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{{Header Nav|game=Command & Conquer 3: Tiberium Wars}}
{{Header Nav|game=Command & Conquer 3: Tiberium Wars}}
The Global Defense Initiative is a UN-based organization. Their purpose is simple: to save the world from Tiberium and return the world to a standard state of living. Their chief opponents, the Brotherhood of Nod, consider them to be oppressive to their people, and forced people to live in the unstable Yellow Zones, whilst keeping the pristine Blue Zones (lands unscathed by Tiberium) to themselves.


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.
GDI is essentially your typical, modern army. There is not much that is special in terms of the GDI. Their equipment is both powerful and reliable, but most of their units are not as swift or as cheap as Nod's. They also lack a lot of stealth-based powers.


==Infantry==
<font color="red">Red</font> text means it is available in Kane's Wrath only. <font color="green">Green</font> text means that (the upgrade) is available only in Tiberium Wars (the upgrade was moved).
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 and click an ungarrisoned building to garrison it.


===Riflemen squad===
{{Quote|Rifle Squad Ready!|riflemen}}
*Cost: 300
*Speed: Moderately low
*Armour: Light
*Weapon: GD2 Rifle


Basic GDI infantry but can make armoured Foxholes to protect themselves and an area.
==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.


'''Additional Notes'''


The Rifleman Squads are the mainstay of the Global Defense Initiative. They are armed with automatic GD2 rifles and all are equipped with standard GDI body armour. Their squads are composed of six soldiers.
===Rifleman Squad===
{{CnC unit|image=CnC GDIRifle.png|requirements=Barracks|role=Various, primarily anti-infantry|abilities=Dig In, Call for Transport|upgrades=Composite Armor, <font color="red">AP Ammo, Tiberium Field Suits</font>|build=3 seconds|dtype=Gun|cost=300}}


The riflemen are well trained, and will seek all cover possible for them. In a battle against a Nod Militia squad, the Rifleman squad will usually emerge victorious due to superior training, albeit with casualties. If the militants are led by a confessor however, the result can be less certain.
====Description====
GDI Riflemen are cheap and 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.


If ordered, the soldiers will use the portable shovels they carry to create foxholes, acting as bunkers, providing necessary cover. They can also be outfitted with advanced composite armour or Tiberium field suits that gives them better protection than regular body suits. On the battle field, they maintain their fitness by doing star jumps.
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.


Like all GDI infantry, they can be shuttled around the battlefield in the V-35 Ox. Some infantry squads are also members of elite GDI Airborne divisions.
====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).


'''Counters'''
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.


Riflemen are good against infantry, however, their machine guns are not effective against armour. Flame-based weaponery and anti-infantry would work well against these squads.
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===
===Missile Squad===
{{Quote|Attack Positions!|Missile Squad}}
{{CnC unit|image=CnC GDIMissile.png|requirements=Barracks|role=Anti-armor, Anti-air|abilities=Call for Transport|upgrades=Composite Armour, <font color="red">Tiberium Field Suits</font>|build=4 seconds|dtype=Rocket|cost=400}}
*Cost: 400
====Description====
*Speed: Low
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.
*Armour: Light
*Weapon: FGM-90


'''Additional Notes'''
====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.


The Missile Squad is employed by GDI against enemy armour and structures. These two man teams are armed with FGM-90 shoulder mounted missile launchers that can be employed against armour, structures and aircraft due to the design of the FGM-90 which deals maximum damage against armor.
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.
{{-}}


The Missile Squad's soldiers wear standard GDI combat armor, which can be upgraded to composite armor suits or Tiberium field suits. Their helmets are modified with optical sights that allow them to aim the rocket launcher with precision. As with all GDI infantry, they can be shuttled throughout the battlefield in V-35 Ox aircraft. Some infantry squads are also members of elite GDI Airborne divisions.
===Engineer===
{{CnC unit|image=CnC GDIEngineer.png|requirements=Barracks|role=Structure capture, walker recovery|abilities=Call for Transport|build=5 seconds|cost=500}}


As a note, soldiers tend to exercise with their missile launchers. Care must be taken that the launchers have their safeties on when exercising.
====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.
{{sidebar
|float=left
|width=230px
|title="Hardhat with a handgun."
|contents=The GDI's Steel Talons subfaction in the Kane's Wrath expansion sports a Combat Engineer. Combat Engineers have the simple addition of having a small handgun, effective against enemy engineers. Useful when you race with an enemy engineer for a neutral structure or a walker husk.
}}
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.


'''Counters'''
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.


Missile squads are effective against tanks and aircraft, however, the machine guns on the buggies and venoms work well against the missile squads. To protect them from such fire, get them inside APCs. These squads will also die easily from flame-based weaponery and anti-infantry.
As of Kane's Wrath, however, Engineers take several seconds to claim a structure, making the APC-Engineer rush a less viable tactic.


===Engineer===
====Counters====
{{quote|I got the Codes!|Engineer}}
As engineers are unarmed, they can be countered by any unit.
*Cost: 500
{{-}}
*Speed: Very low
*Armour: Very light
*Weapon: GD45 sidearm(Never used in the game, but stated in the Intel Database)


This guy can capture structures of the enemy, they are also able to repair structures if ordered to. In Command and Conquer 3 all engineers can capture and repair walkers, making them useful in the battlefront against Nod or the Scrin if they employ Walkers and do not destroy their husks.


===Grenadier Squad===
===Grenadier Squad===
{{Quote|This is the fun part!|Grenade Squad after receiving an attack order}}
{{CnC unit|image=CnC GDIGrenade.png|requirements=Barracks, Command Post|role=Anti-infantry, anti-structure, garrison clearing|abilities=<font color="red">EMP Grenades</font>, Call for Transport|upgrades=Composite armor, <font color="red">Tiberium field suit</font>|build=8 seconds|dtype=High Explosive|cost=800}}
*Cost: 800
*Speed: Moderately low
*Weapon: Grenades, charged emp grenades
*Armour: Moderate (Equal to Black Hand after bodyarmor upgrades)


'''Additional Notes'''
====Description====
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.


The new grenadiers wear standard GDI combat armor with specially modified helmets to shield their head from shrapnel and potential trauma caused by the grenades. They carriy grenades in their backpacks, as throwing grenades allow for more precision than using grenade launchers. The grenades themselves have miniature rocket engines embedded within them and minimal AI guidance, allowing them to reach enemies in remote locations with deadly precision. This gives grenadiers the ability to clear garrisoned buildings without destroying the structure itself.
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.


Due to the weight of the packs, the grenadiers usually exercise on the battlefield by performing jumping jacks and practices tossing their grenades around. With the advances in technology, the grenades no longer explode if they aren't primed for detonation.
====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.
Recent breakthroughs in technology have also affected those squads. The ZOCOM has started to upgrade their grenadiers squads with Sonic grenades and Tiberium field suits, making them almost as deadly as the Zone raiders. Core GDI factions can make the use of Emp grenades.
{{-}}
 
In all three Tiberium Wars, the grenades can result in friendly fire incidents.  
 
