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{{Header Nav|game=Command & Conquer 3: Tiberium Wars}}
{{Header Nav|game=Command & Conquer 3: Tiberium Wars}}


Turtling strategy is to build massive defenses around the base rather than spend money to units. Building defenses costs less than creating units to defense the base, but the defenses cannot be moved to different location so artillery units, which outrange defenses, are deadly against them.
A turtling strategy is to build massive defenses around your base rather than spending money creating units. Building defenses costs less than creating units to defense the base, but the defenses cannot be moved to different location so artillery units, which outrange defenses, are deadly against them.


Many advanced player underestimates importance of defenses, they just think defenses are for the newbies. Many player does the mistake by putting defending to units,
Some players underestimate the importance of defenses, thinking that defense of their base can be carried out by units which can move but having a solid, static defense wall around your base gives a player a much safer home to strike forth from. A good defensive wall is also very useful if the terrain gives your base some protection as less defense structures are needed to protect your base. It is a good idea to have some rapid moving units to deal with any enemy long-range units that come in to attack your defenses.


====GDI====
==GDI==
GDI's anti-aircraft defenses are its weak point so many AA Batteries will be needed to be effective. In Kane's Wrath this deficiency has been taken care of with the introduction of the Slingshot AA unit and the Tungsten AA Shells upgrade. All GDI defensive turrets have stealth detection capabilities.


GDI has anti-armor oriented defenses, while units are good at taking care of enemy infantry. There still is a big hole in anti-air defense (though in KW it is taken care of by Slingshots and Tungsten Shells upgrade).
*'''Watchtower''' is GDI's anti-infantry defense. Its twin machine gun doesn't do much damage although in Kane's Wrath the AP Ammo upgrade significantly increases the amount of damage. As the Watchtower targets individual infantry in a unit, lone Watchtowers can have trouble dealing with infantry swarms so they are best employed in small batteries of 2 or 3.


*'''Guardian Cannon''' is GDI's anti-armour defense. It is slow-firing but deals moderate damage so again is best employed in small batteries of 2 or 3. In Kane's Wrath the Railgun upgrade significantly increases its damage and makes this structure much more effective against vehicles as well as infantry. The ZOCOM faction lacks the Railgun upgrade so for more advanced anti-armour structures, ZOCOM players will have to wait until the Sonic Emitter is available.


*'''Watchtower''' is GDI's basic anti-infantry defense. It's twin machine gun doesn't do much damage (in KW AP Ammo upgrade significantly increases the amount of damage) but it still works. However, it shots infantry down individually, which causes trouble when defending against infantry swarms. It is recommended to build a Watchtower to an expansion to protect it from enemy infantry.
*'''AA Battery''' is GDI's anti-aircraft defense. The AA Battery is GDI's weakest defensive structure and must be employed in large numbers to be effective against more advanced or fast-moving enemy aircraft. In Kane's Wrath the Tungsten AA Shells upgrade significantly increases the damage dealt by these structures.


*'''Guardian Cannon''' is meant to protect from enemy vehicles, what it doesn't do very well (though in KW Railgun upgrade helps much). Still it works fine but it is expensive compared to its usefulness.
*'''Sonic Emitter''' is GDI's advanced anti-armour defense. Its sonic waves can strike several targets along its line of fire meaning it is good against massed waves of vehicles. It is also reasonably good in the anti-infantry role with the same firing characteristics. These are best placed at the end of routes that enemy units are known to be using to attack your base or within the ground control established by Surveyor/Outposts to defend a Tiberium field.


*'''AA Battery''' is GDI's base anti-air defense. Too bad that AA Battery without Tungsten Shells upgrade is rather useless. It doesn't do significant damage and most of aircraft can attack out of AA Battery's range. The only reason to build AA Batteries in TW is to proctect base from Venoms or Stormriders.
*'''Rig''' is a mobile unit capable of deploying into a Battle Base. In this mode is sports twin Guardian Cannons which GDI and Steel Talon players can upgrade to Railguns and a AA missile launcher. It's most useful ability in Battle Base mode is the deployment of repair drones meaning is can repair nearby vehicles. The Rig is best used as a support vehicle with a mobile strike force, combines with a few Slingshots it can move with the strike force and deploy behind them when they meet the enemy to provide a quick repair point to keep units in the fight.


