Command & Conquer 3: Tiberium Wars/Nod Units

In this campaign the player takes control of the Brotherhood of Nod. Kane returns and made plans for Ascension. You will fight GDI many times and you will expect GDI to be the worst foe you will ever meet.

Militant
"Hold your weapons high!"

- Militants

Range: 170 Speed: 40 Health: 40 Group health: 360 Damage: 2*3 Damage Type: Gun Refire Rate: 0.8(0.5 with confessor) Total group Damage Per Second (DPS): 43(65 with confessor)

Description
The Militant squad is the rifle squad of the Brotherhood. Their weapons and armour are not as good as GDI Riflemen, but they're capable of holding their own under most cases. Although initially weak, they can be upgraded twice; first with a Tiberium injection which toughens them up considerably and renders them immune to Tiberium exposure, then with a Confessor unit as a leader. The Confessor wields a slightly more powerful weapon than normal, but also throws powerful hallucinogenic grenades which incite friendly fire among infantry squads.

While they cannot create foxholes, they can still garrison inside structures like most infantry.

Counter
As with most infantry, they can easily be squished by tanks. Predators can make roadkill out of infantry quite easily due to their near-immunity to small-arms fire and good speed. Any anti-infantry vehicle will work, as will most infantry units once the Confessor has been eliminated.

If garrisoned, then simply use one of the many units capable of clearing enemy garrisons to eliminate them single-handedly.

Rocket Militants
"We've got the rockets."

- Militant Rocket Squad

Range: 250 Speed: 40 Health: 100 Group health: 200 Damage: 250 av Refire Rate: 3.1(2.1 with confessor) Group Damage Per Second (DPS): 161 (242 with confessor)

Description
The Tiberium Infusion and Confessor upgrades carry onto these rocket troopers as well, so these upgrades will benefit them greatly, especially the Confessor which improves their anti-infantry capabilities.

Even without a Confessor, these units should not be taken lightly, especially if you are reliant on tanks. Tanks will have a difficult time shooting them, and if garrisoned, will find themselves be unable to be squished as well.

Rocket militants can also be garrisoned inside structures to protect themselves from being squished. It also provides them a small range bonus, like with any units in a garrison.

Nod lacks a powerful Zone trooper-like anti-tank infantry, so these guys will likely be the core of your anti-armour operations until you manage to get Avatars or another high-tier unit. Still, they take reduced damage from cannon fire, so their usefulness against tanks and other vehicles that cause rocket or cannon damage is rarely ever outshone.

Counters

Any anti-infantry weapon will work; snipers, in particular, will have an easy time eliminating rocket troopers due to their small squad size. In large numbers, they can take down APCs as well as aircraft, so Venoms and APCs are not always the best choice, depending on the circumstance. Regardless, any form of infantry will work.

Saboteur
"The Brotherhood has entrusted me..."

- Saboteur

Description
The Nod response to GDI Engineers, Saboteurs perform four (not three) major functions. Firstly, they can repair any building they enter to full health immediately. Secondly, they can capture enemy structures if they can get close. Thirdly, they can reclaim fallen walker units and turn them against their former owners (or allow you to use them again if they were yours to begin with). Fourthly, they can booby trap buildings.

The fourth and final ability makes Saboteurs quite annoying on maps with a lot of neutral structures. In the event the enemy drives you back, past a key structure like an EMP, the enemy may attempt to capture it rather than destroy it. A booby trap will cause the building to explode; not a bad deal considering the enemy just captured it. If you can't hold it, might as well not let the enemy have it.

Neutral structures are not the only targets for a good booby trap; bridges are even better. When laid on a bridge, they act as pretty much a landmine would; as soon as an enemy unit passes over the bridge, the bridge collapses, taking out the passing unit and blocking the enemy route. If the enemy didn't bring an engineer of their own, they're forced to take the long way around; which can buy you time.

Counter
Being unarmed units, Saboteurs can be countered by any unit.

Shadow Team
"Shadow Team at your command!"

