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==Militant== | ==Militant== | ||
{{Quote| | {{Quote|Hold your weapons high!|Militants}} | ||
* | Range: 170 | ||
Speed: 40 | |||
Health: 40 | |||
Group health: 360 | |||
The | Damage: 2*3 | ||
Damage Type: Gun | |||
Refire Rate: 0.8(0.5 with confessor) | |||
Total group Damage Per Second (DPS): 43(65 with confessor) | |||
====Description==== | |||
The Militant squad is the rifle squad of the Brotherhood. Their weapons and armour are not as good as GDI Riflemen, but they're capable of holding their own under most cases. Although initially weak, they can be upgraded twice; first with a Tiberium injection which toughens them up considerably and renders them immune to Tiberium exposure, then with a Confessor unit as a leader. The Confessor wields a slightly more powerful weapon than normal, but also throws powerful hallucinogenic grenades which incite friendly fire among infantry squads. | |||
While they cannot create foxholes, they can still garrison inside structures like most infantry. | |||
====Counter==== | |||
As with most infantry, they can easily be squished by tanks. Predators can make roadkill out of infantry quite easily due to their near-immunity to small-arms fire and good speed. Any anti-infantry vehicle will work, as will most infantry units once the Confessor has been eliminated. | |||
If garrisoned, then simply use one of the many units capable of clearing enemy garrisons to eliminate them single-handedly. | |||
==Rocket Militants== | ==Rocket Militants== | ||
Range: 250 | |||
Speed: 40 | |||
Health: 100 | |||
Group health: 200 | |||
Damage: 250 av | |||
Refire Rate: 3.1(2.1 with confessor) | |||
Group Damage Per Second (DPS): 161 (242 with confessor) | |||
The rocket | ====Description==== | ||
The Tiberium Infusion and Confessor upgrades carry onto these rocket troopers as well, so these upgrades will benefit them greatly, especially the Confessor which improves their anti-infantry capabilities. | |||
Even without a Confessor, these units should not be taken lightly, especially if you are reliant on tanks. Tanks will have a difficult time shooting them, and if garrisoned, will find themselves be unable to be squished as well. | |||
Rocket militants can also be garrisoned inside structures to protect themselves from being squished. It also provides them a small range bonus, like with any units in a garrison. | |||
Nod lacks a powerful Zone trooper-like anti-tank infantry, so these guys will likely be the core of your anti-armour operations until you manage to get Avatars or another high-tier unit. Still, they take reduced damage from cannon fire, so their usefulness against tanks and other vehicles that cause rocket or cannon damage is rarely ever outshone. | |||
'''Counters''' | '''Counters''' | ||
Any anti-infantry weapon will work; snipers, in particular, will have an easy time eliminating rocket troopers due to their small squad size. In large numbers, they can take down APCs as well as aircraft, so Venoms and APCs are not always the best choice, depending on the circumstance. Regardless, any form of infantry will work. | |||
==Saboteur== | ==Saboteur== | ||
{{Quote|The Brotherhood has entrusted me|Saboteur}} | {{Quote|The Brotherhood has entrusted me...|Saboteur}} | ||
====Description==== | |||
The Nod response to GDI Engineers, Saboteurs perform four (not three) major functions. Firstly, they can repair any building they enter to full health immediately. Secondly, they can capture enemy structures if they can get close. Thirdly, they can reclaim fallen walker units and turn them against their former owners (or allow you to use them again if they were yours to begin with). Fourthly, they can booby trap buildings. | |||
The fourth and final ability makes Saboteurs quite annoying on maps with a lot of neutral structures. In the event the enemy drives you back, past a key structure like an EMP, the enemy may attempt to capture it rather than destroy it. A booby trap will cause the building to explode; not a bad deal considering the enemy just captured it. If you can't hold it, might as well not let the enemy have it. | |||
