Command & Conquer 3: Tiberium Wars/GDI Units

In the GDI Campaign the player takes control of the GDI and fights to defend their honor. The Brotherhood attacked the Space Station with a Nuke but the GDI now uses the Pentagon as their HQ. As the GDI Commander the Player must save the Blue Zones from the Nod Aggressors.

Infantry
All infantry except Commandos and Engineers form a squad to boost their efficiency. Also all Infantry can garrison structures except the Zone Trooper. To issue them to garrison buildings select the infantry squad and order them to move into a structure. It should be importantly noted that certain units can instantly kill any garrisoned structures.

Riflemen squad
"Rifle squad ready!"

- Riflemen


 * Range: 170
 * Speed: 45
 * Health: 75
 * Group health: 450
 * Damage: 2*3
 * Damage Type: Gun
 * Refire Rate: 0.6
 * Group Damage Per Second (DPS): 60

Description
GDI Riflemen are cheap and quite fast, and naturally excel at eliminating other infantry. While certain units are more dedicated, riflemen are capable of, in adequate numbers, dealing with almost any threat. Although their usefulness is eventually phased out later when vehicles become a larger issue, riflemen are a cheap and effective counter against missile squads - something that higher-tier vehicles will have issues dealing with.

One ability unique to GDI Riflemen is their ability to create small structures that can hold two infantry squads known as Foxholes. It takes them a few seconds to set one up, so setting one up in the middle of a firefight can prove difficult, but a foxhole can take a lot more punishment than the riflemen alone. Additionally it protects the riflemen from being run over by tanks. Foxholes are identical to any structure capable of holding a garrison, including the liability of being cleared out by flamethrower weapons, for instance. They can also, therefore, be taken over by an enemy force. Foxholes work best with missile squads, protecting their mere two-man team from being squished by enemy tanks.

Counters
As ordinary infantry, riflemen are prone to any and all means of anti-infantry and small-arms fire. Of particular pain are Black Hand units, as they can take a lot of punishment before falling. Since their damage type is gun, they also have difficulty attacking any means of vehicle, with a possible exception of tier-1 missile vehicles (Pitbulls, Seekers, and Attack Bikes).

Venoms and the Kane's Wrath-specific Hammerhead Gunship can attack riflemen with impunity. A hammerhead can be further equipped with snipers for further anti-infantry punch or grenadiers if the riflemen are in foxholes.

As with most infantry, riflemen can easily be squished by treaded vehicles (hover vehicles such as the Seeker are exempt from this benefit).

Missile Squad
"Attack Positions!"

- Missile Squad


 * Range: 275
 * Speed: 40
 * Health: 100
 * Group health: 200
 * Damage: 250
 * Damage Type: Missile
 * Refire Rate: 3.5
 * Group Damage Per Second (DPS): 143

Description
Missile squads are good against what riflemen are poor against: tanks and aircraft. While slightly slower than riflemen due to their heavy launchers, missile squads should not be under any circumstance be underestimated. While in early patches missile squads had limited use, currently missile squads are highly effective against all forms of vehicles, especially tanks. Anti-infantry aircraft, such as the Venom and Hammerhead, can prove superior to missile squads, except when in a garrison.

Counters
Missile squads have the same weakness as riflemen do: anti-infantry fire. However, because they sport missiles, they stand a stronger chance against anti-infantry vehicles such as APCs and Gun Walkers. However, they should always move and attack in large groups; at least three missile squads are required to eliminate an APC.

Because each missile squad only has two members in it, it is imperative they be protected. Rifle squads, with their large groups, prove to often be effective meat shields for the deadlier missile squads.

Engineer
"Prepping control codes."

- Engineer


 * Cost: 500
 * Speed: Very low
 * Armour: Very light

Description
Engineers can prove to be a powerful unit, even though they lack weapons. They have three primary uses in the battlefield: capturing enemy structures, repairing allied structures, and capturing or reclaiming the remains of a downed walker unit. They unfortunately cannot repair civilian structures anymore, but they can still garrison inside for additional safety.

