Unofficial 
Command and Conquer 
Multi-player
Strategy Guide
v 1.0 10-29-95
					
	Greetings! If your 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 adapts 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
one unit (random-NOD or GDI)
five troops (equiv. of one unit)
all-reveal terrain (dark blue sphere)
heal all troops/units (orange w/ green rings)
makes the pick-up unit stealth (dark sphere turning into a gridded sphere)

You can also watch your opponent run over crates and see which picture 
appears.

[1.3.4] Tiberium Growth

	Having this option 'on' means that tiberium next to a blossom tree 
(those sprouting things) will grow back very slowly. This really only means 
anything for longer games. Tiberium appears to grow exponentially: the more 
there is to start with, the faster new tiberium will grow. Thus, in a long 
game of attrition, it is wise to let recovering patches of Tiberium grow 
back a bit before harvesting again.

[1.3.5] Computer AI/Capture the Flag

	This feature adds computer players to the game. The computer players 
do not build bases, so they are more annoying than anything else. 

	Capture the Flag

	Here is a variation on the regular gameplay. In this game, each 
player has a flag that is part of the MCV. When you start building your 
base, the flag drops down in front of your construction yard. If an enemy 
unit drives through the little circle then it picks up the flag. If the 
unit makes it back to its own flag, then all of the units of the stolen 
flag's team gets destroyed. Mind you, when a unit picks up a flag its speed 
is cut in half. Also, a team cannot carry its own flag. Example: if an 
enemy buggy picks up my flag and I destroy it halfway back to its own base, 
then I must protect the flag where it falls. 

[1.3.6] Battle Maps 
	A list of map pluses and minuses is in the works


PART II: THE PIECES OF WAR

[2.1.0] GDI Base Structures

Construction Yard
Power Plant 
Advanced Power Plant
Tiberium Refinery
Silo
Barracks
Weapons Factory
Communications Center
Advanced Communications Center
Repair Bay
Helipad
Guard Tower
Advanced Guard Tower
Sandbag Wall
Chain Fence
Concrete Wall

[2.2.0] NOD Base Structures

Construction Yard
Power Plant 
Advanced Power Plant
Tiberium Refinery
Silo
Hand of Nod
Airstrip
Communications Center
Temple of NOD
Repair Bay
Helipad
Turret
Obelisk of Light
SAM site
Sandbag Wall
Chain Fence
Concrete Wall

 [2.3.0] GDI Units

Minigunner
	-cheap!
	-in numbers, they are quite effective against structures (and 
        generally)
	
Bazooka Soldier
	-useful for air defense (esp. important to GDI in this regard)

Grenadier
	-roughly the equivalent of the NOD flame unit, except also useful 
        against armor

Engineer
	-for their cost, they can often cause the most (monetary) damage to 
        an opponent
	-use only one or two at a time, five is too expensive to lose (2500)
	-usually not a good idea to run them over open ground

Technician
	-pretty much useless; does almost no damage; can't even map

Commando
	-extremely effective against other infantry
	-useless against vehicles
	-can destroy a number of buildings
	-big minus: when they say anything, all players hear it: at $1000, 
        it becomes a really inviting target

Humvee
	-good scout
	-ok anti-personnel unit

APC
	-my friends call them Armored Personnel Crushers (use alt-click to 
        force crush!)
	-fastest GDI ground unit
	-make the best scouts (that is, they have the largest map-reveal 
        area)

Medium Tank
	-good, balanced armor unit
        -a group of 3-5 is a serious threat to whatever they are pointed at

Mammoth Tank
 	-toughest unit in the game (big surprise there)
	-can *repair themselves* up to 50% health
	-slowest unit in the game
	-can hit air units

Missile Launcher
	-excellent anti-personnel unit
        -much less useful at close range
        -can fire at air units
	-only light armor (easy pickings for grouped air units)

Ion Cannon
	-charges 25% faster than NOD Nuclear Missile
	-will only charge if you have excess power
	-does more damage, but only 2x2 square (NOD missile is 3x3)
	-can destroy an Obelisk of Light in one shot
	-can destory a SAM site in one shot if it is "up"
	-very effective against grouped, landed air units

Harvester
	-single minded AI (find the nearest tiberium); this can be very 
        frustrating (keep track of them!)
	-sometimes mysteriously stalls (you must restart it)...again, keep 
        your eye on it
	-the computer uses them as personnel crushers with great 
        effectiveness

Orca
	-more firepower than NOD Gunship
	-flies faster as well (the fastest unit in the game)
	-same armor as gunship
	-cannot effectively target moving APCs, Buggys, or Recon Bikes (try 
        using ctrl-click to lead the target)
	-takes 3 SAM missiles or 5-6 infantry missiles to kill one
	-be *sure* to identify them (and all air units) as a group (ctrl-
        [#key]) so you can control (that is, reselect) them in midflight 
        (see below)

