Author: Warfreak
Version: 1.8
Date Started: 26/3/08
One Vision, One Purpose. PEACE. THROUGH. POWER!
NB: Please note there is another lengthy Table of Contents ahead so you might
want to use the Page Down or Page Up keys instead of scrolling. This one
is so long that it takes at least 4 Page Downs to finish it.
NB: With the table of contents, the whole point is that you decide and use the
numerical code along side it so that you can easily find the section that
you are looking for.
Table of Contents
[1] Introduction
[1.01] Introduction
[1.02] Version History
[1.03] My Playing Technique
The Nod Campaign
[2] Act 1 - Reunification
[2.01] The Rio Insurrection
[2.02] What is Rightfully Ours
[2.03] Persuade Him...
[2.04] A Grand Gesture
[3] Act 2 - Kane Rising
[3.01] Keys to the Kingdom
[3.02] All that Glitters
[3.03] The Doctor Vanishes
[3.04] MARV Rising
[3.05] The Betrayal of Kilian Qatar
[3.06] Hearts and Minds
[3.07] Tacitus Interruptus
[4] Act 3 - Resurrection
[4.01] Will Made Flesh
[4.02] Tacitus Regained
Nod Intel Database
[5] Nod Field Recon
[5.01] The Tacitus
[5.02] Another Explosion in the Facility?
[5.03] Tiberium Explosion Devastates Australia
[5.04] GDI Treasury Damaged in Mysterious Attack
[5.05] Unconfirmed Reports of Cyborg Activity in Central Asia
[5.06] Tacitus Destabilised?
[6] Nod Weaponry
[6.01] GDI Engineer
[6.02] GDI Hammerhead
[6.03] GDI Behemoth
[6.04] GDI Slingshot
[6.05] Heavy Harvester
[6.06] Confessor Cabal
[6.07] Purifier
[6.08] Specter
[6.09] GDI Shatterer
[6.10] GDI Zone Raider
[6.11] GDI Mammoth Armoured Reclamation Vehicle (MARV)
[6.12] Rocket Harvester
[6.13] The Redeemer
[6.14] Prodigy
[6.15] Cultist
[6.16] Eradicator
[6.17] Shard Walker
[6.18] Shielded Harvester
[6.19] Reaper Tripod
[6.20] The Awakened
[6.21] The Enlightened
[6.22] Tiberium Trooper
[7] Nod Background
[7.01] Kane - My Lowest Ebb
[7.02] Kane - A Spark...
[7.03] Steel Talon - Origins
[7.04] Kane - Awakening
[7.05] Brother Marcion, Biography
[7.06] Kane - Realization
[7.07] Black Hand - Origins
[7.08] Kane - Creation
[7.09] Alexa Kovacs, Biography
[7.10] ZOCOM - Origins
[7.11] Traveler-59 - Origins
[7.12] Reaper-17 - Origins
[7.13] Marked of Kane - Origins
[8] Nod Rumours
[8.01] The Corruption of Brother Marcion
[8.02] Mysterious Homestead Attacks Continue
Basic Army Guide
The Global Defense Initiative
[9] GDI Units
[9.01] Shatterer
[9.02] Slingshot
[9.03] Hammerhead
[9.04] M.A.R.V.
[10] GDI Upgrades
[10.01] Moved Upgrades
[10.02] Tungsten Shells
[10.03] AP Ammo
[10.04] EMP Grenades
[10.05] Hardpoints
[11] GDI Buildings
[11.01] Reclamation Hub
[11.02] Combat Support Airfield
[12] GDI Support Powers
[12.01] Sonic Repulsion Field
[12.02] Supersonic Air Strike
[12.03] Orbital Strike
The Brotherhood of Nod
[13] Nod Units
[13.01] Reckoner
[13.02] Specter
[13.03] The Redeemer
[14] Nod Upgrades
[14.01] Quad Turrets
[14.02] Disruption Pods
[14.03] Tiberium Core Missiles
[15] Nod Buildings
[15.01] Redeemer Engineering Facility
[15.02] Voice of Kane
[15.03] Combat Support Airfield
[16] Nod Support Powers
[16.01] Laser Fencing
[16.02] Redemption
[16.03] Tiberium Vein Detonation
[21] Steel Talon Units
[21.01] Units not Replaced
[21.02] Heavy Harvester
[21.03] Titan
[21.04] Wolverine
[21.05] Mobile Repair Transport
[21.06] Behemoth
[21.07] Combat Engineer
[22] Steel Talon Upgrades
[22.01] Upgrades Removed
[22.02] Adaptive Armour
[22.03] Railguns
[23] Steel Talon Buildings
[23.01] Buildings Removed
[24] Steel Talon Support Powers
[24.01] Support Powers Removed
[24.02] Railgun Accelerator
[24.03] Bloodhounds
Zone Operations Command - ZOCOM
[25] ZOCOM Units
[25.01] Units not Replaced
[25.02] Zone Raider
[25.03] Rocket Harvester
[25.04] Zone Shatterer
[25.05] ZOCOM Orca
[26] ZOCOM Upgrades
[26.01] Upgrades Removed
[26.02] Tiberium Field Suits
[26.03] Ceramic Armour
[27] ZOCOM Support Powers
[27.01] Support Powers Removed
[27.02] Zone Raider Drop Pods
[27.03] ZOCOM Airborne
The Brotherhood of Nod Splinter Factions
The Black Hand
[28] Black Hand Units
[28.01] Units not Replaced
[28.02] Confessor Cabal
[28.03] Mantis
[28.04] Purifier
[28.05] Harvester
[28.06] Veterancy
[29] Black Hand Upgrades
[29.01] Upgrades Removed
[29.02] Black Disciples
[29.03] Purifying Flames
[29.04] Charged Particle Beams
[30] Black Hand Buildings
[30.01] Buildings Removed
[31] Black Hand Support Powers
[31.01] Support Powers Removed
[31.02] Power Signature Scan
[31.03] Decoy Temple of Nod
The Marked of Kane
[32] Marked of Kane Units
[32.01] Units not Replaced
[32.02] The Awakened
[32.03] Tiberium Trooper
[32.04] The Enlightened
[33] Marked of Kane Upgrades
[33.01] Cybernetic Legs
[33.02] Supercharged Particle Beams
[34] Marked of Kane Support Powers
[34.01] Support Powers Removed
[34.02] Magnetic Mines
The Scrin Military Sects
Reaper-17
[35] Reaper-17 Units
[35.01] Units not Replaced
[35.02] Shielded Harvester
[35.03] Shard Walker
[35.04] Reaper Tripod
[36] Reaper-17 Upgrades
[36.01] Blue Shards
[36.02] Conversion Reserves
[37] Reaper-17 Buildings
[37.01] Growth Stimulator
[38] Reaper-17 Support Powers
[38.01] Support Powers Removed
[38.02] Shock Pods
Traveler-59
[39] Traveler-59 Units
[39.01] Units not Replaced
[39.02] Cultists
[39.03] Prodigy
[40] Traveler-59 Upgrades
[40.01] Advanced Articulators
[40.01] Traveler Engines
[41] Traveler-59 Support Powers
[41.01] Support Powers Removed
[41.02] Temporal Wormholes
Strategies
Vanilla Teams
[42] Global Defense Initiative
[42.01] GDI General Strategies
[42.02] Epic Unit Strategies
[42.03] Epic Unit Counter Strategies
[43] Brotherhood of Nod
[43.01] Nod General Strategies
[43.02] Epic Unit Strategies
[43.03] Epic Unit Counter Strategies
[44] Scrin Mining Fleet
[44.01] Scrin General Strategies
[44.02] Epic Unit Strategies
[44.03] Epic Unit Counter Strategies
The Sects
[45] The Steel Talons
[45.01] Steel Talons General Strategies
[45.02] Epic Unit Strategies
[45.03] Epic Unit Counter Strategies
[46] Zone Operations Command - ZOCOM
[46.01] ZOCOM General Strategies
[46.02] Epic Unit Strategies
[46.03] Epic Unit Counter Strategies
[47] The Black Hand
[47.01] Black Hand General Strategies
[47.02] Epic Unit Strategies
[47.03] Epic Unit Counter Strategies
[48] The Marked of Kane
[48.01] Marked of Kane General Strategies
[48.02] Epic Unit Strategies
[48.03] Epic Unit Counter Strategies
[49] Reaper-17
[49.01] Reaper-17 General Strategies
[49.02] Epic Unit Strategies
[49.03] Epic Unit Counter Strategies
[50] Traveler-59
[50.01] Traveler-59 General Strategies
[50.02] Epic Unit Strategies
[50.03] Epic Unit Counter Strategies
Global Conquest
[51] Conditions of War
[51.01] Global Conquest
[51.02] Victory Conditions
[51.03] Controlling Resources
Strike Forces
[52] Strike Forces
[52.01] Basis of Strike Force
[52.02] Strike Force Abilities
[53.03] Movement
[53] GDI Forces
[53.01] GDI Forces
[53.02] Steel Talon Forces
[53.03] ZOCOM Forces
[54] Nod Forces
[54.01] Nod Forces
[54.02] Black Hand Forces
[54.03] Marked of Kane Forces
[55] Scrin Forces
[55.01] Scrin Forces
[55.02] Reaper-17 Forces
[55.03] Traveler-59 Forces
Battle and Victory
[63] Battle
[63.01] Battle
[64] General Strategies
[64.01] Strategies
[A] Contact Information
[B] Webmaster Information
[C] Credits
[D] Sites FAQ is on
[E] Copyright
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[1.01] Introduction
Welcome to my 32nd guide and the second for C&C. This one is about Kane's
Wrath, the story behind Kane's life after the Second Tiberium War, during the
Third Tiberium War and beyond. While it may not added too much gameplay
wise, this does solve a lot on the storyline of the Tiberium universe. It
details the rise of the Brotherhood, the removal of Slavik, the rise of
Redmond Boyle as GDI Commander in Chief, the disappearance of Dr. Giraud and
the survival of Kane from the GDI attack on Temple Prime and the "betrayal"
of Kilian Qatar. I'm not going to tell you what happens, that is for you to
play out, but I will tell you how. Welcome to Kane's Wrath. And PEACE THROUGH
POWER!
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[1.02] Version History
Version 0.1 [26/3/08]
Started on this Guide, some bits on Intel complete.
Version 0.2 [27/3/08]
Started on Act 1, finished The Rio Insurrection and What is Rightfully Ours.
Version 0.3 [31/3/08]
Finished Act 1 and all the Intel entries for it.
Version 0.4 [1/4/08]
Made 2 more mission walkthroughs and their intel entries.
Version 0.5 [2/4/08]
Completed The Doctor Vanishes and intel entries.
Version 0.6 [3/4/08]
Finished MARV Rising.
Version 0.7 [4/4/08]
The Betrayal of Kilian Qatar is now complete. Start on Hearts and Minds and
done some more intel entries.
Version 0.8 [5/4/08]
Added My Playing Technique. Finished Hearts and Minds. Finished all the Intel
entries. Finished Tacitus Interruptus, which is the final mission for Act 2.
Completed Will Made Flesh and Tacitus Regained, which completes Act 3. This
means the campaign is offically complete.
Version 0.9 [12/4/08]
Completed Vanilla GDI. Table of Contents ready for Vanilla Nod and Scrin,
which will be complete in the next update.
Version 1.0 [14/4/08]
Completed the Brotherhood of Nod and the Scrin Mining Fleet.
Version 1.1 [15/4/08]
The Steel Talons and the ZOCOM forces are complete.
Version 1.2 [19/4/08]
Completed the Black Hand and Marked of Kane forces. Completed the Reaper-17
and Traveler-59 forces. All sub-faction groups are now complete as well as
all their units, support powers, buildings and upgrades. All that is left is
strategies on all factions and the long awaited Global Conquest Mode.
Version 1.3 [26/5/08]
A long awaited update, the strategies for the vanilla forces have been done.
I'm going to do strategies for the factions next, then strategies for the
epic units themselves, since they are that epic, and then, Global Conquest
or GC mode. The lack of updates is due to me finishing my Assassin's Creed
guide. That leaves two incomplete guides for me right now.
Version 1.4 [3/6/08]
Next update, dealing with Epic units for Vanilla Factions which are now
complete. Now updates for all SubFactions and Global Conquest.
Version 1.5 [21/6/08]
Completed all the GDI Strategies. Nod and Scrin sects remain.
Version 1.6 [22/6/08]
All the Strategies are complete. Global Conquest needs to be done, and that is
about it.
Version 1.7 [23/6/08]
Started on the Global Conquest Mode. Should be finished with the next update
hopefully. Still to go, Bases, Support Powers, Combat and Strategies.
Version 1.8 [24/6/08]
Global Conquest Support Powers are complete. With the Bases, Combat and the
Strategies now complete, the guide is complete like I promised. Well, its done
so enjoy reading it.
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[1.03] My Playing Technique
Throughout this guide, you will be reading about how to finish the mission my
way, so you should understand my playing technique before you rush and bombard
me with questions. While a lot of people don't have any real strategy, just
rush and spam units, there are quite a lot of playing styles. One is rushing
while another is spamming. There are more though:
Brute Force: Build big units and roll them into the base. No concern for
casualties and big is better.
Armchair: Sit back and let your allies do all the work, provided you actually
have any.
Defensive: Build a massive defence that the enemy has no chance of going
past and creep slowly towards his base.
Sneaky: Build a large amount of stealth based units, or Commando units and
bombard them.
and more, but you need to know my way of doing things, otherwise you will be
unfamilar with my technique. My style is to reduce the losses on the
battlefield as much as possible. Therefore, I will insist that you send your
troops back for repairs instead of going on. This way, you will spend loss
overall on troops and this could be spent on more forces. Also, you should
support your forces, sending in an army, whilst strong but weak against air
is a bad idea on any day. Reduce the amount of body bags to win the day.
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[2.01] The Rio Insurrection
"The Slums of Rio seethe with anger, anger against GDI. It would take but a
single act to spur the disenfranchised masses into open insurrection.
An act you must perform.
Tear down GDI's authoritarian edifices, the symbols of their autocracy.
Seize the radio stations and flood their airwaves with the Prophet's message.
Incite rebellion.
Rio will burn, and in the flames Kane's army shall be reborn.
"The Radio Stations broadcast nothing but GDI lies. Capture them and the
faithful shall be inspired to fight harder than ever before - and we may
even gain new weapons for the uprising."
2 - Defend the Captured Radio Stations
"The Splinter Faction's Commander fears our growing influence, and will stop
at nothing to curtail it. Defend our Radio Stations."
3 - Use the Power Signiture Scan
"The Splinter Faction's stealth their bases with Disruption Towers. Use your
Power Signiture Scan ability to reveal them."
- The Tacitus
+ Gained at the Start of the Mission
Nod Background
- Kane - My Lowest Ebb
+ Gained at the start of the Mission
- Kane - A Spark...
+ Added when you complete the Second Primary Objective
--==Walkthrough==--
It seems that Rio is the first step to the rebuilding of the Brotherhood of
Nod. Anyway, you are stuck in the middle of the map, which is not the best of
locations in the battlefield, but the GDI don't seem to mind that you are
actually there to destroy them, so it is all good. Anyway, build up your
base and get a War Factory, or Two.
You will need a Strike Force to destroy the Administration Buildings and
destroy wondering GDI forces. Your Primary Attack force will be 12 Raider
Buggies, but you will also need 6 Attack Bikes for later. Build them up
and get them ready at the South Western exit of your base. You also need to
have 4 Saboteurs for the Radio Stations, 4 more if you want to capture the
Tiberium Spikes, which you should do for the extra resources.
Anyway, get your Buggies and move to the South Western Radio Station. There
will be Pitbulls patrolling the area, so take them down first, they are your
first priority. Move to the Radio Station and take down the APCs and the
Riflemen Squads. Send in a Saboteur and capture the Station.
You will notice that there is a build area around the Radio Station, so
at the South Western Station, place 2 Laser and 1 Shredder Turret Hub
facing the bottom of the map and 1 Shredder directly above the Radio
Station, I'll explain why later on. Anyway, head to the Administration
centre and attack it. Right away, GDI will most likely send in a Bloodhound
Squad, 2 APCs and 2 Pitbulls to defend it, so take them out first and then
take down the Centre. Once you do, there will be Fanatics that will appear
from the Subway, pleased at your removal of GDI. But really, there isn't
any use for them.
Moving on, send your buggies, which you should repair if need be, south to
the Tiberium Spike where there will be some APCs waiting for you. Take
those guys out, send in a Saboteur for the Spike. Repair and head to the
South Eastern Radio Station.
There is nothing at the station itself, so send in a Saboteur, but the
problem is what is guarding the Centre next to it. There are Guardian Cannons
there, as well as infantry. So, you should build a Shredder Turret when you
capture the Radio Station and a Hand of Nod, training some Rocket Militia to
take down the Cannons and the Shredders to take care of the infantry.
Once you attack a Guardian Cannon however, GDI will send in GDI Airborne and
a Sharpshooter Team, which means more Riflemen, Missile Squad and 2 Snipers.
This is where your Buggies run in and save the day. Take out the remaining
cannons and take down the Admin Centre, where there will be some more
Riflemen at the back of the Administration Centre. Take them out and that
should clear the area. 2 down, 2 to go.
Now, your next job is to take the North Eastern Centre. The radio station will
have some Riflemen around it, so your Buggies will have no problem with it
at all. Capture it with the Saboteur and send in your Attack Bikes. Near the
Administration Building will be Garrisoned Buildings, and the reason why you
need Bikes is that they can attack outside the range of fire of the infantry
garrisoned inside. Use the bikes to take down the buildings, buggies to mop
up the infantry.
After you have cleared the infantry, you need to clear out the administration
building. Take it out, and near the newly captured Radio Station, you will
need to build 3 or 4 Laser Turret Hubs facing the Edge of the map on the
North of the Station. More on that later.
Now, you need to take down the final station. Well, there isn't anything
there except for the Pitbulls that might still patrol the area. Capture it
and you will complete the bonus objective. While you are at it, capture
all the remaining Tiberium Spikes. With the bonus objective complete, you
are now able to build Scorpion Tanks. Do so, and build about 25 in a large
strike force. So defend the Radio Station with Several Laser Turrets around
the area.
Use your Buggies to take down the Centre left on the map. One the health
gets to half-way, your South Eastern Base will spot some Orcas inbound, and
this is an Orca Strike. Remove the Buggies from the Centre and let the
Orcas waste their ammo. Before you finish off the Centre, make sure your
Scorpions are ready and move them to the North Western Radio Station. When
ready, take down the centre.
Once down, the Splinter Faction's Commander will contact you and order you
to withdraw. Fat Chance. You now need to take down his construction yard
to win. For the other bonus objectives, you need to make sure none of
the Radio Stations are destroyed, which is why I told you to defend te
station in the first place. The second is that you use the Power Signature
Scan. It will reveal where the power plants are. Anyway, when the update
comes to destroy his Construction Yard, note where it is.
Send in the Scorpions and head straight for the Construction Yard, only
stop to take down the Laser Turrets. 25 Scorpions should easily crush
any resistance. Take it down, and because of the Disruption Tower, you
need to force fire, with Ctrl and Right Click on where the Construction
Yard would be without the Disruption Towers. Destroy the Construction
Yard. Once the health of it gets critical, the leader will surrender and
concede to you, and that is the end of this mission.
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[2.02] What is Rightfully Ours
"Nod is resurgent, but remains weak in the face of GDI's vast technological
superiority. The Brotherhood Archives were all but destroyed in the aftermath
of the second Tiberium War, leaving Kane without access to his centuries of
research.
Paradoxically, our friends at GDI have provided a most convenient solution.
An exact duplicate of our stealth databank, origin unknown, is under analysis
at a covert GDI Research Facility on the Australian Coast.
- GDI Engineer
+ Once the Steel Talons Soldier makes his announcement
- GDI Hammerhead
+ Once the Steel Talons Soldier makes his announcement
- GDI Slingshot
+ Once you have destroyed a GDI Slingshot
- GDI Behemoth
+ Once you have destroyed the only Behemoth
- Heavy Harvester
+ Once you have witnessed a GDI Heavy Harvester
Nod Background
- Steel Talons - Origins
+ Once the Steel Talons Soldier makes his announcement
- Kane - Awakening
+ Once you have completed Primary Objective 2
--==Walkthrough==--
This mission might be painful in the real beginning. What you want to do is
to first, build up anti-vehicle defences from the north and the north-east
entrances because you are going to have some visitors. And see that Tiberium
Spike that is East of your base. Do not capture it. You don't want a massive
swarm of Missile Squads inbound. Also, build a SAM Turret, you'll need it.
GDI loves to send in some Hammerheads to machine-gun your base.
After a short period of time, you are going to get a video uplink to a Steel
Talons soldier who doesn't like you on their soil. Right wheh the Talon
soldier makes his appearance, some GDI Hammerheads will zoom in and attack
your base. That is what the SAM turret is for. The next is that there will
be a large attack, consisting mainly of Titans and Wolverines. Even for
outdated weaponry, these actually pack a punch. You might need to replay
this for a while to now how much time you've actually got, because you don't
have a lot. Somehow, you need to survive this attack, and the rest will be
easier. You have little time to build up your base, and they attack quick,
so don't say I didn't warn you.
GDI will attack from the Northern and the Eastern entrances of your base.
The attacks will normally be 2 Titans, 2 Wolverines, the occasion Pitbull and
normally, 2 missile squads. This will require you to have some variety in
your defence, but a Venom squad can tackle it. A much more expensive way to
deal with this is to cover your entire base with Laser Turrets, but that could
restrict your way out. If GDI attacks from the Nod, be careful because that
entrance to your base goes past your main Tiberium field as well as the
secondary field because you cannot really protect your harvesters from where
your initial base is established.
Survive the attack, and you will need some way to counter the GDI onslaught.
The answer? Wolverines and Titans have a weakness. They cannot shoot air.
Therefore, you are going to counter them with what little air power you
have, the Venom. You will need a large group of them, about 12 should do the
trick. But bear in mind, GDI will have some Anti-Air, so you will need some
ground support, mainly some Scorpion Tanks.
Once you are confident that you can handle GDI's attack on you, use your
Venoms and attack the southern entrance of the Lab. Meanwhile, get a single
Venom and move into the GDI Tiberium Field, mining it to prevent them from
getting money for a while, and to get the Heavy Harvester entry. Anyway,
after you destroy the anti-ground defences with your Strike Venoms, send
in your Scorpions to remove the AA Gun that will shred your Venoms.
Once the AA gun is taken care of, move in your Venoms once again and
gun down the Wolverines and Titans that you encounter. At the back, there
is a Behemoth, and because that can't attack Air either, that allows you
to pick it off without much fuss. Be careful on your attack, there is
another AA gun and a Slingshot, which you need to take out with your
Scorpions. However, while you are doing this, make sure there aren't any
Titans or any Wolverines that are lurking around because these guys will do
some serious damage to your tanks. Well, you are using light tanks and the
Titans are serious cannons.
Now, you need a Saboteur and Airlift him to take over the Lab. The GDI
Commander will send in his forces through the northern entrance, and he
will only send Titans and Wolverines, so your Venoms can effectively
control the area. If in case they slip past, you can mine the area
to make sure they don't progress far. In any case, all GDI actually does
by sending more Titans and Wolverines is to level up your Venoms. You
may destroy the Tiberium Spikes that belong to GDI but do not attack their
base with your Venoms. There is too much Anti-Air defence in the form of
Slingshots, Missile Squads and AA Turrets, so attacking their base to
stop their onslaught is pointless and you will lose a lot of troops. The
only way to actually do this is to send a LARGE force of Scorpions to
crush them. But you don't need to destroy their base, it isn't part of the
mission.
With such a tight grip on the area, your Venoms can take out any
threats and the uplink time will be relatively easy. The bonus objective
should be no fuss since there are no enemies getting into the base. I
do advise you not to attack the GDI base. There is strong Anti-Air
defence, in the form of Slingshots and Missile Squads, Titans and
Wolverines to take out anything else. Besides, you don't need to go
there, Kane has other plans for you.
"The Brotherhood continues to grow and prosper, but the Prophet cannot risk
revealing his existance lest he draw GDI's unwanted attention.
A figurehead must be found to rule in his stead.
Kane, in his infinite wisdom, has decreed the renegade heretic Brother
Marcion to be the most fitting candidate. There is but one problem with this
initiative - the devout Marcion considers Kane to be a heretic himself.
1 - Locate and Destroy the Steel Talon Pulse Scanners
"The Steel Talons have placed Pulse Scanners throughout the battlefield. The
Black Hand have circumvented them, but they can still detect our forces.
Destroy them before they transmit."
2 - Destroy Marcion's Statues
"Marcion's Statues are but momuments to his own hubris. Destroy them."
- Confessor Cabal
+ Destroy a Confessor Cabal Unit
Nod Background
- Brother Marcion, Biography
+ Received at the Start of the Mission
- Kane - Realization
+ After you complete Primary Objective 3
- Black Hand - Origins
+ After you complete Bonus Objective 1
Nod Rumours
- The Corruption of Brother Marcion
+ After you complete Bonus Objective 2
--==Walkthrough==--
In this level, Marcion will welcome you, and then asks you to leave. We can't
do that, so he sends a welcome force to you. Because you are now fighting the
first sub-faction, you need to adjust. Marcion will not send tanks and such
at you, he will send in some firepower. Normally, he will send Black Hand
Flame infantry as well as Confessor Cabal units, both rather superior infantry
units to your own, but you have turrets for that. Also, he will send the
Purifier Unit, an older version of the Avatar, but instead of a shiny laser,
it is armed with both a shiny laser and a flamethrower. Therefore, what you
should aim to do is to take these guys down before they get too close to your
base, because buildings are VERY flammable.
What you should do first up is to use disruption towers to your advantage.
This will delay Marcion finding your forces and that little more time to
mount a defence. Your best defence against his forces will be the Stealth
Tank. This guy, with the Tiberium Core upgrade from the Tech Lab will be
pretty power and pack a punch. For the first ten minutes or so, build about
12 Stealth Tanks and survive Marcion's onslaught. Soon, he will stop.
Your first mission is to take out the Pulse Scanners. There are 5 of them and
if they transmit your location, various sorties of GDI forces will be sent
to your location. If you feel brave, let the Pulse Scanners send your position
and then take down the GDI forces for the experience. Either way, take them
down. There locations are found at:
* West of your original base, on the ledge overlooking the path
* North of your base, near the Tiberium Spike
* On the Northern most path, near Marcion's Base
* On the South Western corner of the map
* On the ridge just above of the Southern Blue Tiberium field
Use your Stealth Tanks to hit and run the Pulse Scanners or hit them hard and
remove them from sight. With those guys down, you need to expand your base
as your current Tiberium Field will not be able to sustain a large army to
take on Marcion's force. Because he is not attacking, he has stockpiled a
massive force in his base, and that can be a problem. There are Reckoners,
the bunkers, filled with Rocket Militia and lots of Anti-Air, so mine drops
will not be too effective. And there is money to worry about.
Well, south of Marcion's base is a large Green Tiberium field. You should
establish a base there, complete with War Factory. The reason you should
choose this field over the Southern Blue Tiberium field is because it is
closer to Marcion's base, without the large distance in between.
While at your new base, use your Stealth Tanks to enter the Southern entrance
to Marcion's base. Use this to scout out the base and take out the detector
turrets so they don't bother you. You should see a rather large force
amassing outside the war factories, making it hard to enter. Hit and run as
much as you can, and then start building on another strike force, this one
is good against vehicles and buildings, the Beam Cannon.
Build about 12 to 15 of the Beam Cannons and use them to destroy all the
vehicles. This will be hard since there is actually a ledge that you have
to overcome, but you have the Stealth Tank for your use. Use the Stealth
Tank to hit and run. This should get the vehicles out of the base an into
your Beam Cannons. Also there will be 2 Obelisk of Light inside the base, near
the Headquarters so take them out. Then take out the vehicles. If possible,
hit the War Factory of Marcions to ensure they don't get reinforcements and
some repairs. Use your Stealth Tanks if necessary. However, do not destroy
the Headquarters, you have some more to do first.
You should now remove Marcion's statues. Two of them are near the Headquarters
and they can be taken out. The final one is a bit harder, because that is
located near a base with heavy reinforcements. Use your Stealth Tanks to fire
from the ledge and blast it open. This should be the end of the Bonus
Objectives.
Now, because you blow open the Headquarters, move your Stealth Tanks outside
Marcion's base, in order to prepare for the third objective. Repair them if
necessary, the fight isn't over just yet. With your Stealth Tanks, move most
of your remaining Beam Cannons, which you should reinforce if necessary, and
place them in position with your Stealth Tanks, outside Marcion's base. When
ready, take down the Stronghold, and watch him escape.
This is why your Stealth Tanks and Beam Cannons are in place. You need
to intercept his escape force, armed with heavy infantry, Mantis and
Purifiers. First, the obvious threat of the Purifiers before they get too
close. Next, the infantry and then the rest of the motley crew. This quick
first will land you Marcion's transport. You now need to whisk it away to
safety.
Getting it to safety is relatively easy. With the Pulse Scanners out of the
way and GDI taken care of, there is no real threat there, except that
Marcion might send some reinforcements, so get your Stealth Tanks and Beam
Cannons to literally surround the transport to ensure that no one can get
close. Get to the evac zone and finish this mission. Marcion now belongs to
Kane.
------------------------------------------------------------------------------
[2.04] A Grand Gesture
"With Marcion returned to the fold, Nod approaches resurrection. All Kane
requires now is a sign, an act, a message to the faithful that the
Brotherhood has returned.
In central Australia, a GDI research team struggles to harness the raw,
untamed power of liquid Tiberium. Should their experiments be destablised,
the results would be quite ... catastrophic.
Soon, all the world shall bear witness to Nod's violent rebirth."
1 - Knock Out the Research Complex's Power Stations
"GDI have heavily fortified their Research Complex. Knock out the Power
Station and strip them of their base defences."
2 - Capture the Purifier Husks
"A squad of Purifiers were taken down by a Steel Talons ambush several days
ago. Use your Saboteurs to get those Purifiers back online - their firepower
will greatly bolster your assault force."
- Another Explosion in the Facility?
+ At the start of the Mission
- Tiberium Explosion Devastates Australia
+ When you complete Primary Objective 1
Nod Weaponry
- Purifier
+ When you capture ALL the purifier husks
Nod Background
- Kane - Creation
+ When you complete the mission
--==Walkthrough==--
GDI will start attacking straight away so you need to prepare yourself for
the GDI onslaught. You are facing the Steel Talons again and you need to
face more Wolverines and Titans, no matter how old and crap they are. A hint
to have a much better defence is to build your base defences inside the
fence. That's right, INSIDE THE FENCE. The reason why is that you can cover
a smaller area, which happens to be a chokepoint and the enemy does not have
a lot of room to attack, making it beneficial for you.
They will attack the Eastern and the Northern sides of your base, so you
might need some Rocket Militia to back up your Turrets. Get the Quad Turrets
upgrade as fast as you can, this will help you attack just a bit more. GDI
will hit with Missile Squads, Orcas, Titans and Wolverines. You need to last
a little while until you get a message that will start to turn the battle in
your favour.
You will soon get the message to capture the Purifier husks, you need to start
by getting some Saboteurs, some Missile Squads / Scorpion Tanks and some
Raider Buggies. There are three sites with Purifers and I suggest that you
take the Northern one first, then the ones in the Middle and finally, the
ones in the Southern area.
The problem is that you will have to fight off constant GDI attack while
your Purifiers are being recovered and often, Wolverines will run up and
kill your Saboteurs before they can get in. The reason for getting the ones
in the Northern area is before you can handle it somewhat, and normally there
are the most husks there.
Once you actually recover some husks, they will be on half health and you need
to get them healed at the nearest War Factory. You need to recover all the
Husks in order to get the bonus objective as well as the Intel entry. You need
them anyway, they are the key to completing the mission.
You should not expand your base, the Purifiers are enough to finish the
mission. Also, another reason not to expand is that you are going to have
another front that you will have to defend from GDI attack. Although it will
relieve pressure on your main base, it will probably cripple your second
base. If you do want another base, you are probably going to take the area
around the Tiberium Spike north of your base, and claim the Tiberium field
there. Defend it well.
After all your Purifiers are complete, and upgraded with the lovely,
stronger flame from the Secret Shrine, you are ready to attack anything on
the ground, but you need to protect yourself from the air. This is where the
Mantis comes in. Specifically designed to be fast and take down air, this
will help your Purifiers take down Orca threats.
Anyway, slowly send your Purifiers to the GDI base. You should take down the
Power Plants, it will save your Purifers from a lot of damage. Let me brief
you on how the Purifiers work. You shouldn't target things to shoot with these
guys at all. Use move them near their targets. Their lasers, while it may be
powerful, is not their powerful weapon.
By moving them near their targets, they will automatically use their flame
thrower, which, once upgraded, is extremely powerful. While it may not really
kill vehicles, these Walkers can actually crush them, so you shouldn't worry
about them either. For full strength, target what you need gone with the
lasers, and then move in for the strike.
Now, take down the Power Plants and watch the raw power of the Purifier. Let
GDI burn for their sins. Anyway, move them up to the main base, targeting
the vehicles and online base defences first. Then, take down the production
structures, and once you are free from any attack, you know what to do.
Target the Tiberium Lab, and watch the big boom. It is surprising that you
Purifers can actually survive the attack. I was thinking that a massive
Liquid Tiberium explosion that can be seen across a continent would destroy
your units and anything around it but maybe Kane / Marcion did some special
tinkering.
