GDI Strategy Guide
Version: 1.05
Last Update: 5/12/07

Author: Josh Karpel
email: maventree@gmail.com

===================
Table of Contents
-----------

1.0 - Preface
2.0 - GDI Units/Structures/Abilities
 2.1 - Units
 2.2 - Structures
 2.3 - Abilities
3.0 - General Strategies
 3.1 - General
 3.2 - Rushing
 3.3 - Turtling
 3.4 - Mixed
4.0 - Specific Strategies
 4.1 - GDI Vs. GDI
 4.2 - GDI Vs. Nod
 4.3 - GDI Vs. Scrin
5.0 - Frequently Asked Questions
6.0 - Credits
7.0 - Guide Version Info
8.0 - Legal Info

===================
1.0 - Preface
-----------
This is a general strategy guide for the GDI faction in Command and Conquer 3.
It will not teach you how to play the game, because I assume you were competent
enough to read the mini-guide the game comes with, or played the tutorial and
figured it out.

The GDI's philosophy is "slow but steady". Your powerful units move slowly, and
cost quite a bit, but once you get them out, they're tough as nails and can
destroy just about everything. But this doesn't mean you can be careless, as no
plan (no matter how good) survives contact with the enemy.

So, I hope you find this guide useful. Please feel free to contribute using the
email at the top of the guide.

===================
2.0 - GDI Units/Structures
-----------

2.1 - Units
-----------

Infantry:

Rifleman: 300 Tiberium
 The rifleman squad is the basic combat infantry for the GDI. They have rifles,
 and are relatively effective against other infantry. Try to phase out of them
 as soon as possible, because a combination of missile squads and snipers is
 far more effective. They can build small bunkers, that are effectively a
 garrisonable (1 unit) tuuret. Because of the serious lack of good anti-air 
 fire the GDI have, filling these bunkers with missile squads can be quite 
 effective at defending your base from air attacks.

Missile Squad: 400 Tiberium
 Missile squads are your workhorse infantry. A few well-placed missile squads
 are quite capable of taking down vehicles, especially if garrisoned. A good
 tactic is to put two missile squads with a sniper squad into a building. Then,
 the building can serve as a "take-all-comers" defence unit, taking down both
 infantry and vehicles.

Sniper Squad: 1000 Tiberium
 Your other main infantry unit. Teamed with missile squads, these will eat
 through the opposition. Once again, throw a squad of snipers in a building
 with two missile squads, and the building is a sort of mini-fortress. It is
 very important to have at least a few of these when you garrison troops: if
 you don't, enemy building clearing units (flamethrowers, grenadiers, etc.)
 will tear you apart. Make sure to throw a few of these around your base and
 main advances to keep fanatics off your buildings and vehicles.

Grenadier Squad: 800 Tiberium
 Grenadier are used to clear garrisoned buildings. Use them to break through
 when the enemy has garrisoned buildings. Don't put them in front of the
 attack though, because a garrisoned building will fire at the closest target.
 Use tanks or a horde of cheap infantry to soak up hits while the grenadiers do
 their work. Once you get up into the higher tech levels, these become less
 useful, because vehicles are much more resilient and still able to take down
 garrisoned structures. However, you should always keep a few of these squads
 around, just in case you REALLY need to take down a building fast.

Zone Trooper Squad: 1300 Tiberium
 The zone trooper squad is your most powerful infantry. They use rifle-sized
 railguns, giving them an absolutely deadly (one shot, one kill) attack against
 infantry, and deal serious damage to vehicles. With upgrades, they can also
 detect stealthed units, making them a great support unit for a vehicle attack.
 Their jetpacks are useful for surprise attacks, but be careful where you land
 them: they can't fire while jetpacking, and have a cooldown before they fire
 once they hit the ground. If you aren't careful, you can lose a ton of them by
 jumping into a group of enemies. Of course, if you are careful, you can zone
 tro

Commando: 2000 Tiberium
 The commando units are an oddity. They are useful in certain situations, but I
 generally avoid them. They cost 2000 Tiberium that could be used to buy things
 that will probably serve you far better than a single commando. If you have
 Tiberium to spare, and want to play around with a cool unit, go for it. If you
 don't, consider not using the commando. If you do though, remember what the
 commando is good for: infantry killing, building killing, and walker killing.
 Drop him in an APC and he becomes a ludicrously deadly anti-infantry tool.
 When attacking, jump jet him up to the enemy defences while they're occupied
 and start blowing them up. Basically, think of it like this: the commando
 won't win the game for you, but it can certainly help.

