"A Treaty is only as good as the Peace that surrounds it"
 

The purpose of this site is not to give you tips or tactics, or tell you who disconnects.  There are plenty of good sites for those things.  I Want to share my playing philosophy in the purely selfish hope that you may decide to play as I do, for fun and with a sense of strategy and fair play.

As I said on the front page, if you play just to be at the top of the ranks, this is not for you.  This is not to say that you will lose, only that it requires a higher skill level to win on your merits as a Gamer, especially against an opponent who follows no conventions.

"You are just making up rules" or "There are no rules in WAR", you say.
To which I answer: There are rules in real War; whether both sides honor them is the only question.  Prisoner Treatment is one example. Cease fire's are another. In fact, you can make the case that "Retreating with all remaining forces" is the same thing as disconnecting, If you maintain that there are no rules in War.  Isn't disconnecting simply breaking a "RULE"?

With that said, let me offer you some suggestions on how to have good, challenging games, without sacrificing the complex strategies that are built into Command & Conquer........
 
 



Never Give up, Abort or Disconnect
This is obvious and needs no explanation.

Harvesters should be treated as neutral, until they prove otherwise, or stupidly wander into your troops.
If you must kill harvesters to win, you need to work on your tactics.  There are, of course, times when you must attack harvesters; An example would be if your opponent builds a big base and holes up waiting for you to attack.
*Please note that this should not be construed as an HT*

Rushing is a waste of time for every one involved.
If you are playing for rank, rushing is the way to go, be it helios, men, tanks or whatever.  If you are not playing for rank, it is merely annoying.

If you steal a building, you should defend it.
The reasoning here is a bit more complex.  The main thing to remember is that we are playing for fun, and it is much more fun to engage in a lightning fast struggle to steal and hold your opponents buildings than it is to run an APC in, steal, and then immediately sell, your opponents structures.  It is not only unrealistic to sell stolen buildings, it is also the cause of many disconnects (This is not to say that you can not win if one or more of your buildings are sold, because you can.).

Selling your MCV should be your last resort.
This is probably the most controversial suggestion, and also the one with the most exceptions.  If you are not going to rush, you probably wont sell your MCV early in the game anyway.

"This is all well and good," you say, "But playing in this fashion will make the games longer, and harder to win.".  And that is correct.  This is what you will receive in return: You will have very few disconnects, you will not make anything but friends and you will have some fun ass games. If you have Questions or Comments, please Click on the Communications Center

Email