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  • IA Nod Infantry Guide


    Threve

    ---Interim Apex Nod Infantry Guide---

    This unit guide will help show all the strengths/weakness of every individual Nod Infantry along with help get a better insight on how to use them. The format for the unit description is as follows. Please read it or this guide will not make sense. I will do my best to include all the knowledge about the game i've learned throughout the years of playing. 

     

    Unit Title will go here along with a picture of the unit in-game. (Do not reference the picture. Some are out of date. Reference the text i've typed instead.)

    Health/Armor: Basic Health when purchased will go here. Will of Kane adds 25 hp to every infantry.

    Armor Class: (Vehicle use only. Special Infantry Armor will be listed in special abilities)

     

    Special Abilities: Anything note worth that the unit can do that others normally cannot will go here or special features the unit have that should be noted. Please note that all special abilities will not be beneficial in this guide but should be noted (for example, this unit has a slower walking speed than normal or cannot pilot vehicles).

    Weakness (Rating of Danger): In here will be a description of what the unit is truly awful against/should fear. These are things that can kill this unit with no question. In addition a rating is given so you can determine how risky it is to go through with your plan if you come across said thing. While other things are not listed here they are common sense, for example a sniper is weak against ships but you shouldn't need to worry about them for obvious reasons. Furthermore while alot of infantry are weak against mammoth tank rocket pods it will not be listed here unless the unit will typically go to combat with it. 

    Strengths (Rating against): In here will be a description of what the unit excels against and what you truly should use it for. For example, while you can use a unit against buildings, some are better off against defenses instead. Furthermore units may be very good against vehicles but only if used correctly and in a special way (Ex: Mammoth 36 inch). Any special notes like this will be listed below.

    Special Notes/Tactics: As stated above, this is where descriptions will go into how to properly use the unit if it's not immediately obvious. Also a brief description of what the infantry is about. Furthermore, a unit may have a special ability that has to be utilized a certain way for it to work or on a map where it's critical for victory.. This is where it will go if a description is needed. 

    Speed: (Measured in-game using m/s)

    Damage: There are a lot of different ways to measure damage, with infantry i'm going to list it like so.
    Whatever units are good against buildings will have their dmg listed against the outside buildings or MCT if listed.

    Whatever units are good against infantry will have the dmg listed against a Nod Base Crew, the shot or weapon will be located in their chest to ensure consistency with measuring.  

     

    Black Hand Sniper

    Black Hand Designated Marksman

    Raveshaw (Mutant)

    Petrova (Mutant)

    Black Hand Lancer

    (Free) Sharpshooter

    Chemical Warrior (Backpack)

    Red Tide Sharpshooter

    Mendoza(Firesuit)

    Chemical Warrior

    Black Hand Machine Gunner

    Nod Technician

    Nod Grenadier

    Black Hand Engineer

    Flame Thrower (Backpack)

    Rocket Soldier Officer

    Red Tide Warrior

    Black Hand Elite

    Nod Fanatics

    Shock Trooper

    (Free) Rifle Soldier

    Blackhand Melta

    Ballistic Sniper


    Black Hand Sniper

    image.png.edb1a9ca866fa70543bd3bc594b954ef.png

    Price: 500 Credits

    Armament: R69 Pierce Sniper Rifle, (x2) M3 Grenades, (x9) Throwing Knifes, (x1) Timed C4, (x1) CZ-75 Pistol, (x1) Combat Knife

    Health/Armor:  100 hp /  200 Armor

    Speed:  7.2 m/s

    Special Abilities: Radar Invisible, able to swim 

    Weakness (Rating of Danger): Direct Heavy Combat (7/10) , Tanks (10/10) , Counter Snipers (5/10)

    Strengths (Rating against): Infantry (8/10) , Aircraft (2/10)

     

    Special Notes/Tactics: Typically seen as a bargain and go-to sniper, this unit will provide instant 1 hit kill headshots if used against normal infantry. M3 Grenades can be used to help with escape from a bad situation but don't rely on them. This unit is one of the few on Nod that is Radar invisible which can be used to great advantage if you have a Stealth suit and Nuke beacon equipped. 