Engineer: 500 Tiberium
 Engineers capture buildings. That's pretty much their whole use. They have no
 weapons, and will die very quickly if they come under fire. Use them to take
 over neutral building like tiberium spikes, and to steal enemy buildings.
 Interesting tidbit: For harder AI levels, when an engineer gets close to a
 building, the enemy will sell the building. If you can get an engineer into
 the center of an AI base, and they may very sell off their whole base to stop
 you from capturing it!


Ground Vehicles:

Pitbull: 700 Tiberium
 Pitbulls are basically a missile squad on wheels. They also detect stealth, a
 useful ability for any combat group. Use them with APCs to create a fast, all-
 around effective combat group that can engage everything in the game. However,
 make sure you keep them out of serious trouble, because, as with all light
 vehicles, they are very fragile against serious anti-vehicle fire. If you're
 going to use them in an assault, or extensively in any way, you should invest
 in the mortar upgrade. It is a very cheap and effective upgrade.

APC: 700 Tiberium
 APCs are, in my humble opinion, one of the best GDI vehicles. They can hold
 one infantry squad inside them, but more importantly, the unit inside can fire
 out of the APC. So, though the APC only has a machine gun effective vs. air
 and infantry, an APC with a missile squad inside is effective against all
 targets, and in groups, can slaughter just about anything. Plus, they're more
 manueverable than the mammoth tank, and can hire air transports as well. APC's
 can also drop minefields, useful for blocking off bridges or other natural
 tight-spots.

Predator Tank: 1100 Tiberium
 The main mid-game tank for the GDI can be toughie to produce, but can smack
 their Nod equivalents around with no trouble. Also, the railgun upgrade will
 affect these as well. Though with less firepower, two or three predators will
 be able to engage different targets, with more speed and maneuverability than
 a mammoth tank.

Juggernaut: 2200 Tiberium
 Juggernaut are another oddity. If you have some well-placed sniper teams, you
 can use these to knock out a large group of enemy units cleanly and quickly.
 Use them if the game is going slowly and you want to crack a tough defence.
 Some people use them for frontal assaults, but I suggest using them in more of
 a support role.

Mammoth Tank: 2500 Tiberium
 The GDI main battle tank. A few of these will crush through most opposition,
 and it will take some actual tactics to take them down. With the railgun
 upgrades, mammoths will really come into their own. However, you must support
 them or lose them. Vertigo bombers will pound them into dust, so make sure
 they can't. Rather than building ten mammoths, build two or three mammoths,
 some zone troopers, and a couple APCs with missile squads. This group is more
 versatile, can move better through small spaces like city fights.

MCV: 2500 Tiberium
 Not a neccisity because of the Surveryor/Outpost, but if you want a real
 backup base, you need one of these. It's totally unprotected, so make sure to
 send and escort if you really need it to live. When deployed, this will create
 a construction yard, the building you need to start doing, well, anything!

Rig: 2000 Tiberium
 An interesting unit, that creates a battle base when deployed. The base is
 equipped with some turret weapons, and can repair nearby vehicles. It does
 not create a build zone around it, but pairing a rig with a surveyor lets you
 create a defended expansion base quickly, and you can even pack it up and put
 it somewhere else.

Surveyor: 1500 Tiberium
 Surveyors are used to create outposts, which generate a build zone, allowing
 for the creation of expansion bases. Totally unarmed, so you want to defend
 them if you're in the thick of the battle.

Harvester: 1000 Tiberium
 Harvesters... well, harvest. They have a light machine gun, but it's pretty
 much useless, so defend your harvesters well. You can build more from the
 war factory, but refinerius come with a free harvester as well. Note though:
 if you make a refinery, then sell it, you get a harvester for 1000 tiberium,
 the same as it's individual price at the war factory. Useful for getting extra
 harvesters in the early game.


