Command & Conquer 3: Tiberium Wars/Nod Units: Difference between revisions

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{{Header Nav|game=Command & Conquer 3: Tiberium Wars}}
{{Header Nav|game=Command & Conquer 3: Tiberium Wars}}
<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).
==Infantry==


In this campaign the player takes control of the the Brotherhood of Nod. Kane returns and made plans for Ascension.
===Militants===
{{CnC unit|image=C&C3_Militant.png|requirements=Hand of Nod|role=Anti-infantry|abilities=Call for Transport|upgrades=Tiberium Infusion, Confessor|build=2 seconds|dtype=Gun|cost=200}}


==Militant==
====Description====
The Brotherhood of Nod militia are the footsoldiers of the Brotherhood following the Second Tiberium War and the Firestorm Crisis. They are disillusioned men and women, who have suffered from harsh lives in Yellow Zones. The Brotherhood of Nod, in working to improve life in the Yellow Zones, has attracted countless numbers of these militia fighters to their cause.
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 Infusion 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.


Militia wear drab, gray hooded jackets and pants, with bandoleers, backpacks, and goggles. The Militants use a variety of small arms, ranging from old 20th century assault rifles such as the M-16 or GAU-3 Eliminator 5.56mm assault rifles to the new GD-2. Militia are poorly trained and equipped when compared with their GDI counterparts, but their fanatical zeal and sheer numbers make up for their weaknesses.
While they cannot create foxholes, they can still garrison inside structures like most infantry.


These squads are the backbone of Nod's army and their performance can be greatly improved with the aid of the Secret Shrine and the upgrades it provids. The first is the Tiberium infusion, which provides all militiants with Tiberium-based biological enhancements, which are based on Nod's Divination technology. These stimulants have the permanent effect of enhancing the user's endurance and making him permanently immune to Tiberium's effects.
====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.


The other is the inclusion of a Confessor, a heavily armed Nod officer who coordinates the work of militia squads and provides additional firepower with his assault rifle and hallucinogenic grenades.
If garrisoned, then simply use one of the many units capable of clearing enemy garrisons to eliminate them single-handedly.
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===Rocket Militants===
{{CnC unit|image=C&C3_RMilitant.png|requirements=Hand of Nod|role=Anti-armor/anti-air|abilities=Call for Transport|upgrades=Tiberium Infusion, Confessor|build=4 seconds|dtype=Rocket|cost=400}}
 
====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, making them useful against most forms of vehicles.
 
====Counter====
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.
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===Saboteur===
{{CnC_unit|image=C&C3_Saboteur.png|requirements=Hand of Nod|role=Building capture, trapper|abilities=Call for Transport, Booby Trap|upgrades=<font color=red>Cybernetic Legs</font>|build=5 seconds|dtype=|cost=500}}


Effective counters to these infantry formations have been developed by GDI in the course of their engagements in Yellow Zones in the form of advanced grenadier units and heavy anti-infantry units.
====Description====
The Nod response to GDI Engineers, Saboteurs perform four (not three) major functions. Firstly, they can repair any non-garrisonable 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.


==Rocket Militants==
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.
Rocket militia are Nod's anti-aircraft and anti-tank infantry deployed in the Third Tiberium War, replacing traditional Rocket infantry. They are chosen based on former military training from state governments or partisan experience, but generally lack the refined training that GDI missile squads receive. They wield airburst rocket launchers able to destroy aircrafts and damage tanks, especially when garrisoned in civilian buildings.


The rocket squads are easily recognizable by their red ponchos with Nod's emblem, along with red hoods and white scarfs covering their faces. This stands in contrast to regular militants, who wear gray fatigues.
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.


Their performance could be greatly improved with the aid of the Secret Shrine and the upgrades it provided. The first one is the Tiberium infusion, which provides all militiants with Tiberium-based biological enhancements, which are based on Nod's Divination technology. These stimulants have the permanent effect of enhancing the user's endurance, stamina and making him permanently immune to Tiberium's effects.
====Counter====
Being unarmed units, Saboteurs can be countered by any unit.
{{-}}


The other is the inclusion of a Confessor, a heavily armed Nod officer who coordinates the work of militia squads and provides additional firepower with his assault rifle and hallucinogenic grenades.
===Shadow Team===
{{CnC unit|image=C&C3_ShadowT.png|requirements=Hand of Nod, Secret Shrine|role=|abilities=Call for Transport, Explosive Charge, Activate/Deactivate Glider|build=8 seconds|dtype=Sniper|cost=800}}


They are ineffective against other infantry and can easily be killed by rifleman squads, grenadiers, or buzzers.
====Description====
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 defenses (all except AA guns, that is) cannot target them (though they can see them).


