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Release v2.2 - minor revision
Last Updated: October 8, 1995 22:15 GMT
Written by: Roger Wong (roger@powhq.nildram.co.uk)
DISCLAIMER
The purpose of this FAQ is to aid the public regarding strategies and
tactics to use in the game Command and Conquer, by Westwood Associates. In
no way should this promote your killing yourself, killing others, or killing
in any other fashion.
Roger Wong claims NO responsibility regarding any illegal activity
concerning this FAQ, or indirectly related to this FAQ.
TRADEMARK INFORMATION
Command & Conquer is a trademark, and is so acknowledged. Any trademarks
not mentioned here are still acknowledged.
CONTENTS:
[1] Introduction
[1-1] Foreword
(1-2) About the unofficial C&C Strategy FAQ
(1-2-1) Is it related to the C&C Strategy Guide?
(1-3) Getting the unofficial C&C Strategy FAQ
(1-3-1) via E-mail
(1-3-2) via Usenet
(1-3-3) via Internet FTP
(1-3-4) via WWW
(1-3-5) via BBS
(1-4) Adding to the FAQ
[1-5] Acknowledgments
[1-6] Accurate Information
(1-7) The format of this FAQ
-Section One- GENERAL OVERVIEW
*2* What can I do with these game units?
*2-1* Infantry
*2-1-1* Civilian
*2-1-2* Technician
*2-1-3* Engineers
*2-1-4* Minigunner
(2-1-5) Grenadier
*2-1-6* Bazookas
(2-1-7) Flame-thrower
(2-1-8) Commando
[2-2] Vehicles
(2-2-1) MCV
*2-2-2* Harvester
(2-2-3) Gunboat
*2-2-4* Hummer
*2-2-5* APC
*2-2-6* Medium Tank
(2-2-7) Orca
(2-2-8) SSM Launcher
(2-2-9) Mammoth Tank
*2-2-10* NOD Buggy
*2-2-11* Recon Cycle
*2-2-12* Light Tank
(2-2-13) Artillery
*2-2-14* Flame Tank
(2-2-15) Stealth Tank
[2-3] Special Units
(2-3-1) Airstrikes
*2-3-2* Nukes
(2-3-3) Ion Blast
(3) What can I do with these buildings?
(3-1) Common Buildings
(3-1-1) Construction Yard
(3-1-2) Powerplant
(3-1-3) Sandbag/Fence/Concrete
(3-1-5) Refinery
(3-1-6) Silo
(3-1-7) Communications center
(3-2) GDI Buildings
(3-2-1) Barracks
(3-2-2) Weapons Factory
(3-2-3) Guard tower
(3-2-4) Repair Bay
(3-2-5) Heli Pad
(3-2-6) Advanced comm. center
(3-2-7) Advanced guard tower
(3-3) NOD Buildings
(3-2-1) Hand of NOD
(3-2-2) SAM Site
(3-2-3) Guard turret
(3-2-4) Airstrip
(3-2-5) Obelisk of light
(3-2-6) Temple of NOD
*3-4* Neutral Buildings
*3-5* Miscellaneous
*3-5-1* Blossom tree
-Section Two- TIPS AND TRICKS
[4] How do I cheat?
[4-1] What are the cheat keys?
[4-2] Can I Hex edit for more money?
(4-3) Does the computer cheat?
*4-4* What cheating programs are available?
*4-5* What are some bugs I can exploit?
*4-5-1* Tiberium harvesting without silos
*4-5-2* Invincible units
[5] Defensive tips
[5-1] Sandbag defense
[6] Offensive tips
[6-1] How do I destroy?
[6-1-1] Obelisks of light
[6-1-2] Flame-throwers
[6-1-3] Gun turrets using Orcas
[6-1-4] Most vehicles without getting squashed?
[6-1-5] Tanks in general
[6-1-6] Flame tanks
[6-1-7] Mammoth tanks
[6-2] The spider base strategy
[6-3] How do I drain the computer s funds?
[7] Miscellaneous goodies
(7-1) How do I sell my infantry/vehicles?
[7-2] How do I control Orcas in mid-flight?
(7-3) Why should I destroy villages?
(8) Player tips
[8-1] Hiroshima's tactics papers
[8-1-1] GDI Tactics paper
[8-1-2] NOD Tactics paper
(8-2) Blue Aardvark's anti-crummy AI tactics
[9] Confucius say:
[9-1] Who the heck is Confucius?
(9-2) Words to live and die by.
[9-3] What are Murphy's Laws of Combat?
