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

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→‎Description: 'they lack of Laser Capacitor upgrade' > they lack the Laser Capacitor upgrade
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(→‎Description: 'they lack of Laser Capacitor upgrade' > they lack the Laser Capacitor upgrade)
 
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{{needimages|"Unit portraits from cnc3.com?"}}
{{wikify|Could use some tables and stuff!}}
{{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==


===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}}


==Infantry==
===Militant===
{{CnC unit|image=C&C3_Militant.png|range=170|speed=40|health=40|ghealth=360|dtype=Gun|refire=0.8 (0.5 w. Confessor)|gdps=43 (65 w. Confessor)|damage=2 x 3}}
{{Quote|Hold your weapons high!|Militants}}
====Description====
====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.
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.


While they cannot create foxholes, they can still garrison inside structures like most infantry.
While they cannot create foxholes, they can still garrison inside structures like most infantry.
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If garrisoned, then simply use one of the many units capable of clearing enemy garrisons to eliminate them single-handedly.
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===
===Rocket Militants===
{{CnC unit|image=C&C3_RMilitant.png|range=250|speed=40|health=100|ghealth=200|dtype=Rocket|refire=3.1 (2.1 w. Confessor)|gdps=161 (242 w. Confessor)|damage=250}}
{{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}}
{{quote|They're not leaving here!|Militant Rocket Squad}}


====Description====
====Description====
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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.
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.
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====
====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.
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===
===Saboteur===
{{Quote|The Brotherhood has entrusted me...|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}}
{{CnC_unit|image=C&C3_Saboteur.png|cost=500}}
 
====Description====
====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 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.


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.
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.
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Being unarmed units, Saboteurs can be countered by any unit.
Being unarmed units, Saboteurs can be countered by any unit.
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===Shadow Team===
===Shadow Team===
{{Quote|Shadow Team at your command!|Shadows}}
{{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}}
{{CnC unit|image=C&C3_ShadowT.png|range=150|speed=80|health=300|ghealth=1200|dtype=Sniper|refire=0.8|gdps=330|damage=33|cost=800}}
*Satchel Charge Damage: 2000


====Description====
====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 defences (all except AA guns, that is) cannot target them (though they can see them).
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).


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.
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.
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.


====Counters====
====Counters====
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===Fanatics===
===Fanatics===
{{CnC unit|image=C&C3_Fanatic.png|speed=70|health=150|ghealth=750|dtype=Cannon|gdps=3750|damage=750|cost=800}}
{{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}}
{{Quote|Kane lives!!|Fanatic}}
 
====Description====
====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.
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.


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====Counter====
====Counter====
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.
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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===Black Hand===
===Black Hand===
{{CnC unit|image=C&C3_BlackHand.png|range=80|speed=40|health=300|ghealth=1800|dtype=High Explosive|dps=35|cost=900}}
{{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}}
{{Quote|One mission; one purpose.|Black Hand}}


====Description====
====Description====
The Black Hand is the most heavily armoured infantry unit in the game. This means that against 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.
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.


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, then deploying them, will allow the Black Hand inside to eliminate the yard very quickly, whilst being protected by the APC.
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.


They are a solid counter to pretty much all forms of infantry and a few kinds of vehicles.
They are a solid counter to pretty much all forms of infantry and a few kinds of vehicles.
The Black Hand sub-faction's Black Hand comes with a veteran status.


====Counters====
====Counters====
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===Commando===
===Commando===
{{CnC unit|image=C&C3_Commando.png|range=300|health=500|speed=60|dtype=Sniper}}
{{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}}
{{Quote|Nice day for a kill!|Commando}}
 
====Description====
====Description====
Commandos of Nod are almost identical to GDI's, only they're female. They also have the added ability to stealth themselves while not moving, allowing them to execute some stealthier tactics than GDI's. 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 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 defences.
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====
====Counter====
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==Vehicles==
==Vehicles==
===Raider Buggy===
===Raider Buggy===
{{Quote|Let's go on a raid!|Raider}}
{{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}}
{{CnC unit|range=250|health=1500|speed=130|damage=25 x 3 (3 x 50 for air; 75 x 2 with lasers vs air)|dtype=Gun|refire=1.2 (0.8 w. lasers)|dps=62.5 (125 vs air; 93.5 w. lasers)}}
 
*Armor deviations: Takes 50% damge from rockets, 50% from bullets.


====Description====
====Description====
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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.
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.
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.


====Counter====
====Counter====
Raiders are fast and light, and do not sport much armour 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.
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===
{{CnC unit|range=250|health=800|speed=140|damage=300 x 2|dtype=Rocket|refire=3.4}}
{{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}}
{{Quote|This Bikes ready!|Attack Bike}}
 
*Armor deviations: Takes 100% damage from rockets, 75% from guns and HE.
*Armor deviations: Takes 100% damage from rockets, 75% from guns and HE.