'' | Neutral structures are not the only targets for a good booby trap; bridges are even better. When laid on a bridge, they act as pretty much a landmine would; as soon as an enemy unit passes over the bridge, the bridge collapses, taking out the passing unit and blocking the enemy route. If the enemy didn't bring an engineer of their own, they're forced to take the long way around; which can buy you time. | ||
====Counter==== | |||
Being unarmed units, Saboteurs can be countered by any unit. | |||
==Shadow Team== | ==Shadow Team== | ||
{{Quote|Shadow Team at your command!|Shadows}} | {{Quote|Shadow Team at your command!|Shadows}} | ||
Range: 150 | |||
Speed: 80 | |||
Health: 300 | |||
Group health: 1200 | |||
Damage: 33 | |||
Damage Type: Sniper | |||
Refire Rate: 0.8 | |||
Group Damage Per Second (DPS): 330 | |||
Building bomb damage: 2000 | |||
====Description==== | |||
Essentially ninjas, Shadow Teams are powerful stealthed units that act in many ways similar to a Commando. One feature that distinguishes Shadow Teams from any unit, however, is their ability to fly with their collapsible glider packs. This allows them to strike at odd angles, beyond enemy base defences. Additionally, while in this form, base defences (all except AA guns, that is) cannot target them (though they can see them). | |||
Once inside an enemy's base, they can start to dismantle it with powerful detpacks. While they do not kill in one hit like the Commando's does, they are capable of eliminating minor structures - particularly Cranes and Power Plants - with two of them. This makes them extremely annoying for your enemy, having to constantly rebuild power plants. Time a shadow team bomb on a power plant with an invasion force to take down the enemy's power without an EMP. | |||
They are also powerful anti-infantry units. While their power has been reduced somewhat, they are still extremely lethal against all forms of infantry, including Commandos. While out-ranged by snipers, Shadow Teams fire much quicker and cause more damage in closer ranges. Unlike militants, however, their weapons are confined almost exclusively to the anti-infantry role, as their damage type is Sniper. | |||
====Counters==== | |||
Shadow Teams, while in glider form, can easily be countered with all forms and manners of AA vehicles. APCs, Raider Buggies, and Gun walkers work wonders against them, as they can engage them either in the air or on the ground. On the other hand, they also need a Seeker, Pitbull, or Attack Bike to reveal them first and penetrate their stealth. | |||
While on the ground, they can be countered with a well-placed anti-infantry base defence. The GDI has a bit of an advantage in the anti-shadow team role with their harvesters; they rarely leave the base, cause a lot of damage to infantry, and are nigh immune to Shadow team fire. Once spotted by a base defence or other unit, simply charge your harvesters at them and use their machine guns to take them down. Base defences all around will prevent the Shadow teams from entering the base in the first place. | |||
==Fanatics== | ==Fanatics== | ||
{{Quote| | {{Quote|Kane lives!!|Fanatic}} | ||
*Armour none | *Armour none | ||
*Speed fast | *Speed fast |
Revision as of 23:30, 9 April 2008
In this campaign the player takes control of the Brotherhood of Nod. Kane returns and made plans for Ascension.
Militant
Hold your weapons high!
—Militants
Range: 170 Speed: 40 Health: 40 Group health: 360 Damage: 2*3 Damage Type: Gun Refire Rate: 0.8(0.5 with confessor) Total group Damage Per Second (DPS): 43(65 with confessor)
Description
The Militant squad is the rifle squad of the Brotherhood. Their weapons and armour are not as good as GDI Riflemen, but they're capable of holding their own under most cases. Although initially weak, they can be upgraded twice; first with a Tiberium injection which toughens them up considerably and renders them immune to Tiberium exposure, then with a Confessor unit as a leader. The Confessor wields a slightly more powerful weapon than normal, but also throws powerful hallucinogenic grenades which incite friendly fire among infantry squads.
While they cannot create foxholes, they can still garrison inside structures like most infantry.
Counter
As with most infantry, they can easily be squished by tanks. Predators can make roadkill out of infantry quite easily due to their near-immunity to small-arms fire and good speed. Any anti-infantry vehicle will work, as will most infantry units once the Confessor has been eliminated.
