User:Mikael GRizzly/Archives

This archive page has been set up to showcase pages removed, and which shouldn't have been in my opinion.

I was unable to save a copy of the Temple of Nod and Obelisk of Light article, from before the protoian crusade against C&C articles.

Archiving C&C Renegade strategy article. Some people just are destructive by nature.

Strategy
On many of the battlefields the bases include the Advanced Guard Tower (GDI) and Obelisk (Nod) that can easily eliminate lone attackers and are difficult to overcome without team coordination. The following are popular individual and group strategies used online:
 * APC rush This often occurs early in the game. One player buys an APC and several other players enter the vehicle as engineer classes. The APC is driven into the enemy base and can withstand the defence tower until it reaches the door of the tower or another vulnerable structure. The engineers inside will run into the building and attempt to destroy it by detonating their C4 explosives on the building’s Master Control Terminal. If successful it can open the base up to further attacks or cripple production early on. Its success depends on the number of alert guards in the base and whether the doorways of the buildings have been ‘mined’ with proximity C4 or not.
 * Flamer rush (Nod Only) This involves a group purchasing several flame tanks and charging into the enemy base at the same time in order to destroy the AGT or the remainder of the base. It is most effective on the map ‘C&C Hourglass’, where the tanks can convene at the top of the hill under the cover of their own Obelisk and then quickly charge down the other side of the hill in order to attack the AGT. Since the AGT's machine guns do pitiful damage against the flame tanks, small groups of flame tanks will easily bring the AGT down if the AGT is left unattended.It is less successful on other maps where the tanks are vulnerable to long-range fire whilst moving through the battlefield between the bases and are unable to retaliate due to their short firing range.
 * Stealth rush (Nod Only) This is similar to the above except it involves a group of stealth tanks. It can be highly effective if the group manages to sneak undetected into the enemy base but premature discovery by GDI units that get close enough to detect the stealth signatures can mean the stealth tanks are all destroyed easily before they reach their target. For this reason it is popular on the map ‘C&C City (Flying)’ since the stealth tanks can use the cover of buildings to evade enemy patrols.
 * SBH beacons (Nod Only) This occurs on maps where the bases do not have defence towers or after the towers have been disabled. The Stealth Black Hand Trooper’s invisibility allows him to easily sneak into the enemy base and wait for an opportune time to plant a nuclear strike beacon. This would be impossible otherwise since the defence tower can detect stealth units. Individuals often use this strategy but groups can coordinate their beacon placement in order to overwhelm defenders who can disarm the beacons, causing the destruction of several buildings. After having deployed his beacon the stealth trooper will cloak in order to assassinate any engineers that approach to disarm the beacon. The most popular map for this is ‘C&C Islands’. GDI do not possess stealth troopers, but teams of higher end troops armed with the most powerful weapons can also attempt to place and defend beacons in the enemy base after having fought their way in. This strategy is also very popular on "C&C Walls Flying" since there are ramps up to a roof of a structure to plant beacons on and the enemy base offers many places for a Stealth black hand to hide, and often a smart player will plant a beacon in less obivous places. However, APC patrols in the base can reduce the chances of a SBH planting a beacon, since SBHs are very vulunerable to APCs.
 * SBH C4 Rushing (Nod Only) (Requires that spawn weapons are enabled)This strategy works best at the start of the game with a map that doesn't have base defenses. One person buys an engineer while the other buys an SBH. The then engineer commits suicide, leaving remote C4 on the ground where he died. The SBH can pick this up. Another SBH will then follow the SBH with the Remote C4s, and the pair will be able to bring a structure down on their own.
 * Siege (Usually GDI Only) Groups of Medium or Mammoth tanks can surround the entrance of Nod base and destroy the Nod harvester whenever it attempts to leave in order to collect resources. From this position they can often bombard exposed structures in order to gain a significant advantage in score. This strategy is often successful if GDI engineers are constantly repairing the besieging vehicles. Nod may respond by preventing the harvester’s exit, employing laser troopers to destroy the GDI armour, employing snipers to kill the repairing engineers or sending out stealth troopers in order to steal the enemy vehicles when the driver gets out to repair them. This style of gameplay is almost guaranteed on the map ‘C&C Field’. Nod’s lightly armoured vehicles make it harder for them to use this strategy but skillful positioning and use of artillery units can lead to a successful Nod siege.
 * APC charging (Usually GDI Only) Also known as 'APC Whoring', this usually occurs in the later stages of the game when the enemy base is in disarray, the defences have been disabled and the enemy are limited to only basic infantry classes. Often it is used to protect a deployed beacon, or to weaken Nod morale. A player in an APC will charge into the enemy base and attempt to run over enemy soldiers as they run from building to building. The high speed and manoeuvrability of the APC allows the driver to score many kills and its heavy armour makes it next to impossible to stop with basic weapons. This tactic is widely frowned upon, and even banned by some servers.
 * Gunner Rush (GDI Only) This is often used when the GDI Weapons Factory has been destroyed, or Nod is defending all vehicle entrances too heavily. In this attack strategy, several players will attempt to rush through the infantry-only routes and use their rocket launchers to shoot at and destroy enemy buildings, usually the Obelisk of Light or the Nod Power Plant. This tactic is very rarely used, as each individual rocket launcher inflicts damage at a much lower rate than any tank. Because of its rarity of use, the element of surprise often gives it the leading edge over other tactics. A gunner rush is also often used at the map called 'C&C_Mesa' at the beginning, because infantry can easily hit the Tiberium Refinery without being hit by base defences. A quick and successful Gunner rush at the beginning of the map can win you the game. [[Image:Tunnel beaconing.jpg|thumb|250px|right|A tunnel beaconing attempt in progress.]]
 * Base to Base or B2B is an exploit that allows GDI Mobile rocket launchers or rocket launcher armed infantry to attack structures in the enemy base from the safety of their own base. The high profile of the Hand of Nod and the spire attached to the Tiberium Refinery mean that on some maps they are targettable from the opposing base over the separating terrain. The map 'C&C Islands' offers the most opportunities for this since a GDI MRLS just outside of the GDI base can attack the Hand of Nod and infantry standing on the walls of both bases can see the structures of the enemy base over the body of water that separates the two bases. Since it provides an unfair advantage to the attacker who is protected in their own base it is considered an offense on major servers.
 * Tunnel Beaconing is a strategy unique to the map C&C Field and C&C Walls/Flying. In C&C Field the tunnels of the map are situated directly between the two opposing GDI and Nod bases, and thus the refineries of each team are located next to the tunnel. Placing beacons at a spot in the tunnel that is next to a refinery is an easy way to destroy the refinery or score points. The tunnel is also easily defendable from such a position. However, many servers do prohibit tunnel beaconing on the grounds of unfairness. For tunnel beaconing to work usually 4 to 5 beacons must be placed simultaneously.  In C&C Walls/Flying the tunnels leading into the bases are situated under, and near the Hand of Nod and Airstrip (in Nod) and Weapons Factory and Infantry Barracks (in GDI). If a beacon is placed right in the corner of any tunnel, it will severely damage the building, and in some cases destroy the building.