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Retro Game Walkthroughs For
"Ground Control"
(PC Games)

Retro Game Walkthroughs for Ground Control (PC Games)
Submitted By: spoonbeast
Ground control walkthrough

Welcome to the crash course to Ground control. I’ll teach you the ways of commanding your forces effectively by giving you info on the units of this game. Also I’ll provide you some general tactics and advice in killing. To make things easier on you, lets see who’s who in this war over a crusty planet known as Krig 7b:


[THE CRAYVEN CORPORATION]
“The only good new dawn trooper is a dead one!”

Crayven Corporation is like any mega-corporation that we’ve grown so use to in games. They are rich and powerful, with plenty of colonies under their belt. Now they want Krig 7b because their greatest rivals, the order of the new dawn, have begun seizing it. Call it greed or even jealousy, but whatever the opinion, its up to their forces to go out and claim it. Crayven forces are much like modern conventional forces, using good old bullets and shells to shoot at their enemies and their Terradynes still use tank tracks to move around.

The main characters that you should look out for in the corporation:

[Major Sarah Parker]
She’ll represent players on the battlefield. Frequently distrustful of higher ranking officials and their motives, Parker will discover that there is an even darker motive as to why Crayven and the order want to have Krig 7b to themselves. And that reason could mean that all the fighting that’s taken place thus far in the conflict between Crayven and the new dawn will merely be a drop of blood in an ocean of death. Parker’s campaign will be much easier as this will be the first campaign you’ll play.

[Sargent Cole]
Plays a small role in delivering supplies to and from the battlefield. Cole appears to be old friends with Magnus before he went to the Crayven corp. In the new dawn campaign, Cole will be the player’s dropship pilot in the closing stages of the game.

[Major Dwight Thomas]
Major Thomas appears to be your typical all American cigar-chomping-gun-nut, willing to kill all his enemy rather then take any prisoners and this attitude doesn’t go down so well with major Parker or deacon stone. Major Thomas will frequently pop up throughout the game, especially in the new dawn campaign where players get the chance to clash with him several times.

[Enrique hayes]
Commanding officer of the Crayven forces at Krig 7B, she’ll frequently give you all the orders and will frequently send Sarah Parker and her forces up against impossible odds at times for the good of herself and the corporation. Despised by Sarah Parker throughout the whole game.


[THE ORDER OF THE NEW DAWN].
“We live for the sun! We die for the sun!”
The order of the new dawn are a religious bunch that worship the sun and have their own religious hierarchy like most half baked sects do in life. Unlike their rivals they are much more high tech, providing high tech gadgetry such as lasers, robots and hover technology for their force. Although first onto Krig 7B, players begin the campaign as nothing more then a smashed force, with little equipment and supplies. It appears that The new dawn believes that the xenofacts on Krig 7b could be harnessed and used to control the whole galaxy. Little do they know of the consequences if they did so...

Faces to look out for in the new dawn.

[Deacon jarred stone]
One of the few deacons of the pax dei who are willing to resist the Crayven Corporation despite having virtually nothing and facing overwhelming odds; he will represent players throughout the new dawn campaign. Which to say the least will be a real challenge, by the time people play his campaign they should be skilled at playing GC.

[Paladin Magnus]
Deacon stones close mentor and wise friend, somehow he too had survived the onslaught of Crayven forces and managed to obtain bishop Delandre’s damning information that turns him against the order. Frequently, Magnus will co ordinate missions and helps against the Crayven and the order. But for such a brilliant man, he will face a grim end trying to protect their rebel base from the Crayven forces in the closing stages of the game.

[Cardinal Aegeri]
Cardinal Aegeri is leader of the new dawn forces on Krig 7b and is a man that should not be trusted, his fanatical interest with Krig 7b and project Garm has lead him to be ruthless in his actions. Terminate with extreme prejudice.



-------
|UNITS|
-------

Now we’ve got some useful info in you soldier, it’s time for you to begin your proper training. Here I’ve listed every unit from both the Crayven and New Dawn factions. They have been broken down into 3 parts: infantry, Terradynes and support.