If garrisoned, then simply use one of the many units capable of clearing enemy garrisons to eliminate them single-handedly.
Rocket Militants
Range: 250 Speed: 40 Health: 100 Group health: 200 Damage: 250 av Refire Rate: 3.1(2.1 with confessor) Group Damage Per Second (DPS): 161 (242 with confessor)
Description
The Tiberium Infusion and Confessor upgrades carry onto these rocket troopers as well, so these upgrades will benefit them greatly, especially the Confessor which improves their anti-infantry capabilities.
Even without a Confessor, these units should not be taken lightly, especially if you are reliant on tanks. Tanks will have a difficult time shooting them, and if garrisoned, will find themselves be unable to be squished as well.
Rocket militants can also be garrisoned inside structures to protect themselves from being squished. It also provides them a small range bonus, like with any units in a garrison.
Nod lacks a powerful Zone trooper-like anti-tank infantry, so these guys will likely be the core of your anti-armour operations until you manage to get Avatars or another high-tier unit. Still, they take reduced damage from cannon fire, so their usefulness against tanks and other vehicles that cause rocket or cannon damage is rarely ever outshone.
Counters
Any anti-infantry weapon will work; snipers, in particular, will have an easy time eliminating rocket troopers due to their small squad size. In large numbers, they can take down APCs as well as aircraft, so Venoms and APCs are not always the best choice, depending on the circumstance. Regardless, any form of infantry will work.
Saboteur
The Brotherhood has entrusted me...
—Saboteur
Description
The Nod response to GDI Engineers, Saboteurs perform four (not three) major functions. Firstly, they can repair any building they enter to full health immediately. Secondly, they can capture enemy structures if they can get close. Thirdly, they can reclaim fallen walker units and turn them against their former owners (or allow you to use them again if they were yours to begin with). Fourthly, they can booby trap buildings.
The fourth and final ability makes Saboteurs quite annoying on maps with a lot of neutral structures. In the event the enemy drives you back, past a key structure like an EMP, the enemy may attempt to capture it rather than destroy it. A booby trap will cause the building to explode; not a bad deal considering the enemy just captured it. If you can't hold it, might as well not let the enemy have it.
Neutral structures are not the only targets for a good booby trap; bridges are even better. When laid on a bridge, they act as pretty much a landmine would; as soon as an enemy unit passes over the bridge, the bridge collapses, taking out the passing unit and blocking the enemy route. If the enemy didn't bring an engineer of their own, they're forced to take the long way around; which can buy you time.
Counter
Being unarmed units, Saboteurs can be countered by any unit.
Shadow Team
Shadow Team at your command!
—Shadows
Range: 150 Speed: 80 Health: 300 Group health: 1200 Damage: 33 Damage Type: Sniper Refire Rate: 0.8 Group Damage Per Second (DPS): 330 Building bomb damage: 2000
Description
Essentially ninjas, Shadow Teams are powerful stealthed units that act in many ways similar to a Commando. One feature that distinguishes Shadow Teams from any unit, however, is their ability to fly with their collapsible glider packs. This allows them to strike at odd angles, beyond enemy base defences. Additionally, while in this form, base defences (all except AA guns, that is) cannot target them (though they can see them).
Once inside an enemy's base, they can start to dismantle it with powerful detpacks. While they do not kill in one hit like the Commando's does, they are capable of eliminating minor structures - particularly Cranes and Power Plants - with two of them. This makes them extremely annoying for your enemy, having to constantly rebuild power plants. Time a shadow team bomb on a power plant with an invasion force to take down the enemy's power without an EMP.
They are also powerful anti-infantry units. While their power has been reduced somewhat, they are still extremely lethal against all forms of infantry, including Commandos. While out-ranged by snipers, Shadow Teams fire much quicker and cause more damage in closer ranges. Unlike militants, however, their weapons are confined almost exclusively to the anti-infantry role, as their damage type is Sniper.
