Command & Conquer Wiki

Welcome to the Command & Conquer Wiki! Log in and join the community.

READ MORE

Command & Conquer Wiki
 
No edit summary
Tag: Source edit
 
Line 1: Line 1:
  +
{{WarBox
{{Games|TS|FS|RA2|YR|Gen|ZH|TW|KW|RA3|RA3U|TT}}
 
  +
|name = Sydney City Wall
'''Veterancy''' is the accumulated amount of combat experience of units deployed to the combat zone. Starting from ''[[Command & Conquer: Tiberian Sun|Tiberian Sun]]'', units may gain veterancy and gain increased health, damage output and other benefits as they level up. Veterancy is primarily acquired by destroying certain amount of enemies, but also can be obtained by other means.
 
  +
|prev = [[Outback (mission)|Outback]]
  +
|next = [[Downtown Sydney (mission)|Downtown Sydney]]
  +
|date = 2047
  +
|conflict = [[Third Tiberium War]]
  +
|place = [[Sydney]] City Wall, Australian [[Blue Zone]]
  +
|result = Tactical Nod/GDI victory. Nod steals GDI's nuclear launch codes.
  +
|side1 = {{Subfaction|NOD|TW}}
  +
|side2 = {{Subfaction|GDI|TW}}
  +
|side3 = {{Subfaction|SCRIN|TW}}
  +
|commanders1 = [[Legendary Insurgent]]
  +
|commanders2 = Unknown GDI Commander
  +
|commanders3 = Unknown Scrin Foreman
  +
|forces1 = Almost full Nod arsenal
  +
|forces2 = [[GDI]] base at the Sydney City Wall
  +
|forces3 = Large Scrin force
  +
|goal1 = *Destroy the alien production structures
  +
*Capture the GDI lab holding the launch codes
  +
|goal2 = *Destroy the alien production structures
  +
*Defend Sydney
  +
|goal3 = Destroy all human forces in the area}}
   
  +
'''Sydney City Wall''' is the second mission of act IV in the [[Nod]] campaign of [[Tiberium Wars|<u>Tiberium Wars</u>]].
From ''[[Command & Conquer: Red Alert 2|Red Alert 2]]'' onwards, commanders will receive the vocal announcement "unit promoted" and a sound effect when a unit gains veterancy.
 
   
==Game analysis==
+
==Plot==
<tabber>
 
|-|Tiberian Sun=
 
===Tiberian Sun===
 
Units in Tiberian Sun and Firestorm have two levels of veterancy: veteran (signified by two vertical golden bars in its selection rectangle) and elite (signified by a golden star). To advance to the next level, a unit needs to destroy enemies with a combined total of ten times its production cost. For example, a {{L|Light infantry|Tiberian Sun}} man costs $120 to train, so he needs to destroy $1200 worth of enemy units and structures to gain a veterancy level. Alternatively, a [[crate (Tiberian Sun)|crate]] also has a chance of promoting a unit.
 
   
A promoted unit gains a 25% bonus to damage dealt, a 30% increase in speed, a 25% increase in armour, and a 20% higher rate of fire for each level of veterancy. Furthermore, some elite units gain additional features, listed below.
 
   
  +
==Walkthrough==
{| class="eva_box eva_box_border"
 
  +
''(This walkthrough assumes Hard difficulty)''
!Unit name
 
!Elite upgrades
 
|-
 
|{{L|Light infantry|Tiberian Sun}}
 
|Better rifles<br />Automatically scatters from incoming threats
 
|-
 
|[[Disc thrower]]
 
|Automatically scatters from incoming threats
 
|-
 
|[[Jump jet infantry]]
 
|Radar invisibility
 
|-
 
|[[Wolverine Mk. I]]
 
|Immune to [[Veinhole|veins]]<sup>1</sup>
 
|-
 
|[[Titan Mk. I]]
 
|Sensors (detects stealth)
 
|-
 
|[[Hover Multiple Launch Rocket System]]
 
|Self-healing
 
|-
 
|[[Disruptor]]
 
|Explodes on death
 
|-
 
|[[Rocket infantry (Tiberian Sun)|Rocket infantry]]
 
|Automatically scatters from incoming threats
 
|-
 
|[[Attack buggy]]
 
|Infantry crusher
 
|-
 
|[[Attack cycle]]
 
|Improved missiles (Hover MRLS)<br />Immune to [[veinhole|veins]]
 
|-
 
|[[Tick tank]]
 
|Improved cannon (double shot, increased damage)<br />Sensors (detects stealth)
 
|-
 
|[[Devil's Tongue subterranean flame tank]]
 