Engineers should be among the first thing a player builds, as capturing neutral structures early on can even the tide for later. Engineers generally should accompany walker divisions so that their husks can be reclaimed as soon as they are downed; players often do anything they can to avoid having their investment on walkers turn against them.

GDI Engineers have a particularly nasty combination of combining with an APC for what is known as the "APC-Engineer rush". Players will try loading engineers into an APC, then charge them at the enemy base. As soon as an APC parks right next to a key structure, the engineer unloads and takes the building. This vastly improves their survivability, but can be countered by selling the building (which produces a squad of riflemen which kills the engineer) or putting up anti-vehicle defences.

As of Kane's Wrath, however, Engineers take several seconds to claim a structure, making the APC-Engineer rush a less viable tactic.

Counters
As engineers are unarmed, they can be countered by any unit.

Grenadier Squad
"This is the fun part!"

- Grenade Squad

Range: 300 Speed: 60 Health: 240 Group health: 960 Damage: 210 Damage Type: High Explosive Refire Rate: 2.2 Group Damage Per Second (DPS): 382

Grenadiers are similar in a few respects to Nod's Black Hand, but are overall less effective. Considering they are the only unit of GDI capable of eliminating enemy infantry garrisoned in neutral structures and foxholes, however, they have their worth. They are most effective against infantry locked in combat and unable to retreat, as their grenades, while powerful, take several seconds to reach their target.

Grenadiers also have proved their worth in Battlecast Primetime. In Kane's Wrath, Grenadiers can throw EMP Grenades, which immediately powers down all enemy vehicles and structures in the radius. This makes them highly effective counters to the new epic units: a single grenade squad can power down a $5000 epic unit, paving the way for other forces to attack the unit unhindered.

Counters
Any anti-infantry attack works best against them. Ensure, however, that they are delivered by either a vehicle or from the air, and be wary of the EMP grenades. An air-attack works best against them, as they cannot EMP air units.

Sniper Team
"Watch this!"

- Sniper Team

Range: 375 Speed: 45 Health: 300 Group health: 600 Refire Rate: 1.3 Damage: 500 Damage Type: Sniper Group Damage Per Second (DPS): 770

Description
These two highly trained sharpshooters can eliminate most enemy units (save perhaps an elite or heroic commando) in a single shot. They reload slowly, but are invisible unless firing. A trio of snipers will prove highly effective against all forms of enemy infantry, including black hand. Unlike first-person shooters, snipers can kill instantly at any range.

Due to their slow-reload and two-man nature, they are of limited use at crowd control; they are best against units that have very small squad numbers, such as missile squads, engineers, and commandos.

Snipers can work in conjunction with Juggernauts for a powerful base-bombardment strategy. Juggernauts can, using their bombard ability, attack any location within a sniper's line of sight, from any location on the map. It takes several seconds for them to prepare to fire, however, and therefore is best used against enemy structures.

Counters
Snipers are completely incapable of attacking vehicles or aircraft. Failing that, one can send rifle squads at them if the snipers are in small numbers. Since riflemen have large squad numbers, it will take the snipers a while to eliminate them - at which the riflemen will already be in range of the snipers. You will definitely have to outnumber the snipers, but given a rifle squad's low cost and build time, it should not prove too difficult.

Zone Trooper
"Shut this party DOWN!"

- Zone Troopers

Range: 300 Speed: 60 Health: 240(300 upgraded) Group health: 960(1200 upgraded) Damage: 210 Damage Type: Cannon Refire Rate: 2.2 Group Damage Per Second (DPS): 382

Description
Zone troopers eventually replace missile squads in the anti-tank role. Zone troopers are highly effective against tanks and structures; as infantry, they take minimal damage from a tank's Cannon-type damage, while dealing back the maximum damage with their own Cannon-type. Their railguns can prove also effective against infantry squads, but only in small numbers.

Zone troopers are immune to the harmful effects of Tiberium, but like all infantry, they fall easily to flame-based weapons and small-arms fire. Zone troopers can be upgraded to improve sight range and detect stealth, and to boost their hit points and allow themselves to heal.

