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Tiberian Sun Build Order Guide


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#1 GuestAccount

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Posted 18 April 2010 - 10:02 PM

1) "The All Or Nothing"
A very fast rush, often called a suicide rush, as if it fails to KO your opponent, you will almost certainly die.

Faction: GDI
Difficulty: Medium
Speed: 3-4 mins
Success: Low
Maps: Small, Medium, Large
Resources: Low


Power
Power Turbine
Barracks - 3 Light infantry to scout, 3 engineers.
Refinery
War Factory - APC
Radar (sell - use light inf to anti scout)
Pad
Tech Center (sell)
Service Depot (sell)
Disruptor
Carryall


The idea is to send the APC out with the engineers as soon as possible, attempt to steal the enemy's war factor or a refinery, do not steal their MCV.
Then follow up with the disruptor and attack the MCV first.

http://www.youtube.com/watch?v=kq3co2ggjQk

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2) "The Big & Bold"

A build order that leaves little to the imagination.
The idea here is to get as big as possible, with as many units as possible, and scare your opponent into submission by your sheer size and strength.

Faction: GDI
Difficulty: Medium
Speed: 10 Mins
Success: Medium
Maps: Medium, Large
Resources: High


Power
Power Turbine
Barracks - 5-10 infantry to scout
Ref
War Factory - 3 Harvs - Constant Titans
Ref
Ref
Comp Tower
Radar (sell)
Power
Power Turbine
2-3 SAMs
Expand to a near tib field using Power Plants
2-3 SAMS
Ref
Ref
Ref


The main focus of this build order is to be constantly building titans, whilst expanding quickly and protecting your base to establish map domination.
You will likely have to absorb a few attacks along the way, but as long as they dont KO you, a point will come where you have an overwhelming number of Titans that can be walked across the map and destroy the entire enemy base in 1 journey.
You want to amass between 15-20 titans, and send them in 2 groups, just beware of enemy EMPs.

http://www.youtube.com/watch?v=OdRob0h3DEk

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3) "The Usual Rusher"
A common rush, using a medium sized infantry attack followed up shortly afterwards with 2 disruptors.

Faction: GDI
Difficulty: Hard
Speed: 5 Mins
Success: Medium
Maps: Small, Medium, Large
Resources: Medium


Power
Power Turbine
Barracks - 30 light infantry, 10 disc men, send to enemy asap.
Ref
Ref
Ref (sell)
War Factory - harvester
Component Tower
Radar - sell
Pad
Tech Center - sell
Service Depot - sell
2x Disruptors
2x Carryalls


The plan with this one, is to get the small manrush out as soon as possible, and harass the enemy with it, distracting them and taking their attention away from the 2 disruptors you are about to fly in.
Try to keep your infantry rush alive for as long as possible, and if you can destroy any of their structures, that's always a bonus.
You want to remain unscouted for as long as possible, and you can use the infantry you get when you sell structures to kill off enemy scouts.
At around the 5 minute mark, your disruptors should be ready to fly in and wipe out the enemy base.

http://www.youtube.com/watch?v=J4KIhoRnq7A

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4) "The Endless Attack"
The idea behind this one, is to send your enemy a endless river of units, to overwhelm them and force them into submission.

Faction: GDI
Difficulty: Easy
Speed: 5-10 Mins
Success: High
Maps: Small, Medium, Large
Resources: High


Power
Power Turbine
Barracks - Constant infantry and disc men, send to enemy in waves of 25-30.
Ref
Ref (sell)
Ref (sell)
Ref
Ref
War Factory - Constant titans, send to enemy in waves of 5.
Power
Power Turbine
Ref (sell)
Ref (sell)
Ref


The key to this one, is to keep sending waves of attacks to the enemy, constantly pressuring them and never giving them a chance to breathe.
This one works very well if someone is attempting to use a low economy rush against you.
You need to watch out for attacks, but chances are the enemy will be more occupied trying to defend your attacks, and wont have a chance to mount any offence,

http://www.youtube.com/watch?v=nDbuxdyakSE

Edited by SkeletonNod, 20 April 2010 - 09:01 PM.


#2 jZampageX

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Posted 18 April 2010 - 10:44 PM

I appreciate your contribution Bettz, as no one has really posted any BO's for us.

These are actually the most common BO's - but I would say 80% of games develop into long, which we cannot simply post BO's for obviously lasting longer then what you have already done.