Air Vehicles:

Orca: 1100 Timberium
 Orcas are like small nuggets of goodness, filled with rockets of course. Orcas
 are excellent support vehicles: bring them in to support tank charges or to
 counter-charge enemy tanks. A group of twelve orcas is easily maintainable,
 and will rip tanks and even infantry to shreds. Try not to attack with only
 orcas though, because they are very vulnerable to anti-air fire. Also, after
 you research the sensor pod upgrade at the tech center, orcas can drop small
 sensor pods that will detect stealth and reveal the area around them. These 
 are a must buy.

Firehawk: 1500 Tiberium
 Firehawks are your bomber unit. Upgrade to these late game, but don't stress
 it if you don't have the money. Firehawks are very fragile, and can only fire
 one salvo before needing to return to the airbase. Of course, with their
 special upgrade, they can travel anywhere on the map instantly, and drop their
 devestating bombs to cripple enemy bases. However, DO NOT USE FIREHAWKS ON
 ENEMY UNITS. You will fail miserably. The bombs fall too slow to hit moving
 targets, and don't deal enough damage to truly disrupt enemy attacks. Use them
 to destroy enemy bases, twelve firehawks, split into three groups of four, can
 kill or seriously damage three buildings. AND, they can drop directly into the
 enemy base, right on top of that building. Remember though, that the cooldown
 means you can't stratosphere fighter your way back out, so you may lose some
 on the way out if there is a lot of AA around the enemy base. Of course, that
 is only the ground attack mode. If you switch them to AA fire, they become
 massively effect verse most air attacks. 12 firehawks can seriously damage
 even the Scrin's mothership in a very short time.


2.2 - Structures
-----------

Construction Yard: FREE (at beggining, deployed MCV)
 This is the most important building in the game: it lets you build everything
 else! Keep it protected, or you might suddenly lose your whole building
 ability to a sneak attack.

Crane: 1500 Tiberium
 The crane allows the use of another building queue, so you can build two
 building at once. This also affects the support building queue, so you can
 build defences two at a time as well. Often one the first buildings someone
 will build.

Oupost: FREE (deployed surveyor)
 Outposts are created by surveyors, and create a build zone to allow creation
 of an expansion base. It also functions like an armory in regards to healing
 your infantry units.

Power Plant: 800 Tiberium
 Power plants provide, get this, power. After you build a tech center, they can
 be upgraded to produce even more power. In the meantime, you should try to
 stay ahead of your energy needs. Running out of energy in the middle of a
 fight could lose you the advantage if you use base defences.

Tiberium Refinery: 2000 Tiberium
 Refineries are absolutely essential. They let harvesters drop off their
 Tiberium, giving you it to use for buildings everything else. Another one of
 those first-few-minutes buildings.

Tiberium Silo: 500 Tiberium
 Silos let you store more Tiberium. If you have some extra Tiberium to throw
 around, buy them. If you don't, don't bother. They aren't necessary at all,
 and are more a luxury item than anything else.

Barracks: 500 Tiberium
 The barracks creates your infantry units. Building more of them will give you
 more infantry build queues, and since they're cheap, you should consider it.
 Once again, a first-few-minutes building.

War Factory: 2000 Tiberium
 The war factory constructs your vehicle units. Building more also gives you
 more build queues, but the higher build cost may prohibit this. It also has
 drones to repair damaged vehicles, so bring damaged vehicles back to preserve
 them.

Command Post: 1500 Tiberium
 The command post only gives one thing, the radar scan ability, but also opens
 the gate to the higher tech levels. Build it when you need to, not before. It
 is relatively expensive for the early game, so focus on the other buildings
 first.

Airfield: 1000 Tiberium
 Each airfield only provides space for four air units, so you will definately
 need more than one. They also provide repair/rearm to units that are landed
 at them, so make sure to return your aircraft to home after their attack runs.

Armory: 1000 Tiberium
 The armory has your infantry upgrades, and also allows the building of some
 more advanced infantry. You need this to build snipers, so if you plan on a
 mixed sniper/missile squad defence, you'll need to build this fast. The armory
 can also heal infantry units by garrisoning the infantry inside the armory.

Tech Center: 4000 Tiberium
 The tech center has the upgrades for your vehicles and aircraft, and also
 allows construction of advanced vehicles and structures. It costs quite a bit,
 so unless you're rushing for the more powerful vehicles, save it until you
 have a good economy going.