Counters
Shadow Teams, while in glider form, can easily be countered with all forms and manners of AA vehicles. APCs, Raider Buggies, and Gun walkers work wonders against them, as they can engage them either in the air or on the ground. On the other hand, they also need a Seeker, Pitbull, or Attack Bike to reveal them first and penetrate their stealth.
While on the ground, they can be countered with a well-placed anti-infantry base defence. The GDI has a bit of an advantage in the anti-shadow team role with their harvesters; they rarely leave the base, cause a lot of damage to infantry, and are nigh immune to Shadow team fire. Once spotted by a base defence or other unit, simply charge your harvesters at them and use their machine guns to take them down. Base defences all around will prevent the Shadow teams from entering the base in the first place.
Fanatics
Kane lives!!
—Fanatic
- Armour none
- Speed fast
- Weapon Suicide Bombs
- Cost ???
These guys are Kane Worshiping maniacs and do suicide attacks for splash damage on foes.
Additional Notes
Fanatics are members of the Brotherhood most devoted to its cause, and they are ready to lay down their life to allow Nod to succeed. They perform their last rituals in the Hand of Nod before moving off to die. In forward battlefield bases, an Operations Center is required for the training of Fanatics, who come in squads of five.
They are equipped with Tiberium-based explosive charges mounted to their chests. Upon reaching their targets, they detonate them, obliterating themselves and causing grievous damage to the target and damage in a wide area. However, if they are killed before they make contact, they die harmlessly - unless targeted with flame or explosive weaponry, which detonates their explosive charges. It should be noted that such is their irrepressible desire to end their own lives in honour of Kane that Fanatics never show any fear in the face of enemy fire, no matter how intense.
Fanatics can receive a Tiberium infusion to improve their battlefield durability, allowing them to move faster and make them immune to Tiberium.
Counters
Commandos and aircraft again
Black Hand
The Black Hand has arrived
—Black Hand
- Speed Medium
- Armour VERY HEAVY what to expect from elite troopers?
- Weapon Flamethrowers (firepower 2x that of Grenadiers) Also when upgraded their flamethrowers will be blue and scarier
- Cost 900
These guys wear capes and burn enemies to a crisp. Also these troopers are not used by a certain Nod Sub faction and replaced with a Tiberium Trooper due to without any reason.
Additional Notes
Before the Third Tiberium War, the might of the Black Hand legions increased dramatically. By the Third Tiberium War, Black Hand infantry were the elite shock troops of the Brotherhood, known for their urban combat skills. They are extremely loyal, chosen brethren of Nod, whose excellent training and inhuman stamina allow them to decimate enemy infantry, burn down buildings and clear garrisons. They are usually deployed in squads of six. Though Black Hand troopers are available for most Nod commanders to deploy, commanders with a position inside the Black Hand are granted access to more experienced troopers.
Additionally, rocket militia serving with the Black Hand or Confessor Cabals can have a flame trooper lead their squad. These troopers, the Black Disciples, dramatically increase the power of a squad.
They wear full powered armor with fireproof cloaks to mask their thermal signatures and helmets with three horizontal visors. This equipment allows them to use their advanced flamethrowers effectively without harming their health, and is part of the source for their outstanding durability in the field.
Counters
Effective weapons against them include most anti-infantry weapons although their heavy armor allows them to survive at least a few head-on enemy attacks. Their flamethrowers are good against infantry and structures, but do little damage against even light vehicles, so the best method of countering them is to use any vehicle with anti-infantry capacity.
Pull back all infantry except Commandos and send in Predator and or Mammoth Tanks for armour support. All Heavy Tank armour takes little damage from flames.
Commando
Following the Firestorm Crisis and the deactivation of the majority of the cyborg army, Nod needed a replacement for their Cyborg Commando units, which were nigh unstoppable, but had to be scrapped following CABAL's revolt. To this end Nod began to train their own human Commandos, who have to undergo a training regime one can only describe as "sadistic". Instead of being men with heavy armour and powerful weapons, these are women trained to use their agility and speed to accomplish mission objectives. Due to the high standards, few commandos were available during the war; typically, commanders were only allowed to have one on the battlefield at a time. They are also fanatically loyal to Kane; in fact, a commando shot one of her comrades dead after he spoke out against Kane, during a mission in the Italian Hills.
