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    Multi-Player Strategy Guide by GLindsley

    Version: 2.1 | Updated: 05/01/96 | Search Guide | Bookmark Guide

    Command and Conquer   
    Strategy Guide  
    v 2.1 5-1-96  
    	Greetings! If your are reading this document, then you have some   
    questions about playing against other people in Westwood's newest release:   
    Command and Conquer. For those who have never played, c&c, as most call 
    it, is a real-time strategy game that can support up to four players across a   
    network. The game is similar to Dune II and Warcraft or  Warcraft II if you 
    have played them.  
    	Yes, I am already at version 2.1. My original intention was to wait 
    until C&C:Red Alert came out and release another version after playing it 
    some, but alas, it has been pushed back to some time this fall, so I am putting 
    this out now.   
    				-Greg Lindsley  
    Revision History:  
    [1.0] first version  
    [1.1] minor corrections  
    [2.0] new strategy, damage table  
    [2.1] more minor corrections  
    Note: this document looks best in 10 point font  
    Part I: Getting Started  
    [1.1.0] Introduction  
    	1.1 Why does this document exist?  
    	1.2 Why just 'multi-player' instead of the solo game?  
    	1.3 Subjective introduction  
    [1.2.0] Introduction to C&C  
    	2.1 Introduction to MultiPlay  
    	2.2 Playing by Kali or modem  
    [1.3.0] Multi-player Options  
    	3.1 Tech Levels and building tree  
    	3.2 Number of Units  
    	3.3 Crates  
    	3.4 Tiberium Growth  
    	3.5 Computer AI/Capture the Flag  
    Part II: The Pieces of War  
    [2.1.0] GDI Base Structures  
    [2.2.0] NOD Base Structures  
    [2.3.0] GDI Units  
    [2.4.0] NOD Units  
    [2.5.0] Weapon Damage Table  
    Part III: Hitting the Turf  
    [3.1.0] Starting Primary Objectives   
    [3.2.0] Ideas for GDI Base Defense  
    [3.3.0] Ideas for NOD Base Defense  
    Part IV: General Tactics  
    [4.1.0] Universally good things to know  
    [4.2.0] GDI  
    [4.3.0] NOD  
    Part V: Questions/Answers  
    Part VI: Conclusion  
    [1.1.0] Introduction  
    [1.1.1] Why does this document exist?  
    	This writing exists because there is a dimension in playing against   
    another human that simply doesn't exist when playing the computer. The   
    computer doesn't learn from its mistakes, or adapts to yours. People do.   
    [1.1.2] Why just 'multi-player' instead of the solo game?  
    	Simple. I am trying to fill a specific need. There is already one   
    official FAQ, one unofficial one (kudos to Roger Wong) if not more, and an   
    official guide by Brady Games. To put out *yet* another general guide   
    seemed silly.   
    [1.1.3] Subjective Introduction  
    	I feel this is necessary to avoid confusion later on. Everything in   
    this guide is based on my experience and the experience of six other game   
    players in the St. Louis area totaling several hundred hours of gameplay. I   
    have also gone through both the GDI and NOD solo storylines.  I can really   
    only talk about what I have seen and done, and I freely admit that there   
    are many things I haven't tried. So, a little later on I might say   
    something like: "GDI Humvees are pretty much useless." This is *my 
    opinion*and nothing else. I am sure there may be someone out there that uses   
    nothing but Humvees and kicks butt. All I am saying is that Humvees didn't   
    work when *I* tried them. If you have something that works, then stick with   
    it, and *tell me*. I would love to hear about it.   
    [1.2.0] INTRODUCTION TO C&C  
    [1.2.1] Introduction to Multiplay  
    	Multi-player C&C is what the game was designed for, in my opinion.   
    Instead of a computer that thinks one way, you have a human at the other   
    end. Anything is possible, from perfectly executed attacks to the most   
    comical blunders. A devastating attack one game will find its counter the   
    next. You can have teammates as well as enemies. No longer is the fight   
    against GDI or NOD a lonely one. You mopped the floor with the computer 
    Just wait...  