Space Command Uplink: 3000 Tiberium
 This is the highest level tech structure for the GDI. It grants some nice
 abilities like the zone trooper drop pod. It can only be built after the
 the tech center is up, so you probably have a good enough economy going to
 cover the price. If you're rushing for high tech, you probably shouldn't
 bother grabbing this.

Ion Cannon Control Center: 5000 Tiberium
 This is your superweapon building. It enables the timer for the Ion Cannon,
 which can obliterate basically anything. Hit the enemy base with it, and 
 follow up with some supported mammoths, and you're set up for the win. It
 costs a lot, but if you're worrying about superweapons you should have a good
 economy going.

Watch Tower: 600 Tiberium
 The watch tower is an anti-infantry defence. Almost useless against vehicles,
 it will slaughter infantry that get in range. As with all other defences, you
 should build multiple watch towers, so that they cover and support each other.

Guardian Tower: 1200 Tiberium
 Basically a watch tower that is effective against vehicles instead of infantry
 targets. Build a lot of these if you're going to use them, because they have a
 very slow fire rate, and only moderate damage.

Sonic Emitter: 2000 Tiberium
 The most powerful GDI base defence. Though it has a relatively low range, it
 will destroy anything it hits in just a few hits. They are expensive, so build
 them sparingly, and only where they will really count. They are especially
 effective against any kind of grouped rush, because the sonic attack will
 continue until it reaches it's range limit, damaging every target it hits.
 And, when I say everything, I mean EVERYTHING. The sonic blast can hurt your
 own units and structures, so place your Sonic Emitters in front of your other
 defences.

AA Battery: 800 Tiberium
 This is your turreted air defence. It deals constant damage, but each hit does
 almost nothing. Overall, this isn't a very good turret. Build them, but if you
 keep some rocket-based units around your base, you're probably safer. Missile
 squads in rifleman-made bunkers, missile squads in actual buildings, and of
 course pitbulls, are great substitutes.

Battle Base: FREE (deployed rig)
 A frontline base which has several turret weapons, and can also repair your
 vehicles. It can be repaired like a normal building, and with an outpost can
 create a great expansion/frontline base.


2.3 - Abilities
-----------

GDI Airborne: 1000 Tiberium, enabled by Armory
 This ability drops in two veteran rifleman squads and two veteran missile
 squads. This is very useful for reinforcing a crumbling position, but is
 better used in conjunction with your other powers.

Sharpshooter Team: 2500 Tiberium, enabled by Tech Center
 This drops in three veteran sniper teams. Extremely useful when you need to
 defend something verse an infantry rush.

Bloodhounds: 2000 Tiberium, enabled by Airfield OR War Factory
 This drops in two veteran pitbulls and two veteran APCs. A good combo is to
 use this with the GDI airborne ability, and then put the two missiles squads
 into the APCs. Combined with zone trooper drop pods and sharpshooter team, you
 can make a small, effective attack team pretty much where ever you want to.

Zone Trooper Drop Pod: 3000 Tiberium, enabled by Space Command Uplink
 This will almost instantly drop in three veteran zone trooper squads. This is
 the most useful single ability you get other than the Ion Cannon, because the
 zone troopers are effective against all targets. You only get a few of them,
 but if you drop them where it counts, they'll be able to do quite a bit.

Radar Scan: 250 Tiberium, enabled by Command Post
 There's really only one use for this: figure out where things are. Use it on
 likely expansion areas to see if the enemy is there, or to check up on the
 enemy base.

Orca Strike: 500 Tiberium, enabled by Airfield
 Basically useless. It can take out some kinds of turrets, but pretty much
 nothing else. Use it to take out tough enemy units if you have to, but the
 strike is slow and easily avoidable. However, if you really need to that last
 little bit of damage to something, this is perfect.

Shockwave Artillery: 1500 Tiberium, enabled by Space Command Uplink
 Good old artilley strike. It does moderate damage, so it won't take out many
 buildings, but it's great to crush enemy assaults. It's even better against
 vehicles, because it has an EMP effect that disables them for a few moments.
 It's especially effective agianst Nod "turret farms", where you can knock out
 a large amount of defences in just a few moments.