To issue them to clear garrisons select the Grenadier Squad and then click on enemy garrisoned structures to order them to clear the garrisoned building.
 
'''Counters'''
 
Grenadiers are unable to attack Aircraft and ,as with all infantry, are weak to flame-based weaponery. They are also weak against anti-infantry such as Commandos, snipers and shredder turrets.


===Sniper Team===
===Sniper Team===
{{Quote|There he is!|Sniper team receiving an attack order}}
{{CnC unit|image=CnC GDISniper.png|requirements=Barracks, Armory|role=Anti-infantry|abilities=Call for Transport|upgrades=|build=10 seconds|dtype=Sniper|cost=1000}}
*Cost: 1000
*Speed: Moderate
*Armour: none
*Weapon: Sniper Rifle with a spotter


'''Additional Notes'''
====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.


A GDI sniper group is a specialized combat team which is for reconnaissance and infantry removal. A squad will typically comprise of a sniper (a soldier who completed GDI's advanced marksmanship training) and a more experienced team leader as a spotter.
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.


The sniper carries a large caliber scoped rifle with a laser sight, while the spotter is equipped with a GD-2 and communications equipment for communicating with the HQ and relaying target data for GDI Juggernauts and Battleships, who will continue bombardment as long as the sniper team is in the area (it should be noted that transmitting coordinates reveals the team's position briefly). The team wears battledress uniforms and camouflage hats. They do not wear armour, as it would limit their mobility and increase the chances of them being seen, as when remaining stationary the sniper team will camouflage themselves. They exercise by doing sit ups, which surpisingly doesn't compromise their cover.
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.


Like all infantry, the Sniper Team can be shuttled in V-35 Ox transports, and a special veteran sharpshooter team can be deployed on the battlefield.
====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.
'''Counters'''
{{-}}


These sniper teams have no defence against aircraft nor vehicles.


===Zone Trooper===
===Zone Trooper===
*Cost: 1200
{{CnC unit|image=CnC GDIZone.png|requirements=Barracks, Tech Center|role=Anti-structure, anti-vehicle|abilities=Jump Jets|upgrades=Power Pack, Scanner Pack|build=13 seconds|dtype=Cannon|cost=1300}}
*Speed: Moderate(Jump jets can be used to boost mobility)
*Armour: medium
*Weapon: Railguns


'''Additional Notes'''
====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.


Following the events of the Firestorm Crisis and the proliferation of Tiberium, GDI desperately needed a technology that would allow them to control Tiberium infested areas without endangering humans. As remotely controlled weapons and unmanned vehicles were not suitably powerful, the research and development division of GDI decided to use the old Mobius Suit and Wolverine technologies to create a completely new and efficient weapon.
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.


The Zone Trooper wears the result of this research, an advanced, self-sufficient powered armour made from the same composite that constitutes the Mammoth 27's armor. It is equipped with advanced life support systems, which allows him or her to survive in heavily Tiberium contaminated areas such as Red zones. In addition to being able to survive in such conditions, the Zone Troopers are equipped with jump jets, allowing them to move long distances in seconds, often dropping into the heat of a battle as reinforcements. For combat, he carries an advanced portable railgun, based off the same design that is used for the new Mammoth 27 and Predator tanks. The Zone Trooper armor is required to absorb the recoil that railguns produce. The weapon itself is capable of causing serious damage to vehicles, structures, and infantry.
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 armor. Additionally, Zone Troopers cannot be crushed by tier-2 tanks (except by Scorpion Tanks with the Dozer Blade upgrade).


Squads of four Zone Troopers are deadly foes, often accompanying large tanks on their way into combat. Their armour suits can be upgraded with sensor packs, giving them limited stealth detection abilities and with advanced power packs, which amplify the suit's performance, resulting in increased resilience, and allows the suit to self repair.
====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.
The Zone Troopers are also used as reinforcements dropped from orbit, in large atmospheric entry drop pods. These soldiers are ready for combat as soon as the pod hits the ground.
{{-}}
 
However, the cost of equipping a single Zone Trooper is enormous, as a single armour module and railgun cost as much as an entire single rifleman squad.  
 
'''Counters'''
 
They are also completely defenseless against aircraft (especially the Venom) and armour piercing projectiles of the shredder turret are also a danger to them, as is flame-based weaponry.


===Commando===
===Commando===
{{Quote|Real Tough guy!|Commando}}
{{CnC unit|image=CnC GDICommando.png|requirements=Barracks, Armory, Tech Center|role=Anti-infantry, anti-structure, anti-walker|abilities=Jump jets|upgrades=|build=20 seconds|dtype=Sniper|cost=2000}}
*Cost: 2000
*Speed: Moderately high
*Armour: Medium
*Weapon railgun that rapid fires and C4


====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.


'''Additional Notes'''
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====
The Commandos became a regular frontline GDI unit once again in the Third Tiberium War. Backed by 50 years of tradition, they are the results of a powerful training program, with a 22% fatality rate and 97% recruits never reaching the end of training. Typically, only one commando at a time was allotted to a commander.
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 defenses; they cannot be attacked from range by a Commando.
{{-}}


Lt. Fullerton, the commander of Stuttgart GDI forces was a Commando and was instrumental in retaking the city from the Scrin. Higgins and Conrad are commandos used extensively in GDI recruitment videos and posters.
==Vehicles==
All GDI Vehicles are slow, powerful, and are more armored than most foes.


The next generation Commandos wear full suits of heavy body armour with an integrated jump jet unit. They are also equipped with prototype high rate-of-fire assault railguns which can tear apart infantry and, if given enough time, light vehicles like the Attack Bike. And, like their predecessors, carry a large amount of det-packs (basing on an exotic chemical) for building demolition. One of their key abilities is destroying enemy Mechanized walkers by planting explosives on their legs. To maintain fitness GDI commandoes usually do one handed push ups when idle. Commandos are able to jumpjet to a building to instantly set a charge to the building, a single charge will destroy a Construction Yard, it is vital to take note when a Commando is deployed against an enemy.
'''Counters'''
Use aircraft or vehicles because this guy will kill infantry if you use any infantry against the commando.


===Pitbull===
===Pitbull===
[[Image:Pitbull.jpg|right|200px|thumb|Pitbull circa 2047]]
{{CnC unit|image=CnC3_Pit.png|requirements=War Factory|role=Anti-Air, Anti-Vehicle, Recon, Stealth detection|abilities=Call for Transport|upgrades=Mortar|build=7 seconds|dtype=Missile (Mortar: High Explosive)|cost=700}}
*Armour light
*Speed fast
*Cost ???
*Weapon 2 Missile Launchers and once upgraded it has a Mortar Cannon.


Pitbulls are the fastest vehicle GDI has and it attacks air and ground foes.
====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.