|Self-healing
 
|-
 
|[[Stealth tank (Tiberian Sun)|Stealth tank]]
 
|Explodes on death
 
|}
 
* <sup>1</sup> - useless, as the unit is already coded to be immune to veins
 
   
  +
At the start of the mission, immediately start building a [[Tiberium refinery (Tiberium Wars)|Tiberium refinery]], a [[shredder turret]], and three [[Saboteur (Tiberium Wars)|saboteurs]]. Place the refinery near the Tiberium field to the west, and place the Shredder turret there to protect it from alien infantry. The Scrin will mostly focus on the GDI base at first, but will also send [[Shock trooper (Tiberium Wars)|shock troopers]], [[Disintegrators]], and [[Seeker]]s to harass your base, so make sure to defend it well. Build two more [[Nod harvester (Tiberium Wars)|harvesters]] to further boost your economy.
The [[Cyborg Commando (Tiberian Sun)|Cyborg Commando]], [[Ghost Stalker]], [[Umagon]], and [[Mammoth Mk. II]] cannot gain veterancy.
 
   
  +
Once the refinery is finished, build an [[air tower]] and an [[Emissary]]. Use [[call for transport]] with the saboteurs and the Emissary. Move the [[Carryall (Tiberium Wars)|carryalls]] north into the Sydney City Wall to avoid alien anti-air fire. Drop one saboteur near the GDI lab and capture it, then move the rest to the nothern Tiberium spikes. Capture the spikes and deploy the Emissary near the Tiberium field.
|-|Red Alert 2=
 
===Red Alert 2===
 
Red Alert 2's veterancy design is similar to Tiberian Sun's system. However, units gain veterancy much faster, and benefit from it more. Just like in Tiberian Sun, there are two ranks of veterancy: veteran (denoted by a single chevron) and [[elite]] (denoted by three chevrons). To be promoted through combat, a unit must destroy one or more enemies with a combined value '''''<u>greater</u>''''' than three times its original cost. Alternatively, a [[Crate (Red Alert 2)|crate]] can be picked up, and has a chance of giving one free level of veterancy. This effect covers a 3x3 area around the crate, so multiple units (up to 9 tanks or 27 infantry) can be promoted at once. The Allied [[Spy (Red Alert 2)|Spy]] is also able to infiltrate an enemy Barracks or War Factory, giving an automatic promotion to veteran rank for all newly-produced infantry or vehicle units, respectively.
 
   
  +
Back at your base, upgrade all of your [[Nod power plant (Tiberium Wars)|power plants]] with [[liquid Tiberium core]], then build some additional defenses, including more shredder turret near the western refinery, [[Obelisk of Light (Tiberium Wars)|Obelisks]] to defend your base from vehicles, and [[SAM turret (Tiberium Wars)|SAM turrets]] for aircraft. Once you have enough funds, build two refineries on the northern Tiberium field to further enhance your economy. Note that there are two squads of Disintegrators near the field, destroy them with shredder turrets.
In the expansion pack [[Yuri's Revenge]], infantries garrisoned in structures and loaded onto OpenTopped units like the [[Battle Fortress|Battle Fortress]] can also gain veterancy, but those who are loaded in an [[IFV (Red Alert 2)|IFVs]] cannot be promoted since IFVs' weapons change according to infantries they carry, thus an IFV and the infantry inside it are considered as a single unit (same principles are used in Red Alert 3 and Uprising). Commanders must evacuate/unload infantries to make them able to be promoted.
 
   
  +
The GDI base will eventually be overwhelmed, and the Scrin will begin sending [[Annihilator tripod]]s, [[Devastator warship]]s, and [[Planetary assault carrier]]s toward your base. Build a large number of [[Avatar (Tiberium Wars)|Avatars]], [[Raider buggy (Tiberium Wars)|Raider buggies]], and [[Venom (Tiberium Wars)|Venoms]] to defend your base. Researching the [[laser capacitors]] upgrade at the [[Tech lab (Tiberium Wars)|tech lab]] would also help.
Promoted units continue to benefit from increased damage, armour, speed, and rate of fire, as in Tiberian Sun. All elite units now self-heal. Also, elite units now gain special improved versions of their weapons. For instance, an elite [[GI]] can outrange a [[Sentry Gun (Red Alert 2)|Sentry Gun]], and an elite [[Tesla trooper (Red Alert 2)|Tesla Trooper's]] Tesla bolt can bounce between multiple targets.
 