Zone troopers also sport powerful jump jets that allow them to cover impassible terrain. Jump jets are also very effective against enemy tanks, as it allows the squad to strike them from behind where the tank has less armour. Additionally, Zone troopers cannot be crushed by tanks (except by Scorpion Tanks with the Dozer Blade upgrade).

Counters
As with all infantry, flame-based weapons are always a threat. Their cannon-type damage means they are not as effective against infantry, particularly militants. Black Hand are perhaps their deadliest adversary, as are Buzzers if encountered in sufficient numbers.

Commando
"Let's get this party started!"

- Commando


 * Range: 300
 * Speed: 50
 * Health: 500
 * Damage Type: Sniper

Description
While only one Commando can be trained at a time, they are among the most powerful unit in the game. Their weapon can almost instantly kill any infantry unit, and unlike the sniper, it has a considerably shorter reload time. Perhaps the Commando's deadliest weapon, however, is its C4 packs. When ordered to attack a building, the Commando will charge up to it and eliminate it instantly. The same attack can be done against any unit that leaves a husk, making a Commando the ideal counter to a group of Avatars, Tripods, or Juggernauts.

The Commando also features the same jet pack system as the Zone trooper. A Commando with Zone trooper support can prove to be a tough combination to beat.

Counter
An aerial attack on a Commando will almost always work, but failing that an anti-infantry vehicle will work. Commandos cannot be crushed as of Patch 1.09, except by the Epic Units featured in Kane's Wrath. To secure your base against Commando raids, try building anti-infantry base defences; they cannot be attacked from range by a Commando.

Pitbull
"Send 'em around!"

- Pitbull Crew


 * Range: 250
 * Speed: 115
 * Health: 1500
 * Armor deviations: Takes 50% damage from bullet.
 * Damage: 200x2 AA
 * Refire Rate:4.3
 * Damage Per Second (DPS): 93
 * Mortar damage: 300 HE
 * Mortar Refire Rate: 3.7
 * Mortar range: 300

Description
Pitbulls are versatile missile ATVs. Initially armed solely with missiles, they can be upgraded with a powerful mortar system that does wonders against crowds of enemy infantry and structures as well.

They are also among the fastest vehicles, but they are also not very armoured and as such have a low survivability rate. Their speed can allow them to pull off Nod-like hit and run raids, as their missiles cause considerably more damage than an attack bike's missiles.

Counters
Pitbulls have problems against infantry, but only if they lack the mortar upgrade. Tanks and aircraft both are a strong counter to Pitbulls due to their lack of armour.

APC
"Ready weapons!"

- APC


 * Range: 250
 * Speed: 60
 * Health: 2800
 * Armor deviations: takes 50% bullet damage and 50% HE damage.
 * Damage: 35x4 bullet
 * Refire Rate: 0.8
 * Damage Per Second (DPS): 175

Description
APCs are capable of holding a single infantry squad. Units inside the APC can fire out, however, making the APC quite versatile. While their machine gun is of limited use against vehicles, a pair of rocket soldiers can easily remedy this. They also can work in tandem with the machine gun when attacking aircraft.

APCs are perhaps deadliest with an engineer. Players can execute an APC-Engineer rush by loading an engineer into an APC then charging them at an enemy's base. As soon as an APC is next to a structure, the Engineer can exit the vehicle and capture it. This greatly improves the engineer's survivability; however, since Kane's Wrath, Engineers take several seconds to capture a structure, making APC-Engineer rushes easier to stop.

Counters
While missile soldiers in APCs sound pretty daunting to both vehicles and infantry, the missile troopers in the APC essentially gain the same strengths and weaknesses of the APC itself; it can still be easily destroyed by anti-vehicle attacks. It only takes three shots from an Avatar to knock out an APC. Therefore, vehicles are always a good bet against them.

Aircraft can prove more difficult, as APCs can work in tandem with the missile troopers inside to put up a considerable missile and gun barrage.