Anyway, you should perform this mission on Medium first, because if you do
so on hard, it will really be painful. The GDI attacks are relentless and it
is hard to win. Kane's Wrath has really pushed the edge on base maangement
since you are attacked straight away, no second questions about it.
------------------------------------------------------------------------------
[3.01] Keys to the Kingdom
"While you slumbered, Nod has grown and evolved, assuming control of the
planet's newly established yellow zone while remaining dormant in the
eyes of our enemies.
All the while, GDI has grown complacent, lazy, their dependance on the global
Ion Cannon network rendering them far weaker than the council could possibly
imagine.
Now is the time to act.
We must raid GDI's Johannesburg research facility, for there we shall find
the plans for the Ion Cannon network - and the means to its undoing."
You start off in this mission with a Commando unit and 4 Shadow Teams that you
can use. Despite your primary objective to destroy the Communications Centre,
you should take down the Ion Cannon, so move your forces towards the Ion
Cannon, keeping an eye on the approaching infantry that can injure and kill
your Shadow Teams.
Do not, however, cross the bridge just yet. There are two watchtowers
lingering there, waiting for your infantry to be shredded. Instead, send your
Shadow Teams into the air, and set them down next to the GDI Power Plants. If
any infantry decide to attack, kill them. Use their bombs to destroy the
Power Plants. After both are down, send in the Commando and raise some hell.
Don't worry about the Watchtowers, after both Power Plants are down, they
won't be up again. Instead, take down the crane and the Barracks as well as
any GDI Riflemen Squads and Missile Squads that will be there. Finally,
destroy the Ion Cannon and get out of there.
Now, you need to take down the Network Communications Centre. It is relatively
easy, but it would be better if you clear out the GDI base first. Remove the
Tiberium Refinery and the Harvester through the use of the Shadow Teams bombs
and attacking the Harvester. Demolish the Barracks as well as any other GDI
buildings and infantry before blowing the Centre into useless pieces of
mortar.
You now will get some reinforcements, a base in which you need to clear out
GDI and take over thei Network Research Centres. The time that you have to
clear them out by will depend on your difficulty level, so on Hard mode,
you need to act fast.
First, build up your base and build some Flame Tanks, about 6 or so, and some
Stealth Tanks for scouting and Anti-Vehicle purposes. Meanwhile, you will
have some Reckoners, so send the first two towards the South Eastern Lab and
the other two midway between your base and the North Western Lab. Deploy
them both. Also, you will need to build some SAM Turrets to take care of GDI
Orcas and Hammerheads. Laser Turrets need to be deployed in order to take care
of GDI APCs and Predators and Shredder Turrets deployed in order to take care
of GDI Missile Squads.
While your Reckoners are on their way, send your Commando to the South Eastern
Lab. Guarding the lab will be 2 Battle Bases and your Commando will be fast
enough to dodge the Guardian Cannons on the Battle Base, so demolish them. Do
this before you deploy your Reckoners so they won't be damaged.
Build an Air Tower for the Call for Transport ability and train a Saboteur to
capture the Southern Lab. That is one out of four. Meanwhile, you need three
more of finish. So, send your Commando north, past the bridge and garrison a
building to get a good view of Guardian Cannons, and two War Factorys.
At this point, you need to get your Commando to destroy the 2 Guardian Cannons
first, however, do so when there are no APCs around because they will shred
the Commando to shreds with Guardian Cannons as detectors. With the Guardian
Cannons down, take down the War Factories to ensure there are no more GDI
vehicle reinforcements from this area. With this area clear, you can send
in another Saboteur to capture the Network Centre here as well.
With two down, we need to take down another base, north of yours, housing
the Network Centre, on the North West corner of the map. Use your Flame
Tanks here because there will be garrisoned buildings around the area and
the base will be producing infantry. Clear them out with the flames.
In this base, there will be 2 Watchtowers and 2 Barracks. Your first
priority is the Barracks because they will be, more often than not, producing
Missile Squads that will harm your Flame Tanks, while the Watchtowers are
merely making annoying dents. You can clear out this area before sending in
another Saboteur to clear this Network Lab.
Conversely, you can use Venoms to attack the base here, it is be just as
effective as they also can take down infantry, but the reason I would choose
Flame Tanks here is because they can destroy buildings must faster and they
can clear garrisoned buildings, whereas Venoms have to destroy the building
as well as the infantry that will abandon the building when it is critical.
Anyway, you have one more lab to take down. Use your Stealth Tank to scout
out the area, but around here, they will be Harvesters and the biggest
threat is garrisoned buildings, nothing your Flame Tanks cannot handle.
Clear the area, send in the Saboteur and finish this mission. Not exactly
hard, but can be tricky for the bonus objective, especially on hard mode.
On hard mode, you will need to build Flame Tanks straight away to counter
the infantry rush to your base, and get your Saboteurs really quick to
their location, and more use out of your Commando. Still, you need to do
what is above, so if you can, do what I have written above at a faster
rate. You will have 11 minutes to complete the mission, and panicking will
only make it worse. Try it on medium first to get the feel for the mission
before doing hard.
------------------------------------------------------------------------------
[3.02] All that Glitters
"The Prophet has the space station Philadelphia - and the Ion Cannon Network
it controls - in his sights. In days Kane shall destroy it, eliminating the
GDI council.
There is one council member, however, who must survive - Redmond Boyle, GDI's
craven treasurer. As strange as it sounds, this incompetant politican is
essential to Kane's plan. He must live, so he may become the GDI
president ... and fall right into the Prophet's trap.
We have dispatched an infiltration team to the GDI Treasury. Destroy it and
force Boyle to remain earthbound."
"The Treasury is too well defended to bring in our Specters. Tag their Power
Plant with Beacons and we can bring down their power - and defences - from a
safe distance."
2 - Destroy the GDI Network Communications Centre
"The GDI Network Communications Centre is linked to the Global Ion Cannon
Network. That link must be severed."
3 - Destroy the GDI Treasury
"The Treasury is Defenceless. Annihilate it and keep Redmond Boyle
earthbound."
Welcome to the GDI Treasury. Shame you can keep some of the gold yourself.
Anyway, you will have 2 Shadow Teams fly in to help you destroy the GDI
Treasury. First of all, since it is night, you want to avoid the GDI
Hammerheads, the ones with the lights, near your Shadow Teams. Their lights
will detect stealth so you will want to avoid them. Also, avoid base
defences, they will also detect stealth and they will hurt.
First of all, you need to take out the infantry that are lurking on the
ridge north of you. Careful, there is an AA there, and that will detect you
for their Riflemen and they will shoot. Anyway, wait until the Hammerhead is
gone and quickly sneak into the first area. Plant the beacon here and move
onto your next target, to your east, the middle.
Again, infantry will move, and although they might not detect you, it would
be better if you kill them all first, just in case they decide to change
their minds, which is definitely not good. And besides, your Shadow Teams are
powerful against infantry as well as buildings. Move the bridge and plant
the next beacon.
The next two beacons that are left are basically the same. Take the one
south of your positions before you take the final one. Make sure you move
back past the second set of power plants, and not down the hill and back
up again since there are active base defences that will destroy you. Move
and plant all the beacons. This should be no real problem, your main problem
is actually getting the first one done and actually sneaking into the GDI
base.
After you plant the beacons, there will basically be power down in most of
the GDI base. Now, you will receive your Specters and your Stealth Tanks.
Unlike regular missions, you don't get any more reinforcements, so this is
pretty much it. Your Stealth Tanks now get designated the role of scout and
spotter, since they are faster than your Shadow Teams. This will probably
be the first time you use the Specter, so lets get into detail about it. This
artillery is pretty long range but the shells take some time to land. Try
force fire outside a War Factory sometime.
Anyway, lets start with attack the base south of where your units decide to
show up. Although it isn't a main base, there are some crates of interest
here. These crates, although they only contain 1000 credits, are apparently
gold bullion. Who the hell leaves gold laying around out in the open? Stupid
GDI, you deserved to be robbed. Anyway, this is one part of the gold. The
second part of the gold is actually around a Tiberium Spike. There are two
on the map in GDI control, both on the north edge of the map. The Eastern
one, or the one on the right, is the one that will have crates around it.
Collect is and this will be the end of the gold bullion.
Now, to attack the Communications Centre. Well, the base is not heavily
guarded, but it is capable of producing vehicles and infantry. This will be
a problem, and there are also Hammerheads flying around, patrolling the base.
So, just your Stealth Tanks to remove the Hammerheads and use the Specters
to remove the base defences and then the War Factorys and Barracks. Their
long range will keep them out of trouble, except Hammerheads might decide
to divert and attack them instead, so keep them safe.
If your Specters or Stealth Tanks are damaged, guess what, there are plenty
of targets that you can level up on. Due to nearly all of the base defences
being offline, you can safely attack them for the experience to level up
your vehicles and this will promote them to Heroic and allow them to self
heal. And it also gives a nice firepower boost. Not that the specters
actually need more firepower, they have enough as it is.
Destroy the base and then, finally remove the Communications Centre. Now,
you need to hit the Treasury building itself. However, you cannot take the
bridge to enter the base, either due to a glitch in the game or made so
you attack the southern entrance. Doesn't matter, enter through the
southern entrance. It is a larger base and more active, so your specters
will have more use here.
Now, attacking the base. First, take down the production structures, using the
Stealth Tanks to scout out the base once more. Use them to take down tanks
or any more Hammerheads since they can do some serious harm to the specters
and they really can't fight back. Slowly, move onwards into the base and
destroy the Treasury any way you like. You could even slowly destroy it with
Shadow Teams if you want, if they live that is. I still believe that Nod
should have invaded the Treasury, transferred all of GDI's money, and then
blow it up. Bankrupt your enemy and then take over. Isn't that easier Kane?
------------------------------------------------------------------------------
[3.03] The Doctor Vanishes
"Dr. Alphonse Giraud, GDI's leading Liquid Tiberium research scientist, has
become an impediment. He must disappear before he can enlighten the fool
Boyle, or Kane's plan will be endangered.
Giraud's facilities are located in Blue Zone 8, in the same Chilean
spaceport formally used to staff and maintain the Philadelphia.
The Prophet requires Giraud alive - he believes the good doctor can be
converted to our cause.
- GDI Shatterer
+ Capture the GDI Spaceport Control Centre
--==Walkthrough==--
This one you are going to have to do on a really restricted budget. Due to
the constant GDI attacks, it will be hard for you to move your operations to
another Tiberium Field. More on that later.
Anyway, build up your base. However, GDI will attack you from two different
locations, down the ramp leading into your base to the North and along the
beachhead. Depending on your difficulty, GDI will attack your base with
Predators, APCs, Grenadiers, Missile Squads and Zone Troopers. Therefore,
you will need to build some Obelisk of Light to counter the vehicle and
Shredder Turrets to take care of infantry. Also, get a Commando unit and
use it to shred down heavy infantry, the Zone Trooper, since the Shredders
are not as effective against them. Also, build a SAM Turret next to your
Obelisk of Light since GDI likes to send some Orcas to harresss and hope
to destroy the Obelisk. Some people would success that you build some
Specters and force fire on the area that GDI will attack from, but the
problem with that idea is that it is haphazard and GDI forces may attack
during the intervals of reloading and the shells do not land 100% of the
time on the location you want it to do. Rather, if you do use Spectres,
Wait for some tanks and then fire on the location for a successful attack on
GDI forces.
Money is going to be an issue. Your original green Tiberium field is not
going to last long with the amount of repairs and the defence you are
going to have to build as well as an assault force. Therefore, you need
to find some more income. The next Tiberium field looks good, however,
it is in the middle of the GDI's Attack Force path. A Disruption Tower
will not help since the tower itself is not stealthed, so you need to look
for another area of funds. And make sure your Harvesters do not decide
to suicide themselves into that Tiberium field because they will do
that. You are better off letting them idle than to get themselves blown
up into smithereens.
Well, at the docks, there is two Tiberium Silos and a Tiberium Spike. Well,
that seems undefended and it is GDI's resources, so it is free for you to
capture. Send two Reckoners with 3 Engineers there and capture all the
buildings there. If you want to send an Anti-Engineer force, send in a
Commando, since she does not appear to GDI unless there is a detector. That
will keep those Engineers out of that area.
Next, you need to think about a strategy to get rid of the GDI base that
is in the centre of the area. With 10000 credits from your Tiberium Silos
and some more in the Tiberium Spike, you can build some more defence and then,
an attack force. My choice of an attack force will be about 9 to 12 Purifiers
that you can use, since you are the Black Hand faction. Do not forget about
the flame upgrade from the Secret Shrine, that will greatly help your damage
against the GDI forces.
Your first goal with your attack force is to disable the GDI base ... for
good. Get in your Purifiers, trample over any vehicles that disagree with your
show of force. The way you should use the Purifier, like I mentioned in the
mission, A Grand Gesture, is to use Lasers on a single target, and then
order your Purifiers to move in, in order to use their flamethrowers. These
flamethrowers are extremely effective against buildings and infantry, good
for clearing buildings and pretty effective against light vehicles. With
armoured vehicles, like the Predator, your flames are not going to do a lot
so you are going to either use your lasers on them for trample on them.
My choice of attack force is based on what will lie ahead, as well as their
firepower. Send in some Mantis to protect against air and that will make
the force a fearsome one. This is better than the Venom assault as their is
quite a lot of Anti-Air. Stealth Tanks will be crushed because they lack some
serious firepower and Scorpions because they are too weak. Therefore, the
Purifier is the way to go.
Anyway, attack the GDI base, move in next to the buildings and let the flames
burn. Have a look at the sweet Experimental Aircraft. You can destroy them,
but they look too cool to destroy. Anyway, destroy the GDI base, and that
should stem most of the GDI attack, but that will not end the GDI suicidally
sending forces to be destroyed. There are two more bases where GDI can send
in their forces, one near the Spaceport and another one, although it is
smaller, near the Lab you are meant to capture.
With that GDI base out of the way, you need to capture the Spaceport for the
Intel entry. However, you will need to use some lasers here because there are
Sonic Emitters and that can damage you greatly. Take them out with lasers and
crush the GDI base they lies within, and kill off their harvesting operations
to stop the flow of money. Send in the Saboteur, via air if you have cleared
the base, and capture the Spaceport. You can sell the Spaceport straight
away if you don't want it because Kane didn't say anything about keeping the
Spaceport for further use. Not like the Brotherhood is going to launch a
Space Station anytime soon.
Anyway, you need to have your Purifiers repaired and ready for the final
assault on Giraud's lab. For a scientist, he is pretty well defended. Anyway,
move into the city where the lab is, and be careful, because around the lab
are garrisoned buildings full of missile squads. This is where your choice
of attack forces really begins to shine. Remove the missile squads from the
buildings and any other left over infantry lying around. North of Giraud's
lab is another GDI base, producing vehicles and infantry. Wipe it out to
clear GDI's influence in the area. Be careful and make sure that your
Purifiers do not spit fire on the lab. I actually failed the mission because
the Purifiers decided to destroy the lab. Not good. Anyway, the Purifiers,
with their flame weapons, will clear the GDI influence, and not only that,
but destroy the buildings because of their extremely powerful flame weapons,
devastating against buildings.
Before you decide to capture the lab, send 3 Mantis units to the Tiberium
Spike you have captured. You will need it. Anyway, capture the lab and this
will send in a Carryall to get rid of Giraud. This carryall is heavily
armoured and rather slow, and GDI will do anything to shoot it back down
to earth. The GDSS Pathe will roll in, and where the Tiberium Spike is,
GDI sends in the Hammerheads. Your Mantis units will take care of them.
Meanwhile, use your Purifiers and follow the carryall, in the air, with
them. This is because GDI will send in Slingshot units to shoot it down and
your Purifiers are used to take them out. Since the Carryall and the
Purifier move at the same speed, it should be relatively easy to cover the
Carryall. The Flame weapons on the Purifier should take out the light
armour of the Slingshot, and after you survive the 3 waves of Slingshots
attacking the Carryall, you will have the Carryall reach the Evac Zone, the
Battleship and whisk away. Funny, I don't see room for the Carryall to land
on the Battleship, probably made Giraud drop from the sky. Leap of faith
anyone? Anyway, finish the mission and you will be victorious.
------------------------------------------------------------------------------
[3.04] MARV Rising
"Nod central command has received disturbing reports from the African Red
Zone. ZOCOM, GDI's elite anti-Tiberium task force, have commenced
reclamation efforts.
while this is disturbing, even more unsettling is the news that ZOCOM
deployed a new weapon in their war against the crystal - the Mammoth
Armoured Reclamation Vehicle, or MARV.
This massive Mammoth/Harvester hybrid has already decimated several scout
patrols, and we as of yet lack an appropriate counter. You must track down
the MARV, locate the ZOCOM base where it is maintained and learn how it is
built.
Only then can we construct an appropriate response."
- GDI Zone Raider
+ Destroy a GDI Zone Raider Regiment.
- GDI Mammoth Armoured Reclamation Vehicle (MARV)
+ Destroy GDI's first MARV they send at you.
- Rocket Harvester
+ Destroy one of GDI's Rocket Harvesters.
- The Redeemer
+ Construct your own Redeemer.
Nod Background
- ZOCOM - Origins
+ When the ZOCOM troops first decide to attack you.
--==Walkthrough==--
Straight away, like most of the other missions, GDI will start to attack your
base, except this time, you have a prepared base with the Obelisk of Light
to defend your base. But that is not enough, you need more of the Obelisk of
Light, and surround the northern entrance of your base with them. About 10
Obelisks, and some SAM turrets to defend your base. Now, you have base
defence taken care of, you need to worry about that MARV that is on its
way.
What you should do is to build some Vertigos, the more the merrier. I will
suggest that you build 8 Vertigos, and team them one and two. Since you have
so many Obelisks of Light, your battle should be made easier. When the Marv,
which will take its time to arrive, you need to bomb it with your Vertigos
straight away. That will hardly so significant damage, but 8 of them should
make a dent. Straight away, the MARV will attack your troops or the Obelisks
of Light that attack it, so your all available troops, mainly your Avatars,
to attack the MARV. Your Obelisks will do much of the heavy lifting, and
as such, you will knock this sucker down quick, if not, send in the
Vertigos for another wave of attacks. Knock down the MARV. It may be an
Epic unit, but it is not invincible.
You now, having dealt with the pesky MARV, need to capture the Reclamation
Hub where the MARV was built. However, you can't just send in some Saboteurs
and hope they capture the hub, you need to clear out the GDI base. Why?
Because after you capture the GDI Hub, that isn't the end of the mission,
so you need to destroy the GDI base there.
Your attack force should be some Stealth Tanks because of their speed. GDI
will have some Battle Bases at the entrance of their base, therefore, you
need so call in the Vertigos you built earlier and destroy their bases before
you can send in your Stealth Tanks onwards. Scout out their base and destroy
all of their operations. Kill the harvesters for the intelligence database
entry that you will probably want.
Anyway, destroy most of the base, most being except for the Reclamation Hub
and the Construction Yard, we shall use GDI's weapons against them. Anyway,
clear out the base, and send in a Flame Tank into the urban buildings. The
ZOCOM troops have a fair amount of Missile Squads in the buildings so you
need to take them out. Flames will do the trick.
Anyway, when the GDI has been taken care of, capture the GDI Construction
Yard and build defensive buildings, mainly Sonic Emitters, Obelisks of
Light and AA Turrets around the Reclamation Hub, and do not capture it just
yet. Build up the defences until you have the Hub surrounded with defence
structures without anyone attacking it.
Once you have your base secure as well as the Reclamation Hub secure, you
can capture the Hub. The reason why I told you to protect the Hub is that
GDI will not start to attack with waves of their troops, who want either
their hub destroyed or recaptured, and not in Nod's hands. GDI will attack,
but they will be destroyed by their own weapons. Suck that GDI. Anyway,
wait for the upload to complete, and the map will be expanded, which is not
good for you. Build a Nuclear Missile and a GDI Ion Cannon if you haven't
so already, nothing like using an Ion Cannon against a GDI base.
The Nod scientists, working as fast as they do, have discovered the antedote
for the MARV, the Redeemer. Well, to build a Redeemer, you need to build the
facility for building the Redeemer, a Giant Pyramid. Anyway, that will be
the fourth objective, and the fifth one will be building the Redeemer.
However, the bonus objective will be closing in, destroying the reinforcement
MARVs that the ZOCOM have sent at you. The problem is, your defence will
need to be boost significantly for you to handle both of them as well as
other ground support forces. Again, use your Vertigos to do some bombing
and drop some mines along the ground to do some damage. Other than that, it
is up to your defence structures, consisting of Obelisks of Light and the
GDI Sonic Emitters and destroy the MARVs. You will lose quite a lot of your
defence structures, but the MARVs are the greatest threat that GDI will send
at you, Predator tanks and APCs are nothing compared to the MARV.
The Redeemer has two infantry slots that you can equip your infantry in. But
like addons, you cannot remove them, so whatever you choose will be permanent.
I suggest that you choose a Saboteur for the repairing abilities and the
Black Hand for their flame weapon, great against infantry and buildings. The
infantry part is something your Redeemer isn't good against with the laser,
so the flames will do some good.
Anyway, with the map expanded, your last part of the mission is to destroy
the GDI bases, marked with a number 6. You can basically send your Redeemer
and destroy it solo, because it is that powerful. Anyway, along the bottom
of the expanded map, on your left is the Blue Tiberium Field, and as a
surprise, on your right, it is the wreckage of the GDSS Philadelphia. It will
consist of several crates, but that is interesting, that is where the
remains of GDI's council rest.
Anyway, send in the Redeemer to one of the bases, and then launch the Ion
Cannon and the Nuclear Missile against the other. Nothing like watching
GDI attack itself. The Bases that you want to attack depend on what you
don't like. The base on the left will send in Tanks while the base on the
right will send in Infantry. Take down those GDI bases and win this level
for Kane. He is waiting for your arrival.
------------------------------------------------------------------------------
[3.05] The Betrayal of Kilian Qatar
"Kilian Qatar has shown her true colours - the general is a heretic, plotting
against Kane. As the general has warmed her way into the public's good
graces, Abbess Alexa believes them unlikely to accept her heresy on faith
alone.
They will require proof. Proof that you will provide.
Kane's forces are currently engaged in a desperate defence of Temple Prime.
Infiltrate the battle in the guise of Kilian and commit an act of
unforgiveable betrayal.
"Our Vertigo Bombers need to clear the area before we can establish a base.
Destroy GDI's Anti-Aircraft Batteries to give them safe passage."
2 - Destroy the GDI Base
"Assist Kane's forces in eradicating the GDI Infestation at Temple Prime."
3 - Destroy the Laser Fence Control Tower
"Destroy the Laser Fence Control Tower to deactivate the Laser Fence and
enter Tample Prime."
4 - Infiltrate the Ion Shield Research Centre
"If we are to frame Kilian, we will need to leak the Ion Shield Plans to
GDI. While Alexa engages Kane as a diversion, guide your Saboteur to the
Ion Shield Research Centre and steal the plans."
5 - Reach the Evac Point
"Get the Saboteur to the Evac and secure the stolen plans. We will leak
this information to GDI Command, solidifying the appearance of Kilian's
betrayal."
- Mysterious Homestead Attacks Continue
+ After you have successfully infiltrated the GDI base.
--==Walkthrough==--
Wow, this map again. You have played as Nod fighting GDI in the desperate
attempt to keep GDI away from Temple Prime. You have played as GDI in finally
taking down Temple Prime. And now you play as the renegade Nod force that was
suspected to be Kilian's and one of the Intel entries made it appear so.
Anyway you start this mission with a Commando unit, and you need to take out
an Anti-Air installation, built by GDi.
Move your Commando to the AA installation, and blow up the Power Plant which
is relatively undefended. Blow it up, and this will kill the power to the
Watch Towers. With them down, you can easily take down the enemy infantry
that lurk there, blow the barracks, then the watch towers, and finally the
AA batteries and the crane.
That should care the way for the Vertigo bombers, and that would almost
certainly kill your Commando. But you don't need her anymore, try to save
her if you can. Anyway, two bases will spawn straight away, the "brothers"
who have returned to help. Anyway, the base at the top will be given to
you to control, and you need to help Kane get rid of the GDI base. This time,
there are no Vertigo bombers to clear it out, you need to build them yourself
if you want them.
Anyway, you need to get rid of the GDI base now. However, you don't really
need to do much, Alexa (green army) and Kane (purple army) will send in their
troops, tanks and Avatars to the GDI base and demolish it, or even send in
a Commando to destroy the base while everyone is distracted. Anyway, if you
want to finish the mission quickly, you need to help. You really don't need
to, since Kane and Alexa will destroy GDI whether you help or not, but it
is better if you do.
Anyway, you will need to defend yourself, since more often than not, GDI will
send Firehawks at your base. Build Obelisks of Light at the southern entrance
because GDI will send troops to attack, including a Mammoth Tank. Build SAM
Turrets or more Anti-Air troops to stop Firehawks bombing for no reason.
If you want to help Kane and Alexa, you can help in a variety of ways. You
can send in Vertigo bombers to harrass the GDI base, use Specter Artillery
to bomb the GDI base, send in your beginning Scorpion Tanks to remove the
southern entrance of the GDI base. Don't bother sending in a Commando unit,
there is a Sniper Team there. Anyway, just bomb the crap out of the GDI base,
there is no hope, you have three armies surrounding their tiny little one.
And they expect that they are going to win. Right, GDI is really confused.
Anyway, once GDI is complete off the map, the sad part comes. You don't
actually get the fight Kane. The great disappointment of the game, you
don't get to fight yourself, since you were the person in charge of
defending Temple Prime. Your army will go to Alexa as she creates a diversion
against Kane to steal the plans for the Ion Disruptor that you had to destroy
in the GDI campaign.
The map will be expanded and you will get control of a Commando and a
Saboteur unit. Move your Commando down the path and remove the Militia that
lurk there and destroy the barrel, which in turn will take down the tower
and allows you to progress. Make sure that your Saboteur keeps moving because
although the Brotherhood has entrusted him, he does take a long time to walk
so keep him behind the commando, but out of harms way.
Move your commando along, destroying the production structures, mainly the
barracks along the way after you have broken down another laser fence and
broke into the complex. And please, do not let your Commando or the Saboteur
die in this mission now, they WILL NOT BE REPLACED, so make good use of
them.
Anyway, use the Commando to destroy barracks and move onwards, to another
laser fence, the final one for this mission. The problem they lies beyond the
fence, there are Obelisks of Light near the Ion Shield Research Center that
will zap your Commando without a fret. You need to shut down the power and
this is down at the power plants located to your left and right after you
have entered the gate.
Keep to the wall below you, or the one to your right, and stay out of range
of that Obelisk. Use your Commando to blow up the barrels at the power plants
at both sections, and this will power down the Obelisk and gives you the
green light to move along. Head into the complex and go near the Ion Shield
Centre and clear out any infantry that may lurk there. Then, send in the
Saboteur and wait.
The Saboteur will emerge as an Attack Bike and you need to get out of there,
unharmed will be the best option. You will need to get out the way you have
entered, and as usual, send your Commando out first to get out and scope out
the place. Kane will send in some Fanatics and Militia to get rid of you,
but use your Commando to remove them from the equation. If you had removed
the barracks, you won't have this problem.
Meanwhile, get out of the base, the best option being that you leave alive
and unharmed, and escape to safety. There will be a Militia squad that will
patrol the edges outside the base and after that, you will be free to reach
the evac point and to victory.
------------------------------------------------------------------------------
[3.06] Hearts and Minds
"The cities of the world's Yellow Zones are an essential source of the
support, sanctuary and soldiers Nod requires in our struggle against GDI.
Without them, the Brotherhood would be nothing but an empty shell.
A mysterious alien force has appeared on the outskirts of the city of
Kampala, Uganda. Using an insidious form of mind control, they have bent the
populace to their will.
Kane cannot risk such instability during this critical time. Eliminate
these creatures and take back our city."
- Prodigy
+ Destroy the Scrin Prodigy they send.
- Cultist
+ Destroy all 4 Cultist units controlling the Nod forces without killing
them in the process.
- Eradicator
+ Attack and Destroy the Eradicator.
Nod Background
- Traveler-59 - Origins
+ Once you have started to attack the Scrin Drone Platforms.
--==Walkthrough==--
Well, the Visitors have arrived and you need to attack them. Although you
should be welcoming them, you shall do it Nod style. Anyway, you are going to
start off being outnumbered and outgunned, but we can fix all that. Right
away, you will need to start building defences for your base, Shredders
for the infantry that the Scrin send and Obelisks of Light for the bigger
vehicles.
Soon, a Prodigy (not the smart type) will enter your base and you will need
to destroy it before it decides to do anything stupid. Your Buggies and your
Shredders should eliminate it before it does some mind control voodoo and
takes over your base. This will give you the intelligence entry that you will
need for it.
Now, you need to get rid of the Cultists. If you want the Cultist entry, you
need to kill all 4 cultist units, HOWEVER, you cannot let one of the mind
controlled units die in the process, therefore, kill the cultists but do not
kill the controlled units. Since there are 4 of them, you should take out the
first one, north of your base, with a Venom or a Buggy, but a Venom is better
since the controlled unit cannot attack it.
Next, the one in the centre of the map, use a Raider Buggy to remove that from
the face of play. Now, there are 2 more Cultists on the map, relatively close
to each other. One is controlling a Black Hand, the other will be a Confessor
Cabal unit. Since you have the money, it is best iof you kill the one
controlling the Black Hand with a Cloaking Field, since it is powerful and
will kill the Cultists, without having any of your forces die crossing the
great divide. This will free your Black Hand and then, use the Black Hand to
kill the remaining Cultist to free the Confessor Cabal and finish the cultists
once and for all. You can do this the reverse way, but Black Hand units are
more powerful against infantry, and time is of the essence.
Meanwhile, the Scrin will continue to attack you with their units. You will
now need a SAM turret to get rid of the Stormriders, two since they will be
more effective than one. Upgrade to the Tiberium Core missiles since they
will be even more powerful and take out the Stormriders without much hassle.
They will continue to send Disintegrators, Devourers and more Gun Walkers as
well as their tanks. Once you have defence settled, you need to start on an
attack.
You can build the Tiberium Chemical facility to use the Vapour Bomb if you
want, but you don't get the Catalyst Missile, which will be extremely handy.
You also should be the Temple of Nod, for the Nuclear Missile. Now, you need
to build Vertigos, I recommend that you get 16 Vertigos, teaming them 1, 2, 3
and 4. Not only for bombing arounds now, but for later as well. Also, if you
want, build some Stealth Tanks. They will be useful later on, but not
essential for the mission.
Now, you can bomb the Scrin bases, but not the Drone Platform. Bombing the
bases will stop the reinforcements since the Scrin do not currently have the
capacity to rebuild their lost structures. Bomb the AA Cannons first and
then bomb their base, taking down their production structures. Bombing should
be done only to the North West base on the corner. The North East base is too
difficult to bomb since there is too much AA and chances are, your Vertigos
will be bombed instead. Use the Nuclear Missile there instead. Do not worry
about the South East base. It won't do anything, and the Storm Columns will
totally destroy your Vertigo Force.
With the bases taken care of, you need to start on bombing the Drone
Platforms. These platforms will actually fly off and move then you decide
to attack it, so do a massive bombing once they are stationary, and another
when they have stopped moving. The North East platform will head to the
North East base and the same for the North West platform, it will float to
the North West base. When it floats, it is classified as an Air Unit and this
is where your Stealth Tanks, if you purchased any, can be used to bomb the
crap out of the Drone Platform. Either way, destroy all the Drone Platforms
however you see fit. Before you bomb the final one, make sure you have 8000
in funds at least and the Nuclear Missile charged and ready to go.
Once the platforms are taken care of, you can build the Redeemer Engineering
Facility to build the Redeemer. Build the Facility and the Redeemer itself
to be a meat shield. The Eradicator has entered the fray and this is where
you can beat the crap out of it. Use the Nuke on it if it is charged, but
as an Epic Unit, it can stand the blast of a Superweapon, but it will
severely weaken it. Bomb it with your Vertigo air force and harrass with
your Stealth Tanks. When the Redeemer finally is ready, if you quickly
took action, the Eradicator is severely weakened due to the continuing attack
and with a meat shield, the Redeemer to protect your base, the Eradicator will
fall prey to the Nod forces. However, the Eradicator is more than a match for
the Redeemer, so don't take it on one on one. And by the time the Redeemer is
finished, the Eradicator is outside your base, so act quick.
"Thanks to your unique provenance, the Tacitus has finally been located.
The ancient device is currently in mainland China, secure in a ZOCOM convoy.
It is almost within our grasp, but there are ... complications.
Word has reached us that the council is planning to evacuate the device by
sea, and, as you are well aware, we are not equipped to tackle the GDI navy.
You must capture the device before it reaches it destination - disrupt the
convoy, capture the device and bring it to Kane.
- Reaper-17 - Origins
+ When you see the Scrin Reaper forces move in.
Nod Weaponry
- Shard Walker
+ Destroy a Scrin Shard Walker
- Shielded Harvester
+ After the Scrin forces have engaged yours.
- Reaper Tripod
+ Destroy a Scrin Reaper Tripod
--==Walkthrough==--
Right away, you are thrown into the fire and need to intercept the ZOCOM MCV
convoy, armed with Shatterers and Zone Raiders. Since you have a lot of money
at the start, build up a get a Redeemer up and ready, the Epic unit will be
the core for success on this level. Also, move to the screen of the MCV convoy
and use the cloaking field of two of the Zone Raider regiments to kill them
with the cloaking field. This should remove them from play.