[9-4] What music should I listen to while playing?
[10] What determines my score?
[13] I need help playing multiplayer
[13-1] Offensive strategies
(13-2) Defensive strategies
(13-3) Capture the flag
(13-4) What can I do with crates?
*13-4-1* Stealth technology
*13-4-2* Units
*13-4-3* Visceroid
*13-4-4* Explosions
*13-4-5* Cash
-Section Four- MISCELLANEOUS
[14] Conclusion
*15* Revision History
-------------------------
CHAPTER [1]: Introduction
-------------------------
[1-1]: Foreword
==================
Everyone has been asking for a FAQ on C&C strategy. I had no idea how
time consuming compiling and organizing all of your wonderful ideas would be!
This FAQ is incomplete. There is much that is missing, but with all you guys'
help, we can get this thing finished and have something of which we can all
be proud.
[1-2]: About the unofficial C&C Strategy FAQ
===============================================
Welcome to v2.2 of the Unofficial Command and Conquer Strategy FAQ.
Version 2.2 is a minor revision written after 2.1. 'Unofficial' means that
this FAQ is not supported by either Westwood, or their associates. Command
and Conquer is the name of the game. FAQs are (F)requently (A)sked
(Q)uestions.
Revision classification works something like the following. If a new
version of the FAQ has only a small amount of information changed or added,
the version number is increased by 0.1, and is called a 'minor revision.' If
a new version of the FAQ has a substantial amount of new information changed
or added, the version number is increased by 0.5, and is called a 'standard
revision.' If a new version of the FAQ has a huge amount of added or changed
information, major parts of the FAQ are rearranged, or major parts of the FAQ
are rewritten, the version number is increased by 1.0, and it is called a
'major revision.'
You may be wondering why chapter numbers are enclosed in either []'s,
()'s, or **'s. The definition of these is as follows:
[]: Chapters enclosed in brackets mean that the information
contained in the chapter has not been updated in this or the
previous FAQ.
(): Chapters enclosed in parenthesis mean that the information
contained in the chapter has not been updated since the
previous FAQ.
*): Chapters enclosed in asterisks mean that the information
contained in the chapter is new or has been updated for the
current version of the FAQ you are reading.
(1-2-1): Is the FAQ related to the C&C Strategy Guide?
=========================================================
No, the Unofficial C&C Strategy FAQ is not related in any way with the
C&C Strategy Guide (ISBN:1-56686-247-7, BradyGAMES), which will be available
in fine bookstores everywhere. I have tried to insure that none of the
information in this FAQ is lifted directly from the printed book.
Nor is the Unofficial C&C Strategy FAQ meant to be competition to the
printed book. If you feel that you need complete printed maps, step by step
walkthroughs and the like, then I am sorry, but, you will not find them in
this FAQ, and that flyer in your game box may be useful to you after all.
(1-3): Getting the unofficial C&C Strategy FAQ
=================================================
(1-3-1): via E-mail
----------------------
I am unable to honor C&C Strategy FAQ requests at this time.
(1-3-2): via Usenet
----------------------
The unofficial C&C Strategy FAQ is posted on the first of every month
(or earlier if a new version is released) on the following Usenet groups.
The 'Subject:' line of the post will be 'Unofficial C&C Strategy FAQ
v??.??' where '??.??' is the version number of the FAQ.
(1-3-3): via Internet FTP
----------------------------
New releases of the Unofficial C&C Strategy FAQ will be uploaded to
Internet FTP sites as soon as someone volunteers a site for this purpose.
The file name of the upload will be 'ccs??.faq' where '??' is the
version number of the FAQ. This filename is for FTP sites only. BBS
filenames are outlined in [1-3-5]
(1-3-4): via WWW
-------------------
New releases of the Unofficial C&C Strategy FAQ can be found on the
following World-wide Web sites:
http://www.computek.net/autownet/c&c.html
(1-3-5): via BBS
-------------------
New releases of the Unofficial C&C Strategy FAQ will be uploaded to
other BBSes as the opportunity arises. They will be under the file name
'ccsfaq??' where '??' is the version number of the FAQ.
ATTENTION: ALL BBSes, CompuServe, America On-line, and all other
information services. PLEASE conform to the naming standard of the
Unofficial C&C Strategy FAQ when placing this file on your system. The file
name should be 'ccsfaq??.zip' where the '??' is the version number of the FAQ
or 'ccsfaq??.txt' if the FAQ is a text file instead of PKZIPped.