==Saboteur==
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.
Following the Firestorm Crisis, the Brotherhood decided to approach the problem of engineering from a completely different way. Abandoning the regular Engineer units, they designed the new units from scratch.


Named Saboteurs, these men are recruited from the most brilliant, elite and loyal Nod clerics. They are equipped with state of the art HazMat (Hazardous Materials) suits (which protected from environmental hazards, but not Tiberium) as well as a supply of C4 charges for mining buildings and all necessary engineering tools, allowing them to perform all the duties regular engineers would, in addition to planting explosive booby traps on neutral structures. They are also able to reactivate fallen Juggernauts, Avatars and even alien Annihilator Tripods.
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 faster 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.


Several important missions that Saboteurs took part in during the Third Tiberium War included the assault on Goddard Space Center, where a Saboteur disrupted communications out of Goddard to prevent reinforcements, and a Nod mission known as Operation Stiletto, where the Saboteurs successfully captured buildings belonging both to GDI and the Scrin, using their combined strength to crush any opposition to Nod in the area.
====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.


==Shadow Team==
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.
Shadows are the elite special forces operatives of the Brotherhood of Nod. They are trained much like the ninjas of ages past, providing them with great skill at stealth and inflitration. Much like their famed forebears, Shadows are capable of seemingly appearing from nowhere and moving at lightning speed, usually in groups of four.
{{-}}


Shadows wear body-fitting jumpsuits with lightweight body armor and a full-head plexiglass helmet with rebreathers. The armor is equipped with collapsible powered hang-gliders, giving them the ability to fly. In combat, they wield dual fully automatic pistols that make short work of infantry. They also carry a special explosive that can destroy vital structures; the chemical composition of this weapon was acquired by Nod spies straight from GDI laboratories.
===Fanatics===
{{CnC unit|image=C&C3_Fanatic.png|requirements=Hand of Nod, Operations Center|role=Anti-vehicle, anti-structure|abilities=Call for Transport|upgrades=Tiberium Infusion|build=6 seconds|dtype=Cannon|cost=800}}


GDI, soon after their deployment, began introducing borderline paranoid security measures, especially after learning that a veteran strike team can be called in at any point of the battlefield if a secret shrine is built.
====Description====
Suicide infantry armed with powerful explosives, Fanatics intend to go into battle and blow themselves up for the Brotherhood's cause. They are fast and cause a large dose of Cannon damage, making them ideal counters for Predator tanks and for buildings.


Although powerful, the Shadow Teams have several drawbacks. First, while gliding, they are incapable of defending themselves, and units with both stealth detection and anti-air capability can make quick work of them. Second, while capable of shredding infantry, the submachineguns they carry are ineffective against most types of vehicles.
The trick, however, is getting them close to their targets. Against a tank rush, however, their usefulness is unparalleled.


==Fanatics==
====Counter====
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.
Given the large crowd size, a good crowd control weapon - shredder turrets, for instance - works well. GDI Watchtowers don't work as well, given how it focuses on one Fanatic at a time, increasing the chance of one getting through. A Commando or a Sniper backed with riflemen can work. A trio of snipers alone can in fact cut through Fanatics quite easily.
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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.
===Black Hand===
{{CnC unit|image=C&C3_BlackHand.png|requirements=Hand of Nod, Operations Center|role=Garrison clearing, anti-infantry, anti-structure|abilities=Call for Transport|upgrades=<font color=red>Purifying Flame</font>|build=9 seconds|dtype=High Explosive|cost=900}}


Fanatics can receive a Tiberium infusion to improve their battlefield durability, allowing them to move faster and make them immune to Tiberium.
====Description====
The Black Hand is the most heavily armored infantry unit in the game. This means that pretty much any kind of small arms fire is easily taken care of. Even Watchtowers have a tough time taking them down. They cause considerable amounts of high-explosive damage, making them powerful anti-infantry and anti-structure units. Their infantry nature also protects them from cannon fire, unlike the larger flame tanks. Additionally they are capable of clearing enemy garrisons easily.