Straight away, send your Scorpions, Raider Buggies and Attack Bikes to the
port area, near where you see the piers. You may need to restart the mission
if you do not know where you can intercept the convoy. Do so away from any
garrisonable buildings, this removes some other factors. Move your forces
there quick and destroy the escorts of the convoy. Meanwhile, head back to
your base and build some Obelisks of Light at the only entrance of your base
because GDI will send in units to attack your base. Also, build either some
Venoms or some SAM Turrets near your Refinery and Northern side of your base
because GDI will also send some Hammerheads to deal with that.
After the escorts are destroyed, you will see the MCV deploying into a
construction yard, but it will not build however. You can either leave your
forces there and wait, or retreat and send in the Redeemer when it is ready.
Your Redeemer should have a Black Hand unit and a Saboteur unit inside for
repairs and flame support. Although you will be encountering Hammerheads and
Orca aircraft, they will only make dents in the armour of the Redeemer while
Missile Squads inside buildings will do so much more.
Send the Redeemer to the deployed MCV and blast away any opposition. While you
are doing, build a Tiberium Chemical Facility and use the Vein Detonation on
all of the GDI Tiberium fields. However, you will need to wait since it does
cost money to detonate the Tiberium veins and takes time to recharge as well.
All this actually does is create a chain reaction in the field, damaging
buildings and units near the Tiberium field, and units inside the Tiberium
field. Nasty if there just so happens to be a harvester moving around.
Anyway, after you have cleared the area of GDI, use the Redeemer to move to
the GDI base. There are three of them, one near each Tiberium field. Move
the Redeemer and blast away any opposition. If you are insecure about moving
it and losing the Redeemer, you can use the Cloaking Field on the Redeemer to
allow for an escape to self-heal and time to regroup. Destroy all three of
the GDI bases to stop the flow of GDI reinforcements from their War Factories
as well as Barracks.
After you have cleared the map of all GDI influence, you will need to have
some Avatar units as well as some Raider Buggies and Attack Bikes, both of
which will attack air. Although you have eliminated GDI, there are others that
will come along for the fun. And their fun means extinction of the human
race. Go figure.
Capture the MCV and move it towards the Evac Zone. Once you are past the
docks, you will witness a support power called Overlord's Wrath. It is
basically a Tiberium Asteroid smashing into the earth, causing extreme damage
to anything that happens to be there. Luckily you don't have anything there.
Now, stop moving the MCV and deploy it, building Anti-Air there to stop any
air units. Move the Raider Buggies and the Attack Bikes to the MCV while
you need to group the Redeemer and the Avatars near the base as well. Now wait
as the Reaper-17 units start to roll in.
First to attack the MCV or your base will be the Shard Walkers. These are
basically Gun Walkers which are faster and stronger. Nothing your Redeemer
can't take down in a single shot. Blast them. Meanwhile, Stormriders will
fly around and attack your MCV or base, again, this is what having SAM turrets
is for, shooting down these suckers. However, the final wave is the most
dangerous of them all, a wave of Reaper Tripods. They are stronger than the
normal Tripod, and have a shield around them. Although you can use a Redeemer
to solo the mission, this will leave your Redeemer severely underpowered and
damaged.
Flames will easily destroy the shield of the Tripod and with Black Hand troops
inside the Redeemer, that will be no problem. Destroy all the Tripods with
your Redeemer and Avatar and move the MCV, repair it if need be, and move it
to the Evac Zone. There may be Scrin forces there already, but your forces
should take care of that.
ALTERNATIVE
You can easily finish this mission by rushing your beginning forces to
destroy the Convoy and capture the MCV and rush it to the Evac Zone. I have
done this easily under 4 minutes. However, by doing so, you will lose the
bonus intel entries by destroy the Scrin forces as well as the bonus objective
of blowing up the Tiberium fields. It depends on what you want, finish this
mission or completion. That is the end for this Act.
*UPDATE*
People seem to be having problems with this mission. The fact of the matter
is that if you want to complete the intel database, don't move the MCV once
you've captured it. Once it moves past the docks, the Scrin will invade and
once you go near the ramp, the mission is over. So, don't move it until you
have completely defeated GDI with your Epic, then move it past the docks for
the Scrin to invade. Once they invade, use your Epic to collect the missing
Data entries. Move it near the ramp exit and that will finish the mission.
Don't move it on the ramp, because the odds are, the mission will finish.
------------------------------------------------------------------------------
[4.01] Will Made Flesh
"Nod's generals are dead, their militias defeated. Kane has neither been seen
or heard since the events of Temple Prime. In the eyes of the world, the
Brotherhood has finally been annihilated.
All is not at it seems.
From his underground bunker, Kane calls on you, LEGION, to awaken the Marked
of Kane. It is with this cybernetic army that you shall claim the Tacitus.
- Marked of Kane - Origins
+ Complete bonus objective 1.
Nod Field Recon
- Unconfirmed Reports of Cyborg Activity in Central Asia
+ Complete Primary Objective 2 - Activate the Control Nodes.
--==Walkthrough==--
The Brotherhood has indeed survive, despite GDI's "victory" in the Third
Tiberium War. You start this mission in Central Asia, probably in the Russian
Steppes. You need to start and capture the control nodes, and awaken the
Marked of Kane.
Start this mission by building a Redeemer. You may now start to attack me on
the fact that I use the Redeemer a lot, but it is a lot most cost effective
than spamming an entire army made of Nod Venoms. That requires no strategy
and you probably won't need this guide if so. Anyway, get a Redeemer with
a Rocket Militia and a Saboteur inside. Don't bother with the Black Hand
in this map. Also, build Obelisks of Light at the entrance of your base in
the case of GDI attacking your base. Train 4 Saboteurs and build an Air
Tower to get the Carryall to pick them up. Get 4 Vertigos while you are at
it.
Move your Redeemer to the first node, the one directly north of your base.
There will be APC patrols in the area, so wipe them out. Once you are
confident that there are no more enemy troops in the area, send in the
Carryall and capture it with your Saboteurs. That one is secure, but get an
Avatar and some Anti Air, probably Raider Buggies there to secure it from
further attack. Lets get the Redeemer moving.
Next, you need to take the Northern most Node. Against, there are no troops
guarding the Node itself, but there are Predator Tank patrols that are around.
You don't need to fire on them, just crush them. It is at this point where
getting the Cloaking Field for your Redeemer is a relatively good idea. Again,
send in a Saboteur to capture it. And again, send in an Avatar and some
Buggies to protect it.
Now, carefully send your Redeemer to the centre of the map, which will house
the GDI base. Attack the base and damage as much as you can. Destroy as
many production structures as quick as you can and when the enemy forces
are attack, just the Rage Generator to take the heat off the Redeemer and then
slip away to heal. Send the Redeemer back to base. Heal, and get ready.
You have to take the third node, the one east of your base, and capture that
one. Again, there is probably an APC patrol, so take care of it. Move in the
Saboteur, secure the node and send in some units to cover it. Now, move the
Redeemer to the fourth node, the final node. Send in the Saboteur via Carryall
which should avoid the garrisoned huts GDI has taken over. Capture the
final node. However, you need to be careful because there will be Hammerheads
and Orcas that will attempt to kill the Saboteur, however, with Rocket Militia
inside the Redeemer, that will take care of the Hammerheads. If you need some
help, there is an destroyed base south east of the node, which contains some
money as well as a Promotion and a health boost.
Anyway, once the fourth node has been captured, you have to defend them till
the time is up. You have to note that you cannot repair the control nodes at
all, so once they are damaged, they will stay damaged. This is the reason
for the Avatars and the Buggies being dispatched to seemingly do nothing at
all, they are in fact there to protect the control nodes.
Because you have the Redeemer to protect the final control node, you can
move the Redeemer into the GDI base which is just west of the node's position.
Attack it, destroy its War Factory and the Barracks. Take down the Air Field
as well as the Construction Yard to send the flow of GDI reinforcements.
Destroy the rest of the base, not because it is an objective, just because
you are the Brotherhood and you need to take down GDI as it is part of the
rules. Anyway, this will keep you occupied instead of running off to the
toilet while you are waiting for the countdown to finally reach the dreaded
zero.
On the off chance that the troops you have placed to protect the nodes are
overwhelmed, you will have Vertigos to bomb the crap out of anything that
decides to move and attack something that Kane owns. If that doesn't work,
you can mine the area that the unit is attack in and then use a Venom craft
to attack it. This should force the unit to move, lest be destroyed by the
Venom. By doing do, it will hit another mine and that will be the end of that.
Anyway, when the countdown is over, you can finally see what the big fuss
about the Marked of Kane is about. The Awakened and The Enlightened units will
start moving out and attack GDI, if they still remain. Note that the Awakened
and the Enlightened units will have their portraits of that of the Militia
Squad and the Black Hand, since they are the units that the Marked of Kane
will replace.
"The Marked of Kane have arisen, and the Tacitus is within Kane's grasp.
The artifact has been tracked to GDI's heavily fortified compound in the
Rocky Mountains, secure behind an impenetrable wall of energy. Raid the
base, capture its communication centres and bring down the barrier. Only
then can you finally claim the Tacitus.
1 - Capture and Hold the GDI Communication Centres
"Our only hope for bringing down GDI's energy barrier lies in the GDI
Communcation Centres. Capture them, for the more we control, the faster
we can bring the barrier down."
2 - Capture the Tacitus Containment Structure
"The Tacitus is ours. Capture the device and bring it to Kane."
- The Awakened
+ Given at the start of the mission.
- The Enlightened
+ Given at the start of the mission.
- Tiberium Trooper
+ Given at the start of the mission.
Nod Field Recon
- Tacitus Destablised?
+ Given at the start of the mission.
--==Walkthrough==--
This is the final mission for Kane's Wrath and the ascension for Nod draws
dangerously near. Anyway, you will start this mission in dangerous GDI
territory. Your first priority to to take care of the three communication
centres that lurk on the map.
Again, I suggest that you play this map while using a Redeemer. It will make
this mission much more easier than building a whole army of cyborgs. In
your Redeemer, you should place a Saboteur, which is standard, for self-
repairs which is extremely handy as well as Rocket Militia. The Rockets are
for the constant air threats that will annoy you on this level. GDI will send
in Hammerheads and Orcas, even Firehawks to bomb you in this mission, so it
is imperative that your Redeemer can right back. The Awakened is also useful
for its anti-infantry role, but air can hit you, and you can't hit back, which
is not the same with infantry. You just run over them.
Anyway, build up your base, getting a Redeemer and place an Obelisk of Light
at the northern entrance to your base, near your MCV as well as one on the
Western entrance, near the edge of the map. This will stop the GDI attacks,
consisting of Zone Troopers, Zone Raiders and Pitbulls with the occasional
Slingshot and Predator. You will also need an Air Tower, to bomb some of GDI's
structures later on. Also, build the Temple of Nod for the Nuclear Missile.
GDI might not use their Ion Cannon, and that is their loss. If you ever need
any more money in this map, note that there are plenty of Tiberium Spikes and
Tiberium Silos that you can capture on this map for even more money. There
are some right to your west, and some in the centre of the map, with even more
Tiberium Spikes everywhere.
Move your Redeemer towards the first Centre, north of your base. As you can
see, there is a large amount of defences, and as you approach it, it will
spawn defences, mainly Watchtowers, AA Turrets and Sonic Emitters. With your
Redeemer, you can take it down, but the Sonic will be a problem. Also, at
this time, GDI would have sent Zone Troopers, Raiders and Pitbulls to attack
you, also raiding you with Orcas.
Take care of the attacking ground forces first, then send in a group of
Vertigos to take out the Power Plant that is near the base. Send in another
sortie to take care of the second power plant. Note that there is an AA turret
there, so don't lurk there unless you want to purchase another Vertigo. With
your Redeemer, take down the GDI troops. Since your Laser and the Rockets
are ineffective against Zone Troopers and Raiders, just trample over them,
or use the Rage Generator to turn the base defences against them, helping
you. Take down the Sonic Emitter first and that will allow you to take out
the Watchtower and the AA Guns. Take out the Bunker Entrance here as well to
prevent more GDI troops from this area.
Repair the Redeemer, and move it to the center of the map. There is a GDI
base there, producing the reinforcements. There are Battlebases here as well
that you will need to take care of, as well as another Sonic Emitter. Take
down the Sonic Emitter as well as any troops that are in the immediate area.
Once down, take out the War Factory, which continues to produce reinforcements
in the name of Slingshots and the Barracks, and then clear the rest of the
base. By now, your Redeemer should be promoted to Heroic, if not, it will soon
and it being at Heroic, and this is needed if you want to complete this
mission without much difficulty. Anyway, clear this base and move onto the
closest Communication Centre.
By now, your Nuclear Missile should be ready, so use it on the remaining two
Power Plants, this saves you wasting your Vertigos. That should power down the
base defences for the rest of the Centres, and allows for your Redeemer to
clear out the other two centres with relative ease, and you can take out the
Bunker entrances, which will stop the GDI forces popping up. Destroy them all
and seal GDI inside.
Now, with all the Communication Centres clear, head to the western most one.
Directly north of that, on the ridge above it will be a GDI air base there.
Take it out before that Barracks produces more infantry and the Airfield sends
more Orcas. You need to first take out the Airfield, the Hammerheads and
then the rest of the base. After that is destroyed, you need to head north
to the barrier. You will see something that might be a problem.
There is a large GDI base here, as well as the core GDI base behind the
barrier. This is the reason I did not order you to capture the centres, you
don't want a MARV attacking you. Destroy the GDI base outside the barrier,
which is rather large in itself. Send in the Vertigos for reinforcements as
well as the Venoms you received at the start of the mission. This will help
you around. There will be constant reinforcements, in the name of Hammerheads
with Zone Troopers, Snipers and Missile Squads firing at you inside the
Hammerheads. Waves of 4 Orcas will attack you once you are too close and
GDI will send in Heroic Shatterers and Heroic Zone Troopers to take you out.
Take care of these guys first because they can damage you, but since you are
bigger, it won't be such a big problem. Let your Venoms attack them, since
both the Shatterer and the Zone Trooper cannot shoot air. Venoms can also
take Hammerheads. Anyway, remove the base to get rid of the GDI and any more
attacks on your base.
That is not all yet. There is another GDI base east of your location. On
the North Eastern corner of the map, near the Blue Tiberium Field is
another GDI base, including an Air Field and Barracks. Destroy this
area. This should root out GDI out of this area. Now, train 4 Saboteurs and
capture the three Communication Centres.
There will be a countdown in which your hackers will take down the barrier.
The time the countdown will take depends on the amount of centres you have
control of. 1 Centre will hack 1 second, 2 will hack 2 seconds and 3 will
hack 3 seconds. Therefore, every second in real life, the amount of centres
will equal of the seconds taken off the counter. Therefore, three centres
will hack 3 seconds off the timer per second played. Move your Redeemer
back to the Energy Barrier, and get ready.
Anyway, when the counter reaches half-way, two things will happen. The good
news is that reinforcements have arrived. The Black Hand Regiment will enter
the fray, with 10000 credits, the Black Hand MCV and 2 Confessor Cabal
Units. The bad news is that the Core GDI base is open. Now move your
Redeemer and first, destroy the Reclamation Hub before GDI can produce a
MARV. Use your Venoms to take down the Tech Centre to stop Mammoths
being produced and use your Vertigos to pound the GDI base into the groud.
You also should have a Nuke up your sleeve, so nuke the GDI base into
submission. Take out the rest of the base. Be careful, a Commando will
be sent into your base, so take care of that.
Now, when the timer goes to zero, the Tacitus Containment Building will be
open to capture. Using the 4th Saboteur, capture the Tacitus for the Nod
forces. You may also note that another Nod force has arrived. Normal Nod
forces will join you, with two groups of Fanatics and 10000 more in
funds. Too bad we don't need that anymore. Destroy the AA guns that
surround the Tacitus and send in the Saboteur. Hurry up because the GDI
experiments have destablised the Tacitus and will self-destruct. The health
of the Tacitus Containment Building will slowly decrease and you need to
capture it before it goes to zero. With all the GDI bases taken care of,
the Carryall with the Saboteur will have a safe trip. After the Tacitus
containment building is taken care of, you will get the final Cutscene with
Kane. LEGION has succeeded, and Nod has reached ascension. Watch it
yourself, it leaves many questions unanswered, and leads to what could
possibly be C&C4 - Tiberium ?
------------------------------------------------------------------------------
[5.01] The Tacitus
Mission : The Rio Insurrection
Added : During the Start of the Mission.
"Intercepted GDI Intelligence Briefing.
An archive of unknown age and alien origin, the Tacitus is key to the
ascension prophecies, the core mythology around which Kane built the
Brotherhood of Nod. While the device remained safe in GDI's fortified
Cheyenne Mountain Complex since its recapture from Nod two years ago, it is
believed that Kane managed to extract an unknown amount of information
beforehand. This data vanished with Nod at the end of the Second Tiberium
War, leaving us with no concrete evidence as to what the so-called Prophet
planned it use it for.
Given the lack of Nod activity over the last three years, one can only
conclude that he failed.
Despite Dr. Boudreau's breakthroughs in the early 2030's, progress continues
to be slow for our own attempts to interface with the device. What
information it holds, and what value said information had to Kane, continue
to be matters of serious concern for this agency.
Obtained by Nod Intelligence, Date Retacted."
------------------------------------------------------------------------------
[5.02] Another Explosion in the Facility?
Mission : A Grand Gesture
Added : Added during the Start of the Mission.
"Intercepted GDI Transmission regarding secret Liquid Tiberium research in
Australia
To: Dr. James De Groot, Chair, GDI Institute for Liquid Tiberium, [Redacted],
Australia
From: Eliot Smith-Johnson, Director, Department of Covert R&D, Washington DC,
USA
Subject: Another explosion?!
Jack, I'm running out of excuses here. One more "accident" like that and the
Council will have my neck - and your budget. You've lost almost two dozen
workers in the last year alone and, as you are WELL aware, these aren't your
garden-variety beaker-slingers, these are top-ranked Tib scientists and
they're getting harder to replace! You have to understand, Jack, people just
don't want to work for you, not with all that's happened already, no matter
how many zeroes we add to their paychecks.
I understand the potential you see in Liquid Tiberium, and I applaud your
passion, but I'm beginning to side with those in the council who seriously
doubt wther this line of inquiry will amount to anything other than
billion of credits - and lives - down the drain.
Listen Jack, I'm at the end of my tether here. Get it together and start
producing results or we're going to shut you down.
- Eliot
Intercepted by Black Hand Prelate Lucius Bika"
------------------------------------------------------------------------------
[5.03] Tiberium Explosion Devastates Australia
Mission : A Grand Gesture
Added : When the Liquid Tiberium Factory goes BOOM!
"Excerpt from Channel 273 Nightly News with Darius Wong
Good Evening, I'm Darius Wong.
Reports are beginning to emerge of a devastating Tiberium explosion in
Central Australia, one that may have long term environmental consequences
for the Southern Hemisphere - and the world.
We go now to Leanne Downing, reporting to us live from Hobart, Tasmania.
Leanne ...
'Darius.
It all started as a green glow in the sky, visible from as far as Auckland,
New Zealand. Now, as panicked citizens attempt to flee what appears to be
the largest environmental catastrophe since the Tiber incident, the world
is asking one question - who did this? And why?
There are widespread fears that this horrific events is a sign that the
long dormant Brotherhood of Nod has returned. However, highly-placed sources
within GDI have informed us that the catalyst for this explosion may have
been an accident in a top-secret GDI Tiberium research laboratory in the
Australian outback.
Now, as millions are driven from their homes, as a continent is consumed
by the deadly crystal, one can only ask - why did GDI let this happen? What
are they REALLY doing to protect us?
From the Nod Archives"
------------------------------------------------------------------------------
[5.04] GDI Treasury Damaged in Mysterious Attack
Mission : All That Glitters
Added : Complete Primary Objective 3, Destroy the GDI Treasury.
To: Redmond Boyle, Directory of the Treasury, Washington DC
From: Ramon Vicente, Security Directorate, GDI Treasury, West Virginia
Mr. Boyle,
I know you have warned me in the past not to disturb you during your vacation
time, especially during your limited time to spend with Lance, but I feel
this is important enough to violate protocol. To put it bluntly - things are
bad, very, very bad. Last night - an unidentified entity broke through our
defences, shut down our power and triggered an explosive device within the
Treasury itself.
The level of damage inflicted is unknown, but initial estimates indicate
that the losses might be in the billions. We have no leads, no suspects -
although initial evidence gathering has lead us to believe that the culprits
may be the "Sons of Umagon", a miliant Mutant seperatist group - and we have
no idea how we are going to explain this to the council.
We need you, Mr Boyle, and we need you know.
Yours,
Ramon
From the Nod Archives"
------------------------------------------------------------------------------
[5.05] Unconfirmed Reports of Cyborg Activity in Central Asia
Mission : Will Made Flesh
Added : Complete Primary Objective 2.
"QVCX News and Sports Hour with Mike Vanderhaven
Good Evening, I'm Mike Vanderhaven
Nearly two decades have passed since the cyborg armies of CABAL blazed their
trail of destruction across a terrified planet. Now, just as the world
seems once again at peace, unconfirmed reports of a similar bio-mechanical
menace have started to roll in from Central Asia and the Russian Steppes.
[footage of terrified local]
"The ground ... it opened up ... and ... and ... these things, they came
pouring out. Like men, but like machines also ... I hid ... they did not see
me ... but my village ..."
[flash cut to Mike]
GDI has refused all requests for comment, but an anonymous inside source has
informed QVCX that the rumours are being taken quite seriously, with
multiple investigation teams being briefed and dispatched as we speak.
More on the breaking story as it happens.
On a lighter note, here's E.J. Brody with the latest in sports ...
"Intercepted GDI Transmission regarding secret Tacitus Research
To: Dr. Johan Hannes-Schmidt, Director of Tacitus Research, [Location
Redacted]
From: Theodore M. Bynes, Director, Department of Covert R&D, Washington DC,
USA
Johan,
Firstly, let me state that I have every level of respect for the excellence
and professionalism for you and your staff. There is no finer research team
operating in this country, if not the world. Now, what that said, I have
some major concerns regarding your most recent enterprise. Simply put, the
latest reports from your facility regarding the Tacitus' stability disturb
me - and the Council - to no end.
To hear that the device is estimated as having a 15% chance of self-
destruction, with the chance increasing with each test run, is just not
acceptable. Look, I understand that you are operating in unknown territory
here, but I need to be very clear about one thing - if you are doing
anything that risks the stability of the Tacitus, anything at all, you must
STOP, immediately.
I'm sorry to speak so strongly, but we cannot risk losing the device. Too
many people died to secure it, we have no idea how dangerous the Tacitus'
destruction will be and, most importantly, there is no way it can be
replaced. In short, to risk the device is to risk everything that we've
worked to achieve.
I'll be flying out to discuss this with you Monday. Until then, kid gloves.
Added : When the GDI Steel Talons soldier announces that you are fighting in
Steel Talons territory.
"Details on arming of GDI's Engineer Corps
It has been a longstanding tradition of the GDI Engineering Corps to forego
weapons training, with its members perferring to spend their time studying
structural engineering and electronical subterfuge. However, Nod infiltration
of the civilian population has placed Engineers at increased risk, resulting
in a series of devasting casualties that have stripped the Corps of many of
their best and brightest.
In response, GDI has initiated a combat training program for any Engineering
Corps member facing a battlefield assignment, outfitting each with a pistol
and slightly upgraded body armour. The outcome of this effort remains to
be seen, but initial reports indicate that the Corps members still perfer to
"let the fighters do the fighting."
Added : When the GDI Steel Talons soldier announces that you are fighting in
Steel Talons territory and you encounter the Hammerhead fighter.
"Details on GDI's Hammerhead heavy assault aircraft
A direct descendent of the assault/transport hybrid attack choppers of the
20th century, the large, heavily-armoured Hammerhead was designed to act
as a longer range compliment to the relatively range-limited GDI Orca.
Armed with multiple Vulcan Cannons and enough space to transport an entire
infantry regiment, the Hammerhead's secret weapon is its massive supply
storage capacity, allowing the aircraft to operate in the field for days at a
time without needing to either refuel or rearm.
Added : When you encounter and destroy the GDI Behemoth near the Covert GDI
Research Lab.
"Details on GDI's modified assault walker
While an essential part of the GDI arsenal, the limited weapon payload of
the Juggernaut Mobile Artillery walker's left the vehicle uniquely vulnerable
to close-range engagement. AFter one too many Juggernauts were rendered a
smouldering heap by little more than a Nod infantry regiment, a
frustrated GDI Engineering Corps jury-rigged an infantry-capable garrison
pod onto the walker's chassis. The end result was so successful, not to
mention devastating to the ill-fated Nod recon patrols that came across it,
that this updated walker, nicknamed the Behemoth, was soon approved for
full development. After a period of testing with the Steel Talons, the
Behemoth is expected to provide long range artillery support across the
globe.
Added : When your first destroy one of GDI's Slingshots.
"Details on GDI's Slingshot anti-air hover vehicle
With GDI's shutteringof its costly, failure prone HoverTech initiative in
the aftermath of the Second Tiberium War, the GDI Slingshot was something of
an anomaly, the last bastion of this one dominant GDI program, finally out
of testing after a decade-long development phase. While this exclusively
anti-air vehicle is less vulnerable to Ion Storm interference than its
predecessors, the Slingshot remains a relatively fragile unit - trading
armour and additional weaponry for high speed, maneuverability and a
powerful quad cannon that can quickly bring down even the most powerful
aerial opponent crashing to the ground.
From the GDI Archives."
------------------------------------------------------------------------------
[6.05] Heavy Harvester
Mission : What is Rightfully Ours
Added : When you first witness one of the Steel Talons Harvesters.
"Detail on GDI's new, garrisonable harvester
General Mitchell places a high value on battlefield flexibility, a doctrine
that spreads even to the Harvesters his Steel Talons employ for resource
gathering. Rather than the standard turret machine gun, the Steel Talon
Harvester is outfitted with an infantry capable garrison pod, allowing the
vehicle to be adapted to counter whatever threat the commander deems most
pressing.
Added : When you destroy a Confessor Cabal Infantry regiment.
"Details on Nod's elite confessor infantry
While the Nod Confessor has been an increasingly common sight on the
battlefield since the Second Tiberium War, it was not until the establishment
of Brother Marcion's post-Slavik Black Hand that these armoured priests
were considered effective combatants in their own right. Seeking to bolster
his own standing as a "pure" religious figure, untainted by the purported
heresy of his predecessor, Marcion took the radical step of replacing his
standard Nod Militant advance guard with regiments of combat-ready
Confessors, armed, as always, with machine guns and psychotropic
hallucinogenic grenades, all the better to spread his word ... and put his
enemies to the sword.
A significantly more primitive precursor to Nod's Avatar, the Purifier was
inspired by Brother Marcion's first hand urban combat experience during the
Second Tiberium War. After using an improvised flamethrower to rout
entrenched GDI forces, saving the rest of his regiment from certain death,
Marcion was declared a hero of Nod and saw his very presence have an
inspirational effect on the Nod Militants that surrounded him.
The Purifier was developed to recreate that experience, representing Marcion
on the battlefield in the iconic form of a hulking, flame-toting humanoid,
one equipped with a subliminal projection device that would enhance the
morale and righteousness of the Black Hand troops surrounding it. While by
no means as advanced or flexible as its successor, the Purifier is an
effective combat unit in its own right, especially when accompanied by
infantry it can "inspire."
Ironically enough, upon its initial deployment, the Purifier was the subject
of no small amount of controversy, with many Black Hand hardliners decrying
the use of a "soulless machine" within a religious army that otherwise stood
opposed to such devices. Marcion, seeking to prevent further schism within
the Black Hand, remedied the situation by requiring each machine be blessed
by a Black Hand abbot before entering the battlefield.
Added : Complete Primary Objective 1, Place the Artillery Beacons.
"Details on Nod's stealth artillery
Developed during the Second Tiberium War period, Nod's Specter stealth
artillery tank was designed as the ultimate evolution of the artillery-based
guerilla warfare tactics first developed in South-East Asia during the
mid-twentieth century. Alternating between two modes, one high-speed and
stealthed, the other visible and static, but capable of launching high-impact
artillery from a massive distance, the Specter is a confounding opponent ot
face in battle. Able to enter occupied territory undetected, deploy, take out
key structures and vanish before the enemy can hope to react, it is truly an
insidious and dangerous opponent. This is even more the case when the unit
is paied with the equally stealthy Nod Shadow Team, which has been equipped
with targeting beacons, allowing the Specter to launch bombardment from an
even greater distance.
"Details on GDI's sonic-based Shatterer hover vehicle
As with its non-mobile brethen, the Sonic Emitter Defensive Turret, the GDI
Shatterer was originally designed with Tiberium abatement in mind, using a
modified version of the aforementioned turret to propel concentrated waves
of sonic energy deep into Tiberium Fields, operating safely from a HoverTech-
derived mobile platform.
However, with Nod's devastating attack on Washington DC, GDI High Command
ordered that the vehicle be re-designed as a combat vehicle. With the Sonic
Emitter's bulk leaving little room for armour, the slow-moving Shatterer is
somewhat of a sitting duck. However, when deployed in unison with GDI's
other, more flexible armoured elements, the Shatterer is a force to be
reckoned with.
From the GDI Archives."
------------------------------------------------------------------------------
[6.10] GDI Zone Raider
Mission : MARV Rising
Added : After you kill your first Zone Raider unit.
"Details on GDI's Zone Raider elite infantry
Sleek, agile and heavily-armoured, the Zone Raider was initially intended to
function as a lighter, speedier anti-air counterpart to GDI's bulky Zone
Trooper elite infantry unit. With the establishment of ZOCOM, the Zone
Raider's role evolved into that of a a first response Red Zone scouting unit,
with Tiberium-resistant armour, sonic grenades and stealth detection
capabilities integrated into their core armour design.
"Details on GDI's Mammoth-derived anti-Tiberium tank
Born from the same initiative that lead to the creation of ZOCOM, the
Mammoth Armoured Reclamation Vehicle, or MARV, combines the near-impregnable
armour and massive firepower of GDI's most potent task designs with a full-
capacity Tiberium processing facility. Tasked with single-handedly abating
Tiberium in Red Zones currently held by Nod or mutant seperatist forces, the
MARV was designed with battlefield flexibility in mind. With a powerful main
gun and four upgradeable hardpoints, the vehicle can adapt to changing
combat situations, take on any mix of enemy forces, and turn the tide of
battle in a matter of minutes. The MARV is truly a force to be reckoned
with.
Of all GDI harvesting operations, ZOCOM's Red Zone abatement missions have
always been the most vulnerable to Nod and mutant attacks, often delving
deep into hostile territory with little more than a few Zone Raiders as an
escort. In a bid to cut down on Harvester losses, General Renteria
commissioned the development of an upgraded Harvester, outfitted with a
high-impact rocket turret that would, at the very least, hold the enemy
at bay until backup arrived.
From the GDI Archives."
------------------------------------------------------------------------------
[6.13] The Redeemer
Mission : MARV Rising
Added : Build the Nod Redeemer.
"Details on the massive Nod Redeemer combat robot
The emergence of GDI's MARV in the Central African Red Zone, and its
subsequent drubbing of Nod's forces in the area, necessitated an immediate
response from the Brotherhood. After ambushing, and, at great cost,
eliminating the massive GDI tank, Nod scientists performed an in-depth
analysis of the vehicle's construction and applied said knowledge to the
construction of an appropriate counterpoint.
The Avatar, with its iconic appearance and heavy firepower, seemed to be
the best choice for a platform upon which to build this new combat unit,
and thus the Redeemer was born - a massive combat mech equipped with
MARV-esque garrison pods, an Obelisk-derived tri-part laser and a "rage
generator", designed to push enemy combatants to the brink of insanity
via subliminal brainwave modification. Truly a mighty adversary.
"Details on the heavily mutated Traveler mind-control infantry
Focused on infiltration and enslavement, the Traveler sect has long saught
to expand the powerful yet limited mind control abilities of the Scrin
Mastermind. Years of experimentation, inbreeding and genetic research have
finally produced exactly what they seek - the Prodigy, a horrifically
mutated Mastermind blessed with the ability to possess not just individual
entities, but entire groups. The Prodigy is capable of blink-teleporting
itself onto the edges of an enemy encampment, seizing control of an entire
regiment and staging a "mutany" without ever drawing attention to itself.
Perhaps the most twisted project of the Traveler sect's quest to control
the mind of all those who oppose the Scrin, the Cultist is an unprecedented
merging of two species - the heavily mutated, insect-esque spawn of the
Prodigy directly implanted into the brain of a human abductee. While the
Scrin offspring's massive caraspace makes it impossible for the Cultist to
invisibly re-assimilate into normal society, their limited mind control
abilities and relative disposability make them an increasing common
frontline unit for the Traveler.
Rumours of a megalithic Scrin unit have been circulating amongst the populace
in recent months. Though there has yet to be a confirmed sighting, tales of
a massive, many-legged creature have spread quickly throughout the yellow
zones. Ghostly images, mostly taken from the edges of the infested red
zones, show an enormous lumbering beast, its insectoid features illuminated
by a fierce glow emanating from the centre of its arthropodal body. Should
these rumours prove to be true, maximum discretion is advised.
Believing the Scrin Gun Walker to be an antiquated relic, barely useful
against anything but the most primative of cultures, the Cult of Reaper
took upon themselves the task of returning this once storied combatant
to relevance. After a prolonged period of ritualistic, Tiberium fuelled
experimentation, the Cult revealed their new Shard Walker. A being of
equal parts machinery, flesh and pure Tiberium, the Shard Walker is
everything that the Gun Walker was not - fash, tough and capable of
projecting chunks of pure Tiberium at a rapid, devastating pace.