(1-4): Adding to the FAQ
===========================
Where you see the words [blank] or [incomplete] in this FAQ is a section
that needs filling in. I depend heavily on contributions from people like
yourself to make this FAQ whole. Please, don't make me beg. Help me fill in
the blanks.
If you have something to add to the FAQ, please send E-mail to
'cncfaq@powhq.nildram.co.uk' (no quotes), explaining what your addition is.
It will be reviewed, and if accepted, added to the next FAQ version. In the
E-mail, please supply your name and E-mail address.
Please note that all submissions to the FAQ become property of the
author (Roger Wong) and that they may or may not be acknowledged. By
submitting to the FAQ, you grant permission for use of your submission in any
future publications of the FAQ in any media. The author reserves the right
to omit information from a submission or delete the submission entirely.
[1-5]: Acknowledgments
==========================
I'd like to thank Westwood Associates for making this great game. I am
looking forward to the sequel.
I also want to thank Hank Leukart for his advice on FAQ creation.
I will list contributors here in alphabetical order. For now, each
contributor is listed above his or her contribution.
Forgive me if I miss anyone. If for some reason I HAVE missed you,
PLEASE send me E-mail so I can give credit where credit is due.
(1-6): Accurate Information
==============================
An attempt has been made to make the information in this FAQ as accurate
as possible. Unfortunately, due to the fact that the game has a semi-
nonlinear mission tree, it has been difficult to match strategies and
walkthroughs to the proper mission identifications.
Harder still is verifying every hint and tip. It makes one wish.
Also, because the game was recently released, future updates and add-ons
may render parts of this FAQ obsolete.
(1-7): The format of this FAQ
================================
I have been copying the format and style of the granddaddy of all FAQ
keepers, Hank Leukart (ap641@cleveland.freenet.edu) of the 'Official' DOOM
FAQ. Much of the text contained in this introduction had been copied verbatim
from his wonderful FAQ until a time came when I could rewrite them
appropriately. Many thanks to Hank for allowing me access to his FAQ.
==============================
-SECTION ONE- GENERAL OVERVIEW
==============================
-------------------------------------------
CHAPTER*2*: What can I do with these units?
-------------------------------------------
This chapter contains information on the various units available for use
in C&C. Each unit will be listed along with their monetary cost (Cost), the
time it takes to build the unit (TTB), the rate of fire (Reload), the range
of fire (Range), weapon type (Weapon), health rating (Health), armor rating
(Armor), movement rate (Move), scouting range (Scout), and a description and
possible tactics to use with the unit.
The numbers are by no means accurate. Times were taken with a stopwatch
off my 66Mhz Pentium with the game running at lowest speed. Your mileage may
vary.
The time it takes to build one unit (TTB) is directly proportional to
the number of construction sites. If you have three barracks, you will
build infantry units three times as fast as their normal TTB. If you have two
construction units, you will create buildings at twice as fast as the normal
TTB for those buildings.
Time to build is in minutes and seconds.
Reload time is in minutes and seconds.
I still have not decided on how to derive and present values for unit
movement speed.
Scouting and firing range are in radii. An APC with a scouting range of
four squares will show an area eight squares wide. An APC with a firing range
of four squares can shoot at targets four squares away.
Thanks to Vnm Devsup (vnmdevsup@aol.com), I now have the following
information on damage and armor calculations:
'Basically, every unit has a Hit Point total and an Armor Level. There are 3
armor levels in the game: light, medium, heavy. Health is how much damage
before the unit dies. At yellow the unit is below 1/2, at red it is below
1/4. All weapons in the game have different damage levels vs. each armor
type.'
Based upon this information, the weapons charts are as follows:
BUILDINGS
Weapon Armor
Type Light Medium Heavy
-------------- ----- ------ ------
Gatling gun ?? ? ?
Cannon ?? ?? ??
SSM ?? ?? ??
Obelisk Laser ?? ?? ??
[2-1]: Infantry
==================
Military infantry units take half of normal weapons damage while prone.
They will fall prone when fired upon, and move by crawling on their bellies.
Crawling reduces movement rate by half. To force any prone infantry unit
back on to their feet, double click when you give them movement commands.
I have found that it is effective to send a medium sized force into a
base to engage the defensive forces, then send engineers guarded by riflemen
to capture buildings. This works well for the well-armored buildings because
even if your assault team gets defeated, the enemy will destroy the captured
buildings for you. (-ed. s note: It is better to sell the buildings
instead).
