The Let's Play Archive

Command & Conquer: Tiberian Dawn

by Jobbo_Fett

Part 2: Nod Mission 02

NOD Mission 02



https://www.youtube.com/watch?v=QYD97wFFHOc
NOD Mission 02




EGYPT
Population: 56,386,000
Expendability: 75%
Capital: Cairo
Government: Republic
Govt Corruptability: 18%
Net Worth: $39.2 Billion
Point of Conflict: Al-Alamyn
Military Strength: Formidable
Military Resistance: 82%





Kane wants us to establish a foothold in Egypt by creating a forward post and eliminating GDI forces in the nearby area. As we have yet to prove ourselves, we must do so with limited resources and units, although, thankfully, we'll be able to construct a base this time.

Location: Al-Alamyn, Egypt
Objective: Eliminate the GDI presence in Egypt.

Briefing: GDI has kept a stranglehold on Egypt for many years. Set up a forward attack base in your area. To do this you must double click on your Mobile Construction Vehicle (MCV). From here you can begin to build a base. This area contains plenty of Tiberium, so establishing the base should be easy.


Author's note: "Back so soon?" This seems like a strange thing to welcome you back. Its not like Nikoomba was heavily guarded or anything. It's also interesting to hear Seth talk about expendable units. One must be prepared to sacrifice himself for the "Greater Good" within the Brotherhood of NOD.





Name: Commander
Aliases: Unknown
Affiliation: Unknown
Occupation: Commander within the Brotherhood of NOD
Voiced/Played by: N/A







CONSTRUCTION YARD
ARMOR: MEDIUM
COST: N/A
SECONDS TO PRODUCE: N/A
POWER USAGE: NONE
PURPOSE: PRODUCES STRUCTURES
The Construction Yard is the foundation of a base and allows the construction of other buildings. You must protect this structure! Without it, you
cannot build any new structures. The Construction Yard is fairly strong, but as with almost all structures, it is vulnerable to Engineers. Try surrounding
your Construction Yard with walls to keep out unwanted guests.


Author's notes: THE main building for your base. Lose this, and you can no longer construct new buildings.



POWER PLANT
ARMOR: MEDIUM
COST: 300
SECONDS TO PRODUCE: 20
POWER USAGE: NONE
PURPOSE: PROVIDES POWER TO BASE
This unit provides power to the structures in your base. Power output is directly related to the Power Plant’s condition, so protect them during battles.
If they get damaged, you must repair them quickly or else some of your base defenses may cease to function. The Power Plant outputs 100 units of power.

Author's notes: The third-most essential building in your base (the refinery is the 2nd). Without power, your unit production slows to a crawl and certain buildings or functions won't work.



HAND OF NOD
ARMOR: MEDIUM
COST: 300
SECONDS TO PRODUCE: 20
POWER USAGE: 20
PURPOSE: PRODUCES INFANTRY
This creates elite infantry units for the Brotherhood of Nod. Building multiple barracks will decrease the time necessary to train a soldier.

Author's notes: The tip about building multiple Hands of NOD to train infantry faster is not a myth, but I always forget its a legit thing.



REFINERY
ARMOR: MEDIUM
COST: 2000
SECONDS TO PRODUCE: 133
POWER USAGE: 40
PURPOSE: CONVERTS TIBERIUM TO CREDITS
This unit processes Tiberium into its component elements. Building the refinery immediately deploys a Tiberium harvester and each Refinery can
handle an infinite number of Harvesters. The refinery stores 1,000 credits of processed Tiberium.

Author's notes: A refinery can handle an infinite number of harvesters, one at a time. It's always best to build a second refinery if tiberium is abundant in the area.



SILO
ARMOR: LIGHT
COST: 150
SECONDS TO PRODUCE: 10
POWER USAGE: 10
PURPOSE: HOLDS REFINED TIBERIUM
This unit stores up to 1,500 credits of processed Tiberium. When the Refinery fills to its maximum capacity of Tiberium, you will want to build
Silos to handle the excess storage load. Guard it carefully. If destroyed or captured, the amount stored in the silo is deducted from your account.

Author's notes: I NEVER build silos unless I'm just pissing money away (or trying to get some distance between my defenses and my buildings.



MCV
ARMOR: MEDIUM
COST: 5000
SECONDS TO PRODUCE: 333
RANGE: N/A
WEAPON: NONE
The mobile construction vehicle lets you search for suitable base sites. Once one is found, convert the MCV into a full-service Construction Yard
and use it to build other structures. Since this vehicle is slow, unarmed, and expensive, you will want to keep it well guarded with other units.

Author's notes: As important as the building, the MCV in vehicle form allows you to set up the ideal location for your base, but be warned, it is an irreversible action.



HARVESTER
ARMOR: HEAVY
COST: 1400
SECONDS TO PRODUCE: 93
RANGE: N/A
WEAPON: NONE
This armor-plated vehicle seeks out and scoops up raw Tiberium, then transports it to refineries for processing. It is slow and unwieldy and will
need to be protected. Its good points are that it can take a beating before being destroyed and it is proficient at crushing enemy infantry.

Author's notes: The all-important harvester. Protect these at all costs!



ENGINEER
ARMOR: NONE
COST: 500
SECONDS TO PRODUCE: 33
RANGE: N/A
WEAPON: NONE
Engineers are used to capture enemy buildings. Since they carry no weapons, they are extremely vulnerable on the battlefield and must be
directed very carefully. Loading them into an Chinook is an ideal way to move them about the battlefield. Dropping a Chinook full of Engineers in
an enemy’s base is a commonly employed tactic.

Author's notes: Even the game agrees that mass capture tactics are good.