Added : After the Scrin have invaded for a period of time and engaged your
forces.
"Details on the heavily shielded Scrin Harvester
While their Scrin brethen choose to avoid direct confrontation except when
absolutely necessary, the Cult of Reaper revel in danger and bloodshed.
Consequently, even their non-combat units require additional technological
support if they are to survive on the frontlines. Case in point, the
Shielded Harvester, a standard Scrin Harvester that has been jury rigged
with an Annihilator Tripod derived shielding system in the hopes of extending
life on the battlefield.
Added : After you have destroyed a Scrin Reaper Tripod.
"Details on the heavily mutated Scrin Tripod
Reaper-17 have long displayed a disturbing fascination with the act of
excessive Tiberium infusion, an obsession considered both self-destructive
and needlessly wasteful by their fellow Scrin. However, for all of the
downsides, notably madness and death, the process does have its [albeit
disturbing] benefits. The most notable example would be the Reaper Tripod,
a horrifically mutated assault tripod equipped with a conversion beam, its
bulk form even stronger than the Annihilator employed by the conventional
Scrin mining force.
[Source Redacted]"
------------------------------------------------------------------------------
[6.20] The Awakened
Mission : Tacitus Regained
Added : At the Start of the Mission.
"Details on the Nod Awakened Cyborg Infantry
In the aftermath of his loss in the First Tiberium War, Kane tasked several
of his most trusted followers with a project of utmost secrecy - to create
an army entirely devoid of free will - one that will obey the Prophet's will
without question or conscience. Cloistered away in the wastelands of central
Asia, these scientists spent the ensuing decades pursuing that goal, the
first results of which became visible with the Cyborg Infantry and Commando
utilised by CABAL during the Second Tiberium War.
The Awakened are the end product of this research, deceased Nod soldiers
mechanically re-animated and controlled via cyber-neurological implant
devices linked to central "control nodes" across the globe. Equipped with
arm mounted direct-fire weaponry and a high-impact EMP emitter, these
emotionless cybernetic warriors are more than capable of tackling anything
GDI can throw at them.
From the Nod Archives"
------------------------------------------------------------------------------
[6.21] The Enlightened
Mission : Tacitus Regained
Added : At the Start of the Mission.
"Details on the Nod Enlightened elite Cyborg Infantry
The ultimate realisation of Kane's vision of an army stripped of its
humanity and free will, the Enlightened are truly a horrifying sight to
behold. While their weaker brethen, the Awakened, still bear some traces of
humanity in their desiccated flesh, the Enlightened are almost entirely
cybernetic, the last vestiges of their prior form encased in layers of
bone white battle armour, faces concealed behind eyeless masks devoid of
human emotion.
Slower than the Awakened, the Enlightened are also considerably more
powerful, capable of withstanding multiple hits from a Mammoth Tank without
even breaking their stride, before responding in kind with their devastating
supercharged particle beam and EMP emitters.
"Details on Nod's Tiberium based short-range combat infantry
With the "defection" of GDI's Dr. Giraud in 2047, Nod's ongoing experiements
with Liquid Tiberium begun to bear fruit in the form of portable,
battlefield ready weaponry. The Tiberium Trooper is the first Nod combatant
to utilise these new armaments. His heavily armoured, cybernetically
enhanced form is equipped with two large containment tanks and a reinforced
spray nozzle, allowing the rapid dispersion of Liquid Tiberium over a large
area.
From the Nod Archives"
------------------------------------------------------------------------------
[7.01] Kane - My Lowest Ebb
Mission : The Rio Insurrection
Added : At the Start of the Mission.
"Excerpt from private audiologs of the prophet Kane
My brothers, the departed, are surely looking down on me in contempt. After
millenia, their ultimate vision of my fate has been realised. I have been
rendered impotent, a sham, a failure, my very existance a mockery of all that
I know to be right and true. Once a prophet, the messiah for this world,
now imprisoned. As I lie here, trapped in these tubes, in this twisted,
ruined shell of a body, the Brotherhood of Nod has been torn asunder by
the infighting and heresy of those who presume to speak in my stead. Is it
any wonder my followers have scattered to the four winds?
I think not.
So, has it come to this, that all that I fought for, all that I have
sacrificed, is as dust?
This cannot be ...
... I must heal, I must survive, I must claw myself up from this pit ...
... and then, truly, shall this pitiful world - and my dear departed
brothers - know my wrath.
[Source Redacted]"
------------------------------------------------------------------------------
[7.02] Kane - A Spark...
Mission : The Rio Insurrection
Added : Successful Completing of the Mission.
"Excerpt from private audiologs of the prophet Kane
Curse this mask, these tubes that imprison me, for even as my flesh is
restored, my mind is left to wander alone in darkness. This isolation, it
weighs heavily upon me. I must focus, think, lest insanity take me once and
for all.
I must prepare ... I must plan ...
... and so it is that my thoughts turn to CABAL, that which was my creation
and is now, in a way, part of what I have become. In the end, the AI's
legacy was little more than wanton destruction, proof to the heretics that
I am nothing more but the madman they claim me to be. Yet, deep within that
AI, within its very conception, there lies a spark, a light, a sign.
There is something there, something hidden, something ... great. I must think
more on this.
[Source Redacted]"
------------------------------------------------------------------------------
[7.03] Steel Talon - Origins
Mission : What is Rightfully Ours
Added : When the GDI Steel Talons Soldier announces it is Steel Talon
territory.
"Background on the GDI Steel Talons experimental warfare division
With the end of the Second Tiberium War and the Brotherhood of Nod's
subsequent implosion, GDI came to believe that the quasi-state and fanatical
cult no longer represented a significant threat to Earth's population.
Consequently, GDI shifted its strategic goals from defeating Nod to the
reclamation of those parts of the planet previously consumed by Tiberium.
The vast majority of GDI's research and development budget was repurposed to
further that goal, bringing to a close the period of rapid technological
development that had characterised GDI's military over the previous several
decades.
Needless to say, there were several within the military who questioned this
new directive - notably General Joshua "Mitch" Mitchell, a decorated veteran
of the Second Tiberium War renowned for his youth, aggressiveness and
tactical innovation. Mitchell contended that while Nod may have been
defeated, it would be foolish for GDI to assume that no successor would rise
from the dispirited populace of an increasingly Tiberium-stricken Earth.
Therefore, he argued, funds allocated toward Tiberium control should be
instead earmarked for the research and development of new combat technology,
in anticipation of this next potential conflict.
After a lengthy, volatile hearing, Mitchell emerged with a partial victory.
While GDI refused to divert a significant part of its R&D budget to the
General's cause, they did agree to fund a new experimental combat
technology division under Mitchell. Dubbed the "Steel Talons" by Mitchell's
admirers - notably famed war hero Nick "Havoc" Parker - this elite,
unconventional combat battalion quickly rose to prominence in the splinter
faction skirmishes that followed Nod's implosion, becoming known both for
their ruthless efficiency on the battlefield and for the shroud of secrecy
they maintained at all other times.
Excerpt from "GDI and the Future of War," by Xaiver Des Jardins"
------------------------------------------------------------------------------
[7.04] Kane - Awakening
Mission : What is Rightfully Ours
Added : After you complete Primary Objective 2.
"Excerpt from private audiologs of the prophet Kane
... and so the day comes, the day when at last I can emerge from this hated
appartis and again walk upon the Earth. My face is scarred, true, and thus
must be kept hidden from those who seek me, but my hand, my eyes, my mind,
these are mine again to command.
Years I have waited, body in ruins, roaming the darkened recesses of my
mind, and in those darkened corners I found inspiration ... I found a
vision, a plan. Now it is time to make that vision a reality.
The world sleeps, hostage to its own ignorance, for it knows not what is
yet to come ...
Once the leader of the Brotherhood's religious wing, charged with
proselytizing the prophecies of Kane, Marcion grew disillusioned with the
Brotherhood and its leader as the Second Tiberium War drew to a close.
Increasingly outspoken, few within the Inner Circle were surprised when
Marcion was the first to break with Nod following their devastating series of
losses, branding the decreased Prophet a charlatan and retreating to the
Australian outback.
Marcion was not quiet for long; his powerful oratorical skills and deeply
ascetic lifestyle won him many devotees in what would come to be known as
Yellow Zones. Within a year with his break from Nod, Marcion had
organised his followers into a disciplined theocratic army - the "new" Black
Hand. Dedicated to spreading "truth and purity of the Tiberium prophecy,"
their popular support continues to grow amongst the increasingly splintered
Nod survivors.
Rumours that GDI had a hand in Marcion's break with Kane remains
unsubstantiated.
Excerpt from "Kane: Visionary or Maniac?" by Carlos Del Mar."
------------------------------------------------------------------------------
[7.06] Kane - Realization
Mission : Persuade Him...
Added : After you complete Bonus Objective 2.
"Excerpt from private audiologs of the prophet Kane
Blessed be he who has preserved these shards of the Tacitus, for within them
I find the means to transform the vision of my ... confinement ... into
reality. The journey is arduous, true, but with each day spent, each
gauntlet passed, I move one step closer to my ultimate goal ... creation!
[Source Redacted]"
------------------------------------------------------------------------------
[7.07] Black Hand - Origins
Mission : Persuade Him...
Added : After you complete Bonus Objective 1
"Background on the Black Hand Nod splinter faction
A cult within a cult, the origins of the Black Hand date back to soon after
the founding of Nod itself. Initially established as a form of religious
police and tasked with enforcing adherence to the teachings of Kane, in the
ensuing years the Black Hand saw their purview expand significantly. By the
time of the Second Tiberium War, the cult had become Kane's chosen wardens
of all things religious, charged with the distributing and proselytizing
of his prophecies while also maintaining spiritual disclipine within the
Brotherhood ... by force if necessary.
The Black Hand maintains a parallel organisation within the Brotherhood
with political, religious and military wings.
Yet, for all of their power and influence, until recently the Black Hand had
managed to maintain a surprisingly low profile, shrouding their rituals,
beliefs, and to the world beyond Nod, their very existance in a veil of
mystery and obfuscation. However, as the Second Tiberium War drew to a
close, all this would change. With Kane's "death", Anton Slavik, a
respected military leader, rose to become leader of the Brotherhood of
Nod - and revealed himself to be a Black Hand prelate, raised from childhood
within the cult. Needless to say, Slavik's ascent drew significant attention
to the Black Hand, attention that was not always welcomed.
Unsurprisingly, many within the Black Hand chafed at the cult's new public
profile, with internal dissent quickly escalating into a series of
impassioned public confrontations between Slavik loyalists and those who
claimed the Nod leader to be a traitor to the Black Hand's true purpose.
From within the anti-Slavik ranks there soon rose a figure who could stand
toe-to-toe with Slavik, an impassioned and popular preacher by the name of
Brother Marcion. With leaders chosen and battle-lines drawn, what had
started as a doctrinal disagreement had quickly escalated into a schism
that threatened the very existance of Nod itself.
Despite the Inner Circle's repeated attempts to heal the rift, the situation
soon spun out of control, leaving Slavik dead at the hands of an assassin
and Marcion and his followers retreating to self-imposed exile in the
Australian outback. These cataclysmic events splintered the remainder of
the Brotherhood into countless sub-factions, each claiming to follow the
"true" word of the Prophet, with, ironically, Marcion's new Black Hand
serving as one of four surviving links to the Brotherhood's storied past.
Now claiming himself to be the one true prophet, and, in turn, branding Kane
a heretic and charlatan, Marcion sets forth to make his own mark upon the
world.
Excerpt from "Marcion - as I Knew Him," by Elbert Goldman
------------------------------------------------------------------------------
[7.08] Kane - Creation
Mission : A Grand Gesture
Added : At the completion of the mission.
"Excerpt from private audiologs of the prophet Kane
It has all been worth it - the isolation, the failures, the frustration,
the agony of years spent devoid of senses, locked in a forsaken tube - all of
it. For today I reached out abd gave life to something, something new,
something the world has never before seen, born from memories of the
Tacitus, shaped in my image, created with one vision ...
One purpose.
This creation of mine, it is far more than anything that has come before -
no mere AI, no CABAL-esque simulacra, nor a sentient bag of flesh, a mere
genetic anomaly laying claim to the Earth through some misguided sense of
privilege ...
No, this is something greater. This is ... LEGION.
"For the world shall quake at his footsteps, and all shall begin anew."
"Biographical Details of Abbess Kovacs, ward of LEGION project.
Raised in near isolation by migratory Nod separatists on the edge of what
would become the Central African Red Zone, Alexa Kovacs was orphaned in her
pre-teens. After surviving over a year alone in the burnt-out remains of
her parents' homestead, Alexa was discovered mute and near-starving by a
patrolling group of Nod scavengers.
Intelligent and pragmatic, she quickly took up her rescuers as a rookie zone
runner. Kovac's devout religious beliefs and near-preternatural understanding
of cybernetics anbd AI quickly garnered attention within the Brotherhood,
leading to her enrollment in the Nod Academy.
Rising quickly through the ranks post-graduation, Kovacs quickly developed
a reputation for coldness, reserve and near-fanatical religious dogmatism
that segregated her from her peers - and drew attention of Kane himself.
Despite her youth, Alexa was raised to the level of Abbess and enlisted to
participate in one of the Nod's leader most secretive projects - working on
the development of LEGION, a CABAL-derived experiment combat AI.
Excerpt from "Nod in the Post-Kane Era", by Ficus Quartermaine, PHD"
Added : When the ZOCOM forces first attack your base.
"Background on the GDI ZOCOM Tiberium eradication division
With a post-Nod GDI shifting its focus to the reduction and eventual
elimination of Tiberium, it was natural for the council to establish a
branch of the military tasked with the enforcement and execution of that
goal - Zone Operations Command, or ZOCOM. Their peacetime mission was
threefold; to improve GDI's military capabilities within areas of high
Tiberium infestation, to establish "beachheads" within such areas allowing
reclamation to commence, and to protect existing reclamation operations from
any attacks, be they terrorist or mutant in origin.
Command was given to the eminently qualified C. Elena Renteria, a decorated
war hero and one of their first women to rise to the rank of General within
GDI. Beyond her reputation as a smart, no-nonsense battlefield commander,
Renteria's unique upbringing provided insight into the task at hand. The
daughter of Mexican nationals, the General spent her childhood in the
Tiberium wastelands of central Africa, while her parents, both GDI
scientists, attempted to understand and contain the deadly crystal. After
witnessing firsthand the devastating effect of Tiberium on the human
population of those areas, Renteria dedicated the rest of her life to its
elimination; first focusing on systematic and ruthless dismantling of the
Brotherhood of Nod, and then later through ZOCOM's Tiberium control and
reclamation operations.
Few would deny that Red Zone service is perhaps the most demanding of any
GDI assignment. Most soldiers cannot endure significant Tiberium exposure
for more than a few weeks at a time without risking serious physical and
psychological damage. There are exceptions however - men and women
who find the experience of living and fighting in a near alien environment
to be an energizing, engaging experience. These individuals quickly find
themselves assigned to ZOCOM - and few, if any, would be happy anywhere
else.
Excerpt from "C. Elena Renteria: My Life" by C. Elena Renteria"
Added : Once you start to attack the Scrin Platforms.
"Background on the Scrin Traveler Sect
If Reaper-17 embody the darkest impulses of the Scrin, the benignly named
Traveler sect represent something more insidious. Trained from birth in the
art of subterfuge, Traveler cells specialise in nothing less than the
infiltration, destabalisation and eventual enslavement of entire rival
species. Where the Cult of Reaper seek to dominate through brute force,
making bloody examples of those who oppose them, Traveler instead attempt to
draw as little attention to themselves as possible. Traveler pods will blink-
teleport into hostile territory and deploy Prodigy units - Tiberium-mutated
Masterminds with significantly enhanced mental faculties - bringing the
entire population under Scrin control within days.
Traveler-59 is the most recent cell raised to full active duty, and has yet
to be verified as combat-ready on the battlefield. Recently attached to
the Scrin mining fleet on the far side of Pluto, the cell has activated
far-reaching scanning technology to locate its first host planet. In
addition, the cell has been outfitted with a new, more efficient form of
enslavement - twisted offspring of the Prodigy capable of being implanted
directly into the cerebral cortex of an abducted life form. The victims gain
limited mind control abilities ... at the cost of complete subservience.
Added : When you see the Scrin Arriving on the Battlefield.
"Background on the Scrin Cult of Reaper
Throughout the many worlds beyond our own, few names have inspired as much
fear and fascination as the Cult of Reaper, a mysterious, ritualistic violent
Scrin caste that takes as its creed the brutal, public extermination of any
being unwise enough to stand in the way of the race's advancement. Believed
to have been established in eons past as a first-strike native pacification
force, the Cult has since cloaked its purpose in religious overtones. The
members regard it as their divine right to cleanse planets of any life forms
perceived as potentially dangerous, with that definition determined almost
entirely within the cult itself.
Even within the Cult of Reaper, the 17th sect are considered almost
preternaturally violent, displaying acts of unparalleled cruelty such that
few within the Scrin wish to even acknowledge their existance. Of
particular distaste to their fellow Scrin is Reaper-17's penchant for
excessive Tiberium infusion, far beyond that which its parent race requires
to survive. This deranged form of self-mutilation, a form of religious
zealotry, has left many of their members grotesquely mutated as they are
immensely powerful. Outcasts even within their own society, Reaper-17
continue to plow their own bloody furrow ... one that will lead them to the
planet known as Earth.
[Source Redacted]"
------------------------------------------------------------------------------
[7.13] Marked of Kane - Origins
Mission : Will Made Flesh
Added : After completion of Bonus Objective 1.
"Background on Nod's Marked of Kane Cyborg Cult
As the First Tiberium War drew to a close, pervasive and disturbing rumours
began to emerge from the Tiberium wastelands of Central Asia and the Russian
Steppes. Nomadic travelers and Nod separatist colonies alike have shared
tales of Nod bunkers hidden deep beneath the earth, laboratories where
cultish techno-fetishists perform horrific rituals upon the corpses of the
Brotherhood's fallen - the goal? Nothing less than raising the dead.
Needless to say, Nod has continually denied all knowledge of any such acts,
and even those within the Brotherhood believe these Necromantic tales to be
little more than the mutterings of frightened outcasts. The truth, however,
is far stranger. In the aftermath of his first defeat at the hands of GDI,
Kane spent long days pondering how it was that Nod had been defeated.
Ultimately, he formulated a unique hypothesis - the humanity of his soldiers
had been their undoing. Thus, the Prophet concluded, to achieve victory he
would require an army devoid of free will - of love, hate, fear and regret,
of both conscience and consciousness, a legion that could willing and
unquestioningly obey his every command.
To that end, Kane initiated the development of an army of emotionless,
endlessly malleable cybernetic warriors that would do his bidding without
question. Knowing that such research would cause dissension within the
ranks of his existing army, the Prophet sequestered this work in the
hinterlands of Russia and China, where few would stumble across the project
and even fewer would be believed if they shared such tales.
The path was long and arduous, and outside of a few promising developments -
the most notable being the cyborg armies of CABAL - far from successful.
Eventually, the Second Tiberium War drew to a close, the Marked of Kane
finally near completion. However, it was too late to save Nod and the
Marked of Kane were left to slumber deep beneath the Earth, awaiting their
master's call ...
[Source Redacted]"
------------------------------------------------------------------------------
[8.01] The Corruption of Brother Marcion
Mission : Persuade Him
Added : After you destroy all of Brother Marcion's Statues.
"Intercepted GDI Transmission
[static]
... Park contacting central GDI Central Command, do you ...
[static]
... mission unfolding as planned. First objective has been met and was an
unqualified success. Marcion now regards Agent Park as an orthodox Nod
fanatic in his own mold. Target is proving very receptive to messages of
distrust re: Kane. Moving on to second objective - laying the groundwork
for the "removal" of Slavik.
For the third time this year, a seperatist Nod settlement in the Central
African region has been brutally attacked. While investigations are still
ongoing, initial reports identify the deceased as respected prophecy scholar
Caleb Kovacs, his wife Ileana, daughter Alexa and an unidentified number
of servants.
While the mainstream media continues to dismiss these attacks as the work
of Mutant fundamentalists, the Fist of the Prophet can exclusively reveal
that there may be more sinister forces behind the attack - forces stemming
from within the Brotherhood itself. Evidence gathered from the ruins [and,
according to our sources, suppressed orders on the direct orders of Anton
Slavik] has been made available to us.
Analysis of this evidence reveals the attackers not to be Mutants, by
Cyborgs, under the direct control of the renegade AI CABAL. The Fist has
raised concerns about CABAL's stability and the Brotherhood's general
dependence on such soulless machinery in the past, but even as the evidence
mounts, Slavik refuses to accept the truth, and now the Prophet's most
devout followers are paying the price for his wiliful blindness.
Excerpt from "Fist of the Prophet", underground Nod Separatist infocast"
Cost : 1300 Credits
Requires : War Factory, Command Post
Abilities : Call for Transport
Upgrades : None
Role : Anti-Structure, Anti-Vehicle
Construction Time: 13 secs
This is one of the better units in the GDI arsenal with Kane's Wrath. The
Shatterer is basically a Sonic Emitter on wheels. This unit can damage
multiple units and will go through them. That being said, this is an excellent
support unit, knocking out the enemy vehicles while letting the tanks taking
the brunt of the attack. The reason why this is not a frontline vehicle is
that it is, like the Mammoth Tank and the MARV, it is extremely slow. Sure,
it can hold its own, but by the time you have reached the enemy base, the
battle is pretty much over. Nonetheless, this unit can deal great amounts of
damage as well as attacking from a good distance. However, with its slow
speed and relatively weak armour, this makes it a pain to protect and its
use will depend on your attack force.
Cost : 1000 Credits
Requires : War Factory
Abilities : Call of Transport
Upgrades : Tungsten Shells
Role : Solely Anti-Aircraft
Construction Time: 10 secs
With the Base Game leaving GDI reeling from the lack of Anti-Air, it has
developed a solution. Before, you relied on AA Turrets, Pitbulls, Missile
Squads, Firehawks and Mammoths, but besides the weak AA Turret and expensive
Firehawks, you had no defence. The Slingshot is basically a Quad Cannon on
wheels. Imagine the Quad Cannon from C&C Generals that can only attack air and
its the Slingshot. It can shred down air units without taking a lot of damage
and is rather quick. However, the problem with this Slingshot is that it lacks
one ability that it should have, Anti-Infantry attacks. Instead, this thing
can only hit air so it is delegated to a support unit. Other than the fact
that it can only attack air, this unit is a much needed addition to the GDI
arsenal.
Cost : 1500 Credits
Requires : Airfield
Abilities : Garrison Infantry
Upgrades : AP Ammo, Ceremic Armour (ZOCOM)
Role : Anti-Infantry, Transport
Construction Time: 15 secs
The APC of the Sky, the Hammerhead is one of the most versitile units, just
like the APC. This unit it originally armed with an Anti-Infantry Vulcan/
Gattling Cannon that can easily shred infantry. Also, like the Scrin
Stormrider and Nod Venom, it can attack without having to go back to base and
rearm and refuel. What makes it one versitile unit is that it has 1
garrisonable infantry slot. This slot also allows for infantry to fire out
of it, just like the APC, and as such, this is an danger to opponents since
they do not know what is inside. As such, what happens if you place the
following infantry inside is listed below.
Riflemen Squad - This will create a Gun Turret which will basically be another
anti-infantry weapon.
Missile Squad - This will allow the Missile Squad to fire, which givess the
Hammerhead an Anti-Vehicle, Anti-Structure and Anti-Aircraft
attack, which is extremely useful.
Grenadiers - A fast way to remove infantry from buildings. This allows the
Grenadiers to throw their anti-infantry grenades which still
clears buildings, but they cannot use their EMP Grenades.
Zone Raiders - This gives the Hammerhead a powerful Railgun weapon which
they can use against vehicles and structures.
Sniper Team - This allows for the Hammerhead to perform long-range infantry
kills, which is useful against Missile Infantry.
Commando - Again, another Anti-Infantry role.
The Engineer basically just sits there, but it is useful to ferry around in
one of these anyway, because the Engineer is pretty slow.
Anyway, with these combinations, you can mix and match for a pretty good
attack force. Any kills done by the infantry will lead to promotions for the
Hammerhead and not the infantry. This unit is fast, powerful and versitile,
something that Nod lacks. The only drawback is the expensive price tag for
the unit, and then for the infantry, but for such power, it is worth it. One
Hammerhead can easily clear out a city full of garrisoned infantry to allow
your ground forces safe passage.
Cost : 5000 Credits
Requires : Reclamation Hub
Abilities : Harvests Tiberium, Garrison Infantry
Upgrades : None
Role : Anti-Everything that decides to move
Construction Time: 50 secs
The Mammoth Armoured Reclamation Vehicle is the Epic Unit of GDI, and as such,
only one of these are allowed. With its massive pricetag and build time, this
unit must be strong, and it sure does provide. Armed at the start with a
3 barrel Sonic Shell cannon and 4 infantry slots, this is powerful to start
out with. What makes it even more powerful is the 4 infantry slots. You can
permanently garrison infantry inside the MARV, which you cannot take out
again, and use the infantry's ability to do some more damage for you. Again,
it demonstrates how this GDI addition adds to the amount of versitile units
in the GDI armoury. What do the infantry do? Read Below.
Riflemen Squad - This will add a Gun Turret, which adds an anti-infantry
attack to the MARV.
Missile Squad - It will add a Rocket Turret for the MARV, which allows it to
attack air units as well as land targets.
Grenadiers - This will add a Grenade Launcher to the MARV, which still
retains the ability to clear garrisoned buildings as well as
its anti-infantry and anti-structure role.
Engineer - The Engineer will add a Repairs Turret, which will repair the
MARV when it is damage through combat.
Zone Troopers - This will add a Railgun Turret, allowing for 1 hit kills of
infantry as well as great deals of damage to vehicles and
structures.
Sniper Team - This will add a Snipers Nest to the MARV, allowing for 1 hit
kills against infantry, but does not detect stealth.
Well, there you have it, what you can add to the MARV. I personally will
choose a loadout of 1 Sniper Team, 1 Zone Trooper Squad, a Grenadiers Squad
and a Missile Squad to the MARV. Sniper for infantry, Troopers for Vehicles
and buildings, Grenadiers for garrisoned infantry and Missile Squad for Air.
However, you can choose any loadout that you want.
Some people will choose a loadout of 3 Zone Troopers and 1 Missile Squad for
extreme damage. With 3 Railgun Turrets, it can dish out damage and literally
destroy anything that moves, with a Missile Squad to take down air. A fair
amount of people however, will choose a loadout that suits them and throw
in a Engineer to repair the MARV. While it lacks self-heal in the Basic,
Veteran and Elite levels, it can self-heal at Heroic, but it might take a
while to get there.
However, the loadout is basically up to you and the battlefield situations.
If your opponent is not Black Hand, you should but in a Missile Squad to take
down air. If there are Garrisonable Buildings, you should consider a Grenadier
Squad to take down those buildings. The loadout all depends on the situation
and what you are facing. Don't worry too much about tanks in the beginning,
you can just run them over, same for infantry. And if you are worried about
superweapons, don't, the MARV can withstand a Superweapon strike, but will
reduce the health by 2 thirds.
The MARV is extremely useful at harvesting Tiberium. With a set of full
crystals, the Green Crystal will provide 350 Credits while the rarer Blue
Crystal will give a massive 700 Credits. This may not be a lot, but run
through a tiberium field and that is a lot. Most people will use the MARV
to run through the enemy's Tiberium field, giving funds to yourself and
denying the enemy of their funds. Useful tactic, and soon the MARV will
recoup the costs of their construction in a matter of seconds. Still, I find
that it is most useful to deny the enemy of Tiberium. This gives 3 more GDI
Harvesters, the Rocket Harvester, the Heavy Harvester and the MARVester, the
ultimate in Harvesting Technology.
When at Heroic Status, you can literally send in the MARV on its own into an
enemy base and it will hold. Tier 3 Defences will maybe make dents into the
armour of the MARV and enemy units will be crushed. It can take down another
Epic Unit by itself, however, it will have to be at a basic state.
------------------------------------------------------------------------------
[10.01] Moved Upgrades
Several upgrades have been moved since the base game. The Stratofighter
Upgrade has been moved from the Tech Centre to the Airfield. The Scanner
Pack upgrade for the Zone Troopers have been moved from the Armoury to the
Command Post. Now you don't need to wonder where your Upgrades went.
Cost : 2000 Credits
Researched At : Tech Centre
Research Time : 60 secs
Units Effected : Slingshot
Building Effected: AA Turret
The Tungsten Shell upgrade will greatly increase the damage that your AA guns
will do against enemy air units. This will basically counteract the damage
dealt by the enemy air units with their upgrades. This makes the Slingshot
unit more dangerous for enemy air units and the AA gun is no longer a peddly
little peashooter and actually deals some damage that is registered. This
is something that you don't want to be facing in the end.
------------------------------------------------------------------------------
[10.03] AP Ammo
Cost : 2500 Credits
Researched At : Command Post
Research Time : 45 secs
Units Effected : Riflemen Squad, APC, Hammerhead
Building Effected: Watchtower
Upgrading your Anti-Infantry units with Armour Piercing Ammo will increase
the damage that your units will dish out to infantry. While you may not use
Riflemen Squad to attack, you probably will still use APCs and the new
Hammerheads. Using AP Ammo will do the same as the Tungsten Shells do to the
AA units, it will increase the damage that you will do against enemy units.
This will make the Hammerhead weapon a bit more powerful, and more power is
what GDI could do with.
Cost : 1000 Credits
Researched At : Armoury
Research Time : 30 secs
Units Effected : Grenadier Squad
Arming your Grenadiers with EMP grenades will make the battlefield a much
more interesting place. With EMP grenades, you can disable any vehicles and
more importantly, structures. Nothing is more annoying than a Grenadier
Squad that is dropped off by a Hammerhead, disabling your entire base. This
will make the Grenadier a bit more useful than just clearing buildings the
entire time. You need to note that whilst this unit is garrisoned in a
structure or a vehicle, you cannot use this ability.
Cost : 2500 Credits
Researched At : Airfield
Research Time : 45 secs
Units Effected : Orca, Firehawk
This upgrade is an extremely useful one for those who use Firehawks, stuff
the Orca, no one actually uses them. At this cost, you can arm the GDI air
force with more missiles for them to fire. The Orca will get an extra 4
missiles to shoot at the enemy, the Firehawk will get either 1 more fire
bomb or 2 more Anti-Air missiles. With this, you get even more bang for
your buck, but it will take a longer period of time to reload the missiles
on their return. Still, it is extremely useful as you can deal more damage
on your way. With the Stratofighter Boosters, this makes them a quick strike,
heavy damage force.
Cost : 3000 Credits
Requires : Tech Centre
Abilities : Construct GDI Vehicles, Constructs the GDI MARV
Upgrades : None
Energy Consumed : 10 Energy
Construction Time: 30 secs
The Reclamation Hub is the only building that is capable of constructing the
GDI Mammoth Armoured Reclamation Vehicle. It is also capable of building
any other GDI vehicle. It does however, suck up more space and requires more
credits to build, and energy to maintain. You can also repair your vehicles
here as well with the automated repair drones. You might as well sell your
War Factory when you have this, because there will be no point to keep it
with this here.
------------------------------------------------------------------------------
[11.02] Combat Support Airfield
Cost : 500 Credits
Requires : Airfield
Abilities : Repairs and Rearms Aircraft
Upgrades : None
Energy Consumed : 5 Energy
Construction Time: 5 secs
This is basically another airfield for you to park your aircraft on. You
cannot use these to actually build aircraft, but you can manually send your
aircraft here to rearm and to repair themselves while not clogging up
valuable space for new aircraft to be built. Its cheaper than building another
airfield and if you want to have a large air force, you might as well use
this ability.
------------------------------------------------------------------------------
[12.01] Sonic Repulsion Field
Cost : 500 Credits
Enabled By : Command Post
Power Type : Defensive Power
This ability allows you to build a wall around your structures to prevent
Engineers from capturing them and it also increases the armour of the
structure. You can build this around any structure, except for Tiberium
Silos, Defensive Structures that will attack enemy units and Power Plants.
This is an extremely useful power. However, the field will disappear when
the health of the building dips below halfway. You cannot attack the field
however.
------------------------------------------------------------------------------
[12.02] Supersonic Air Strike
Cost : 2500 Credits
Enabled By : Space Command Uplink
Power Type : Offensive Power
Remember the Experimental Aircraft in the mission where you have to capture
Dr. Giraud? Well, those aircraft will be used in this Supersonic Air Strike
where all enemy aircraft in the area of effect for this Air Strike will be
damaged, where it will most likely be destroyed. This is useful when you are
being attacked with enemy aircraft, and most useful against the Scrin Victory
Fleet, however, it will not destroy them but will severely damage them. It
is extremely useful against air units, but it does nothing else to ground
units.
------------------------------------------------------------------------------
[12.03] Orbital Strike
Cost : 4000 Credits
Enabled By : Space Command Uplink
Power Type : Offensive Power
Think of this as a Mini Ion Cannon. This will hurl large slugs from outer
space, into Earth, causing huge amounts of damage. It is extremely useful
to get yourself out of a sticky situation with this, but in conjunction
with other power, like the Ion Cannon, it can mean a world of hurt for the
enemy. Anything not finished by the Ion Cannon will be with this attack. This
has the power of a Tiberium Vein Detonation and the Overlord's Wrath. It
is wise to use this when you can destroy the structures, because this alone
will not be able to destroy structures, maybe tanks. If you want to avoid it,
you can see it coming because there will be a red laser shining where the
slugs are about to fall.
