Playing it the normal way on original hard would take maybe 40 minutes at the minimum, the enemy is so buff that you'd need to harvest off the entire map for enough units!
This imo is the best mission in all of C&C 95 Start off with small units taking on big challenges (kinda) ends with building a base and taking out gdi. Love it
@Laura Allard Tbh, the last thing this game need is more walls. Sandbags are only good for cheesing the AI and being able to place buildings in better spots. Chainlink is total garbage and the concrete walls are only useful vs. the AI for protecting static defenses. Honestly, we only ever needed one type of wall.
@Laura Allard wow finally i found another player whose the same like me, i loved to build my base exaktly the same like the AI bases, with nice concrete walls and similar placement of defense buildings lol.
@Laura Allard lol i feel u. I still do until today. Perhaps u can make a video of your c&c gameplay and upload it to youtube. So far everyone did speedrun and stuffs, but most of them forgot the real fun of a RTS game is building your huge empire / base, not just winning the game.
@Laura Allard walls are useless for RA, AI would just destroy it. Yes man, please upload your gameplay. FYI, i tried searching for C&C gameplay with the keyword : building a pretty base. But to no avail LOL.
Finally got my 33/33 achievement milestone complete! You and Stu got me through a few missions that seemed near impossible! Twist of Fate was by far the worse mission!
@@TheCNCChannel Nah only 8B and Ezekiel's wheel gave me trouble But 8B became easy when i found the right tactic (No sandbags ofc..) Just build a diagonal line of Guard Towers to keep all the humvees out. The rest is just light tank spamming.
Seriously? Not one soldier came out of the destroyed Defence buildings? Damn:D Oh and wouldnt it a bit faster to build a few riflemans too to destroy the advanced guardtowers, since the wall is blocking some of the rockets and shells?
At this point I'm surprised that GDI intel doesn't include an infamous Commander who is skilled in taking over an entirety of a GDI base using a handful of engineers.
Instead of selling the Hand of Nod on your side of the valley, You can collect the money crate from the church, produce an engineer from that. Maybe a few more minigunners to deal with the MLRS just after the guard towers, and you're set. Should shave a minute off this time, as it means you don't have to visit your main base. Does that sound possible?
Great one again. Played this mission yesterday. Had to play the normal way, which was far to long. I knew I had to do more with the helicopter, but couldn't find a good spot to reveal a save spot within the enemy base. Great how you triggered the mlrs to fire the helicopter once to reveal exactly the required landing spot. Was wondering how save your artillery kept distance while attacking all those towers. Sometimes, not always, if I give them attack command, they move inside the attack radius from the enemy towers. Why is that?
Probably to do with the programming, e.g. maybe if it's above a certain distance away then it will move right up to the target but if only a few squares away it might stay at its own range. Easy way to get round that is to move to the correct place and let it auto fire I guess.
@@lyrimetacurl0 yeah, seems so. If they are close, it is easier to adjust them, but when they are far away, the sometime get shot by getting to close....
R B - Lyri is right and I find this programming very annoying. One way about this if your units are far away is to keep clicking on the target until it stops when just within range, but generally getting your unit near the target is safer
It's the hard difficulty when the game was launched, which is harder than the current version that was nerfed after people complained it was too hard. Enemy has more HP, damage points and speed
New category of speedrun: Engineerless. But another amazing run, with strats I would never have considered.
Playing it the normal way on original hard would take maybe 40 minutes at the minimum, the enemy is so buff that you'd need to harvest off the entire map for enough units!
Frontal assaults or rushes on dawn/95 were 95% useless. Red alert it's the 'go to' strat.
Yes, lets see one without engineer rush!
Every time I watch your playthroughs I remember things about C&C that I forgot. Like capturing transport helicopters with engineers.
This imo is the best mission in all of C&C 95
Start off with small units taking on big challenges (kinda)
ends with building a base and taking out gdi. Love it
The only mission with the weird one-off concertina wire.
@Laura Allard Tbh, the last thing this game need is more walls. Sandbags are only good for cheesing the AI and being able to place buildings in better spots. Chainlink is total garbage and the concrete walls are only useful vs. the AI for protecting static defenses. Honestly, we only ever needed one type of wall.