They are an equal match when upgraded against GDI counterparts. Nod commandos are also armed with detonation packs, which are extremely effective against structures, but prefer laser handguns, which can cut through infantry. The heat and power of the lasers are also capable of slicing through light vehicles, such as the Pitbull. They also have portable stealth generators, and can cloak themselves when standing still. The commando training program is under the jurisdiction of the Black Hand of Nod, and so Black Hand commanders have increased access to more experienced commandos.
Nod's Commandos were vital to the Brotherhood's war effort during the Third Tiberium War. First, a single commando managed to infiltrate Hampton Roads Naval Base and sink the aircraft carrier GDS Pathe in order to establish air superiority. Later, the commando was vital to the retrieval of vitally needed components for Kane's Liquid Tiberium Bomb. Also, they were deployed several times into Italy during the later stages of the Scrin Invasion.
Raider Buggy
Welcome to the stone age!
—Raider
- Armour none Its a light recon
- Speed Fast
- Weapon machine gun and laser machine gun along with EMP
- Cost ???
This annoying thing can slice even Light infantry and commandos in seconds with its weapon
Additional Notes
The Raider is Nod's recon vehicle that replaced the aging Attack buggy from the Second Tiberium War. It has four wheel drive, with each wheel on a separate mount and a centrally mounted cockpit with a rear-mounted machinegun that deals excellent damage to infantry and light damage to enemy aircraft.
Its primary role is reconnaissance, but when equipped with EMP coils from the Tech lab, it can be surprisingly effective at countering enemy armor assaults and neutralizing base defenses in one swift attack. Another upgrade is the laser capacitor, which replaces the machine gun with a medium power laser, increasing the buggy's firepower.
Using EMP coils, many Nod units are able to reach well defended enemy targets. First, they send in a storm of buggies and order them all to EMP in the middle of the enemy AA defenses, just as the bombers come in. This is generally countered by spreading out defenses rather then building tight clusters or building a defense tight enough that no buggy would break through.
Counters
This buggy is weak armoured and its EMP sucks against Infantry. Aircraft and heavy weapons especially the ones with heavy armour and heavy weapons like Orca Gunships can destroy it.
Attack Bikes
This Bikes ready!
—Attack Bike
- Armour none
- Weapon 2 missile launchers and detectors
- Speed Fast
- Cost ???
These annoying Bikes are same as the Recon Bikes in Command And Conquer(Fast, with missiles and easy to destroy) only with stealth detectors.
Additional Notes
In the Third Tiberium War, Nod once again relied on Attack Bikes. They were still fragile, fast, agile, and possessing of twin rocket launchers. Nod commanders also used attack bikes as mobile anti air defences, sending out squads of bikes to quickly decimate GDI air incursions, or destroy GDI V-35 Ox transports before the cargo could disembark. They were also equipped with powerful stealth detectors.
One significant opportunity was noted by Avatar Warmech crews, who discovered that the stealth detection modules in the attack bikes were easily removed with the Warmech's right grasping claw. Much to the dismay of the bikers, the rest of the bike, and the crew, was destroyed during the process. However, this did not deter Avatar crews, who frequently availed themselves of the detection modules of nearby bikes when the need arose.
Tactics
Use these bikes in large numbers or harass GDI Harvesters. GDI Harvesters Main Weapon is only good for infantry but the gun hates vehicles.
Counters
A Mammoth Tank can kill it in a one on one battle and its missiles suck against infantry.
Scorpion Tank
- Armour Weak
- Cost ???
- Weapon 105 cannon that latter changes to a laser and also uses Dozer Blades to crush infantry
- Speed Faster than Medium Tanks
These Light Tanks are same as in Command and Conquer(Fast, medium armoured and with a light tank gun) only upgradable with a spitfire laser cannon and dozer blades to clear mines and crush Disintegrators.