Dave Glue (daveacg@interlog.com)
One of the most powerful weapons- they take over buildings and then you
control them. Take over your enemy's construction yard, then you can produce
nod/GDI forces, right in his own base! Just direct them to the building you
want to take over, and once they enter it it's yours. Of course, they're
fragile, so it's wise to use an APC to transport them.
*2-1-4*: Minigunner
----------------------
Cost: 100
TTB: 10 seconds
Reload: 2 seconds
Range: 1 square
Weapon: one minigun
Health: 50
Armor: Light
Move: ?
Scout: 2 squares
Andrew Griffin (buggy@adam.com.au)
Close range attack, fast shot time.
Whenever possible use grenadiers, they can move faster, and kill turrets
+ tanks the best in my opinion. Also Jeeps + Grenadiers Are a very good
combination, The jeeps prevent the grenadiers from getting run over, if you
don t have a jeep just make the grenadiers move, to my knowledge, they don t
get squashed almost at all if they are moving. APC with four grenadiers and
one engineer are very good combinations.
In my experience, if you have one flame thrower vs. a grenadier about
half of the time he will kill the flame guy with one grenade, and that almost
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.
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
Right-handed killing machines. Armed with a silenced sniper rifle that
can take out any enemy infantry in a single shot. Best to use hit and run
tactics since the attack range of a commando is so large. Keep the commando
away from all vehicles. Sniper rifles don't do much damage to vehicles.
Multipurpose construction vehicle. As you might expect from Dune
][, 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.
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. 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.
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 hmmvv's 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.
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.
*2-2-6*: Medium Tank
-----------------------
Cost: 800
TTB: 1 minute 15 seconds
Reload: 5 seconds
Range: 5 squares
Weapon: one cannon, squash
Health: 400
Armor: Heavy
Move: ?
Scout: ?
Requires: Weapons factory
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.
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!
Mobile Surface to Surface missile 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 large explosion
radius, so can take out multiple infantry units. Very poor aim, however.
(2-2-9): Mammoth Tank
------------------------
Cost: 1500
TTB: ?
Reload:
Cannon: 9 seconds
SSMs:7 seconds
Range: 5 squares
Weapon: two large shells, one SSM, squash
Health: ?
Armor: ?
Move: ?
Scout: ?
Requires: Vehicle factory, repair pad
Phil Sykes (phil@sykic.demon.co.uk)
Armament: Double cannon with occasional (how do you get these) missiles.
(Roper s note: mammoth tank will fire missiles at infantry units, and shells
at buildings and vehicles) Self repairs when under half damage (at approx.
the rate of damage it takes from 2 minigunners firing at it). Missiles make
it more versatile against troops, but cripplingly slow. Excellent in base
attack, can take some real punishment attacking obelisks and turrets, but
duck if there are Orcas about in a multiplayer! Too slow to run troops over.
Remember with all the big vehicles, get them all to a forward staging area
where they can bunch backup together before beginning the assault.
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.
*2-2-12*: Light Tank
-----------------------
Cost: 600
TTB: 45 seconds
Reload: 6 seconds
Range: 4 squares
Weapon: one cannon, squash
Health: 300
Armor: Heavy
Move: ?
Scout: ?
Requires: Airstrip
Andrew Griffin (buggy@adam.com.au)
Worse than the GDI medium tank, but can take a bit of damage. Use in
base assaults before sending in the infantry so everyone attacks it.
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.
*2-2-14*: Flame Tank
----------------------
Cost: ?
TTB: ?
Reload: ?
Range: ?
Weapon: two nasty BBQ lighters (for those tough to light BBQs), squash
Health: 300
Armor: Heavy
Move: ?
Scout: ?
Requires: Airstrip
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.
(2-2-15): Stealth Tank
-------------------------
Cost: ?
TTB: ?
Reload: ?
Range: ?
Weapon: two rockets, squash
Health: ?
Move: ?
Scout: ?
Requires: ?
Andrew Griffin (buggy@adam.com.au)
Invisible when not attacking, it's great for scouting the map to find
things. However, if its taken close to a group of infantry, they will start
to attack it. Has twin rocket launchers, so great for group attacks against
other armor. Becomes available in later missions.
[2-3] Special Units
===================
[2-3-1]: Airstrikes
----------------------
Reload: 12 minutes. (yes, I sat there for 12 minutes with a stopwatch)
Weapon: multiple napalm canisters (area effect)
Andrew Griffin (buggy@adam.com.au)
Available for GDI forces after all SAM sites are taken out. Slow
recharge rates means you won't be using it too many times a mission. The
napalm is very destructive, especially when an airstrike calls in more than
one A-10 unit.