- Shadows

Range: 150 Speed: 80 Health: 300 Group health: 1200 Damage: 33 Damage Type: Sniper Refire Rate: 0.8 Group Damage Per Second (DPS): 330 Building bomb damage: 2000

Description
Essentially ninjas, Shadow Teams are powerful stealthed units that act in many ways similar to a Commando. One feature that distinguishes Shadow Teams from any unit, however, is their ability to fly with their collapsible glider packs. This allows them to strike at odd angles, beyond enemy base defences. Additionally, while in this form, base defences (all except AA guns, that is) cannot target them (though they can see them).

Once inside an enemy's base, they can start to dismantle it with powerful detpacks. While they do not kill in one hit like the Commando's does, they are capable of eliminating minor structures - particularly Cranes and Power Plants - with two of them. This makes them extremely annoying for your enemy, having to constantly rebuild power plants. Time a shadow team bomb on a power plant with an invasion force to take down the enemy's power without an EMP.

They are also powerful anti-infantry units. While their power has been reduced somewhat, they are still extremely lethal against all forms of infantry, including Commandos. While out-ranged by snipers, Shadow Teams fire much quicker and cause more damage in closer ranges. Unlike militants, however, their weapons are confined almost exclusively to the anti-infantry role, as their damage type is Sniper.

Counters
Shadow Teams, while in glider form, can easily be countered with all forms and manners of AA vehicles. APCs, Raider Buggies, and Gun walkers work wonders against them, as they can engage them either in the air or on the ground. On the other hand, they also need a Seeker, Pitbull, or Attack Bike to reveal them first and penetrate their stealth.

While on the ground, they can be countered with a well-placed anti-infantry base defence. The GDI has a bit of an advantage in the anti-shadow team role with their harvesters; they rarely leave the base, cause a lot of damage to infantry, and are nigh immune to Shadow team fire. Once spotted by a base defence or other unit, simply charge your harvesters at them and use their machine guns to take them down. Base defences all around will prevent the Shadow teams from entering the base in the first place.

Fanatics
"Kane lives!!"

- Fanatic

Speed: 70 Health: 150 Group health: 750 Damage: 750 Damage Type: Cannon Total group damage: 3750

Description
Suicide infantry armed with powerful explosives, Fanatics intend to go into battle and blow themselves up for the Brotherhood's cause. They are fast and cause a large dose of Cannon damage, making them ideal counters for Predator tanks and for buildings.

The trick, however, is getting them close to their targets. Against a tank rush, however, their usefulness is unparalleled.

Counter
Given the large crowd size, a good crowd control weapon - shredder turrets, for instance - works well. GDI Watchtowers don't work as well, given how it focuses on one Fanatic at a time, increasing the chance of one getting through. A Commando or a Sniper backed with riflemen can work. A trio of snipers alone can in fact cut through Fanatics quite easily.

Black Hand
"One Mission; One Purpose."

- Black Hand




 * Range: 80
 * Speed: 40
 * Health: 300
 * Group health: 1800
 * Damage Per Second: 35
 * Damage Type: High Explosive
 * Cost:900

Description
The Black Hand is the most heavily armoured infantry unit in the game. This means that against pretty much any kind of small arms fire is easily taken care of. Even Watchtowers have a tough time taking them down. They cause considerable amounts of high-explosive damage, making them powerful anti-infantry and anti-structure units. Their infantry nature also protects them from cannon fire, unlike the larger flame tanks. Additionally they are capable of clearing enemy garrisons easily.

A particularly nasty trick one can pull off in Kane's Wrath is combining Black Hand with the Reckoner APCs. Sneaking the Reckoners into the enemy's base, next to the enemy's Construction Yard, then deploying them, will allow the Black Hand inside to eliminate the yard very quickly, whilst being protected by the APC.

They are a solid counter to pretty much all forms of infantry and a few kinds of vehicles.

Counters
Their armour prevents riflemen squads from doing much damage to them, but snipers still kill them in one shot. A trio of snipers will take down most Black Hand charges easily. Garrison them in an APC for some more protection and to add the APC's gun into the mix.