The CC-6 Pitbull is GDI's primary recon vehicle. It is an ATV truck on an elevated platform with a back-mounted rocket launcher and equipped with powerful and highly advanced sensors capable of detecting stealth units. Its rocket launcher is capable of shooting down aircraft and is more than enough for damaging other vehicles and buildings, although direct combat with heavier vehicles is ill-advised, owing to the vehicle's necessarily light armour. It was also electrically powered, with redundant motors located in the wheels. For security, DNA and dog tag scanners would only allow authorized personel to operate the vehicle.
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 been in service with GDI since the Second Tiberium War. However, the CC-2 Pitbull were not deployed in combat, used in non-combat support roles (see surveillance image to the right). One role was to quickly transport a number of personel, which the Wolverine was incapable of doing. With the phasing out of walker technology, GDI decided to redesign the Pitbull as a front line unit.
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 armor.
{{-}}


The design of the vehicle was one of the most controversial topics among GDI commanders, who criticized the open topped design of the new jeep project as well as the back mounted machine gun that was intended as its primary weapon. Eventually, after intense lobbying, the engineers revamped the design to allow it to operate in Tiberium contaminated areas.
However, limited numbers of open-topped Pitbulls with back mounted machine guns remain in service in GDI controlled Blue Zones, as they are more effective at troop transportation and riot control than their hazardous environment resistant brothers.
The Pitbull is also designed to carry an optional mortar upgrade from the GDI Tech center, converting it into a light artillery platform.
'''Counters'''
These Pitbulls are good against Aircraft but their light armour is a very serious problem especially when these things drive near a heavy armoured foe or infantry.


===APC===
===APC===
{{Quote|APC ready for combat sir!|APC}}
{{CnC unit|image=CnC3_APC.png|requirements=War Factory|role=Anti-infantry, anti-air, transport|abilities=Call for Transport, Deploy Mines|upgrades=<font color="red">AP Ammo</font>|build=7 seconds|dtype=Gun|cost=700}}
[[Image:CnC3.APC2047.jpg|thumb|left]]
====Description====
*Speed Medium
APCs are capable of holding a single infantry squad. Units inside the APC can fire out, however, making the APC more versatile than its counterpart, the Nod Attack Buggy. Infantry garrisoned in an APC aren't vulnerable to anti-garrison weapons, either. A Sniper Team garrisoned in an APC is a highly effective counter to most infantry, especially Black Hand, since the APC provides protection and mobility to the Sniper Team. 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.
*Armour Medium
*Weapon heavy machine guns and mines
*Cost 700


This vehicle is good for protecting infantry. Rival of the Reckoner APC.
APCs are deadly when loaded 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.


'''Additional Notes'''
APC mines are identical to that of the Nod Mine Drop support power, but it costs less, covers less of an area, and obviously requires the presence of an APC.


After the Firestorm Crisis, GDI reevaluated the performance of their Amphibious APCs. While fast and well armoured, they weren't used widely due to their lack of any offensive weaponry, forbidding them from partaking in direct offensives, as without the means to defend themselves they needed to be closely protected. The engineers of GDI decided to completely redesign the vehicle from scratch.
====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.  


The resulting design is an advanced, six wheeled version of the vehicle, with all terrain capability and a dual heavy chain guns capable of engaging both ground and aerial targets. Any squad of infantry garrisoned inside may fire from within the APC, granting it greater offensive capability than when empty; for example, an APC transporting a Missile Squad will gain improved fire power against armoured and airborne targets or Zone Troopers can tear through tanks. In addition to transporting a single squad of infantry, the new advanced APC is outfitted with mine laying equipment, allowing it to deploy a large minefield at any given place on the battlefield (although they still can be detected by specialized sensors or infantry). The Brotherhood choose to answer Guardian APCs with Reckoners.
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.
 
{{-}}
'''Weakness'''
 
It should be noted that should there be any infantry still in the APC when it is destroyed, the infantry will be killed. Also do not send this thing after tanks unless the APC is loaded with the proper weapons.


===Predator Tank===
===Predator Tank===
[[Image:CnC3.PredatorTank2047.jpg|thumb|left|]]
{{CnC unit|image=CnC3_Pred.png|requirements=War Factory|role=Anti-vehicle, anti-structure|abilities=Call for Transport|upgrades=Railguns|build=11 seconds|dtype=Cannon|cost=1100}}
{{Quote|Predator rolling out!|Predator tanks deployment}}
*Cost 1100
*Weapon: 150mm heavy cannon,upgradable to a powerful railgun
*Armour: Better than Scorpion tanks armour
*Speed: medium


The Medium Tank of the GDI
====Description====


'''Additional Notes'''
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.


After reevaluating the performance and costs of maintaining Titans as a main battle vehicle, GDI engineers designed a new tank to supplement the walker and later replace it after the Second Tiberium War. The 65 ton Predator currently forms the backbone of GDI armoured corps. It is effective against most armoured units, with speed guaranteed by four articulated sets of treads. The tank's main armament is a powerful 150mm cannon upgradeable to a high velocity railgun, granting it exceptional firepower to direct against enemy units, including its counterparts, the Nod Scorpion tank and Scrin Devourer Tank.
However, Predators cause considerably more damage than Scorpions and are slightly more durable.


The tank has a crew of four; a driver, gunner, commander and combat engineer. Its armour is highly resilient, in particular when compared to the comparatively thin armour of Nod's equivalent MBT, the Scorpion tank.
A Predator's true power shines however when equipped with the railgun upgrade. Note that ZOCOM subfaction in Kane's Wrath don't have railguns so ZOCOM's Predator can't be equipped with Railguns.


'''Weakness'''
====Counters====


However, the tank requires support from other units when facing significant enemy firepower, in particular air power, against which it has no defence. Similarly, enemy armour of the higher tier (such as the Avatar which it hates) can be problematic for the Predator to deal with. Fast and hard-to-target infantry can be dangerous to the tank too, if they possess proper anti-tank weapons.
The tank requires anti-infantry and anti-air support at all times, as it is highly ineffective against enemy aircraft and enemy infantry.
{{-}}
{{-}}
<math>Insert formula here</math>


===GDI Harvester===
[[Image:CnC3.GDIHarvester.jpg|Thumb|left|Harvesters hate being vulnerable targets to the Scorpion tanks and gots the Super heavy Death Machinegun for the annoying Nod Pests.]]
*Weapon Machine gun
*Armour Medium
*Speed Fast
*Cost 1400


GDI Harvesters are the things GDI uses to get cash and also now have machine guns.
===Harvester===
{{CnC unit|image=CnC3_GHarvest.png|requirements=War Factory, Refinery|role=Harvest Tiberium|abilities=Return to Refinery|cost=<font color="green">1400</font>/<font color="red">1600</font>|upgrades=|build=<font color="green">14</font>/<font color="red">16</font> seconds|dtype=Gun/<font color="red">Rocket</font>}}
====Description====
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 fastest and easiest way of bringing their economy to a halt; they aren't as heavily armored as a refinery, and they're often forced into the middle of the map later in the game when Tiberium runs out.


'''Counters'''
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.


