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< Command & Conquer 3: Tiberium Wars
Revision as of 20:42, 4 September 2008 by Arrow (talk | contribs) (Next section done)
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Primary Objectives

Bonus Objectives

Skirmish for the Outpost

These militants don't stand a chance against Heroic riflemen.
Veterancy
Heroic units - denoted with a single large symbol - not only cause a lot more damage than their standard counterparts, but also heal themselves. The symbol denoting heroic units changes from faction to faction.

A pair of V-35s will fly in to drop off your first units while Kirce James fills you in on the situation: It appears the Brotherhood of Nod has set up camp near an abandoned GDI base to the east. Have your two heroic rifle squads move in that direction to encounter a pair of Nod rifle militants. They are absolutely no match for your heroic riflemen, so go ahead and defeat them to continue.

If you want to play it rough, have your heroic riflemen garrison in either or both of the guard towers. Your riflemen won't even have to heal themselves afterward.

Building Up

Rifle squad ready!

After you're done with the militants, an MCV will roll in from the south and deploy automatically into a Construction Yard. You will then be ordered to put down a barracks and train three more riflemen. The barracks can be put down anywhere, but be advised that an enemy attack will (eventually) come from the east.

"For Kane!!"

Once the barracks is down, queue up three riflemen. Once they're trained, the mission continues.

A group of Nod Fanatics then charges and destroys your power plant, bringing your base to low power. You are then allowed to construct a replacement power plant. Place it anywhere - preferably in the west - to continue. Be aware that being on low power means that your base defences go offline, units are produced slower, and that your minimap goes down. Be aware, for future reference, that cutting the power on a base by destroying power plants is often a precursor to attack.