Ion Cannon: 0 Tiberium, enabled by Ion Cannon Control Center
 The Ion Cannon is the GDI superweapon. It will easily wipe out most of a base
 by itself, and will kill basically everything except construction yards in one
 hit. The seven minute recharge is a killer, so use it against bases, not enemy
 attacks. Follow it up with an immediate, massive assault if you can, because
 the Ion Cannon strike will probably tie up the enemy while they reconstruct
 their base.

===================
3.0 - General Strategies
-----------

3.1 - General
-----------

There are a few general strategies you may want to take under advisement while
playing the GDI. First is the very start of the game. No matter what specific
strategy you use, your first buildings should look something like this:

- 2 refineries (you may want to sell the second one)
- 2 power plants
- barracks
- crane
- surveyor (if there is somewhere to expand to)

You can build those buildings in whatever order you want to, but I prefer to
start with either the crane, or a power plant and a barracks. After you build
those buildings, you should advance as you wish. However, two things you should
definately do are build up your expansion base (if you made one), and to start
making infantry and turrets for defence/attack/expansion. Garrison infantry to
maximize their effectiveness.

If you use this strategy, you will get a strong start to kick off the rest of
the game. Of course, the true best strategy is to figure out what works best
for you.

After this point, your strategy will fall into one of the three general 
categories explained below: Rushing, Turtling, or a mix of the two.

And, some general tips that will help against anyone:

- Use the firehawk's stratofighter ability to knock out construction yards. It
 will only take about 8 to destroy one, and with stratofighter you can appear
 right next to their construction yard. You should also do this with their most
 important buildings: cranes, war factories, and tech buildings. If you take
 out all their construction yards, cranes, and factories, the enemy is pretty
 much done for. Taking out top tech buildings disables certain units and
 abilities, so you can launch an assault while they're reeling.

- Orcas are another great accompanying unit for mammoths. You use them to take
 out units that you don't want your mammoths to deal with: hordes of beam tanks
 are a good example. Five or six beam tanks can easily rip apart small groups
 of mammoths, so sending orcas ahead of them can help keep your mammoths alive.
 Even better, Orcas have two ways of detecting stealth units, so they can find
 cloaked avatars, stealth tanks, anything that might threaten your mammoths.

- Before an attack, try to use your zone trooper drop pods power on the back of
 the enemy base. If you're lucky, you may be able to knock out enough power
 plants to put them below their required power. If you do it at just the right
 time, you can attack just as this happens, and kill their base defences with
 little or no resistance.

- Take advantage of the veterancy system. When a unit gets to max veterancy, it
 becomes far more useful. Watch for units shooting in red, or watch for the
 symbol near their name. At max, they self-heal, do more damage, have a farther
 range, and reload faster (if it's a unit that reloads). Protect these units,
 and put them where it counts.

- Use orcas to coat the map in sensor pods. They're completely free once you
 get the upgrade, and have no recharge timer. One orca can get most of the map
 covered, and inside that area you reveal fog of war, and also have stealth
 detection. They do go away after a while, but you can just drop them again.

- Throw down a battle base and surround it with mammoths. If the mammoths take
 damage the battle base will repair them, and the mammoths will shred anything
 that gets near them. It costs a lot more than your static defences, but is
 quite a bit more effective.

- Instead of using mammoths, consider a large group of zone trooper APCs. It's
 not as good at anti-air, but it is equally or even more effect against ground
 targets.

3.2 - Rushing
-----------

Rushing is the art of a fast, early-game, crippling strike. The goal is to get
to infantry and light vehicles quickly, then using them to "rush" the opponent.
The idea is that crippling the enemy early on will allow you to dominate them
through the rest of the game.

Of course, this can backfire very easily. If your attack fails to do enough
damage, you may be the victim of the reverse of your plan: your opponent will
counter-rush you, and you just used all your early-game resources to build an
army which was just killed!

For a GDI rush, you should be incorporating rifleman squads, missile squads,
and pitbulls for sure. If you can, throw in some APCs to pile your missile
squads into, and snipers to take care of infantry. Be careful not to take too
long building your army, or you won't attack early enough to actually cripple
the enemy.