==Black Hand==
A particularly nasty trick one can pull off in Kane's Wrath is combining Black Hand with the Reckoner APCs. Sneaking the Reckoners into the enemy's base next to the enemy's Construction Yard, deploying the Reckoner will allow the Black Hand inside to eliminate the yard very quickly, whilst being protected by the APC.
[[Image:CnCTS Black Hand.jpg|thumb|left|The Black Hand in CnC 3.]]
Before the Third Tiberium War, the might of the Black Hand legions increased dramatically. By the Thrid 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 are a solid counter to pretty much all forms of infantry and a few kinds of vehicles.


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.
The Black Hand sub-faction's Black Hand comes with a veteran status.


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


Perhaps the most common counter, however, is to simply crush them with Predator treads or Scorpion dozer blades. The Scrin can use massed Buzzers, the Swarm support power, or a Devastator to take them out in droves.
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===Commando===
{{CnC unit|image=C&C3_Commando.png|requirements=Hand of Nod, Secret Shrine, Tech Lab|role=Anti-infantry, anti-building, anti-walker|abilities=Call for Transport|upgrades=|build=20 seconds|dtype=Sniper|cost=2000}}


====Description====
Commandos of Nod are similar to GDI's in role, but instead of jump jetpacks they have the ability to stealth themselves while not moving, making them useful for anti-infantry ambushes. Once inside an enemy base, however, the lack of jump jets can prove deadly for the Commando once spotted. Regardless, the Commando is without a doubt a powerful unit, capable of eliminating structures and Tier 3 walkers with a powerful C4 charge. They are also highly effective against enemy infantry, but their usefulness is pretty much limited to just infantry; they should avoid confrontations with vehicles and base defenses.
The Nod Commando's damage type is Sniper, while GDI Commando's is Gun. This way, Nod's Commando has more DPS for a single infantry unit and she will win out in a straight duel with GDI's Commando.
The Black Hand's Commando has lost her ability to be cloaked while stationary, which has been offset by the
fact that 2 Commandos can be trained that are both Heroic.
====Counter====
Due to their sniper type damage, they are best attacked with vehicles. Anything that causes sniper damage on its own, though, can work; snipers can work in large numbers. The Scrin can simply mass buzzers on a Commando quickly to bring it down, or use a Devastator. Nod can employ Shadow Teams, due to their large squad numbers and sniper type damage, but APCs, Raider Buggies, or Gun Walkers are best.
{{-}}
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==Commando==
==Vehicles==
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.
===Raider Buggy===
{{CnC unit|image=CnC3_Buggy.PNG|requirements=War Factory|role=Anti-infantry, anti-air, vehicle disable|abilities=EMP Coil, Call for Transport|upgrades=EMP Coil, Laser Capacitor|build=4 seconds|dtype=Gun|cost=400}}


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


==Raider Buggy==
Against enemy vehicles, the raider buggy can be equipped with EMP coils which temporarily disable everything in a large radius, including itself. The trick is that it requires a lot of micromanagement to use, but it covers a large area and can be devastating if it hits properly. Raiders with EMP Coils can put a stop to a mammoth rush, allowing Obelisks and Scorpions to eliminate the heavier units easily.
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.
In Kane's Wrath, the Black Hand and the Marked of Kane subfactions' Raider Buggies have also stealth detection, though they cost 500 (and take 5 seconds to build) and they lack the Laser Capacitor upgrade.


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.
====Counter====
Raiders are fast and light, and do not sport much armor at all. A single predator can make short work of a raider, as can an APC loaded with missile troopers. Raiders can attack air units, but the attack is relatively weak unless upgraded with lasers, so Stormriders can work as well. Just don't get close for them to EMP you.
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==Attack Bikes==
===Attack Bikes===
In the Third Tiberium War, Nod once again relied on Attack Bikes. They were still fragile, fast, agile, and posessing 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 equiped with powerful stealth detectors.
{{CnC unit|image=CnC3_AttackBike.PNG|requirements=War Factory|role=Anti-vehicle, anti-structure, recon|abilities=Call for Transport|upgrades=<font color=red>Tiberium Core Missiles</font>|build=6 seconds|dtype=Rocket|cost=600}}
*Armor deviations: Takes 100% damage from rockets, 75% from guns and HE.


