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Command and Conquer 3

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Command and Conquer 3 Strategies

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Strategy Guide

Featured Map Guide: Tournament Rift

Tuesday, 18 Mar 2008
Tournament Rift is an average-sized map with interesting Tiberium placement with both sides start with a native field, and an expansion nearby to the south. The map is separated by a rift of tiberium that splits the map into two horizontally. There are two fields in the middle, one green, and one...
Gameplay Tip

Tip of the Week #47 - Early Game Expansion

Sunday, 16 Mar 2008
In Command and Conquer 3: Tiberium Wars, expanding is vital to success. There are many ways to go about doing this, and many of them are situational. The three main methods of expanding involve using and expansion vehicle, basecrawling, or moving your MCV.ExpandingIn the early game you are given...
Strategy Guide

Featured Map Guide: Barstow Badlands

Saturday, 15 Mar 2008
Barstow Badlands is a fairly small map, and in really close quarters, every small decision can have a lasting effect. In this map there is a lone Tiberium Spike in the middle of the map atop a hill that is connected by two bridges. This hill features two bunkers and two bridge repair stations....
Strategy Guide

Ten Most Important Tips for Scrin

Thursday, 13 Mar 2008
Incorporating the following ten tips into your Scrin play will greatly increase your effectiveness in your play. These tips are some tips that we thought are the most important ones to follow and never forget as a Scrin player.#10. Tripod EMPThe Annihilator Tripod has a short range EMP attack it...
Gameplay Tip

Tip of the Week #46 - Veterancy

Friday, 7 Mar 2008
Veterancy is feature that raises most questions in the entire Command and Conquer series, so this is how it works. Veterancy is acquired when a unit kills or deals damage to enemy unit and structures to a certain level and then it gets promoted to 4 different ranks. Benefits and BonusesThere...
Strategy Guide

Featured Map Guide: Tournament Dustbowl

Tuesday, 4 Mar 2008
Tournament Dustbowl is a very large map with various options in regards to expansion. There are 4 expansion fields of green tiberium, and two Tiberium Spikes at the central East and West sides of the map, adjacent to the two uncontested Tiberium fields. There are quite a few garrisonable...
Gameplay Tip

Tip of the Week #45 - Fanatics and Rocket Squads

Saturday, 1 Mar 2008
With Nod, comes the memories of massive infantry spam. Today, in 1.09 things are much more balanced, and the rocket soldier isn’t as overpowered as it once was. Nod now must incorporate tanks and the mixing of units to ensure victory. The age old questions of fanatics vs rocket squads is about to...
Strategy Guide

Featured Map Guide: Small Town USA

Wednesday, 27 Feb 2008
A large map, Small Town USA, has many choke points, loads of garrisonable buildings, and the resources for a booming economy. There are 4 Tiberium Spikes in this map, which are both uncontested and necessary to win on this map. There are two very large expansion points on this map, and the middle...
Gameplay Tip

Tip of the Week #44 - Nod Support Powers

Sunday, 24 Feb 2008
Nod has a killer late game army, but why risk allowing your opponent a chance to comeback when you can hit them with some base owning powers and some support powers that can really increase the effectiveness of your current fighting force.Decoy ArmyA great situational power that can really help...
Strategy Guide

Late Game Army Guide

Thursday, 21 Feb 2008
Late game is where things can get very interesting, and since most games never reach into the full blown late game - its important to know how to manage this expensive and risky portion of playing CNC 3. If you make a stupid decision for your army, its likely to cost you the game. The BasicsYour...