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Command and Conquer
Multi-player
Strategy Guide
v 1.0 10-29-95
Greetings! If you 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, if you have played
them. Read on! My sincere hope is that this document will either introduce
you to new tactics or enhance the ones you already employ, and will provide
for better gameplay all around.
-Greg Lindsley
gbl1@cec.wustl.edu
Contents
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
[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
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
[3.4.0] GDI Offense
[3.5.0] NOD Offense
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
PART I: GETTING STARTED
[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 adapt 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 c&c guide in the works. 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 AI?
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.
[1.3.0] MULTI-PLAYER OPTIONS
[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)
Silo
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)
Artillery(NOD)
TL 7: Adv. Comm. Center Commando
Temple of NOD SSM/Rocket Launcher(GDI)
Concrete Wall SSM(NOD)
Ion Cannon
Nuclear Missile
BUILDING TREE
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
GDI GDI GDI GDI GDI GDI GDI GDI
MCV
|
Construction Facility
|
-----------------------------------------
| |
Power Plant Sandbag, Chain Link Fence, Concrt. wall
|
--------------------------------------------------------------
| | | |
Adv. P. Plant 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 Tank
| (needs RBay)
---------------------------------
| | | |
Ion Cannon MCV* Rocket Commando*
Launcher*
NOD NOD NOD NOD NOD
MCV
|
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. I am working on the exact makeup as we speak.
[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
Command and Conquer
Multi-player
Strategy Guide
v 1.0 10-29-95
Greetings! If you 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, if you have played
them. Read on! My sincere hope is that this document will either introduce
you to new tactics or enhance the ones you already employ, and will provide
for better gameplay all around.
-Greg Lindsley
gbl1@cec.wustl.edu
Contents
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
[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
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
[3.4.0] GDI Offense
[3.5.0] NOD Offense
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
PART I: GETTING STARTED
[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 adapt 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 c&c guide in the works. 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 AI?
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.
[1.3.0] MULTI-PLAYER OPTIONS
[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)
Silo
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)
Artillery(NOD)
TL 7: Adv. Comm. Center Commando
Temple of NOD SSM/Rocket Launcher(GDI)
Concrete Wall SSM(NOD)
Ion Cannon
Nuclear Missile
BUILDING TREE
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
GDI GDI GDI GDI GDI GDI GDI GDI
MCV
|
Construction Facility
|
-----------------------------------------
| |
Power Plant Sandbag, Chain Link Fence, Concrt. wall
|
--------------------------------------------------------------
| | | |
Adv. P. Plant 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 Tank
| (needs RBay)
---------------------------------
| | | |
Ion Cannon MCV* Rocket Commando*
Launcher*
NOD NOD NOD NOD NOD
MCV
|
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. I am working on the exact makeup as we speak.
[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
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