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


==Scorpion Tank==
Unlike most vehicles, the Attack Bike cannot run over enemy infantry, making it next to useless in an anti-infantry role.
The Scorpion Light Tank was created to supercede the aging Tick Tank from the Second Tiberium War. 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.


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 manoeuvrability, 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.
====Counters====
Due to its light armour, attack bikes can be countered by any unit.
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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.
===Scorpion Tank===
{{CnC unit|image=CnC3_Scorp.PNG|requirements=War Factory|role=Anti-vehicle, anti-structure|abilities=Call for Transport|upgrades=Laser Capacitors, Dozer Blades|build=8 seconds|dtype=Cannon|cost=800}}


==Flame Tank==
====Description====
[[Image:CnCTS Flame Tank.jpg|thumb|left|The Nod Flame tank]]
Scorpion tanks are, role-wise, roughly equivalent to that of GDI's Predator, but it lacks the armor and the firepower the Pred sports. In a fight between a Predator and a Scorpion, the Predator will win every time. The Scorpion, however, is faster and, most importantly, much cheaper than a Predator. In sufficient numbers and with the proper backup, Scorpion tanks can cut through most vehicles and buildings with ease. Power-wise, they are between the Scrin Seeker and the GDI Predator.
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.
Scorpions can be upgraded with two things - the laser capacitors upgrade vastly increases their firepower, and the Dozer Blades upgrade allows them to slice through heavy infantry - Black Hand, Shock Troopers, and Zone Troopers can all be cut down once a Scorpion has its Dozer Blade. It also makes them impervious to a Disintegrator's self-destruct when crushed.


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 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.  
====Counter====
Larger units aside, Scorpions can easily be countered with missile troopers and any form of air unit. Until they get the Dozer Blades, they can be eliminated by Zone Troopers and Shock Troopers. With proper micromanagement, they can also use their jump jets and teleport abilities respectively to keep the Scorpions on the move and unable to crush them. The most common counter, however, is either missile troopers or more powerfull vehicles, including said Predator Tank.
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==Harvester==
===Flame Tank===
Nod harvesters got the ability to go unseen by the enemy.
{{CnC unit|image=C&C3_FlameTank.png|requirements=War Factory, Operations Center|role=Garrison clearing, anti-infantry, anti-building|abilities=|upgrades=<font color=red>Purifying Flame</font>|build=12 seconds|dtype=High Explosive|cost=1200}}


==Beam Cannon==
====Description====
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.
Flame Tanks have scrapped the ability to burrow in exchange for a lot more firepower. While they remain very vulnerable to cannon fire, they are more than capable of shrugging off small-arms fire as well as, to an extent, missiles. Flame Tanks have the highest damage-to-cost ratio in the game, allowing one to cause heavy damage to anything provided it stays alive long enough. Buildings are a flame tank's favourite target, and a pair of flame tanks, covered by a cloaking field and snuck into an enemy base, can easily dismantle most, if not the entire, enemy base in minutes.


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.  
Flame tanks can also clear garrisons. They are best employed against riflemen garrisons.


==Stealth Tank==
Black Hand subfaction's Flame Tank comes with a Veteran status.
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.


==Avatar==
====Counter====
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.
While the flame tank can cause considerable damage even to another tank, its short range and fragile nature prevents it from causing considerable damage to any form of anti-armour emplacement. Predators, Scorpions, massed missile troopers, and any form of aerial unit can all easily eliminate a flame tank before it can cause considerable damage. Zone Troopers, however are capable of eliminating them as long as they keep distance and have superior numbers. Also, Scanner Pack would work great neutralizing Cloaking Field and increasing range as range is critical for such fight. Shock Troopers might work as well, only with same conditions.
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).
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A fully upgraded Avatar.
A fully upgraded Avatar.
In addition, the Avatar Warmech is capable of crushing most other vehicles under its feet, similar to the Mammoth 27, Juggernaut or Annihilator Tripod.


==Venom==
===Harvester===
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.
{{CnC unit|image=CnC3_NHarvester.PNG|requirements=War Factory|role=Harvest Tiberium|abilities=Return to Refinery|upgrades=|build=<font color=green>14/<font color=red>16</font></font> seconds|dtype=|cost=<font color=green>1400</font>/<font color=red>1600</font>}}


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.
====Description====
The Nod Harvester's functions are identical to those of its GDI Counterpart. While GDI Harvesters defend themselves by fighting back, Nod Harvesters are equipped with stealth generators that render them invisible to most units (Note: Black Hand doesn't have stealth technology so their Harvesters are visible to all units).