Perhaps the most common counter, however, is to simply crush them with Predator treads or Scorpion dozer blades. The Scrin can use massed Buzzers, the Swarm support power, or a Devastator to take them out in droves.

Commando
"Nice day for a kill!"

- Commando

Range: 300 Speed: 60 Health: 500 Damage Type: Sniper

Description
Commandos of Nod are almost identical to GDI's, only they're female. They also have the added ability to stealth themselves while not moving, allowing them to execute some stealthier tactics than GDI's. Once inside an enemy base, however, the lack of jump jets can prove deadly for the Commando once spotted. Regardless, the Commando is without a doubt a powerful unit, capable of eliminating structures and walkers with a powerful C4 charge. They are also highly effective against enemy infantry, but their usefulness is pretty much limited to just infantry; they should avoid confrontations with vehicles and base defences.

Counter
Due to their sniper type damage, they are best attacked with vehicles. Anything that causes sniper damage on its own, though, can work; snipers can work in large numbers. The Scrin can simply mass buzzers on a Commando quickly to bring it down, or use a Devastator. Nod can employ Shadow Teams, due to their large squad numbers and sniper type damage, but APCs, Raider Buggies, or Gun Walkers are best.

Raider Buggy
"Let's go on a raid!"

- Raider

Range: 250 Speed: 130 Health: 1500 Armor deviations: Takes 50% damge from rockets, 50% from bullets. Damage: 3x25(3x50v air) Damage Per Second (DPS): 62.5(125v air) Refire Rate: 1.2 Damage Type: Gun Laser damage: 75 x2 versus air. Laser Refire Rate: 0.8 Laser Damage Per Second (DPS): 93.5 Laser Damage Type: Gun

Description
The raider buggy is a powerful unit in its own right, capable of eliminating infantry with ease. It uses a pulse-firing machine gun to eliminate infantry quite quickly, but its slow refire rate prevents it from being effective crowd control. It is best on lone infantry where it can focus its fire.

Against enemy vehicles, the raider buggy can be equipped with EMP coils which temporarily disable everything in a large radius, including itself. The trick is that it requires a lot of micromanagement to use, but it covers a large area and can be devastating if it hits properly. Raiders with EMP Coils can seriously put a stop on a mammoth rush, allowing Obelisks and Scorpions to eliminate the heavier units easily.

Counter
Raiders are fast and light, and do not sport much armour at all. A single predator can make short work of a raider, as can an APC loaded with missile troopers. Raiders can attack air units, but the attack is relatively weak unless upgraded with lasers, so Stormriders can work as well. Just don't get close for them to EMP you.

Attack Bikes
"This Bikes ready!"

- Attack Bike


 * Armor deviations: Takes 100% damage from rockets, 75% from guns and HE.

Description
Attack Bikes are swift vehicles intended for recon. The closest thing Nod has to a Pitbull or Seeker, the Seeker outshines the bike in almost every way, but does not have the bike's speed. They remain important in the late game, however, in detecting enemy stealth; particularly useful against another Nod player.

Unlike most vehicles, the Attack Bike cannot run over enemy infantry, making it next to useless in an anti-infantry role.

Counters
Due to its light armour, attack bikes can be countered by any unit.

Scorpion Tank
"Now they die!"

- Scorpion in attack mode


 * Armour Weak
 * Cost 900
 * Weapon 105 cannon that latter changes to a laser and also uses Dozer Blades to crush infantry
 * Speed Faster than Medium Tanks

These Light Tanks are same as in Command and Conquer(Fast, medium armoured and with a light tank gun) only upgradable with a spitfire laser cannon and dozer blades to clear mines and crush Disintegrators.

Additional Notes

The Scorpion Light Tank was created to supercede the aging Tick Tank from the Second Tiberium War due to no reason. The new tank lacked the capability to burrow itself into the ground, but had upgraded armor and most importantly, a much better main cannon. Relative to the technological standards of the time, the tank was more powerful, faster, but had lighter armor than the tick tank due to no reason.

