
The Unofficial Command and Conquer Strategy FAQ
Release v1.1 - MAJOR revision
Last Updated: October 4, 1995  01:10 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
	[1-4] 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] Civilians
		[2-1-2] Technicians
		[2-1-3] Engineers
		[2-1-4] Minigunners
		[2-1-5] Grenadiers
		[2-1-6] Bazookas
		[2-1-7] Flame-throwers
		[2-1-8] Commandos
	[2-2] Vehicles
		[2-2-1] MCV
		[2-2-2] Harvester
		[2-2-3] Gunboats
		[2-2-4] Hummers
		[2-2-5] APC
		[2-2-6] Medium Tank
		[2-2-7] ORCA
		[2-2-8] Mammoth Tank
		[2-2-9] NOD Buggies
		[2-2-10] Recon Cycles
		[2-2-11] Light Tank
		[2-2-12] Artillery
		[2-2-13] Flame Tank
		[2-2-14] [blank]
	[2-3] Special Units
		[2-3-1] Airstrikes
		[2-3-2] Nukes
		[2-3-3] Ion Blast
[3] What are the buildings and requirements?
	[3-1] GDI Buildings
	[3-2] NOD Buildings

-Section Two- TIPS AND TRICKS
[4] How do I cheat?
	[5-1] What are the cheat keys?
	[5-2] Can I Hex edit for more money?
	[5-3] Does the computer cheat?
[5] Defensive tips
	[6-1] 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 computers funds?
[7] Miscellaneous goodies
	[7-1] How do I sell my infantry/vehicles?
	[7-2] How do I control Orcas in mid-flight?
[8] Hiroshima's Squaddie Combos
	[8-1] GDI Tactics paper
	[8-2] NOD Tactics paper
[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?

-Section Three- MISSION STRATEGIES
[11] What is a mission tree?
	[11-1] GDI mission tree
	[11-2] NOD mission tree
[12] I'm stumped! Can you help me?
	[12-1] GDI missions
		[12-1-1] Mission 1, Estonia
		[12-1-2] Mission 2, Estonia
		[12-1-3] Mission 3, Latvia
		[12-1-4a] Mission 4a, Poland
		[12-1-4b] Mission 4b, Belarus
		[12-1-5] Mission 5,
		[12-1-6] Mission 6,
		[12-1-7] Mission 7,
		[12-1-8a] Mission 8a, Austria
		[12-1-8b] Mission 8b, Slovakia
		[12-1-9] Mission 9,
		[12-1-10] Mission 10,
		[12-1-11] Mission 11,
		[12-1-12] Mission 12,
		[incomplete]
	[12-2] NOD missions
		[12-2-1] Mission 1, Libya
		[12-2-2] Mission 2, Egypt
		[12-2-3] Mission 3, Sudan
		[12-2-4] Mission 4, Chad
		[12-2-5] Mission 5, Mauritania
		[12-2-6a] Mission 6a, Ivory Coast
		[12-2-6b] Mission 6b, Benin
		[12-2-6c] Mission 6c, Nigeria
		[12-2-7] Mission 7,
		[12-2-8] Mission 8,
		[12-2-9] Mission 9,
		[12-2-10] Mission 10,
		[12-2-11] Mission 11,
		[12-2-12] Mission 12,
		[12-2-13] Mission 13,
		[12-2-14] Mission 14,
		[12-2-15] Mission 15,
		[incomplete]

[13] I need help playing multiplayer
	[13-1] Offensive strategies
	[13-2] Defensive strategies

-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 v1.1 of the Unofficial Command and Conquer Strategy FAQ.
Version 1.1 is a major revision written after 0.1. '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, 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 it related to the C&C Strategy Guide?
====================================================
	No, the Unofficial C&C Strategy FAQ is not related in any way with the
printed C&C Strategy Guide 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. It plainly and simply just exists.

[1-3]: Getting the unofficial C&C Strategy FAQ
=================================================
	I am unable to honor C&C Strategy FAQ requests at this time.
	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.

	(1) comp.sys.ibm.pc.games.strategic
	(2) comp.sys.ibm.pc.games.announce
	(3) comp.sys.ibm.pc.games.misc

	The 'Subject:' line of the post will be 'Unofficial C&C Strategy FAQ
v??.??' where '??.??' is the version number of the FAQ.

	New releases of the Unofficial C&C Strategy FAQ will not be uploaded to
Internet FTP sites at this time.

	But when they are, 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 below.

	New releases of the Unofficial C&C Strategy FAQ have not been uploaded
to other BBSes at this time. But when they are, 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 DOOM 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
===========================
	If you have something to add to the FAQ (and we all know there is a
large amount of blanks to fill), 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 was recently
released, and updates, add-ons, and new information are being worked on each
second, it may become difficult to keep up.

[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 has been copied verbatim
from his wonderful FAQ until a time when I can 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?
-------------------------------------------
[2-1]: Infantry
==================
[2-1-1]: Civilians
---------------------
	Civilians carry pistols with 10 round magazines. They can harm vehicles
and buildings, but not combat infantry.
[2-1-2]: Technicians
-----------------------
	Technicians carry pistols with 10 round magazines. They can harm
vehicles and buildings, but not combat infantry.