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 can run over enemy infantry, which works good with stealth ability, but it should never be considered a combat vehicle under any circumstance.


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.
Combined with a disruption tower and refinery, Harvesters can often steal a lot of money from neutral or enemy-held tiberium fields, as long as they have no base defences. It both enhances economics of current side and impairs economics of enemy.


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.
====Counter====
If you can find them, they are easily dealt with. Bring along a stealth detecting unit to find them, then eliminate them with anything you have. Orcas are very good at finding stealthed harvesters by using their pulse scan ability to reveal them, attaching a sensor pod to them, then targeting them with a volley of rockets. The Kane's Wrath specific Ravager unit is specially designed to eliminate harvesters with its Agitate Tiberium ability.
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However, despite its advantages, the Venom is also very, very fragile and can be easily shot down by anti-air weaponry of any kind.
===MCV===
{{CnC unit|image=CnC3_NMCV.PNG|requirements=War Factory, Operations Center|role=Base Construction|abilities=Deploy|build=35 seconds|dtype=|cost=3500}}


==Vertigo==
====Description====
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 MCV is the core of any base. Capable of deploying on a moment's notice, the MCV can transform into a fully operational construction yard. It is sometimes prudent to build more than one to replace cranes and for added security in case your first MCV goes down.


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.
====Counter====
MCVs are unarmed and can be countered by any unit.
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===Emissary===
{{CnC unit|image=CnC3_Emmisary.PNG|requirements=Construction Yard|role=Base Expansion|abilities=Deploy|build=10 seconds|cost=1500}}
 
====Description====
Emissaries are cheaper than full-blown MCVs, and can deploy (after several seconds) into Outposts. Outposts provide no construction ability but do allow buildings to be built around them. This makes Emissaries most effective at establishing refineries outside your main base. Unlike Construction Yards, Outposts cannot return to their vehicle state once ordered to deploy.
 
====Counter====
Emissaries are unarmed and can be countered by any unit.
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===Beam Cannon===
{{CnC unit|image=CnC3_BeamCannon.PNG|requirements=War Factory, <font color=red>Operations Center</font> or <font color=green>Tech Center</font>|role=Self-propelled artillery, Base Defense Assist|abilities=Reflector Attack, Charge Obelisk|upgrades=|build=10 seconds|dtype=Cannon|cost=1000}}
 
====Description====
The Beam Cannon is a small but devastating vehicle. Essentially a powerful laser mounted on a chassis, this unit is extremely deadly in numbers - what the Beam Cannon lacks in range it makes up for in sheer attacking power. When multiple beam cannons are ordered to fire on a single target, the lasers converge and deal considerably more damage than normal; five beam cannons can easily level most buildings.
 
Venoms have a powerful mirror that Beam Cannons can use to bounce a laser beam off of and extend its range, but it is not a very common tactic due to the amount of micromanagement required and, oftentimes, the lack of results.
 
Finally, Beam Cannons can use their weapons to charge up the Obelisk of Light base defense, greatly increasing its attacking power and range.
 
In Kane's Wrath, its role of artillery piece is shared with the Spectre.
 
====Counter====
Their cannon-type damage allows them to deal with single vehicles almost single-handedly in sufficient numbers, but since they need about three seconds to charge before unleashing the fury, prevents them from ousting Scorpion Tanks as frontline vehicles. They are very much lacking in the armour department, and while they can run over enemy infantry, they are often not fast enough to catch them. Additionally, their cannon-type damage prevents them from causing major damage to infantry squads.
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===Stealth Tank===
{{CnC unit|image=CnC3_StealthTank.PNG|requirements=War Factory, Tech Center|role=Anti-air, anti-vehicle, anti-structure, ambush|abilities=|upgrades=<font color=red>Tiberium Core Missiles</font>|build=18 seconds|dtype=Rocket|cost=1800}}
 
====Description====
Stealth Tanks are swift, light, and obviously stealthed missile-launching vehicles. Firing a devastating volley of approximately six missiles, they are also very powerful in the anti-air role. Their rockets cause considerable splash damage as well, making them the ideal counter to massed Venoms.
 
In summary, Stealth Tanks are more than capable of dishing out punishment, but are incapable of receiving it.
 
They are a viable counter to Mammoth Tanks if positioned behind them, and if there's something in front to draw their fire.
 
