Command And Conquer: Tiberian Sun GDI Strategies
text taken from http://explosion.cheatplanet.com/
Cheap Strategy
Don't have the time to build component towers and SAM'S? The jump
jet infantry unit (provided you have a good number of these) can
attack air units.
Waste Nod's Money
Don't let NOD get a chemical missile.
(Computer players will keep their waste facility up no matter what so just forget it for now)
By the time NOD notices that there are no more veins...he is stuck with a waste facility and the weed eaters he built. HAHAHAHAHA!!!!!!!
Extremely nice since when he/she sells it...they only get half the money they paid for the waste facility and NOD cannot sell vehicles unlike GDI.
GDI overpower - 10 Ion Cannons
Build AT LEAST 5 upgrade centers and have them all carry 2 ION
cannon uplinks. Your ION cannon will charge very fast and if you
have a strike force on hand (about 10 hover MRLS's, 15 Titans, a
Mammoth MK-II and a Ghost Stalker) you can severely cripple (if
not destroy) an entire base.
Reveal The Location Of Your Enemy Base
First of all, build a Barracks, Radar and a jumpjet infantry when
you start the game. Don't waste any time. Send your Jumpjet
infantry all around your map. When you go to a Tiberium field,
you should see a harvester. Start shooting at the harvester and
it will return to base. Since, your shooting at the Harvester,
you will also follow it. This way, you can see where the base is
and hopefully inflict a lot of damage to the harvester.
ORCA Defense
I've got a tip for Tiberian sun which I've tried it and it is
very very useful:
P.S. Groups of five are easier to use because they can fit in
APC's
This tip is from MOTE
ORCA Defense
For an early defense build a helipad or two, get about 5 ORCA
fighters. Make waypoints around your base and make it a loop by
pressing shift and clicking on your first way point while in
waypoint mode then select your fighters and pressing Ctrl and Alt
while clicking on one of your waypoints, a shield with the way
point colour should come up. Now you have got 5 ORCA fighters
patrolling your base to give death to any one who comes near you!
You can use this to protect where your harvesters are or if you
have a second base!
Titans then Disrupters
Right... start with this bo (build order)
power,barrax,ref,ref,ref,warfactory,2 harvesters,then
radar,helipad,techcenter,depot etc etc...after the 2 harvesters
are ready keep building titans until u can build disrupters and
carryalls..then stop titans and build 3 or 4 disrupters..attack
and destroy.if all ur disrupters die start building more titans
and build bombers.And keep building refs,rpg's,sams etc etc...
5 is enough to paralyze
Build a base, at least 4 refineries with 8 harvesters, then build
about 10 bombers, and about 5 carryalls, pickup 5 disrupters .
send the bombers first in groups of 5 one group takes out the con
yard, the other group takes out the war factory, then when they
are flying around, land your disrupters and bam! his base will
have just been paralyzed.
Hunter/Seeker Defense
The ONLY way to defend against the game's most annoying unit is
to wait till it flies over your firestorm defense emitters, and
turn them on. It crashes, but your firestorm defense has to
charge up again. This takes practice, and you have to know when
they are launching their H/Ss.
ORCA Defense
Always have 4 or more ORCA Fighters somewhere between your enemy
and youre base, they do not need to be ON a helipad, as long as
there fully loaded, if an enemy strike force is approaching, the
ORCAs can really do some damage! Bombers are nice, but very slow,
while the fighter is fast but also packed with ammo...
Sink the Enemy
This will only work against PC, and on an tundra-map and you must
be GDI:
Build Order
Here is a build order (not including base defenses):
You should by now have a pretty good size base.
Defensive Units
Before you start building up defenses, build up about 10 titans,
7 MLRSs, and a Mammoth Mk II, and an arsenal of infantry so that
you will be ready if anyone attacks while you are building
defenses up. (This will also help you in your attack!)
Missile Protection
To make Nod look stupid, when you have a base, build a Firestorm
Generator, and then put the Firestorm Emitters around the whole
base (not just the buildings one by one). This will ensure
missile protection as the missiles will just explode on the
outskirts of your base. Turn the generator on 5 seconds or so
(depending on map size) after the missile launch warning. And
make sure no units are on the emitters!!
Quick Recon
A simple way to reconniter remote places on large maps quickly is
to load an apc or two full of light infantry and use carryalls to
fly them out to the area you wish to scout. Once the carryalls
land deploy your troops and have the carryall take the apc back
to your base for another load. Once your infantry is in position
you can have them scatter across the map to cover more ground
quickly, or have them move in fire squads of five, which is
slower but provides more protection from enemy patrols.
MM2: Be Careful on Ice
If you take a GDI Mammoth MK2 onto a sheet of ice and it gets
shot while on the Ice by ANY unit it WILL fall down and die along
with all other units on that same sheet of ice. This can be a
disadvantage if you're GDI but it could be a NOD advantage.
Scouting Advantage
Anti Air Tactic
EMP the Enemy Base
When you are GDI (you should be) have a emp pulse ready, a orca
transport ready, another emp pulse cannon and a construction
yard. Send the transport with the Mcv near the base (consider a
height advantage). Deploy it and the cannon. Have a strike force
ready... when you fire it in their base (you should be in range
when you deploy your second mcv the base units will be rendered
useless, allowing you to do what Americans do... Pound them with
units and have a picnic.
