Act III: Eastern Europe
Mission One: Croatia
Primary Objectives
- Secure this GDI base until reinforcements arrive
- Send aid to the reinforcement team ambushed in the city
- Destroy the southwest Nod base
- Destroy the northeast Nod base
- Destroy the southeast Nod base
Bonus Objectives
- All base defenses survive until the reinforcement team arrives
Need...More...Power!
Get ready for a difficult, difficult slog through this mission. You start off with a small base, not much cash, and not enough power to run all of the defensive structures in the area. Your goal at the outset is to simply not die, with a bonus objective involving keeping all of the turrets around your base alive. Difficulties abound!
First things first: build another Harvester and start repairing the turrets around your base and reactivating the turrets around your base. The catch? You don’t have enough power for them all; perhaps six at most can be powered concurrently. You can use the X button to quickly shut down or restore power to individual turrets, which will be helpful here. Don’t forget that the C button will also be used to quickly repair turrets and buildings, as well, which is helpful when the anti-vehicle turrets get pounded by enemy vehicles.
You’re going to be facing off against vehicle assaults from the north and east and infantry assaults from the south and west, along with sporadic aerial assaults. Immediately after you begin the game, then, build another couple of Riflemen squads and use their Dig In abilities to move them into bunkers near the entrances to the base there, but mostly on the southwestern sides. Try not to actually block the entrances with the bunkers, though, as that will simply make life difficult for you later on. A couple of dug in riflemen squads near each entrance will effectively neuter the ability of the Nod infantry to get anywhere near your base, but feel free to build a couple more every now and then to replace those that wind up taking fatal damage.
The vehicle attacks will be more problematic to you here, and will require you to micromanage a bit. All of your anti-vehicle turrets should be kept powered up as much as possible; you can safely de-power the anti-infantry turrets when you have your bunkers built. To back up the turrets, which really don’t do much damage, you’re going to need to build lots of Predator tanks and have them continually move back into the base to be repaired at the War Factory. This is going to be the most aggravating part of the mission, most likely, as you’ll have to micromanage these two fronts for a long time to come. Nothing to do but put up with it for the moment. Just keep an eye on the health of your units here (you can use the CTRL and tilde keys to spot-check all of your units’ health) and move them back towards the War Factory when they’re damaged. Keep your Predators just behind the turrets, if possible. The turrets can take a much bigger beating than the Predators, and can be repaired much more easily. Eventually you will want four or five Predators at each opening, if possible.
The anti-air turrets are situational, and only need to be powered up when you have aerial problems. You may simply want to build a few Bulldogs and bind them into a group to move them around when you spot a new plane. Alternately, you can simply have your riflemen build a bunker, exit it, then load it up with a missile squad. If you have the time to build a couple of these in each corner of your base, you’ll be able to withstand pretty much any aerial assaults that come your way. That’s somewhat impractical, though, so simply building a few Bulldogs will probably be your best bet.


