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RedAshphoenix's avatar
7 years ago
Solved

Obelisk of Light counter

I'm GDI, opponent is Nod with Obelisk of light, Tic Tank. 

I go in with a Zone Trooper knowing they're both not supposed to do well against Infantries and somehow still came out of that losing. With most of the damage coming from the Obelisk of Light. 

It states in the description that the Obelisk of Light is an anti-vehicle so why is there so much damage done to the Zone Troopers? Am i understanding it wrong? It almos always take out half my Zone Troopers' health. 

PS to Devs - On that note, would it be possible to list out what Command abilities are Strong Against (like as icons like units?). It doesn't seem to be listed on the card description. 

  • Hey there @RedAshphoenix!

    Alright, lets get down to brass tacks. Obelisk of light does MASSIVE damage to 1 unit, infantry or vehicle. But ONLY 1 unit. You have a rifleman squad with 5 members? It takes the obelisk 5 shots to kill them. Rocket squad with 4 members? 4 shots. Shockwave troopers with 3 members, 3 shots, and one troopers with 2 members, 2 shots. So sending in your zones was sending them to their deaths unfortunately. The proper counter to the obelisk is shock troopers as it takes 3 shots and by the time it has destroyed the squad it has almost run out of time/HP. 

    So here are some alternate strategies to take on the obelisk:

    sending in 2 squads of rocket troopers directly to the obelisk. Tick won't hurt them, and between the two of them they should take it down in short order. Once they do, your zone's are free to move in. 

    air units would work well here, he has nothing to target air, so even a talon on the pad will prevent it from firing the nuke. Hammerheads are actually the hard counter to the obelisk. If you have the tib and them in your deck, use it to knock out the obelisk. If he has no other air units, then either hold a pad with it, or go knock out some windows on his base. At the very least, he will have to build something to kill it in which case you can let it die, or retreat it. Orca would also work well here, as it can damage both targets and not be shot at (yet.)

    As for commander powers, solomon's ion cannon will destroy the obelisk and only costs 10 tib more. Strongarm's turret can distract it for 2 shots, and you can deploy liang's drone to contest the pad if the nuke is going critical since he has nothing to shoot air.

    Failing all that, if the nuke isn't going critical any time soon, simply wait it out and mass up your attacking force. The obelisk only lasts for 30 seconds, so keep an eye on it and charge in when it goes down. 

    Hope that helps! Let me know if you require clarification on any of these points, or want to discuss alternate strategies for taking down the obelisk =)

6 Replies

  • Anonymous's avatar
    Anonymous
    7 years ago

    I have had the same problem and they need to fix it Because nobody can really destroy it or go up against it unless your both sides are playing kane

  • Hey there @RedAshphoenix!

    Alright, lets get down to brass tacks. Obelisk of light does MASSIVE damage to 1 unit, infantry or vehicle. But ONLY 1 unit. You have a rifleman squad with 5 members? It takes the obelisk 5 shots to kill them. Rocket squad with 4 members? 4 shots. Shockwave troopers with 3 members, 3 shots, and one troopers with 2 members, 2 shots. So sending in your zones was sending them to their deaths unfortunately. The proper counter to the obelisk is shock troopers as it takes 3 shots and by the time it has destroyed the squad it has almost run out of time/HP. 

    So here are some alternate strategies to take on the obelisk:

    sending in 2 squads of rocket troopers directly to the obelisk. Tick won't hurt them, and between the two of them they should take it down in short order. Once they do, your zone's are free to move in. 

    air units would work well here, he has nothing to target air, so even a talon on the pad will prevent it from firing the nuke. Hammerheads are actually the hard counter to the obelisk. If you have the tib and them in your deck, use it to knock out the obelisk. If he has no other air units, then either hold a pad with it, or go knock out some windows on his base. At the very least, he will have to build something to kill it in which case you can let it die, or retreat it. Orca would also work well here, as it can damage both targets and not be shot at (yet.)

    As for commander powers, solomon's ion cannon will destroy the obelisk and only costs 10 tib more. Strongarm's turret can distract it for 2 shots, and you can deploy liang's drone to contest the pad if the nuke is going critical since he has nothing to shoot air.

    Failing all that, if the nuke isn't going critical any time soon, simply wait it out and mass up your attacking force. The obelisk only lasts for 30 seconds, so keep an eye on it and charge in when it goes down. 

    Hope that helps! Let me know if you require clarification on any of these points, or want to discuss alternate strategies for taking down the obelisk =)


  • @BattaIia wrote:

    Hey there @RedAshphoenix!

    Obelisk of light does MASSIVE damage to 1 unit, infantry or vehicle. But ONLY 1 unit.


    That's good to know. Then it's not quite an anti vehicle as written in its description but an anti ground unit. Specifically anti single big target. 

    But.. short of putting more info on the unit's info card, i guess, we'll all have to turn to the next best thing... Forums and good ol experience. 🙂

    You're essentially saying, I'd have better luck with the Missile Squad than the Zone Troopers? Because of there being more units?

    i've steered off air units mostly because i find there's way too many ground units that can take em out. Though if i meet more Obelisk opponents, i might just have to do that. 

    Thanks for the strategy tips, @BattaIia. Still learning the ropes but getting better with the guidances 😉 Appreciate it. 

  • BattaIia's avatar
    BattaIia
    7 years ago
    Yea, losing 1 rocket trooper model is about 5 tib. Losing a zone trooper model is about 60 tib. Much harder to swallow. If they are micro'ing the tower, they can select the target they wanna hit, so it's always risky putting something in range of it that you want to keep alive. But if they don't know how to micro the tower, it will always attack the closest target, so you can try to use that to your advantage. Run a rifleman squad right beside it and laugh as it wastes shot after shot on them.

    Kane's obelisk used to be really strong. Now it's pretty easy to handle.
  • anty-infantry infantry is great agains obelisk - flame troopers and shock troppers and ofcourse air units work great!

    Problem with semi-good players is that, that they dont go back in building line. I mean: When player starts to making titans, volverine etc. he is forgeting that he can go back if needed to early game units.

    I do this a lot against obelisk AND Zone troopers that will die so easly against flame/shock/chemical troopers. 🙂

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