            It supports up to 4 players across an IPX network or modem line. It   
    is supported by Kali, so finding people to game with is not too tough.     
    [1.2.2] Playing by Kali or modem  
    	Actually, I can't help much in this department. Anything I could say  
    about Kali is better said by the Kali FAQ, which you can find at  
    	As for modems: to be honest, I have never played over a modem. I was  
    never happy with the connection, so I always hauled my computer over to that  
    person's house and slapped in a network card. I don't want to steer anybody  
    wrong, so I will keep quiet.   
    [1.3.1] Tech Levels and building tree  
    	This setting affects what units are available during the game. Units   
    listed for a given level are in addition to units on previous levels.   
    		Structures		Units  
    TL 1:		Construction Yard	Minigunner  
    		Tiberium Refinery	Grenadier(GDI)  
    		Power Plant		Flame-thrower(NOD)  
    		Barracks (GDI)  
    		Hand of NOD(NOD)  
    TL 2:           Turrets                 Bazooka Infantry  
    		Comm. center		Harvester  
    		Weap. Factory(GDI)	Buggy(NOD)  
                    Airstrip(NOD)           Humvee(GDI)  
    		Sandbag walls		Recon Bike(NOD)	  
    TL 3:		None			Engineer  
    					Light Tank(NOD)  
    TL 4:		Obelisk of Light(NOD) 	APC  
    		Adv. Guard Tower(GDI) 	Med. Tank(GDI)  
    					Flame Tank(NOD)  
    TL 5:		Adv. Power Plant	Stealth Tank(NOD)  
    		Repair Bay  
    		Chain Link Fence  
    TL 6:		SAM Site(NOD)		Transport Helicopter  
    		Helipad			Orca(GDI)  
    					NOD Gunship(NOD)  
    TL 7:		Adv. Comm. Center	Commando  
                    Temple of NOD           SSM/Rocket Launcher(GDI)  
    		Concrete Wall		SSM(NOD)  
    					Ion Cannon  
    					Nuclear Missile  
    What you need to build something:  
    Note: A '*' means that you need more than one thing  
    ex. To build and APC, you need a weapons factory AND a barracks  
                          Construction Facility  
                         |                                       |  
                 Power Plant           Sandbag, Chain Link Fence, Concrt. wall  
           |                            |                 |
    Adv. P. P.                      Repair Bay         Barracks    Tib. Refinery  
                                                          |             |
                -------------------------------------------------       |
                |               |             |                         |
             Helipad       Guard Tower       APC*        Minigunners,   |  
                |                                        Grenadiers,    |  
         ----------------                                Bazookas,      |  
         |              |                                Engineers      |  
    Trans. Heli.      Orca                                              |
         |                                 |                            |  
     Comm. Center                      Tib. Silo              Weapons Factory  
         |                                                               |  
       -----------------------                                           |     
       |                     |                                         Humvee,  
    Advanced          Adv. Comm.                                       Harv.,  
     Guard                Center                                       Med. Tank  
     Tower                   |                                         Mammoth
                             |                                         (needs
        |          |          |         |  
    Ion Cannon   MCV*     Rocket   Commando*   
    NOD 		NOD		NOD		NOD		NOD  
                          Construction Facility  
                         |                                       |  
                 Power Plant     Sandbag, Chain Link Fence, Cnrt. wall    
           |              |                 |                           |  
    Adv. P. Plant   Repair Bay       Hand of Nod             Tib. Refinery  
                                            |                           |  
                ----------------------------------------------          |
                |               |          |       |         |          |  
             Helipad        Gun Turret    SAMs    APC*   Minigunners,   |  
                |                                        Flame-throwers |
         ----------------                                Bazookas,      |
         |              |                                Engineers      |
    Trans. Heli.     Gunship                                            |
         |                                 |                  |
     Comm. Center                   Tib. Silo              Airstrip                 
         |                                                    |                     
       ------------------------------------                   |          
       |         |            |           |                  Buggy,    
    Obelisk    Temple       Flame      Stealth               Harv.,  
       |         |          Tank*      Tank*                 Artill.,  
      SSM*       |                                           Cycle,  
                 |                                           Lt. Tank  
       |          |          |            |       |                
    Nuclear      MCV*     Rocket      Commando*  Chemwarrior*  
    Missile               Launcher*  
    [1.3.2] Number of units  
    	This decides how many units besides the MCV everybody starts with.   