10% of this game is knowledge of a BO, 90% is knowing what to do AFTER the BO.

That just comes with experience, no matter how much advice we can give anyone, the best teacher is time.

#3 NeoGrant

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Posted 19 April 2010 - 12:40 AM

Nice keep them coming! Will have to give them a whirl when i find a bit of free time.

#4 hefeweize

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Posted 19 April 2010 - 02:02 AM

Nice build orders!! Imma try the End less rush attack bo. I need som1 to practice this on. care for a game skeleton nod?

#5 dan3157

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Posted 19 April 2010 - 02:26 AM

Obviously the map that you're playing is an important factor.

Hopefully no new player does the following on Forest Fires:

Power
Barracks - Constant infantry and disc men, send to enemy in waves of 25-30.
Ref
Ref (sell)
Ref (sell)
Ref
Ref
War Factory - Constant titans, send to enemy in waves of 5.
Ref (sell)
Ref (sell)
Ref


#6 phatmouse

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Posted 19 April 2010 - 02:33 AM

Lmao, good call Dan.

You forgot to mention that this is for people who want to play Terrace and not any other map lol.

#7 jZampageX

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Posted 19 April 2010 - 02:57 AM

True, nice catch guys. Terrace is the most played map, followed by forest fires for bigger games (6-8 players). however, we have been trying to incorporate more maps and diversity, a lot of funs one out there :)

#8 GuestAccount

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Posted 19 April 2010 - 11:11 AM

"Maps" & "Resources" added to the descriptions, to give players a better idea of the map compatibility and resource demands.
These build orders can be used universally across many maps, they certainly aren't exclusive to Terrace.

The idea behind them is to introduce newer players to some of the different types of strategies available to them in an enjoyable way, not to create a world champion.

But feel free to add your own.

#9 miketehmaster

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Posted 19 April 2010 - 05:05 PM

*small range map bo - Mostly gdi * - um, power plant, barracks(keep clicking men at intervals of 2 discmen 3 light infantry, scout map with light infantry)Refinary,Refinary(sell this 1 and send all the men you've made as fast as possible you shouldn't have a lot but its to stop 1 refinary rushers, keep few men for APC or to kill scouts or make very few more)Refinary(keep unless your broke than sell),Refinary(sell if you have 2 refinarys already keep if you only have 1 at this point) War factory(Dont build anything out of it unless your infantry somehow fail and you notice they are rushing than make titans and another Refinary)otherwise just make Radar, componant tower,(sell radar),Pad,Technology center(sell after complete)Make 2-3 disruptors at this point, the idea is if you notice they are continously making defense, continue pumping disruptors(4-5) until no matter how much D they have it will Kill a lot or Ko them if they make Emp try to use it earlier or split wisely, aim 1 disruptor through as many buildings(vital ones like refs or warcy, or warref, or refref) as possible even if they have a lot of D, the idea behind more than 1 disruptor is so they can choose to save, warcy, ref,ref, and odds are will messup control and get confused, resulting in GG, Service depot(sell if broke keep if elsewise) Refinary Refinary(sell 1 when your broke) so you end up on 3 refinarys 6 harvesters, Do not make units when you're broke unless you absolutely need to, IF you cant get double vital buildings because of somehow mass D and you don't have enough disruptors, land them FARTHEST you can even if they have eng from wherever you want for the 2 shot, click very fast and 99% of the time eng won't make it or if it does it will die anyway from continously shooting at stronger rate, If you somehow manage to waste 3-4 Disruptors and your facing GDi and they titan rush you, immediantly build 2-3 more disruptors and send them while making RPGS and BOMBS(if you have money) if not mass rpg, it will slow them or apply pressure , even if you lose thats how you should play but control better next game, If you're facing nod, and they send a sub with engineers at you or bikes or something, all nod units basically die to 1 bomb, if it's cc make 2 rpg and maybe a titan and there dead, banshees are nods only offense/good defense, if your ahead, 6 sams in main would help, if your behind expand fast, than sam up and I MEAN a lot of sams to make them not wanna use bans, if they use bans, go titans and send out when bans are out of ammo, If your way way behind(not enough sams and spare) for 8 bans the enemy has and you know they are gonna make 2 more, make a firestorm fast, and put walls down fast. to try to kill bans. Gl and hf!


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