NOTE: All units apart from aerodynes have a medkit or repair module for emergency healing as special equipment. To save space, they will not be mentioned in the special equipment lists.



----------
|INFANTRY|
----------

[CRAYVEN]

[INFANTRY]
The standard infantry of the Crayven forces, although slow to move around they are well armed and protected then the new dawn counterparts. Crayven Marines are best used against most light Terradynes and enemy infantry, but their speed and limited capability of shooting aerial targets makes them easy pickings for artillery and aerial units, especially bombers. But still useful even right to the end, recommended that at least one unit is taken.

[Special weapons]
Anti infantry mortar:
Useful against infantry, but Crayven infantry easily outclass the new dawn ones. Take this for the early stages and switch to tank busters in later levels.

Tank buster missiles:
Useful against tanks, as players face more tanks than infantry as the Crayven corp. it can destroy most tanks with one shot.

[Special equipment]
Mini Radar:
Allows all units to see everything around a certain radius of the radar. Deployed strategically, they can map out whole bases very easily. This can be than followed up with artillery bombardments from long distances. Be aware that the radar can be destroyed and will shroud all units back into the fog of war.


[JAEGER INFANTRY]
A more specialised set of infantry, Jaegers have good vision and are armed with high powered rifles capable of shooting armour piercing shells. They are fast and stealthy at the cost of very little protection. Jaegers are best suited to guerrilla tactics, using stealthy long range, high ground attacks on unsuspecting Terradynes. Unfortunately, their low defence rating and incompetent performance in close quarter fighting makes them easy pickings for most infantry, aerial units, artillery and even sometimes most ground fighting Terradynes. Players should decide whether they want another fighting unit or a fast scout unit before choosing.

[Special weapons]
Gyrojet
An effective anti infantry/Terradyne weapon.

140mm raw:
Ammunition providing enormous damage to Terradynes. No use against infantry.


[Special equipment]
Image intensifier:
Allows a unit seen longer ranges for a certain amount of time. Jaegers perception is so good this won’t be required.

Sachet charges:
Plant in desired location, detonate when desired. Effective against Terradynes but difficult to use properly so take the first aid pack instead.


[NEW DAWN]

[CRUSADERS]
The new dawns main infantry unit, they are formed together by the most dedicated followers of the sun and are armed with basic storm carbines. Although less well equipped and protected as their Crayven adversary, they have a slight advantage over speed. Crusaders are best used in pincer attacks or in ambushes from behind and shooting tanks in their weak areas. Crusaders however are still slow and their lack of aerial combat skills make them vulnerable against aerial units and artillery. Infantry always useful so it’s recommended at least one unit is brought along in missions.

[Special weapons]
Flame shot:
highly useful against Crayven infantry that can be incredibly stubborn to kill. However, players will mostly fight the Jaeger units, and they can easily be over come with laser fire alone.

Focused impulser:
Useful against Terradynes and acts similar to the Cravyen’s tank buster.

[Special equipment]
See the Crayven infantry special equipment for details.

TIP:
At the start of the new dawn campaign, all units will have no special items and will have to survive without them for several missions. It is therefore recommend that they be kited out in offensive mode at the start.


[TEMPLAR]
Similar to the Jaeger infantry except they carry rocket packs that can tear through Terradynes quickly, despite being slightly shorter ranged. Although fast, stealthy and highly mobile, they are very weakly armoured and vulnerable to infantry and aerial units as they’re unable to target them. They are best in second line fighting, in ambushes or high ground shooting as this maximises their rocket packs. Players rarely will need templars unless in missions with extreme onslaughts of tanks.

[Special weapons]
Anti air rockets:
Allows Templars to shoot out aerial targets. If protected properly, players won’t need to resort to using this.

Mirco nuke:
A weapon that provides enormous radius damage perfect for damaging large amounts of infantry, Terradynes or fixed locations. This is the special weapon of choice out of the 2 that are selectable.