[2-1-3]: Engineers
---------------------
	Engineers are unarmed, but are probably the most powerful infantry unit
in the game.  By using Engineers, one can bring an enemy base to its knees in
seconds.

[2-1-4]: Minigunners
-----------------------
[blank]

[2-1-5]: Grenadiers
----------------------
Ethereal (allenr@sunspot.tiac.net)

	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
dont have a jeep just make the grenadiers move, to my knowledge, they dont
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

[2-1-6]: Bazookas
--------------------
Ethereal (allenr@sunspot.tiac.net)

	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.

[2-1-7]: Flame-throwers
-------------------------
[blank]

[2-1-7]: Commandos
---------------------
	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.

[2-2] Vehicles
==============
[2-2-1]: MCV
---------------
	Multipurpose construction vehicle.
[incomplete]

[2-2-2]: Harvester
---------------------
[blank]

[2-2-3]: Gunboats
--------------------
[blank]

[2-2-4]: Hummers
-------------------
[blank]

[2-2-5]: APC
---------------
[blank]

[2-2-6]: Medium Tank
-----------------------
[blank]

[2-2-7]: ORCA
----------------
[blank]

[2-2-8]: Mammoth Tank
------------------------
[blank]

[2-2-9]: NOD Buggies
-----------------------
[blank]

[2-2-10]: Recon Cycles
-------------------------
[blank]

[2-2-11]: Light Tank
-----------------------
[blank]

[2-2-12]: Artillery
-----------------------
Ethereal (allenr@sunspot.tiac.net)

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.

[2-2-13]: Flame Tank
----------------------
[blank]

[2-2-14]: [blank]
-------------------
[blank]

[2-3] Special Units
===================

[2-3-1]: Airstrikes
----------------------
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
-----------------
[blank]

[2-3-3]: Ion Blast
---------------------
[blank]

----------------------------------------------------
CHAPTER[3]: What are the buildings and requirements?
----------------------------------------------------

[3-1]: GDI Buildings
====================
MCV: None
Powerplant: MCV
Sandbag/Fence: MCV
Barracks: Powerplant
Refinery: Powerplant
Silo: Refinery
Comm. center: Refinery
Weapons Factory: Refinery+Barracks
Guard tower:
Repair Pad:
Heli Pad:
Advanced guard tower:
etc.
[incomplete]

[3-2]: NOD Buildings
====================
MCV: None
Powerplant: MCV
Sandbag/Fence: MCV
Hand of NOD: Powerplant
Refinery: Powerplant
Silo: Refinery
Comm. center: Refinery
SAM Site: Hand of NOD
Airstrip: Refinery + Hand of NOD
Guard turret:
etc.
[incomplete]

=============================
-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. Otherwise, it is
bound by the same restrictions as you.

--------------------------
CHAPTER [5] Defensive tips
--------------------------

[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.

--------------------------
CHAPTER:[6] Offensive tips
--------------------------

[6-1]: How do I destroy?
===========================
[6-1-1]: Obelisks of light
----------------------------
Lynda Myer (lyndamyer@aol.com)

	NOD obelisks are usually what my opponent keeps putting in to defend
their  base, but they just never learn!   NOD obelisks take 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 ORCA's 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. Alls fair in love
and war...  Exploit your enemies weakness...  I am NOT cheating!!!! OK, It is
cheating.

[6-3]: How do I drain the computers 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.  Im sure a human would never fall for this.

-------------------------------
CHAPTER [7]: Miscellaneous tips
-------------------------------

[7-1]: How do I sell my infantry/vehicles?
=========================================
David Hulet  (d.hulet@ix.netcom.com)

	 A Westwood bug that turned into a feature for us.  You can sell
infantry, vehicles and even civilians!  Build a sand bag and move the unit as
close to the sand bag as you can.  Click on the sell button.  Move the cursor
over to the sand bag. Move the twirling dollar sign as far away from the sand
bag (toward the unit) as you can without it loosing its rotating property.
while its spinning near the unit click and sell him down the river!!!!  This
is a great way to make money if you are seriously down and out and about to
get your butt kicked.  It takes a little practice to figure out, but once you
have done it the first time its simple.

[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.

---------------------------------------
CHAPTER[8]: Hiroshima's Squaddie Combos
---------------------------------------
Hiroshima (hiro@millcomm.com)

[8-1]: 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.  Thats 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.

[8-2]: NOD Tactics paper
===========================


---------------------------
CHAPTER[9]: Confucius say:
---------------------------

[9-1]: Who the heck is Confucius?
====================================
	A Chinese philosopher who lived and died a very long time ago. His most
famous philosophy is 'Don't do to others what you wouldn't want done to you.'
His philosophy was one of passivity and inaction. People who follow
Confucianism  are called Confucianists. For some reason, lots of fortunes on
those cheap cookies that come with my Chinese food are attributed to him.
	Confucius wouldn't have cared much for C&C. Therefore, I am not a
Confucianist.

