The Let's Play Archive

Command & Conquer: Tiberian Dawn

by Jobbo_Fett

Part 5: Nod Mission 05

NOD Mission 05

https://www.youtube.com/watch?v=n_yWCeivBfU
NOD Mission 05



MAURITANIA
Population: 2,059,000
Expendability: 50%
Capital: Nouakchott
Government: Islamic Republic
Govt Corruptability: 48%
Net Worth: $1 Billion
Point of Conflict: Tidjikdja
Military Strength: Laughable
Military Resistance: 24%





After a nice informational video on Tiberium, what it is and how it spreads, we are made aware that the eye of Kane is on us now, moreso than ever before. Strange, however, that Seth wouldn't be Kane's personal commander, or that we should worry about failing Seth, and not Kane.

Location: Tidjikdja, Mauritania
Objective: Deploy SAMs to defend your base, then eliminate GDI presence on the map.

Briefing: Our brothers within GDI tell us of A-10 strike jets scheduled to be deployed here soon. Our suppliers have delivered new Surface to Air Missiles to aid you. Use the SAMs to defend your base, then seek out their base and destroy it.


Author's note: Seriously, what's Seth's deal?





LIGHT TANK
ARMOR: MEDIUM
COST: 600
SECONDS TO PRODUCE: 40
RANGE: MEDIUM
WEAPON: 75MM APDS
This highly-mobile tread vehicle, delivers maximum weaponry and personnel destruction with minimum weight, maintenance and weaponry.
Faster than any other tank on the battlefield, these units can reach a target quickly. Used in conjunction with aerial assaults, these units are very effective.

Author's notes: What aerial assaults?!



FLAMETHROWER INFANTRY
ARMOR: NONE
COST: 200
SECONDS TO PRODUCE: 13
RANGE: SHORT
WEAPON: FLAMETHROWER
Effective for maximum close-range destruction. Produces fire which burns more slowly than normal, allowing more effective elimination of humans
and armament. Be careful when using these troops in groups—if one unit gets in front of another, chances are that the unit in front will catch some of the damage from the back unit. Spread them out.

Author's notes: The slow burning fire stuff is just fluff, but you should honestly be careful with multiple flamethrowers. No joke, anything over 1 is dangerous to all sides.


SANDBAG BARRIER
ARMOR: LIGHT
COST: 50
SECONDS TO PRODUCE: 3
POWER USAGE: NONE
PURPOSE: BASE DEFENSE
Used to deter the enemy from advancing. Sandbags provide limited cover and may slow units down. Only explosive weapons such as grenades, missiles, and shells can damage Sandbags.

Author's notes: Not sure what the "provide limited cover" is supposed to be exactly, although I haven't checked the rules on it. The 2nd part is true, and annoyingly so at times.


SAM SITE
ARMOR: HEAVY/LIGHT
COST: 750
SECONDS TO PRODUCE: 50
POWER USAGE: 20
PURPOSE: DEFENSIVE ANTI-AIRBORNE UNIT
Fires surface-to-air missiles at airborne GDI units. When the it is recessed in the ground, it is difficult to harm. However, when the launcher is exposed, it will damage more easily. Position these around your base in a
triangular layout. This gives you the best chances of destroying aerial threats before they can cause serious damage to your base.

Author's notes: Due to the limits on distance (you need to build adjacent), you either need to build out or accept that their range will be poor, especially against A-10 strikes.



AIRSTRIP
ARMOR: HEAVY
COST: 2000
SECONDS TO PRODUCE: 133
POWER USAGE: 30
PURPOSE: WEAPONS RECEIVING AREA
Nod buys all its units. The Airfield allows cargo planes to land and deliver equipment. It is functionally equivalent to the GDI Weapons Factory.
However, you do not instantly get the unit when it is complete—it must be flown in, so plan accordingly. Building multiple Airfields will increase the
ordering speed, and will enable you to have two units delivered at a time.

Author's notes: I don't think I ever bothered building a second one, mostly due to money concerns.





Sorry guys, would've had this out sooner but holy crap the encoding just would NOT register my commentary track for some godawful reason.