Waypoints mode is a powerful tool for setting up attacks on enemy
bases and creating patrol routes for your units. But you can do
quite a bit more if you take a few seconds to really get involved
One of the better uses for Waypoints mode is for
quick strikes against enemy units. Dog packs and Rocketeers are
excellent for knocking out enemy Yuris, but if you leave them out on
their own, away from your base, they're easily killed by certain
enemy units. Use Waypoints mode to send them out to their target and
then immediately return to base. For example, try this technique
when sending Rocketeers out against V3 Launchers and Terror Drones.
This way, they take out the enemy and aren't left hanging.
You can also use Waypoints mode to force move your tanks over enemy
infantry by pressing the a key when you select the infantry unit you
want to run over. This is the quickest way for tanks to get rid of
Conscripts and GIs, and will save you the problem of trying to shoot
them. Use Waypoints mode to make the tanks steamroll when you need
Any unit that has a turret (such as Grizzly Tanks, Rhino
Tanks, and Apocalypse Tanks) can move in one direction and
fire in another. Use this to your advantage. If you're going
to leave these units in a specific place for some time, set
up a small patrol for them and keep them moving. This helps
protect them against the shots of V3 Launchers and IFVs,
which target where the unit is when it fires and not where
it's going to be.
Enemy forces attacking your Chrono Miners? Why let them
get away with that? Select the Chrono Miner under attack and force
move it back to your Refinery. Although you won't get a lot of ore
this way, it protects the Chrono Miner and leaves the enemy units
hanging. While your miner slowly moves back to the ore field, you
can send out some other units to break up the enemy position,
allowing your miner to work in peace.
Speaking of ore fields, try moving a few Chrono
Legionnaires into an ore field being mined by the enemy. When an
enemy miner moves into the area, your units automatically target and
eliminate it. Remember, the larger the group of Legionnaires, the
faster they'll eliminate the miners. This is sneaky and subtle. Just
don't forget about your troops. Move them away if they come under
serious attack. Also remember that Chrono Legionnaires can only
attack one thing at a time; if you show up at an ore field with
fewer Legionnaires than are enemy War Miners, the War Miners will
If you build your base near water, consider using Aegis Cruisers
for aerial defense. Although their range may not allow them to
adequately protect your entire base, they can easily protect the
area near the water. Aegis Cruisers offer the best air defense of
any vehicle or structure, bar none. Use them to protect your ships
and the parts of your base they can reach.
If your enemy has a base near a small body of water,
such as a lake, chrono your ships into the lake and attack.
The enemy won't expect it and probably won't have planned to
defend against it. Plan this correctly, and you'll not only
devastate a part of the enemy position, you'll have a strong
presence in the area and prevent the spread of their base.
Move Mirage Tanks into positions along the most likely
paths of enemy attacks. Place them near trees so they're
difficult to spot. If you can do this without your enemy
seeing it, you'll have a nice ambush set up for them the
next time they attack your base. If you can, try to get some
Mirage Tanks just outside the enemy base to harass their
units as soon as they leave the perimeter.
Want a quick rush to attack the enemy? Load up a NightHawk
helicopter with Engineers and move it behind the enemy base. If you
can do this without the enemy spotting you÷which is helped by the
fact that NightHawks can't be seen on enemy radar÷you may be able to
rush in with the Engineers and take a few structures before they
know what's happening.
Finally, when attacking with Prism Tanks, have them target units
near buildings. The initial burst of light will do some damage to
the unit, but the backlash will do incredible amounts of damage to
the nearby enemies and structures. You can take out even the most
powerful enemy building with just a few hits this way. Just make
sure you don't want to capture that building first.
Soviet players have a few good tricks up their sleeves, as well. The
first is to use Yuris a little more effectively. Consider having
them as an integral part of your base defense. As the enemy column
approaches, your Yuris can take over some of the enemy units, which
can then be used to break up the rest of the attack. Any units that
survive can be immediately turned around and used to attack the
enemy. You lose nothing when everything that's destroyed was created
with enemy money. Also, as the captured units are eliminated, your
Yuris become ready to capture the next enemy that wanders past.