The new tank, codenamed the Scorpion, is designed in an unorthodox way - the front of the tank is sloped, with the back completely exposed. In addition, it moves on three threads. This configuration, while odd at first, provides excellent maneuverability, as the articulate rear tread allows for fast turns and reverse. The mobility and speed of the Scorpion tank also minimizes the danger of a rear-armor shot from enemy tanks.

The main weapon is a classic 105mm APDS cannon, which is moderately effective against newer armor, such as the one in a Predator MBT. It can be upgraded to a Spitfire laser cannon, which increases its firepower dramatically, but increases the fragility, as it partially uses the space on the rear track. Another upgrade is a forward mounted dozer blade, which allows the light tank to crush enemy heavy infantry (e.g. Zone Troopers), a feat impossible for the default configuration, as well as remove minefields and crush disintegrators without any harm.

Counters

Again these tanks are the same light tank in Command and Conquer. Use Aircraft or Mammoth Tanks against them but watch out for how many of those tanks are in one Battalion. Their Dozer Blades can crush all infantry.

Flame Tank
"The Flames will rise!"

- Flame Tank


 * Weapon Flame cannons
 * Speed Medium
 * Armour Good
 * Cost ????

These tanks are the same in Command and Conquer Tiberium Dawn(Medium Armour, Medium Speed and flame cannons) only with no digging ability and it now has more armour especially for urban combat.

Additional Notes

Analyzing battle records from the Second Tiberium War have revealed that the frontline forces of Nod have lost a crucial element of their offensive, an effective anti-infantry weapon. Remembering the efficiency of the Flame Tank, they returned to their roots and developed an advanced version of the classic tank.

It was truly a return. This version featured an independently operating four tread system, meaning the main hull of the tank was able to move independently of the treads. Additionally, the vehicle received substantial armour plating this time, as well as an advanced version of the napalm launchers. The tanks were also hardened and plated, limiting the risk of additional discharge.

The new Flame Tank has proven to be a frightening enemy, as it could easily incinerate any infantry with ease and clear out garrisoned buildings effortlessly as well as damage structures quickly. Its only weakness was the lack of an effective weapon against enemy armor, however its flames were intense enough to be a large threat to lighter armored vehicles such as the APC or Pitbull. As with all flame weapon systems, the flame tank must be at least medium range before engagement, meaning if it encounters a base with long range defenses it will take heavy damage before it can bring its weapons to bear, a fact which in the face of its brutal battle efficiency would be deemed necessary. Like always, the flame tank explodes into a fireball if destroyed damaging anyone in close proximity.

Counters

Always destroy them from a safe distance with aircraft or with Tanks. If it explodes stay away from it or your units get hurt.

Harvester
Nod harvesters got the ability to go unseen by the enemy.

Beam Cannon
"The Beam Cannon is Nods advance artillery vehicle that can attack its enemy from a long distance. Multiple beam cannons can combine their beams to cook their targets. the beam cannon is now deployable in the factory"

- Nod Advisor


 * Cost ????
 * Speed Fast for such artillery (Usually artillery are slow)
 * Armour Lousy Nod focused on speed and forgot about armour
 * Weapon Long Range Laser

This artillery is an annoying foe especially when it attacks in 5 or more groups of Beam Cannons.

Additional Notes

A replacement of the classic Nod artillery, the Beam Cannon is a powerful particle beam emitter mounted on a versatile six-wheel chassis, allowing the beam artillery unprecedented speed. Unfortunately, the size of the capacitors and engines required to support the weapons ruled out any possibility of equipping the unit with heavy armor, forcing commanders to place it behind their own lines.