[9-2]: Words to live and die by
==================================
Casey Robinson (ogiswise@rahul.net)
	Don't do the same thing 30 times in a row, have it fail every time, and
not change plans.  It doesn't work.

[incomplete]

[9-3]: What are Murphy's Laws of Combat?
==========================================

	If the enemy is in range, so are you.
	Incoming fire has the right of way.
	Don't look conspicuous, it draws fire.
	There is always a way.
	The easy way is always mined.
	Try to look unimportant, they may be low on ammo.
	The enemy invariably attacks on two occasions:
	  a. when you're ready for them.
	  b. when you're not ready for them.
	Teamwork is essential, it gives them someone else to shoot at.
	The enemy diversion you have been ignoring will be the main attack.
	If your attack is going well, you have walked into an ambush.
	Never draw fire, it irritates everyone around you.
	Anything you do can get you shot, including nothing.
	Make it tough enough for the enemy to get in and you won't be able to
	  get out.
	Never share a foxhole with anyone braver than yourself.
	If you're short of everything but the enemy, you're in a combat zone.
	When you have secured an area, don't forget to tell the enemy.
	Never forget that your weapon is made by the lowest bidder.
	Friendly fire isn't.
	If the sergeant can see you, so can the enemy.
	Remember, a retreating enemy is probably just falling back and
	  regrouping.
	If at first you don't succeed call in an air-strike.
	Exceptions prove the rule, and destroy the battle plan.
	The enemy never watches until you make a mistake.
	One enemy soldier is never enough, but two is entirely too many.
	The more a weapon costs, the farther you will have to send it away to be
	  repaired.
	Field experience is something you don't get until just after you need
	  it.
	No matter which way you have to march, its always uphill.
	The one item you need is always in short supply.
	Airstrikes always overshoot the target, artillery always falls short.
	When you have sufficient supplies & ammo, the enemy takes 2 weeks to
	  attack. When you are low on supplies & ammo the enemy decides to
	  attack that night.
	Suppressive fires - won't.
	If it's stupid but it works, it isn't stupid.
	When in doubt empty the magazine.
	No plan survives the first contact, intact.
	If you are forward of your position, the artillery will fall short.
	The important things are always simple.
	The simple things are always hard.
	Beer Math -> 2 beers time 37 men equals 49 cases.
	Body count math -> 3 guerrillas plus 1 probable plus 2 pigs equals 37
	  enemies killed in action.
	Tracers work both ways.
	The only thing more accurate than incoming enemy fire is incoming
	  friendly fire.
	If you take more than your share of objectives, you will have more than
	  your fair share to take.
	When both sides are convinced they are about to lose, they're both
	  right.

[9-4]: What music should I listen to when playing?
=====================================================
Van Halen, of course. What a silly question. Geesh.

--------------------------------------
CHAPTER [10]: What determines my score?
--------------------------------------
Craig M. Kazial (kazial@acsu.buffalo.edu)

	Leadership is based on # of units killed.
Efficiency on ending cash (note, not the same as cash used).

	Time taken does NOT enter into final score and is only for your
information. GDI scores the above two [L+E] higher when determining final
score.

	NOD emphasizes simply accomplishing the mission (in other words, the L+E
do not factor in much)... Terrorist style "who cares about the cost".

	Final score ONLY impacts how much cash is brought forward as a
percentage ranging from a fixed minimum (enough to get started) to a max
allowable, so players can't become an unstoppable cash machine. Some
scenarios zero-out score and all past cash allocation info is lost.


==================================
-SECTION THREE- MISSION STRATEGIES
==================================

-------------------------------------
CHAPTER [11]: What is a mission tree?
-------------------------------------
	When playing C&C, sometimes you will be given a choice of countries to
fight over. The hierarchical listing of these choices and the possible paths
one may take is described as the mission tree.

[11-1]: GDI mission tree
=======================
[1][2][3][4a][5][6][7]\/[8a][9][10][11]...
        \[4b]/    \---/\[8b]/
[incomplete]

[11-2]: NOD mission tree
=======================
              /[6a]...
[1][2][3][4][5][6b]...
              \[6c]...

[incomplete]

-------------------------------------------
CHAPTER [12]: I'm stumped! Can you help me?
-------------------------------------------
[12-1]: GDI missions
=======================

[12-1-1]: GDI Mission 1, Estonia
-----------------------------------
Objective:  Establish base.
[blank]

[12-1-2]: GDI Mission 2, Estonia
----------------------------------
Objective:  Search and destroy NOD base.

	Build the MCV next to the barracks. Build a power station. Build a 2nd
barracks. Crank out 20 to 30 minigunners. Group the minigunners into groups
of ten. Scout the surrounding area using one of your hummers, but do not
engage the enemy.  If you come across soldiers, run your vehicle to your
infantrymen to drag the enemy into an ambush.

	When attacking the base, it is best to form a two pronged attack. Have
1/3 your men attack from the west, and 2/3s of your men attack from the
south.  Move your engineers behind your main force. Have them capture the
construction unit, the refinery, and the powerplant.

	Do not capture the refinery until the enemy harvester has returned to
unload. This way, you capture the harvester as well.