    Usually the smaller numbers give just lighter units while selecting 12   
    gives a full spread. Starting with just the MCV usually makes for an even
    [1.3.3] Crates  
    	Having crates 'on' means that little crates will show up on the   
    field during play from time to time. They are pretty much random and by   
    running over them with a unit (not an air unit) you can get various good or   
    bad things:  
    (good)							(bad)  
    200-2000 dollars (dollar sign) 			        napalm explosion  
    one airstrike (white missile w/ red head)               nuclear explosion  
    one nuclear strike (white missile w/ green head)        hide-all terrain   
    one ion cannon blast (picture of the earth)             visceroid  
    one unit (random-NOD or GDI)  
    five troops (equiv. of one unit)  
    all-reveal terrain (dark blue sphere)  
    heal all troops/units (orange w/ green rings)  
    makes the pick-up unit stealth (dark sphere turning into a gridded sphere)  
    You can also watch your opponent run over crates and see which picture   
    [1.3.4] Tiberium Growth  
    	Having this option 'on' means that tiberium next to a blossom tree   
    (those sprouting things) will grow back very slowly. This really only means   
    anything for longer games. Tiberium appears to grow exponentially; the more   
    there is to start with, the faster new tiberium will grow. Thus, in a long   
    game of attrition, it is wise to let recovering patches of Tiberium grow   
    back a bit before harvesting again.  
    [1.3.5] Computer AI/Capture the Flag  
    	This feature adds computer players to the game. The computer players   
    do not build bases, so they are more annoying than anything else. Thankfully,
    this has been improved in C&C:Red Alert.
    	Capture the Flag  
    	Here is a variation on the regular gameplay. In this game, each   
    player has a flag that is part of the MCV. When you start building your   
    base, the flag drops down in front of your construction yard. If an enemy   
    unit drives through the little circle then it picks up the flag. If the   
    unit makes it back to its own flag, then all of the units of the stolen   
    flag's team gets destroyed. Mind you, when a unit picks up a flag its speed   
    is cut in half. Also, a team cannot carry its own flag. Example: if an   
    enemy buggy picks up my flag and I destroy it halfway back to its own base,   
    then I must protect the flag where it falls.   
    [1.3.6] Battle Maps   
            Each has pluses and minuses.
    One Pass Fits All: a two-player only map
    Tiberium Garden: not as good as it sounds
    C&C:RA is supposed to include a terrain edior, which should make things
    more interesting.
    [2.1.0] GDI Base Structures  
    Construction Yard  
    Power Plant   
    Advanced Power Plant  
    Tiberium Refinery  
    Weapons Factory  
    Communications Center  
    Advanced Communications Center  
    Repair Bay  
    Guard Tower  
    Advanced Guard Tower  
    Sandbag Wall  
    Chain Fence  
    Concrete Wall  
    [2.2.0] NOD Base Structures  
    Construction Yard  
    Power Plant   
    Advanced Power Plant  
    Tiberium Refinery  
    Hand of Nod  
    Communications Center  
    Temple of NOD  
    Repair Bay  
    Obelisk of Light  
    SAM site  
    Sandbag Wall  
    Chain Fence  
    Concrete Wall  
     [2.3.0] GDI Units  
    	-in numbers, they are quite effective against structures (and   
    Bazooka Soldier  
    	-useful for air defense (esp. important to GDI in this regard)  
    	-roughly the equivalent of the NOD flame unit, except also useful   
            against armor  
    	-for their cost, they can often cause the most (monetary) damage to   
            an opponent  
    	-use only one or two at a time, five is too expensive to lose (2500)  
    	-usually not a good idea to run them over open ground  
    	-pretty much useless; does almost no damage; can't even map  
    	-extremely effective against other infantry  
    	-useless against vehicles  
    	-can destroy a number of buildings  
    	-big minus: when they say anything, all players hear it: at $1000,   
            it becomes a really inviting target  
    	-good scout  
    	-ok anti-personnel unit  
    	-my friends call them Armored Personnel Crushers (use alt-click to   
            force crush!)  