Predator Tank
"Predator rolling out!"

- Predator Crew

Range: 300 Speed: 60 Health: 3400 Damage: 400 (572 upgraded) Cannon Gun Damage Per Second (DPS): 174 (252 upgraded) Refire Rate: 2.3

Description
The Predator is loved by many GDI players for its ruggedness, power, and relatively cheap cost. It does have its weaknesses, however; the most glaring of which is infantry and air. Predators (often nicknamed "Preds") cannot attack aerial units and can attack infantry with extreme difficulty. It can still crush infantry, however.

However, Predators cause considerably more damage than Scorpions and are slightly more durable.

A Predator's true power shines however when equipped with the railgun upgrade.

Counters
The tank requires anti-infantry and anti-air support at all times, as it is highly ineffective against enemy aircraft and enemy infantry.

GDI Harvester

 * Health: 7500
 * Speed: 50
 * Range: 300
 * Damage: 10*3
 * Damage Type: Gun
 * Refire Rate: 1.3
 * Damage Per Second (DPS): 23

Harvesters are the core of your economy; they work in conjunction with refineries to produce money which can be used on your war effort. Targeting enemy harvesters is the quickest and easiest way of bringing their economy to a halt; they aren't as heavily armoured as a refinery, and they're often forced into the middle of the map later in the game when Tiberium runs out.

The GDI Harvester is unique however in its ability to fire back. It is equipped with a single machine gun which can cause infantry some problems.

Counters

Due to its slow speed and lack of effective counterattacks, any unit can attack a harvester and emerge victorious. Missile troopers in a garrison work quite well, as do tanks. Infantry alone, however, can be shot by the harvester's machine gun or crushed.

Juggernaut
"Bombardment!"

- Juggernaut launching an Artillery barrage


 * Speed slow What to expect from a big artillery?
 * Armour thick
 * Weapon 3 heavy cannons
 * Cost ????

This walker is a powerful artillery and must be dealt with up close or from the sky. To activate their Bombard Target ability get your snipers within range of the enemy and then click the Bombard Spotted Target ability then select target and finally watch the Juggernaut bombard their enemies to death.

Additional Notes

By the time of the Third Tiberium War, a new Juggernaut variant, known as the Juggernaut MK.III, refered to as "UPC"s or "M3", was in service. Based on a Titan Mk. II chassis, perhaps the most significant upgrade, was the inclusion of a turret, equipped with an improved 200mm cannon armament. This new addition gave the Juggernaut greatly improved flexibility in engaging targets, as it no longer needed to redeploy each time a target's position shifts even slightly, although a slow traversing speed limited the usefulness of this new ability. The crew cockpit was moved into a separate pod which resides on the left of the turret. State-of-the art fire control and tracking systems and an improved, integrated battlefield networking communications package allow GDI sniper teams to relay ballistic data to the mech's crew, allowing it to provide long range indirect fire support, an ability closely mirrored by newly introduced Nod Specter. The Juggernaut's important role in the GDI forces as a powerful artillery piece remains unchanged even with the introduction of Nod's Beam Cannon.

The M3 is still required to deploy secondary stabilizers before it can fire due to the huge recoil of its triple barrel armament, although it can complete this process much faster than the MK.I, providing the Juggernaut with improved flexibility. Another problem was that the M3 would quickly and suddenly catch fire.

Juggernauts are still intended for indirect fire support and are not expected to be on the front lines, making its relative fragility a flaw irrelevant to its combat efficiency, amplified by the ability to navigate all terrain.[1]

If the Juggernaut Mk. III is crippled and falls, an engineer can return it to a working state. The problems with standing up have been resolved by strengthening the construction of the cannons and allowing the walker to use them as quasi-hands to get up.

Like the GDI Mammoth Tank, Nod Avatar and the Scrin Annihilator Tripod, and MARV, Juggernauts can crush light vehicles by simply walking onto them.