Cost : 900 Credits
Requires : War Factory
Abilities : Deploy into Bunker
Upgrades : Dozer Blades
Role : Transport, Bunker
Construction Time: 9 secs
The Reckoner is Nod's answer to a land based transport. It can carry two
infantry across the field at any given time. The most significant thing about
the Reckoner is that it can deploy into a bunker at any given time. However,
once you deploy the bunker, it cannot be undeployed, therefore, the Reckoner
is gone. When it is deployed, it can garrison up to three infantry units
instead of two. It will deploy on your command, or after it has taken
a lot of damage, it will automatically deploy. This is the cheap solution to
holding a position. If the infantry inside are killed, it cannot be
garrisoned by enemy infantry and it also cannot be targeted with explosives
whilst garrisoned.
Cost : 1200 Credits
Requires : War Factory, Tech Lab
Abilities : Bombard Beacon, Call for Transport
Upgrades : None
Role : Long Range Artillery Support
Construction Time: 12 secs
The Specter is the Juggernaut of the Nod forces. Whilst it is moving, this
unit is stealthed and cannot be seen, however, this is not true for the Black
Hand, where they have no Stealth technology. Anyway, this unit has a pretty
long attack range and deals great amounts of damage to anything that it can
hit. When it is attacking however, it will lose its stealth ability and you
will need to protect it from enemy attack. The Specter can also bombard a
beacon that is planted by a Shadow Team. This beacon will allow the Specter
to attack within the Area of Range of the beacon. You need to note that it is
visible to enemy forces and as such, there will only be a limited window of
opportunity for you to attack. This is a great addition to the Nod Arsenal.
------------------------------------------------------------------------------
[13.03] The Redeemer
The Nod Epic Unit is the Redeemer, and it is a massive walker, not a remote
control missile from Unreal Tournament. It is an Epic Unit, so you can only
build one at a time. It comes equipped with a 3 cannon laser and 2 garrison
slots for infantry. You can only add two infantry units and they cannot be
taken out what so ever.
Militia Squad - Provides a Gun Turret that is extremely effective against
infantry but otherwise is useless.
Rocket Squad - Provides a Rocket Turret that will be effective against
Vehicles and Structures and provides an attack against
airborne units.
Saboteur - Provides a Repair Turret for the Redeemer that will allow the
Redeemer to repair itself when it has been damaged in combat.
Black Hand - Provides a Flame Turret that will spew flames towards enemy
units and structures when it is within range of the turret.
The Redeemer is also armed with a Rage Generator. This Rage Generator will
basically effect all units on screen, which is a pretty large area. This will
make enemy units uncontrollable by their owners, and they will attack anyone,
and that will mean that they will attack their own troops. Also, defensive
structures will attack their own troops, but all enemy units will keep
attacking you until you run away. Therefore, use the Rage Generator and then
use the Cloaking Field to get away quickly, and let the enemy kill itself
while you get away. Still, the Rage Generator is one of the most useful
abilities that can turn the tide of the battle.
The use of the Rage Generator is what makes the Redeemer so dangerous. For
those facing the Redeemer, you cannot control any of your units whilst under
the effect of the Rage Generator. They will not take commands to move or
attack, and will happily attack units that move, friendly or not. However,
this is balanced with its long recharge time, and rightly so, too
frequently will make it very unbalanced.
The use of the Cloak Generator on the Redeemer is one that should be done.
You can easily sneak up to the enemy base defences or enemy units, and then
you run away. It will cost 3000 for the Generator, but it is worth it to see
the damage and the chaos that it will do to your enemy and their units. When
the Rage Generator appears to be off, you can easily walk into the enemy base
and destroy what is left of the defences. This can really annoy the enemy
and can be damaging to their defences.
The optimal loadout of the Redeemer will be either a Rocket Squad and a Black
Hand setup, a Saboteur and a Black Hand setup or 2 Black Hand units. Why does
everyone love the Black Hand unit? It is because that the Black Hand units
will clear garrisoned buildins with absolute ease, set Infantry units on fire,
burn down buildings to a crisp and can do some damage to vehicles.
In Global Conquest mode, the Redeemer will increase unrest in the cities that
are within their move radius. More the on the Global Conquest Mode later.
------------------------------------------------------------------------------
[14.01] Moved Upgrades
Like the GDI Team, there are upgrades that have been shifted from their
original positions in the base game. The two have have moved are both from
the Tech Lab. The Signature Generator has been shifted to the Air Tower and
the Dozer Blades upgrade has been moved to the Operations Centre.
Cost : 1000 Credits
Researched At : Operations Centre
Research Time : 30 secs
Building Effected: SAM Turret, Laser Turret, Shredder Turret
This upgrade will add an extra turret to all your turret defences. You do
not get to choose where it actually goes, it will always be located on the
top of the Turret Hub. This is pretty useful in the beginning of the game
as it will increase your defensive abilities by 33% for all turrets. It will
also help late in the game against Air units because odds are, you will be
using SAM Turrets to defend against air.
Cost : 500 Credits
Researched At : Air Tower
Research Time : 15 secs
Units Effected : Vertigo
The Disruption Pod is a good upgrade to the only Fixed Wing aircraft of the
Nod forces. The Disruption Pods will basically cloak all units that are within
the area of effect of the Pods. This, placed outside an enemy base, will give
good staging points for your forces to gather and prepare to strike, or to
ambush the enemy. However, the pods will be liable to enemy attack and they
do not last forever, but they are rechargable in the form of Vertigos dropping
more pods on an area. They still act as good decoys through.
Cost : 2000 Credits
Researched At : Tech Lab
Research Time : 60 secs
Units Effected : Stealth Tank, Mantis (Black Hand)
Building Effected: SAM Turret
Nod's Anti-Air ability has just got more deadly. The Tiberium Core Missiles
will greatly increase the attack power of missiles fired by the SAM Turret,
the Black Hand Mantis and the Stealth Tank. This is also useful because the
Tiberium Core Missiles will also increase the damage done to land units since
the Stealth Tank can fire on ground based units.
Cost : 3000 Credits
Requires : Tech Centre
Abilities : Construct Nod Vehicles, Constructs the Nod Redeemer
Upgrades : None
Energy Consumed : 10 Energy
Construction Time: 30 secs
The Redeemer Engineering Facility is the only building that is capable of
constructing the Nod Redeemer. It is also capable of building any other Nod
vehicle. It does however, suck up more space and requires more credits to
build, and energy to maintain. You can also repair your vehicles here as
well with the automated repair drones. You might as well sell your War Factory
when you have this, because there will be no point to keep it with this here.
------------------------------------------------------------------------------
[15.02] Voice of Kane
Cost : 1000 Credits
Requires : None
Abilities : Increase Fighting Power
Upgrades : None
Energy Consumed : 5 Energy
Construction Time: 10 secs
The Statue of the Prophet is one powerful tool for base defence with infantry
units. The Voice of Kane will increase the damage dealt by your infantry units
and will increase their speed, and their defence. This is a buff as it were.
Not only that, it will also suppress enemy troops, making them crawl and
this will make them much slower movement wise and much easier to shoot down.
The problem is, you are more likely to use tanks in this, and infantry will
be a rare sight, so this will not be too useful.
------------------------------------------------------------------------------
[15.03] Combat Support Airfield
Cost : 500 Credits
Requires : Air Tower
Abilities : Repairs and Rearms Aircraft
Upgrades : None
Energy Consumed : 5 Energy
Construction Time: 5 secs
This is basically another airfield for you to park your aircraft on. You
cannot use these to actually build aircraft, but you can manually send your
aircraft here to rearm and to repair themselves while not clogging up
valuable space for new aircraft to be built. Its cheaper than building another
airfield and if you want to have a large air force, you might as well use
this ability.
Cost : 500 Credits
Enabled By : Operations Centre
Power Type : Defensive Power
This ability allows you to build a wall around your structures to prevent
Engineers from capturing them and it also increases the armour of the
structure. You can build this around any structure, except for Tiberium
Silos, Defensive Structures that will attack enemy units and Power Plants.
This is an extremely useful power. However, the field will disappear when
the health of the building dips below halfway. You cannot attack the field
however.
Cost : 1500 Credits
Enabled By : Operations Centre
Power Type : Utility Power
This ability will turn your fallen Militia units and convert them into the
Awakened, the basic unit of the Marked of Kane. It has a rather large area
of effect, and it is characterised by the wierd looking area that will be
generated with this power. Any Militia unit that is totally destroyed in this
wierd aura will become an Awakened Unit, with has three cyborgs in it. This
power might be useful if there players that actually use Militia units, but
the fact of the matter is, no one actually uses Militia so this is pretty
much useless.
Cost : 4000 Credits
Enabled By : Tiberium Liquidation Facility
Power Type : Offensive Power
What to damage an enemy's economy? Well, a Tiberium Vein Detonation will
basically detonate a Tiberium Field that you want to detonate. This basically
means that you select a Tiberium Field to Detonate and this will basically
act as a catalyst missile and shock the entire field, damaging anything
inside it. For the most effective use, aim for an extremely big Tiberium field
and hope that there is something on it. This power is great for disrupting
your enemy's economy, but it doesn't provide the ability to attack where you
want to, and as such, it is worst than the Scrin's Overlord's Wrath and the
GDI Orbital Strike, since they will attack units not in a Tiberium field.
Cost : 1200 Credits
Requires : Nerve Centre, Statis Chamber
Abilities : Tiberium Agitation
Upgrades : None
Role : Anti-Infantry, Anti-Vehicle
Construction Time: 12 secs
The Ravager is a new type of Infantry that the Scrin has access to. They
are exceptionally better at attack another person's economy because of their
Tiberium Agitation skill, which provides them with a long range beam attack
against Tiberium containers that detonates the Tiberium inside it and deals
a fair amount of damage to it, which is basically a Harvester or a Tiberium
Refinery. Otherwise, they are extremely quick and again, good for hit and
run against Harvesters.
The Mechapede is an extremely fast moving bug vehicle, and how it is built
it pretty much up to you. The Mechapede is able to add 8 weapon segments, a
choice between the Disintegrator, the Toxin, Disc and the Shard Segments. The
Disintegrator is good against Vehicles, the Toxin is good against Vehicles,
the Disc is good against Air units and the Shard is good against infantry.
The loadout is up to you. The Mechapede will start out on low health, and as
you add more segments, each costing 100 Credits, it will increase its health
until it is full. The downside of the Mechapede is the side, making it more
vulnerable, and it is expensive, costing 2200 credits for a fully upgraded
Mechapede. You are better off adding 800 and getting a Tripod.
Cost : 5000 Credits
Requires : Warp Chasm
Abilities : Garrison Infantry, Teleport Eradicator, Recycle Units
Upgrades : None
Role : Anti-Everything that moves
Construction Time: 50 secs
The Eradicator Hexapod is the Epic Unit of the Scrin and it looks as ugly
as it sound. It is another massive walker unit and boosts a nice cannon to
boot, with 3 infantry slots for your infantry to garrison in. There are 5
types of infantry take can be garrisoned in the Eradicator, and what they are
and what they do are listed below. The infantry is important because they will
probably more accurate than using the Plasma Cannon because they are all over
the place.
Disintegrator - Laser Turret that provides a decent laser attack land based
vehicles and strucutres.
Assimilator - Provides a Repair Turret that will repair your Eradicator
Hexapod when it is damaged in combat.
Shock Troopers- These troopers will provide an Anti-Air turret that will allow
your Eradicator an attack against aerial units.
Ravagers - The Ravager will not make the Hexapod faster, but it will give
it a Shard Launcher that is accurate, powerful and good
against infantry.
Mastermind/ - This will give your Eradicator a Teleport ability, which is
Prodigy extremely useful, more on that later.
The Teleport ability, if you put a Mastermind inside, is useful because if
you are under heavy attack, here is a quick escape for you. If you are trying
to get it into battle, it can help you get the Eradicator into battle much
faster. It is one that you should invest in because it will increase the life
of your Hexapod and can even get you past the defences of a base, and into
the back, without taking heavy damage. So, if you see a lot of defences, just
teleport behind them and knock down the Power, then destroy the base.
The Eradicator also has a recycling ability. When you crush a unit or a
defensive structure, you will get about 15% of the cost of the unit you have
just destroyed as the recycling bonus. This may not be that useful, but in
the thick of battle, a bit of credits is much better than none. And for
infantry units, the credits will be awarded for each squad member fallen, not
for the restruction of the entire unit.
The loadout of the Hexapod will all depend on what you are going to face.
Mastermind is a definite addition whenever possible for its extremely helpful
ability, so you are left out with two. The Ravager will be a good choice and
the second should be Shock Troopers, because odds are, unless you are facing
the Black Hand, you are going to face some air units.
At Heroic level, the Hexapod, like any other Epic unit, is literally
unstoppable. At Heroic, a Hexapod can easily destroy another Hexapod which
was at the basic level. As you can see, what you should do is to deny the
Hexapod an opportunity to upgrade. If you don't, say goodbye to your hopes
of winning.
------------------------------------------------------------------------------
[18.01] Moved Upgrades
The good thing about the Scrin is that, they have so little upgrades that
they don't have any that have been moved, Isn't that great? I thought I'd make
this since GDI and Nod have one as well.
Cost : 2000 Credits
Researched At : Nerve Centre
Research Time : 90 secs
Units Effected : Seekers, Gun Walkers / Shard Walkers for Reaper 19
These forcefields are the same as those given to the Tripods and the members
of the Scrin Victory Fleet. This will give the Seeker and Walkers protection
against more damage and it can withstand an EMP blast. The problem with this
upgrade is that in this stage, you will be rushing for an air fleet, the
Victory Fleet, and if you do have troops on the ground, they probably will
be Tripods, and not Gun Walkers. Assess your purchase on that.
Cost : 3000 Credits
Researched At : Technology Assembler
Research Time : 60 secs
Units Effected : Seekers
Building Effected: Plasma Disk Launcher, Photon Cannon
This upgrade will increase the damage done by the above by replacing their
plasma balls with Tiberium Shards. If you are going to use seekers, this is a
handy upgrade because this will greatly increase the damage done by these
units because they will be more accurate. This creates a stream of Shards at
the enemy, and there is no more spillage, it is accurate and very powerful.
Consider it if you are going to use Seekers. If not, leave it.
Cost : 3000 Credits
Requires : Tech Centre
Abilities : Construct Scrin Vehicles, Constructs the Scrin Eradicator
Upgrades : None
Energy Consumed : 10 Energy
Construction Time: 30 secs
The Warp Chasm is the only building that is capable of constructing the Scrin
Eradicator Hexapod. It is also capable of building any other Scrin vehicle.
It does however, suck up more space and requires more credits to build, and
energy to maintain. You can also repair your vehicles here as well with the
automated repair drones. You might as well sell your War Factory when you have
this, because there will be no point to keep it with this here.
Cost : 1100 Credits
Enabled By : Nerve Centre
Power Type : Offensive Power
This is what happens if you have infantry walking into a Tiberium Field. This
ability, which needs to be placed on the Tiberium node, will damage anything
that moves onto the Tiberium Field, friendly or not. As long as it is there,
each crystal will damage anything that will move onto it. This is an excellent
power to use at the start of the game, with the Tiberium Vibration scan, you
can make sure that your enemy's harvesters are not safe for the time being
and while they escape, an excellent time to send in a hit and run squad to
totally destroy the Harvesters.
Cost : 1000 Credits
Enabled By : Nerve Centre
Power Type : Resource Power
The Ichor Seed is basically a beam from above that will create a mini Tiberium
field, and while it does not regenerate, it is quite useful. The seed will
sprout more Tiberium than the 1000 Credits cost and that will mean that while
the resources on the field of play wane, you still have more credits to
harvest and that means that you can maintain your Victory Fleet and totally
destroy the enemy.
Cost : 4000 Credits
Enabled By : Signal Transmitter
Power Type : Offensive Power
The Overlord's Wrath is the Scrin answer to the GDI Orbital Strike and the
Nod Tiberium Vein Detonation. This basically will hurl 3 meteors into the
Earth, causing damage that happens to be standing under the meteor. The first
two meteors are relatively small, and the third one, well, that is a massive
meteor and will cause great damage. Also, these meteors are tiberium
saturated, which means that after they have landed, you can harvest the
Tiberium that remains after the meteor has landed. This is great in
conjunction with a Hexapod, as you can mop up the units remaining and a
Rift Generator to remove what is remaining of the enemy base.
------------------------------------------------------------------------------
[21.01] Units not Replaced
The Steel Talons is all about their lovely vehicles and they really have no
need to play around with infantry. As such, their infantry list will truly
suffer and that will leave them with limited options. They will only have
4 infantry units to use, their basic Riflemen Squad and their Missile Squads,
their improved Combat Engineer and the Grenadier Squad. They will lose,
however, for their better vehicles, the Sniper Team, the Zone Troopers and
the Commando. This is a loss of infantry units that cannot be replaced, and
that is one of the downsides of using the Steel Talons.
------------------------------------------------------------------------------
[21.02] Heavy Harvester
Cost : 1400 Credits
Requires : War Factory
Abilities : Harvest Tiberium, Call for Transport
Upgrades : None
Role : Harvesting Tiberium?
Construction Time: 14 secs
The Heavy Harvester is basically an improved version of the Harvester. It
will replace the machine gun that is equipped on the GDI Harvester for a
infantry garrison slot. This will allow you to place Riflemen, Missile Squads
or Grenadiers into the slots. The problem with losing Zone Troopers is that
you don't get to do some serious damage and wreak some havoc with the
Harvester. Imagine the enemy thinking that several Harvesters have stupidly
wandered into their base and attack with their tanks, only to be destroyed
by a couple of Zone Troopers hiding inside. Shame that.
Cost : 1300 Credits
Requires : War Factory
Abilities : Adaptive Armour
Upgrades : Adaptive Armour, Railguns
Role : Replaces Predator, Anti-Vehicle, Anti-Structure
Construction Time: 13 secs
This walker will replace the Predator Main Battle Tank. Well, this ancient
walker from the Second Tiberium War is still stronger than the Predator, a
recent update. It is a bit slower than the Predator, since it is a slow as
walker, but it is powerful. The Titan however, is much stronger with
railguns, just like the Predator. All in all, it is basically a more powerful
form of the Predator, and at a tiny cost, it is probably worth it. And what
choice do you have early game, you don't have access to the Mammoth and the
Wolverine just doesn't cut it. And the good thing is, it can crush enemy
units.
Cost : 900 Credits
Requires : War Factory
Abilities : Call for Transport
Upgrades : AP Ammo
Role : Replaces Shatterer, Anti-Infantry
Construction Time: 9 secs
The problem with bringing back old machinery is that is doesn't do well to
replace a modern alternative. The Shatterer, which is a damn good piece of
hardware is removed for this. Sure, it is good for infantry, which will
replace the void left by the APC, but besides that, the Wolverine is not all
that useful. It is more hopeless for scouting missions since the Pitbull has
stealth detectors and a mortar attack. With it only being good against
infantry units, and not many people using infantry units, that is going to be
a problem. At least the Shatterer's artillery support rool is filled by
another unit below.
------------------------------------------------------------------------------
[21.05] Mobile Repair Transport
Cost : 700 Credits
Requires : War Factory
Abilities : Repairs Vehicles, Minelayer, Call for Transport, Garrison
Infantry
Upgrades : None
Role : Replaces APC, Transport Vehicle, Infantry Protection
Construction Time: 7 secs
Well, if you want a portable repair unit, and don't want to pay the price for
a Rig, here it is. The Mobile Repair Transport is the same as a APC, except
that the Anti-Air machine gun is replaced with a Repair Crane. It can still
garrison infantry and they can still fire out at the bad guys. You can still
lay mines everywhere, except you can repair vehicles.
The way that will works is that is has a repair radius, where the automatic
repair drones will repairs damaged mechanical units in the area of the repair
radius. What makes this handy is that you can move it around, and with a few
of these in the field, damaged units will be a thing of the past.
Cost : 2200 Credits
Requires : Tech Centre, War Factory
Abilities : Garrison Infantry
Upgrades : None
Role : Artillery Support
Construction Time: 22 secs
The Behemoth is the big brother and replacement for the Juggernaut. It will
lose the ability to use Sniper Teams to spot for them, but you get an infantry
slot that they can fire out of. They are more powerful than their smaller
brothers and the infantry can help remove other infantry threats that come too
close to the Behemoth. However, none of the infantry that you possess are like
the Sniper Team to removing enemy Commandos, which is the most dangerous
threat to your Behemoths. Other than that, it is a much more powerful and
better replacement than the Juggernaut.
Cost : 500 Credits
Requires : Barracks
Abilities : Call for Transport, Capture Buildings
Upgrades : None
Role : Anti-Infantry, Utility
Construction Time: 5 secs
The GDI Combat Engineer is the replacement of the normal Engineer. The only
difference is that the Combat Engineer has a pistol to draw and fire at other
Engineers. However, the fact that it has a pistol is really a moot point.
The Engineer, first of all, it rather slow to draw his pistol. For a Engineer
with pistol training, one would have thought that he could fire his sidearm
better. And to put the nail in the coffin, the pistol does relatively little
damage to infantry, so much that he can't even kill a squad member in a
Militia squad, and probably can't live that long. He actually is good against
other Engineers, but what is the point? You aren't going to camp Engineers
outside a building for capture. Unless there is a race to get a Tiberium Spike
in the centre of the map, and you cheat and kill the other guy, this is pretty
much useless. At least they cost the same.
Steel Talon troops focus on sheer force, and has no use for Tiberium abatement
like Sonics. Any improvement on infantry has been removed, anything from
Scanner Packs and such are removed since there are no infantry to use them
on. Other than that, most upgrades have been kept because they are usable on
vehicles.
Cost : 1500 Credits
Researched At : Tech Centre
Research Time : 30 secs
Units Effected : Titan, Mammoth Tank
Adaptive Armour is armour for your heavy firepower. The Adaptive Armour is an
activated ability that you can use, and this will increase the defensive
capabilities of your units, and their armour will be increased as a result.
They will also gain immunity from EMP pulses and this might be good. However,
they will move slower as a result. The good thing is that this will give you
the defence when you are in the enemy base, and the EMP can't be a bad thing
either. The problem is the slow speed. If you are rushing into battle, the
speed decrease on Titans and Mammoths will make them probably not move at all.
Therefore, this ability is only useful when you are in the enemy's base, but
not inbetween.
Cost : 3000 Credits
Researched At : Tech Centre
Research Time : 90 secs
Units Effected : Titans, Mammoth Tanks, Rig
Building Effected: Guardian Cannons, Battle Base
This is one thing that the Steel Talons are all about, POWER. With Railguns,
not only are your Mammoths upgraded with Railgun Capacitators, but so will
the Titans, your defensive Guardian Cannons as well as the Guardian Cannons
on the Battle Base. This makes one of the most useful GDI upgrades even more
useful. Mammoths need Railguns to love, and the Titans will be great as a
support unit. Guardian Cannons will be your base defence and they will be more
powerful as a result. All in all, you need this upgrade because without it,
your troops are going to be lacking power.
Since this is not a faction for infantry, the Armoury has been removed from
the game. This will explain why your more advanced infantry has been removed
from selection as well. This will also remove upgrades for your existing
infantry units.
The second, and probably more important removal is the Sonic Emitter. This is
the most advanced base defence, and this means you are going to have to rely
on a mixture of Watchtowers and Guardian Railgun Cannons. This will be one
that is hard to replace. Maybe you can use your units in its stead.
------------------------------------------------------------------------------
[24.01] Support Powers Removed
Many of your support powers have also been removed. They are all infantry
based, so no shocks there. The GDI Airborne ability has been removed. The
Sharpshooter Team has been removed and the Zone Trooper Drop Pods have also
disappeared. All the rest of the Support Powers are still there, and they
are normally more destructive, so at least you should be happy about that.
Cost : 1000 Credits
Enabled By : Tech Centre
Power Type : Offensive Power
This is a more unique ability because it will increase the firing ability of
all Railgun equipped units in the area. That means, your Titans and your
Mammoth Tanks will be stronger when they have their railguns, which you should
upgrade straight away. This will increase the power of the railguns further
and this is definitely a good thing. However, it will damage the firing barrel
of the tank and that means that it will damage the unit everytime the railgun
is fired. Don't worry, with the nice repair vehicle that you have been given,
the damage will be a small part, and that is that.
Cost : 2000 Credits
Enabled By : Airfield
Power Type : Reinforcement Power
The Bloodhounds power is the same as that of the normal Bloodhounds, except
that it is modified a bit. You still get to use the 2 Pitbulls but you do not
get 2 APCs, since the APC is removed, you get 2 Wolverine tanks. Still, it
doesn't attack air and that isn't too useful.
------------------------------------------------------------------------------
[25.01] Units not Replaced
There is only one unit that has not been replaced by the ZOCOM, and that is
the Juggernaut. Just like the Steel Talons who have removed the Shatterer
which is the Artillery support for GDI, ZOCOM has removed the Juggernaut
and replaced the other artillery unit with something more powerful, the Zone
Shatterer. However, that is the stem of it, unlike the Steel Talons.
------------------------------------------------------------------------------
[25.02] Zone Raider
Cost : 1300 Credits
Requires : Tech Centre, Barracks
Abilities : Call for Transport, Jump Jets, Stealth Detection, Shoulder
Fired Anti-Air Missiles
Upgrades : Scanner Packs, Power Packs
Role : Replaces Zone Troopers, Anti-Vehicle, Anti-Structure
Construction Time: 13 secs
The female version of the Zone Trooper and it is a pretty good one. This unit
has the same cost as the Troopers, but they offer much more. They will have
the ability to hit air units, and whilst they may be weak, a small army of
them will take down any air threat with relative ease. Also, their Sonic
Grenades are more powerful than Railguns, not because of their power which is
relatively lacking in comparsion with Railguns, but they have an area of
effect, so of the enemy has clustered a group of units, they all take damage.
If they are garrisoned into a MARV, it will be a Sonic Turret, and boy, with
3 Zone Raiders and 1 Grenadier, its Grenades everywhere. Nade Spam anyone?
Cost : 1400 Credits
Requires : War Factory
Abilities : Harvest Tiberium
Upgrades : None
Role : Harvesting Tiberium?
Construction Time: 14 secs
The Rocket Harvester is the ZOCOM replacement to the GDI Harvester. All that
harvesting is dangerous so instead of a machine-gun on the top, it is armed
with a rocket launcher. While they may not be effective against infantry, it
can deal some damage to light vehicles that will be sent early in the game,
but later on, when you are dealing with Tripods, Mammoths and Avatars, these
rockets stand no chance. However, some defence is better than none.
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[25.04] Zone Shatterer
Cost : 1400 Credits
Requires : War Factory
Abilities : Overload Beam
Upgrades : None
Role : Replaces Shatterer, Anti-Vehicle, Anti-Structure
Construction Time: 14 secs
The Zone Shatterer is stronger than the normal Shatterer. Their Sonic beam
is stronger than that from the normal Shatterer, but it does have one perk
that the Shatterer does not. It is armed with an Overload Beam, a long
range sonic beam that deals some incredible amounts of damage. However, there
is a downside to such power, and that is that the Shatterer will shut down
after the Overload Beam has been fired, so be careful where you use this
because this is not the fastest unit, it is slow and weakly armoured, and that
can be the downfall of this unit.
The ZOCOM Orca is the improvement on what is already a worthless unit. The
Orca is one of the least used units in the GDI military, even the Riflemen
Squad has more use. Orcas are not versitile enough to replace the Firehawk
and with the addition of the Hammerhead, it doesn't really have a use. Anyway,
the ZOCOM Orca is one that instead of missiles, it uses Sonic Shells, the same
as the Zone Raiders, but less useful since they carry limited ammo. In my
opinion, don't bother, they aren't worth the credits used to produce them.
Very few upgrades have been removed. In fact, the only one removed that is
not replaced is the Railguns. That is the trade off between the Steel Talons
and ZOCOM, one has Railguns, the other has Sonics. Without railguns, your
Mammoth Tanks are less useful, since their dual cannon are less powerful than
that of Railguns.
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[26.02] Tiberium Field Suits
Cost : 1000 Credits
Researched At : Armoury
Research Time : 30 secs
Units Effected : Riflemen Squad, Missile Squad, Grenadier Squad
This will replace the Composite Armour upgrade that you can purchase from the
armoury. This upgrade is a much needed upgrade and this will increase the
armour of your troops as well as their maximum hit points. The most important
boost to the Field Suits is that they will prevent Tiberium exposure to your
troops. So, when your troops walk on Tiberium, they will not take damage as
they usually do. How useful is that. But then again, you probably stuff your
infantry inside a Hammerhead or an APC for safety reasons.
Cost : 1000 Credits
Researched At : Airfield
Research Time : 30 secs
Units Effected : ZOCOM Orca, Hammerhead, Firehawk
The Ceramic Armour upgrade replaces the Hardpoints upgrade, which I find is
much better. The Ceramic Armour upgrade basically increases the armour of all
of the effected units, and this may be useful. However, if the Firehawks are
going to get hit, they will get hit and Hammerheads can easily fly away from
danger. Also, the Hardpoints will give your Firehawks, and Orcas if you use
them, more missiles to shoot, while Ceramic Armour will increase the shelf
life of the plane. Personally, Hardpoints are my choice.
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[27.01] Support Powers Removed
The only removal of Support Powers is the Zone Trooper Drop Pod. This is
because the Troopers have been replaced with Raiders. But other than that, it
is it.
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[27.02] Zone Raider Drop Pods
Cost : 4500 Credits
Enabled By : Space Command Uplink
Power Type : Reinforcement Power
This is the same as the Zone Trooper Drop Pods, except the Troopers are
replaced with Raiders. There will be 3 squads of them, all are on the veteran
level. You can drop them wherever the map has been removed of Fog of War. Best
used for a quick drop and a quick boost for your forces, or a faster way of
arming your MARVester.
Cost : 1000 Credits
Enabled By : Airfield
Power Type : Reinforcement Power
This is the exactly same as the GDI Airborne, except that it costs less to
actually use. 1000 credits for 2 Riflemen Squads and 2 Missile Squads at a
Veteran level is a good deal any day. Other than that, there is really nothing
about it.
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[28.01] Units not Replaced
The Black Hand is one that does not require stealth or any aircraft, so you
need to make do as it is. That means, you will get no Call for Transport from
the Air Tower, no Venoms and no Vertigos. Your Shadow Teams will be removed
from you as well. You will need to adjust to this because a good part of the
Black Hand's arsenal will be changed.
The Confessor Cabal unit is basically a Militia Squad that is replaced with
Confessor Cabals, the upgrade from the Secret Shrine. They will cost more
and there are less of them, but these are quite annoying against infantry.
Their grenades will allow the enemy soldiers to attack themselves, but note
that is an activated ability now. Also, you can use them to boost the combat
effectiveness of nearby troops, that is to say that these units will increase
the rate of fire and armour of nearby troops, like a portable Voice of Kane,
except that it doesn't scare enemy troops. It will turn into a Gun Turret
when placed in a Redeemer.
Cost : 1200 Credits
Requires : War Factory
Abilities : None
Upgrades : Tiberium Core Missiles
Role : Replaces Stealth Tank, Anti-Aircraft
Construction Time: 12 secs
The Mantis is the replacement of the Stealth Tank. In actual fact, the Mantis
is the Stealth Tank, without the Stealth capabilities and the ability to
attack ground units. This makes it extremely danger to air units, similar
to the GDI Slingshot, these are meant to attack air. It can take down the
Scrin Victory Fleet quite easily with only a few of these. This should be
combined with the fact that this unit is extremely fast, maybe faster or on
par with the Stealth Tank. Also, it needs to requirements except for the War
Factory. A must have if you are going to fight some Air units.
The Purifier is the walker BEFORE the Avatar, but for some reason, it seems
so much stronger. It starts off armed with the Obelisk Laser, inbuilt to the
Avatar as well as a FlameThrower. At this point, it has become more powerful
than the Avatar, since it will cost you an Avatar and a Flame Tank to equal
this point. However, the Purifier cannot rip apart other tanks for their
parts, so you can't exactly give them an extra laser or so. Given that most
people would use Black Hand troops inside a Redeemer, think of this as a Mini
Redeemer. It can dish out major damage to infantry, crush vehicles, burn
buildings, and cleared garrisoned infantry. This is useful, but 2 Black Hand
Troops inside a Redeemer is even more so.
Cost : 1400 Credits
Requires : War Factory, Refinery
Abilities : None
Upgrades : None
Role : Harvest Tiberium?
Construction Time: 14 secs
It is a different Harvester to the Nod Harvester. Although it may not seem
as much, this Harvester is the exact same as the Nod one, but it lacks the
Stealth Ability. It has nothing to make up for this. Even a portable Flame
Thrower would be a nice addition, and this makes it even more vulnerable to
hit and runs since you know where it is and it won't try to hide.
The Black Hand focus on Flame units and as such, some of their units will come
promoted as they walk out of the Hand of Nod or the War Factory. Black Hand
Troops will be Veteran when they are first trained. The Flame Tank will also
be at a veteran level when they are produced out of the War Factory. The
final unit, the Commando, is produced at a Heroic Level, and therefore can
self heal, increased firepower and such. Not bad if you decide to use the
Commando.
There are several upgrades that have been removed. The Signature Generator and
the Disruption Pod upgrades have both been removed so you cannot upgrade
them.