    	-fastest GDI ground unit  
    	-make the best scouts (that is, they have the largest map-reveal   
    Medium Tank  
    	-good, balanced armor unit  
            -a group of 3-5 is a serious threat to whatever they are pointed at  
    Mammoth Tank  
     	-toughest unit in the game (big surprise there)  
    	-can *repair themselves* up to 50% health  
    	-slowest unit in the game  
    	-can hit air units  
    Missile Launcher  
    	-excellent anti-personnel unit  
            -much less useful at close range  
            -can fire at air units  
    	-only light armor (easy pickings for grouped air units)  
    Ion Cannon  
    	-charges 25% faster than NOD Nuclear Missile  
    	-will only charge if you have excess power  
    	-does more damage, but only 2x2 square (NOD missile is 3x3)  
    	-can destroy an Obelisk of Light in one shot  
    	-can destory a SAM site in one shot if it is "up"  
    	-very effective against grouped, landed air units  
    	-single minded AI (find the nearest tiberium); this can be very   
            frustrating (keep track of them!)  
    	-sometimes mysteriously stalls (you must restart it)...again, keep   
            your eye on it  
    	-the computer uses them as personnel crushers with great   
    	-more firepower than NOD Gunship  
    	-flies faster as well (the fastest unit in the game)  
    	-same armor as gunship  
    	-cannot effectively target moving APCs, Buggys, or Recon Bikes (try   
            using ctrl-click to lead the target)  
    	-takes 3 SAM missiles or 5-6 infantry missiles to kill one  
    	-be *sure* to identify them (and all air units) as a group (ctrl-  
            [#key]) so you can control (that is, reselect) them in midflight   
            (see below)  
    Transport Helicopter  
    	-light armor (a bad idea to expose to enemy fire)  
    	-can hold five units (like an APC)  
    [2.4.0] NOD Units  
    	See above  
    Bazooka Soldier  
    	See above  
    	-generally a bad idea to group them: the ones in back will often   
            toast the ones in front  
    	-effective against infantry, light vehicles, and buildings  
    	-keep them apart from other infantry. They explode when they die  
    Chem Warrior  
    	-like Flame-thrower, but more damage  
    	See above  
    	See above  
    	See above  
    Recon Bike  
    	-light armor  
    	-fastest ground unit in the game  
    	-can shoot at air units  
    	-devastating in groups  
    	-from a cost-effective standpoint, one of the best units in the game   
    (fast, hard-hitting, can attack air-units, relatively cheap)  
    NOD Buggy  
    	-good scout (especially in pairs)  
            -ok anti-personnel unit  
    Light Tank  
    	-balance of speed and firepower  
    	-just fast enough for on-the-move personnel crushing   
    	-2 light tanks = 1 medium tank (roughly)  
    Flame Tank  
    	-excellent anti-personnel unit   
    	-fast enough to catch retreating infantry  
    	-effective against structures  
    	-good support unit for other armor/units  
    	-generally a bad idea to place near your own infantry  
    	-can even squish enemy personnel :)  
    	-good against personnel and soft targets (esp. non-moving)  
            -very long range  
            -very poor aim (be careful where they shoot!)  
