QUOTE(aidlover @ Apr 23 2007, 04:39 PM)
i didnt see the whole replay but roughly can tell abit though i not that pro.
1) you have too many harvester for only 2 refinery at the blue tib
2) the distance between the ref and the blue tib is abit too far. if i not mistaken you can put nearer abit.
3) earli you keep build harvester and not a single unit. if your opponent earli spam u.. you are dead.
4) always scout your opponent see what he do. if he spam infantry, no point you keep build scrop tanks.thats why you lose almost all your harvester and scop tank early game. jus build a buggy to go around early game.
anyway that is my commeny only.. not necessary true. afterall i seldom play that map

On top of whatever aidlover said,
1)you could have built a tiberium chemical plant which would have given you access to the catalyst missle which would have DECIMATED his refineries + harvesters.
2)using the mine drop would have slowed down his early attack, although seekers can detect stealth, dropping it in the middle of his tanks would usually results in a huge loss if you can time it right when he is moving.
3)more map awareness would have been better as you could easily have built a shredder turret to shred those disintegrators which wiped out some harvesters at the refinery early in the game.
4)$1600 would have given you 2 annihalator tripods in the later part of the game.(barracks + 2 engineer)
5)Your first two groups of venoms died because you were trying to kill the power? At one point, you would have noticed it was not sucessful and should have retreated them to repair at your air tower/helipad thing.
-this one has to do with the enemy, near the later part of the game, he was floating 22k in cash.. god knows for what.
but overall, you did quite a good job that match on the later part of the game.
+Very nice use of the vipers.
+and good job keeping the pressure on the enemy.
+Flanking him was nice as well.
QUOTE(kucingfight @ Apr 23 2007, 05:27 PM)
blur me, i've past my prime time of gaming..care to guide? on the west side, it's full of AA missiles.
From
http://www.gamespot.com/features/6168146/p-8.htmlMission Three: Cairo
Primary Objectives
* Destroy the Nod nuke facility
* Destroy the Nod compound headquarters
Bonus Objectives
* Capture or destroy the Nod power plants
* Destroy all Nod structures
Nuke-u-lar
You've got around a minute after the game starts before a seven-minute long countdown begins. When the countdown is up, the Nod forces will launch a nuke, and presumably your game will end. Don't worry about the timer here; you'll have plenty of time, so long as you do things quickly.
Start out by building a War Factory and have it make another Harvester to increase your cash income. With that done, you can build a few APCs with missile launchers or riflemen squads in them to defend the base while building a Tech Center and Armory. These will let you build more Zone Troopers and upgrade them.
Again, don't worry about the timer overmuch; just build up a small fleet of eight or nine Zone Troopers. When they're all assembled, move them up along the western side of the map here and have them jump up and over the wall protecting the Nod compound. There'll be light defenses on this side of the map, so have them destroy turrets as they proceed, then move them up and around the Nod base to reach the three green power supplies there. (If they come under fire from the turrets near the nuke, jumpjet them away.) Destroying any of the three power supplies on the north side of the base will knock the power for the nuclear facility offline, thus stopping the launch countdown.
Leaving some troopers here and destroying the buildings will prevent the Nod forces from ever launching that nuke.
You can leave the Troopers up by the power supplies, if you wish; they won't be attacked by many units and will be able to destroy the power supplies again when they get rebuilt.
At this point, you've basically won, since the Nod won't be able to fire their rockets as long as your Troopers are in the area. If you wish, you can leave one Trooper unit up here as insurance, and move the rest of them to the southeast, where the main building structures are located for the Nod. They do have an air platform, which will launch gunships that will probably find and kill your troopers eventually, but not before they do some severe damage. If you want to finish off the base, you can send in Troopers or Mammoth from the south, accompanied by Bulldogs to shoot down the gunships. Keep in mind that one of the bonus objectives involves destroying every structure in the area, so be thorough!
Summary: Use 8-9 zone troopers on the right side with the jetpacks.
This post has been edited by Loongy22: Apr 23 2007, 06:51 PM