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The last GDI mission can be a toughie, but it's also probably one of the most entertaining. This strategy assumes you will not use the liquid tiberium bomb. Right from the onset, you are going to be under attack from the west, and the enemy will build a rift generator there. You have seven minutes! Build up your base and try to get sonic emitters up to the north and west, while building refineries to the east (blue) and west (green). Use the mammoth and a sentry tower for initial defense to the west, with a couple AA towers to cover the air.
A pair of snipers (aggressive mode), a sonic emitter, sentry tower, and a couple tanks will do great defending from early Nod attacks, so don't bother over-preparing yet. Your first goal is to capture the rift generator to the west, along with a Scrin drone platform and a power plant. Build eight engineers and eight APCs to take to the west, along with that mammoth that's been pounding Scrin all this time. Accompany this with ten zone troopers (2 barracks!) Put the engineers inside the APCs to help them stay safe, and keep them in the rear, but dead on the heels of the zone troopers to defend against any sneaky back-attacks.
Take care not to damage the drone platform, refinery (extractor) or rift generator. When the way is clear to the rift generator send in an engineer. Save the others for a power plant, the refinery, and the drone platform. When you've cleared the area, move the drone platform south to land near the tiberium river. Set up anti-air and a sonic emitter to help your troops defend, while you continue to reinforce your base. This is an excellent expansion to control and will give you a great edge in the coming fight. Nod will have built a temple of Nod by now, surely. You should follow suit with an ion control when you have the spare money. Tip: If you manage to secure the drone platform, build a Scrin extractor and you can create growth accelerators for your tiberium fields!
The rift generator is hard to hold due to its position, and the Scrin want it destroyed very badly. If you send a few of your engineer-loaded APCs along with a few zone troopers, you can capture two Scrin gravity stabilizers and a nerve center (allows devastator warships, but they take far too long to build). Work then to bring about eight APCs to the western side of the map where the gravity stabilizers are located. They can help to protect the superweapon, as can storm riders from the gravity stabilizers you captured. Above all, keep the rift generator repaired and use mobile AA on the defensive for a few minutes while you increase your numbers and defend against the Scrin mothership. Create another batch of zone troopers and and APCs (snipers and missile squads) to attack the Temple of Nod. Don't worry about capturing it.
When both your ion cannon and rift generator are ready, fire them both on the Scrin base to eliminate their presence on earth. Dealing with Nod isn't so tough with two superweapons, just hold out long enough!
Note: There is a second ending to the game if you use the liquid tiberium bomb, and the mission is much easier to complete. Diverting the Scrin mothership involves destroying two disruption towers to the south of the Nod base. Use air or land attacks to complete this task.