    	-long reload time  
    Missile Launcher  
    	See above  
    SSM Launcher  
    	-longest range weapon in the game  
    	-shoots napalm missiles, does more damage than GDI launcher  
    	-cannot engage air targets  
    	-long reload time  
    	See above  
    Apache Gunship  
    	-same armor as Orca  
    	-same machine gun as GDI Tower  
    	-better against infantry/weakly armored units  
    	-work poorly against armor (10 of them, however...)  
    Transport Helicopter  
    	See above  
    Nuclear Missile  
    	-charges slower than Ion Cannon  
    	-does 3x3 square of damage  
    	-obliterates infantry  
    	-good against soft targets, structures  
    	-waste of time against armor  
    	-much less powerful than in the final solo-play game  
    Air Strike  
    	-only available via crate  
    	-very effective against infantry, soft targets, structures  
    	Here is a fairly complete damage table of what does how much to what.
    Thanks go to Dylan Northrup for putting most of this together.   
    Machine Gun (Infantry, Humvee, Buggy, APC)   
    vs. (for each burst)  
    Light Armor: 15  
    Medium Armor: 8  
    Heavy Armor: 4  
    Rocket (R. Infantry, Adv. Guard Tower, Recon Bike, Orca, Missle Launcher)  
    vs. (for each)  
    Light Armor: 8  
    Medium Armor: 23  
    Heavy Armor: 30  
    Sniper Rifle:   
    vs. Infantry: 50  
    vs. Light: 4  
    vs. Medium/ Heavy: don't bother  
    Large Machine gun (Guard Tower, Apache)  
    insufficient information  
    Light Tank Bullet  
    insuff. info.  
    Medium/Heavy Tank Bullet  
    insuff. info  
    Minigunner/Grenadier/Flamthrower :50HP/ Light   
    Bazooka/Engineer: 25HP/Light  
    Commando: 50HP/Light  
    *damage is reduced by 1/2 when crawling  
    Technician: 5HP/Light  
    Buggy: 140HP/Light  
    Humvee: 150HP/Medium  
    Recon Bike: 160HP/Medium  
    APC: 200HP/Heavy  
    Light Tank: 300HP/Heavy  
    Flame Tank:300HP/Heavy  
    Medium Tank: 400HP/Heavy  
    Harvester: 600HP/ Medium  
    Mammoth Tank: 600HP/Heavy  
    don't have stats on unit speed yet  
    PART III Hitting the Turf  
    [3.1.0] Starting Primary Objectives  
    	-do not necessarily build your base immediately. Look for nearby   
            choke points or natural defenses that can help you. Make sure you   
            have room for the rest of your base (or be prepared to use   
            sandbags to space things out) Also consider Tiberium proximity.   
            If your opponent still has an income when you do not,   
    	you've likely already lost the war.  
    	- always find out where everyone is. Send out scouting units  
            immediately. Find all other players in the game quickly before they
            build up their defenses.  
    	-Look for crates (beware of the bad ones: e.g. a nuke in close   
            proximity to your beginning units can be catastrophic, on the other   
            hand, we've seen a "stealth" crate effect not just the unit (units?)   
            picking it up, but also the surrounding structures   
    	("I don't get it, where IS the power for that Advanced Guard Tower?!")  
    	-Use units not scouting to clear away the black around your base.   
            The only thing worse than an attack is a surprise attack.   
    	-find nearby choke points, overlooking ledges, and any natural   
            structure than you could use or be used against you  
    	-NOD players should build as close to the lower right as possible. 
            Why? The equipment plane has a shorter distance to travel.   
            -if your base is lower than someone's attacking unit, you get a   
            _slight_ range advantage because of the terrrain. No kidding.   
    	-in a game with the default number of units, NOD gets three buggies.   
             Assign each one to a control key and send them to the corners of the  
             map. This is very fast recon, but keep an eye on them.   
