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Obelisk of Light

  • Cost 1500

This defensive tower has impressive range (and due to map layout gains extra range shooting upward, or north), but also takes a great deal of power to function. If a base has insufficient power, the tower will not shoot at all until the power needs of the base are met.

The Obelisk of Light causes significant damage in the form of a laser that must charge before shooting. If a unit enters its range, you will hear the tower charging up the laser (which takes only a few seconds), and the tip of the tower will slowly increase in luminosity before firing. If a unit leaves the range of the tower before the charging is complete, they will avoid taking any damage. This tower can destroy a Mammoth Tank in 3 charging cycles.

This tower has light armor, and is vulnerable against air attacks, so it is wise to pair this tower with a SAM missile battery. It can shoot over walls, so in order to protect the tower from tanks, build some concrete around it to add extra viability.

SAM Site

The SAM Site (named for its surface-to-air missiles) is a defensive structure that targets flying units. Due to its attack animation, it must fold out of the ground before firing a volley of two SAMs. The SAM site will then finish its animation by folding back into the ground. If a unit remains in the area after firing, they will fold back out and launch another volley. This will repeat until the threat is neutralized. These missiles have the longest range of any defensive structure and deal heavy damage to units unfortunate enough to be found in range.

The SAM site has heavy armor and can withstand quite a bit of punishment, sufficient for enough time to rally the troops to defend them, as these structures tend to be put around the perimeter of the base, and end up being the first structures attacked.

Tanks, rocket soldiers, grenadiers and flamethrowers tend to be most effective at destroying these structures.

Turret

  • Cost 600

The Turret is a staple of any NOD . It has heavy armor and can do significant damage to vehicles fairly quickly. It fires a single projectile during each attack, but has a hard time hitting targets on the move or if the unit is small such as infantry.

The Turret has great range, but needs the support of ground troops in order to fight off other infantry, and is vulnerable to air units. It is wise to pair this turret with a SAM Site.

Power Plant

  • Cost 300

Provides power

Advanced Power Plant

  • Cost 700

Provides extra power.

Airstrip

  • Cost 2000 What to expect? its a place where tanks are supplied here.

Vehicles are dropped off here.

Hand of Nod

Builds Nod infantry similar to GDI's barracks.

Temple of Nod

  • Cost 3000

This temple is an HQ that also send nukes at its enemies. The nuke can only be used once unlike the ion cannon.