Another option is to use less combat units, but throw some engineers in. If you
capture some of their buildings instead of destroying them, you can then sell
them to give yourself more riflemen squads for the battle, AND to fund your own
base.

Though the goal is only to cripple the enemy, if you can destroy them, that's
obviously better. This is entirely possible, especially if you use engineers,
because you can use the money to fund a larger army to send in.

If your opponent(s) rush you as well, you should keep up the attack with the
units you already sent, but use everything you produce from then on to protect
yourself. The worst situation you can be in is being behind from a failed rush,
or crippled by the opponent's own rush. Recover as fast as you can, and get a
strong defence ready.

Be prepared to fail many, many times. Rushing is an art, and can be hard to do
correctly. However, I think you'll be happily surprised once you master it.

3.3 - Turtling
-----------

Turtling is the complete opposite of rushing. You stay in your base (and your
expansion bases), and build up your economy and tech level. Once your tech and
economy are running strong, you can build a massive army to attack, while the
opponent may still be in the mid-tech levels.

Just like rushing, this can backfire in an instant. If you get rushed, your
plan will completely fall apart. If the opponent manages to break your defence
while you're still building up your tech level and economy, you're done for.

So, focus on your defence. Keep building turrets, and make sure the ones you
already have are in tip-top shape. Build airfields as soon as possible, and use
orcas to shore up trouble spots.

Once you're fully teched-up, you have two main options. The first is to keep
building airfields, and sit behind an impenetrable wall of turrets while you
slowly bomb your opponent to death. The other option is to build up a massive
land army, and using it to push directly toward the enemy bases.

A good end-game army would consist of a spearhead of mammoth tanks, followed by
zone troopers and APCs filled with snipers and missile squads. Throw in some
juggernauts at the rear for artillery support, and you can crush through just
about anything.

Turtling is generally seen as a "noob" strategy, but it really isn't. It is an
entirely valid strategy, and is just as much an art as rushing is. Practice,
practice, practice, and you will be quite happy with your performance.

3.4 - Mixed
-----------

The mixed strategy is a (you'll never guess this) mix of the rush and the
turtle. You could also think of this as the harasser strategy. Build up your
economy and tech just like in the turtle, but keep the pressure on the enemy as
you go. Build groups of units and send them to hold key locations and slow down
your enemy, or to actually attack the enemy base.

Good units for this strategy are predator tanks and light vehicles. These units
are tough enough to hold out for a while, and powerful enough to fight off an
actual attack sent against them. The beggining and mid-game should follow a 
general rusher strategy, and in the end game you should be pounding the enemy 
with a turtler-like army.

The true strength of this plan, at it's basest level, is to adapt to what the
enemy does, and to counter it. Move your units to strategic locations to
disrupt the enemy, and put pressure on their main base.

Basically, your goal is to stop the enemy's plans, while still building up your
own forces. Done correctly, this could be considered the best of the three
strategies, because it is the most flexible. Adapt and survive, commander.

===================
4.0 - Specific Strategies
-----------

4.1 - GDI Vs. GDI
-----------

- The main trouble with this match up is that you use the same units. Make sure
 you know how to counter things. For example, counter mammoths with mammoths,
 because they're an even match. Match infantry with snipers, and snipers with
 vehicles, vehicles with missile squads, and around and around again. Use your
 common sense.

- Get to high tech levels fast. Because each of your units exactly matches the
 enemy units, you need to use something they can't match. Getting to a high
 tech level faster means you can use your advanced vehicles to stomp them,
 before they use those same vehicles against you.

- Set up AA on the inside of your base as well as the perimeter. Your opponent
 may use firehawks to get into the center of your base, where you may be in
 lack of serious AA fire to take them down.

- Space out your units. Shockwave artillery and juggernaut strikes can make a
 good assault a sitting duck on the battlefield. The EMP from the shockwave
 artillery will freeze your vehicles, then the juggernauts will shred them. Of
 course, you can use this little trick on them as well, in fact, it's useful
 against any of the factions in this game.

4.2 - GDI Vs. Nod
-----------

- Make some extra snipers and scatter them around your base, and send them with
 your attack forces. You will need them to kill fanatics, which a good Nod
 player will likely use them extensively against you for anti-vehicle and anti-
 building purposes. Even if they don't, the snipers are still an excellent
 defence against infantry.