John Marconi (marconi@students.uiuc.edu)
Of all of the AI problems, I think this one will take the cake. I was
just fighting mission 8 GDI and couldn't get through it the 6 previous times.
So, as usual on the 7th time, I could destroy part of their base and the one
Western SAM site. I decided to let a group of 10 grenadiers go north to see
if there were more SAM sites and destroyed the two when I found them... So,
now I have air strike capabilities.
However, by this time I had already lost all of my other vehicles and
troops and there were a bunch of flame-throwers heading for the group (of
three now) who had taken out the SAM's. All three were killed. I couldn't
think why the mission wasn't ending in a failure until I look south and found
out that I had one gun-tower left. That was all that was left and nearly
nothing from the NOD base had been destroyed.
So, I started hacking away at the base with air strikes. I took out
the airfield, the hand of nod and lots of other things but I still never got
to the construction plant. Every now and then a group of three NOD troops
would run down to my gun-tower only to be mowed down and I would just repair
it. I was able to take out the entire NOD base and win the mission while all
of their tanks waited patiently by the base (which they never rebuilt). I
now love gun-towers...
*2-3-2*: Nukes
-----------------
Reload: 20 minutes?
Weapon: see below
Ian (nstn1738@fox.nstn.ca)
Just like a real small-yield nuke, buildings are relaively big, unprotected
targets and get vaporized. Armored units, because they are low to the ground,
airtight, and very heavily protected, are much less vulnerable.
Shriker (gills@qucdn.queensu.ca)
Larry Bond (Harpoon creator, Tom Clancy pal) has a novel called _Vortex_ that
deals with a modern war scenerio in South Africa. One of the events is a
tactical nuke aimed at a concentration of an enemy armor brigade (or some size,
it's been a while ). I don't think it got 'em all (most already moved out
slightly earlier), but it describes what happened to the military units that
WERE nearby. I remember it mentioning how exposed troops took a wicked beating
(understandably), but heavier armored units were relatively unscathed even at
fairly close proximity. Both the previously mentioned factors and the fact that
tanks ARE metal (DUH ) and have high-pressure interiors nullified the
radiation/heat effects. Of course any tank commander with his noggin poked
outta the hatch had better have more than just CopperTone (tm) and a pair of
sunglasses on !
Although C&C is more of a game than a simulation, it's interesting to see how
many real-world tactical considerations have been included, IMO !
(2-3-3): Ion Blast
---------------------
Reload: see below
Weapon: see below
Phil Sykes (phil@sykic.demon.co.uk)
GDI's special 14 & 15 + tech level 7 weapon:
Advanced comm. center (2800 - need comm. center) is used to recharge it.
It stops recharging if you are low on power! More ACC's _DO_ speed up the
charge rate.
The weapon will destroy from full health:
Five troops
Light tank
Flame tank
Gun turret
Obelisk tower (VERY useful)
Stealth tank
Tiberium silo
Wall (WASTE!)
One patch of tiberium.
Limited to taking out gun turrets on the eve of an assault, basically,
or hitting a SAM site so the Orcas can finish it off without losing a
vehicle.
-----------------------------------------------
CHAPTER*3*: What can I do with these buildings?
-----------------------------------------------
The power consumption (PC) and generation (PG)ratings are in units. That is,
they will be, once they are worked out.
(3-1): Common Buildings
==========================
Fire bursts of machine gun fire (once every 3 squares of minigunner
movement) which will _usually_ kill a standing up troop, and do about 25% to
a dug in trooper. All but ineffective against vehicles unless deployed in
large numbers. Doesn't require power to run, easy to kill.
(3-2-5): Heli Pad
---------------------
Cost: 1500
TTB:
PC: ?
PG: ?
Health: ?
Requires:
Includes one Orca attack helicopter.
(3-2-6) Advanced comm. center
--------------------------------
Cost: ?
TTB: ?
PC: ?
PG: ?
Health: ?
Requires: Comm. Center
(3-2-6): Advanced guard tower
---------------------------------
Cost: ?
TTB: ?
PC: ?
PG: ?
Reload: 5 seconds
Range: 8 squares
Weapon: two SSMs
Health: ?
