Command & Conquer: Tiberian Sun
- There are no automatic saves or level select in the campaigns, so make sure to save at least at the start of each mission.
- Always have a minimum of two Harvesters collecting money for you, and preferably three. Having multiple more Harvesters than Refineries for them to unload in can lead to some "traffic jams" and odd pathfinding decisions on their part however, especially if your Refineries are far from each other.
- You can assign selection groups to the number keys with Ctrl+1, Ctrl+2 etc. for easier control. Also, Alt+1 etc. immediately center on the numbered group. The "T" key selects all units on the screen that are of the same type as the ones you currently have selected, also very useful.
- Pavement is your friend against the burrowing Nod APCs and Devil's Tongue tanks in particular. Also, most vehicles move faster on pavement, so at least paving the areas your Harvesters traverse on their way to tiberium fields pays itself back quickly.
- In a way Engineers are the most powerful unit in the game thanks to their ability to instantly capture buildings. Especially as Nod, Subterranean APCs loaded with Engineers never goes out of style. The AI loves the trick too, so protect your key structures with pavement and/or walls.
- The basic GDI Titans and Nod Tick Tanks are the main workhorse of each army. Their shots are weak against infantry, but holding Alt has them try and squish them instead.
- The Nod artillery has perfect accuracy in the base game, making it extremely strong and high priority to both build or destroy as soon as possible. This was changed in the Firestorm expansion, making them much less of a menace against anything mobile.
- The GDI Disruptor tanks have high firepower but are best used in their own group, as their attacks also damage your own units except other Disruptor tanks.
- The EMP Cannon defense structure is invaluable in many missions it's available in, disabling nearly everything mechanical in a large radius (including your own stuff). It has limited range, but if you manage to build one in the range of the enemy base, it can be used offensively to disable base defenses as well.
- The patches of vehicle/building destroying tentacle-like growth can be eliminated by destroying the "mouth" in the middle of one. They have a lot of health and spawn damaging gas clouds when attacked, though. Infantry and hover vehicles can traverse them safely.
- If all else fails, a critical mass of air units (particularly Orca Bombers) sent for the AI's critical buildings is difficult for it to stop.
- Blue tiberium is worth more than green, but also explosive. One unorthodox strategy is filling up one or two harvesters with blue tiberium, and use them as makeshift bombs to blow up the enemy Construction Yard as the AI destroys them next to it.