Always attack it from the air or with Tanks. Infantry will get crushed or shot up silly by the GDI harvester.
====Variants====
The two GDI subfactions use variants of Harvester. <br> '''ZOCOM Rocket Harvester''' is identical to GDI Harvester, but has missile launchers instead of MG. While rockets are more effective against vehicle and aircraft raids, ZOCOM Harvester maintains ability to crush most infantry (because of it's tier), so they are less helpless in most early raids, excluding Fanatics/Disintegrators rushes. <br> '''Steel Talons''' use a Heavy Harvester which is capable of garrisoning an infantry squad, making it an "APC-Harvester" combination. This makes them much more versatile unit as you can choose type of weapon yourself, but unfortunately, '''Steel Talons''' have a poor choice of infantry. Besides, it is more heavily armored than GDI/ZOCOM Harvester. Garrisoning Riflemen/Rocket Squads it "clones" GDI/ZOCOM Harvesters, featuring the same advantages and disadvantages. Meanwhile, Grenadiers are rarely seen garrisoned in the Harvester. Perhaps, thair roles make useless combination (harvesters rarely encounter garrisoned infantry and anti-structure damage is worthless for defence)


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Heavy Harvesters, since they can garrison units, can also function as APCs. It is therefore possible for the Steel Talons to employ an extremely early Engineer rush by building a refinery, selling one's Construction Yard, and garrisoning the engineer produced by selling the construction yard into the Heavy harvester from the Refinery. Although, from point of firepower, thus makes no sense, as Engineer pistol is totally incapable of causing any sufficient damage, even againt infantry.


===Juggernaut===
====Counters====
{{Quote|Bombardment!|Juggernaut launching an Artillery barrage}}
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 gets crushed.
*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.
Rocket Harvesters can be countered with infantry, but be careful of nearby Tiberium. Heavy Harvesters should be approached with caution depending on the infantry unit inside, if any. Heavy Harvesters suffer from having to pay for an infantry garrison, instead of them coming with a pre-installed weapon.


'''Additional Notes'''
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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.
===Juggernaut===
{{CnC unit|image=CnC3_Jugg.png|requirements=War Factory, Tech Center|role=Self-propelled artillery|abilities=Bombardment|upgrades=|build=22 seconds|dtype=Cannon (Bombardment: High Explosive)|cost=2200}}


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.
====Description====
The Juggernaut, also known affectionately as a "Jugg", is GDI's artillery vehicle. Despite popular belief, the Juggernaut is not an effective combat unit like the Avatar or the Tripod. It is effective at long range and works wonders against structures. It does not have a lot of health and can be easily killed even by missile soldiers.
{{sidebar
|float=left
|width=230px
|title="Behemoth emerging!"
|contents=The GDI's Steel Talons subfaction in the Kane's Wrath expansion sports a Behemoth. Behemoths are equipped with an infantry slot, which makes them less vulnerable to close attacks. Behemoth is superior to Juggernaut since it's much more accurate, it isn't so awkward and it doesn't cost any more than Juggernaut. Behemoths have lost their Bombard ability since the Steel Talons don't have any Snipers. Watch out, the Behemoth is coming!
}}
One ability unique to the Juggernaut is its ability to bombard, from any range, anything within line of sight from a sniper team. Although it renders the snipers immobile (if they move, the Juggernauts cancel; as of Kane's Wrath Patch 1.02, sniper teams no longer reveal themselves while using bombard), it can be a powerful distance attack on enemy defences, and is one of the best ways to counter a turtling player or computer.


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]
Like the Avatar and the Tripod, Juggernauts leave a husk when killed; they can be captured by engineers. They are also vulnerable to a Commando's C4 charge. Engineers in APCs are the best and speediest way of recovering downed husks. You can also shoot or crush them in the event recovery is impossible.


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.
====Counters====
 
As an artillery unit, anything up close can fry Juggernauts easily. Infantry work best, since a Juggernaut's cannon damage type is highly ineffective against them. They are completely incapable of attacking anything above them, as well.
Like the GDI Mammoth Tank, Nod Avatar and the Scrin Annihilator Tripod, and MARV, Juggernauts can crush light vehicles by simply walking onto them.
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'''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===
{{Quote|Rig here.|Rig when selected}}
{{CnC unit|image=CnC3_Rig.png|requirements=War Factory, Command Post|role=Vehicle Repair, Defence|abilities=Deploy|upgrades=<font color="red">Railguns</font>|build=20 seconds|dtype=Cannon|cost=2000}}
*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.
====Description====
An underused unit, the Rig is capable of deploying into a powerful Battle Base. More than capable of defending itself, the Battle Base sports a pair of Guardian Cannons to defend against armour, a missile launcher for dealing with aircraft, and stealth detectors. Perhaps most importantly, however, it sports three repair drones which repair nearby allied vehicles, making this unit ideal for holding terrain that won't be used as a base. Unlike a Surveyor, the Battle Base does not create ground control around it, so you cannot build additional base defences or structures around it. Also unlike the Surveyor, it can pack up and relocate with the base.


'''Additional Notes'''
====Counters====
When in Battle Base mode, infantry work well against it. A pair of Shadow Teams can fry a Battle Base with a pair of detpacks. It is quite vulnerable to anti-structure attacks when in Battle Base form, and can be destroyed by any unit with a weapon while in Rig form.
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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.
===MCV===
{{CnC unit|image=CnC3_MCV.png|requirements=War Factory, Command Post|role=Base Construction|cost=3500|abilities=Deploy|upgrades=|build=35 seconds|dtype=}}


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.
====Description====
The MCV is completely unarmed and quite slow, and is lightly armored. It is very important, however, as it deploys into a Construction Yard, the core of your operation. It is also capable of packing up and relocating where needed.


'''Weakness'''
====Counters====
Since the MCV and the construction yard lack weapons, any unit with a weapon can attack and win against it.
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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===
===Surveyor===
This vehicle is the founder off all Bases. Weak armoured unlike in the other games.
{{CnC unit|image=CnC3_Survey.png|requirements=Construction Yard|role=Base Expansion|abilities=Deploy|upgrades=|build=15 seconds|dtype=|cost=1500}}


===Orca Gunship===
====Description====
[[Image:Command & Conquer 3 TW Orcagunship.jpg|thumb|left]]
The Surveyor is an unarmed vehicle capable of deploying into an outpost structure which provides ground control. It essentially acts as a new MCV would, but it costs less and does not build any structures on its own. Additionally, Surveyors take approximately 25 seconds to unpack into an Outpost, while MCVs unpack into Conyards in less than second.
*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.
Outposts - and thus Surveyors - are best deployed near Tiberium fields, thus allowing players to build refineries next to them.


'''Additional Notes'''
====Counter====
While the Surveyor can crush infantry, it is lightly armoured and rather slow, so any unit with a weapon can eliminate a surveyor.
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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.
===Mammoth Tank===
{{CnC unit|image=CnC3_Mamm.png|requirements=War Factory, Tech Center|role=Anti-vehicle, anti-structure, anti-air|abilities=|upgrades=Railguns, <font color="red">Adaptive Armor</font>|build=25 seconds|dtype=Cannon/Rocket|cost=2500}}


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.
====Description====
Without a doubt the most powerful tank of the GDI arsenal, the Mammoth Tank is powerful, expensive, yet still quite vulnerable. Unlike other tanks it is armed with rocket launchers capable of eliminating enemy aircraft. Venoms will have a difficult time damaging the tank. Mammoth Tank can also crush lower-tier units such as the Scorpion and Predator.