Any time you see an infantry unit that looks like one of yours,
but that is moving toward your base÷especially when you haven't
ordered it to do so÷be very suspicious. Try to select and move the
unit. If you can't, it's an enemy Spy. If you don't want to rely on
your own Attack Dogs to kill this unit, having your infantry force
fire on it works nicely.
If you want to bomb something with a Crazy Ivan but don't want to
risk him, plant bombs on your own Attack Dogs or Conscripts. These
are cheap units that you can usually afford to lose. Although the
Dogs are more expensive, they're also quite a bit faster than your
Consider using your War Miners as an offensive force. They're
incredibly durable and also repair themselves as soon as they are
damaged. While they draw the fire of enemy units, your tanks can
roll in virtually unopposed. This is especially useful late in a
mission when most of the ore has already been mined and your War
Miners are sitting idle.
When attacking with V3 Launchers, try to get them to fire
simultaneously. A single Patriot Missile can deal with a constant
stream of missiles, but can't handle four or five fired at once. If
you want them to be effective, fire in bulk.
Dog packs are one of the best ways to eliminate Chrono
Legionnaires. You need about twice as many dogs as there are
enemies, because the Legionnaires can kill dogs so quickly. You'll
lose a few doing this, but dogs are easier to replace than tanks or
A good unit combination is having your Yuris guarded by Flak
Troopers. The Flak Troopers can handle any airborne threats while
the Yuris grab onto any enemy vehicle on the ground. This is a tough
rush to break up, because the enemy needs more units than you have
Yuris, and they need something better than GIs, which your Flak
Troopers can whittle through.
A nice, small rush combination is an Engineer and two Tesla
Troopers in a single Flak Track, especially if you pre-build a Tesla
Coil. Move in, take a building with the Engineer, and plant the
coil. The Tesla Troopers will start charging it immediately, giving
you a nice pocket of strength in the enemy base. Add a Flak Cannon
to make it even more impervious.
Also, don't give up on your Conscripts. They don't do a lot of
damage, but they can absorb a lot of punishment before they die.
They are, realistically, about as tough to kill as a Tesla Trooper.
Have them charge ahead with Engineers trailing behind. While your
cannon fodder takes the brunt of the enemy attack, your Engineers
can score a few enemy buildings.
Vehicles that transport infantry have an interesting feature that you
can use to your advantage. When that vehicle is destroyed, the units
inside all exit the vehicle at the same time. Consider moving a
transport or Flak Track into the enemy base and letting it be
destroyed. Once it's destroyed, the units inside spill out. If you
have these infantry units placed in individual command groups, you
can start them running for different places in the enemy base all at
once. Six GIs and six Engineers make a great combination for this.
The GIs can deploy and fight off the enemy while the Engineers make
a run for several buildings.
When you can, plant your units at the tops of cliffs. They get
a range bonus here, allowing them to pick off distant units as the
enemy moves to harass your position. There's nothing better than
eliminating half of an enemy column before it gets the chance to do
anything to your base or units.
It's a good idea to queue up a defensive structure whenever you
plan to take an enemy building. As soon as you get the building,
plant the structure to add some kick to your new presence in the
enemy base. Go with a powerful structure÷a Prism Tower or Tesla
Coil÷first. Follow it up with Pillboxes or Sentry Guns because they
can be created so quickly.
If enemy garrisons are a problem, destroy buildings completely.
Units are forced out once the building's health reaches red, but the
building can be repaired by an Engineer. If you keep firing on the
building, you can destroy it completely. It can't be repaired, and
you can completely eliminate the possibility of that position being
garrisoned in the future.
When an enemy builds a special weapon, the shroud is revealed
around that weapon and you get a countdown timer to show you how
much time you have before the weapon can be used. Unfortunately, the
shroud doesn't show much of the terrain around the weapon. Usually,
you should start attempting to take out that weapon, but don't rush
in. Probe carefully and look for possible avenues of attack. Scout
with fast units. In most cases, you don't have a lot of time, but
you do have some. Rushing forward gets your units killed and doesn't
weaken the enemy. Take your time. Plan.
Finally, keep your units in top repair. Any unit you lose needs to
be replaced. Although repairs can be costly, they're a lot cheaper
than building new units. Repair whatever you can, whenever you can.