Transport Helicopter
	-light armor (a bad idea to expose to enemy fire)
	-can hold five units (like an APC)

[2.3.0] NOD Units

Minigunner
	See above

Bazooka Soldier
	See above

Flame-thrower
	-generally a bad idea to group them: the ones in back will often 
        toast the ones in front
	-effective against infantry, light vehicles, and buildings
	-keep them apart from other infantry. They explode when they die
	
Chem Warrior
	-like Flame-thrower, but more damage

Engineer
	See above

Technician
	See above

Commando
	See above

Recon Bike
	-light armor
	-fastest ground unit in the game
	-can shoot at air units
	-devastating in groups
	-from a cost-effective standpoint, one of the best units in the game 
(fast, hard-hitting, can attack air-units, relatively cheap)
	

NOD Buggy
	-fast
	-good scout (especially in pairs)
        -ok anti-personnel unit

Light Tank
	-balance of speed and firepower
	-just fast enough for on-the-move personnel crushing 
	-2 light tanks = 1 medium tank (roughly)

Flame Tank
	-excellent anti-personnel unit in the game
	-fast enough to catch retreating infantry
	-effective against structures
	-good support unit for other armor/units
	-generally a bad idea to place near your own infantry
	-can even squish enemy personnel :)

Artillery
	-good against personnel and soft targets (esp. non-moving)
        -very long range
        -very poor aim (be careful where they shoot!)
	-long reload time

Missile Launcher
	See above

SSM Launcher
	-longest range weapon in the game
	-shoots napalm missiles, does more damage than GDI launcher
	-cannot engage air targets
	-long reload time

Harvester
	See above

Apache Gunship
	-same armor as Orca
	-same machine gun as GDI Tower
	-better against infantry/weakly armored units
	-work poorly against armor (10 of them, however...)

Transport Helicopter
	See above

Nuclear Missile
	-charges slower than Ion Cannon
	-does 3x3 square of damage
	-obliterates infantry
	-good against soft targets, structures
	-waste of time against armor
	-much less powerful than in the final solo-play game

Air Strike
	-only available via crate
	-very effective against infantry, soft targets, structures

PART III Hitting the Turf

[3.1.0] Starting Primary Objectives

	-do not necessarily build your base immediately. Look for nearby 
        choke points or natural defenses that can help you. Make sure you 
        have room for the rest of your base (or be prepared to use 
        sandbags to space things out) Also consider Tiberium proximity. 
        If your opponent still has an income when you do not, 
	you've likely already lost the war.
	
	-intel is extremely important. Send out scouting units immediately. 
        Find all other players in the game quickly before they build up 
        their defenses.

	-Look for crates (beware of the bad ones: e.g. a nuke in close 
        proximity to your beginning units can be catastrophic, on the other 
        hand, we've seen a "stealth" crate effect not just the unit (units?) 
        picking it up, but also the surrounding structures 
	("I don't get it, where IS the power for that Advanced Guard Tower?!")

	-Use units not scouting to clear away the black around your base. 
        The only thing worse than an attack is a surprise attack. 

	-find nearby choke points, overlooking ledges, and any natural 
        structure than you could use or be used against you


[3.2.0] Ideas for GDI Base Defense

	-start building walls as soon as you can (an APC full of engineers 
        can't shoot through even a sandbag wall)
	-chances are that between the reveal-map crates, the speed of 
        Humvees/buggies, and the existence of stealth tanks that you'll be 
        unable to keep your base from being seen by your opponents. 
        There's no harm in trying, however: set up a picket defense early. 
	Use the "g" (guard) function. If you're in a one-pass accessed 
        area, park a vehicle across the bridge.
	-put advanced guard towers in as well as around your base this will  
        (to protect against engineers or commandos behind the lines and air 
        attacks
	-when an attack is about to reach your base, build an Adv. Guard 
        Tower but do not place it until the enemy pushes through the first 
        line of defense (surprise them with a gift that says: "Hey, I care.")
	-have anti-armor defense: GDI doesn't have $250 turrets so use 
        medium/mammoth tanks
	-mammoth tanks are good all-around defensive units that can change 
        facing/placement pretty easily even though they move slowly

[3.3.0] Ideas for NOD Base Defense

	-turrets are your best friends
	-support a turret line with flame-throwers/flame tanks
	-use the turrets liberally
        -have excess power when using an Obelisk (having excess power 
        generally is always a good idea, actually)
	-when using an Obelisk as your main defense, never bunch up your 
        power plants
	-SAM sites are often not very effective by themselves, they work 
        better in sets

[3.4.0] GDI Attack strategies

	-mammoth tanks against turrets is a committed attack; once it is in 
        range and shooting, they are too slow to move out of range if you 
        change your mind
	-you need about 10 infantry to take an Obelisk and you will lose 3-4 
        troops
	-it's a good idea to use a mixed force