@Laura Allard wow finally i found another player whose the same like me, i loved to build my base exaktly the same like the AI bases, with nice concrete walls and similar placement of defense buildings lol.
@Laura Allard lol i feel u. I still do until today. Perhaps u can make a video of your c&c gameplay and upload it to youtube. So far everyone did speedrun and stuffs, but most of them forgot the real fun of a RTS game is building your huge empire / base, not just winning the game.
@Laura Allard walls are useless for RA, AI would just destroy it. Yes man, please upload your gameplay. FYI, i tried searching for C&C gameplay with the keyword : building a pretty base. But to no avail LOL.
Finally got my 33/33 achievement milestone complete! You and Stu got me through a few missions that seemed near impossible! Twist of Fate was by far the worse mission!
For me Nod 8 B was the worst. I needed about three hours to complete it.
Hearing all the complaints about the Nod campaign being too hard, I'm interested how it turns out on original hard mode
@@TheCNCChannel Nah only 8B and Ezekiel's wheel gave me trouble
But 8B became easy when i found the right tactic (No sandbags ofc..) Just build a diagonal line of Guard Towers to keep all the humvees out. The rest is just light tank spamming.
I love twist of fate. One of my favorite missions.
Seriously? Not one soldier came out of the destroyed Defence buildings? Damn:D
Oh and wouldnt it a bit faster to build a few riflemans too to destroy the advanced guardtowers, since the wall is blocking some of the rockets and shells?
AGTs are considered armoured so rifle shots are as effective and in some cases the shots will land on the wall instead
At this point I'm surprised that GDI intel doesn't include an infamous Commander who is skilled in taking over an entirety of a GDI base using a handful of engineers.
Unsurprising, since their intel can't figure out sandbags either
Wow cloak and dagger mission style very nice
Attack bikes, 1 of if not the best unit in the tib series
Instead of selling the Hand of Nod on your side of the valley, You can collect the money crate from the church, produce an engineer from that. Maybe a few more minigunners to deal with the MLRS just after the guard towers, and you're set. Should shave a minute off this time, as it means you don't have to visit your main base.
Does that sound possible?
Great one again. Played this mission yesterday. Had to play the normal way, which was far to long. I knew I had to do more with the helicopter, but couldn't find a good spot to reveal a save spot within the enemy base. Great how you triggered the mlrs to fire the helicopter once to reveal exactly the required landing spot.
Was wondering how save your artillery kept distance while attacking all those towers. Sometimes, not always, if I give them attack command, they move inside the attack radius from the enemy towers. Why is that?
Probably to do with the programming, e.g. maybe if it's above a certain distance away then it will move right up to the target but if only a few squares away it might stay at its own range.
Easy way to get round that is to move to the correct place and let it auto fire I guess.
@@lyrimetacurl0 yeah, seems so. If they are close, it is easier to adjust them, but when they are far away, the sometime get shot by getting to close....
R B - Lyri is right and I find this programming very annoying. One way about this if your units are far away is to keep clicking on the target until it stops when just within range, but generally getting your unit near the target is safer
1:00 "Never existed."
The lifespan of a flamethrower was 5 minutes. I wonder what that'd be like for a flame TANK?
What does original hard means?
Do enemy’s units have the same hp as playes’s ?
Or they still have artificially buffed hp
It's the hard difficulty when the game was launched, which is harder than the current version that was nerfed after people complained it was too hard. Enemy has more HP, damage points and speed
Cause RC rolls in a way the rest of us can only dream of ....
The time sapper on this mission is hoovering up the random miscellaneous shite that's dotted around the map....
*BANG BANG* "Give it to me!"
Video editing
Won a restaurant in a poker game
With you almost all the missions are hostile takeovers. All your base belong to us.
an engineer captured a chinook?
Works on TD
@@TheCNCChannel i think i can make it work on RA95 as well by editing rules.ini, but i never tried
Always wondered how the engineers managed to convince everyone inside the buildings though? Did he show them some impressive graphs or something?