Counters

As a dedicated artillery platform, the Juggernaut has several weaknesses. The first is its vulnerability to all aircraft capable of attacking ground targets, due to its lack of dedicated anti-air weaponry. Second, enemy Commando's have also been known to utilize high explosives on the legs of the walker, disabling it instantly. Third, any enemy which can close the distance between itself, and the Juggernaut quickly, remains a threat, as the Juggernaut possess no weapons capable of engaging targets below its main guns. It is unknown whether or not the M3A, with its added gun pods can engage these targets, because the precise position of these gun pods is unclear. Typically, the Juggernaut's only defense against such opponents is to simply crush them with its legs. When destroyed, the Juggernaut's sturdy frame often means that a "husk" of the unit will remain. Often these husks are capable of being repaired by engineers from either GDI, Nod, or even Scrin Assimilators, and utilized by their respective factions. These husks however, are often extremely fragile, and can be destroyed by light infantry to prevent them from being exploited by the enemy.

Rig
"Rig here."

- Rig when selected


 * Cost ????
 * Armour heavy
 * Weapon 2 Anti Tank guns and a SAM Launcher
 * Speed medium

This thing can deploy into a battle base and repair units nearby it.

Additional Notes

The Rig is a slow moving utility vehicle with weak armour that can't survive on the battlefield very long without proper protection. However, it is not intended for use in direct confrontations. It is a support vehicle, capable of converting into a mobile Battle Base that apart from having stealth detectors, two Guardian cannons and a SAM site can also repair damaged vehicles.

The Battle Base was used as a self-contained outpost and support facility at key points on the battlefield or as a repair facility at Tiberium fields, protecting defenceless Harvesters.

As the Third Tiberium War progressed, Nod discovered that its Black Hand Flametroopers(The Nod Infantry that wears Capes) and Avatars(The large laser monsters that wield lasers) were particularly effective at destroying the Rig. The Rig is also too big to be carried by the V-35 Ox, meaning it cannot be easily flown over enemy defences.

Weakness

The Rig hates things that wear black armour and red capes and wield flamethrowers and also hate things that are large walkers that wield lasers. It also hate things that are stealthy and carries a large bomb.

MCV
This vehicle is the founder off all Bases. Weak armoured unlike in the other games.

Orca Gunship

 * Cost 1100
 * Weapon Missiles (Sonic Grenade in Kanes Wrath) and Sensor Pods
 * Armour medium
 * Speed fast

This thing in groups can take down even the strongest walkers and tanks.

Additional Notes

The Orca Gunship (also referred to as Orca Mk. IV) is the most advanced version of the Orca Aircraft. Upon evaluating the Orca's performance in the Second Tiberium War, GDI completely redesigned the fighter, retaining only its VTOL engines, which have also received a major overhaul. The new Orca was outfitted with heavier armour and wings designed to carry substantial amounts of rockets to engage a variety of targets ranging from infantry to structures.

The new version of the Orca had a maximum speed of 400 knots, with a combat range of 300 miles, or 1,180 miles when stripped of combat gear. Its maximum flight altitude was 42,000 feet, with a climb rate of up to 2,500 feet per minute. The power to mass ratio was 0.19 lbs/hp. The aircraft was crewed by a pilot and a copilot/gunner. It was 58.3 ft long, 48 ft wide, and 12.7 ft high.

Its armament varies, but is in every way superior to its predecessors, and can be composed of an M230 30mm Automatic Cannon with 1200 rounds, Hellfire V rockets, AIM-500 Stinger air to air missiles, AGM-240 Sidearm air-to-ground missiles, AIM-18 Sidewinder air intercept missiles and Hydra 70 unguided air-to-ground rockets. New intelligence also indicates that Orcas belonging to a specific GDI subfaction can be upgraded with sonic cannons; which cause widespread damage to ground targets.

In addition, the Orca was equipped with sonar equipment, allowing it to discharge a pulse, revealing all units that used active thermoptic camouflage for a short period of time. They can also be outfitted with sensor pod launchers that also serve to detect stealth units.