[Special equipment]
Cloaking device:
Allows templers to become invisible for a short amount of time. Used correctly and real havoc to an enemy can be achieved. Knowing when the cloak ends is vital as to successfully escape from enemy safely.

Image intensifier:
Just like any other image intensifiers and has the same drawbacks.


------------
|TERRADYNES|
------------


[CRAYVEN]

[SCOUT]
A buggy capable of high speed driving and is armed with a machine gun. This unit has the benefit of much longer normal line of sight than any unit in the game. Although lacking in defence, the unit has plenty of speed that can out drive most units in the game. They are best used to spot targets for artillery to shoot at or for general scouting. They are not useful for fighting because of light equipment and protection. Provided players are able to position their radar’s properly, when they will rarely need this unit.

[Special weapons]
Depleted Uranium (DU) ammo:
Useful against light Terradynes and Infantry.

He grenade launcher:
An arcing projectile similar to those fired by artillery. weapon that is effective against Terradynes. Players should make sure that they pin down the enemy first before deploying as it takes time to hit.


[Special equipment]
Mines:
Plant mines down on the ground. Unless players are able to make traps properly, they are best avoided.

Anti missile shield
Provides protection against aerial projectiles for duration of time. Scout units are able to out manoeuvre most projectiles so this is not required.


[LIGHT TERRADYNE]
Effectively jeeps, light class Terradynes are reasonably fast machines and pack twin heavy machine guns that allow effective fighting against weak stationary targets and basic attack against aerial units. Although more durable then scouts, they can still be taken out pretty quickly by enemies and should therefore be best used as a skirmish unit or a slightly stronger scout unit. They should not be made to engage infantry on their own (especially against Jaegers or Templars ) or stronger Terradynes. Keep with this type of Terradyne till MBT are selectable.

[Special weapons]
see scout terradyne special weapons for details.

[Special equipment]
Auto cannon sentry:
Automated turret that targets ground units. Far too fragile for intense fighting and cannot target aerial units

Rocket sentry
Fragile turrets capable of attacking both ground and air targets. Slow firing and poor performance against aerial unit renders this device a poor special equipment choice.

Anti air craft defence unit:
Automated anti-air craft turret, which provide good anti aerodyne support in the early stages of the game. In Later levels, provided players deployed their anti-aerodyne units carefully or have cleared the skies beforehand, this special equipment may not be needed.


[MAIN BATTLE TERRADYNE]
Main battle tanks are equipped with a reliable cannon and reasonable armour, thus making exceptional medium level tanks. Any Terradynes squads that become available should become main battle tanks until the heavy Terradynes come available. Main Terradynes are best used against most fixed down structures, light Terradynes and rival Terradynes of the same class. The tanks will find some difficulty picking off infantry because of their size and are very vulnerable from aerial units as they can’t target them.

[Special Weapons]
HE grenades
An anti infantry weapon that can deal heavy damage to infantry. Can be useful against enemy Terradynes as well.

HE grenades MK2
A special weapon that makes short work of Terradynes thanks to enormous amount of power that makes short work of all but the toughest units. Weapon of choice.


[Special Equipment]
Repair unit:
A stationary repair station, it allows all vehicles (including APC’s) to be repaired. However, by sacrificing repair kit for a repair unit means that Terradyne unit cannot repair itself in extreme emergencies. Another disadvantage is that it can be destroyed. Should only be taken for defending base missions where units will remain static for sometime.

Targeting system:
Allows Terradynes to improve shooting at targets for duration of time. This equipment is not as useful as a life saving repair module.


[HEAVY TERRADYNE]
Crayven Annihilators are slow, powerful and very heavily armoured. Virtually indestructible against infantry attacks, they can dish out a lot of death before going down themselves. Therefore, always switch to this type of tank once available. Its best in most cases to let the tanks go first in moving in unfamiliar areas. Anything weaker then a heavy class Terradyne will find real problems destroying it, so it’s recommended that these units spearhead assaults on virtually everything. These tanks are only vulnerable to artillery (Therefore locating that first before launching any attacks is important) and aerodynes.

