The Unofficial C&C Strategy FAQ - Part 9 Release v7.0 Last Updated: April 19, 1996 20:44 BST Written by: Roger Wong roger@powhq.nildram.co.uk http://kublai.pacificrim.net/~solaris @~Continued from Issue 59 -------------------------- CHAPTER:[6] Offensive tips -------------------------- [6-1] How do I destroy?... [6-1-1] Obelisks of light ---------------------------- Lynda Myer (lyndamyer@aol.com) Nod obelisks use 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 greater 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* Temple of Nod ------------------------- Stanley Hu (hu@valisys.com) Don't even think about sending Orcas against a Temple of Nod. It takes 15 Orcas to destroy a Temple in one sortie. You're better off taking out something else or building a Commando. [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 tank 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). [6-1-11] Gunboats -------------------- Gunboats seem to have a one track mind. To destroy them easily, move a minigunner towards the gunboat as close as you can without the gunboat firing at you. Even though the gunboat can not hit your minigunner with missiles, it will have selected it as a target, and will ignore all other units from then on. You can now move something heavy into range and blast the boat without fearing retaliation. *6-1-12* Advanced guard towers --------------------------------- Stanley Hu (hu@valisys.com) Any armored vehicle can make short work of the advanced guard tower. The guard towers have horrible aim and find it difficult to attack targets that are at point blank range. One flame tank can creep up to an AGT and destroy it without becoming badly damaged. Assuming, of course, that no other units are attacking it. [6-2] The spiderbase strategy --------------------------------- Jim Varner (jvarner@nr.infi.net) I developed a strategy for Dune 2 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 it's 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. @~To be continued - o -