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.
The GDI's counterpart of the Avatar or Tripod, Mammoth Tank has a few advantages. Firstly, it can attack air units, something neither the Avatar nor the Tripod can do. Additionally, they don't leave a husk when killed, so players don't have to worry about their investment on Mammoth Tanks turning on them.


'''Counters'''
Like all vehicles, however, Mammoth Tanks lack armor in the back, making attacks to its back quarter extremely devastating. With Railgun upgrade, Mammoth Tank becomes deadly against most infantry since paired railguns do significant damage to infantry.


Use Venoms and other anti air aircraft against them because its missiles will kill all ground targets.
====Counters====
While the average player wonders how to stop an army of a million mammoth tanks advancing on a player's base, the solution is actually quite simple. They are most vulnerable to an EMP attack, as once disabled, they can easily be taken apart by just about anything. EMP-equipped raider buggies can seriously cause a lot of problems for a huge group of mammoths, as can Grenadiers equipped with the EMP Grenades ability (regrettably, this tactic is available in Kane's Wrath only). The GDI can also use the Shockwave Artillery support power to disable Mammoth tanks, and the Scrin can use the Stasis Field on half of the mammoth tanks to reduce their numbers. Tripods also have a secondary EMP attack that disables vehicles close to them. Brotherhood's Fanatics are devastating against Mammoth Tanks along with Disintegrators as none of them can be crushed without sustaing damage and they outmatch tank's speed especially when Fanatics have Tiberium Infusion and Disintegrators of Traveller-59 have Advanced Articulators. Mammoth tanks are slow and vulnerable to long range bombardment vehicles like Juggernauts and specters plus Avatars can outnumber them due to their lower costs and lower build times.


===Firehawk===
Weak Aircraft like Venoms will be slowly taken apart by the missile launchers, so don't use them unless in vast groups with Laser Capacitors Upgrade. Zone troopers, stealth tanks, other Mammoth Tanks, and Shock troopers are all very powerful mammoth counters. Zone troopers and shock troopers can use their jump jets or blink packs to get behind mammoths and cause them problems. Stealth tanks can't teleport, but they can still cause problems by sneaking behind the mammoth tanks. A Redeemer's rage generator and huge numbers of Planetary Assault Carriers are also effective.
{{Quote|Firehawk! Top and ready!|Firehawk}}
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*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).
==Aircraft==
===Orca Gunship===
{{CnC unit|image=CnC3_Orca.png|requirements=Airfield|role=Anti-vehicle, Recon|abilities=Pulse Scan, Sensor Pod|upgrades=Sensor Pod|build=11 seconds|dtype=Rocket|cost=1100}}
*Time to fire all rockets: ~5 seconds, for veteran Orca ~ 2 seconds.


'''Additional Notes'''
====Description====


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.
Orcas, unlike their Nod brother the Venom, sport a limited amount of rockets. The rockets are extremely powerful, however, and are capable of eliminating anything without air defences quite easily. This makes them highly effective against mid-tier tanks and walker units. Their speed also makes them ideal for harassing Harvesters, and they have a powerful Pulse Scan ability that reveals nearby stealthed adversaries.


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.
Perhaps the most underused ability in the game is the sensor pod, equippable by the Orca. It can attach a sensor pod to any unit or structure, allowing it to see through stealth. It is the ideal counter to a disruption tower on an enemy base. The most common targets for sensor pods are war factories, tier-3 walkers, and disruption towers. The pod cannot be removed unless the target has been destroyed (or in the case of buildings, sold) or unless two minutes pass, at which their battery runs out.


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.
====Counter====
Venoms, Stormriders, and Firehawks are the ideal counter to Orcas, as they simply cannot fire back. Orcas are completely incapable of attacking aerial units. SAM Sites are also highly effective, as is rocket infantry.
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'''Counters'''
===Firehawk===
{{CnC unit|image=CnC3_Fhawk.png|requirements=Airfield, Tech Center|role=Anti-structure, Anti-air|abilities=Switch Loadout (when landed), Stratofighter Boost|upgrades=Stratofighter Boosters|build=15 seconds|dtype=High Explosive/Rocket|cost=1500}}


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.
*Bracketed numbers are values for air-to-air loadout.
====Description====
A versatile attack aircraft, the Firehawk is a flexible GDI aircraft, next perhaps only to the Kane's Wrath-specific Hammerhead gunship. They are often abbreviated to "Fhawk".


===Mammoth Tank===
Capable of switching between bombs or AAMs while docked at an airfield, the Firehawk is highly effective against aircraft, structures, and infantry alike.
[[Image:Command & Conquer 3 TW Mammoth Tank.jpg|thumb|right]]
{{Quote|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.
One ability unique to the Firehawk is its ability to use the Stratofighter Booster upgrade to launch itself into the stratosphere for a split second before appearing to any point on the map. In practice, this is identical to a Mastermind's teleportation system. Stratofighter boosters can also be used defensively; if a group of PACs appear outside of your base, you can have the Firehawks stratofighter right into the fray and heavily damage, or possibly destroy, a PAC. This makes them effective against putting out fires caused by air units across the map.


'''Additional Notes'''
Firehawks are the best anti-aircraft vehicle the GDI can sport, minus the Kane's Wrath-specific Slingshot AA hovercraft. Their missiles cause a lot of damage against enemies and, as of patch 1.09, fire in volleys of four. This makes Firehawks highly effective against particularly Scrin aircraft, such as Devastators, Stormriders, and PACs.
====Counter====
Unlike the Aurora bomber from [[Command & Conquer: Generals]], the Firehawk can be shot down en-route to its destination. Additionally, its targeting AI still puts units ahead of structures, so when ordered to stratofighter into an enemy base, they will automatically target base defences (which regenerate if Nod) or harvesters.


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.
While a single Venom can be shot down by a Firehawk, Firehawks are considerably more expensive than a Venom, and they also need airfields. The destruction of an airfield can seriously hamper a Firehawk's ability to harm your units. As previously mentioned, while a Firehawk can easily shoot down single Venoms, a group of Venoms can easily fry four Firehawks, especially if upgraded with laser capacitors. Missile infantry are a cheap counter as well, but will be often fried by a Firehawk's bombs. SAM Sites are your best bet.
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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.
===V-35 Ox===
{{CnC unit|image=CnC3_Ox.PNG|requirements=Airfield|role=Transport Aircraft|abilities=Drop off units|upgrades=|build=Instantaneous|dtype=|cost=500 per unit}}
====Description====
The V-35 Ox can be "produced" by any unit equipped with the Call for Transport ability. Sporting no weapons of its own, the Ox transport is a swift transport vehicle used to reach impassible areas. If an Ox is shot down before it can drop its cargo, the cargo is destroyed with the transport. <br> Although this unit doesn't carry any weapon, infantry can fire from inside of the transported APC. This leads to some kind of "aerial APC", which has predicted GDI's Hammerheads in Kane's Wrath addon. However, V-35 has pretty light armor and relatively slow speed compared to other aerial units, so this is a vulnerable "assault unit". '''Steel Talon's''' MRT serves role in this unit even better as their repair drones also work on aircraft so such unit can repair itself. Keeping in mind that APC's Machine guns are useless during flight, MRT's lack of weapon doesn't cause any disadvantage.  