    [3.2.0] Ideas for GDI Base Defense  
    	-start building walls as soon as you can (an APC full of engineers   
            can't shoot through even a sandbag wall)  
    	-chances are that between the reveal-map crates, the speed of   
            Humvees/buggies, and the existence of stealth tanks that you'll be   
            unable to keep your base from being seen by your opponents.   
            There's no harm in trying, however: set up a picket defense early.   
    	Use the "g" (guard) function. If you're in a one-pass accessed   
            area, park a vehicle across the bridge.  
    	-put advanced guard towers in as well as around your base this will    
            (to protect against engineers or commandos behind the lines and air   
    	-when an attack is about to reach your base, build an Adv. Guard   
            Tower but do not place it until the enemy pushes through the first   
            line of defense (surprise them with a gift that says: "Hey, I care.")  
            -have anti-armor defense: GDI doesn't have turrets so use   
            medium/mammoth tanks (the patch evens things out a bit)  
    	-mammoth tanks are good all-around defensive units that can change   
            facing/placement pretty easily even though they move slowly  
    [3.3.0] Ideas for NOD Base Defense  
            -turrets are your best friends even when they are expensive  
    	-support a turret line with flame-throwers/flame tanks  
            -use the turrets in sets  
            -have excess power when using an Obelisk (having excess power   
            generally is always a good idea, actually)  
    	-when using an Obelisk as your main defense, never bunch up your   
            power plants  
    	-SAM sites are often not very effective by themselves, they work   
            better in sets  
    PART IV General Tactics  
    [4.1.0] Universally good things to know  
    -Study the requirement tree in section 1.3.1  
    -keep an eye on your harvester(s)!  
    -Keep a few units in reserve  
    -in a team game, you may want to have some mobile units around to help your   
    -pan around the map as often as possible  
    -when attacking with your teammate, timing is key  
    -Never, ever forget to repair any structures/units you want to keep   
    -Repair structures while under attack as well as after (repairing is a   
    toggle: only click it once! If a wrench is blinking, it's working, if not   
    then try again)  
    -allies can share things like repair bays, helipads and tiberium refineries  
    -if your unit is under fire, run it to an ally's base if that is closer   
    than yours  
    -a two-front assault is twice as hard to coordinate, but twice as hard to   
    defend against  
    -experiment with coordinated attacks either with your own forces or between 
    you and another player: instead of rushing in with everything, assign a mix of 
    forces to three groups (using the control keys). Now instead of trying to
    control 21 units at once, you can assign a group of 7 to three targets and
    control them much easier   
    -experiment with what I call 'replacement attacks' Example: You have some  
    Orcas, some tanks, and a charged ION blast. Instead of attacking all at once,   
    'replace' each attack: send the tanks on there way. Once they are about
    there, send in the Orcas to soften up defenses (concentrate on that attack). 
    Now about the time the Orcas are running out of steam, the tanks arrive. Send
    the Orcas home and go to work with the tanks. Now when you finish with that
    the tanks are going home, as a final insult find the most damaged building and  
    take it out with an ION blast.  This takes a while to build up, but quite a
    rush when pulled off correctly.   
    -if you are playing with a teamate, it is important to note that a combined  
    ION/Nuke or ION/ION blast can destroy any existing building. I once had no  
    units left, but carved up an enemy base with my teammate.   
    -if someone is shooting an ion or nuke at you, get the sell icon ready.
    There is  
    actually a lag between the initial explosion and your buildings exploding and 
    you can sell buildings before they explode.   
    -you can use the nuke or ion to destroy tiberium fields.   
    -use walls to protect tiberium fields you want to keep later in the game.  
    -try to harvest far away early on and switch to closer fields when things get 
    -place a unit on tiberium to keep it from being harvested. This will grow
    -a NOD attack force is usually more expensive than a similar GDI force.   
    -select a group of defending units and hit the 'g' key. This will make them 
    more alert and defend as a group.  