[Special weapons]
See MBT special weapons.

[Special equipment]
Anti missile system:
Provides protection against aerial projectile for a duration of time, ideal against onslaughts of mobile artillery that are slamming shells into players positions. But provided players clear areas properly before moving this won’t be required.


[NEW DAWN]
NOTE:
All Terradynes are named hoverdynes when playing as the new dawn.

[SCOUT BIKE]
Hover bikes that provide quick speedy movement around tight areas and giving them the ability to dodge when possible. Scout bikes although fast, pack weak weapons and armour and should not be made to attack anything unless its defenceless like an anti aerodyne unit or scout aerodynes. It is not worth taking along in any missions apart from mission 4 that sets them as default units.

[Special weapons]
Electro field:
A weapon that is useful against infantry thanks to the weapons high spread when impacts.

Electro dagger:
A concentrated energy shot capable of deep penetration into armour. Good against Terradynes, but not as effective as the crusader’s pulsar.

[Special equipment]
Anti tank mines:
virtually identical to Crayven scout Terradynes ones with identical drawbacks and advantages. Consult Crayven scout Terradyne for more details.

Missile defender:
Similar to Crayven anti missile systems, the bikes are fast enough to dodge aerial projectiles, therefore this is not needed.

[LIGHT HOVERDYNE]
A light attack vehicle, the light hoverdyne has less then moderate protection and less than desirable armaments, packing only an electric cannon capable of shooting both ground and air targets. Light hoverdynes should be used as scout units and should only be made to destroy infantry and weak Terradynes. Replace these units for medium hoverdynes as soon as possible. Light hoverdynes are especially vulnerable to Jaeger/templar infantry units that can destroy light hoverdynes in seconds.

[Special weapons]
See scout bike special weapons

[Special equipment]
Speed booster:
Provide great bursts of speed for duration of time. Best used when trying to flee intense gun fire.

Vortex field:
An electrical cloaking device that will hide any unit within its boundaries until an enemy enters the field itself or gets close. Hardly useful, as the stupidly obvious cloaking device fools the AI for a matter of seconds and isn’t useful against onslaughts of Terradynes. Furthermore, the device will merely draw artillery fire from smarter players in multiplayer. Recommendation: Stick with repair module. If players see vortex fields up make artillery cleanse the field to make sure nothing is inside.


[MEDIUM HOVERDYNE]
The new dawn’s response to Crayven’s MBT’s. Armed with a cannon capable of firing electric bolts and with much heavier armour than the MBT’s, this tank is just as reliable. Best used to spearhead assaults in earlier missions or as a skirmish/flanking unit in later ones. Again, the medium hoverdyne has a particular weakness to infantry and aerial units.

[Special weapons]
Plasma sunburst
An anti infantry special weapon that’s occasionally inaccurate or ineffective, it should best be used in open areas.

Plasma Moonburst:
An anti Terradyne special weapon again, highly inaccurate and should be used in open flat areas.

[Special equipment]
Energy shield:
Provides protection against ground attacks for duration of time. Useful when making suicidal assaults against heavy fortifications or when fleeing. However, this equipment is not as useful as a repair module.

Missile shield
Exactly similar to hover bike anti missile shields, provided artillery and aerodynes are taken care of properly, players will not need to resort to this equipment.


[HEAVY HOVERDYNE]
The new dawns heavy Terradynes easily match any foes that it comes across. Armed with a dual cannon, it fires similar projectiles to those of medium hoverdynes except twice as many. They have relatively heavy armour making them durable and reliable in heavy fighting of all kinds. They are best thrown into the thick of the fighting and holding off large number of units. Their only disadvantage is their vulnerability to artillery fire and aerial units.

See Medium hoverdyne special weapons for details.

[Special equipment]
Speed boosters
Increase the speed of this slow unit. Take a repair module instead for increased survival.

Energy shield:
See medium hoverdyne special equipment for details.



