no.1 and
- gets killed by the other 3 players :) I wish 'guard' option would work better
- so you could put some bikes or rocket launchers to guard harvesters but as of
- now (at least with bikes) they just prevent the harvester from entering
- refinery unless you manually do so.
-
- It's a shame the areas are so small. 4 times the current size, please. 4-
- player game gets REAL claustrophobic. Real fast. And even with 9999 funds at
- start, you need to use 'low tech' approach or capture one enemy with
- engineers *fast* or you just run out of cash. Too little tiberium for each
- player.
-