	Destroy the remaining structures save for one tiberium silo. Build two
more tiberium refineries, and tiberium silos as needed. You want to harvest
the map clean of tiberium. Once all the tiberium is harvested, sell all the
buildings for cash, and destroy the last remaining silo to finish the
mission. You should end the mission with over 20,000 credits.  Half of these
funds will transfer to the next mission.

[12-1-3]: GDI Mission 3, Latvia
---------------------------------
Objective: Destroy NOD base.

	Build your base near the southeast by the tiberium fields. Using the
cash from mission 2, create TONS (30 to 50) of minigunners. Create about 10
or 15 grenadiers for base defense. Scout using hummers, ambush using your
hordes of minigunners.

	Create some engineers. Move your minigunner hordes into the enemy camp
and have them wipe the enemy soldiers out. Capture the key enemy buildings
and sell them off. Begin mop up operations. I know it says to destroy the
SAMSITES first, but it is easier to save them for last.

[12-1-4a]: GDI Mission 4a, Poland
------------------------------------
Objective:  Defend town from invading NOD units.
[blank]

[12-1-4b]: GDI Mission 4b, Belarus
-------------------------------------
Objective:  Retrieve stolen crate.
Mark Willoughby  (willocds@te.rl.ac.uk):

:On the left of screen, there is a sea, but no Construct.Yard machine...
:Then NODs comes and kills me, I've got only 2 APC, 4 grenadiers and
:machinegunners. When reinforcements will come ?

	Explore in one turn, scrap the mission and start again.

	Load up the APC's and sprint for the base. De-bus south of the river,
and try to take out the tank and the troopers. 	Once this force gets
trashed, use the reinforcements to mop up the rest of the troops, and steal
the crate back.

	Take advantage of the extra range the APC's have to avoid the Nod troops
where possible. Hopefully once you get trashed in the first attack, the
Noddies try to launch a counter attack which you sidestep, and fulfill your
mission.

	Not too much fun this mission IMO. Although I did use this quick and
dirty strategy.

Lemming (lemming@globalone.net):

	I didn't unload my APC at all. Just loaded 'em up, and run like hell to
the NOD base, tag the carton, and that's it.

[12-1-5]: GDI Mission 5,
------------------------
Objective:
James Chiu (hcbus003@huey.csun.edu)
and
Harry F. Harrison (harryh@teleport.com)

:Level 6:  What a pain in the $#$#! to finish.  I thought it was standard
:Dune defense, then offense strategy, but the computer comes with waves
:at you.  Try this: blockade your right entrance (to your camp) with
:4+ turrets (should be sufficient, as computer rarely sends tanks to

	If you build near the hills, they only have a small opening to attack
you with. You can get away with 2 turrets.

	One of the first things I build is a second harvester in this mission. I
am usually able to do it just as the first patch of tiberium is gone.  By the
time I am ready to attack, I will have 4 harvesters going, with one about
dead. :)

:hat you have to destroy the buildings AND all of the units.  I thought
:of an interesting solution.  I send a Hum-Vee through the "middle" of
:the camp, which bore a path through it.  Then I followed this with a
:very fast APC containing two engineers and some grenadiers.  Target two
:important structures next to each other: the construction yard and
:the refinery.  Without a refinery, no Tiberium, without a construction

	Go in from the upper right side, you can capture the hand of Nod very
easily there.  Engineers are very useful, I was able to take over all the
enemy buildings, a great plus when getting the silos.

>#6:  AI still is weak in several areas.  Take GDI #6 for example, where
>the computer's infantry get stuck in the upper left corner, all bunched
>up where you can run over them conveniently with an APC :)

	I even killed them a couple of times, and they came back. :)

[incomplete]

[12-1-6]: GDI Mission 6,
------------------------
Objective: Destroy airbase.

	Use hit and run tactics on the soldiers. Your commando can shoot them at
a longer range than they can shoot you, so shoot one, run away while you
reload, and shoot another.

	Let the computer move your man away from demolition explosions. You
don't take damage from the explosions. The damage comes from the soldiers
inside.  Save the game before you demolish a SAM site. If soldiers escape
your demolition and harm you, reload and try again (in other words, cheat).

	Park your helicopter on the plateau left of the village. It will be safe
there from enemy troops and vehicles. If your commando comes into contact
with a NOD buggy, call on your helicopter to pick him up.

	Enter the NOD base from the left.  Run north inside the base. Run around
the fence by going to the left, and once around it, go to the right.
Demolish the airbase to complete this mission, or any other building if you
want to destroy the same base in the following mission, but with conventional
methods.

David Hulet (d.hulet@ix.netcom.com)

It's best to work north then east once you cross the river in your transport
chopper.  Jumping from location to location in the chopper also works well to
confuse the patrolling buggies.  Once in the base what ever building you take
out will not be there for the cleanup mission.  It's best to take out the
tiberium refinery.  AI does not rebuild and
so NOD runs out of money quickly!