---------
|SUPPORT|
---------
These are the more special units in the game that will “support” your main fighting force in your campaigns to destroy your enemy. Both factions have these units unless mentioned otherwise.

[ANTI AERODYNE TERRADYNE]
These Terradynes specialise in shooting down aerodynes. The difference between the 2 groups is that the Crayven rely on lots of bullets whilst the new dawn use high accurate, damaging, homing shots. Keep at least one unit around, as they are the only effective anti-aerodyne unit there is in the game. Keep their guns on offensive as to allow them to pick off aerial units automatically. Although brilliant at shooting down planes, they are incapable of taking out ground units and they’ll make short work of their poor armour. Both teams should best leave them at the back somewhere well protected within your force.

[Special weapons]
None.

[Special equipment]
Image intensifier:
Improves sight, but anti aerodyne units have more than enough vision to combat most aerial threats sufficiently, players should take a repair module.

Anti missile shield:
Generally not useful, provided 2 units are grouped together, the threat of aerodynes is minimal. If units do stray too close to artillery fire, this might be useful.


[ARTILLERY]
These units provide support fire for other units, clearing out areas from long ranges using either highly explosive shells (Crayven) or plasma (new dawn). The damage both sides can do with this unit is very high, being able to destroy most tank units in only several barrages. This makes them highly useful against all units and structures, they work best with units with long sights or have radar, as their line of sight is very short. Although it can cause carnage from long distances, they are useless at protecting itself and have no protection against aerial units. It is therefore best that players leave them close to anti-aerodyne units for protection and away from the frontline.

[Special weapons]
Tactical nuclear shells (Crayven only)
Provides efficient killing of Terradynes and infantry alike. Recommended weapon in the final mission.

Janice war head (Crayven only)
A slow single shot artillery shell capable of heavy damage against infantry. Far too slow to be useful, but in most levels this is the only special weapon.

Long range shot (new dawn only):
Self-explanatory as to what this does. This unit’s normal range of fire is very good and suitable for most situations already. Best to take the anti tank shot.

Anti tank shot (new dawn only):
Can destroy tanks in one shot, but the artillery can make short work of heavier tanks so this won’t be needed. Best used for online when battles get hectic and everyone simply throws the strategy part out of the window.

[Special equipment]
Image intensifier.
Pointless as the range increase is marginal and you can rely on radar’s or scout units to locate targets. Ignore for a more life saving auto repair kit.


TIPs:
1) Always use the cleansing ability (hold CTRL and left click) with these units as this allows force fire on areas where you know there are structures but can’t seen them. Try around entrances, as there is always guarantee that there are defensive structures lurking around. It also provides brilliant use for creating choke points, as any unit that players lure out of a base will have to brave the artillery fire.

2)Try and pin enemy units down when creating a barrage, its guaranteed to maximise damage against enemy units with each volley.

3) Always keep artillery units on hold fire as this prevents these units launching volleys of fire down when it’s least needed.

4) Use the artillery units as a way of attacking indirectly to a unit.

5) Sometimes artillery move closer than needed when firing. Using the hold position as soon as they are able to fire will protect them from straying too close to their targets.

6) to improve targeting, use a forward scout unit to locate items of interest first before barraging.

WARNING!: check that once an enemy is destroyed and there are no more shells/plasma falling from the sky. 9/10 times players are bound to see at least another 2 barrages come down even after the enemy is dead. Move friendly unit’s forward during that time and they could expect devastating friendly fire. Check the skies before moving!


[ROCKET TERRADYNE] (Crayven only)
A light Terradyne armed with rockets capable of effective damage for both Ground and air units alike. Despite the lack of armour, the unit is still slow. Their projectiles have homing abilities so friendly fire is kept low. Its only weakness is that it can’t target infantry, deploy this unit in the second line of fighting or provide infantry to protect it. In general, players benefit more from an anti aerodyne unit or another artillery piece.

[Special weapons]
Hammer head missiles:
An anti aerodyne special weapon. Provided that anti-aerodyne units support other units properly, this weapon would not be needed.