The beam is effective against infantry, vehicles and structures alike, and has four unique properties. First, it can be used to power up Nod Obelisk of Light defense structures to increase their rate of fire and range. Second, Venom Patrol Craft can bounce the beam off mirrors mounted on their underside to allow the cannon to hit distant targets. Third, the Beam Cannon could be commandeered by the Nod Avatar as its secondary weapon. Fourth, two or more beam cannons hitting the same target will combine their beams to inflict more damage upon the desired target at a greater range as well. Nod commanders have found this a great asset on a battlefield dominated by GDI's Mammoth Tanks. Beam Cannons supplement the Specter artillery.

Counters

To easy. This thing is weak armoured and can be destroyed easily but watch out when they are in 5 or more groups because multiple Beam Cannons Working together can cook their targets in a matter of seconds. Also use aircraft.

Stealth Tank
"Stealth Tank cleared for battle!"

- Stealth Tank


 * Cost 1000
 * Weapon Missiles
 * Armour Weak (What else to say?)
 * Speed Fast (Nothing different and it is a hit and run tank and again. What to say?)

This annoying foe is same in Command and Conquer(Fast, weak armoured and missile armed tank) only that multiple missiles are fired at once.

Additional Notes

By the Third Tiberium War, Nod redesigned the tank, removing the fourth tread and streamlining the design, as well as overhauling the missile launchers. The new tank moves on three articulated treads, has an aerodynamic profile and much improved stealth generator. The missile launchers are now fitted over the pilot's cockpit and are capable of discharging deadly volleys of guided missiles, numbering up to 16 rockets per volley. The new generator is much more advanced and is capable of reactivating the stealth bubble almost instantly after the tank has fired its volley, making the tank even more deadly and hard to locate than before. At close ranges, any unit with adequate sensors can locate a stealth tank; though these units, such as the CC-6 Pitbull, are usually fragile, they can prove deadly to the stealth tanks if escorted by units with heavy firepower.

Counters

Again use heavy weapons due to armour like Zone Troopers because tank is good against aircraft and tanks.

Avatar
"Avatar ready!"

- Avatar


 * Cost 2200
 * Weapon 2 lasers and a flamethrower (So What to expect from Nod? Its a giant terror walker that reminds us about the Core Defender.)
 * Armour Heavy along with a stealth Generator
 * Speed Slow (Keep it away from Commandos)

This giant terror walker likes to go bowling on weaker units like Predator tanks and also commander technology on Nod Vehicles like the Attack Bike. Use it for defensive purposes because if destroyed(Especially Commandos) an enemy might use engineers to steal the walker from you.

Additional notes

In the wake of the destruction caused by GDI walkers to Nod armed forces during the Second Tiberium War, the Brotherhood became interested in the technology, perceiving it as an interesting way to expand their forces. While GDI abandoned the technology, deeming it a dead end of development, the Brotherhood began its own research, basing it in part on GDI designs and taking advantage of its own research in other areas to accelerate the development of the Avatar. Regardless of the origin of Nod’s technology, they invested years of research and development at a ruthlessly fast pace. The result of these years of development is a powerful Avatar, a towering bipedal mech able to engage most targets with ease and even annihilate the Mammoth 27 of GDI or the Annihilator Tripod of the Scrin, making this war machine the most powerful one-on-one unit in a showdown situation (even while the Mammoth and the Tripod have clear advantages in other battle situations). It comes by default with a powerful laser cannon (based on the Obelisk laser), and possesses the ability to rip off weaponry and equipment from certain other Nod units, augmenting its own battle capability. The list of acquirable equipment includes the Attack Bike's stealth detectors, the stealth tank's mobile stealth generator, the Flame Tank's powerful flamethrowers and the Beam cannon's particle beam cannon. The unit in question is rather brutally destroyed, with the welfare of the vehicle's crew apparently not of concern (the Brotherhood considering the sacrifice of the crew justified for the greater good of the cause).

In addition, the Avatar Warmech is capable of crushing most other vehicles under its feet, similar to the Mammoth 27, Juggernaut or Annihilator Tripod.

