Article View: alt.games.command-n-conq
Article #33563Re: GDI #11
From: TCipollina
Date: Mon, 24 Jun 2002 03:18
Date: Mon, 24 Jun 2002 03:18
159 lines
7899 bytes
7899 bytes
"TCipollina" <joe...@stny.rr.com> wrote in message
news:CYPQ8.53427$GY.18868933@twister.nyroc.rr.com...
>
> "Neil Adamson" <ada...@uk.ibm.com> wrote in message
> news:aeveve$ofa$1@sp15at20.hursley.ibm.com...
> >
> > "Dunivan" <dun...@aol.com> wrote in message
> > news:20020621102335.26070.00000126@mb-mq.aol.com...
> > > I am on the Greece mission and set up my base on the right after
> following
> > the
> > > coast. I have tried to set camp up in different ways and always get
> > flamed in
> > > the beginning. Can someone give a clue? Thanks in advance.
> > >
> > >
> > IIRC (Long time since I played) the flame tank won't come off the bridge
> > (which is where it hides in the shroud just north or NNE of the camp
> > depending exactly where you establish, yes?) unless/until you move a
unit
> > beyond a certain northing which is actually not at all far from the
> northern
> > edge of the base and easy to cross if you go off in hot pursuit of those
> > pesky patrols that keep coming in.
> >
> > EITHER: be strong and don't cross that northing
> > OR (and there may be purists who hate this): sandbag the flamer on the
> > bridge.
> >
> > Until your base and unit strength are sufficient to go on the offensive.
I
> > seem to recall preferring to surround the infant camp with cheap but
quick
> > MG towers until I could consider a more robust defence.
> >
> > Then do whatever you see fit.
> >
> > But like I say it IS a long time since I played so 'scuse me if I am
> talking
> > gonads.
> >
> oh my, a talking gonad
> hehehe, sorry
> i think there are two flame tanks
> and lots of other visitors
> but they dont bring caseroles
>
> ahhhh, C&C Tiberian Dawn
> first, you need to use the code (i can send my maps.txt file for details)
> ..when the game is open, goto options and look lower right...it should say
> SCzxxyy, with the z being either G for GDI or B for Brotherhood of NOD,
xx
> being the level number, and yy the arrow designation. this is SC.... so i
> need to know the code..just email me at Joe...@stny.rr.com ...
>
> I also can send a tipC&C.txt file that will get you more money to start
> other levels with...not a cheat but a strategy C&C built in..
> Joe...@stny.rr.com
>
> Do you have the FAQ by ROGER WONG ? The FAQ is my bible. 135 pages of
> data, tips and suggested strategies for C&C, Covert Ops, and Multiplay. I
> can send it to you, but it is 295kb long, so let me know if that is ok...
> Joe...@stny.rr.com
>
> GDI level 11, Greece, SCG11ea (only one arrow).."Storming the Beach at
> Normandy"
> mission : Save Delphi
> this is one of my favorites. after dying an awful death half a dozen
times,
> victory was sweet. also, just read as much as you need to get a start, and
> come back if you get stuck. the below is the full story
>
> but first, go back to the prior mission, and just before you destroy the
> last NOD building, use my "December 1st tip of the week I need more
> money"(tipC&C.txt) if you build and sell $70,000, it will give you a start
> of $18,000. This is not a cheat, its a tactic on how to play.
>
> when the grenaders land, select them and run them south along the beach,
> attack the tank immediately, if you attack first, generally the tank will
> not run them over
> you can leave the MCV at the landing until the grenaders attack since it
can
> take a few hits and be ok. run the MCV past the tank and your troops, and
> take the first northern turn, then go straight north. when the path levels
> off, and it opens up, take a sharp u-turn to the southeast. you should
now
> be in a horseshoe shaped plateau overlooking the ocean. follow with the
> remaining grenaders when they are done. some people suggest you continue
> east, but there are NOD scouts there, plus a flametank to give you a warm
> welcome. Woosh, Ahhhh!
>
> set up at the top of the horsehoe, build a power plant and then a refinery
> north and east. send the remaining grenaders east along the south terrain
> border. take the first turn south into the tiberium in the town. take out
> the two NOD bazooka men, then send the harvester. hurry back.
>
> set up two barracks (the more you have , up to three, the faster you build
> guard towers and train troops) up front, and build at least six helicopter
> pads (be sure to CTRL # the helicopters for inflight control), then place
> them in the back. set up four guard towers at strategic points, then more
> power plants to support a communications center. lastly, build another
> refinery. keep the harvesters going east for now. this is what you need
the
> extra money for, to build quickly.
>
> do not build alot of troops, just grenaders for backup. keep them back as
> reserves since a flamer will make short work of them. sometimes NOD
bazooka
> men will stand beyond the guard tower's range and shoot.
>
> send out a two single machinegunners north east and north west to open the
> darkness of war. when NOD attacks, save the helicopters for the flametank
> that sneak attacks from the east, then do the tanks from the northwest.
> if you can send out enough scouts, you will be able to see them comming
and
> whack them early. be careful, SAM sites are a few clicks North.
>
> continue to build your base north and east, since NOD is north west. build
a
> weapons factory, build some APV's, and scout out the area, especially the
> midwest plateau where NOD gets its tiberium. build more helicopters and
take
> out all NOD turrets. especially the ones on the shore ("Paybacks a Bitch,
> Aint It?" Independance Day).
>
> eight copters are more than enough to take out a NOD harvester. hit it
when
> its out of SAM range. hit every one, even when you are under attack, and
NOD
> will run out of money.
>
> take out the SAMS. if you attack with eight copters, one will be weakened,
> but they will destroy a SAM with little risk of loss. you could put one
> copter under a different CTRL number, and send it first to draw fire, then
> the others right behind it to finish the job.
>
> use the Orcas to take out the turrets at the base door, and the Obolisk of
> Light. fill a APV with engineeers, go in with six APV's and wipe out
> remaining units. engineers take over the base. send a tank to the far
east
> NOD wall, blast thru it, and go towards Delphi
>
> the copter will come. select the copter and CTRL # it, and have some fun.
> when you are done, put DELPHI aboard, you can let him leave, or keep him.
> to end, disembark him and re-enter him.
>
> no money can be carried forward at this level, or any level forward.
>
> Fight Win Prevail (TM)
> But Never Cheat
>
no reply from Neil
will email him directly
--
Fight Win Prevail
But Never Cheat
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Path: mbox-mo1.pugleaf.net!archiver1.google.com!news1.google.com!newsfeed.stanford.edu!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!newsfeed1.cidera.com!Cidera!cyclone.nyroc.rr.com!cyclone-out.nyroc.rr.com!twister.nyroc.rr.com.POSTED!not-for-mail From: "TCipollina" <joe...@stny.rr.com> Newsgroups: alt.games.command-n-conq References: <20020621102335.26070.00000126@mb-mq.aol.com> <aeveve$ofa$1@sp15at20.hursley.ibm.com> <CYPQ8.53427$GY.18868933@twister.nyroc.rr.com> Subject: Re: GDI #11 Lines: 161 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 6.00.2600.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 Message-ID: <acwR8.59297$GY.21548024@twister.nyroc.rr.com> Date: Mon, 24 Jun 2002 03:18:30 GMT NNTP-Posting-Host: 24.24.78.44 X-Complaints-To: ab...@rr.com X-Trace: twister.nyroc.rr.com 1024888710 24.24.78.44 (Sun, 23 Jun 2002 23:18:30 EDT) NNTP-Posting-Date: Sun, 23 Jun 2002 23:18:30 EDT Organization: Road Runner MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit