C&C Tiberium Alliances Strategy Guide

C&C; Tiberium Alliances Comprehensive Strategy Guide by DeathIncarnate


Section 1: Building Your Base
Section 2: Building Your Army
Section 3: Building Your Defense
Section 4: Research And You
Section 5: How To Raid Effectively
Section 6: Relocating Your Base
Section 7: Death
(Alternatively: “I’ve been playing about a week and now I’m being forced to move my base? What gives?”)
Section 8: Understanding PVP
Section 9: All About Alliances
Section 10: Closing Statement
Section 11: Credits

Protip: Search the guide for the section you want by using Ctrl+F and typing the section name. Or, y’know, do it the normal way and scroll down until you find it.

Welcome to the C&C;:TA Mega Guide, brought to you by the one and only DeathIncarnate! This guide will be updated as the game is, and will be kept up-to-date as soon as information is known.

Section 1: Building Your Base

In your base, there are many things to take into consideration. Obviously, you want to get the most resources with the fewest buildings. In order to do this, let’s examine a few things:

1. Building Boosts: Many buildings recieve “boosts” when they are near other buildings or resources. All current buildings that recieve boosts are listed below, along with what they are boosted by and the boost’s effect.
-Harvesters: Harvesters are boosted by Silos (These decrease the time needed to get bonus crystals/tiberium, and scale with level).
-Power Plants: Power Plants are boosted by Crystal Fields (These increase the power output/hour by 25% per field) and Accumulators (These decrease the time needed to get bonus power, and scale with level).
-Refineries: Refineries are boosted by Tiberium Fields (These increase the credit output/hour by 25% per field) and Power Plants (These decrease the time needed to get bonus credits, and scale with level).

2. Efficient Booster Placement: In order to make the most of each building, it’s important to get the boosts to as many buildings as possible. For example, take this layout:

[Image: IXEEg.png]

With this layout, one Silo is giving boosts to three Harvesters at once. If the Silo was one space higher or lower, you would stand to lose out on a lot of resources, as it would only boost two.

3: Vital Buildings: There are few “vital” buildings in CnC:TA. The most valuable, as you have likely guessed, is the Construction Yard. If this is destroyed, you lose all your resources and must relocate your base. For this reason, the Construction Yard should be placed as far to one side as possible, and also to the back. This is so that you can focus your entire defense in one area. Your second vital building is the Defense Facility. Without the it, you have no way of bringing your defenses back up if they are destroyed. It should be placed to the right (or left) of the Construction Yard in the back row. See below for an example:

[Image: 6HpUR.png]

Don’t forget that you can move around your base with the 4-directional arrows on the base screen to experiment with the outputs! However, be careful! If you move a building, its bonus timer is reset. Thus you are best off moving buildings shortly after collecting the bonus from them.

Section 2: Building Your Army

Your army is another very important part of the game. With it, you attack the forgotten and other players. If you don’t have an optimal army, it can be very tough to make many resources, as raiding provides great rewards. In order to build an optimal army, we have to look at a few things:

1. Unit Types: There are three types of units; Infantry, Vehicles, and Air. These units all have their own sub-catagories, which we will examine now:

Infantry: All of these units are weak against anti-infantry defenses, and require a Barracks to build
-Rifleman Squad: Strong Vs. Infantry
-Missile Squad: Strong Vs. Structures
-Zone Troopers: Strong Vs. Vehicles
-Commando: Very Strong Vs Structures
-Sniper Team: Very Strong Vs. Infantry

Vehicles: All of these units are weak against anti-vehicle defenses, and require a Factory to build
-Guardian: Strong Vs. Infantry
-Pitbull: Strong Vs. Structures
-Predator: Strong Vs. Vehicles
-Juggernaut: Very Strong Vs. Structures
-Mammoth Tank: Very Strong Vs. Vehicles

Air: All of these units are weak against anti-air defenses, and require an Airfield to build
-Paladin: Strong Vs. Vehicles
-Firehawk: Strong Vs. Structures
-Orca: Strong Vs. Infantry
-Kodiak: Very Strong Vs. Structures

It is important to note that units will stop to attack what they are strong against. For example, a Guardian will always stop and attack Forgotten infantry, but will not stop to shoot at walls (it will shoot as it drives by, however)

2. Upgrading Your Units: Upgrades are what keep your units on even footing (or better) against enemy units. The level of a unit is shown as a number on the bottom left of the unit. The Guardian below is level 13, as denoted by the [13] in the bottom left corner:

[Image: hTkPt.png]

When it comes to Offense Vs. Defense levels, the Defense ALWAYS has the upper hand. What this means is that if you have a level 10 Predator on Offense and the enemy has a level 10 Predator on Defense, the enemy will always win in a 1v1. The reverse is true on defense (you will always win in a 1v1). The next paragraph discusses how to defeat enemy defenses even if they are a higher level than your units.

3. Using Your Units Effectively: In order to use your units to the best of their ability, you want to make sure they are damaged as little as possible. After a fight, ALWAYS repair your units. This will keep them at full damage potential for the next fight. The more damage a unit takes, the less damage it does (i.e. 50% health = 50% damage output). If the enemy has a higher level defense than your offense, you need to “tag-team” your units in order to defeat it. Let’s look at the example below:

[Image: cPnZE.png]

This setup will allow your Guardians to defeat the higher level Rocket Fist. If the Rocket Fist is a much higher level than your Guardians, consider adding a third Guardian to the group, behind the left Guardian.. Be careful with mobile units, as they will move to fight what they are strong against. If there was to be a gap in between the guardians, and the Rocket Fist happened to be in the middle, was empty, the Rocket Fist would move to one side and would be missed entirely by one Guardian.

Section 3: Building Your Defenses

Your Defenses are the final thing you must build. Like the other two, you need to build these very carefully in order to get the most out of them.

1. Defense Placement: This is the most important part of Defenses. If you place them in the wrong spots, you may as well not have any defenses at all. First and foremost, you do not need to defend anything except for your Construction Yard and your Defense Facility, with emphasis on the Construction Yard. This is why you put your Construction Yard to one side, and your Defense Facility next to it, so that you can stack all your Defenses on that side of the map. You also want to layer your Defense. This means you want to have your defense ranges overlapping, so that you can fire on one unit with more than one Defense. Stacking your Defense, is also a very useful tactic. To “stack” your defense, get multiple types of ranges overlapping at once, so that no unit is ever safe. The reason for this is that very few players use explicitly one type of unit in their attacks, most preferring a mixture of types (in earlier levels, infantry is seen significantly less, with heavier emphasis on vehicles and air).

2. Defense Types: Much like the Offensive side of things, there are three types of Defenses; Infantry, Vehicles, and Structures.

Infantry: These Defenses are weak against anti-infantry units
-MG Nest: Strong Vs. Infantry
-Missile Squad: Strong Vs. Air [MOBILE]
-Zone Trooper: Strong Vs. Vehicles [MOBILE]
-Sniper Team: Very Strong Vs. Infantry

Vehicles: These Defenses are weak against anti-vehicle units
-Predator: Strong Vs. Vehicles [MOBILE]
-Guardian: Strong Vs. Infantry [MOBILE]
-Pitbull: Strong Vs. Air [MOBILE]
-Watchtower: Very Strong Vs. Infantry
-Titan Artillery: Very Strong Vs. Vehicles
-SAM Site: Very Strong Vs. Air

Structures: These Defenses are weak against anti-structure units
-Wall: Does not attack
-Anti-Tank Barrier: Strong Vs. Vehicles
-Barbwire: Strong Vs. Infantry
-Flak: Strong Vs. Air
-Guardian Cannon: Very Strong Vs. Vehicles

3. Mobile Defenses: Many defenses are mobile, as marked with the [MOBILE] tag above. These Defenses will move in order to fight what they are strong against. This is easily exploitable, however, by sending a first wave up the opposite side of the Construction Yard and then a second wave directly towards it, after the Defenses have moved away. To prevent this, always put a Wall or non-mobile Defense to the side of the mobile Defense to keep it in place. For example:

[Image: SR33r.png?1]

This prevents your Guardians and Pitbulls from moving away and being “faked out”, thus keeping your Construction Yard well-protected.

4. Repairing Your Defenses: Repairing your Defenses is also important. Your Defense Facility automatically does this to an extent, but always make sure you check them manually.

Don’t forget that you can move around your Defenses by clicking the four-directional arrow to experiment with the layout!

Section 4: Research And You

When you first go to your research tab, your thoughts are probably along the lines of “Wow! It’s gonna take me months to get anything unlocked!” The most important thing to realise at this stage is that although low level Forgotten Camps give very few research points, the amount recieved increases exponentially. For comparison: at level 14, you can expect to recieve 60k per Camp, and it only increases from there. With that in mind, let’s learn a little more about research.

1. The Purpose Of Research: Research is a valuable skill. It is what allows you to unlock a good deal of the game’s Units, Defenses, and some Structures. Research is dictated by two resources: Credits (represented with a $ icon) and Research Points, represented by a microscope.
Credits can be gained by multiple ways: Refineries, Raiding, or purchasing them outright. Refineries produce them, much like Power Plants produce Power. You gain them in slightly higher leveled Forgotten Camps. You can also purchase them by using the [+] next to them on the sidebar to the left.
Research Points, however, can only be earned ONE way: Raiding. You cannot produce them and you cannot purchase them. You can only gain them by engaging in combat. The amount of Research Points you get is determined by the defense you are going up against. The more units there are on defense, the more Research Points you will get. As always, destroying the Construction Yard will get you the full amount possible no matter how many defenders you kill.

2. Research Progression: A very important topic when it comes to research is the order in which you should unlock units or defences. This guide is not here to dictate how you should play, only to provide some pointers as to good starting points. However, there is one key point that you need to follow. Your first two unlocks should be on Defense, and they are:

-Predators: To stop lower level offenses based on the ground. MG nests and Predators will neutralize most any ground offense.
-Pitbulls: To stop most offensive attacks. Higher leveled players know that Firehawks are extremely powerful. Any high-level players around you have likely researched Firehawks already. I will say this now: If you do not have anti-air defenses when the shields drop, your base will be rolled. Promptly. And likely repeatedly. HOWEVER: If you come down to your last hours before the shield drops and there is no way you will make it to Pitbulls, get Missile Squads and THEN Pitbulls. Missile Squads will do in a pinch, but they are far from optimal.

After getting these defenses unlocked, you are free to research whatever you like. I will tell you that a common next step is Firehawks, as they are very useful for dropping Construction Yards.

Section 5: How To Raid Effectively

Raiding is an integeral part of C&C;:TA. You use it to gain territory, resources, and so much more. In order to raid effectively, you want to eliminate the opposition in as few attacks as possible. Let’s get started.

1. ALWAYS Go Straight For The Construction Yard: Really, nothing else matters. If you destroy the Construction Yard, the entire base falls instantly and you get all possible resources (yes, even crates). I, like many people, destroyed all the possible buildings before the Construction Yard when I started out. I should have stayed true to my C&C; heritage :P

2. Tag-Team The Defenses: As discussed in Sec. 2 Part 3, tag-teaming Defenses is an incredibly powerful tactic. You want to blow through the defenses as fast as possible, using as little ammo as possible, and sustaining as little damage as possible. Tag-Teaming accomplishes this excellently.

3. Vary Your Offense: Attacking with only one unit type spells certain doom for your squad against almost any defense. Likewise, preparing your squad with only one type in mind (anti-infantry, anti-vehicle, or anti-structure) will also ensure that you don’t get much done. It is a good idea to have a mix of Infantry, Vehicles, and Aerial units and a good mixture of types. Infantry are especially useful in the early levels for taking out rocket fists.

Section 6: Relocating Your Base

Relocating your base is a mechanic that is used extensively in C&C;:TA. By relocating your base you can move yourself closer to your Alliance, closer to the center of the map, or closer to potential PVP targets (alternatively, if you’re on the losing side of a PVP battle, you can move your base further away from your attacker.

1. Moving Your Base: In order to move your base, you first need a level 10 Construction Yard. Once you have that, go out to the main map and click on your base. Then, locate the “Relocate Base” button.
Now that your base is movable, simply find an available space and move it. You can only move your base to your territory or into the territory of your Alliance. You also cannot place your base touching (in any of the directions- including diagonals) any other base, and you cannot place it on another base, camp, ruin or outpost. Bases also do not float, so attempting to put them in water would be a bad idea.

2. Move Details: When you move your base, it costs an amount of CPs. You also cannot move your base more than 30 squares in one move. However, you are free to make multiple moves, provided you have the CP. When you place down your new base, the territory around it will flash, and then it will be distributed amongst the nearest people (i.e. You get a share, and the enemy whose territory you moved closer too loses a few squares). When you have put your base in its new location, your buildings remain in the same place and the map your base was on does not change (so that you don’t need to move around your structures).

Section 7: Death

Death in C&C;:TA happens when your Construction Yard is destroyed. This is why, in Section 3, it was suggested to keep your Construction Yard well defended above all else. Death is to be avoided at all costs, but in certain situations it is inevitable

1. Preparing For Death: There is not much you can do to prepare for death in C&C;:TA. However, if you have more than one base, you can transfer all your resources from the dying base to the safe one for a cost of Credits. This is an important tactic, as, when done correctly,it can leave your opponent with little to show for his attack.

2. What Happens After Death: After your Construction Yard is destroyed, you must relocate. I strongly suggest moving as far away from your killer as possible, as if you relocate to an area close by, you will likely be killed again. Moving closer to your Alliance is also recommended, as they will (hopefully) protect you from another attack.

3: What Happens After Relocation: After you relocate, your entire base is heavily damaged, and your resources have all been stolen. However, you do keep the levels and placement of all your buildings, and the area your base was built on stays the same (so you don’t have to move around structures). The only step after this is to repair your base and carry on playing, although this time hopefully strengthening your defenses in order to prevent this from happening again.

Section 8: Understanding PVP

PVP is one of the main focuses of C&C;:TA. You PVP for a multitude of reasons: To gain territory, to gain resources, or just for principle alone. Let’s dig in to an activity tied directly into the game.

1. PVP In C&C;:TA: PVP is Player-Versus-Player combat. It is much like fighting the Forgotten, however the defenses are setup by another person and the person you are attacking can, and most likely will, attack you back. A Player’s base is often harder to defeat than Forgotten bases. This is because, if the player knows how to properly set up a defense (Section 3), they are going to make it as hard as possible to reach their Construction Yard.

2. How To Engage In PVP: In order to start PVP with another player, simple click on their base in the world map and locate the “Attack Base” button. Once you click “Attack Base”, it progresses much like attacking the Forgotten. You line up your units and send them off to attack the Defenses and The Base.

3. PVP Rewards: If you defeat a player in PVP, you gain rewards. Their base turns into a “Ruin”, and you gain control of their territory for 48 hours. After this, it is divided amongst the closest bases. You also recieve resources. As with Forgotten bases, if you destroy the Construction Yard, you recieve everything the base has to offer. However, it is important to note that you do not recieve Credits or Power from attacking (or destroying) other players.

Section 9: All About Alliances

Alliances are yet another integral aspect of the game. With an Alliance, you gain a group of players who fight with you against the same enemies and are hopefully there to help you learn and grow. You do need to be careful when chosing an Alliance, however, as discussed in this section.

1. Alliances And You: Think of an Alliance as a family. They are here to help you learn, and they (hopefully) have your back when things get rough. They are your friends, your mentors, and your comrades. Alliances have their own seperate forums, used only by that Alliance. Officers in an alliance can see forums set up inbetween alliances (if they are allied), and communicate between them for any number of reasons.

2. Alliance Ranks: There serveral ranks in Alliances, each with their own capabilities:
Commander-In-Chief: Leader of the Clan, can do everything.
-Can deal with diplomacy
-Can moderate inter-clan forums
-Can set members to any rank
-Can moderate Alliance forums
-Can create, rename, and delete Alliance sub-forums
-Can edit announcements and edit Alliance description
-Can force forum ticker updates for Alliance members
-Can view shared battle reports
-Can edit rights
-Can invite players to the Alliance and withdraw invitations
-Can kick any Alliance member
-Can access shared forums
-Can track all outgoing attacks from the Alliance

Second-In-Command: Co-Leader of the Clan, can do everything the Commander-In-Chief can except for:
-Removing Commander-In-Chief
-Setting new Second-In-Commands
-Removing other Second-In-Commands

3. Alliance Diplomacy: In Alliances, diplomacy is a key part. Relations play an important role in how a clan succeds or fails. There are 4 diplomatic relationships: Allied (green), NAP (white), and Enemies (red). Neutral (no diplomatic relations) bases are outlined in orange.

It is important to be careful when it comes to chosing your Alliance. New players that join an Alliance at war may find themselves in the thick of heavy PVP and may find it hard to escape. Make sure you know what you are getting into when you join an Alliance, as the right one makes all the difference.

Section 10: Closing Statement

Hopefully this guide has prepared you for anything you may encounter in your time playing Command And Conquer: Tiberium Alliances. If used correctly, this guide can hopefully be an invaluable tool. It was written to help you achieve to your fullest potential. It is a dangerous world out there, Commander. Now it is up to you to grab your allies and take it by storm! Best of luck to you. Over and out.

Section 11: Credits

This guide was not the product of any one person. The best guides are the ones formed by the expertise of the collective community, and that is what I aim to accomplish: To create the best possible resource for all players. If you have a suggestion, have found an error, or simply wish to give your input, please feel free. In this section, I hope to acknowledge everyone who has contributed directly or indirectly. If you believe you should be credited here and you are not, please send me a PM.

Xth1nkt4nkX – Author
sgfan206 – In addition to helping countless players (myself included) optimize their bases, wrote the excellent “Base / Defense Manual’, from whom I learned almost all that I know about setting up bases and defenses.
DIeHavoc – For extensive contribution to the section “All About Alliances”. Proof-Read Final Version of the Guide.
The “DeathIncarnate” Clan – For teaching me the ropes and providing valuable information throughout the writing of this guide.
Vostro1994 – Inspiration for the 1.1 Update
ajurjens – Infantry Vs. Rocket Fists information
gareth117 – Guardians Vs. Rocket Fists picture correction
miniMOJOman – Units stopping to attack strengths information

Other Command & Conquer Tiberium Alliances Articles

14 Responses to “C&C Tiberium Alliances Strategy Guide”

  1. hey, if I had 6 days protection (new) if I attack a Forggoten base, does my protection down or stay ?
    thanks for help, didnt found in the guide.

  2. I liked your guide but one thing i noticed and felt like saying was always aim for CY, you are right aim for CY but if its a tough base and you can 1Hit the DF then should be an option too.

  3. Nice wee starters guide. I thank you kindly ;)

  4. I like your guide, it's easy to understand and helps me a lot at start

    Thank you

  5. I'd like more information about the units ammo.

    There is only a passing mention.

  6. Reasarch MVC gives u 1 more base. If u want some more bases its needed to resarch a new MCV but i cost a lot more than 2.2 million in research points.

  7. Guide needs major overhaul, hope who ever made it is still around.

  8. "CNC EQUILIBRIUM" Clan – Salutes to the creators of this guide! Your instructions are valuable!

  9. Thanks for the effort writing this guide!

  10. Correction: 2nd in command can add additional 2nd in command and remove themselves from 2nd in command (so they can leave alliance).

    Needs update on base movement.

  11. bonus timer was not reset when moving my power plant. maybe they changed it?

  12. hey for the raiding properly i know construction yards are first priority but defense hq should be secondary and sometimes first if u cant take out the defense moderately easily or in a way that u have to reach and destroy the construction yard that way the damage u do to the defenses stay and it takes fewer attacks and even make some impossible outposts possible and i understand experienced players may know this but starting most noobys dont like myself i didnt now didnt the majority of people i started out with
    PS i just mean maybe this should be included for the inexperienced

  13. you need to research an MVC, which costs about 2.2 million credits and 2 million research points (i dont know how many bases this allows you to build though)

  14. how do i build a 2nd base?

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