*'''Sonic Emitter''' is GDI's advanced anti-armor defense. Its sonic waves cripples vehicles to pieces of metal and kills almost every man in its path. Compared to Nod Obelisk of Light and Scrin Storm Column in usefulness, Sonic Emitter in somewhere in between. Sonic Emitter is bit pricey, but a couple of Sonic Emitters with proper air defense is enough for even larger bases.
==Nod==


*'''Rig''' is one of the most underused units in the game and there are good reasons: it is too expensive, its armor doesn't take much hits and it's very vulnerable to infantry attacks. Otherwise Rig is versatile defense platform which has 2 Guardian Cannon turrets, missile anti-air defense, stealh detection and few repair drones. In KW Battlebases get Railgun upgrade which helps a bit but still they are useless
Nod's defenses are in good balance with each other and they are cost-effective. In Kane's Wrath there are several upgrades for defense turrets: Quad Turrets (adds an turret to the hub), Charged/Supercharged Particle Beams (increasing damage from Shredder Turrets), Tiberium Core Missiles (increasing damage from SAM Turrets).


====Nod====
*'''Shredder Turret''' is Nod's anti-infantry defense. The 3 (later 4) turrets means that the Shredder Turret is better at dealing with massed infantry assaults than GDI's Watchtower as it can target 3 or 4 soldiers at once. It is also possible (should you have the time or can be bothered) to manually aim each turret.


Nod's defenses are in good balance with each other and they are cost-effective. In KW there are several upgrades for defense turrets: Quad Turrets (adds 1 extra turret to Shredder, Laser and SAM Turrets), Charged/Supercharged Particle Beams (adding damage to Shredder Turrets), Tiberium Core Missiles (adding damage to SAM Turrets) etc.
*'''Laser Turret''' is Nod's anti-armour defense. Again due to the multiple turret nature of this structure, multiple units can be engaged. Again, these turrets can be individually aimed.
 
*Shredder Turret: Shredder turret is Nod main anti-infantry defense. Dividing to a hub and three turrets improves Shredder Turret's usefulness by giving ability to take down multiple infantry at the same time. Shredder Turret is recommended to build for the same reasons as Watchtower.


*'''SAM Turret''' is Nod's anti-aircraft defense. The same characteristics as the above turrets apply here.


*'''Obelisk of Light''' is Nod's advanced anti-armour defense. Its power output and rate of fire can be increased by having nearby Beam Cannon laser artillery units use their Charge Defenses ability.


==Scrin==
*'''Buzzer Hive''': Basically, a structure capable of sending out waves of Buzzers to shred enemy infantry. The spawned Buzzers can not be controlled, they are considered as a way to shoot and not as a unit. Good in its right, but does almost no damage to vehicles.


*'''Plasma Cannon''': A solid unadvanced anti-tank defense hurling out plasma disks similar to Seeker ones, the only difference being not firing at aircraft.


*'''Plasma Missile Battery''': An anti-air defensive  structure with a medium range, medium damage and medium rate-of-fire.


*'''Ion Storm Generator (Ion Column)''': An advanced defensive structure, the only one in the game which is at least moderately effective against infantry that has large squads, and aircraft. The column spawns an ion storm near itself, killing basically everything with lightnings.


{{Footer Nav|game=Command & Conquer 3: Tiberium Wars|prevpage=Rushing|nextpage=Scouting}}
{{Footer Nav|game=Command & Conquer 3: Tiberium Wars|prevpage=Rushing|nextpage=Scouting}}

Latest revision as of 19:08, 16 December 2017

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A turtling strategy is to build massive defenses around your base rather than spending money creating units. Building defenses costs less than creating units to defense the base, but the defenses cannot be moved to different location so artillery units, which outrange defenses, are deadly against them.

Some players underestimate the importance of defenses, thinking that defense of their base can be carried out by units which can move but having a solid, static defense wall around your base gives a player a much safer home to strike forth from. A good defensive wall is also very useful if the terrain gives your base some protection as less defense structures are needed to protect your base. It is a good idea to have some rapid moving units to deal with any enemy long-range units that come in to attack your defenses.