   
  +
Eventually, the Scrin will destroy sections of the city wall with Devastators. At this point, you will receive a mission to destroy the [[ion cannon control center]] inside the wall. Doing so will make the next mission easier. Once you have a steady economy and your base is secure, it's time to move onto the Scrin base.
|-|Generals=
 
===Generals===
 
Generals features three veterancy ranks: veteran, elite, and heroic. Veterancy is earned based on the value of enemies destroyed, as in Tiberian Sun and Red Alert 2. Like in previous games, promoted units gain increased damage, armour, speed, and rate of fire. Elite and heroic units have the ability to self-heal. Some units such as [[Red Guard]]s and [[Technical]]s can be produced with an automatic veterancy upgrade through a General's Promotion.
 
   
  +
Depending on how well-defended the Scrin base is, you can tackle it in several ways. If the base is lightly defended, you can simply destroy any defenses with four or five Avatars (preferably upgraded with [[Flame tank (Tiberium Wars)|flame tanks]] to deal with infantry). Otherwise, you can lure Annihilator tripods into Obelisk range, destroy them, and capture them to bolster your forces. The Scrin will likely build a massive number of Disintegrators, which you can deal with using [[Black Hand (Tiberium Wars)|Black Hands]]. The [[storm column]]s and [[photon cannon]]s can either be destroyed with [[Beam cannon (Tiberium Wars)|beam cannons]] or simply overwhelmed with Avatars and tripods. Destroy the marked Scrin structures to complete the mission.
The [[USA (Generals)|USA]] can increase the rate at which its units gain veterancy by purchasing the [[Advanced Training]] upgrade. Also, [[pilot]]s of US vehicles that are of veteran, elite, or heroic rank are able to bail out when their vehicle is destroyed, retaining the experience earned by the vehicle. They are then able to pilot any other ground vehicle or aircraft owned by the player, adding their own veterancy rank to the veterancy rank of the new vehicle.
 
   
  +
==Videos==
The [[China|Chinese]] [[Hacker]] is able to earn veterancy by stealing enough money. This allows them to steal money at a faster rate, increasing with the level of veterancy. [[Black Lotus]] is also able to earn veterancy through stealing money from enemy [[Supply Center]]s or [[Supply Stash]]es, though not from disabling enemy vehicles. She gains increased health and speed with higher veterancy ranks.
 
  +
<center>
  +
{{YouTube|najempN5WT0|Briefing}}
  +
</center>
   
  +
{{Tiberium Wars Missions|faction=Nod}}
[[GLA]] units can receive a veterancy rank when picking up the scrap left behind by destroyed vehicles. For GLA vehicles, this can only occur when no further modifications to the vehicle are possible.
 
 
Players themselves can also be 'promoted' for destroying many enemy units and structures. Each promotion earns the player General's Points, which can be spent on unlocking new units, support powers, and upgrades.
 
 
All the basic infantry can rank up by capturing structures.
 
 
In the [[Command & Conquer: Generals - Zero Hour|Zero Hour]] expansion, some Generals are able to produce certain units pre-promoted. For example, the China [[Ta Hun Kwai|Tank General]] is able to produce all vehicles at veteran rank.
 
 
|-|Tiberium Wars=
 
===Tiberium Wars===
 
[[File:FullTanks.png|thumb|250px|3 factions' Heroic Advanced Battle Vehicles]]
 
In Tiberium Wars and Kane's Wrath, veterancy plays a bigger role than in Tiberian Sun. There are now three levels of veterancy: veteran, elite, and heroic. Each faction has its own symbols to denote veterancy levels. Units now gain veterancy based on the value of damage dealt, rather than by dealing the final blow. [[Crate (Tiberium Wars)|Crates]] remain as an alternative method to gain veterancy.
 
 
As before, promoted units gain increased damage, speed, armour, and rate of fire. Heroic units are able to self-heal, and have significantly increased weapon damage and range. To show this change in weaponry, heroic units have special visual effects when firing: GDI weapons have a red glow, Nod weapons have a bright blue-white glow, and Scrin units have a colourful glow (resembling a [[Mirage tank (Red Alert 3)|Mirage tank]]). A single heroic Tier-3 unit, when used properly, can be a game-changer.
 
 
[[Mutant Marauder]]s, althrough do not have any insignias to mark veterancy, but also can be promoted through dealing damage, their veterancy can be checked by selecting them (a GDI-fashion symbol can be found in unit info box, only seen in [[Kane's Wrath]]).
 
 
In [[Kane's Wrath]], some units come already promoted; such as the Black Hand where all Flame Units are deployed as Veterans while their Commandos can be deployed in pairs and at Heroic level.
 
