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Command and Conquer 3

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Command and Conquer 3 Strategies

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Gameplay Tip

Tip of the Week #43 - Importance of Anti-Infantry

Saturday, 16 Feb 2008
In the world of 1.09 the game has become much more micro intensive, and armies now need to be mixed properly to pull out the win. That said, you will likely be met with a well mixed enemy barrage poised and ready to strike. You need to think one step ahead and assume your foe will be mixing...
Strategy Guide

Featured Map: Tournament Arena - Part 3: Scrin

Thursday, 14 Feb 2008
Tournament Arena – How to become a Pro from a Beginner: Scrin In the previous two installments GDI and Nod were covered and in this installment we'll explore Scrin, the new alien race. Although their advantages come late in the match-up, winning is not impossible. Taking the fight to your...
Strategy Guide

Featured Map: Tournament Arena - Part 2: Nod

Tuesday, 12 Feb 2008
Tournament Arena – How to become a Pro from a Beginner: Nod Welcome to Part 2 of our first Featured Map: Tournament Arena - Nod! In Part 1, GDI was thoroughly examined and the map was laid out, but now it's time for the Brotherhood. Currently in 1.09 as the Brotherhood of Nod, the upper-hand...
Gameplay Tip

Tip of the Week #42 - Importance of Teching

Sunday, 10 Feb 2008
Why is teching important?In many matches things can be going along nicely, with some nice skirmishes going on with your pretty little tanks and infantry units duking it out. Things moving along nicely in all regards. Then all of a sudden your opponent is coming at you with Tripods against your...
Strategy Guide

Featured Map: Tournament Arena - Part 1: GDI

Thursday, 7 Feb 2008
Tournament Arena - How to become a Pro from a Beginner: GDI Getting stuck as GDI on Tournament Arena? Do you seem to be getting outplayed regardless of what faction you play against? This guide is intended to help even lower level players get more accomplished on this map. Now you might be...
Gameplay Tip

Tip of the Week #40 - Growth Accelerators

Sunday, 27 Jan 2008
Remember remember the 4x.sh4rp vs vOddy replay. If you haven't watched it, I strongly suggest you do, and pay special attention to the end game graphs...Cost: $1500Build Time: 15 secondsAnd that was in 1.08. Now that the economy has been nerfed, a strong economy is much more important.A Scrin...
Gameplay Tip

Tip of the Week #39 - Superweapons

Monday, 21 Jan 2008
Superweapons have been a tradition in Command & Conquer since the earliest days (and even before that, if anyone remembers the Harkonnen's "Death Hand"). And surely enough, in Tiberium Wars GDI continues to build larger and larger versions of their Ion Cannon, the Brotherhood continues to tinker...
Strategy Guide

Expansion Guide

Friday, 18 Jan 2008
Using an expand vehicle or moving the MCV?In 1.09 it is more advisable to move mcv than to use the vehicle , of course there are exceptions ( like the most played map TA) in my opinion at least.This will be a never-ending dilemma: I can't state for a fact which one is best, but I can tell you a...
Gameplay Tip

Tip of the Week #38 - Managing Captured Buildings

Tuesday, 15 Jan 2008
After you've captured a building, what are your choices? How can you use it to your best advantage? In contrast with the previous tip, "Countering Engineer Rushes", this tip will show you how to proceed once you've established some ground control in your opponents base.Build a BarracksSo, what...
Gameplay Tip

Tip of the Week #37 - Countering Engi/APC Rushes

Sunday, 6 Jan 2008
GDI's most common starting build involves some sort of harassment in the form of an APC rush. The APC is loaded up with an engineer, and with perfect micro, can be very difficult to counter. Hopefully, this will lay some basic groundwork for you to (with practice) start countering these...