View Full Version : Tiberium Wars GDI Finale -- Ground Zero -- superweapon tactics
CNiall
07-20-2008, 03:54 PM
I am fairly new to Command and Conquer, but I have managed to make my way through the GDI campaign (I haven't played as Nod or Scrin yet) up to their Tiberium Wars 'finale' Ground Zero.
Here, I can survive for maybe the first six minutes, but I cannot muster a big enough force in that time to destroy or (even better) capture the Scrin Rift Generator and I get almost completely annihilated when they activate it. Could anybody give me some tips on how I may quickly capture or otherwise neutralise their Rift Generator before they can activate it?
YuriRuler90
07-20-2008, 05:46 PM
Last time I played that mission I had an Ion Cannon before they even had the Rift Generator up, so I hit with an Ion Cannon Strike and sent in two Mammoths to clean up.
CNiall
07-20-2008, 06:42 PM
I'm almost certain you have the mission confused--the rift generator begins charging around ten seconds into the mission with something like 6.5 minutes to go--there's no way to get an Ion Cannon ready in that time, even if you could place a control centre immediately (seven minute charge, anyone?).
Just to make things clearer, Ground Zero immediately follows the Rome mission (which is basically destroying the threshold with the Ion Cannon) and involves redirecting a mothership to a Nod base by destroying two disruption towers and destroying the Scrin relay node at, well, ground zero.
YuriRuler90
07-21-2008, 09:43 AM
Oh! That mission, yeah. Are you talking about the one that's just to the West of your base? That's not that hard either. I just built up a set of Predators with a battle base, sent them in, and reinforced them with Mammies when I got them. Then sent in an engineer and claimed the Rift, and then sold it so they couldn't get it back.
CNiall
07-21-2008, 09:50 AM
Yeah, it's just to the west of your starting base. Should I research the rail gun upgrade first, or just make quite a lot of Predator tanks reinforced with Mammoths once they start getting built, followed by a few engies in APCs once the area's secure, then?
CNiall
07-21-2008, 06:30 PM
Well, I just beat the GDI campaign :D
Your advice was invaluable in securing (then selling) the Scrin rift generator, which enabled me to hold out for quite some time. A little while after that, the Scrin used a drone platform to establish an extremely poorly-defended forward base very close to mine--a pair of Mammoths eliminated the only buildings present (a pair of photon turrets) and an engineer in an APC took care of the drone platform. Helloooo Scrin buildings! :)
I probably used the extractors (hey, who doesn't like infinite tiberium storage?) and growth accelerators the most, but I did use a mothership on one occasion to make a significant dent in the main Scrin base close to ground zero.
GLQ_Seph
07-28-2008, 03:46 AM
Well I built 3 barracks right away along with enough power stations to hold em up as well as 3 tiberium plants for the 2 greens and the 1 blue.
Built 30 lots of rifleman (anti buzzers), 20 lots of rocket men (anti infantry and bulk of my force) and ofcourse i sent in the tanks i had. also it is important to keep your commando out of danger here, you'll need him, trust me. Build 6-7 engineers, take the commando and engineers in after ur force has defeated all opposition, capture the rift generator, capture the scrin command centre (most people would take it back to their base (disband it) although i just brought it back a little and made a scrin forward vantage point out of it all.
Anyway, now you need to worry about fortifying the northern part of the base from those damned NOD flame throwers... I highly suggest you use machine gun turrets (10 ish would be very effective - fairly spread out... not too much though.. half an inch apart i think (each)) Anyway, do that, ignore researches, get your tanks back, have another 20 lots of rifleman and 15 rocket lots (newly made) defending your base.
At this point, work souly on keeping up defences and working on an air force. (firehawks - 20 should do)... although it may take time, don't forget to take advantage of the tiberium in your bran new scrin base ;)
Anyway, a good 8 or 12 orcas should do a damn good job defending your base. Remember, this is real time strategy, don't push yourself into the corner hoping to make defences there, bottle neck every canyon you can find! Take the fight to them! They won't have time to attack your base (keep some anti aircraft, machine gun and shock wave turrets about still)
You should keep in mind building a superweapon soon too =)
Anyway, bottle neck those canyons with your infanty and anti aircraft, set up small bases, mostly confined of turrets.
Keep up the job, eventually they will deploy a mother ship btw... just send in your fire hawks, if you need to reload em, get 'em back asap and just harrass it with a few rocket men! =)
By the way, those NOD WILL try attack you with vertigo bombers, keep those anti aircraft up and running!
And a last hint, go capture the nod super weapon... sell it ;) It's a waste of time defending it... unless you're like me and don't care and you just want a nuke!...
hmmm HOKAY!, deploy a small base there, remember, machine gun, shockers and anti aircraft turrets! GO GO GO, then guess what ;) 10 minutes later, you'll notice you have 3 super weapons... who do you hate more?
Well personally I hate the nod more... the scrin fell to the might of riflemen... remember! =D
And the NOD keep harrasing... so oh yes, release all 3 super weapons in their base and OBLITERATE them =)
Anyway, for some of you this may be useful. So I hope I've been helpful =)
Have a good morning chaps =D
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