Hell fire missile
Anti Terradyne rockets that tear through Terradynes with ease, deploy this in extreme emergencies against heavier Terradynes to damage them badly or on weaker Terradynes to destroy them.

[Special equipment]
See anti aerodyne units for more details.


[BEAM PLATFORM] (New dawn only)
A lightly armoured tank acting as a platform for a powerful inaccurate gun that can provide direct firepower from very long ranges. It’s Capable of immense destruction if used properly. But it’s very fragile and still highly vulnerable against aerodynes and will find difficulty-targeting infantry. This makes these units very unreliable in fierce battles. Players should not bother with this unit because of this.

[Special weapons]
SCU Focus prism:
A useful anti tank and infantry weapon made very effective because of its large spread. Recommended weapon because of its multipurpose effects.

SCU Frequency prism:
an even better anti tank weapon as it releases a highly concentrated beam shot.

[Special equipment]
Energy shield
If beam platforms have to get into intense battles, use this, but players must know when to pull units out or these units will be picked off in seconds when the shield fades.

Image intensifier.
Hardly useful, players should not bother with this piece of equipment, the effects are marginal and scout units easily help beam platforms spot targets.


[DRONE CARRIER] (new dawn only)
The new dawns high tech superiority has rewarded them robotics to aid them in warfare. This tank is lightly armoured and capable of releasing a steady stream of homing spider bots with explosives attached to them. The damage it causes can be devastating for light and main Terradynes. Since all its attacks are ground based they are vulnerable to aerodynes and they can’t target infantry making them a considerable threat as well. Their limited performance does not suggest that they are a good unit to choose for deployment.

[Special weapons]
Advanced spider drone:
An improved spider drone that can destroy light/medium Terradynes in one shot, whilst dealing large amounts of damage against heavier ones.

[Special equipment]
see beam platform special equipment for more details.


[APC]
A Heavily armour personnel carrier that holds the main character in each of the campaigns during battle. The APC although heavily armoured is not suitable for heavy fighting armed with a heavy machine gun or Electro cannon, rather, it acts more like a mobile repair station capable of healing other damaged ground units other than itself. Infantry can board the APC as a means of faster transport. Destruction of APC(s) can result in instant mission failure.

-----------
|AERODYNES|
-----------


[FIGHTER AERODYNE]
Fighter planes specialise in fighting off other planes and make ideal escorts for aerial bombers. The Crayven version launches missiles whilst the new dawn version fires plasma. Both versions are easily capable of killing each other quickly and are vulnerable to anti aerodyne units/structures and Rocket Terradynes. Players won’t need to bring these unless escorts for bombers are needed as they are unable to target ground targets.

[Special weapons]
Improved air missile/ Plasma shot
Improved damaged against aerodynes. Since only weapon of choice take it.

[Special equipment]
Turbo thrusters (crayven only):
Allow aerodynes to use their after burners to fly away from danger or avoid projectiles.

Image intensifier:
Allows units to see further again effects are marginal. Ignore.

Missile shield/ energy shield:
Provides protection against enemy missiles from both turrets and enemy units. Useful when making quick attacks or retreating.


[SCOUT AERODYNE]
This aerial reconnaissance plane is lightly armoured and armed with only single laser gun or machine gun. Not much use for this unit, it’s too weak to fight or survive a fight. Their long sight range allows easy spotting of units, but since units aren’t static most of the time, players get only a generalised position as to where the units are and never an accurate one. If forced into fighting, lock onto artillery units, scouts and standard infantry. Never make them fight rocket Terradynes and anti-aerodyne Terradynes. Like all scout units, Players should ignore deploying them if better class aerodynes become available.

[Special weapons]
HE mini bombs (Crayven only):
Similar to HE grenades from Terradynes, unless the enemy is pinned down in large groups, this weapon isn’t effective as its slow to deploy.

Depleted uranium rounds (crayven only):
See light and scout Terradyne special weapons for more details

NOTE: See New dawn scout bike special weapons for details for new dawn aerodyne scout weapons).