[incomplete]

[12-1-7]: GDI Mission 7,
-----------------------
Objective: Destroy airbase.
[blank]

[12-1-8a]: GDI Mission 8a, Austria
-------------------------------------
Objective: Destroy NOD base. UN funding cut, use repair facilities.
Tim Hardy (drtmh01@nt.com)

	If this is the mission I am thinking about, I found a technique that is
extremely effective and easy, and I haven't heard it mentioned yet.  If you
clear out the meager troops straight above the base, then all the way to the
top and over to the left, you'll find a cliff overlooking the Nod base
(you'll also be able to kill most of the SAM sites).  From this cliff your
rocket launchers can pound the heck out of his airfield, several silos, and
the Hand of Nod, as well as the infantry he tries to mass there.  The cool
thing is he never figures out how to get to your rocket launchers.  You can
kill every single one of his mobile forces and ability to produce mobile
forces without losing any of your units.  Then can just walk in the base with
bells on.

Jason Thomas (hiro@mill2.millcomm.com)

	That's the same thing I did.  I think the AI wants to stay close to home
because its base is under attack, but once you destroy the airstrip, no more
vehicles.  Once it's all gone, you can leave one rocket vehicle up there and
about ten bazooka guys, and just blast the crap out of anything that gets
built as it's coming up. Also humvees are pretty good against infantry so you
can keep one of those up there to provide machine-gun support.  I wasted
about 3 hours playing this mission and dying, before I discovered this
technique.  In Aikido and other "soft" martial arts, there's a principle of
never meeting force with force.  In other words, when the enemy attacks, you
should let your forces fall back a bit to surround and absorb.  In attack,
don't keep hammering a strong point, but use recon to find enemy weak points
and then strike hard.  It's a lot easier in the long run than just throwing
cannon fodder into the meatgrinder.

[12-1-8b]: GDI Mission 8b, Slovakia
--------------------------------------
Objective: Protect the doc and the civilians.

	Move all units to the southwest. The village is there. There are large
tiberium fields to the northeast and northwest that you can mine. Build MCV
in the clearing north of village, past the bridge.

[12-1-9]: GDI Mission 9,
------------------------
Objective: Destroy turrets for gunboats.
Dave Glue (deaveacg@interlog.com)

	In mission 10 (the one with the first appearance of the laser obelisk),
I beat
their base by basically using 4 humvee's and 2 APC's of engineers.  I used
two hum-vee's to map their base, then used 2 more and filled 2 APC's with 3
engineers each.  The 2 humvees went in first and drew the enemy away, and
when they would out of line I drove my APC's in, unloaded the engineer's and
took their airstrip, construction site, and sold some silo's for my own
profit, as well as providing some infantry to keep tanks and other guys busy.
Then I started making a mass of gun turrets and destroyed their own base from
the inside out.

	Engineer's and APC's boys, and hum-vee's for their speed and ability to
attract the enemy.  That's the secret.  Then again, we'll see what happens in
mission 12.

[incomplete]

[12-1-10]: GDI Mission 10,
--------------------------
Objective: Destroy NOD base using Orcas.
Casey Robinson (ogiswise@rahul.net)

  Ugh.  I just wasted several hours on what should have been a simple
mission.  At least I know what mistakes I made.  I bought to many Orcas, 2 is
enough to take out a gun turret or the mobile artillery, which is all I was
able to do with them.  I built a weapons factory, but had to sell it when my
base was under attack from behind (ack) and never got the cash together to
rebuild it.  I threw wave after wave of troops into the base, but they all
ended up charbroiled.  I finely realized that that was not going to cut it,
so I breached their wall on the south side, and was able to sneak an engineer
into the airfield and construction yard, and one power plant.  I ended up
selling all of them, since I had no troops or money left, and Nod was just
pounding them to dirt.  Then I spent about
an hour fixated on the Hand of Nod, sending wave after wave to try and
capture/destroy it.  It didn't work.  I tried throwing the Orcas in there.
Poof.  Finally I decided to split my forces, and brought a small group of the
grenade sluggers up to the top of the base.  Everyone guarding the Hand ran
up to try and stop them, and I was able to move the
rest of my assault force in the south breach to toast the Hand, and,
eventually, the rest of the base.  I probably would have done just as well to
drive 2 medium tanks in that breach, followed by some sluggers.

What I did do well on this mission was defense.  I placed 2 guard towers at
my end of both passes, that stopped everything Nod threw at me.  A few
grenades as needed when a tank rolled up, and my base was never touched.
Except for that little plateau on the south side, that I just gave up
worrying about and killed anything up there with Orcas/Grenadiers

[12-1-11]: GDI Mission 11,
--------------------------
Objective:  Rescue Delphi.
Bill Seurer (BillSeurer@aol.com)

	First, immediately follow the coast to the right.  Ignore the turrets.
You'll run into a tank but your 6 grenadiers should handle it without a
problem.  Follow along the cliffs to the right (they wind a lot) until you
hit the crops.  Set up your base there.

	Send the 6 grenadiers slowly to the SE.  There are some bazooka guys
just across the river.  Kill them and move just far enough to see the fields.

