Command & Conquer 3: Tiberium Wars/Turtling: Difference between revisions

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In the multiplayer or skirmish worlds of Command & Conquer (and most RTS's) you will notice many strategies, one of which is turtling. Turtling is when a player worries most about resource management and base defense rather than building up a huge army of poorly upgraded basic units. It is often the strategy that you see in long, dragged out games.
In the multiplayer or skirmish worlds of Command & Conquer (and most RTS's) you will notice many strategies, one of which is turtling. Turtling is when a player worries most about resource management and base defense rather than building up a huge army of poorly upgraded basic units. It is often the strategy that you see in long, dragged out games.


==Strategy==
==GDI==
Turtling usually starts out with building a refinery or a crane, personally i like building the crane for the double build que, after these the refinery is build a turtle style player will often build another refinery and a barracks for the defensive structures. but once a turtle player builds unit producing structure depending on how he/she (mostly he) plays can be used two different way, first is not at all until the unit they wish to build has some upgrades, or the player might use the unit produced to defend any expansions that might not be ready to deploy defensive structures. for instance a turtle play might build 3,4,or 5 riflemen and rocket soldiers if this player is GDI (global defense initiative) then he will send the riflemen to dig in and send the rocket soldiers to go bunker up with them making it one tough expansion to attack in early game. one note about at turtling player is he/she will being trying to get all the structures built as fast as possible to get support powers A.S.A.P also to get the upgrades for the units for the most part turtle characters will not build up a gigantic army he/she will usually build up a medium sized army of powerful units fully upgrades and usually have constant repairs for those unit so when a turtling player comes for your base it often means its is game over unless your can counter.


Now time to talk about countering turtle players and what strategies are best against them. all and all the best thing you can do against a turtle player is rush them as fast as possible because the more time you waste the stronger their base becomes, but be forewarned turtle players will start popping up base defenses if they become under attack early game so don't throw all your credits into an attack and have it fail. Even if your rush fails you still have caused a major dent in that player economy so not all a lost. If your are one of the players who has failed at your rush or just didn't rush then that turtle player will be fortifying his/her positions what you want to do is turtle just like he/she is, but at the same time build up small forces and harass the weaker expansions and weaker parts of the base (repeatedly) make sure those units are cheap and basic because while harassing build up a decent force and hit the weakened part of the base. then the turtle player should crumble by wasting whats left of his economy on a cheap army or on a few more base defenses (big note) attack the back sides of the base because that is often where power is and if you cut off a turtles power they are pretty much dead.
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).


As we can see that turtling is a very effective strategy for the resources boosting and amazing impenetrable bases that other players could spend a good half an hour hacking at until you or they finally kill one another.


*'''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. It is recommended to build a Watchtower to your expansion to protect the expansion from enemy infantry. Watchtower has also stealh detection, which obviously helps to see enemy camouflaged units.
*'''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.
*'''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 airships 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.
*'''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.
*'''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==
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 which adds 1 extra turret to Shredder, Laser and SAM Turrets, Charged
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