[Special Equipment]
See special equipment for fighter aerodynes for details.


[ATTACK AERODYNE]
This aerial unit that excels in attacking ground based units rather than aerial targets. Crayven models are armed with rockets whilst the new dawn launch plasma They are best used in bombing virtually anything especially vital structures and units. Sadly, their weak armour makes them easy pickings for fighters, anti-aerodyne units/structures, rocket Terradynes and even the light Terradynes. Out of all the aerodyne this unit is a good for all-purposes, but expect heavy casualties in these units.

[Special weapons]
Firefly rocket/ Fragmentation missiles
A projectile with a large spread of impact makes this weapon a good anti infantry weapon

ICM TSE TSE rockets/ Solar torpedo:
These Rockets are capable of large amount of damage against Terradynes. Weapon of choice.

[Special equipment]
See special equipment for fighter aerodynes for details.


[Bomber]
An aerial unit that excels at destroying all ground targets, usually killing any unit in 1 or 2 bombing runs with they deadly bombs. But their strength is at a cost of being much slower and being unable to attack aerial units, thus making all aerial units a threat. Like all aerodyne units, anti aerodyne units and turrets are their biggest threat. Players that play as the Crayven, might find this unit a good choice, provided that they are backed up with good anti aerodyne support in case of enemy aerodynes.

[Special weapons]
Tactical Nuke:
Provides mass destruction around a large radius, making it good against infantry.

Fragmentation missile:
A giant missile guaranteed to kill any Terradyne targeted in one shot. Recommended weapon of choice in most situations.

[Special equipment]
See special equipment for fighter aerodynes for details.


--------------
|GET TACTICAL!|
--------------

Ok soldier, before i send you back out to do die, you might as well be taught some general life saving skills. They have been broken down into several areas: deployment, Setting attitudes, general mission tactics and assaulting bases.

[DEPLOYMENT!]

Pay close attention to the mission briefing and the map at the start, as some of them will pin point very important locations. Especially bases that house the main power or areas that need to be cleared in order for further reinforcements can be deployed. Remember if you destroy all the power plants in a base, all the security will be disabled and thus makes your mission so much more easier and less hazardous as some bases come with artillery and anti Terradyne/aerodyne defences that can cost a lot of lives.

When configuring your dropship units, ditch all but one scout unit and if possible make sure that scout unit is an infantry unit like Jaegers. In most cases you can ditch all aerodynes (especially in the Crayven campaign). Always choose the best Terradyne units if possible, so remove all the light Terradynes if there is a medium Terradyne available. For support, take anti aerodyne and artillery units, as they will be the most useful units in the game. As for special equipment, when in doubt, have medkits and repair modules and arm most units with anti Terradyne special weapons. Allocate specific units anti infantry special weapons.

Some of the later missions, you’re only allowed one dropship at the start, until a certain objective is completed only than will you get more. So what should we bring to a mission at first? In most cases always bring at least one anti aerodyne unit, artillery, Terradyne and infantry unit. That way you will be more or less able to protect yourself from most things whilst the artillery provides some much needed fire power.


[ATTITUDE PROBELM SOLDIER?]

For general all-purpose movement, use offensive. Use hold if a unit is at a perfect position or you don’t want your men to move forward to pursue an enemy. Never use defensive movement, as they won’t respond to move orders until an enemy is killed. This can lead to increase vulnerability of artillery pounding your units as they fight hopelessly on in the hope that they can escape.

As for firing mode, in most missions stealth isn’t required so leave all units on offensive free fire (except for artillery). There’s only one level in the new dawn where holding fire is important and that is the assault on the fucabe base, when Deacon stone launches the uprising. As that level requires you to prepare your men in a good position before attacking.

Generally, box or line formation should be standard formation as these will be the most useful. Column formation should only be used when moving in tight areas. This doesn’t tend to happen often in GC so don’t bother using it. Most units when fighting form up into lines as to maximise shooting, but it also increases their vulnerability so watch out for them.