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[29.02] Black Disciples
Cost : 1500 Credits
Researched At : Secret Shrine
Research Time : 30 secs
Units Effected : Confessor Cabal, Militant Rocket Squad
This will replace the Confessor Cabal upgrade that normal Nod can use.
However, this upgrade will instead place a Black Hand Trooper with each
existing and new regiment. So, all your Confessor and Rocket Squads will get
a Black Hand Troop assigned to each of them. This is will increase their
power with the power of flames and they are as tough as a normal black hand
trooper.
Cost : 2000 Credits
Researched At : Secret Shrine
Research Time : 45 secs
Units Effected : Black Hand, Black Disciples, Flame Tanks, Purifier
This upgrade is particularly useful because the Black Hand is all about the
flames, and this will significantly increase the power of the flames. This
makes your flame weapons more damaging against vehicles, will burn the
buildings faster and, um, cinder infantry faster, which it already does
in the first place. It is essential that you have this upgrade if you are
going to use any of the above units, or even the Redeemer with Black Hand
troops inside.
Cost : 3000 Credits
Researched At : Tech Lab
Research Time : 60 secs
Units Effected : Confessor Cabal
Building Effected: Shredder Turrets
The Charged Particle Beams will allow the Confessor Cabal unit and your
Shredder Turrets to deal more damage against infantry units, and slightly more
damaged to the armoured units. However, there are a few problems with this
upgrade that I don't like. First of all, the cost is a bit excessive for
only one unit and one building to be effected. Second of all, the technology
level is far too high for you to access in the beginning where it might be of
use against infantry spams. Finally, by the time you have this upgrade, you
will have access to other means of Infantry removal.
There is only one building that has been removed, and that is the Air Tower.
This might be a problem for your forces because it will remove the ability
to call for transport and create Venoms and Vertigos. That in the end might
be a problem, but you will need to learn to overcome it.
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[31.01] Support Powers Removed
The Black Hand have three of their support powers removed. You cannot use
the Shadow Strike Team because your Shadow Teams have been removed. You
also have no access to dropping a mine field onto the battlefield either.
The final one is that you cannot use the Cloaking Field, since it is unholy.
Their normal Nod counterparts will also have the Redemption power whilst the
Black Hand doesn't.
------------------------------------------------------------------------------
[31.02] Power Signature Scan
Cost : 500 Credits
Enabled By : Operations Centre
Power Type : Intelligence Power
This power is quite a useful one of you want to plan some support power to
strike someone. This will allow you to see all the power plants on the map
and you can see where they are. This is still not as useful as the GDI radar
ability because it will not show if there are any defences or units that will
surround it and that may ambush your support or your strike force, and that
might be a problem
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[31.03] Decoy Temple of Nod
Cost : 1000 Credits
Enabled By : Tech Lab
Power Type : Utility Power
A rather fun one to use, this will create another Temple of Nod that will
act as a decoy. It will not allow you to produce a Nuclear Missile and this
should only be used when you actually have one. When you have one built,
place the decoy first, then place the actual one. Your enemy may get confused
since they might see the delay of the counter as lag, rather than a decoy.
Therefore, they might have the chance of attacking the wrong temple. Make sure
it is well built around and there are some troops defending it, or it may not
seem real.
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[32.01] Units not Replaced
There is only one unit that has not been replaced, and that unit is the Flame
Tank. The Marked of Kane do not need any flame weapons, and you will see that
all Flame based units have been removed. No more crisping any more.
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[32.02] The Awakened
Cost : 500 Credits
Requires : Hand of Nod
Abilities : EMP Blast, Call for Transport, Immune to Suppression
Upgrades : None
Role : Replaces Militia Squad, Anti-Infantry
Construction Time: 5 secs
The basic infantry of the Marked of Kane, and already it is quite strong. It
is effective against enemy infantry as they will not suppress whilst they are
under fire. They also have an EMP blast, which they can use to disable enemy
structures and vehicles. This will allow them to make short work of infantry
and vehicles by using reinforcements. It is considered among elite infantry
that other factions can only access later.
Cost : 900 Credits
Requires : Hand of Nod, Operations Centre
Abilities : Clears Garrisoned Buildings, Call for Transport, Slows Down
Vehicles
Upgrades : Cybernetic Legs
Role : Replaces Black Hand, Anti-Infantry, Anti-Structure
Construction Time: 9 secs
The Tiberium Trooper is the replacement of the Black Hand Troops, who uses
Liquid Tiberium instead of Flames. Their Liquid Tiberium also has the ability
to clear any garrisoned buildings, but unlike their Black Hand counterparts,
they can actually slow down enemy vehicles by spraying them with Liquid
Tiberium. However, their Liquid Tiberium attack is less damaging against
buildings. I guess the Tiberium can't burn down the building. Whilst inside a
Redeemer, they will operate a Liquid Tiberium Turret.
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[32.04] The Enlightened
Cost : 1200 Credits
Requires : Hand of Nod, Tech Lab
Abilities : Improved EMP Blast, Call for Transport, Immune to
Suppression
Upgrades : Cybernetic Legs, Supercharged Particle Beams
Role : Anti-Infantry, Anti-Vehicles, Anti-Structure
Construction Time: 12 secs
These are the Elite infantry of the Marked of Kane, and they are truly the
elite, despite them being soulless cyborgs. They are armed with particle
beams, and they deal large amounts of damage to anything that moves. They have
increased armour and that makes them hard to take down, even if you are using
Anti-Infantry weapons. Their EMP blast will last longer than those the
Awakened can blast enemy units for. The only problem is their price tag, but
other than that, it is all good.
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[33.01] Cybernetic Legs
Cost : 1000 Credits
Researched At : Secret Shrine
Research Time : 30 secs
Units Effected : Saboteur, Tiberium Trooper, The Enlightened
These legs will replace the legs of the troops with mechanical ones, which
will allow them to walk faster. Given that the Saboteur, the Tiberium Trooper
and the Enlightened are rather slowish infantry units, any increase in the
speed of the unit will be better than nothing.
Cost : 4000 Credits
Researched At : Tech Lab
Research Time : 60 secs
Units Effected : Venom, The Enlightened
Building Effected: Shredder Turret
Consider this as the Railguns upgrade for the Marked of Kane. This will give
your Venoms, the Enlightened and the Shredder Turrets an extra boost in power,
which will increase their effectiveness against infantry, allow them to do
even more damage against vehicles and more effectiveness in battle against
buildings. This replaces the crappy laser the Venoms normally get, and this
is a must have for the Marked of Kane, regardless of the price of the upgrade.
------------------------------------------------------------------------------
[34.01] Support Powers Removed
There are very little in the way of removing support powers. Redemption is
obviously removed since you can build Awakened units and they can't be
resurrected into themselves. Also, Mine drops will be removed from you, and
that is because they will be replaced. Unlike the Black Hand, you don't have
everything removed from play.
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[34.02] Magnetic Mines
Cost : 1500 Credits
Enabled By : Operations Centre
Power Type : Defensive Power
Magnetic Mines are the same as normal mines, they are dropped via the plane
and they attack vehicles, but they do more damage. Magnetic mines basically
attach to an enemy vehicle and stay attacked until they are destroyed or are
repaired via a repair drone. Therefore, if you enemy does not have any
sensors or doesn't pay much attention, you can use this outside their base and
allow them to damage their own attack force en route to your base. Or, use
outside a Tiberium Field on their harvesters to really damage their economy.
Either way, these mines are extremely useful, much better than normal mines.
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[35.01] Units not Replaced
Reaper-17 really doesn't like anything that isn't brimming to the top full of
Tiberium, so much they are accused of wasting the precious crystal. Because
you cannot put Tiberium into a Mastermind, Reaper-17 won't use it. They also
don't replace the Devastator Warship and the Planetary Assault Carrier was
well, which therefore kills the Scrin Victory Fleet.
The Shielded Harvester is another Harvester, along with the Heavy Harvester,
the Rocket Harvester and the MARVester. This one comes along with a Force
Field, similar to that found on the Tripod, Devastator Warship and the
Planetary Assault Carrier. It will protect them against 1 EMP blast and a
far amount of damage. Its good to have a little more protection than none I
guess.
Cost : 700 Credits
Requires : War Factory
Abilities : None
Upgrades : Blue Shards, Attenuated Forcefields
Role : Replaces Gun Walker, Anti-Infantry, Anti-Aircraft
Construction Time: 7 secs
The Shard Walker is a massive improvement on the Gun Walker. Where the Gun
Walker was slow, the Shard Walker is quite fast. Where the Gun Walker was
weak, the Shard Walker replaces bullets with dangerous shards of Tiberium,
enough to shred anything into a holy piece of crap. The Shard Walker is one
that you shouldn't muck with, they are much better at their Anti-Aircraft
and Anti-Infantry roles that you would think, and with the Blue Shards
upgrade, they will be even more dangerous. Their only weakness is their health
but other than that, it is quite dangerous.
Cost : 3000 Credits
Requires : War Factory, Technology Assembler
Abilities : Conversion Beam
Upgrades : Conversion Reserves
Role : Anti-Infantry, Anti-Vehicle, Anti-Structures
Construction Time: 30 secs
The Reaper Tripod is the big brother of the Annihilator Tripod. The Reaper
Tripod comes with a Conversion Beam, which allows you to absorb a Tiberium
Crystal and allows you 5 shots of a conversion beam, a beam that uses the
Tiberium power to strike your enemies and at greatly increased damage. The
Reaper Tripod also contains more firepower with its great green lasers, and
the Tiberium structure has increased its armour and the hitpoints of the
unit. This unit is one to be feared, yet you can still use a Commando to blow
out the legs of the unit. Still, do not underestimate this unit, you shall
regret it.
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[36.01] Blue Shards
Cost : 2500 Credits
Researched At : Technology Assembler
Research Time : 45 secs
Units Effected : Shard Walker, Ravager, Seeker
The Blue Shard upgrade is replacing the green crystals fired by the Reaper
vehicles with more dangerous blue crystals. These crystals are fired by Shard
Walkers and Ravagers, as well as Seekers, replacing their plasma attack. This
is extremely accurate, with no spillage. By using more potent crystals, you
make these units more dangerous than they already at, and say, if the Ravager
were perhaps, garrisoned in a Eradicator Hexapod, what would that do? A lot
more damage perhaps? Definitely one to get if you use any of the above three
units.
Cost : 1000 Credits
Researched At : Technology Assembler
Research Time : 30 secs
Units Effected : Devourer Tank, Reaper Tripod
Both the Devourer Tank and the Reaper Tripod have conversion beams, a laser
attack which works by absorbing Tiberium crystals and using that to power an
extremely potent laser. You only get 5 shots with each crystal that you
decide to collect. With this conversion reserve upgrade, you effectively
double the storage of Tiberium and gives you 10 shots instead of 5. If you are
planning to use any of the above two units, maybe you should give it a try.
Cost : 1500 Credits
Requires : Extractor
Abilities : Acclerators growth of Tiberium, Collects Tiberium
Upgrades : None
Energy Consumed : 5 Energy
Construction Time: 15 secs
The Growth Stimulator replaces the Growth Accelerator, and it certainly does
make a good improvement. The Growth Stimulator will make the growth of the
Tiberium field faster, which makes it last longer than a usual Growth
Accelerator. Also, it will provide a constant 15 credits every view seconds
as it harvests Tiberium by its own accord. It is like a mini Tiberium Spike,
a good source of income both directly and indirectly. A good investment.
------------------------------------------------------------------------------
[38.01] Support Powers Removed
With the Shock Pods as a power, you will lose the Wormhole ability. The
Reaper Cult is not known for being discrete and the Wormhole ability will be
destroyed. Well, it saves the shock of having 5 Reaper Tripods popping up
at the back of your base.
Cost : 2700 Credits
Enabled By : Signal Transmitter
Power Type : Reinforcement Power
The Shock Pods power is one that will summon 3 squads of Shock Troopers on
a Veteran level on the battlefield in a location that will suit you. This is
quite a useful reinforcement power since Shock Troopers are quite useful
against everything that moves. And with three of them, that can seriously
be annoying for your enemies, so this one is one to be reckoned with.
------------------------------------------------------------------------------
[39.01] Units not Replaced
The Traveler-59 Sect will only have one unit removed from their arsenal, the
Devourer Tank. Other than that, you still get the full Scrin Arsenal as well
as a few extra surprises. This is as close as Scrin as the Scrin faction
itself, the Reaper-17 sect is too different, more power, less flying units.
Cost : 1000 Credits
Requires : Statis Chamber, Nerve Centre
Abilities : Mind Control on Enemy Units
Upgrades : Advanced Articulators
Role : Mind Control
Construction Time: 10 secs
These guys are actually human. It makes a nice change from all that mechanical
jibbering from the Scrin race. Actually, they are human abductees that have
been mutated with the offspring of the Prodigy to have limited mind control
abilities. With this, you can mind control an enemy unit and use that unit
against its own owner. This is particularly fun when you decide to take over
a unit, say a Engineer, and capture their own buildings. This will mean some
quite cash and confuse the enemy. Although there are 5 Cultists in a squad,
you can only mind control 1 unit at a time. Bear in mind however, the Cultists
do not carry weapons, and they cannot therefore, defend themselves. They are
also without body armour, making them easy prey for anti-infantry weapons. Be
careful, they are fragile.
Cost : 2500 Credits
Requires : Technology Assembler, Statis Chamber
Abilities : Teleport Units, Teleport Prodigy, Mind Control, Mind
Control Area
Upgrades : Advanced Articulators
Role : Teleportation, Mind Control
Construction Time: 25 secs
The Prodigy is the advanced version of the Mastermind. And might I add, a
great improvement. Not only can it teleport friend units, it can also teleport
itself all over the place, which makes it extremely handy. It still comes
with the manipulator device, allowing you to mind control buildings as well as
units of your choice. The best addition for the Prodigy is the ability to
Mind Control an area. This ability allows you to mind control all units in a
small radius, so if the units are grouped together, you have more units.
However, this will not cover higher technology level units, such as Mammoth
Tanks and Epic Units, or any flying units. Still, it is a pretty good unit
and when it enters the Eradicator Hexapod, it gives it a Teleportation ability
as well, which is extremely useful.
Cost : 500 Credits
Researched At : Statis Chamber
Research Time : 15 secs
Units Effected : Disintegrators, Assimilators, Ravagers, Cultists, Prodigy
Such a cheap upgrade doing so much. Basically is will cost you 100 credits
for a unit. It will increase the speed of all your Infantry units, bar the
Buzzer. This speed increase will help since some of these units are quite
slow and any extra speed that they can get, they should take.
Cost : 2000 Credits
Researched At : Technology Assembler
Research Time : 45 secs
Units Effected : Devastator Warship, Planetary Assault Carrier
The Traveler Engines is another useful upgrade. This will increase the speed
of the Scrin Victory Fleet. The Fleet is too slow and this will make it hard
because of the new AA in the form of the Slingshot, the Mantis, improved
Stealth Tanks and Ravagers. With a permanent speed boost, this can help
avoid the AA until you can mount a suitable response. It is relatively cheap
compared to the amount of credits you will lose if your fleet slowly dies.
------------------------------------------------------------------------------
[41.01] Support Powers Removed
Like the Reaper-17 cult, there is only one support power that is removed,
and this one is the Statis Field. While that one will act like an EMP field,
it will be replaced with the Temporal Wormholes. These are more interesting
and is classified as an offensive power.
Cost : 1200 Credits
Enabled By : Technology Assembler
Power Type : Offensive Power
The Temporal Wormhole is basically a power that will reduce the rate of fire
and the speed of all units under the effect of the Temporal Wormhole. This
basically means that all under it will be slower and can't respond properly.
Therefore, this will make it a useful power to ambush an attack force or to
finish off a retreating attack force. Because they are slower, they cannot
deal significant damage. For example, you attack with your Victory Fleet,
where you normally would be shot down by AA support, your Temporal Wormhole
can slow down the AA, and you have a chance to take it down. Note that it
does not last forever, so make good use of it while you can.
------------------------------------------------------------------------------
[42.01] GDI General Strategies
If you are after specific strategies, please read my Tiberium Wars guide for
the strategies because the strategies of the new factions generally remain
the same. There may be some updates here and some new strategies.
* GDI Slingshots are the best for Anti-Air, and they are specifically designed
to do so. Against all enemies, using a large strike force will likely draw
an enemy air attack in hopes of wiping out the force and they guys will mop
the floor with them.
* Your Slingshots are also extremely quick across the battlefield, so you can
use these as mobile AA platforms, and you do not need that many as your can
easily race these across the battlefield.
* Your Shatterers are your mobile artillery. They are slow, do you need to
protect them well. However, they have the ability to attack multiple targets
and that will prove handy against a large amounts of enemies. That fact
will make it useful against infantry, or any form of land based rushes.
Remember, they are mobile Sonic Emitters, and you know what those things are
capable of. So, use Shatterers as base defence AND attack.
* Hammerheads are probably the best addition to your arsenal. They have a
single garrison slot, and that makes a difference. They are the APCs of the
sky, except that they cannot hit other aircraft. They do not need to rearm
or refuel, making it like a Venom. There are several infantry that you
should use, depending on the situation.
- For urban maps with plenty of garrisoned buildings, it is advisable to
have a Hammerhead with a Grenadier squad. They can easily toss their
grenades to remove their enemy from buildings and the minigun of the
Hammerhead can mop up any remaining infantry.
- The best is for Zone Troopers, they literally shred anything that will
move with their powerful railguns as well as miniguns to clear infantry.
Note that very few tanks have support against air, and they can easily
demolish a tank parade any day.
- The third use for Hammerheads is for Anti-Air, though this is rather
useless with Firehawks. All you need to do is to put a Missile Squad
inside for Anti-Air protection.
- The final use is as a transport. It is a much faster and airborne
version of the APC which is a transport itself. It this also go over
chasms, which APC's can't.
* Do not forget to use your fencing support power to defend yourself against
sneaky enemy engineers that may plan to take over your base. That basically
replaces the walls from Red Alert 2.
* Orbital Slugs is a useful support power, except for the fact that it does
relatively little damage. Getting hit by a slug deals a fair bit of damage
but the large radius of the power, as well as the randomness of the landing
does not make it a reliable power to use to finish off an enemy.
* Do not underestimate the power of the Supersonic Air attack. Although it
may only destroy weaker aircraft such as Venoms, they will severely damage
stronger aircraft, such as Vertigos, allowing it easy prey for your
Slingshots to move in and finish the mess made by the enemy.
* Use the Combat Support Airfield as a forward operating base from your
secondary bases as close strike points to enemy bases, leaving room at your
own base to give room in case the support airfield is destroyed. This makes
the Support Airfield as a closer strike to enemy forces, while sparing the
troops in your base.
* Do not forget to upgrade your forces. Tungsten Shells make your Slingshots
and AA Turrets much stronger. Your AA Shells make Hammerheads far more
dangerous and Hardpoints will give your Firehawks more ammo to drop. An
extra bomb against ground units, time by a multiple of 4 is a good amount of
damage.
* Use EMP grenades when you can. Nothing slows a tank precession faster than
either a EMP Shockwave or EMP Grenades. Grenadiers are cheap, and since they
are infantry units, they will be more resistant against cannon-based attacks
such as tank shots. By disabling the enemy tanks, especially those against
air, you can whittle down the enemy forces slowly, but surely.
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[42.02] Epic Unit Strategies
GDI is going to go off with a bang, having the MARV, MARVester, or simply,
the Mammoth Armoured Reclamation Vehicle. This is one giant tank that can
simply crush anything that decides to move, and is the strongest of the
Epic Units due to the Infantry slots and the massive cannon, and its special
ability. Its basically a souped up Mammoth Tank on a massive scale.
It starts off with a Sonic Cannon, and that isn't exactly much, but the
infantry slots certainly are. Anyway, I've already written above what
exactly they can do, and I'm going to give you some strategies on how to best
use your MARVester.
* My favourite use for this is resource denial. You should know by now that
the MARV has the ability to run over Tiberium patches for money, 350 credits
for Green Crystals, and 700 for Blue Crystals. While this is a quicker way
to harvest Tiberium and such, it isn't exactly the best to run over your
own Tiberium patches for money, you have Harvesters for that.
What you should do is that you go and run over the Tiberium patches of the
enemy. By this time, it is going to be late game, and that will mean that
the enemy has expanded. With your MARV, run over the enemy Tiberium patch,
and although it might not net you any money (it is advisible to have some
silos or refineries to store the extra credits to spend later), you are
denying the enemy of resources. Also, for the sake of it, run over their
Harvesters, and that will waste more of their money to buy new ones. Make
sure that your MARV has some firepower, because the enemy no doubt doesn't
like your MARV running in and destroying their resource patch.
* Another use for the MARV is to use it as a tanking unit. If you don't care
of using the MARV as the blocking unit, the unit that takes the most damage.
With the massive pricetag, no doubt they would go after it. Stick in 4
Engineers for healing, and the MARV can take a fair amount of damage. Use
the Blocking MARV to slowly advance to the front, and through the enemy
base, grabbing the enemy fire, allowing your troops behind it to move.
Your strike force, whatever you decide it to contain, should move slowly
behind the MARV, and make sure that the enemy concentrates the MARV and
not your strike force. After the MARV has broken the defences, your strike
force can rush in and take out the enemy forces, and their base. This might
be harder when you have more defences to deal with, but some air support can
be used to soften them up for you.
* A possible use is to use your MARV as a send and forget unit into the enemy
base. With 3 Zone Troopers and 1 Rocket Squad, for air protection, you can
just send in the MARV into the enemy base and forget about it. With such
firepower, it will be hard to bring it down, and after you set it on
aggressive mode, it will attack anything that it sees.
The leveling of the MARV will be quick, since there is so much firepower,
but the problem is that it will be slow, but once it reaches there, your
enemy better prey that they have some decent defence.
* Since the MARV is the biggest and most powerful unit in the game, one of
the best uses for the MARV is to use it as a psychological weapon. If it is
an open map, where the enemy is able to be attacked from many directions,
it is easy to scare the enemy into thinking that there is a MARV inbound
and that will force them to build specific countermeasures to defend
themselves, such as base defences, and they will concentrate on the ground,
while you can spend your credits on an air force and long range bombardment
and destroy their expensive defences, and then defeat them.
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[42.03] Epic Unit Counter Strategies
GDI is good with their power, and there are several ways to counter enemy
Epic Units, and note that this is for GDI only, not their sub-factions.
* Deny your enemy from actually getting the MARV. Scout out their base and
destroy any Epic construction facilities. Constantly destruction of this
facility will deny them the opprtunity for their construction and that is
a pretty good thing.
* Your air force is going to play a large role. Epics, unless there are
infantry inside to hit air, have now power against air units, and that means
your Firehawks and your Hammerheads, loaded with Zone Troopers of course,
are going to have a nice team hitting it. Their constant attacks will slowly
chip down the health of the enemy epic unit, and you get a free shot since
they move so slowly.
* The best method to remove epics is to use your Grenadiers. They have one of
the best weapons in the game, their EMP grenades. These grenades can shut
down anything, and that includes Epic units. With these grenades, you can
use your forces to attack the enemy epic unit without fear of them hitting
you back. With this ability, it is going to be death by a million paper
cuts.
* If you have it available, use your Superweapon against the enemy Epic unit.
They can survive a Superweapon attack on it, but there is one thing it
cannot do, repair all the damage one. It easily sends an epic into the
orange/red colours of the health bar if it is hit by the Superweapon.
* Another is going to be brute force. Using your Tier 3 units such as the
Mammoth Tank and Zone Troopers, these, although they can be run over, you
can just make them retreat and continue attacking the epic unit. Make sure
you don't rely on them too much, Nod's Rage Generator isn't exactly the
nicest thing that you've encountered.
* Build a MARV as a counterattack. The MARV itself is pretty strong, and with
some railguns, it is going to be hard to take down and for that firepower,
it doesn't come cheap. But with enough firepower to make it propell into
space, it can counter an enemy Epic, and that will make a nice battle to
watch as well.
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[43.01] Nod General Strategies
* The Reckoner is your weaponless transport vehicle until it is deployed. Once
you deploy it, is has 3 infantry slots, but remember, it is just like a
normal building, it is stationary AND it can be cleared with flames or
grenades.
* The Specter Artillery is one of your biggest assets. First, it is stealth
and therefore, can move without being stopped by conventional means without
being detected. Also, you can use them to be bombardiers at choke points.
Even if the enemy can get past bombardments from your Specters, some of your
forces can most them up.
* Also, remember to use your shadow teams. Your Specters can do some really
long range bombardment with a beacon deployed without the chance of the
enemy combing the closeby surroundings for your units. However, bear in mind
that the artillery is rather slow, so make sure they are well covered. Do
not however, be too overly careful, since there will be problems with a
whole lot of defence and nothing to protect.
* Again, same with GDI, do not forget to use your laser fencing to ensure
that your base is safe from enemy engineers. It also provides extra armour
somehow. I guess enemy units aim for the fence instead.
* Quad Turrets are the most essential upgrade for Nod forces. It gives you an
extra turret for no extra cost, save the cost for the upgrade itself. So
you should get it, since there is no reason not to.
* Tiberium Core Missiles are useful for a Stealth Tank attack. The strength
of the Stealth Tank is upgraded, and with more damage, it makes the Stealth
Tank more valuable per credit spent. This also improves the attack of your
SAM Turrets.
* Use your Vertigos on your forward operating bases, with your Combat Support
Airfields. With these, you can move your Vertigos closer for faster strikes
due to less distance travelled to get to the enemy base.
* Make sure you have scouts at the enemy Tiberium Fields. Once there are
several harvesters there, have a hit and run squad ready and use the
Tiberium Vein detonation on it to clear out all the Harvesters, and your
hit and run squad to kill the remaining harvesters. Although it will cost
you a few units, it will cripple the enemy economy, and that could allow you
valuable time to move in and mop things up or to build up an enemy force
unopposed.
* Use disruption pods to mask your entire attack force the entire length of
the march to the enemy base. That means, use your Vertigos to drop pods on
the path to the enemy base while your force moves in undetected. This allows
you to get a massive element of surprise and a show of force right outside
your enemy's base is sure to spook anyone out.
* Use your Specters to Bombard a certain spot, in particular, a choke point,
continuously to deny the enemy a chance to get past and attack you. In that
case, the enemy has no choice but to use air power to remove your specters,
and when that happens, make sure you have some AA to shred the enemy. This
allows you to build a force and more importantly, control that choke point
to ensure that the enemy can't get in, but you can get out.
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[43.02] Epic Unit Strategies
The Nod forces have what we call the Redeemer. This might seem like the
weakest of the forces, with only 2 infantry slots, but it makes up for this
with the best weapon ever, the Rage Generator.
* My favourite use of the Rage Generator is with the Cloaking Field. Since
the enemy does not know that the Redeemer is approaching their base when
it is cloaked, unless there are sensors there, you can use the Rage
Generator on the enemy units once you see them, and they will totally
wreak havoc with their own troops. That is extremely fun to watch.
* The next best thing is to use the Cloaked Redeemer and walk into the middle
of an enemy strike force. Crush the enemy vehicles that are blocking you
and make it to the centre, and rage generator to watch all the enemy forces
kill each other, and not you. That is one of the best uses of the rage
generator and it not only will help your unit, it will also crush an entire
enemy strike force and that will seriously cripple them.
* Adding a Black Hand troop into it will seriously mate this overpowered.
Adding flames to the unit will allow it to burn buildings and infantry into
a cinder, and the best thing is that it has a large range as well as
mounted on a Redeemer, which can crush enemy units. However, make sure you
actually run away before you can get hit on, because the rage generator
will not take effect until they stop firing on their current target.
* The Redeemer is the fastest of the Epic Units, though slower than most
conventional units. Therefore, make sure they you actually do something with
it, like hit and run other Epic units for some reason...
* The problem with the Redeemer is the lack of firepower, and as such, you
are going to use the psychological factor when the Redeemer is built. You
see, experienced players know the Rage Generator is something to fear, and
unit based attacks will surely fail. With this little unit hiding in your
base with the cloaking it has, that will keep the enemy at bay.
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[43.03] Epic Unit Counter Strategies
The Nod forces have some good counters, maybe better than GDI.
* Buggy EMP blasts are the most powerful weapon against the Epic units. They
will basically "shut it down" as Ramsey would say, and allow for some free
hits against it. They are cheap and relatively effective, and if it does
goes down, a replacement buggie will not be that expensive.
* Vertigos are going to be your main weapon to do some damage. They take
about 24 Vertigos to take it down in a single go, so it would be more
practical with 4 to 8 Vertigos continuously pounding them, rearming and
then pounding them again. And when the Epic does go down, you have a fleet
of Vertigos to take on the enemy.
* Stealth Tanks are quite handy since they can continuously hit and run the
Epic unit, and having the Liquid Tiberium Cores, they can hit and run on a
pretty large scale, reload, and attack again, and then run, and then hit
it again. Quite useful, except that it will cost a fair amount to set up.
* Use your own Epic, not to battle it, but to use the Rage Generator to use
the enemy escorts to fire on their own unit, and shoot down their force.
If it doesn't hurt the enemy epic, it will seriously weaken either the
escorts or totally destroy the enemy escort.
* The final way is to use some Fanatics to make some battle. Use them as
suicide bombers against the enemy epic, but the problem is, they aren't
that terribly effective in doing this and you are better off using
Vertigos. I suggest to use Vertigos anyway.
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[44.01] Scrin General Strategies
* The Ravager is one of the most anti-Tiberium units there are, and make good
use of it. Use a small group of these, say about 5 or more, to take out a
few harvesters and since these are relatively fast units, that can easily
get away, recharge and then come back and cause some more havoc. With their
Tiberium Agitation ability, it will give economy destruction a brand new
face. And do not forget that this is just for harvesters, it can also be
used against enemy refineries, and since there aren't that many of them
around, three groups of five attacking a refinery each can cause widespread
damage. Remember, 3 refineries are what most online players will use, and
with three all being destroyed at the same time, well, that is seriously
going to cause them a world of hurt.
* The Mechapede is the most versatile unit in the Scrin armoury since it has
the ability to attack vehicles, air, structures and infantry with ease. What
you build with it is completely up to you though.
* Do not forget that the Mechapede is pretty quick and as such, get a few of
these to run through the defences of the enemy base and attack the vital
structures, and ensure the power is down to make sure your Mechapedes can
escape to fight another day. The problem with using Mechapedes as an attack
force is that they are large, and make good targets as such, and that they
cost a fair amount of credits. The total for a complete Mechapede is just a
few off from a Tripod, but then again, Tripods are seriously weak against
air units, and that isn't a good thing.
* The Overlord's Wrath is probably the best power there is. I find this,
personally, a great power for attacks on my own base. The reason is that
this causes a large amount of damage to anything that is in the path, but
the reason I'd really want this close to my base is that it spawns some
Tiberium, which is quite a lot, more than enough to pay for the cost of
the attack, taking away the damage dealt done to enemy units. This duals as
an offensive and a resource power. Although it is great to demolish enemy
units, don't gift the enemy with some money in compensation for their loss,
keep it for yourself.
* The best use of Tiberium Infestation is in early game, especially when the
enemy is unlikely to build up a military presence. This is done in
conjunction with the Tiberium Vibration scan, find the enemy Tib field and
then infest it. This will slowly deal damage and surely kill anything that
enters the field, except for the building itself. You can even repair it to
ensure that it lasts a while. This will seriously dent what the enemy will
be able to do, since they want their harvesters out before they decide to
go boom.
* Ichor seed is another power that you should use when your Tiberium field is
depleted. This basically instantly spawns a set of crystals, certainly
giving more money that it costs to make the seed drop. This is also useful
if you need your allies to have some funds and don't want them to invade
your own private tiberium fields.
* Your forces can now take more punishment with the upgrade in forcefields.
With this, you can send in your forces for a longer period of time without
worrying about deploying some drones or sending them back to base. This
means that you can have the same amount of units except that they can last
longer and don't need that many repairs. Also, don't forget to upgrade your
forces with some shard launchers, they will make your upgraded forces much
more accurate. Since the plasma discs are anything but accurate, this
upgrade will ensure that they will dish out some damage, and more than that
normally could.
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[44.02] Epic Unit Strategies
The Scrin Hexapod is the compromise with the GDI MARV and the Nod Redeemer.
It doesn't have a strong attack, it doesn't have a weak one. It has moderate
speed for an Epic and 3 infantry slots. However, one infantry can change the
way the Hexapod is used.
* The Hexapod leaves much to the imagination of the user. The best is to use
the teleport function a lot more. This allows you to appear in front of
enemy forces, and suddenly disappear again, only to appear behind them.
It can be used to break through the frontlines of the enemy base defences
and teleport into the areas where there are no defences.
You can teleport in the middle of the enemy strike force, and crush every
unit that is in sight. Teleport to crush enemy units and teleport away.
Teleport into an enemy resource field and crush the enemy harvesters. There
are just so many ways to use this teleport ability, it is really up to
you.
* Their Recycling ability will give some incentive to make sure that this
unit makes it to the frontlines. The recycling system will give you back
about 18% of the structure or unit that you have totally demolished. That
may be handy, but since your don't have any Tiberium resource limits, and
given that you already have a lot of money to get one of these started
up, this ability is just a small drop in the massive ocean.
* Again, their teleport ability is just so awesome. You can use it just to
scout your enemy's forces. If you do not know where the enemy's base
defences and unit forces are, you can just teleport around, and by the
time that it takes for the enemy to send the force to deal with you, you
can easily teleport away.