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.
V-35s also bring in reinforcements most of the time - the GDI Sharpshooter team, the Bloodhounds, and the Airborne support powers all require V-35s to deliver the units to their location - therefore, keeping these units safe is of utmost importance.


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.
====Counter====
 
V-35s have no weapons of their own and can be countered by any unit capable of attacking aircraft as they have low armor and pretty slow speed. <br> Meanwhile, groups of V-35s carrying APC/MRT's should be investigated carefully as garrisoned in APC infantry might be capable of firing back. In large numbers it even can be a Strike Group which can match conventional units in terms of firepower and should not be understimated. It's weapon choose range can call some trouble in getting rid if them, they are most easily outnumbered by anti-aerial units of any type. Their production takes quite a while and requires commander to assemble, so enemy wouldn't take risk sacrificing them and they are outnumbered very easily.  
'''Weakness'''
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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.
 
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Latest revision as of 00:31, 1 May 2018

The Global Defense Initiative is a UN-based organization. Their purpose is simple: to save the world from Tiberium and return the world to a standard state of living. Their chief opponents, the Brotherhood of Nod, consider them to be oppressive to their people, and forced people to live in the unstable Yellow Zones, whilst keeping the pristine Blue Zones (lands unscathed by Tiberium) to themselves.

GDI is essentially your typical, modern army. There is not much that is special in terms of the GDI. Their equipment is both powerful and reliable, but most of their units are not as swift or as cheap as Nod's. They also lack a lot of stealth-based powers.

Red text means it is available in Kane's Wrath only. Green text means that (the upgrade) is available only in Tiberium Wars (the upgrade was moved).


Infantry[edit]

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.


Rifleman Squad[edit]

Various, primarily anti-infantry
Cost300
RequirementsBarracks
AbilitiesDig In, Call for Transport
UpgradesComposite Armor, AP Ammo, Tiberium Field Suits
RoleVarious, primarily anti-infantry
Build Time3 seconds
Damage typeGun

Description[edit]

GDI Riflemen are cheap and 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[edit]

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[edit]

Anti-armor, Anti-air
Cost400
RequirementsBarracks
AbilitiesCall for Transport
UpgradesComposite Armour, Tiberium Field Suits
RoleAnti-armor, Anti-air
Build Time4 seconds
Damage typeRocket

Description[edit]

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[edit]

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[edit]

Structure capture, walker recovery
Cost500
RequirementsBarracks
AbilitiesCall for Transport
RoleStructure capture, walker recovery
Build Time5 seconds

Description[edit]

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.

"Hardhat with a handgun."
The GDI's Steel Talons subfaction in the Kane's Wrath expansion sports a Combat Engineer. Combat Engineers have the simple addition of having a small handgun, effective against enemy engineers. Useful when you race with an enemy engineer for a neutral structure or a walker husk.

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[edit]

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


Grenadier Squad[edit]

Anti-infantry, anti-structure, garrison clearing
Cost800
RequirementsBarracks, Command Post
AbilitiesEMP Grenades, Call for Transport
UpgradesComposite armor, Tiberium field suit
RoleAnti-infantry, anti-structure, garrison clearing
Build Time8 seconds
Damage typeHigh Explosive

Description[edit]

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[edit]

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[edit]

Anti-infantry
Cost1000
RequirementsBarracks, Armory
AbilitiesCall for Transport
RoleAnti-infantry
Build Time10 seconds
Damage typeSniper

Description[edit]

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[edit]

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[edit]

Anti-structure, anti-vehicle
Cost1300
RequirementsBarracks, Tech Center
AbilitiesJump Jets
UpgradesPower Pack, Scanner Pack
RoleAnti-structure, anti-vehicle
Build Time13 seconds
Damage typeCannon

Description[edit]

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 armor. Additionally, Zone Troopers cannot be crushed by tier-2 tanks (except by Scorpion Tanks with the Dozer Blade upgrade).

Counters[edit]

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[edit]

Anti-infantry, anti-structure, anti-walker
Cost2000
RequirementsBarracks, Armory, Tech Center
AbilitiesJump jets
RoleAnti-infantry, anti-structure, anti-walker
Build Time20 seconds
Damage typeSniper

Description[edit]

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[edit]

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 defenses; they cannot be attacked from range by a Commando.

Vehicles[edit]

All GDI Vehicles are slow, powerful, and are more armored than most foes.


Pitbull[edit]

Anti-Air, Anti-Vehicle, Recon, Stealth detection
Cost700
RequirementsWar Factory
AbilitiesCall for Transport
UpgradesMortar
RoleAnti-Air, Anti-Vehicle, Recon, Stealth detection
Build Time7 seconds
Damage typeMissile (Mortar: High Explosive)

Description[edit]

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[edit]

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 armor.


APC[edit]

Anti-infantry, anti-air, transport
Cost700
RequirementsWar Factory
AbilitiesCall for Transport, Deploy Mines
UpgradesAP Ammo
RoleAnti-infantry, anti-air, transport
Build Time7 seconds
Damage typeGun

Description[edit]

APCs are capable of holding a single infantry squad. Units inside the APC can fire out, however, making the APC more versatile than its counterpart, the Nod Attack Buggy. Infantry garrisoned in an APC aren't vulnerable to anti-garrison weapons, either. A Sniper Team garrisoned in an APC is a highly effective counter to most infantry, especially Black Hand, since the APC provides protection and mobility to the Sniper Team. 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 deadly when loaded 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.

APC mines are identical to that of the Nod Mine Drop support power, but it costs less, covers less of an area, and obviously requires the presence of an APC.

Counters[edit]

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[edit]

Anti-vehicle, anti-structure
Cost1100
RequirementsWar Factory
AbilitiesCall for Transport
UpgradesRailguns
RoleAnti-vehicle, anti-structure
Build Time11 seconds
Damage typeCannon

Description[edit]

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. Note that ZOCOM subfaction in Kane's Wrath don't have railguns so ZOCOM's Predator can't be equipped with Railguns.

Counters[edit]

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


Harvester[edit]

Harvest Tiberium
Cost1400/1600
RequirementsWar Factory, Refinery
AbilitiesReturn to Refinery
RoleHarvest Tiberium
Build Time14/16 seconds
Damage typeGun/Rocket

Description[edit]

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 fastest and easiest way of bringing their economy to a halt; they aren't as heavily armored 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.