    [4.2.0] GDI  
    -never send troops after flame units. Period.  
    -send infantry or Orcas against turrets, not armor  
    -send 5-6 Orcas against a SAM site, unless you want to lose one  
    -never send armor against an Obelisk unless you have already cut the power  
    -if you have 6-8 Orcas, consider two groups of 3 instead of 1 group of 6-8   
    and harass continuously instead of in waves  
    -it is easier for you to hole up a base than NOD forces  
    -send 5-6 Orcas to attack a building in the enemy base. When they finish, if
    it is more than %50 damaged, an ION blast will usually take it out.   
    -mammoth tanks against turrets is a committed attack; once it is in   
    range and shooting, they are too slow to move out of range if you   
    change your mind  
    -you need about 10 infantry to take an Obelisk and you will lose 3-4   
    -it's a good idea to use a mixed force  
    [4.3.0] NOD  
    -never engage an Adv. Guard tower with troops alone  
    -stealth tanks and recon bikes work well in groups  
    -stealth tanks cannot take much punishment  
    -stealth tanks are best used for enemy base recon  
    -pick your attacks, make GDI come to you if you can  
    -5 Recon Bikes make a good 'mobile' SAM site. Put them where you want 
    them, group them tightly and hit 'g' for 'guard.' They will shoot anything
    that flies over and 5 missles almost gurantee an instant kill  
    -lure mammoth tanks into a trap with a few light tanks supported by stealth 
    tanks and recon bikes out of range, then do a combined attack when the mammoth 
    tanks take the bait.   
    -have a turret ready to place when you are about to capture a building. Start  
    placing turrets and watch the fun!  
    -recon bikes are best against harvesters,  as movable SAMs,  or general recon.  
    They tend to be at a disadvange otherwise.   
    -recon bikes are the most cost-effective units  
    -hide stealth tanks in an area of attack beforehand. De-cloak at the   
    best time keeping in mind their relatively weak armor  
    -hide stealth tanks in an enemy base 10-15 min. before an attack,   
    then attack outside as well as inside the base   
    -fast units like recon bike gangs can be devastating against   
    harvesters. Hit and run!  
    -spread flame troops out to reduce friendly fire  
    -again, use a mixed force  
    -keep a group of 8 stealth tanks near enemy construction yard. When   
    he attacks, attack his construction yard since he will be concentrating on   
    attacking and not looking at his own base.   
    PART V: Questions/Answers  
    -Is there any way to produce a gunboat, hovercraft, or an airstrike?  
    -What is the typical length of one multiplayer game.   
    	Fairly short, actually. 30-90 minutes.   
    -Is there any way to speed up the recharge of the Ion Cannon or Nuclear   
    -Do you think either side has an advantage?  
            The consensus is that NOD has the advantage between its rather
    effective turrets and flame units. On the other hand, a fleet of orcas   
    can be devastating if allowed to be built up  
    -Help! My troops seem to sit there while the guy next to them gets wasted!  
    Ah, yes. the 'my buddy is cleaning his gun while I'm dying' problem  
    	It seems each unit has a range that an attacking unit needs to be at   
    to 'come alive.' If you have units on guard duty, select them as a group and   
    hit the 'g' key for 'guard.' This does two things:  
    	1) they seem to be more alert and come alive faster  
    	2) if any unit in the group is attacked, they all move to return fire  
    -Is there any way to heal troops?   
    	No. There was in the beta test (the hospital building seen in some   
    solo missions), but it was removed in the final version. There is a crate   
    that will do that a one-shot heal-all, though (orange with green rings).  
    -How does one control air units?  
    	Group one or more by selecting them via box drag or shift clicking,   
    then use Ctrl + 0-9 to assign them to group '3' or whatever, then just type   
    the group number to select them in flight. Use alt + group# to center on   
    -Is there air-to-air combat?  
    	Not really. If you tell your air units to destroy another air unit   
    on the ground and the unit takes off, then your units will pursue it into   
    the air a bit, but there is no way to target enemy units in the air.   