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===Scorpion Tank===
===Scorpion Tank===
{{Quote|Now they die!|Scorpion Crew}}
{{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}}
{{CnC unit|range=275|health=2400 (3200 w. dozers)|speed=90|damage=300 (500)|dtype=Cannon|refire=3.4 (2.5)|dps=150 (200)|cost=900}}
 
*Bracketed numbers are the Laser Capacitor stats
====Description====
====Description====
Scorpion tanks are, role-wise, roughly equivalent to that of GDI's Predator, but it lacks the armour 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.
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.


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.
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.


====Counter====
====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 larger units.
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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===Flame Tank===
===Flame Tank===
{{CnC unit|image=C&C3_FlameTank.png|range=100|health=3700|speed=75|dtype=High Explosive|dps=400|range=100|speed=75}}
{{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}}
{{Quote|Burn! BURN!|Flame Tank}}
 
====Description====
====Description====
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 cost-to-damage ratio in the game, allowing them 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.
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.


Flame tanks can also clear garrisons. They are best employed against riflemen garrisons.
Flame tanks can also clear garrisons. They are best employed against riflemen garrisons.
Black Hand subfaction's Flame Tank comes with a Veteran status.


====Counter====
====Counter====
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.
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.
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===Harvester===
===Harvester===
{{quote|But what about the Tiberium?!|When ordered to move}}
{{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>}}
 
====Description====
====Description====
The Nod Harvester is identical to that of its GDI counterpart - its only function is to gather Tiberium and shuttle it to the Refinery for processing. While GDI Harvesters tend to cause problems by fighting back, Nod Harvesters are equipped with stealth generators that render them invisible to most units.
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).


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


Combined with a disruption tower and refinery, Harvesters can often steal a lot of money from neutral or enemy-held fields, making enemies wonder where all the Tiberium went.
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.


====Counter====
====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.
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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===MCV===
{{CnC unit|image=CnC3_NMCV.PNG|requirements=War Factory, Operations Center|role=Base Construction|abilities=Deploy|build=35 seconds|dtype=|cost=3500}}
====Description====
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.
====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===
===Beam Cannon===
{{Quote|Optics cleared.|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====
====Description====
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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.
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 defence, greatly increasing its attacking power.
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.
In Kane's Wrath, its role of artillery piece is shared with the Spectre.
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====Counter====
====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.
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===
===Stealth Tank===
{{Quote|Stealth emitters ready!|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====
====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.
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.
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They are a viable counter to Mammoth Tanks if positioned behind them, and if there's something in front to draw their fire.
They are a viable counter to Mammoth Tanks if positioned behind them, and if there's something in front to draw their fire.
====Counter====
====Counter====
Since stealth tanks break stealth when they fire anyway, stealth-detecting units will often be blown up once the Stealth Tank is revealed. The trick, therefore, is to strike it before it stealths itself again. They do not have a real counter in the sense a unit can kill them consistently, since infantry can be easily squished due to their fast speed, and they are otherwise invisible and thus cannot be targeted; instead, simply destroying them before they can fire a second volley is the best bet.
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.
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===
===Avatar===
{{Quote|Avatar ready!|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}}
*Cost 2200
 
====Description====
====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 make it invisible.
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.


The price is just that; the price of all these upgrades is extremely high. 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.
{{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.
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.
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The best counter is air units; Venoms, Orcas, or Stormriders can make mincemeat of Avatars quite easily.
The best counter is air units; Venoms, Orcas, or Stormriders can make mincemeat of Avatars quite easily.
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==Aircraft==
==Aircraft==
===Venom===
===Venom===
{{Quote|Venom craft ready for takeoff!|Venom Patrol Craft}}
{{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====
====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====
====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.
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.
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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.
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 was either Mammoth Tanks, or large groups of AA batteries. Nod had Stealth Tanks and SAM Sites, while the Scrin could use both Gun Walkers and Seekers in conjunction with Plasma Disc Batteries.
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.
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===
===Vertigo===
{{Quote|Vertigo; flight checks complete.|Vertigo Bomber}}
{{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====
====Description====
A Nod stealth bomber, it briefly decloaks when releasing it's two bombs. It needs to return to base to reload.
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====
====Counter====
There are two sure-fire ways to counter the Vertigo.  The first method is with a cloud of anti-air. The Vertigo's not only cloak, but are fast-moving targets, so rockets aren't effective too much.  The second method is to eliminate their Air Towers, forcing them to stall and crash sometime after releasing their payload.
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===
===Carryall===
{{Quote|Carryall; got the mission.|Carryall transport}}
{{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====
====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====
====Counter====
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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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