Counters

Use Mammoth Tanks, aircraft or commandos to destroy it but use Predator tanks will be a fatal mistake(Due to Avatars can kill Predators in a one on one battle). Also it hates swarms of Anti Walker Infantry(Use swarms and large numbers of missile infantry or Zone Troopers). Once it is destroyed the walker becomes a husk. As a Husk capture it with engineers to be able to control the walker but watch out for counter attacks.

Venom
"Venom craft ready for takeoff!"

- Deploying venom aircraft


 * Cost ???
 * Speed Fast (Almost all aircraft are quite fast)
 * Armour light armour but got Signature generators to fool foes with(For a versatile aircraft it had to use stealth technology to win against foes)
 * Weapon Chaingun but upgradable with Lasers

This half Gunship and half Fighter can kill infantry and aircraft. It is a really annoying foe because it will target Commandos and Engineers first.

Additional Notes

The Venom is the Brotherhood's primary air fighter, which served with distinction in the Third Tiberium War, as a successor to Harpy attack helicopters of the Second Tiberium War. Like the Orca Gunship it uses VTOL technology. Its primary tasks are recon and air intercept, as it is extremely fast, but armed only with a single chaingun. The chaingun was originally upgradeable to a laser cannon based on Obelisk technology, however, these were recalled and replaced by particle beam weaponry.

The fighter possesses an extremely aerodynamic shape and two VTOL engines on articulate mounts on its sides. The pilot's cockpit is at the extreme front of the machine, allowing a large field of view, but also limiting his protection. Its chaingun/laser is ideal for attacking infantry or harassing armour, but the real role of the Venom is scouting out targets and providing targeting data for the beam artillery units operating in the field and allowing them to bounce their beams off of mirrors the Venom carries on its underside, thus allowing them to strike targets otherwise immune to their damage.

Another function of the Venom is deception - it can be equipped with signature generators, that interfere with the opponent's radar, fooling him into considering a few Venoms a whole army.

It is also worth noting that the Venom is capable of engaging airborne targets, making it useful as anti-air protection for ground forces or bases, particularly when upgraded with laser capacitors. Since GDI aircraft are not known for their durability the Venom's lack of major power is not a problem.

Also, Venoms have extremely good fuel economy compared to most other GDI or Nod Aircraft, as well as a large amount of ammunition. Venoms can be airborne at all times during a battle, freeing up space on Nod Air Towers, to which it need only return for repairs.

Counters

Despite its advantages, the Venom is also very, very fragile and can be easily shot down by anti-air weaponry of any kind(Mammoth tanks got weak missiles and everyone can't believe that the Venom can't stand even the weakest AA weapon).

Vertigo
"Vertigo, flight check complete."

- Vertigo


 * Cost 1750
 * Weapon one big Bomb and rear AA Turrets
 * Speed Quite Fast
 * Armour Quite good Armour but missiles will destroy it.

This heavy bomber is a real troublemaker. Its powerful bomb is a reason that it is extremely annoying.

Additional Notes

The Vertigo is a next generation bomber in the service of Nod. It is a powerful batwing aircraft carrying one high explosive Groundpounder bomb, and is equipped with an effective stealth generator and VTOL engines. Its primary role is destroying large structures and vehicles located deep within enemy bases, thanks to its stealth capabilities. For defense against pursuing aircraft, the Vertigo has a single chaingun turret in the rear of the plane, though the power of this weapon is lackluster. The vertigo can be outfitted with Disruption pods that stealth the area where it was drop.

The craft is constructed in the Nod Air tower, which can support and maintain up to four Vertigos. It has a sleek, aerodynamic profile that allows it to fly at high speeds and engage the enemy before any anti-air weaponry reaches it. It is a rough equivalent of the GDI Firehawk, though it is better at air-to-ground combat to compensate for its lacking air-to-air ordinance. Counters were usually Firehawks or GDI's AA Batteries.

Counters

Counters were usually Firehawks or GDI's AA Batteries because these bombers were deployed in large numbers that even Missile Squads and Pitbulls alone were not able to handle these annoying bombers. Once you detect the bombers the detector usually get bombed to death(Pitbull jeeps are detectors but are easily destroyed by the bombers).