Destroy Chemical Supply

Destroy Chemical Supply Station is a GDI side mission in the campaign. It takes place in Denmark during the Second Tiberium War.Westwood Studios, Command & Conquer: Tiberian Sun. GDI mission 9b: "Destroy Chemical Supply Station".
==EVA briefing==
This chemical supply station is providing vast quantities of Tiberium toxins to a number of Nod research programs in the area. Destroying this site will seriously hinder further Nod research and prevent this base from transporting reinforcements to others in the sector.
Intelligence reports advise caution when near any of the chemical tanks and facilities, as the toxins contained within are highly corrosive and equally deadly to soldiers and vehicles.
* Objective One: Find a suitable location for a base.
* Objective Two: Destroy the Nod Chemical station.
* New Objective: Get Ghost Stalker onto the train. Ghost must not die!*
Note: This third bonus objective will only become available if the player previously completed the Rescue Prisoners mission.
==Background==
﻿GDI had managed to retrieve the stolen sonic crystals from Nod. However Kane gave the order to launch chemical missiles against targets across Europe. Intelligence located the main plant on the outskirts of Hamburg, and a chemical supply base in Denmark. General Solomon ordered commander Michael McNeil to destroy the chemical plants.
==Walkthrough==
The GDI player begins with an MCV, 2 Hover MLRSs, 2 brand new Disruptors (they are available after Retrieving their crystals) and - if the Rescue Prisoners mission was completed - a group of Mutants. It is recommended for the player to complete Rescue Prisoners first, not only for these additional Mutant forces, but it also opens the way for the Mine Power Grid mission.
Begin the mission by heading east and destroying the small chemical base, being careful to avoid the weeds whenever possible. You will encounter a number of Stealth Tanks along the way. Continue east and then south to reach a suitable area for base construction on the plateau. Nod will begin firing Chemical missiles on your base almost immediately, so it is advised to leave some space between your structures to reduce the amount of damage each missile can do.
The only overland access for Nod to your base is a long pathway on the far east of the map, but you may also expect Nod to send subterranean APCs and flame tanks, and they do also have a contigent of Harpy aircraft.
There is a good strategy to deny Nod the use of their chemical missiles early on, which involves destoying the three Tiberium Waste Facilities. One of them is located in the small outpost you probably encountered on the way to the plateau. The other two are near the center of the northern half of the map. Crucially, these two are not protected by SAM sites. The player can quickly train a group of Jump Jet Infantry (about five ought to be enough) and send them north until they find and destroy both Tiberium Waste Facilities. However, the player should keep the Jump Jet Infantry well east of the main Nod base as they head north, since the western ridge is well guarded by SAM sites. Once all three Tiberium Waste Facilities are destroyed, Nod will no longer be able to produce any more Chemical Missiles. The Jump Jet Infantry can also be put to good use destroying the Nod artillery units in this area, which will make ground assaults easier.
An excellent strategy is to use a group of Hover MLRs to go all the way to the top of the map, past the land bridge, to a vein hole. There you will see a destroyed bridge, and after you find a way past the artillery on the hill, you can maneuver behind the Nod base and destroy their relatively unprotected Advanced Power Plants. From here, the player can use the newly available Orca Bombers to destroy key structures (Construction yard, Tiberium refineries, Helipads, Missile silos) and cripple Nod.
Another approach is to use Hover MLRS's to destroy several of the SAM Sites on the cliff just north of your original starting position (you may have to fight off some Harpies in the process). Once you've punched a hole in the enemy air defenses, use an Orca Carryall to fly in with a Disruptor. This area has little to no ground defenses, so use the Disruptor to destroy the remaining SAMs and then make your way up to the Missile Silo. With the SAMs gone, you can fly in additional units to clean up the Nod base, or simply capture some enemy structures and build from there.
When GDI forces reach the north-west corner, a new objective ("Get Ghost Stalker onto the train. Ghost Stalker must not die!") will appear and Ghost Stalker will arrive at the mission start. Simply tell Ghost Stalker to enter the train, and patiently wait until you are congratulated on a job well done.
==Gallery==
Rescue_Prisoners03.jpg|After helping mutants in Rescue Prisoners (south option) the player can now move on to either Destroy Chemical Supply (north) or Destroy Chemical Missile Plant (middle)
TSG09s1.jpg|Map panorama
Destroy_Chemical_Supply01.jpg|McNeil and Umagon talk with the transport pilot from the Rescue Prisoners mission...
Destroy_Chemical_Supply02.jpg|The Transport pilot
Destroy_Chemical_Supply03.jpg|The mission start after completing Rescue Prisoners - note the additional units given to the player
Destroy_Chemical_Supply04.jpg|Small chemical base to the East
Destroy_Chemical_Supply05.jpg|A good location for a GDI base
Destroy_Chemical_Supply06.jpg|Firestorm Generator
Destroy_Chemical_Supply07.jpg|Orca bombers
Destroy_Chemical_Supply08.jpg|Ground assault during bombing runs
Destroy_Chemical_Supply09.jpg|Brand new Disruptors
Destroy_Chemical_Supply10.jpg|Artillery should be made a priority
Destroy_Chemical_Supply11.jpg|Ruined Nod base
Destroy_Chemical_Supply12.jpg|
Destroy_Chemical_Supply13.jpg|Ghost Stalker's arrival
Destroy_Chemical_Supply14.jpg|The train
==Videos==
==References==