* The best way to teleport is to have a strike force ready outside an enemy
base and use the teleport ability to knock out one important thing, not
the base defences, but the power plants that will support the base
defences. That will give an easy way in and cause some massive panic.
* This is the best ambush weapon since the stealth tank. It can attack from
the flanks, or the rear, and those parts are not going to be the easy
parts to defend. If you think about an average strike force, your own
force can easily handle the frontline scouts, the lightly armoured units
while your Hexapod, as big as it is, can use pop around to the bad and
take down the heavy firepower, such as Mammoths, Avatars and Tripods.
That can demolish a force relatively easily with minimal losses, and that
is probably the most important thing.
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[44.03] Epic Unit Counter Strategies
Scrin has some heavy firepower, especially in the air, and that is the main
striking point.
* The Scrin Victory Fleet is probably the best weapon that you have in the
war against Epic units. The Carriers and the Devastators have intense
firepower and a few of them, along the way, can seriously cause some damage
to both the escorts and the Epic Unit itself. Even the Slingshots built
by GDI may be strong but not strong enough to ensure that several of these
warships don't demolish it force. Do not forget that you have to make
sure that AA is destroyed first because you target the Epic, because it
would be both silly and dangerous if you don't.
* Use your own Hexapod to fight it, using the teleport ability to knock out
the escort vehicles and infantry, whilst doing some damage and allowing your
forces enough room to regroup, reorganise and fight again.
* Mechapedes are pretty good units to play around with, they are quick and
agile, making them ideal to take down enemy units. It all depends on your
loadout though, so make sure they are all disintegrators and not toxins,
Epic units are not buildings, there are vehicles, or well they are, if not
they are supervehicles!
* The Statis Shield ability is one of the best options that you have. This
will basically freeze the enemy units, making sure they don't decide to
wonder off and go anywhere, as well as giving you one valuable thing, time.
If this, you can get your forces to move onto the position of the Epic
unit, get your ground forces in place, your air support in place, and if
you have the money and the courage, use the Mothership to hover right over
the area.
With this, you can effectively trap the enemy Epic and the escorts while
your forces surround the area. This is going to be a problem for the enemy
when the Statis Shield decides to wear off.
* The Ion Storm is an effective way to continuously damage the Epic unit while
it is on the move. And guess what, the PAC is one of the units that can
generate an Ion Storm, and that also heals your Victory Fleet. Another
reason why you should use the Victory fleet to counter them.
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[45.01] Steel Talons General Strategies
* The Steel Talons are about raw firepower through their ground force, and
that removed some of the advantages of GDI. They are stuck with their
railguns, but they lack the Sonic Technology that ZOCOM and GDI have to
play around with. As such, you are going to play with big guns.
* Wolverines and Titans are going to be replacing your normal Tanks and your
APC units in terms of attack. They boost superior power in terms of their
standard GDI counterparts, but beware, they both lack the power to fight
back against air units. That may be a problem. Once your upgrades on rail
guns have effected the Titans, you'd probably look to them to replace your
Mammoth Tanks in terms of attack, because two is better than one.
* Titans are also good at quelling enemy vehicle rushes. As you should know,
the Predator is replaced with the Titan, but the Titan has the ability to
crush the enemy's vehicles, and that allows you a distinct advantage in
early game rushes
* Use your basic infantry, such as Rocket Infantry and Riflemen to garrison
your Heavy Harvesters. Although they aren't that powerful, they are good in
crushing enemy infantry rushes, since they can both attack and run over the
enemy.
* When moving your vehicles, use your mobile repair transports. These are
the difference between destruction and still being able to fight. When used
in large packs, a ratio of 2 to 1 to a maximum of 4 to 1 should be keep at
all costs, because large packs are for attacking large bases, and that means
a lot of damage is being dealt on both sides. For small groups, you can
easily service 5 to 1 to a maximum of about 8 to 1. Any more would make it
hard to repair which.
* Remember that while you send your repair transports to the front lines, you
can garrison some infantry inside to protect it. While it is an APC without
the machine gun, you can still protect it against air. However, make sure
that you have two repairs for large groups, lest one be destroyed by the
enemy air force.
* Make sure that you bring adequate AA support because that will be a major
enemy threat. Steel Talons do not have APCs as AA, so make sure that some
Slingshots come along to join the party and up the ante.
* Use your Railgun Accelerators in tandem with your Repair Transports. You
should know that the Accelerators damage your units when they fire whilst
the ability is activated, so by having transports, you can nullify all the
damage that the Accelerators will cause to your units.
* Your Behemoths are now better able to move closer to the enemy front lines
and fire on your targets. With an infantry slot, they can fend off other
enemy infantry, but they are still sitting ducks. You might want to use
some of your vehicles to protect your investment, but with superior
firepower, this option should be looked at.
* You need to compensate for your lack of infantry. Your lack of Snipers,
Commandos and Zone Troopers will seriously give a disadvantage to your units
because they are much better as support troops.
* The Use of the Adaptive Armour, which gives immunity against the EMP will
be best used in combination with the Shockwave Artillery will be a serious
advantage for your troops. Allowing your Mammoths and Titans to keep
fighting while all your enemies are down is great. To do this, activate the
ability of the units and then use the Shockwave Artillery on them, making
them move into the middle of the enemy troops. This will disable all the
enemy units, but not your own, but they will still be damaged. While this is
happening, move your Repair Transports close and then when the barrage is
finished, repair your troops while they fight a defenceless enemy.
* The best form of offense is the best defence in the game. You have excellent
Guardian Cannons since they have Railguns and their Rigs will form Rail
Gun Battle Bases. This allows you to creep into the enemy base slowly but
surely. With heavy defensive power, you can take control of the enemy
Tiberium Fields and slowly deny your enemy of the valuable resources.
* You can easily control chokepoints with serious firepower. Mammoths and
Titans can wipe the floor with ground units and S?gshots can take out
enemy air units with ease. Mobile Repair Transports can easily repair and
damage that you units will receive. This allows you to rank up your units
first of all and take command of the situation with minimal costs. While
your units dish out damage, the enemy will send wave after waves of troops
and lose them, you can easily build up a bigger attack force to take them
down.
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[45.02] Epic Unit Strategies
* You are going to miss the turrets that normal GDI infantry are going to
use. With no snipers, and especially no Zone Troopers, you lack strong
Anti-Infantry ability, as well as a powerful support unit in the form of
the Zone Troopers. You are going to rely more on your Grenadiers to kill
enemy infantry and possibly Missile Squads to get the job done.
* With an underpowered MARV, I suggest that you use more vehicles as an
escort. However, the MARV is extremely useful for one thing. With the price
of many of your units sky high, controlling the valuable crystals will be
more than important in the game. With the MARV, you can easily send your
MARV on "suicide" missions to basically wipe clean the enemy Tiberium fields
and collect it all for yourself. This can afford yourself another MARV if
it does fall and plenty of money for a new attack force.
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[45.03] Epic Unit Counter Strategies
* This is where the Steel Talons shine. The only way to take down an epic
unit is with sheer firepower, and the Steel Talons have plenty of that.
* Behemoths will allow you to bombard the enemy column with sheer force and
it will seriously undermine the condition of the enemy units to fight
with weaker health. You can slowly bombard the enemy units, and move your
units back as they get closer to your base.
* The combination of Adaptive Armour and Shockwave Artillery can be a good
combination. That will allow your Mammoths and Titans to crush the enemy
vehicles as well as do some serious damage to enemy Epic units. The enemy
is defenceless and you have full rein to do as you wish. What more do you
want?
* Your Railgun Accelerators will serve you faithfully here. Although they
damage your units, they greatly increase the firepower and they are easily
repaired with the mobile repair transports. This makes is easy for you to
hold the line.
* With your Mobile Repair Transports, you can easily block the path of the
Epic whilst dishing out serious damage. Use the Transports to repair the
damage that your units will receive and only move them back if they are
in danger of getting crushed by the Epic Unit. Mammoths and Titans are the
best units to Hold the Line.
* Don't forget, that although the Steel Talons have good vehicles, do not
forget you have Hammerheads as a good air support and can deal minor but
constant damage. Your enemy will probably forget this, so use it to your
advantage.
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[46.01] ZOCOM General Strategies
* ZOCOM will have the power of Sonics and not the power of Railguns. In a
sense, you lack direct firepower, but possess Indirect firepower in the form
of the sonic wave, which can seriously harm enemy units and buildings with
relative ease.
* With Zone Raiders taking over from their male counterparts, they can be a
fully independent force without the need for AA support. It is easy to
scan an enemy base and send in the drop pod. Even with decent air units,
you can hold your ground whilst using those powerful sonic grenades.
* The powerful Sonic rounds can seriously impair enemy units, but the problem
is that Railguns do much more damage. However, with stronger armour, they
can take more damage and their AA rockets can dish out some damage.
* Your Shatterers are going to be a serious attack force. Although they cannot
attack the enemy air force, they are slow as well, they dish out good
amounts of damage and even have an artillery mode. Although they are
disabled when they have used their artillery mode, they have extended
range. Use the Shatterers against grouped units, because their sonic waves
pass through the enemy units. Like the sonic turret, this allows it do hit
more than one unit per attack, which is quite useful against swarms.
* With the Tiberium Suits, you can have all your units cross Tiberium without
taking damage. Because it is relatively easy to research, you can quickly
build a large attack force of Missile Squads to attack the enemy Harvesters
and that will provoke a response, they is easily handled with the Missile
Squads and the Riflemen. This is best used early in the game.
* With Sonic Shells, the Orcas are much stronger and dish out more damage.
With Hardpoints missing, they will have some better armour, which makes them
much more suited to hit and run. Make sure that this slight improvement is
taken advantage of.
* Make sure that you also use your Firehawks. With the Ceramic armour upgrade,
they have stronger armour, and although this comes at the cost of the
Hardpoint upgrade, stronger armour will allow for deeper insertions into
enemy territory and the increased odds that they survive combat.
* To control the chokepoints, you have deploy shatterers to the choke point
and force fire into that point. This ensures that the enemy cannot enter
the point without suffering damage from the sonic waves. Time them out so
that the point is continiously being fired upon and that the enemy has no
time to sneak through. Use Slingshots to ensure that no air unit gets the
idea that bombing your units is the way out.
* Remember that your Shatterers are also a good form of mobile defence. Their
attack is basically the same as that of a Sonic Turret, and it has the added
benefit of mobility. Ensure that this benefit does not go to waste, it is
an extremely useful ability.
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[46.02] Epic Unit Strategies
* This is slightly easier since you have Zone Raiders to replace the Zone
Troopers. This will give your MARV a nice Sonic Turret, which is dangerous.
Besides the fact that they have more armour to play around with, they fire
their sonic rounds like crazy. Their rounds will deal good amounts of
damage to each, and with 3 other turrets and a tri-barrel Sonic Cannon,
4 Raiders in the MARV is seriously dangerous.
* Remember that although the Raiders get an AA rocket, they does not apply
to the MARV. You do not get a AA rocket to fire on enemy air units with
the Zone Raider inside the MARV. This is a shame, that would have been
total ownage, but that would make it rather unbalanced and that doesn't
really need some tactics, because everyone would do it.
* With Mammoth Tanks seriously weakened without the Railguns to play around
with, you are going to have to stick with some Shatterers and some
Slingshots as a decent escort. Without Railguns, the Mammoth is firing
normal shells, and that would be pointless if it did at that specific price
to say the least.
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[46.03] Epic Unit Counter Strategies
* With powerful Sonics, they will be your primary counter. Your Shatterers
are going to be the best form of attack. They will dish out damage to the
escorts with the enemy Epic as well, making that extremely useful. They
can fire their Artillery Sonic Wave, and while that will lead to a disabled
Shatterer, the enemy Epic is a slow moving unit, allowing you to
continiously to do this the entire way.
* With stronger armour, you can send in Firehawks to bomb the living daylights
out of the enemy units, especially the enemy Epic, and because you can take
more hits, that will be useful.
* Zone Radiers in a Hammerhead can dish out damage, and with enemy epics
unable to initially target aerial units, you have the advantage to send in
sonic shells to continiously harrass the enemy epic until they decide to
send in AA, but by then, you can pull out to fight another day.
* Your grenadiers have EMP grenades, and that allows you to slow down the
enemy unit with ease, allowing for a massive sonic Shatterer attack on the
epic. With their units disabled, they cannot hope to fight back. This
can be replaced with the Shockwave Artillery because it will disable the
units and dish out some damage, which couldn't hurt.
* Remember, your Sonic Orcas can do some quick hit and runs and that surely
will mean some damage. Imagine 4 Orcas, using a Combat Support Airfield
moving up to the enemy, quick rearm and continious attack. Harrassment is
the key to victory.
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[47.01] Black Hand General Strategies
* Without any stealth to play around with, you are going to have to use the
power of pure flame. Without any air support to play around with, and the
valuable stealth tanks, you are going to have to compensate.
* Your Flame units are powerful on its own, but even more powerful with the
Purifying Flame upgrade. With this, the flame weapons are extremely powerful
to play around with, knocking out buildings and infantry with no problems
but the problem will lie in tanks.
* Don't forget that you have one of the fastest AA support units in the
Mantis. The GDI Firehawks, enemy Nod Vertigos and the Scrin Victory Fleet
are totally without a solution when they face the Mantis also in a group.
With their speed, they are relatively good for scouting the map because
with information, you have the knowledge to strike.
* Confessor Cabal units are extremely good against enemy infantry with their
funky grenades. Although it is an activated ability, that will seriously
force the enemy infantry to fight one another, and that isn't good for your
enemy.
* The Purifier is a force to be reckoned with. With their ability to crush
enemy vehicles, a flamethrower and the laser, it makes it extremely hard to
take down. Stomp over enemy vehicles and gry the buildings and crisp the
enemy infantry. These will form your attack force, but bring some Mantis
units to ensure that enemy air units will not cause you a major problem.
* Charged Particle Beams will make your anti-infantry roles more dangerous
than it is, but it comes too late and too expensive in the game to make it
very useful. Same goes for the Black Disciple because infantry really isn't
your thing.
* Power Signature Scan is going to be a very good scouting ability. It allows
you to see the place of the enemy power plants, and normally, they will be
custered together and make easy pickings for your flame units. Even not, it
is a cheap support power and can be used to find out where the enemy has
their base and the location of the power plants.
* The Decoy Temple of Nod is a good way to lure enemy units to your location.
By using this, you can create a fake Temple of Nod, and use this as bait.
Build massive defences to surround this fake Temple of Nod, and make sure
that you have a real one, so the countdown is real. While your enemy attacks
the decoy, you have some good defences to drag them down. With this timing,
you can send in your atktack force into the enemy base to ensure that they
are literally caught with their pants down, and is a easy way to win.
Remember, even if it is destroyed, the gain that your attack force has made
will make it hard for the enemy to replace.
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[47.02] Epic Unit Strategies
* Without some other infantry, your Redeemer is going to be equipped with two
Black Hand units, and with the Purifying Flame upgrade, it will cause more
pain.
* Although you don't have the ability to cloak, rage generator and run away,
you still have the rage generator. What you can do is that you send in the
Redeemer, with two Black Hand units, kill what you can and rage generator
to distract any enemy units if possible.
* Remember, your flames are going to be the main killing point. They will
attack whilst you move, and that will seriously be beneficial for your
units. Enemy vehicles can easily be crushed, it takes too long to use your
laser to blow it up. Vehicles and air units are going to be the threat that
your Redeemer will face, vehicles, infantry and buildings are easy pickings
for your units
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[47.03] Epic Unit Counter Strategies
* Without stealth, it is going to be hard to use Nod for your advantage
here. This will seriously hard for you to take down an enemy epic because
stealth and air units are the easiest ways to take down the enemy epic,
so we need some real tactics.
* The best way is to use your attack for as a defence force. EMP Coils from
Raider Buggies is one of the ways to shut down the enemy Epic whilst you
send in your attack force to take it down. Close range Purifiers will be
able to use their laser and their flames to take it down. Unfortunately,
flames are not very effective against vehicles, and that is a problem.
* Concentrate your fire on the escorts if you can. Your own Epic can easily
crush enemy vehicles, and the best thing is, the Rage Generator. That
will force all enemy units to fire on each other, so use it if you can.
* Steel Talon will be hard to beat with the EMP Coils. Adaptive armour will
cause some headaches, but guess what, you can use some infantry as well. You
own Attack Bikes will be able to use hit and run tactics whilst Rocket
Militia will be useful to a certain extent.
* A whole horde of your Rocket Militia will seriously be effective. Spam it.
Enemy tanks are useless against infantry because they use cannon damage
to attack, but cannon damage is poor against the cannon resistant infantry.
Spam will be good against enemy tanks and vehicles, even aircraft, but
make sure that the Anti-Infantry units are taken care of first.
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[48.01] Marked of Kane General Strategies
* The Marked of Kane is totally about your infantry units. Your standard
infantry is on par with the elite infantry of the other teams. Make sure
that they are utilised.
* Your cyborgs have powerful EMP pulses. The Awakened have a decent EMP
blast, and a powerful attack to boot. The Enlightened have a improved EMP
blast and a stronger attack. Also, they have tough armour, making them
hard to take down. These units should be used to the fullest, they can
easily wreak havoc with enemy units, even vehicles.
* Tiberium Troopers have their uses. They basically replace the Black Hand,
but the problem is that with these units, they deal weak damage to enemy
buildings. They can do anything that the Black Hand units can do, but they
have a poor attack against buildings, and a slower attack as well.
* Magnetic Mines are the best sort of trap for your chokepoints. They are
special mines compared to your generic Nod mines. These mines attach
themselves to the enemy vehicle, and continue to deal damage until they
are removed with a Mobile Repair Transport or a drone, either from the Scrin
Power or from the War Factory. And the beautiful thing is, if they are far
away from their base, their hopes of survival is slim to none. Even if not,
having a weakened enemy on your doorstep will make it easy to take care of.
* Their Supercharged Particle Beam is one of the most powerful weapons. Once
they are applied to the your Venom units, they are extremely powerful. Even
though these is a high cost to purchase the upgrade, they make Venoms more
lethal than what you'd want to think they are.
* The Enlightened is seriously one of the most dangerous infantry units that
there are. It can attack everything except for air, but your Venoms can
take care of that. With an EMP Blast, your Venoms can help take down their
disabled prey whilst you can send in reinforcements.
* With your Magnetic Mines, you can easily use that as a bridge between your
forces and the enemy. With that, you can be sure that if the enemy do get
the mines, you can send your forces back a bit to let the mines do their
work. Then swoop with your forces and then send in the Venoms to ensure
that the survivors do not survive.
* Venoms are going to be your primary attack force. Your own infantry are
too slow and cumbersome that they cannot really pose a threat. Make some
hit and run tactics with the Venoms, with their powerful particle guns to
make sure that the enemy gets the point loud and clear.
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[48.02] Epic Unit Strategies
* Without the Flames, you get a really weak Tiberium Turret. The problem is
that with the Tiberium Turret, it does subpar damage to enemy structures
in comparsion with the Flames. They are still good against infantry, and
can clear garrisoned structures
* However, even though your Tiberium turret is weak, you can still be sure
that your enemy's infantry will die with the last thing they see is the
green glow.
* Remember, you cannot garrison the Enlightened into your Epic. This is a
shame since they are a decent attack force. This still makes them useful
for your forces.
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[48.03] Epic Unit Counter Strategies
* You have one of the biggest armories for counter. The first of all is that
you have the Awakened and the Enlightened with their EMP blasts. Given
that the enemy epic will have cannon damage, infantry suiciding will be
a good way to slow down the enemy, EMP and then allow for your Venoms to
swoop down and deal some good damage.
* Magnetic mines are one of the best ways to take down the enemy epic. Slowly
but surely, it will make some little damage over time into some good damage
by the time it can get to your base. In combination with the EMP, this will
make your mines that much more deadly.
* As mentioned above, EMP will still allow the mines to do damage over the
period of time. This is a great asset to you because they are disabled,
taking damage and your units are en route, the enemy is going to have a
hard time replacing their loses.
* Remember with the Magnetic mines, that damage done to one can be enhanced
when there are more mines. And guess what, if you decide to drop the mines
on top of the enemy epic, that will cause some damage once he decides to
move the unit. To move, they need to get across an entire minefield and
that means crossing a lot of mines, and that means taking a lot of damage.
* Remember that the enemy Epic cannot initally hit air. With your new powerful
Venoms that are flying around in the air, this can mean that your forces
go around without the fear of enemy attack. Use this to your advantage, hit
and run the epic to draw out the AA support, destroy, rinse and repeat.
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[49.01] Reaper-17 General Strategies
* If you want some quick money for you and your allies, build as many of the
wonderful Growth Stimulators as you can. The reasons that it not only makes
Tiberium grow back faster, you also get money because the stimulator decides
to harvest some of the Tiberium for free, giving you free money and that
is about the same as a Tibeirum spike.
* Your Reaper Tripods are seriously damaging to your enemy. The power of the
Tripod is amazing and the fact that they are tougher to boot, that makes
that a serious threat to the enemy. With support AA, it makes your Reaper
Tripods nearly invincible and makes the enemy have nightmare of Reaper
Tripods running down the battlefield.
* You have a Conversion Beam with your Tripod, and that makes your Tripod
more amazing. This allows you to grab some Tiberium and boost your
attack power. Now what is more amazing than stealing the enemy's resources
and dishing out more damage.
* Your Shard Walkers are going to be the basic AA unit that will join your
attack force. With their Shards upgrade, their attack on enemy air units
will deter them from attack your units, and the Reaper tripods in
particular.
* Remember that both the Shard Walkers and the Tripods have the forcefield
upgrade, allowing them to suffer more damage from the enemies. Whilst it
may not recharge, it will deter the EMP attacks because they are good for
one EMP blast and some damage, so use that to your advantage.
* Do not forget that you can do the GDI thing and drop in Shock Troopers onto
the battlefield and reinforce your forces. Since they are quite strong, that
can mean that your enemy has to deal with more than your attack force.
* Just because you don't have a good air force, it doesn't mean that you are
totally useless. Remember that your massive ground force is going to make
up for your lack of a Victory Fleet. And with the Mantis and the Slingshot
making life hell for air units, be lucky that you are staying on the
ground.
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[49.02] Epic Unit Strategies
* You don't have any disadvantages with the Reaper cult. They do not have
any missing infantry, and that allows for a proper Hexapod. However, there
are some things that with Reaper-17, will change the role of the Epic.
* With the Teleporting Epic, you should really delegate it the role of making
sure that there are no survivors that come out of the back of the base. Your
attack force should focus on your strength, and since that is Reaper Tripods
and Shard Walkers are your primary attack force, your Hexapod is really
there to clean things up.
* Make sure that you support your Hexapod carefully. Your Shard Walkers will
seriously make quick work of infantry and air, whilst the Tripods will
take care of enemy tanks. But bear in mind that they are quite expensive
to construct, so the use of the growth stimulators will seriously be a good
investment.
* Consider not using the Epic in support of the Tripods and Shard Walkers.
They do a good job and since the Reaper does not have air support, you don't
need to worry about them. You have a fantastic ground force, and building a
Hexapod to get the enemy to build anti-Vehicles defences, it isn't all that
great for you.
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[49.03] Epic Unit Counter Strategies
* Without the Victory Fleet to do some countering, you are going to have to
rely on the good old reliable ground force.
* Tripods are going to do the majority of the damage. Make sure that you get
those conversion beams pumped and the Forcefields ready to take some damage
for the team.
* Since you aren't allowed an air force, you are still allowed Stormriders.
With these, make sure that you use them. Because of the fact that the two
most powerful aircraft are removed, they neglect the lonely stormrider and
no doubt lack powerful AA support. With this, take down their units by
picking them off one by one.
* Send in the drop pods for your Shock Troopers behind the enemy attack for
with their Epic in it. Knocking out the escorts will allow for an easier
job for your defenders since there isn't anything that can dish out a
distraction.
* Remember that your Tripods are vulnerable for being crushed, so make
sure that they keep a distance from the enemy since you don't want a 3000
credit unit being destroyed. Hit and run, since the Tripod should be able
to outrun the Epic.
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[50.01] Traveler-59 General Strategies
* With the powerful of Mind Control, the Traveler sect is one of the most
dangerous to play against. The power of mind control is seriously something
to be taken seriously.
* Your primary concern are the Cultists. They are basically the one unit
controllers, which is quite useful. For example, controlling one of the
more powerful enemy units, such as a Mammoth Tank, can seriously cause
disunity within enemy ranks.
* The Prodigy is one of the most dangerous units since it can command several
units at a time, making sure that the enemy isn't sure what is going on.
With the ability to teleport away as well, your enemy is going to be
hard-pressed to fight off enemy units inside their own base.
* A mass swarm of Cultists may be hard to control, but controlling a lot of
them will allow for you to take command of an enemy attack force. This will
require for you to go into planning mode, but lack of Anti-Infantry will
only make your life easier.
* With controlled enemy units, it sometimes works well as a decoy. When you
are GDI, you don't except a Mammoth Tank walking back to your base to be
a problem, but when you realise, hey, I didn't order that tank back does
your enemy realises that it isn't friendly.
* With Cultists, they can control another units after their controlled unit
has been destroyed or you choose to control another. This makes them more
than a one off unit, they are a multi-purpose unit. By getting rid of a
dead unit, you can get another to ensure that the enemy is constantly
worried about their own units coming back. That will seriously stop enemy
attacks without some security.
* With the upgrade to the engines of the Warship and the Carrier, that makes
your units more deadly. The faster they go to the enemy base, the better
for you, the worst for your enemy. The best thing is that the advantage
cannot be wiped off. It is a permanent effect, so make sure you use that
to your advantage.
* Use the Temporal Wormhole against enemy units. By slowing down their speed
and fire, it might act as a EMP, but it isn't, because remember, they can
still fire, and that might mean copping a whole world of hurt if you aren't
careful.
* Using the Temporal Wormhole is also a great way to capture enemy units.
They are slow and aren't moving real quick, and not fast on the trigger
either. With that, it is easy for capture. Its the next best thing to the
EMP, and if you can get that, its even better. No mobility means easy
to capture.
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[50.02] Epic Unit Strategies
* You really shouldn't use the Epic, but anyway, Traveler does not have any
disadvantages. They replace the Mastermind with the Prodigy. That really
doesn't do anything, it still provides a teleport turret but does not
provide perks such as mind control.
* You cannot use the Cultists are part of the Epics garrison. Remember that
because imagine a Hexapod that starts to control enemy units. That will
be VERY unbalanced.
* With mind control, why do you need an epic. Brute force is not the way of
the Traveler sect, so why bother. You can support it with the Victory Fleet,
but the Victory Fllet is what it's name suggest, use it for Victory.
* You don't really have upgrade ground forces, so you are relying on Gun
Walkers and the normal Tripods for ground support. This isn't exactly the
best solution since Gun Walkers are relatively weak. Air support is a much
better choice, but they are quite expensive.
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[50.03] Epic Unit Counter Strategies
* The best counter that you have is the Victory Fleet. With the lack of
air attack from the Epic, that makes them extremely weak against their
attack. Devastators and Carriers will seriously make it hell for enemy
epics, but bear on thing in mind, THE COST.
* The next best thing, and a much better one, is that you use the Cultists and
your Prodigy to control the enemy escorts and use them to fight for your
cause. That is a much better solution, since you don't have to pay for the
units, only for your mind controllers, and that you are closer to home and
closer to unit production, unlike the enemy attack column, they are far
from home, and that makes their units hard to replace.
* With controlled enemy escorts, make sure that they target the Epic unit
first, because the other escorts, you can take advantage of. If they are
powered up and gain ranks fighting their own units, you can use the cultist
that losts a controlled unit to control the ranked unit and use that to
fight against the Epic. What you really want is that the enemy Epic
arrives to your base dead or cripped, or if not the case, back at base.
* Use the Temporal Wormhole in this situation. If you manage to control the
enemy escorts, you can move them out of the way of the Temporal Wormhole.
That allows you to capture enemy units far easily and free shots against
the enemy Epic, which is always a nice thing.
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[51.01] Global Conquest
Global Conquest is the new mode that has been added to this game and it
plays as a Risk style game. You basically control one of the three sides, the
Global Defence Initiative, the Brotherhood of Nod or the Scrin Mining Fleet.
You can control the subsects, the Steel Talons, ZOCOM, Black Hand, Marked of
Kane, Reaper-17 and Traveler-59 when playing as their parent faction.
You have bases, where your bases are and where you operate out of. These
bases can be upgraded with defence, technology and power and even have a
strategic structure, such as the Ion Cannon, which will grant you abilities
to use on your enemies. To do the fighting, you will have some strike forces,
which are essentially armies to do the fighting for you.
You also have support powers which allow you to change the tide of battle,
just like the support powers in the battles. Also, you also have to have
battles, like skirmishes, which allow you to be the attacker or defender.
Or you can auto-resolve the issue and allow the computer fight for you, be
it a win or a loss.
To win, you need to complete one of the victory conditions that are listed
below.
There are 2 Victory Conditions for each team. However, completing one will
allow for victory in the game. Therefore, complete a Victory Condition to
win the game. There is one specific to each side and one that is global, ie,
applies to everyone.
The Global Victory Condition is Military Victory. That means, you basically
move and wipe everyone out. This is probably the harder option because there
are two sides that you need to wipe out and you need a fair amount of
resources to control.
The Second Condition for GDI is to control 33% of the land mass. That
basically means controlling one third of the land map with your bases, because
the claimed land must be within your bases's area of influence.
The Second Condition for Nod is to have 24 cities at the highest level of
unrest, that is, on the red colour. This is beneficial for Nod, but not for
GDI.
The Second Condition for the Scrin is probably the worst, you need to have
9 Threshold Towers at 9 seperate Tier 3 bases. This is hard because you need
to build up nine bases at tier 3, which takes time and money, and build the
Threshold Towers.
There are two main resources, Tiberium and Cities.
Tiberium is basically the light green shade that is on the land. To harvest
this Tiberium, you need to place a base. The Tiberium within a base's area of
influence will be harvested by the base, which is rather handy if you have a
Tier 3 base. The Greener the Tiberium, the more that it will generate. The
problem is that over time, the harvested Tiberium will reduce the amount of
Tiberium in the area, which means less money. This forces you to go and
control more patches of Tiberium.
The main patches are found in the middle of Australia, so it is viable for
a single base, the next viable area is Africa. There is plenty there to be
exploited. The middle of North America has a fair mount of resources, as
with South America. The final patch is basically where Russia is, as well
as Mongolia, bits of China and parts of the Middle East.
The second real resource are the cities. Depending on the side, you get
resources on the status of the city. GDI will receive resources on the
population and unrest of the city. The more population there is, the more
resources, the lower the unrest, the more money you get. The population will
be based on the frame around a city, the more the better, unrest is based on
colour. Blue means no unrest, yellow means that there is moderate unrest and
red is pure angry.
Nod on the other hand, the most cities in their control that are on high
levels of unrest, the more money that they will receive. And Scrin, well, the
less population there are, the more money they receive. However, bear in
mind that cities under GDI control have increased population and lower unrest
as a result of a base's influence, cities under Nod control will have their
unrest increased and the population under Scrin control will be killed off.
This makes the Scrin harder to make money because as the population slowly
dies off, they don't get any more resources from the cities, and that is
a problem. That means they need to build more bases, allowing GDI and Nod
to gang up on your and finish you off.
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[52.01] Basis of Strike Force
The Basis of a Strike force is to attack the enemy and destroy them. They
are your platoons, the brigades, the companies, the armies. These are the
only units that you will move around on the map at any time.
These are recruited from local bases. The Tier of the bases will allow what
type of units can be recruited. Tier 1 bases will allow for the recruitment
basic units such as your Rifle infantry and your basic tanks. Tier 2 will
allow for more developed units such as GDI Shatterers, Beam Cannons and
Devourer Tanks. Tier 3 will allow all units, and the most advanced.
The units much be purchased at a base and the strike force level much be at
the tier level of the base. The cost is based off the resources that you
have, not the price in your skirmishes.
Also, whilst in battle, the ranking of your units and garrisoned units, such
as infantry into the MARV, will be retained into the next battle provided
that the said unit surivives. That is an incentive to use normal battle. This
is because when your forces attack a base or another enemy force, or if they
attack you, you get the option of you battling or Auto-Resolve. More on
that later.
Anyway, Strike forces have 50 unit spaces. A unit can take anywhere from 1
slot out of that 50 such as infantry up to 20 with your Epic Unit. It is a
good time to note that with the Nod Redeemer, cities near the Redeemer will
have increased unrest. Bear that in mind.
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[52.02] Strike Force Abilities
There are several abilities of a strike force.
Upgrade is one that is done in the area of a Tier 3 base. The upgrade function
allows for your units to receive all the upgrades that you can, such as
Railguns for your Mammoths, Coils for your Buggies and such. This function
will upgrade ALL your units, which is rather handy.
The next one is the Repair function. When one of your units are lost in
battle, you can use the repair function to regain all the lost units, provided
that the strike force still exists. No matter the units lost, infantry to an
epic unit, the cost will be the same, so bear that in mind.
You can set your forces into aggressive stance, which will allow for your
strike force to attack anything hostile near it, be it a stike force or a
enemy base.
You can also build bases with a strike force, provided that there is a MCV
unit with the strike force. Bear in mind that the strike force will be
without a MCV once the base is completed.
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[52.03] Movement
The forces can move depending on their force size. Light strike forces will
be easy to move, have larger movement and that will decline with the size
goes to medium, to heavy and then to ultra heavy. The heavier it is, the
slower the units are overall, but the greater the firepower.