[3.5.0] NOD Attack strategies
	-recon bikes are the most cost-effective units
	-hide stealth tanks in an area of attack beforehand. De-cloak at the 
        best time keeping in mind their relatively weak armor
	-hide stealth tanks in an enemy base 10-15 min. before an attack, 
        then attack outside as well as inside the base 
	-fast units like recon bike gangs can be devastating against 
        harvesters. Hit and run!
	-spread flame troops out to reduce friendly fire
        -again, use a mixed force

PART IV General Tactics

[4.1.0] Universally good things to know

-Study the requirement tree in section 1.3.1
-keep an eye on your harvester(s)!
-Keep a few units in reserve
-in a team game, you may want to have some mobile units around to help your 
teammate
-pan around the map as often as possible
-Never, ever forget to repair any structures/units you want to keep 
-Repair structures while under attack as well as after (repairing is a 
toggle: only click it once! If a wrench is blinking, it's working, if not 
then try again)
-allies can share things like repair bays, helipads and tiberium refineries
-if your unit is under fire, run it to an ally's base if that is closer 
than yours
-a two-front assault is twice as hard to coordinate, but twice as hard to 
defend against

[4.2.0] GDI

-never send troops after flame units. Period.
-send infantry or Orcas against turrets, not armor
-send 5-6 Orcas against a SAM site, unless you want to lose one
-never send armor against an Obelisk unless you have already cut the power
-if you have 6-8 Orcas, consider two groups of 3 instead of 1 group of 6-8 
and harass continuously instead of in waves
-it is easier for you to hole up a base than NOD forces

[4.3.0] NOD

-never engage an Adv. Guard tower with troops alone
-stealth tanks and recon bikes work well in groups
-stealth tanks cannot take much punishment
-stealth tanks are best used for enemy base recon
-pick your attacks, make GDI come to you if you can

PART V: Questions/Answers

-Is there any way to produce a gunboat, hovercraft, or an airstrike?
	No.

-Is there any way to speed up the recharge of the Ion Cannon or Nuclear 
Missile?
	No.

-Do you think either side has an advantage?
        The consensus is that NOD has the advantage between its cheap cheap 
turrets and flame units. On the other hand, a fleet of orcas 
can be devastating if allowed to be built up

-Is there any way to heal troops? 
	No. There was in the beta test (the hospital building seen in some 
solo missions), but it was removed in the final version. There is a crate 
that will do that a one-shot heal-all, though (orange with green rings).

-How does one control air units?
	Group one or more by selecting them via box drag or shift clicking, 
then use Ctrl + 0-9 to assign them to group '3' or whatever, then just type 
the group number to select them in flight. Use alt + group# to center on 
units.

-Is there air-to-air combat?
	Not really. If you tell your air units to destroy another air unit 
on the ground and the unit takes off, then your units will pursue it into 
the air a bit, but there is no way to target enemy units in the air. 

-Is there any way to shoot down the NOD equipment plane?
	Nope.

-What the heck is that little red blob that comes out of a crate and 
attacks things?
	That is a visceroid. It was a plot element that got dropped for the 
game and will be picked up in C&C2.

-Can I sell vehicles?
	Yes. Move them onto the Repair Bay and click on it with the 'sell' 
symbol. You get about 1/2 its value back. (Notice the green dollar sign 
instead of the normal, slightly larger yellow one.) See also the next 
question.

-Can I sell infantry?
	Yes. There is a glitch that allows you to sell infantry (and other 
units): make a section of sandbag wall. Move the unit next to the wall and 
then move the sell symbol as close to the unit as you can while still 
keeping it spinning and click. This may take a few tries.

-How can I keep my units from shooting my ally?
	Click on one of your ally's units or structures and type 'a'. He 
must do the same to keep from shooting your units. Repeat to declare war.

PART VI: Conclusion

	Well, that's about it for now. Since this is version 1, I am sure 
there are huge holes that are yet to be filled. I will try to cover more as 
time allows. If you have problems, suggestions, or corrections please feel 
free to email me at gbl1@cec.wustl.edu. Heck, if you just wanted to say 
'thank you' I would really appreciate it. This thing took a lot of time and 
effort. One thing: if there is a flaw or if you have a criticism, please be 
constructive. To just write me and say 'this sucks' doesn't help me improve 
the next version. To say 'I think you need a section on modem requirements' 
*does* help. The more specifics you can give me, the better. 

Questions, comments, corrections, additions, and anything else: 
gbl1@cec.wustl.edu
No copy requests, please. I will post this more than once


Finally: big thanks go to Andy Ellsworth for his building tree chart and 
tech levels. A lot of his advice can already be found on 
comp.sys.ibm.pc.games.strategic. Thanks to Darrell (dar@dar.net) for his 
editing skills and to the C&C group in general: Micah Conner, Luke Duff, 
Andy Ellsworth, Darrell Gentry, Dylan Northrup, and Dan Pinkard.

Have fun all!

				FIGHT, WIN, PREVAIL!