 
<gallery>
 
File:TW_GDI_Veteran.png|TW GDI Veteran symbol
 
File:TW_GDI_Elite.png|TW GDI Elite symbol
 
File:TW_GDI_Heroic.png|TW GDI Heroic symbol
 
File:TW_Nod_Veteran.png|TW Nod Veteran symbol
 
File:TW_Nod_Elite.png|TW Nod Elite symbol
 
File:TW_Nod_Heroic.png|TW Nod Heroic symbol
 
File:TW_Scrin_Veteran.png|TW Scrin Veteran symbol
 
File:TW_Scrin_Elite.png|TW Scrin Elite symbol
 
File:TW_Scrin_Heroic.png|TW Scrin Heroic symbol
 
</gallery>
 
 
|-|Red Alert 3=
 
===Red Alert 3===
 
In ''Red Alert 3'' and ''Uprising'', units from all factions have the same veterancy symbols, which are similar to the GDI veterancy symbols from ''Tiberium Wars''.
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 500px;"
 
|-
 
! scope="col"|Veteran
 
! scope="col"|Elite
 
! scope="col"|Heroic
 
|-
 
| +25% damage
 
| +25% hit points
 
| +25% range, +25% sight, +20% speed, immunity to [[Amplified Bark]]/[[Amplified Roar|Roar]] (infantry only), immunity to [[Bribery|bribery]], three times more difficult to suppress (infantry only), auto-heal (2 HP per second for infantry, 6 HP per second for vehicles)
 
|}
 
 
<span style="font-weight:normal;">In addition to combat experience and veterancy crates, veterancy can also be obtained by capturing a new neutral structure, [[Veteran Academy]]. Capturing these structures cause all units produced afterwards to start at Veteran rank. The effect stacks, meaning controlling three Academies allow Heroic units to be produced.</span>
 
 
The speed at which units gain veterancy can be accelerated by the [[Threat Meter]] system.
 
 
|-|Tiberian Twilight=
 
===Tiberian Twilight===
 
Tiberian Twilight generally follows Tiberium Wars' design, but defense structures can gain veterancy like units. Also, heroic units no longer have extra range and damage output, but can make up for it by picking up [[Blue Tiberium core|Blue Tiberium Cores]].
 
 
Picking up a Green Tiberium Core can instantly promote a unit and restore a portion of health.
 
 
</tabber>
 
 
[[Category:Command & Conquer gameplay]]
 

Revision as of 03:59, 17 August 2021

Sydney City Wall is the second mission of act IV in the Nod campaign of Tiberium Wars.

Plot

Walkthrough

(This walkthrough assumes Hard difficulty)

At the start of the mission, immediately start building a Tiberium refinery, a shredder turret, and three saboteurs. Place the refinery near the Tiberium field to the west, and place the Shredder turret there to protect it from alien infantry. The Scrin will mostly focus on the GDI base at first, but will also send shock troopers, Disintegrators, and Seekers to harass your base, so make sure to defend it well. Build two more harvesters to further boost your economy.

Once the refinery is finished, build an air tower and an Emissary. Use call for transport with the saboteurs and the Emissary. Move the carryalls north into the Sydney City Wall to avoid alien anti-air fire. Drop one saboteur near the GDI lab and capture it, then move the rest to the nothern Tiberium spikes. Capture the spikes and deploy the Emissary near the Tiberium field.

Back at your base, upgrade all of your power plants with liquid Tiberium core, then build some additional defenses, including more shredder turret near the western refinery, Obelisks to defend your base from vehicles, and SAM turrets for aircraft. Once you have enough funds, build two refineries on the northern Tiberium field to further enhance your economy. Note that there are two squads of Disintegrators near the field, destroy them with shredder turrets.

The GDI base will eventually be overwhelmed, and the Scrin will begin sending Annihilator tripods, Devastator warships, and Planetary assault carriers toward your base. Build a large number of Avatars, Raider buggies, and Venoms to defend your base. Researching the laser capacitors upgrade at the tech lab would also help.

Eventually, the Scrin will destroy sections of the city wall with Devastators. At this point, you will receive a mission to destroy the ion cannon control center inside the wall. Doing so will make the next mission easier. Once you have a steady economy and your base is secure, it's time to move onto the Scrin base.

Depending on how well-defended the Scrin base is, you can tackle it in several ways. If the base is lightly defended, you can simply destroy any defenses with four or five Avatars (preferably upgraded with flame tanks to deal with infantry). Otherwise, you can lure Annihilator tripods into Obelisk range, destroy them, and capture them to bolster your forces. The Scrin will likely build a massive number of Disintegrators, which you can deal with using Black Hands. The storm columns and photon cannons can either be destroyed with beam cannons or simply overwhelmed with Avatars and tripods. Destroy the marked Scrin structures to complete the mission.

Videos

Briefing
Tiberium Wars and Kane's Wrath missions