Additional Notes
The Scorpion Light Tank was created to supercede the aging Tick Tank from the Second Tiberium War due to no reason. The new tank lacked the capability to burrow itself into the ground, but had upgraded armor and most importantly, a much better main cannon. Relative to the technological standards of the time, the tank was more powerful, faster, but had lighter armor than the tick tank due to no reason.
The new tank, codenamed the Scorpion, is designed in an unorthodox way - the front of the tank is sloped, with the back completely exposed. In addition, it moves on three threads. This configuration, while odd at first, provides excellent maneuverability, as the articulate rear tread allows for fast turns and reverse. The mobility and speed of the Scorpion tank also minimizes the danger of a rear-armor shot from enemy tanks.
The main weapon is a classic 105mm APDS cannon, which is moderately effective against newer armor, such as the one in a Predator MBT. It can be upgraded to a Spitfire laser cannon, which increases its firepower dramatically, but increases the fragility, as it partially uses the space on the rear track. Another upgrade is a forward mounted dozer blade, which allows the light tank to crush enemy heavy infantry (e.g. Zone Troopers), a feat impossible for the default configuration, as well as remove minefields and crush disintegrators without any harm.
Counters
Again these tanks are the same light tank in Command and Conquer. Use Aircraft or Mammoth Tanks against them but watch out for how many of those tanks are in one Battalion. Their Dozer Blades can crush all infantry.
Flame Tank
Everything must burn!
—Flame Tank
- Weapon Flame cannons
- Speed Medium
- Armour Good
- Cost ????
These tanks are the same in Command and Conquer Tiberium Dawn(Medium Armour, Medium Speed and flame cannons) only with no digging ability and it now has more armour especially for urban combat.
Additional Notes
Analyzing battle records from the Second Tiberium War have revealed that the frontline forces of Nod have lost a crucial element of their offensive, an effective anti-infantry weapon. Remembering the efficiency of the Flame Tank, they returned to their roots and developed an advanced version of the classic tank.
It was truly a return. This version featured an independently operating four tread system, meaning the main hull of the tank was able to move independently of the treads. Additionally, the vehicle received substantial armour plating this time, as well as an advanced version of the napalm launchers. The tanks were also hardened and plated, limiting the risk of additional discharge.
The new Flame Tank has proven to be a frightening enemy, as it could easily incinerate any infantry with ease and clear out garrisoned buildings effortlessly as well as damage structures quickly. Its only weakness was the lack of an effective weapon against enemy armor, however its flames were intense enough to be a large threat to lighter armored vehicles such as the APC or Pitbull. As with all flame weapon systems, the flame tank must be at least medium range before engagement, meaning if it encounters a base with long range defenses it will take heavy damage before it can bring its weapons to bear, a fact which in the face of its brutal battle efficiency would be deemed necessary. Like always, the flame tank explodes into a fireball if destroyed damaging anyone in close proximity.
Counters
Always destroy them from a safe distance with aircraft or with Tanks. If it explodes stay away from it or your units get hurt.
Harvester
Nod harvesters got the ability to go unseen by the enemy.
Beam Cannon
The Beam Cannon is Nods advance artillery vehicle that can attack its enemy from a long distance.
—Nod Advisor
- Cost ????
- Speed Fast for such artillery (Usually artillery are slow)
- Armour Lousy Nod focused on speed and forgot about armour
- Weapon Long Range Laser
This artillery is an annoying foe especially when it attacks in 5 or more groups of Beam Cannons.
Additional Notes
A replacement of the classic Nod artillery, the Beam Cannon is a powerful particle beam emitter mounted on a versatile six-wheel chassis, allowing the beam artillery unprecedented speed. Unfortunately, the size of the capacitors and engines required to support the weapons ruled out any possibility of equipping the unit with heavy armor, forcing commanders to place it behind their own lines.
