C&C3 Kane's Wrath: What is Rightfully Ours [Hard, 100%] SHOWCASE

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πŸ† Showcase run of Kane's Wrath: What Is Rightfully Ours πŸ†

πŸ•ΉοΈ Game: Command & Conquer 3 Kane's Wrath
πŸ•ΉοΈ Mission: What Is Rightfully Ours
πŸ•ΉοΈ Difficulty: Hard
πŸ•ΉοΈ Catagory: No Air Units, 100% Objectives completed
πŸ•ΉοΈ World Record: No
πŸ•ΉοΈ Exploit / Glitch: No
πŸ•ΉοΈ Time: 9m23s

Hey guys, back with something a little different this time! πŸ•°οΈ

So, in the last poll some of you guys indicated that you would like to see a run that utilised a different strategy than Venom spam for this mission. After running the mission numerous times, I've come up with the following strategy.

In this strat, we build for the long-term. Rather than the previous runs, which neglect their economy and the safety of the base, this is a robust strategy that will work on all skill levels that leads to both strong attack and defense abilities.

The problems that this mission's faction - Steel Talons - present is an initial hard-hitting, hard-armored force, which can decimate Nod's Infantry and small vehicles. The limited starting player tech and resources (8000), in conjunction with the enemy faction's tendancy to push their advantage in the early game, means that Nod has to prepare for both ground and air assaults quickly, and then spread their forces thin accross a large map.

Through some experimentation I have found that it is possible to delay and prevent Steel Talons early assaults by placing a single Militant outside of their main base. This results in the ground forces heading for the captured Tiberium Spike in the centre where they can be ambushed, and the three Hammerheads stopping before they reach your base.

No further assaults seem to occur, though I DO capture the Laboratory early.

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The build I have used allows for a strong early economy (2-5, 3 spikes), that quickly allows the Power Plant upgrade for build speed and SAM Turrets for defense against any air (with the Dozer Blade upgrade available at your discretion.) This allows a safe early expansion to the nearest Tiberium field and a very healthy intial production of Scorpian Tanks. The Scorpian Tank is the most effective unit in the mission, especially with its DB upgrade, but should be supported by Buggies for AA.

Naturally, there isn't an absolute need to attack the GDI Research Laboratory compound right away. This does allow more time and funds for a turtle strategy if required, where base defenses can take the brunt of any incoming Steel Talon incursions.

Steel Talons will though - as you may notice towards the end of the video - continuously spawn groups of units at their base, whilst producing from two war factories. Considering that their economy is apparently perpetually capped, I'm willing to bet the spawning units are free and limitless.

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When you do choose to attack the compound, the GDI Turrets and Guardian Cannons will power up and WILL attack the Laboratory if it is captured. Any ground forces, including the Behemouth will do the same. It is therefore strongly advisable to destroy them beforehand.

Also note that I am deliberately not using air. You may choose to, which may add favourable Mine Drops and Venoms for some tasty extra DPS!

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The rest should just fall into place. Don't neglect your economy, keep an eye on the map, and make sure you bar entry to the Laboratory complex at the North!

I hope you guys enjoyed watching this video as much as I did making it!

The new World Record will release on Monday!

Stay awesome guys,

S1nnur_


▢️ Kane's Wrath: https://www.youtube.com/watch?v=4GKsn-vMJr0&list=PLXJQtg92U0De2ZoJwAROvdWmnVTEKMIfs&ab_channel=S1nnur_
▢️ Tiberium Wars Speedruns: https://www.youtube.com/playlist?list=PLXJQtg92U0DeIaMa2BCB0r3S5_BY83rak
▢️ Tiberium Wars Fun Runs: https://www.youtube.com/playlist?list=PLXJQtg92U0DcuEV9kwefO3qdguifYgn3X

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