====Counter====
Since stealth tanks only break stealth when they fire, they may cause sufficient damage before attacked units can fire back. Thus, stealth revealing patrol always works great against them. The most efficient enemy to them are Zone Troopers with Scanners Packs. Scanners give them increased range and reveal Tanks long before attack, even if they outnumber Zone Troopers, they always can jump jet to retreat and strike back with larger army.<br>
If there is no probability to detect them, than the trick is, if they are spotted during attack, engage them with focused fire very swiftly to take out as many as possible before they turn stealth again. However, this isn't any effective as they are mostly very effective against any type of units and can retreat very fast before recieving several punishment.
 
Do not deploy air units against the Stealth Tank. Unless it is Several Assault Planetary Assault Carriers. They reveal stealth, Stealth Tanks would distract on drones by default, PACs won't be taken out quickly with forcefields and they can Create Ion Storms to take out Stealth Tanks even quicker. Although they are too slow to chase Stealth Tanks, they work great at static position with support of ground units.
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===Avatar===
{{CnC unit|image=CnC3_Avatar.PNG|requirements=War Factory, Tech Center|role=Anti-vehicle, anti-structure, possibly anti-infantry|abilities=Commandeer Technology|upgrades=Flamethrower (Flame Tank), Stealth Detect (Attack Bike) Secondary Laser (Beam Cannon), Stealth Generator (Stealth Tank) |build=|dtype=Cannon/High Explosive|cost=2200}}
 
====Description====
Nod's response to the GDI Mammoth Tank, the Avatar walker is a powerful, if very expensive, unit. Initially equipped with a single large laser, it can be upgraded by sacrificing certain friendly vehicles: sacrificing an attack bike will grant it stealth detecting abilities, a beam cannon will give the Avatar a second laser, a flame tank will give it a flamethrower, and a stealth tank will equip it with Stealth Generator which only works while Avatar is standing still.
 
{{sidebar
|float=left
|width=230px
|title="Burn them!"
|contents=The Nod's Black Hand subfaction in the Kane's Wrath expansion sports a Purifier. Purifiers have been already upgraded with a Flamethrower, but they have lost their Commandeer ability.
 
For 3000$, you get massive infantry/vehicle/structure killer, and Purifier even boosts combat effectiveness nearby units. It's odd that Purifiers existed BEFORE the Avatars.
}}
The price is just that; the price of all these upgrades is extremely high. However, if facing another Nod player the Avatar may sacrifice enemy units as well to upgrade itself. Additionally, being a walker, it can be captured by enemy engineers if struck down. If a fully upgraded Avatar is struck down and captured by your opponent, all its upgrades remain. This makes upgrading Avatars a dangerous investment.
 
As of Patch 1.09, however, the Avatar's standard attack is nothing to sneer at. Three avatar shots can destroy an APC or a Predator Tank, and it can run over said vehicles as well.
 
====Counter====
The best counter depends on how upgraded the Avatar in question is. Massed smaller units, like Predators, Scorpions, or Seekers, work well; however, missile troopers or commandos work even better, since they can avoid the cannon damage dealt by the laser. However, if upgraded with a flamethrower, its usual weakness to infantry is eliminated.
 
If you're playing as a Nod player, stealth units from behind can work, but only if it isn't upgraded with stealth detection from an Attack Bike.
 
The best counter is air units; Venoms, Orcas, or Stormriders can make mincemeat of Avatars quite easily.
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==Aircraft==
 
===Venom===
{{CnC unit|image=CnC3_Venom.PNG|requirements=Air Tower|role=Anti-infantry, recon|abilities=Signature Generator|upgrades=Signature Generator, <font color=red>Supercharged Particle Beams</font>, Laser Capacitors|build=9 seconds|dtype=Gun|cost=900}}
 
====Description====
The Venom is Nod's patrol aircaft. Venom uses a gun which is remarkably powerful both against aircraft and infantry and a stealth detector which makes them incredible in taking out the Snipers, Shadow Teams and Vertigo Bombers. Laser Capacitors upgrade also makes them effective against light vehicles and, sometimes, even structures. This aircraft does not require Air Tower slot.
 