	Build a refinery first, then a Weapons Factory, then a Barracks. Build
tanks and APCs as fast as you can.  Line them up diagonally NW of your base.
You may want to build a sandbag line out a bit and build a couple of guard
towers too.  Build a repair platform ASAP.  Repairing a tank is a *LOT*
cheaper than building a new one.

	You'll be faced with hoards of flame-thrower guys at first.  It is
impossible to defeat them without tanks backed up by APCs or guard towers.
Their flames don't hurt tanks much and the APCs will chop
them up.  Put a few infantry in front of the line of tanks and APCs if there
are still some alive.

	After a while the attacks will die down a bit.  Send an APC across the
river to the NE and explore that area.  You'll see the Nod base up on the
hill.  Move the APC up to where it can fire at the SAM site and let it hammer
away.  Yes, it won't really do anything, just leave it though.

	This will trigger another flood of NOD attackers.  By now you should
have 4 or 5 tanks and a like number of APCs.  Line them up with tanks in
front in a line straight south from the river just south of the NOD SAM site.
You will slaughter the NOD guys as they come.  I find
putting a few grenadiers in front works even better but they do tend to get
toasted.

	**IMPORTANT**  Be sure to cycle your damaged vehicles back to the repair
depot.

	Take any extra tanks you are producing to where you left the APC and
kill the SAM site and any adjacent buildings.  The computer will kindly keep
building new ones for you to kill.  Keep at them.  The
buildings are power sites and once all three in your range are shot up the
NOD base will start to fail.

	Gradually move the line to the west until you start seeing the Nod
harvesters and your tanks shoot at them.  This will trigger another NOD wave
which by now will be a piece of cake to slaughter. Your tanks will kill off
the harvesters quite handily and they rumble past.

	Eventually you will notice that the attackers are reduced to a dribble
of infantry.  Now is the time to attack!  Sell off all the buildings of your
base and rush the dozens of infantry that will produce up to the "front".
Load them in the APCs.  Send one humvee or APC to run all the way through the
NOD base and spot things.  It may get toasted by one of those laser towers.

	ATTACK!

	Send all your tanks against the laser tower and mix in the APCs with the
trailing elements.  Once the tower is gone unload the infantry and attack
whatever NOD units show up with the infantry and APCs while the tanks hammer
at the NOD barracks and airfield.  Once those are gone it's all over but the
mop-up.  I sent in once APC full of engineers that took over 5 buildings
(which I immediately sold).

	I build a couple of Orcas but didn't find them that useful in this
scenario.  4 more tanks would have been much better.

	What a minute, where's the guy you'll supposed to rescue?  He'll appear
on a plateau in the NE corner once all the SAM sites are gone.  A transport
chopper will appear to pick him up.

	And what about those turrets by where you first entered?  Ignore them.

Orin Thomas (orin@connexus.apana.org.au)

	Set up your base in the middle left hand side of the screen (just below
river. That way you only have 2 flanks to defend against. Then harvest the
Tiberium field directly below you. Then go absolutely sick and build a chain
link fence from the right side of your base all the way to the river below.
This gives you freedom. The NODDIES don't seem to want to
crash through fences. I used this to annex most of the map. (build fence, use
Orcas to clean it out, add to your area :-)

	More expensive but it reduces the casualties :-) Then you have an almost
limitless supply of TIBERIUM to go and build Orcas. Have you seen what you
can do with 30 Orcas to a NOD base. Sick! :-)

Jeb "Oz" Vegas (oz@cris.com)

	There is a town and a couple of Tiberium fields in the south east corner
of the map. Setup your camp there. Then you have only two flanks to protect.
Go Defensive, until you get about 6 Orca helos built. With the Orcas, take
out the NOD harvesters. 6 Orcas can do it in a single sortie. Build Bazookas
and Grenadiers early on to setup a defensive screen against the flame-thrower
units. Then hang on until you manage to fry several of the harvesters. From
there I just took out the base piece by piece. I had harvesters and the NOD
did not...just a matter of time.

[incomplete]

[12-1-12]: GDI Mission 12,
--------------------------
Objective:  Rescue Mobeius from NOD.
Kevin McQuire  (kmcguire@omni.voicenet.com)

: How did you beat GDI mission 12 ..I assume you did because you have
: access to the adv. comm.  post.
: this is the one where you have to save Mobeius from nod and don't have a
: tiberium refinery..

	There may very well be a more elegant way to do it, but I sold off all
of my buildings, built as many tanks and engineers as I could afford (plus
the bonus cash crate up near the northernmost SAM site) and then charged the
Noddie base en masse, concentrating on getting my engineer-laden APC near
enough to capture the construction yard, the hand of Nod and their tiberium
refinery.  By the time this had happened, I had taken out the nod death rays
and their units.  The only thing you need to take out are
the SAM sites, though...

[incomplete]

[12-1-13]: GDI Mission 13,
--------------------------
Objective:
[blank]

[12-1-14]: GDI Mission 14,
--------------------------
Objective:
[blank]

[12-1-15]: GDI Mission 15,
--------------------------
Objective:
[blank]

[12-2]: NOD missions
=======================

[12-2-1]: NOD Mission 1, Libya
---------------------------------
Objective: Kill village chief Nikoomba.

