Thread View: alt.games.command-n-conq
5 messages
5 total messages
Started by dun... Dunivan
Fri, 21 Jun 2002 14:23
GDI #11
Author: dun... Dunivan
Date: Fri, 21 Jun 2002 14:23
Date: Fri, 21 Jun 2002 14:23
3 lines
740 bytes
740 bytes
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.
Re: GDI #11
Author: Neil Adamson
Date: Fri, 21 Jun 2002 14:59
Date: Fri, 21 Jun 2002 14:59
31 lines
2303 bytes
2303 bytes
"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. ;o)
Re: GDI #11
Author: TCipollina
Date: Sat, 22 Jun 2002 00:58
Date: Sat, 22 Jun 2002 00:58
133 lines
7390 bytes
7390 bytes
"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
Re: GDI #11
Author: 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
Re: GDI #11
Author: TCipollina
Date: Mon, 24 Jun 2002 22:31
Date: Mon, 24 Jun 2002 22:31
16 lines
1473 bytes
1473 bytes
"gunny" <gunn...@SPAM_yucom.be> wrote in message news:Xns9237CE28B83A1gunnyyucombe@66.150.105.66... > Neil isn't the one asking for help, this guy is: > >> > "Dunivan" <dun...@aol.com> wrote in message > > -- > Best Regards, > Gunny thanks, that was appreciated -- Fight Win Prevail But Never Cheat
Thread Navigation
This is a paginated view of messages in the thread with full content displayed inline.
Messages are displayed in chronological order, with the original post highlighted in green.
Use pagination controls to navigate through all messages in large threads.
Back to All Threads