    -Is there any way to shoot down the NOD equipment plane?  
    -What the heck is that little red blob that comes out of a crate and   
    attacks things?  
    	That is a visceroid. It was a plot element that got dropped for the   
    game and will be picked up in C&C2 as far as I know.  
    -Can I sell vehicles?  
    	Yes. Move them onto the Repair Bay and click on it with the 'sell'   
    symbol. You get about 1/2 its value back. (Notice the green dollar sign   
    instead of the normal, slightly larger yellow one.) See also the next   
    -Can I sell infantry?  
    	Yes. There is a glitch that allows you to sell infantry (and other   
    units): make a section of sandbag wall. Move the unit next to the wall and   
    then move the sell symbol as close to the unit as you can while still   
    keeping it spinning and click. This may take a few tries.  
    -How can I keep my units from shooting my ally?  
    	Click on one of your ally's units or structures and type 'a'. He   
    must do the same to keep from shooting your units. Repeat to declare war.  
    -Someone said there is a way to play with all the units in Multiplayer? Huh?  
    	Interestingly enough, there is:  
    Edit the file conquer.ini  
    Go to the [Multiplayer] section and make it 'side=3'  
    Go back in and don't select GDI or NOD when starting a game		  
    -Are there ways to cheat?
            Yes, but in the interest of fair gaming, my lips are sealed.
    -What is the point of the 1.19 patch?  
    	-fixes a few modem compatability problems  
    	-makes NOD turrets cost $600 (a bit too much, I think)  
    	-fixes the nuke bug in the single player NOD game  
    -What should I expect in C&C2: Tiberian Sun?  
    	-It will be in SVGA (finally)  
    	-new units will include submarines, destroyers, and missle crusiers  
    	-bigger maps  
    	-should have TCP/IP support  
    	-will be out after C&C:RA  
    Coming soon: C&C: Red Alert  
            -due sometime late summer, fall (Q3) 1996  
    	-prequel to C&C (circa WW II technology)  
    	-all new units  
    	-more specialized units  
    	-better movement interface  
    	-better AI  
    	-sea units  
    	-6 player networking  
    	-larger maps  
            look for preview in the April issue of Strategy Games Guide Plus  
    PART VI: Conclusion  
    This covers most of it until the next game release. I will keep my eyes
    open over the summer. 
    	If you have problems, suggestions, or corrections please feel   
    free to email me at gbl1@cec.wustl.edu. Heck, if you just wanted to say   
    'thank you' I would really appreciate it. This thing took a lot of time and   
    effort. One thing: if there is a flaw or if you have a criticism, please be   
    constructive. To just write me and say 'this sucks' doesn't help me improve   
    the next version.  
    Questions, comments, corrections, additions, and anything else:   
    No copy requests, please. I will post this more than once, but I tend to honor 
    such requests anyway. :-)  
    Finally: big thanks go to Andy Ellsworth for his building tree chart and   
    tech levels. A lot of his advice can already be found on   
    Thanks to Darrell (dar@dar.net) for his editing skills and to the C&C group in  
    general: Micah Conner, Luke Duff, Andy Ellsworth, Darrell Gentry, Dylan  
    Northrup (who now is in Florida), and Dan Pinkard.  
    And I also must thank everone for the feedback. Many have brought new
    tactics to my attention and some just dropped a note to say 'hi.' I really
    appreciate it. It really makes all of this time well spent. I am sorry
    if I cannot give credit to everyone who turns in an idea, but I know who
    you are since I keep all of the email on this filed away. Thanks for your
    input. If you have some good stories, I like exchanging war stories as
    much as the next person, so write me about them if you get the chance.
    Have a good summer all and enjoy.  
    Anxiously awaiting Red Alert.
    And still waiting...
    Dum de dum. Dum da da de dum. Just waitin' here. Any time now....yep. :-)

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