Variants[edit]

The two GDI subfactions use variants of Harvester.
ZOCOM Rocket Harvester is identical to GDI Harvester, but has missile launchers instead of MG. While rockets are more effective against vehicle and aircraft raids, ZOCOM Harvester maintains ability to crush most infantry (because of it's tier), so they are less helpless in most early raids, excluding Fanatics/Disintegrators rushes.
Steel Talons use a Heavy Harvester which is capable of garrisoning an infantry squad, making it an "APC-Harvester" combination. This makes them much more versatile unit as you can choose type of weapon yourself, but unfortunately, Steel Talons have a poor choice of infantry. Besides, it is more heavily armored than GDI/ZOCOM Harvester. Garrisoning Riflemen/Rocket Squads it "clones" GDI/ZOCOM Harvesters, featuring the same advantages and disadvantages. Meanwhile, Grenadiers are rarely seen garrisoned in the Harvester. Perhaps, thair roles make useless combination (harvesters rarely encounter garrisoned infantry and anti-structure damage is worthless for defence)

Heavy Harvesters, since they can garrison units, can also function as APCs. It is therefore possible for the Steel Talons to employ an extremely early Engineer rush by building a refinery, selling one's Construction Yard, and garrisoning the engineer produced by selling the construction yard into the Heavy harvester from the Refinery. Although, from point of firepower, thus makes no sense, as Engineer pistol is totally incapable of causing any sufficient damage, even againt infantry.

Counters[edit]

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 gets crushed.

Rocket Harvesters can be countered with infantry, but be careful of nearby Tiberium. Heavy Harvesters should be approached with caution depending on the infantry unit inside, if any. Heavy Harvesters suffer from having to pay for an infantry garrison, instead of them coming with a pre-installed weapon.

Juggernaut[edit]

Self-propelled artillery
Cost2200
RequirementsWar Factory, Tech Center
AbilitiesBombardment
RoleSelf-propelled artillery
Build Time22 seconds
Damage typeCannon (Bombardment: High Explosive)

Description[edit]

The Juggernaut, also known affectionately as a "Jugg", is GDI's artillery vehicle. Despite popular belief, the Juggernaut is not an effective combat unit like the Avatar or the Tripod. It is effective at long range and works wonders against structures. It does not have a lot of health and can be easily killed even by missile soldiers.

"Behemoth emerging!"
The GDI's Steel Talons subfaction in the Kane's Wrath expansion sports a Behemoth. Behemoths are equipped with an infantry slot, which makes them less vulnerable to close attacks. Behemoth is superior to Juggernaut since it's much more accurate, it isn't so awkward and it doesn't cost any more than Juggernaut. Behemoths have lost their Bombard ability since the Steel Talons don't have any Snipers. Watch out, the Behemoth is coming!

One ability unique to the Juggernaut is its ability to bombard, from any range, anything within line of sight from a sniper team. Although it renders the snipers immobile (if they move, the Juggernauts cancel; as of Kane's Wrath Patch 1.02, sniper teams no longer reveal themselves while using bombard), it can be a powerful distance attack on enemy defences, and is one of the best ways to counter a turtling player or computer.

Like the Avatar and the Tripod, Juggernauts leave a husk when killed; they can be captured by engineers. They are also vulnerable to a Commando's C4 charge. Engineers in APCs are the best and speediest way of recovering downed husks. You can also shoot or crush them in the event recovery is impossible.

Counters[edit]

As an artillery unit, anything up close can fry Juggernauts easily. Infantry work best, since a Juggernaut's cannon damage type is highly ineffective against them. They are completely incapable of attacking anything above them, as well.

Rig[edit]

Vehicle Repair, Defence
Cost2000
RequirementsWar Factory, Command Post
AbilitiesDeploy
UpgradesRailguns
RoleVehicle Repair, Defence
Build Time20 seconds
Damage typeCannon

Description[edit]

An underused unit, the Rig is capable of deploying into a powerful Battle Base. More than capable of defending itself, the Battle Base sports a pair of Guardian Cannons to defend against armour, a missile launcher for dealing with aircraft, and stealth detectors. Perhaps most importantly, however, it sports three repair drones which repair nearby allied vehicles, making this unit ideal for holding terrain that won't be used as a base. Unlike a Surveyor, the Battle Base does not create ground control around it, so you cannot build additional base defences or structures around it. Also unlike the Surveyor, it can pack up and relocate with the base.

Counters[edit]

When in Battle Base mode, infantry work well against it. A pair of Shadow Teams can fry a Battle Base with a pair of detpacks. It is quite vulnerable to anti-structure attacks when in Battle Base form, and can be destroyed by any unit with a weapon while in Rig form.


MCV[edit]

Base Construction
Cost3500
RequirementsWar Factory, Command Post
AbilitiesDeploy
RoleBase Construction
Build Time35 seconds

Description[edit]

The MCV is completely unarmed and quite slow, and is lightly armored. It is very important, however, as it deploys into a Construction Yard, the core of your operation. It is also capable of packing up and relocating where needed.

Counters[edit]

Since the MCV and the construction yard lack weapons, any unit with a weapon can attack and win against it.


Surveyor[edit]

Base Expansion
Cost1500
RequirementsConstruction Yard
AbilitiesDeploy
RoleBase Expansion
Build Time15 seconds

Description[edit]

The Surveyor is an unarmed vehicle capable of deploying into an outpost structure which provides ground control. It essentially acts as a new MCV would, but it costs less and does not build any structures on its own. Additionally, Surveyors take approximately 25 seconds to unpack into an Outpost, while MCVs unpack into Conyards in less than second.

Outposts - and thus Surveyors - are best deployed near Tiberium fields, thus allowing players to build refineries next to them.

Counter[edit]

While the Surveyor can crush infantry, it is lightly armoured and rather slow, so any unit with a weapon can eliminate a surveyor.

Mammoth Tank[edit]

Anti-vehicle, anti-structure, anti-air
Cost2500
RequirementsWar Factory, Tech Center
UpgradesRailguns, Adaptive Armor
RoleAnti-vehicle, anti-structure, anti-air
Build Time25 seconds
Damage typeCannon/Rocket


Description[edit]

Without a doubt the most powerful tank of the GDI arsenal, the Mammoth Tank is powerful, expensive, yet still quite vulnerable. Unlike other tanks it is armed with rocket launchers capable of eliminating enemy aircraft. Venoms will have a difficult time damaging the tank. Mammoth Tank can also crush lower-tier units such as the Scorpion and Predator.

The GDI's counterpart of the Avatar or Tripod, Mammoth Tank has a few advantages. Firstly, it can attack air units, something neither the Avatar nor the Tripod can do. Additionally, they don't leave a husk when killed, so players don't have to worry about their investment on Mammoth Tanks turning on them.

Like all vehicles, however, Mammoth Tanks lack armor in the back, making attacks to its back quarter extremely devastating. With Railgun upgrade, Mammoth Tank becomes deadly against most infantry since paired railguns do significant damage to infantry.