The beam is effective against infantry, vehicles and structures alike, and has four unique properties. First, it can be used to power up Nod Obelisk of Light defense structures to increase their rate of fire and range. Second, Venom Patrol Craft can bounce the beam off mirrors mounted on their underside to allow the cannon to hit distant targets. Third, the Beam Cannon could be commandeered by the Nod Avatar as its secondary weapon. Fourth, two or more beam cannons hitting the same target will combine their beams to inflict more damage upon the desired target at a greater range as well. Nod commanders have found this a great asset on a battlefield dominated by GDI's Mammoth Tanks. Beam Cannons supplement the Specter artillery.
Counters
To easy. This thing is weak armoured and can be destroyed easily but watch out when they are in 5 or more groups because multiple Beam Cannons Working together can cook their targets in a matter of seconds. Also use aircraft.
Stealth Tank
- Cost ????
- Weapon Missiles
- Armour Weak (What else to say?)
- Speed Fast (Nothing different and it is a hit and run tank and again. What to say?)
This annoying foe is same in Command and Conquer(Fast, weak armoured and missile armed tank) only that multiple missiles are fired at once.
Additional Notes
By the Third Tiberium War, Nod redesigned the tank, removing the fourth tread and streamlining the design, as well as overhauling the missile launchers. The new tank moves on three articulated treads, has an aerodynamic profile and much improved stealth generator. The missile launchers are now fitted over the pilot's cockpit and are capable of discharging deadly volleys of guided missiles, numbering up to 16 rockets per volley. The new generator is much more advanced and is capable of reactivating the stealth bubble almost instantly after the tank has fired its volley, making the tank even more deadly and hard to locate than before. At close ranges, any unit with adequate sensors can locate a stealth tank; though these units, such as the CC-6 Pitbull, are usually fragile, they can prove deadly to the stealth tanks if escorted by units with heavy firepower.
Counters
Again use heavy weapons due to armour like Zone Troopers because tank is good against aircraft and tanks.
Avatar
Avatar ready!
—Avatar
- Cost 2200
- Weapon 2 lasers and a flamethrower (So What to expect from Nod? Its a giant terror walker that reminds us about the Core Defender.)
- Armour Heavy along with a stealth Generator
- Speed Slow (Keep it away from Commandos)
This giant terror walker likes to go bowling on weaker units like Predator tanks and also commander technology on Nod Vehicles like the Attack Bike. Use it for defensive purposes because if destroyed(Especially Commandos) an enemy might use engineers to steal the walker from you.
Additional notes
In the wake of the destruction caused by GDI walkers to Nod armed forces during the Second Tiberium War, the Brotherhood became interested in the technology, perceiving it as an interesting way to expand their forces. While GDI abandoned the technology, deeming it a dead end of development, the Brotherhood began its own research, basing it in part on GDI designs and taking advantage of its own research in other areas to accelerate the development of the Avatar. Regardless of the origin of Nod’s technology, they invested years of research and development at a ruthlessly fast pace. The result of these years of development is a powerful Avatar, a towering bipedal mech able to engage most targets with ease and even annihilate the Mammoth 27 of GDI or the Annihilator Tripod of the Scrin, making this war machine the most powerful one-on-one unit in a showdown situation (even while the Mammoth and the Tripod have clear advantages in other battle situations). It comes by default with a powerful laser cannon (based on the Obelisk laser), and possesses the ability to rip off weaponry and equipment from certain other Nod units, augmenting its own battle capability. The list of acquirable equipment includes the Attack Bike's stealth detectors, the stealth tank's mobile stealth generator, the Flame Tank's powerful flamethrowers and the Beam cannon's particle beam cannon. The unit in question is rather brutally destroyed, with the welfare of the vehicle's crew apparently not of concern (the Brotherhood considering the sacrifice of the crew justified for the greater good of the cause).
In addition, the Avatar Warmech is capable of crushing most other vehicles under its feet, similar to the Mammoth 27, Juggernaut or Annihilator Tripod.