Counter tactics: Build SAM Sites near to your base, spread
out your units in your base.
How to keep Bridges constantly destroyed
If you want to keep a bridge destroyed without constantly having
to monitor it (a unit will stop shooting at a bridge section once
it is destroyed and not attack it again even it is rebuilt) make
good use of disc throwers. Target one section of the bridge and
the discs will bounce and blow up the next one. The throwers will
keep going as their actual target is still intact. You will also
need a hover MRLS to provide cover in case of Harpy attack and
something to deal with arty if it turns up at the other side of
the bridge.
Counter tactics: Several harpys or some rocket troop
supported arty, plus an engineer and an attack force to secure
the other side of the bridge once you rebuild it. Either that or
some borrowers!
Mutant help in GDI Levels
In some GDI levels, destroying red lamp posts will release a
mutant light infantry unit.
These units will clear building out of your way. Sometimes they
can be very useful
Long Range Attack
Build 20 or so Titans and Disc Throwers and Light Infantry and a
Mammoth Mark 2 and attack! Use long range fire to destroy their
defenses.
Vein Walls
This works best if you're GDI (you don't have any use for he
veins unlike Nod). First deploy your MC relatively close to a
Tiberium vein field. As soon as your base is 'livable' (Con Yard,
Power Plant, Barracks, Refinery), build a wall to keep the veins
from entering your base. Build more structures, then wall them
off. Eventually, your base will have Tiberium veins all around
it, and it'll be near impossible to get into your base from land
without substantial damage.
Counter-tactic: Try to take out the vein holes with
aircraft)
Disable Defenses
When attacking a Nod base, use APCs full of disc throwers. Drive
the APCs just behind the lasers and Obelisks then deploy and
enjoy.
Counter tactics: Don't just rely on lasers and Obelisks to
defend your base. Build walls to prevent this, and use other
units, like tick tanks, rocket infantry and artillery to defend
your base as well. And cyborgs to take care of enemy infantry.
Infinite Firestorm
Let your Firestorm Generator charge up all the way. Turn it on
and sell some of your Power Plants until the words 'On Hold'
appear in the sidebar icon. The firestorm defense will now stay
on forever until you rebuild power plants.
Counter tactics: An enemy using this tactic will suffer
all the disadvantages of low power. Also, subterranean units
still get through the Firestorm.
ORCA Attack
Once you have a good running base with plenty of income and
defense build 8 to 10 Orca bombers and send them to the enemy. On
the first swoop take out the Construction Yard, then turn and on
your way back take out the war factory. At most you'll lose 2
bombers but the enemy will be helpless.
Counter tactic: Build as many SAM Sites / Upgrades as
possible
Defense Strategy
Use cheap, but powerful, disc throwers to defend your base!
Counter tactic: Devil's Tongues will fry them instantly,
they also can't fire upon air units (Banshees, Harpys, ORCA
Bombers and Fighters)
Bouncing Discs
Use disc throwers to their full advantage by learning their
possibilities. When aiming at a target (building or unit) aim a
bit before him and you'll find your handy discs bounce right into
his lap. Correctly used, this can greatly increase the range of
disc throwers! You can now attack an enemy laser turret without
being in range.
Counter tactic: Don't just rely on laser turrets for
defense. You need mobile defense units too
Selling Vehicles
If your vehicle has lots of damage then you can sell it by making
it go to the repair bay and when it gets on you click on the sell
button and move it over the vehicle and it should turn green then
click to sell it
Sneak Ghost-Stalker Attack
If your enemy has an unguarded entrance to his base which you can
sneak into, this tactic will work well.
Send an APC in, containing two engineers, two medics and the
Ghost Stalker. Go for the enemy construction yard and one other
valuable building, such as a Refinery or War Factory. Capture
these and sell them immediately. Assign the medics to guard the
Ghost Stalker while he demolishes as many buildings as he can
before being overpowered.
Counter-tactics: Defend all areas of your base, and not
just the perimeter. Leave defense teams guarding important
structures like Construction Yards as well.
Construction Yard Bombing
Fire an Ion Cannon at the enemy Construction Yard. This should
nearly destroy it. Use several ORCA Bombers to finish it off. Try
and get the War Factory too, as this will leave the enemy
helpless, unless he has an MCV.
Counter-tactic: Build SAM Sites, and keep a spare
Construction Yard or MCV somewhere safe.
Mammoth Mark II / Disrupter Tank drop
An expensive but satisfying attack, this is. Use ORCA Carryalls
to drop the chosen unit(s) in the middle of the enemy base. Try
and get in avoiding SAM Sites, or use ORCA Fighters as
escort/decoys. You can now begin to destroy enemy buildings one
by one, and you should get through quite a lot before your units
are destroyed. Just beware of the EMP Cannon!
Counter tactic: Build an EMP Cannon and save it's use for
situations like this, or large attacks, as it takes a long time
to recharge.
text taken from http://explosion.cheatplanet.com/