	Nikoomba is on a plateau to the north west.
[incomplete]

[12-2-2]: NOD Mission 2, Egypt
---------------------------------
Objective: Set up forward attack base.
[blank]

[12-2-3]: NOD Mission 3, Sudan
---------------------------------
Objective: Destroy GDI forces and capture prison.
[blank]

[12-2-4]: NOD Mission 4, Chad
--------------------------------
Objective: Kill villagers and burn their village.
[blank]

[12-2-5]: NOD Mission 5, Mauritania
--------------------------------------
Objective: Search and destroy base. Use SAM defenses.
[blank]

[12-2-6a] Mission 6a, Ivory Coast
------------------------------------
Objective: Steal Nuclear Detonator
[blank]

[12-2-6b] Mission 6b, Benin
------------------------------
Objective: Steal Nuclear Detonator
[blank]

[12-2-6c]: Mission 6c, Nigeria
---------------------------------
Objective:  Steal Nuclear Detonator
Brian Hassink (brian.hassink@nt.com)

: How the heck did you pass mission 6? (The nuclear device retrieval) I
: can't even get NEAR the base? Is there something I'm missing out on?
: Mission 5 was a pushover for me, but I get slaughtered in 6... this is
: some great imbalance....

	After a few initial failures, have figured out how to win it. Of these
missions, mission 6 has been the hardest so far (I finished it with just one
remaining unit who almost died because I had to force him across the Tiberium
field to reach the helicopter).

	Here's what I did...

	It took several tries, but I managed to cross the bridge and arrive at
the northeast corner of the map with most of my units (leaving the Engineers
back in the southeast corner).

	I now took this surviving group and walked them along the ridge at the
top of the map to the northwest corner, and then south. I then opened fire on
the GDI buildings with the Bazooka men. This cause the AI to send its men out
of the base and up along the way I came in. As his men came in, I ran my
tanks up and down squishing them. This was far more effective than trying to
take them out with gun and tank fire.

	Eventually you'll bleed off most of his men and you can move your group
back around to the base entrance. Use the tanks to take out the towers (and
place a man where they used to stand or the AI will
usually replace them). You'll now have to clean up any residual units in the
base and can also bring up the Engineers.

	Take over any GDI buildings you want, or simply grab the crate and head
for the helicopter.

	Now that I think about it, doing a quick assault on the base entrance
and sneaking your Engineers through into GDI buildings may be a better
solution. You could hopefully grab the refinery, power plant, and barracks
and be on your way to producing more units.

[12-2-7]: NOD Mission 7,
------------------------
Objective:  Capture ORCA installation.
Brian Hassink (brian.hassink@nt.com)

: When I sent the engineers into the ORCA installation, they came
: right back out. Much to the amusement of the few remaining GDI gunners
: who promptly killed me good. Don't tell me I needed all 4 engineers to
: complete the mission?! DOOHH!!!

	I had this happen as well. What I ended up doing was moving the Engineer
around to the other side and entering the structure from the bottom.

	Some advice for this level...

	Use the cluster of vehicles to bleed away enemy units from the GDI base.
I ended up rolling them along in a row, and using the recon-bike unit to lure
enemy units to their death. Attacking the GDI harvester is a very good way of
getting him to send his units out of the base.

	As for the squads of men, I space each man out so that the grenades and
tank fire from the GDI don't do collateral damage to nearby units. Generally
I don't use them until I've almost completely drained the GDI base of units
with the vehicle group.

	Once the GDI base is drained, use your tanks to eliminate the machine
gun towers from a distance. I may take a little time, but it'll save you a
lot of grief. Once the towers are gone, send in the engineers and grab the
Orca. You can use your other engineers to grab the other GDI buildings (hint:
Don't grab the refinery until the harvester is in it).

	OK, you've got the Orca. Next thing is to get rid of that pesky patrol
boat. If you don't, your Orca may get hit by its missiles. For this, I took
all my remaining units (you can build more if you captured the other GDI
buildings) and lined them up along the shore. A few tanks are usually enough
to take out a patrol boat.

	Now that the boat's gone, send the Orca after the lone GDI Bazooka unit
in the village. You need to take him out first or his missiles will kill the
Orca and you lose the mission. The Orca will fire off missiles automatically
and return to the helipad to reload. It takes a few trips to kill the
Bazooka, and several more to wipe of the village.

[incomplete]

[12-2-8]: NOD Mission 8 or 9,
-----------------------------
Objective:
Jay 'PyRo'  (jkw7063@osfmail.isc.rit.edu):

:This is the mission where Seth bites the big one and Kane takes over.
:This mission requires you to retake an abandoned NOD Base and create
:forces to destroy the GDI base.

:THIS MISSION IS IMPOSSIBLE!

:I'm telling you. You get 4 Bazookas and 4 Minigunners against 8 GDI
:grenadiers, a slew of Minigunners 2 light tanks, and YES! ONE BIG BAD ASS
:MAMMOTH.

:OK, how in the world do I defeat these odds?