Strike forces are easy to move, read the manual to be sure. You can also
airlift your units. If they are in a Tier 2 or higher base, they can be
airlifted to another Tier 2 or higher base. With GDI and Nod, they have naval
transports, so port cities will be able to transport the strike force from
one port to another.
Scrin however, have the Wormhole power, which basically allows them to
transport any unit between two parts of the world. This is useful for the
Scrin, since they are going to aim for the military victory over the tower
victory.
Below are all the units that you can use with GDI with the Custom Strike
force. If you are unaware of this, read the manual on how to create a custom
strike force, or just twiddle around with the game and you'll find it, sooner
or later. Anyway, remember that starting a custom strike force will cost you
500 credits, and 1500 credits when your first unit is placed. So before you
can start a good force, you need 2000 credits, probably for maintenance.
Below is the stats for each unit. The cost to place them in the strike force,
the tier level required for the unit, their initial size in the strike force
and the number of slots, out of 50.
Unit Cost Size Tier Size No
----------------------------------------------------------------------
MCV 2000 Heavy 1 4
Surveyor 1000 Heavy 1 2
Harvester 350 Light 1 2
Rig 700 Medium 2 2
Rifleman Squad 105 Light 1 1
Missile Squad 140 Light 1 1
Engineer 175 Light 1 1
Grenadier Squad 280 Light 2 1
Sniper Team 350 Light 2 1
Commando 700 Medium 3 1
Zone Trooper 455 Light 3 1
Pitbull 245 Light 1 2
Predator Tank 385 Light 1 2
APC 280 Light 1 2
Slingshot 385 Light 2 2
Shatterer 525 Medium 2 3
Juggernaut 770 Medium 3 4
Mammoth Tank 875 Medium 3 4
MARV 2500 Ultra Heavy 3 20
Orca 385 Light 2 3
Hammerhead 525 Medium 2 3
Firehawk 525 Medium 3 3
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[53.02] Steel Talon Forces
Steel Talons have a few extra units, but not a lot. Well, more than Traveler
59 anyway.
Unit Cost Size Tier Size No
----------------------------------------------------------------------
Heavy Harvester 550 Light 1 3
Combat Engineer 175 Light 1 1
Titan 420 Light 1 2
Wolverine 280 Light 1 2
Mobile Repair Transport 280 Light 1 2
Behemoth 770 Medium 3 3
The Scrin Forces are less numberous in number, but stronger than their GDI
and Nod counterparts. Note that there are no mechapedes. That might be a
problem
Unit Cost Size Tier Size No
----------------------------------------------------------------------
Drone Ship 2000 Heavy 1 4
Explorer 1000 Heavy 1 2
Harvester 350 Light 1 2
Buzzer 70 Light 1 1
Disintegrator 105 Light 1 1
Assimilator 170 Light 1 1
Shock Troopers 280 Light 2 1
Ravager 185 Medium 2 1
Mastermind 525 Medium 3 1
Gun Walker 245 Light 1 2
Seeker 280 Light 1 2
Devourer Tank 490 Light 2 2
Corrupter Tank 350 Light 2 3
Annihilator Tripod 770 Medium 3 5
Eradicator Hexapod 2000 Ultra Heavy 3 20
Stormrider 525 Medium 2 2
Devastator Warship 840 Medium 3 5
Planetary Assault Carrier 1050 Heavy 3 5
Traveler 59 has only two additions, and might I add, the Prodigy, for the
elite infantry slot, IS VERY CHEAP. The Mastermind itself is relatively cheap
compared to the other teams, but the prodigy, wow, half price.
Unit Cost Size Tier Size No
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Cultists 370 Light 2 1
Prodigy 370 Light 3 1
Support Powers are like the Support Powers that you have in battle, they
are used to help you, and sometimes, turn the tide of the game, but their
influence normally isn't that massive. These powers are conducted in the
Action Phase, in which everything is conducted, the Powers Phase in which
the support powers are activated and finally, the Battle Phase where
battle is conducted.
Tier 2 Powers are available when you have completed a Tier 2 Base, regardless
on how many other Tier 2 bases there are or how many Tier 1 Bases there are,
once you have upgraded to Tier 2, you will have access to these powers.
*************
*Orca Strike*
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Cost : 3000 Credits
Power Type : Offensive Power
Recharge Time : 2 Turns
This power allows for you to target an enemy strike force and damage it. Note
that it only works for Strike Forces, not enemy bases. The damage is pretty
decent, but don't expect it to take down an enemy epic unit for you, but it
can take out Tier 3 units, if you are lucky. All random.
This is best used to weaken enemy strike forces that are heading towards your
base. This allows for either your base to clean it up or have your own strike
force remove the enemy strike force.
*************
*Refugee Aid*
*************
Cost : 3000 Credits
Power Type : Utility Power
Recharge Time : 2 Turns
This is an extremely useful power against the Nod forces and to boost your
own resource collection. This power is meant to decrease unrest in a target
city, and when it says that it'll reduce it, it will. It will shift red
unrest to yellow, and yellow to blue. Well, what do you expect, if you get
food and medical supplies, you don't need to protest much.
This is great against Nod since they will probably aim for the alternate
victory condition on 24 cities on the highest level of unrest. This will
instantly change that 23 into 22, which means them without victory for a
longer period of time.
Tier 3 Powers are unlocked once you have built a Tier 3 base. Once it is done,
you get access to Tier 3 Powers. They are generally more powerful than your
Tier 2 powers, and more useful. GDI only has one Tier 3 Power.
Cost : 1000 Credits
Power Type : Reinforcement Power
Recharge Time : 2 Turns
The Special Forces power is available for you with Tier 3 bases. This allows
you to create a Special Forces Strike Force on the map that is within the area
of influence that you control. You can also only have one at the time, no
more than one, because this powerful is pretty useful.
This Strike Force contains 1 Commando, 2 Sniper Teams, 4 Zone Troopers and 2
Firehawks. For 1000 credits, that is very, very economically efficient, since
it costs at least 2000 for a Strike Force to be created. With such power, it
can be used to defend your base from enemy attacks once they come knocking
down your door.
Once you have a Tier 3 Base, you have the choice of 5 Strategic Structures
that you can put in your base. More on these later under the bases section.
Anyway, these powers are the most powerful for your faction so use them
carefully. I'll also list down what building will provide it. More on the
buildings later.
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*Sky Sentry*
************
Cost : 2000 Credits
Power Type : Intelligence Power
Recharge Time : 2 Turns
Building : ASAT Defence Centre
The Sky Sentry power will basically be your tool against Nod. Since Nod can
upgrade their base defences and have their base stealthed, as well as the
Strike Forces within their Bases's Area of Influence, the Sky Sentry will
reveal them all for you.
This allows you to take down the Nod forces, either via combat or bombing
the crap out of them. Otherwise, you are going to have to have some stealth
detectors in the Strike Forces that move around to scout out the Nod bases.
And that will take some time.
*************
*Media Blitz*
*************
Cost : 1000 Credits
Power Type : Utility Power
Recharge Time : 3 Turns
Building : Intelligence Centre
This power will reduce the unrest in the cities within a target area. Although
this does not decrease the unrest like the Refugee Aid, they have a minor
effect that CAN reduce the unrest in the city.
This is useful against Nod opponents that have their cities stacked next to
each other. It is also useful for stacked cities near your own bases. It will
either result in a loss of income for Nod or income for GDI. Either way, you
cannot lose. Though Kane is the master of the media, why GDI would bother, I
do not know.
Cost : 2000 Credits
Power Type : Offensive Power
Recharge Time : 3 Turns
Building : Intelligence Centre
I might say that this is one of the most useful powers in the game bar none.
This power basically cancels the orders of an enemy unit or strike force for
the turn it is activated. That means, if the enemy has ordered to repair their
base, a Commando Strike will make sure that no order is completed for that
turn.
This is useful for some many reasons. It can be used to block enemy bases from
upgrading, to stop enemy strike forces from building bases or attacking your
bases. There are many uses for them, you just need to think, when do I use it?
Cost : 1000 Credits
Power Type : Offensive Power
Recharge Time : 3 Turns
Building : Tiberium Processing Plant
This is quite useful to use against your enemies. It basically reduces the
amount of Tiberium that is around an enemy base first of all, and then
damages the enemy bases as well. Enemy Strike Forces in the area will also
be damaged. For the price, this is pretty worthwile.
The fact that it reduces the amount of Tiberium in the area is useful to
reduce the amount of funds near the base, and damaging the base and any
nearby strike forces will be useful since they will need to be repaired and
that costs money, and that is the main resource you'd fight over.
Cost : 1000 Credits
Power Type : Utility Power
Recharge Time : 3 Turns
Building : Tiberium Processing Plant
A useful sabotage ability to use, this will pretty much the amount of
Tiberium around an area of your choosing. Why is it useful? By using this
near an enemy's Tiberium field, it will reduce the amount of money that
they are able to harvest each turn.
Less money means that they lack money to build weapons to use against you
and that is surely a good thing, is it not? It removed more Tiberium than
the ZOCOM infiltration, but it has a larger target area and doesn't hit
enemy bases and strike forces, so it has to compensate for that.
************
*Ion Cannon*
************
Cost : 5000 Credits
Power Type : Superweapon
Recharge Time : 4 Turns
Building : Ion Cannon
Well, the Iconic GDI Ion Cannon, this will basically damage everything in
the area of the base. It will not totally destroy the base, nor will it
totally kill a strike force, but guess what, it dishes out a large amount
of damage to repair is the next option for that base.
This is best used on the action phase before your forces move in for the
kill. Use the Ion Cannon, then send in your forces to ensure that whatever
what there, doesn't exist anymore.
Nod has two Tier 2 Powers, and they are relatively the same as GDI's powers
somewhat. The same rules apply as GDI, once you have a Tier 2 base, they are
available for use.
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*Raise Marked of Kane*
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Cost : 1000 Credits
Power Type : Reinforcement Power
Recharge Time : 2 Turns
This power is basically spawning a Strike Force within your area of influence
and allowing you to control it. For 1000 credits, you get 4 Awakened Cyborg
Troops, 4 Enlightened Cyborgs, 4 Tiberium Troopers, 3 Shadow Teams and 2
Beam Cannons. That is a very decent deal for 1000 credits.
However, use for defence only. Don't both attacking with this. Why? Because
look at your units. 1, and I repeat, 1 Hammerhead, Venom, Stormrider, can
easily take it down because it lacks the ability to take down aerial units.
I've easily dispatched these forces with 4 Hammerheads from my Custom Strike
Forces (Marine Corps), and in case that isn't enough, try 4 Firehawks and
6 Mammoths.
Cost : 3000 Credits
Power Type : Offensive Power
Recharge Time : 2 Turns
Like the GDI Orca Strike, the Vertigo Strike is used to attack enemy strike
forces. It can only attack strike forces however, like GDI, it cannot attack
the enemy's bases. Why that is so, it is beyond me, Vertigos are best against
ground units.
It does the same amount of damage that the Orcas do, it will more or less
cripple the strike force, but will not destroy it. It is a useful precursor
before you attack it though.
As with GDI, you only have 1 Tier 3 Power, which is again a shame, I would
have liked more Tier 3 Powers than Tier 2. But then again, Tier 3 will allow
for the construction of Strategic Structures, and those powers are Extremely
Useful.
**********************
*Rouse the Black Hand*
**********************
Cost : 2000 Credits
Power Type : Reinforcement Power
Recharge Time : 2 Turns
It is slightly more expensive than the other summon Strike Forces, but it is
relatively cheap as well. For 2000 credits, you get 4 Black Hand troops, 4
Fanatics, 2 Saboteurs, 2 Confessor Cabals, 2 Militant Rocket Squads, 2 Mantis
Vehicles and 2 Flame Tanks. It is a large strike force for 2000 credits.
This is best used to attack enemy bases as Shock Troops. They can end up
doing enormous amounts of damage to infantry and aircraft, but they are weak
against vehicles, so be careful against them. Also relatively good against
enemy bases since flames deal large amounts of damage to structures.
Cost : 5000 Credits
Power Type : Superweapon
Recharge Time : 4 Turns
Building : Temple of Nod
The Iconic Temple of Nod will launch the Nuke that acts like the GDI Ion
Cannon, is basically damages all the bases and strike forces that is within
the area of effect for the Nuke.
Again, it is best used either if the units are clustered up, forcing the
repair costs to go through the roof, or as a precursor to an attack by your
forces to remove the enemy presence in the area.
Cost : 1000 Credits
Power Type : Utility Power
Recharge Time : 2 Turns
Building : Propaganda Centre
This power is the exact opposite of the GDI's Refugee Aid. Instead of
decreasing the unrest in the area, it will increase the unrest in the
area. This makes the cities from blue to yellow and yellow to red.
This can be used on nearby GDI bases or in your own bases because GDI
will get resources in cities, the lower the unrest, the better, and Nod
will get resources in the cities, where the higher the unrest, the more money
that they will get in the end.
Cost : 1000 Credits
Power Type : Reinforcement Power
Recharge Time : 2 Turns
Building : Propaganda Centre
Again, another Nod power that will create a strike force, the Vanguard Strike
Force. For your 1000 credits, you get basically a Marked of Kane force, it
will contain 4 Awakened Cyborgs, 4 Enlightened Cyborgs, 4 Tiberium Troopers,
4 Shadow Teams and 2 Fanatics. So much for "basic" infantry.
This is best used as a last ditch defence because they again, have no air
attack, which will limit what they can do, since a single aerial unit can
wipe them all out. Make sure that you attack your targets carefully, since,
like I said, 1 Hammerhead can take them all out.
*************
*Fury of Nod*
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Cost : 1000 Credits
Power Type : Utility Power
Recharge Time : 3 Turns
Building : Propaganda Centre
This acts as the Media Blitz of Nod, it basically increases the unrest in
the area's cities, but there is one difference, it will damage all nearby
strike forces as well.
The damaging the strike forces however, do not do a lot of damage, so don't
rely on them to damage them. However, increasing unrest will be great against
GDI and for yourself, more unrest means less resources for GDI and more for
you, how can you lose?
Cost : 1000 Credits
Power Type : Utility Power
Recharge Time : 1 Turn
Building : Tiberium Forge
The best repair service in the game, this is seriously unbalanced, but good
for Nod for the timebeing. It will pretty much repair your units to full
health, regardless of where they are, since repairs need to within a base's
area of influence, and how badly damaged they are.
Not just that, it is ready one a turn, meaning there is no cooldown, which
is even better. Even a strike force has taken damage in one battle, the
next turn, it is back to normal. Note that this doesn't work on bases,
thankfully, because that would be beyond unbalanced.
***************
*Stealth Field*
***************
Cost : 1000 Credits
Power Type : Concealment Power
Recharge Time : 4 Turns
Building : Disruption Generator
This is a more or less, useless power. This power basically stealths your
bases and forces within the target area. But there are some reasons why this
is totally useless.
First of all, for 2000 credits, up can upgrade base defences to make your
bases, and any strike forces within the base's area of effect, to be
stealthed. Why pay for the building and then money for the power? This is
only useful when you need to hide your strike force before you make a
strike on the enemy, but you need to weigh up the costs. 6000 credits can
mean a lot.
The Scrin, unlike the GDI and Nod, only have 1 Tier 2 power, but guess what,
it is probably the most powerful early game support power in the game, and
quite, no, extremely useful for any player.
Cost : 1000 Credits
Power Type : Reinforcement Power
Recharge Time : 4 Turns
This is one of the most useful powers because it contains a drone platform,
which is the MCV for the Scrin. Basically, for 1000, you get 4 buzzers, 4
disintegrators, 4 assimilators, 4 gun walkers and the drone ship, which
means that you can build a base. This power can be used ANYWHERE, which is
why it is so powerful.
It allows the Scrin to build a base in the middle of a rich Tiberium field
and no one has the resources or the forces to take them on. You still need
to pay for the construction of the base, but a base anywhere you want
without having to build it? A great idea.
Cost : 1000 Credits
Power Type : Respirce Power
Recharge Time : 4 Turns
The Growth Accelerator is a useful power, and like what it does on the
battlefield, it does the same on the world map. This growth accelerator, when
placed within your base's area of influence, will increase the growth of
Tiberium in the area.
Increasing the growth of Tiberium however, could result in the enemy having
some extra growth if their base borders yours. Also, these Growth Accelerators
cannot be destroyed in combat, you need to take down the enemy base, and that
would be a Tier 3 base, which means a bit of trouble.
The Scrin have Strategic Powers that are much different than GDI and Nod, but
we shall explore them none the less.
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*Rift*
******
Cost : 5000 Credits
Power Type : Superweapon
Recharge Time : 4 Turns
Building : Rift Generator
The Superweapon for the Scrin, it is the same as the GDI Ion Cannon and the
Nod Nuclear Missile in terms of damage, cost and recharge time. However,
these don't change the tide of the game.
Use this in preparation to destroy a base with this doing the damage that
you need to ensure absolute victory. If the enemy has clustered units and
bases, make sure that they pay for this.
Cost : 3000 Credits
Power Type : Utility Power
Recharge Time : 2 Turns
Building : Lifeform Plant
Like the United States did to the Indians, you can spread an alien plague to
kill off the population in the targeted cities. This is useful against both
GDI and Nod. GDI will get more money with increased population, so this will
set them back, and for Nod, they don't get resources if the cities are devoid
of human life.
Do not use it for your own cities. Although you do get resources for lowering
the population, it is only that done by your bases. You will run out of
population to kill in the cities, and that will be a problem because those
extra resources can mean the difference between money and no money.
Cost : 3000 Credits
Power Type : Utility Power
Recharge Time : 3 Turns
Building : Lifeform Plant
Again, another power that will reduce the population of the cities, but unlike
the one above, this one will seriously reduce the population in ONE city. That
can basically wipe out a city of high unrest for Nod, or a serious money maker
for the GDI.
This should be treated as an offensive power, use it to decrease population to
avoid a Nod Alternate victory or a GDI money maker. Remember, the larger the
frame for the city, the higher the population is. Again, don't use it on the
cities that you control, you don't get more money from it, you just waste 3000
credits and the bonus resources you would have gained.
Cost : 0 Credits
Power Type : Utility Power
Recharge Time : 5 Turns
Building : Threshold Tower
This is the best transport power in the entire game. It basically creates two
wormholes, which allow Strike forces from one of the wormholes to move into
the area of the second wormhole. For a 0 credit price tag, it is really worth
it.
Also, it can be used on any part of the map, you don't need to control it to
be able to use it. This makes it good as an evac power, taking away a valuable
strike force for repairs, or place it right inside an enemy's base and make
it easy to take down. Use carefully though, there is a 5 turn cooldown, making
it the highest cooldown in the game.
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*Phase Shield*
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Cost : 1000 Credits
Power Type : Utility Power
Recharge Time : 4 Turns
Building : Threshold Tower
A useful defensive and offensive power, the Phase Shield is exactly like what
it is in the game. It basically makes the strike force under the phase shield
invulnerable, that means, cannot be attack, at the cost of not being able
to move or being targeted by powers.
The makes it good to reinforce an ailing position where your strike forces are
taking heavy enemy fire. It will also make it good to delay your enemy from
moving towards your base, allowing you an extra turn, in which you can summon
a force to your location and stopping the enemy. Let your imagination run wild
and free.
Cost : 2000 Credits
Power Type : Resource Power
Recharge Time : 3 Turns
Building : Terraforming Nexus
This basically acts like the Tiberium seed that you see in matter. That is, it
will boost the amount of Tiberium in any area by a fair amount meaning that
you get more resources.
More resources means a lot to the Scrin. Their bonus resources from the cities
is a finite resource, that is, it will run out when the population in the city
reaches zero, unlike GDI and Nod, and given the size of the map and the
amount of cities, it would be easy for GDI and Nod to acquire some large
cities that suit their needs.
Cost : 3000 Credits
Power Type : Offensive Power
Recharge Time : 3 Turns
Building : Terraforming Nexus
This is the Orca Strike or the Vertigo Strike for the Scrin, but unlike the
two from the other two factions, this has to be accessed via a building, not
the Tier 2 level like the others. This however, does the same thing.
It damages an enemy strike force, allowing for you to make an easy attack to
wipe it off the map. Given the strength of the Scrin, especially the Victory
Fleets, it would be useless. How many strike forces are there that are
designed specifically to attack air. Not many, of any at all.
***********************
*Create Ion Superstorm*
***********************
Cost : 3000 Credits
Power Type : Offensive Power
Recharge Time : 3 Turns
Building : Terraforming Nexus
A mini superweapon if you can call it that. It will damage all the bases and
strike forces in a target area, which is the same as the superweapon, but it
is weaker and on a smaller scale.
Again, use this as a precursor to an attack on the enemy positions or as a
nice punishment for clustering up their strike forces and their bases by
giving a hefty repair bill. Bear in mind that you are better off with the
superweapon, because it is super.
Bases are the mainstay of your forces. It is where you build up your massive
superweapons, recruit your strike forces, and most importantly, gain resources
to fight.
There are three tiers of bases, there is Tier 1, which is your basic tier
which is obtained at the start of the base and when you establish new bases
with your MCV. Tier 2 is more advanced, where you get to access some new
weaponry. Note that at the second tier, the area of influence is larger.
At the third tier, the area of influence is at it's peak, and you can build
any strike force, provided that you have the money. This also unlocks the
ability to build the Strategic structures. These strategic structures are
the advanced buildings, they allow new support powers and in some cases, well,
the Scrin anyway, an alternate victory condition.
Bases provide you with 1000 credits at the start of each turn as well as any
Tiberium that is harvested. Credits will also be awarded for bonus resources,
the cities, which depend on which side you are playing with. The larger your
area of influence, the more resources you can gather.
The final thing is the area of influence. When you see your base, there is a
circle around it. That denotes your area of influence, which in this case, the
land that you control. That land is where you harvest your resources from and
effect the cities that are there. This is also the areas in which you can
activate some of the powers as well as recruit your strike forces. The area
will upgrade with each tier, and at Tier 3, it is a very big area of influence
that you control.
Each side will start the game with 3 bases, their position is never static and
will be all over the place. You could have unlucky and have a base sandwiched
between two enemy bases, but have one in the middle of a massive Tiberium
field and no enemies in sight.
There are many upgrades that you can adopt for your base. The first, as
mentioned above, are the Tiers for the Bases. It will cost you 4000 to go
from Tier 1 to Tier 2, and 6000 from Tier 2 to Tier 3. Not bad at all.
The Next Upgrade, after you have achieved a Tier 3 status, is the Strategic
Structures. These all cost 6000 credits and provide an ability that is unique,
such that each Tier 3 base can only have ONE strategic structure.
There are also two miscellaneous upgrades for your bases. There is a Base
Power upgrade, which is quite useful. If you get attack and you opt for real
time, they are more power plants so it would take more damage to your base
for a blackout.
There is also a Base Defence upgrade which gives you more base defences. This
is useful since there is something to protect your base from the initial
enemy onslaught. Make sure that you get the Power upgrade since it will drink
up energy.
For Nod players, make sure that all your bases get the Base Defence upgrade
since it will provided all bases with stealth. That is extremely useful since
it will also stealth any strike forces within the base's area of influence.
Both Power and Defence upgrades costs 2000 credits each, which isn't a lot of
money when you think about the cost of a new base to replace the old one that
has been destroyed.
The Scrin as well as Nod and GDI, have 5 structures.
--==Rift Generator==--
The Superweapon for the Scrin force, this allows you to suck in buildings and
send them into outer space.
--==Terraforming Nexus==--
The Terraforming Nexus is there to transform Earth into a more friendly planet
for the Scrin, allowing for the Ichor Injection, Orbital Bombardment and the
ability to Create Ion Superstorm.
--==Lifeform Plant==--
Some hideous plant that could probably eat people, it gives the ability to
spread alien plague and eradicate population. Not a nice plant.
--==Warp Chasm==--
This allows you to have the base create unlimited strike forces containing the
Eradicator Hexapod.
--==Threshold Towers==--
This Tower, besides the fact that you need 9 for an Alternate victory, will
give the Wormhole and Phase Shield power.
There are many instances where you will need to engage in battle. Those
instances are when your bases are attacked by enemy strike forces, when enemy
strike forces engage your own, and when your own strike forces attack enemy
strike forces and bases. However, there are two different battle modes, real
time and auto-resolve.
--==Real Time==--
Real Time battle is your everyday battle. You will fight it out. The attacker
will generally have the advantage here since they will have the opposition
worried about attack, and if the enemy's forces are damaged, that could be
a problem for them.
To start, it is normal conditions, fog of war, don't know where the enemy
will attack. However, look on the bottom of the screen and see the little
numbers ticking away. Soon, the Fog of War will be lifted and later still,
the enemy's locations will be revealed.
--==Auto Resolve==--
This is letting the computer do the battle for you. It isn't based on your
ability as a commander, it is based on the strength of the units and the
defence that you are facing. The stronger team will win in the end. So the
odds are, an Epic might lose against some Mammoths, but when you fight, you
can easily wipe the floor with them.
--==Overall==--
Overall, there are two combat systems, but which should you choose. Well,
for the situations that you possess overwhelming force, such as an Epic and
an escort of Tier 3 units, you can auto-resolve and finish the battle without
any worries, and know that you will win.
However, the Combat system will eventually save you a lot of money. When your
base is damaged, the odds are, you will lose to a strike force. However, given
that you can still produce, you can still win. You can quickly produce a
decent force together quickly to repel the units. Remember, the computer will
only calculate on the strength of the attackers and defenders, and where you
think you can win, the computer may not.
My overall judgement on this system is that you should do the battle when you
have a hunch that the computer may lose for you. Overwhelming force does not
require you to battle, but there are advantages with battle.
* You can garrison your Epics with infantry that is retained after the
battle and passed into the next.
* You can gain rank for your Strike Force, making them more powerful.
* You can win when the computer thinks you will lose.
So in conclusion, auto-resolve with over-whelming force, but otherwise, stick
to battle. Its more fun that way.
There are several strategies that you can do with each side, but more or less,
the strategies are going to be the same.
* Use your ability to instantly create strike forces as a last resort for
defence. Although they may not win, they are cheap to send in, and the most
important thing is that if the enemy is heading to your base, and you don't
think you can hold on, the extra turn the Strike force will buy you will
allow your base to repair, ready for battle.
* Do not repair your strike forces and bases for minor damage. The price to
repair your strike forces and bases are VERY expensive early on and you can
do without if you are missing a single infantry unit or a watchtower.
* Your priority early on in the game is to expand your bases, and build new
bases. The expansion of bases should only be done in areas where the enemy
is not in the area, secure areas where you can build without enemies saying
hi.
* Build new bases in areas with the following conditions. They need to have
a good source of Tiberium nearby, and a good bunch of cities. A group of 2
to 3 cities would be great, but you want at least 1, AT LEAST.
* Defence is going to be the key for most of the battle. You want to be the
defender. Why? Because your base, under the auto-resolve combat system, will
normally end up on top unless the base is seriously damaged. Still, all you
need is ONE production structure still active, and you can win, no matter
what the cost.
* When you want to launch an attack, make sure that you use the support power
of a Superweapon before you walk in and attack it. This will help you take
down the base because when it is weak, it is easier.
* Use the Orca, Vertigo or Orbital Strike on enemy Strike Forces to reduce
the possible damage that it can do and allow for easy removal by your
forces.
* Remember that you have two armies that you can go have a fight against,
but the Alternate condition, for each party is much easier. However, GDI
will often come in conflict with Nod for the control of cities and Scrin
over the control of the land.
* Make sure that if you are not Nod, control all the cities to deny the
enemy of an alternate victory. They have the easiest of alternate victory
so bear that in mind.
* If you are fighting Nod and they are cloaked, there is one simple solution
to find them. Look on the map for cities with very high unrest levels with
nothing around it to cause it so. If that is the case, there is a very high
chance that there is a Nod base in the area.
* Against a Scrin enemy, make sure that you have some forces up and early
to counter their Drone Ship ability to ensure that they do not have bases
popping up left right and center.
* Don't let GDI have control of the ground in the late game. They will be
very hard to defeat on the ground with MARVs, Mammoths and Juggernauts.
Scrin late game is also dangerous, they will have their Victory Fleet, but
with the upgrades in Mantis and Slingshot, that won't be a problem, the
GDI Army will be.
* Take out bases when they are on the Tier 1 level. This is the level where
you will face the least amount of resistance. Do this before they are
upgraded to Tier 2 or have more base defences, because then you have more
of a fight on your hands.
* Space out your strike forces and your bases. There are several support
powers that will damage both if they are bunched up close together and
that will really hurt in terms of repair bill.
* Wait till the enemy strike force is outside the area of influence of their
bases. By doing so, use a strike force attack, such as the Orca strike. This
will put the enemy between a rock and a hard place. They can either head
back to the area of influence to get repaired or move on damaged and weak.
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[A] Contact Information
Hey, what do you know, it looks just like my previous legal things, cause I'm
too lazy to make another one. That block button is mighty fun to use.
******************************************************************************
Before you E-Mail me, read the guide first. If the answer is not in here, then
E-Mail me. If it is, don't bother as I won't reply.
******************************************************************************
To contact me, e-mail me at
hillsdragon13 [at] hotmail [dot] com
Replace at with @ and dot with .
Don't add me to MSN Messenger List because if I don't know you, I won't accept
you, simple as that.
E-Mail me (and anyone else you want to e-mail) with courtesy and respect as
we are living people like you. Have a title of what you are sending so I know
what is going on. If you try to send attachments, I won't open them so stick
the information in the E-Mail.
Please write in English or anything close to it. It can't understand foreign
languages so please don't give me a page long quite in Mexican or Antarctic
penguin language cause I don't understand.
Don't write in sloppy English. I mean, who the hell would understand "Hwo Od
Yoi Di Tjih Ni Cin Wth's?" Don' be too formal, a question is not a freakin
business agreement so don't say "Dear Sir, In accordance to your Walkthrough
to the PC Game, Kane's Wrath" What am I? A walking business agreement?
I will credit you if your send me information about this game that is not in
the FAQ. I will also be grateful if you see this FAQ somewhere else other than
Gamefaqs or a site which has my permission. If you do, tell me so I can kick
their ass to Pluto and make them bounce off to the other side of the Universe.
I will not respond to:
* Spam
* Bill Gate's Spam (He gets spam of up to 4 million per day)
* Something not related with the this guide
* Something already covered
* Illegal stuff, like CD-Keys and Pirated Versions
* Technical Problems
Technical Problems will not be answer as they should be sent to EA not me.
I didn't design the game so I shouldn't know what's wrong with it, its your
game not MINE.
------------------------------------------------------------------------------
[B] Webmaster Information
ONLY GAMEFAQS WILL HOST THIS FAQ UNTIL OTHERWISE STATED BELOW
GAMESFAQ WILL ALWAYS HAVE THE LATEST VERSIONS
YOU CANNOT HOST THIS DOCUMENT WITHOUT ASKING. SIMPLE AS THAT.
YOU CANNOT MAKE A PROFIT FROM THIS DOCUMENT LIKE SELLING IT.
This section is where you see your name. It will be long. The names are either
Board Names from the Boards or your e-mail so if your name is Bob Rob and
another Bob Rob posted the message, the First Bob Rob will not be credited so
in short, someone around the world who shares the same name as you will not
be credited for your work.
CJayC, thanks for the memories
SBAllen, for running the site
You, for reading it
EA for developing the game (It should be Westwood, but meh)
Me for making it
Hotmail for giving me the e-mail account (Why is it even here?)
http://www.rootsecure.net/index.php?p=ascii_generator for the ascii art
Christoph C for stating that the Voice of Kane was not 100 credits (typo)
------------------------------------------------------------------------------
[D] Sites FAQ is on
Current FAQ is On
www.gamefaqs.com will always have the latest versions
May be outdated
www.neoseeker.com
www.supercheats.com
This game is Copyright 2008 Electronic Arts. All Rights Reserved
This document is copyrighted by US and Canadian and Australian Laws. This FAQ
is for personal use only. This is not to be used for commercial or personal
gain. Websites publishing this guide without permission will face punishment
under the law. All sites except GAMEFAQS are not allow to host this FAQ
without my permission.
This document is protected by the copyright laws that were founded in the
Bernes Copyright Convention in 1968. It states that:
The expression “literary and artistic works” shall include every production
in the literary, scientific and artistic domain, whatever may be the mode or
form of its expression, such as books, pamphlets and other writings; lectures,
addresses, sermons and other works of the same nature; dramatic or
dramatico-musical works; choreographic works and entertainments in dumb show;
musical compositions with or without words; cinematographic works to which
are assimilated works expressed by a process analogous to cinematography;
works of drawing, painting, architecture, sculpture, engraving and
lithography; photographic works to which are assimilated works expressed by a
process analogous to photography; works of applied art; illustrations, maps,
plans, sketches and three-dimensional works relative to geography,
topography, architecture or science.
If you fail to follow the law, you will be indited for fraud and is a criminal
offense and result in a criminal record. You will find it extremely hard to
find a job if you have a criminal record. Do not sell this document or claim
it as your own or you will be punishable under the law. If you wish to know
more about this law as you don't believe that you are breaking copyright,
feel free to do a google search on the Bernes Copyright Convention.
You are not to sell this piece of work, claim it as your own, make any
finanical gain out of this guide, or any other illegal activity. You are
allowed to print this guide out and use it for personal uses but that is the
only thing you can do with this guide.
Please abide with the terms. If not, you will be facing a lawsuit you cannot
win. Or I shutdown your website. Either way, I win you lose. Don't forget,
there are some special Internet tools I can track anyone down with. The
internet is a big place.
This document is copyright 2008. All Rights are made of Tiberium.