Since it is independent from the air tower once created, a single air tower can produce as many Venoms as it so desires - this, coupled with its power when upgraded, and its cheap cost - allows the Brotherhood of Nod to rule the skies, and eliminate anything with superior numbers. The only thing that it may have difficulties shooting are anti-aircraft emplacements and any unit that can attack air units and cause splash damage doing so. The splash damage is particularly effective since Venoms tend to crowd around the unit they're attacking.
 
Even without the lasers, the Venom is capable of using an onboard mirror to redirect a Beam Cannon's attack. The attack can even be redirected to another Venom - position a chain of Venoms from your base to the enemy's and use the reflector attack to bounce a beam across the map and strike the enemy's base. While not as effective as the Juggernaught's bombardment, it is still very satisfying to have mapwide strike capability.
 
Venoms can be equipped with a radar jammer that floods an enemy's radar with false positive hits - making a lone venom appear as a large battle group on an opponent's minimap.
 
====Counters====
Venoms are quite powerful; being able to attack both land and air units, coupled with their cheap production cost, makes them difficult targets at best. They give quite a bang for one's buck; about six Venoms can eliminate an APC.
 
Prior to Kane's Wrath, massed Venoms had very few counters, short of anti-air batteries. Stealth Tanks work well, since their attacks cause splash damage. In Kane's Wrath their missiles, as well as those fired by the SAM Site, can be upgraded. The GDI Slingshot is also a powerful and cost-effective anti-air unit, but is available only in Kane's Wrath.
 
In Tiberium Wars, the GDI's only real counter to massed Venoms were Mammoth Tanks, Firehawk with AA loads (only Stratofighter Boosters and a minimum amount of 8) or large groups of AA batteries. APC only work in big amounts and and with Rocket Squads inside. Nod had Stealth Tanks and SAM Sites, while the Scrin could use both Gun Walkers and Seekers in conjunction with Plasma Disc Batteries.
 
Massed Venoms can also be easily eliminated with the neutral structure EMP, as it is the only EMP that can strike air units. Striking an air unit with an EMP destroys it instantly, and given the EMP's area of effect, this makes the EMP a very potent weapon against massed Venoms.
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===Vertigo===
{{CnC unit|image=CnC3_Vertigo.PNG|requirements=Air Tower, Tech Lab|role=Anti-vehicle, anti-structure|abilities=<font color=red>Disruption Pod</font>|upgrades=<font color=red>Disruption Pod</font>|build=18 seconds|dtype=High Explosive|cost=1800}}
 
====Description====
The Nod stealth bomber drops a single but quite powerful bomb that can devastate almost anything on the ground. Although it has almost no air defense (save a single machine gun), the enemy will have an extremely difficult time destroying it due to its stealth ability and it's extremely heavy armor. A concerted anti-air defense is the only way to eliminate these planes.
 
Although powerful, they are one of the slowest aircraft in the game, minus the Scrin's massive capital ships, and as such require micromanagement in order to keep them on bombing runs. They are also very expensive and as such difficult to replace. They are best to strike an enemy base from one side in order to get his or her attention back to the base.
 
In Kane's Wrath, they can be upgraded with Disruption Pods which allow them to stealth any unit. The disruption pod also stealths any nearby units, allowing for some deadly attacks like the Redeemer Rage Generator + Disruption Pod combo.
 
====Counter====
As mentioned above, the only way to eliminate Vertigos is with a concerted and powerful anti-air defense. Seekers, Pitbulls, and Attack Bikes can all reveal and attack Vertigos early, letting your AA attack them from a longer range. GDI Firehawks can easily eliminate them provided they are illuminated.
 
All-in-all, it is difficult at best to eliminate Vertigos, but a ground assault on their Air Tower works most of the time without having to build a massive system of anti-air turrets.
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===Carryall===
{{CnC unit|image=CnC3_Carryall.PNG|requirements=Air Tower|role=Transport Aircraft|abilities=Drop off units|upgrades=|build=Instantaneous|dtype=|cost=500 per unit}}
 
====Description====
The Carryall is slightly slower than the GDI V-35 Ox, but performs the same purpose. Functionally, there is no other difference between the two as the Carryall is bit slower than V-35 Ox.
 
The Carryall is summoned by the Nod Call for Transport ability, which will spawn a Carryall to ferry a single unit around the map. If the transport is destroyed while a unit is inside, the units are lost - making protecting your carryalls a priority.
 
====Counter====
Carryalls can be countered by any unit capable of striking aircraft while it's flying or any unit with enough DPS while Caryall is picking up/deploying.
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