Command And Conquer 3 - A Tactical Overview.
There are many Real Time Strategy (RTS) games out there now, but few with the same pedigree as the Command and Conquer (C&C/CnC) series. Beginning with Tiberian Dawn, branching off with Red Alert, and currently topped with Tiberium Wars, CnC has set the bar for base-construction centric RTS games.
In this short overview I will outline some key tactical points to playing well online. These aren't the only things you need to do - others are dictated by your own playstyle, the size of the game, the team you are playing and the people you are playing against.
The points will be in no particular order, as they are all of great importance.
- Pick a build order that is good for what you're trying to do.
I tend to aim for a mid/end game win, so my build order looks like this:
Crane>power plant/refinery>refinery/war factory.
Note that I usually omit building a barracks until later, as it's more important for my playstyle to start pumping out the tanks early on, and be harassing the enemy quickly. Rushers might go for a build order that looks like this:
Power plant>barracks>refinery (or crane).
Heading straight to barracks, and sending some rocket troops to harass an expanding enemy base can sometimes end the game quickly, but is a risky strategy.
- Secure an expansion base.
You cannot win a game with only your starting tiberium field. More resources means more money, which means more tanks. More tanks means you can push aside players and get more resources to build more tanks, and so on. Not expanding means your opponent takes control of the other Tib fields, and can win simply by overpowering you. Always, always expand, but take note of the second point
- Only expand when you know you can hold it
Whilst you MUST expand, you should only do so if you're sure you can hold it. As soon as I have a reasonable number of tanks ready I set them roving the map looking for expansion bases - if you can't stop me destroying it, then you've just lost a lot of money, and a valuable source of income. That doesn't mean you should surround it with every base defence possible, far from it. A group of rocket troops, or some tanks nearby are all you should need.
- The best defence is a good offence.
Nowhere is this more true than in RTS games. For every $1000 you spend on base defences I'm spending $1000 on tanks. Your base defences can only defend your base - my tanks can attack, patrol, and defend my base if necessary. Some base defences are of course a good idea, SAM sites and maybe an anti infantry turret near your MCV to prevent engineer/air rushing always help.
- Always be on the attack.
What's the point in building tanks if they're just going to sit around your War Factory waiting to be attacked? Move them around the map in groups, scouting out tib fields, destroying enemy expansions. Probe for weaknesses in the enemy defence, start killing power plants and lone harvesters. Pissing your opponent off and sapping their resources due to repairs distracts them, makes them waste money turtling while you build more tanks and secure your expansions.
- Mix your armies.
Let's take Nod as an example. My main unit is the scorpion tank. Cheap, fast, strong it is the backbone of my army. A large swarm of these can obliterate most bases. However, they are completely undefended against air attacks - sending these at a group of Scrin Planetary Assault Carriers (PACs) is an instant loss of these units. If I were to mix attack bikes in with them however, I suddenly get a versatile force that can take down both ground and air targets quickly and efficiently, and detect stealth to boot. Add in some attack buggies upgraded with EMP and infantry/base defences are no longer a problem, and my army is much much stronger than it was when it was only scorpion tanks. Moral of the story? Mix, mix, mix. Don't just spam 1 unit and hope the enemy doesn't have an anti-unit.
- Don't underestimate garrisoning.
I've won many a game because a couple of rocket troops sat in a building somewhere have spotted an enemy attack heading for my base, allowing me the time to harden my defences and bring my army to bear. Think of them as multipurpose defences that can be deployed anywhere. As Nod I go for 2 rocket troops and 1 infantry, they can take out tanks, infantry and air units, softening up targets long before they reach my base.
- Don't forget to upgrade.
Some units are poor until you upgrade them. Going back to Nod once again, both the attack buggy and venom aren't too great till you upgrade them. The buggy is plain lethal with the emp upgrade, and very little can stop a swarm of laser venoms, they rip anything to shreds with concentrated fire.
And there you are. Some tactical pointers to get you started - the rest is up to you.