Counters
Use Mammoth Tanks, aircraft or commandos to destroy it but use Predator tanks will be a fatal mistake(Due to Avatars can kill Predators in a one on one battle). Also it hates swarms of Anti Walker Infantry(Use swarms and large numbers of missile infantry or Zone Troopers). Once it is destroyed the walker becomes a husk. As a Husk capture it with engineers to be able to control the walker but watch out for counter attacks.
Venom
- Cost ???
- Speed Fast (Almost all aircraft are quite fast)
- Armour light armour but got Signature generators to fool foes with(For a versatile aircraft it had to use stealth technology to win against foes)
- Weapon Chaingun but upgradable with Lasers
This half Gunship and half Fighter can kill infantry and aircraft. It is a really annoying foe because it will target Commandos and Engineers first.
Additional Notes
The Venom is the Brotherhood's primary air fighter, which served with distinction in the Third Tiberium War, as a successor to Harpy attack helicopters of the Second Tiberium War. Like the Orca Gunship it uses VTOL technology. Its primary tasks are recon and air intercept, as it is extremely fast, but armed only with a single chaingun. The chaingun was originally upgradeable to a laser cannon based on Obelisk technology, however, these were recalled and replaced by particle beam weaponry.
The fighter possesses an extremely aerodynamic shape and two VTOL engines on articulate mounts on its sides. The pilot's cockpit is at the extreme front of the machine, allowing a large field of view, but also limiting his protection. Its chaingun/laser is ideal for attacking infantry or harassing armour, but the real role of the Venom is scouting out targets and providing targeting data for the beam artillery units operating in the field and allowing them to bounce their beams off of mirrors the Venom carries on its underside, thus allowing them to strike targets otherwise immune to their damage.
Another function of the Venom is deception - it can be equipped with signature generators, that interfere with the opponent's radar, fooling him into considering a few Venoms a whole army.
It is also worth noting that the Venom is capable of engaging airborne targets, making it useful as anti-air protection for ground forces or bases, particularly when upgraded with laser capacitors. Since GDI aircraft are not known for their durability the Venom's lack of major power is not a problem.
Also, Venoms have extremely good fuel economy compared to most other GDI or Nod Aircraft, as well as a large amount of ammunition. Venoms can be airborne at all times during a battle, freeing up space on Nod Air Towers, to which it need only return for repairs.
Counters
Despite its advantages, the Venom is also very, very fragile and can be easily shot down by anti-air weaponry of any kind(Mammoth tanks got weak missiles and everyone can't believe that the Venom can't stand even the weakest AA weapon).
Vertigo
Vertigo! Flight text complete
—Vertigo
- Cost 1750
- Weapon one big Bomb and rear AA Turrets
- Speed Quite Fast
- Armour Quite good Armour but missiles will destroy it.
This heavy bomber is a real troublemaker. Its powerful bomb is a reason that it is extremely annoying.
Additional Notes
The Vertigo is a next generation bomber in the service of Nod. It is a powerful batwing aircraft carrying one high explosive Groundpounder bomb, and is equipped with an effective stealth generator and VTOL engines. Its primary role is destroying large structures and vehicles located deep within enemy bases, thanks to its stealth capabilities. For defense against pursuing aircraft, the Vertigo has a single chaingun turret in the rear of the plane, though the power of this weapon is lackluster. The vertigo can be outfitted with Disruption pods that stealth the area where it was drop.
The craft is constructed in the Nod Air tower, which can support and maintain up to four Vertigos. It has a sleek, aerodynamic profile that allows it to fly at high speeds and engage the enemy before any anti-air weaponry reaches it. It is a rough equivalent of the GDI Firehawk, though it is better at air-to-ground combat to compensate for its lacking air-to-air ordinance. Counters were usually Firehawks or GDI's AA Batteries.
Counters
Counters were usually Firehawks or GDI's AA Batteries because these bombers were deployed in large numbers that even Missile Squads and Pitbulls alone were not able to handle these annoying bombers. Once you detect the bombers the detector usually get bombed to death(Pitbull jeeps are detectors but are easily destroyed by the bombers).