Counters

Use Venoms and other anti air aircraft against them because its missiles will kill all ground targets.

Firehawk
"Firehawk! Top and ready!"

- Firehawk


 * Armour thick
 * Cost 1500
 * Weapon 2 light bombs and 4 missiles
 * Speed fast

This jet is armed with bombs for ground foes(Better against structures than units though) and missiles for all aircraft(These missiles will devastate anything flying and kills Venoms with only two missiles especially when they are bunched up together).

Additional Notes

The Firehawk VTOL fast attack jet is a new GDI weapon system combining AI programming and human piloting skills. The jet possesses a dynamically unstable airframe that requires computer control to stay in flight. However, it is capable of quickly altering the course and speed of the craft, making it an excellent air superiority fighter. The embedded AI functions as a highly sophisticated targeting system, threat assessment and tracking module as well as weapon control and navigation. The pilot interfaces with the AI, allowing him to truly dominate the skies.

Firehawk attack jets have variable weaponry, and commanders can choose between two highly destructive Hellcat firebombs or four Rattlesnake missiles, allowing it to act both as the ruler of skies or the messenger of death to ground forces and installations. It's slight disadvantage is that it requires an airfield to operate, as it has a limited weapon load.

The fighter can also be upgraded with stratosphere navigation systems and special Stratofighter boosters, allowing it to move much faster through the battlefield (by traveling through the stratosphere) and engage targets where they least expect it. With the boosters the Firehawk can ascend to such a high altitude, and at such great speed, that it is untouchable by enemy anti-aircraft weaponry. The immense heat generated by this boost means that the pilot must wait a short period of time before he can utilize the Firehawk's boosters again. With proper planning, a Commander can have Firehawks utilize their boosters, pummel targets across a battlefield with impunity, then return them home in the same manner without retaliation. The jets are notable in Albania especially when seen bombing tanks and other unmanned Nod Vehicles.

Counters

Use anything that can shoot it down. ITs bombs are not as effective as the Vertigos bombs but dont attack it with any jet because of missiles can do serious damage to your jets.

Mammoth Tank
"Roll Over them!"

- Mammoth Tank ordered to attack an enemy


 * Weapon Missile Pods and two heavy tank cannons and railguns What to expect from the Mammoth Tank?
 * Speed Slow but speeds up every time it moves
 * Armour heavy What to expect? It is a high tech tank
 * Cost 2500

This is the most versatile unit you will ever command and see. Also the worst enemy you will ever see in your life.

Additional Notes

Controversially, GDI command decided to recall existing Mammoth Mk. II units and put a new model, heavily based on the First Tiberium War X-66 Mammoth in production. Conservative critics, including the famous GDI commando Nick "Havoc" Parker, argued against this decision, claiming that it would remove one of GDI's most powerful weapons against the Brotherhood of Nod.

The production of the third generation tank designated Mammoth 27 started in 2039 in Reykjavík, despite protests and controversies from conservative officers and commanders surrounding its introduction.

The tank has been designed with long-range operations in harsh environments in mind. Its design is a return to the basic, four-tread system with a thick, hexagonal armour to match enemy tanks head-on and defeat them in open combat. The tank is initially equipped with dual 150-mm cannons on the turret (which can be later upgraded to railguns) and comes, in the vein of earlier models, with two 4.75-inch missile pods specially designed to attack infantry and aircraft. While on articulated mounts, they are designed to hold four rockets instead of the earlier twelve. Its firepower is enough for it to take an Avatar or an Annihilator Tripod head-on and succeed. Its sheer size means that it can also crush smaller vehicles like the Nod Scorpion tank or Scrin Devourer Tank beneath its treads.

The tank is designed to be the core of GDI assault forces and provide cover for weaker, less armoured units. The performance of the tank in the field has proven that the return to the roots was a good decision for the tank, despite the fact the tank cannot automatically repair itself in the field now.

Weakness

It cost to much, it is slow, it can't heal itself for no reason and finally swarming it will destroy it. Also it hates things that move fast, contain stealth generators and carries a large bomb.