Learn the quick keys for the Units, movement, firing and formation modes as this saves you time during a scrap and save you the pain of accidentally clicking on a part of landscape sending them forward to their deaths.

[ALL PURPOSE ACTION!]

Leave all vulnerable units such as trucks and other npc’s at the back of the frontline of fighting as most can be picked off in seconds by most units.

Never deploy apc in front as it would be picked to pieces when the right units such as jaegers, templars and artillery are around. Its best left at the second line as to replenish units health whilst the others do front line fighting. Remember that you can’t repair the APC itself and if you lose the APC you lose the mission.

Infantry can climb some of the steepest hills in the game, so try and place infantry in high areas or as a way to sneak past the enemy’s defences or to have a strategic advantage.

It seems obvious but few do it. Always take the high ground, units fire further and get additional protection as most enemies shots will frequently miss or hit rock instead. Travel on high ground to avoid ambushes.

If possible, try and move units from the side or from behind as they are not as heavily armoured and you could blow a Terradyne inside out very quickly with the weakest units. This tactic is almost a necessity in the early stages of the new dawn campaign where you only have strategy to rely on to win over superior odds.

If you struggle to shift large amounts of units safely, try using way points as this will make all units follow that path strictly and not go wandering off into some other direction.

Never place fighting units behind another or they’ll fire into the backs of their own forces. Best form one large line and any units that can fire over their fellow units should be deployed behind.

Remember, press M to bring up the larger map. This gives you even greater detail of the level and thus help planning of actions. Also you can see clearly which direction any firing is taking place and where buildings and units are.

The Crayven campaign is incredibly easy. In most missions you can complete each one at your leisurely pace. So spend plenty of time scouting and searching for enemies and identifying targets to destroy. Whilst taking the time to cleanse all possible enemy as well.

If possible start all bouts of fights with some heavy artillery to inflict a heavy blow onto the enemy. Usually the initial strike will kill most of the weaker units and leave only the badly damaged to be picked off.


[SMASH THEIR BASE!]

Some missions you’ll be told to do head on assaults against heavily armed bases with an NPC and their forces. These missions can be extremely tricky as the NPC’s usually get themselves killed or don’t take their time fighting like you would. The important thing is to knock out the turrets that can destroy Terradynes in several shots and artillery devices quickly. Anything else can be left till last. Bombers are useful for the job but be aware that most aerodyne missions will be suicide missions and the odds of bombers or any aerodyne coming back are very slim.

Speaking of aerodynes, in most missions players can leave them behind and take any out if any are recommended into the starting force, frequently the enemy with be well protected against aerial assaults and the landscape is littered with anti aerodyne units which would butcher any enemy aerodynes. Most aerodynes can’t repair themselves and cannot be repaired by the APC, which doesn’t make them last long in combat or do well against heavy resistance. For best results use them only in levels where there are no anti aerodyne support or taking bombers make important suicidal attacks.

Never deploy dropships too far away from the main assault thinking of performing a pincer attack and crushing enemies. There will be far too much to concentrate on already and when you fight the battles on 2 fronts it can be extremely tricky to co ordinate attacks and that when people get sloppy and losses begin to mount. Best to deploy all units from one side and use sheer numbers to win the day.

When clearing a base, usually destroying the main HQ structure is more than enough to complete that objective, but if you want to mess around or guarantee its safe, destroy all defences, enemies as well.

Strangely the developers forgot to hide the walls of a base in the fog of war. So when ever you start or have time to spare, if you see a set of walls anywhere, a base will likely be there and should give you an idea as to where to attack and cleanse at the start.

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|GRADUATION|
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So there you have it, you’ve got the game, you know the 2 sides, you’ve got some info on how to use your units and you’ve got some general tips for playing GC. I wish you luck in the battles ahead and hope you leave your foes twisting on the battlefield. If you like GC, perhaps you should try GC expansion pack dark conspiracy or even the follow up to this great game GC2. If you need help in GC2 please consult the walkthroughs on this website.

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