:I have found my base (in major disrepair) towards the southeastern corner
:and all it has is the MPV, one Hand of Nod, and one Generator. This means
:that I cannot make vehicles. I can only make soldiers/engineers.
:I get 1 transport Heli and all the bridges are smashed. This means that the
:only way for my troops to get to the enemy base is to load the Heli 5 at
:a time and transport them across the river. OK, I transport 5, get Heli
:to go back to pick up some more, go back to enemy base, the 5 troopers that
:were there has been squashed by light tanks. I send the 5 to destroy
:light tanks, OK, then go and pick up 5 more troopers, come back and the 5
:troopers have been grenaded to kingdom come, so I get 5 flamers to kill
:them, OK dead, then go back to get more troops, and the big badbutt son
:of a mutha Mammoth Tank squishes my flamers to a bloody pancake pulp.
:This mission is impossible, or near so.
:I have even tried to build engineers to take over the enemy base.
:Max engineers I can build is 3 and then I run out of funds. I can take
:over the barrack, generator, and the Harvester. Then I just sit
:back and watch them get destroyed by the Mammoth since I have no troops
:to defend the new base.

	Depends on where you land.  I too thought that was an impossible
mission, till I got farther into it.... :)

I sold the old base, made flamers transported 3 flamers, and 2 engineers.
That was all I needed.  That was a pretty simple mission. If you think that's
hard... boy do you have a thing coming.   Just wait till the 12 and 13
mission... damn ION Cannons and bombers!.  And those 'missile towers' don't
help your stealth tanks at all.

[incomplete]

[12-2-9]: NOD Mission 9,
------------------------
Objective:
[blank]

[12-2-10]: NOD Mission 10,
--------------------------
Objective:
[blank]

[12-2-11]: NOD Mission 11,
--------------------------
Objective:
[blank]

[12-2-12]: NOD Mission 12,
--------------------------
Objective: Capture the advanced comms. base
Chee Hui (cheehui@aztech.com.sg)

In this mission, you need to capture the advanced comms. base where you
started off with a mobile construction yard, 2 recon bikes, 2 NOD buggies and
a light tank.

The main problem is that the surrounding area in your vicinity has no
tiberium fields so you need to cross the bridge to build the yard there.
Unfortunately, 2 Mammoth tanks are stationed at the bridge.

Here's the trick. If you recon the area, you will find it's actually a nice
square loop. Select 1 recon bike and ask it to target the further Mammoth
tank on the bridge while you stationed the rest of your forces just outside
of the edge of this square. Once the Mammoth tanks start attacking, run your
bike as far away (and from your main force) ASAP towards the loop. When the
tanks see your mobile yard, they'll turn their attention to it instead.

So select all your vehicles (except the bike) and run round the loop to keep
ahead one step of them always. Since the 2 tanks are now preoccupied with
your other vehicles, reselect your bike and chase after the 2 tanks. Start
with the 2nd further tank and shoot his butt black !

Once the 2nd tank got his butt fried, do the same for the 1st tank. Just be
sure to maintain the rest of your forces beyond the Mammoths' range and
you'll be all right. The rest of the mission will be fairly routine.

Boy, those Mammoth tanks certainly have no brains.

I actually like this mission because you can just use 1 bike to beat 2
Mammoth tanks. Talk about the odds of doing that in real combat.

PS: If you think that's tough, wait till the next one.

[incomplete]

[12-2-13]: NOD Mission 13,
--------------------------
Objective:
[blank]

[12-2-14]: NOD Mission 14,
--------------------------
Objective:
[blank]

[12-2-15]: NOD Mission 15,
Objective:
[blank]

---------------------------------------------
CHAPTER [13]: I need help playing multiplayer
---------------------------------------------

[13-1] Offensive strategies
===========================
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.

[13-2] Defensive strategies
===========================
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.


============================
-Section Four- MISCELLANEOUS
============================

------------------------
CHAPTER [14]: Conclusion
------------------------

Thats all folks.  At the moment it seems to be a reasonable strategy guide.
I still need mondo support from you to fill in the gaps and turn this text
into the strategy FAQ a game like C&C deserves to have. If you have any
suggestions, additions, or comments for the FAQ, send E-mail to
cncfaq@powhq.nildram.co.uk.

If youre one of those bad guys who are playing a pirate copy of Command and
Conquer, shame on you. You know you really want to stop being a freeloader.
I urge you to save up your lunch money and buy the game. The authors deserve
to be rewarded.

------------------------------
CHAPTER [15]: Revision History
------------------------------

v0.1:		First release of the Unofficial Command and Conquer Strategy FAQ.
			(October 1, 1995 GMT)

v1.1:		A major revision of the Unofficial C&C Strategy FAQ.  FAQ is
		completely rewritten. FAQ explains cheating, mission-trees, how to
		do such and such, and contains a section of unsolicited advice.
		(October 4, 1995 GMT)


--
Roger Wong, Senior Developer
POW Productions
roger@powhq.nildram.co.uk

Command & Conquer unofficial STRATEGY FAQ:
email: cncfaq@powhq.nildram.co.uk with your additions.                    