- Watch for the Nod stealth towers. If you see one, make sure to approach
 cautiously and bombard it in advance if possible. Chances are that the enemy
 has placed a horde of turrets under the stealth field, just waiting for you to
 walk in and get yourself slaughtered.

- On the same note, be aware that Nod is the master of diversions. A stealth
 tower (or any other unit or structure) may just be a diversion to make you 
 advance more cautiously, and miss other oppurtunities while you concentrate.

- If the enemy has set up a large amount of AA towers, just give up with an air
 attack unless you feel like losing a lot of units. Each Nod AA tower can fire
 three missiles, and each one they buy comes in a set of three turrets. Nine
 missiles will seriously damage, if not destroy, any of your air units.

- Watch for vertigo bombers. Vertigoes are stealthed, so you won't get an early
 warning if they come at you. So, you need to: 1) detect them, and 2) hit them.
 Detection is easy, any stealth detector will do it. Hitting them is another
 issue. The bombers fly faster than mammoth tank missiles, so use missile 
 squads or pitbulls to hit them. You shouldn't rely on your AA turrets for 
 the reasons in their description.

- Make extra sure to defend the sides of your base. A diversionary attack to
 the front of your base in conjunction with a group of stealth tanks pouring
 into the side of your base isn't fun.

4.3 - GDI Vs. Scrin
-----------

- Keep up the air defence. If you don't, you'll die. Simple as that. The Scrin
 have a devestatingly effective air force, and without air defence they will
 simply eat you up.

- Build defences on the inside of your base as well. The wormhole power, the
 mastermind, and shock troopers can all teleport things, possibly right into
 the middle of your base.

- Watch for the Scrin superweapon. One deadly strategy the Scrin can use is to
 drop their superweapon, then fire up a wormhole and dump a bunch of tripods
 into the middle of your base.

- Another nasty Scrin trick: using the mastermind to capture a building, then
 building the signal transmitter next to it and summoning the mothership in the
 middle of your base. If you see the mastermind, kill it IMMEDIATELY!

===================
5.0 - Frequently Asked Questions
-----------

Q: What is the best way to quickly boost your economy?
A: Well, obviously you'll need more harvesters. You also want more refineries
 along with them, depending on your ratio: 3 harvesters per refinery is usually
 ok, but you might want to go 2 harvesters per. If you're expanding, build some
 defences to go with them, so they don't get killed.

Q: Is there any combination of units that is very strong?
A: There is no perfect combination, because any unit can be countered by
 another unit. However, the "tried-and-true" combo would be a group of
 mammoths, APCs (with a mix of zone troopers, snipers, and rocket troops),
 and pitbulls. This group can handle just about anything, and with air support
 can be nearly unstoppable.

Q: Is there a monthly fee to play online? Do you need a fast connection?
A: There is no monthly fee to play online. I would suggest a fast connection,
 but you can play with a slow connection as long as the ping bars are good.
 When you're looking at a game to join, watch the little bar on the side: if
 it's green, you're good.

===================
6.0 - Credits
-----------

To EA, for making this great game.

To the people on the GameFAQs forums, who, despite the trolls, were a great
resource for this guide.

And to these people specifically, for their great help on many of the specific
strategies and tactics in this guide:

flamereaver
MBO-Sephy
h337l4x0r
Fearful Ferret
mattlorrigan
Adam_Grif
keith lim
UltimateCane99
mico cavas
AGP Ecko

=- If you would like to contribute to this guide, feel free to email me. -=

===================
7.0 - Guide Version Info
-----------

Version .90 - Initial release
Version 1.00 - First full release. Added to most sections, and fixed some
 spelling errors.
Version 1.05 - Added to several section, fixed some errors.

===================
8.0 - Legal Info
-----------

Copyright 2007, Josh Karpel
All right reserved.

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

The sites listed below have the right to post this guide:
www.gamefaqs.com

Any site, magazine, or other form of media (including but not limited to
electronic, digital, print, or broadcast) that is not included on this list
caught hosting this guide without my written consent is in violation of 
copyright laws and will be prosecuted to the full extent of the law.