Counters[edit]

While the average player wonders how to stop an army of a million mammoth tanks advancing on a player's base, the solution is actually quite simple. They are most vulnerable to an EMP attack, as once disabled, they can easily be taken apart by just about anything. EMP-equipped raider buggies can seriously cause a lot of problems for a huge group of mammoths, as can Grenadiers equipped with the EMP Grenades ability (regrettably, this tactic is available in Kane's Wrath only). The GDI can also use the Shockwave Artillery support power to disable Mammoth tanks, and the Scrin can use the Stasis Field on half of the mammoth tanks to reduce their numbers. Tripods also have a secondary EMP attack that disables vehicles close to them. Brotherhood's Fanatics are devastating against Mammoth Tanks along with Disintegrators as none of them can be crushed without sustaing damage and they outmatch tank's speed especially when Fanatics have Tiberium Infusion and Disintegrators of Traveller-59 have Advanced Articulators. Mammoth tanks are slow and vulnerable to long range bombardment vehicles like Juggernauts and specters plus Avatars can outnumber them due to their lower costs and lower build times.

Weak Aircraft like Venoms will be slowly taken apart by the missile launchers, so don't use them unless in vast groups with Laser Capacitors Upgrade. Zone troopers, stealth tanks, other Mammoth Tanks, and Shock troopers are all very powerful mammoth counters. Zone troopers and shock troopers can use their jump jets or blink packs to get behind mammoths and cause them problems. Stealth tanks can't teleport, but they can still cause problems by sneaking behind the mammoth tanks. A Redeemer's rage generator and huge numbers of Planetary Assault Carriers are also effective.

Aircraft[edit]

Orca Gunship[edit]

Anti-vehicle, Recon
Cost1100
RequirementsAirfield
AbilitiesPulse Scan, Sensor Pod
UpgradesSensor Pod
RoleAnti-vehicle, Recon
Build Time11 seconds
Damage typeRocket
  • Time to fire all rockets: ~5 seconds, for veteran Orca ~ 2 seconds.

Description[edit]

Orcas, unlike their Nod brother the Venom, sport a limited amount of rockets. The rockets are extremely powerful, however, and are capable of eliminating anything without air defences quite easily. This makes them highly effective against mid-tier tanks and walker units. Their speed also makes them ideal for harassing Harvesters, and they have a powerful Pulse Scan ability that reveals nearby stealthed adversaries.

Perhaps the most underused ability in the game is the sensor pod, equippable by the Orca. It can attach a sensor pod to any unit or structure, allowing it to see through stealth. It is the ideal counter to a disruption tower on an enemy base. The most common targets for sensor pods are war factories, tier-3 walkers, and disruption towers. The pod cannot be removed unless the target has been destroyed (or in the case of buildings, sold) or unless two minutes pass, at which their battery runs out.

Counter[edit]

Venoms, Stormriders, and Firehawks are the ideal counter to Orcas, as they simply cannot fire back. Orcas are completely incapable of attacking aerial units. SAM Sites are also highly effective, as is rocket infantry.

Firehawk[edit]

Anti-structure, Anti-air
Cost1500
RequirementsAirfield, Tech Center
AbilitiesSwitch Loadout (when landed), Stratofighter Boost
UpgradesStratofighter Boosters
RoleAnti-structure, Anti-air
Build Time15 seconds
Damage typeHigh Explosive/Rocket
  • Bracketed numbers are values for air-to-air loadout.

Description[edit]

A versatile attack aircraft, the Firehawk is a flexible GDI aircraft, next perhaps only to the Kane's Wrath-specific Hammerhead gunship. They are often abbreviated to "Fhawk".

Capable of switching between bombs or AAMs while docked at an airfield, the Firehawk is highly effective against aircraft, structures, and infantry alike.

One ability unique to the Firehawk is its ability to use the Stratofighter Booster upgrade to launch itself into the stratosphere for a split second before appearing to any point on the map. In practice, this is identical to a Mastermind's teleportation system. Stratofighter boosters can also be used defensively; if a group of PACs appear outside of your base, you can have the Firehawks stratofighter right into the fray and heavily damage, or possibly destroy, a PAC. This makes them effective against putting out fires caused by air units across the map.

Firehawks are the best anti-aircraft vehicle the GDI can sport, minus the Kane's Wrath-specific Slingshot AA hovercraft. Their missiles cause a lot of damage against enemies and, as of patch 1.09, fire in volleys of four. This makes Firehawks highly effective against particularly Scrin aircraft, such as Devastators, Stormriders, and PACs.

Counter[edit]

Unlike the Aurora bomber from Command & Conquer: Generals, the Firehawk can be shot down en-route to its destination. Additionally, its targeting AI still puts units ahead of structures, so when ordered to stratofighter into an enemy base, they will automatically target base defences (which regenerate if Nod) or harvesters.

While a single Venom can be shot down by a Firehawk, Firehawks are considerably more expensive than a Venom, and they also need airfields. The destruction of an airfield can seriously hamper a Firehawk's ability to harm your units. As previously mentioned, while a Firehawk can easily shoot down single Venoms, a group of Venoms can easily fry four Firehawks, especially if upgraded with laser capacitors. Missile infantry are a cheap counter as well, but will be often fried by a Firehawk's bombs. SAM Sites are your best bet.

V-35 Ox[edit]

Transport Aircraft
Cost500 per unit
RequirementsAirfield
AbilitiesDrop off units
RoleTransport Aircraft
Build TimeInstantaneous

Description[edit]

The V-35 Ox can be "produced" by any unit equipped with the Call for Transport ability. Sporting no weapons of its own, the Ox transport is a swift transport vehicle used to reach impassible areas. If an Ox is shot down before it can drop its cargo, the cargo is destroyed with the transport.
Although this unit doesn't carry any weapon, infantry can fire from inside of the transported APC. This leads to some kind of "aerial APC", which has predicted GDI's Hammerheads in Kane's Wrath addon. However, V-35 has pretty light armor and relatively slow speed compared to other aerial units, so this is a vulnerable "assault unit". Steel Talon's MRT serves role in this unit even better as their repair drones also work on aircraft so such unit can repair itself. Keeping in mind that APC's Machine guns are useless during flight, MRT's lack of weapon doesn't cause any disadvantage.

V-35s also bring in reinforcements most of the time - the GDI Sharpshooter team, the Bloodhounds, and the Airborne support powers all require V-35s to deliver the units to their location - therefore, keeping these units safe is of utmost importance.

Counter[edit]

V-35s have no weapons of their own and can be countered by any unit capable of attacking aircraft as they have low armor and pretty slow speed.
Meanwhile, groups of V-35s carrying APC/MRT's should be investigated carefully as garrisoned in APC infantry might be capable of firing back. In large numbers it even can be a Strike Group which can match conventional units in terms of firepower and should not be understimated. It's weapon choose range can call some trouble in getting rid if them, they are most easily outnumbered by anti-aerial units of any type. Their production takes quite a while and requires commander to assemble, so enemy wouldn't take risk sacrificing them and they are outnumbered very easily.