Dawn of the Tiberium Age (DTA) is a stand-alone mod that combines Tiberian Dawn (C&C 95) and Red Alert. While classic mode gets as close to the original game-play and balance as possible, Enhanced mode provides improved game balance and a lot of fun new stuff. DTA features many customization options for Skirmish and multiplayer (where you can play as GDI, Nod, Allies and Soviet on over 200 maps), challenging original singleplayer missions, as well as co-op missions. Since this is a stand-alone mod, you don't require anything but the mod itself to be able to play: the original game is not required.
Take two commandoes, sneak into that Temple of Nod, put some C4 inside and run away.
Commando missions? Awesome!
Okay, so we got a bunch of troops, obelisks aplenty, more SAMs and turrets than there is anyone's business having, and a spot of armour to the east.
A generous dosage of C4 in the right spot ought to power the problematic defences down enough for an approach, as long as the plants are improperly guarded. And we all know they always are.
Approach from the south and southeast is out of the question with all the armour, so it'll have to be either via the northern bridge, or west/southwest, to not invoke the ire of the buggies.
You're otherwise pretty close, but the enhanced DTA AI has much larger guard range for units than any WW C&C had. So you will have to defeat some of those buggies and tanks, no matter where you attack from.
However, as always, GDI is prepared. Your commandoes have the usual sniper and set of C4, but they've also got some goodies from the Soviet Volkov project, despite them not being as good at using Volkov's cannon.
In other words, this won't be only a stealth mission. You also have to kill plenty of things; I'd call it stealth and action with a good amount of tactics and micromanagement required for ensuring your victory (depending on the difficulty level, as usual. Easy should be beatable for almost everyone who isn't new to C&C).
Buggies are no problem for any elite commandos Secondary grenade launcher. So imo no need to give them new weapons.
Might be even cool if you first have to get them to elite, to advance further in a mission.
While we are at it, a civilian armory to promote infantry could be useful.
Ah, so Havoc Commando, not Klepacki Commando, got it.
With that in mind, and not doing any .ini spelunking to fact-check, waltzing up the front door is slightly more viable, though you will probably still have to knock their power down a few pegs if you want to stand a chance against the obelisks.
Since they heal (Remember that part I said about not .ini spelunking? Youtube.com), a team of two should pretty much wreck anything not an insta-kill tower of doom, though they might have to take a short rest/an MRE and ciggie break afterwards.
Now that's more precise, except that they still aren't powerful enough to comfortably face a line of turrets (the front door) =)
I'm assuming the front door is not visible here.
Also, unless the AI repairs its damaged structures, I can see a way through a line of turrets.
WAIT, ARE YOU SERIOUS? You actually came up with a way that will make Commando Missions GOOD?!
(I always hated Commando missions, starting with the Tanya break-out one. That mission took me days to figure out and complete. C&C:TD Commando missions were okay.)