Requires: Comm. Center
Phil Sykes (phil@sykic.demon.co.uk)
Fire two missiles, which are the SSM troop killing type (one direct hit,
two if dug in and against flame-throwers). Very useful against vehicles as
well. Anti-air role also, as good as a SAM site, but can be otherwise engaged
during a fight!. Fires two rounds every three minigunner square moves. Best
to use as perimeter defense, but support with armor! A flame tank getting
close is deadly, and they cost a lot of money! Remember to keep repairing
them in battle. Outranges a bazooka and Orca, same range as an SSM.
Keep putting two together for best results, but watch the power
consumption. They don't work when out of power.
[incomplete]
[3-3]: NOD Buildings
=======================
(3-3-1): Hand of NOD
-----------------------
Cost: 300
TTB: 22 seconds
PC: ?
PG: ?
Health: ?
Requires: Powerplant
(3-3-2): SAM Site
--------------------
Cost: 750
TTB: 1 minute 5 seconds
PC: ?
PG: ?
Reload: ?
Weapon: two SAMs
Health: ?
Requires: Hand of NOD
(3-3-3): Guard turret
------------------------
Cost: 250
TTB: 21 seconds
Reload: 6 seconds
Range: 5 squares
Weapon: one cannon
Health: ?
Requires: Hand of NOD
*3-4*: Neutral Buildings
==========================
Building Health Armor
-------- ------ -----
Church ?? ??
Oil pump ?? ??
Well ?? ??
Cottage ?? ??
[incomplete]
*3-5*: Miscellaneous
======================
*3-5-1*: Blossom tree
------------------------
Scott King (sking@one.net)
They serve as replenishing centers for tiberium. After you harvest all
of the tiberium from around a tree, it will grow back around it.
=============================
-SECTION TWO- TIPS AND TRICKS
=============================
----------------------------
CHAPTER [4]: How do I cheat?
----------------------------
[4-1]: What are the cheat keys?
==================================
Easy. There are none. The cheats were removed after beta testing and
development.
[4-2]: Can I Hex edit for more money?
========================================
Yes, you can. But I won't tell you how. Unless I get dozens of people
asking me to include a tutorial on hex editing, I'll consider hex editing to
be outside the scope of this FAQ.
(4-3): Does the computer cheat?
==================================
The computer starts out with more funds than you do.
The computer can place units inside scenery at the start of a mission.
Min He (he@mathp7.jussieu.fr)
The computer can rebuild gun turrets when they are destroyed without
needing to have adjacent buildings.
The computer can build a construction yard without needing a MCV.
(4-4) What cheating programs are available?
================================================
C&C Mission selector
written by Andrew Griffin (buggy@adam.com.au)
http://adam.com.au/~buggy
C&C Savegame money editor
written by ????
http://www.computek.net/autownet/c&c.html
*4-5*: What are some bugs I can exploit?
===========================================
*4-5-1*: Tiberium harvesting without silos
---------------------------------------------
Mike Means (means@bigdog.engr.arizona.edu)
I noticed an unusual and cool money cheat for all of you people that have
problems
with too much money... It works consistently with the GDI, haven't tried it with
NOD but
it should work as it's in the engine not the action... Anywho what the deal is
is that if
you are getting to the top of your rifineries holding space build something that
builds
fast and is somewhat expensive (For the GDI this is the Helipad...) Then once
you've taken
up all of your money into building it cancel it just before completion. You get
the
credits back and you will notice that if you click on your refinery it will be
nowhere
near full like it should be...Because of this trick I almost never build
silos...Also I
tend to spend my money...Just call me the guy with 7 orcas each with their
helipad (Well
it's faster to buid a helipad than an orca and 300 is worth the speed and saved
time orca
swapping to load them...)
*4-5-2* Invincible units
---------------------------
I have only heard rumours of this from Fidonet. Until I can confirm
this, I will not put anything down in writing.
[5-1]: Sandbag defense
=========================
Dave Smith (physics@computek.net)
They are cheap (50 bucks) and the computer has NO IDEA how to get around
them. It just lines up its forces at the wall, and sits there like a dummy.
I immediately build a wall between me and the other forces (don't block in
the harvester!) and it renders that side powerless.
If the enemy base is nearby, I immediately wall THEM inside their own
base, and their harvester can't get back in (or out). I then click on
grenadiers/flame throwers/tanks one BILLION times as I get more money rolling
in.
After about 30 minutes, I got the US Fragging Marine Corps ready to head
into their base.
[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 soooo 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 APC's 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...
[6-2]: 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.
(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....)
--------------------------
CHAPTER(8): Player tactics
--------------------------
[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 Hmmvv s 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 hmmvv s, 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 hmmvv s 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 APC's 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.