GDI[edit]

GDI's anti-aircraft defenses are its weak point so many AA Batteries will be needed to be effective. In Kane's Wrath this deficiency has been taken care of with the introduction of the Slingshot AA unit and the Tungsten AA Shells upgrade. All GDI defensive turrets have stealth detection capabilities.

  • Watchtower is GDI's anti-infantry defense. Its twin machine gun doesn't do much damage although in Kane's Wrath the AP Ammo upgrade significantly increases the amount of damage. As the Watchtower targets individual infantry in a unit, lone Watchtowers can have trouble dealing with infantry swarms so they are best employed in small batteries of 2 or 3.
  • Guardian Cannon is GDI's anti-armour defense. It is slow-firing but deals moderate damage so again is best employed in small batteries of 2 or 3. In Kane's Wrath the Railgun upgrade significantly increases its damage and makes this structure much more effective against vehicles as well as infantry. The ZOCOM faction lacks the Railgun upgrade so for more advanced anti-armour structures, ZOCOM players will have to wait until the Sonic Emitter is available.
  • AA Battery is GDI's anti-aircraft defense. The AA Battery is GDI's weakest defensive structure and must be employed in large numbers to be effective against more advanced or fast-moving enemy aircraft. In Kane's Wrath the Tungsten AA Shells upgrade significantly increases the damage dealt by these structures.
  • Sonic Emitter is GDI's advanced anti-armour defense. Its sonic waves can strike several targets along its line of fire meaning it is good against massed waves of vehicles. It is also reasonably good in the anti-infantry role with the same firing characteristics. These are best placed at the end of routes that enemy units are known to be using to attack your base or within the ground control established by Surveyor/Outposts to defend a Tiberium field.
  • Rig is a mobile unit capable of deploying into a Battle Base. In this mode is sports twin Guardian Cannons which GDI and Steel Talon players can upgrade to Railguns and a AA missile launcher. It's most useful ability in Battle Base mode is the deployment of repair drones meaning is can repair nearby vehicles. The Rig is best used as a support vehicle with a mobile strike force, combines with a few Slingshots it can move with the strike force and deploy behind them when they meet the enemy to provide a quick repair point to keep units in the fight.

Nod[edit]

Nod's defenses are in good balance with each other and they are cost-effective. In Kane's Wrath there are several upgrades for defense turrets: Quad Turrets (adds an turret to the hub), Charged/Supercharged Particle Beams (increasing damage from Shredder Turrets), Tiberium Core Missiles (increasing damage from SAM Turrets).

  • Shredder Turret is Nod's anti-infantry defense. The 3 (later 4) turrets means that the Shredder Turret is better at dealing with massed infantry assaults than GDI's Watchtower as it can target 3 or 4 soldiers at once. It is also possible (should you have the time or can be bothered) to manually aim each turret.
  • Laser Turret is Nod's anti-armour defense. Again due to the multiple turret nature of this structure, multiple units can be engaged. Again, these turrets can be individually aimed.
  • SAM Turret is Nod's anti-aircraft defense. The same characteristics as the above turrets apply here.
  • Obelisk of Light is Nod's advanced anti-armour defense. Its power output and rate of fire can be increased by having nearby Beam Cannon laser artillery units use their Charge Defenses ability.

Scrin[edit]

  • Buzzer Hive: Basically, a structure capable of sending out waves of Buzzers to shred enemy infantry. The spawned Buzzers can not be controlled, they are considered as a way to shoot and not as a unit. Good in its right, but does almost no damage to vehicles.
  • Plasma Cannon: A solid unadvanced anti-tank defense hurling out plasma disks similar to Seeker ones, the only difference being not firing at aircraft.
  • Plasma Missile Battery: An anti-air defensive structure with a medium range, medium damage and medium rate-of-fire.
  • Ion Storm Generator (Ion Column): An advanced defensive structure, the only one in the game which is at least moderately effective against infantry that has large squads, and aircraft. The column spawns an ion storm near itself, killing basically everything with lightnings.