    One other thing worth noting is that getting this unit doesn't mean you have to be a sniper. You can pick this unit up and get other weapons throughout the match. Then you can hit enemies and be radar invisible the whole entire time.


    Black Hand Designated Marksman

    image.png.73f6dd34969ae791092518862f07650f.png

    Price: 650 Credits

    Armament: Dragunov SVD, (x2) M3 Grenades, (x1) Timed C4, (x1) CZ-75 Pistol, (x1) Combat Knife

    Health/Armor:  100 hp / 200 Armor

    Speed:  6.7 m/s

     

    Special Abilities: Able to swim 

    Weakness (Rating of Danger): Direct Heavy Combat (7/10) , Tanks (10/10) , Counter Snipers (5/10)

    Strengths (Rating against): Infantry (4/10), Aircraft (2/10)

     

    Special Notes/Tactics: While this sniper sports a higher rate of fire it also has a lag/time between firing and when the actual bullet hits. This means that if the target is moving and you fire at the head then it won't hit. While the intention was purposed for more close range fighting this unit fails to utilize its fire rate advantage because the range it needs in combat to hit more accurately (The bullet from the SVD isn't instant) is too close.. As such this unit will be hit by normal infantry weapons. An additional disadvantage that should be considered with this unit is that the projectile that is fired, is not invisible. This unit is typically skipped for in favor of the cheaper and 1 hit instant headshot Black Hand Sniper that also fires an invisible projectile.


    Raveshaw (Mutant)   (Mut Rav)

    image.png.1e2e03e5de187137742a051e9817e942.png

    Price: 1750 Credits

    Armament: Scorpion Railgun, Beretta .93R Auto, (x1) Timed C4, (x2) Chemical Grenades, Combat Knife

    Health/Armor:  600 hp / 300 Armor

    Speed:  6.3 m/s

     

    Special Abilities: Uncrushable, Heals in Tiberium, Death instant Spawns an Adult Visceroid, Auto Heals Health, Cannot Pilot Vehicles, Special Heavy Armor, Takes 2 Ramjet Headshots to kill, adv Auto Heal

    Weakness (Rating of Danger): AA-12 (10/10),  Volt Rifle (6/10),  Ramjet Headshots (6/10)

    Strengths (Rating against): Heavy Combat Situations/Tank Battles (10/10) , Field Camping (10/10), General Infantry (7/10) , Defenses (7/10) , Buildings (5/10) , Aircraft (3/10) 

     

    Special Notes/Tactics: Nearly unkillable, Mutant Raveshaw is unstoppable in a veteran players hands. If you pick up an ADATS, use this unit throughout the match to camp the field. It will help your team out immensely. If you encounter any normal infantry without specialized armor immediately use your Chemical grenades to 2 hit kill anyone who opposes you. Keep this unit alive and you'll quickly be able to help out in any situation your team finds itself in.. just avoid those being snuck up on by an AA-12. Alternatively, you might want to rush a building with this unit but I don't reccomend it because you'll give the DNA to the enemy team which can become a major problem in the hands of someone skilled. If you can, build up your weapons before going into direct combat as your pistol can only do so much. Don't rely on the Tib regen as it's not that good ethier. If you have to eat mines to clear a building be sure to remember that a visceroid spawns as well which means you can tank about 8-10 mines from full HP if really needed.


    Petrova (Mutant)

     

    Price: 1350 Credits

    Armament: Mantis Tiberium Rifle, Talon Flechette Gun, (x2) Timed C4 , (x2) Chemical Grenades , (x2) EMP Grenades , Combat Knife

    Health/Armor:  300 hp / 100 Armor

    Speed:  7.5 m/s

     

    Special Abilities: Heals in Tiberium, Death instant Spawns a Baby Visceroid, Auto Heals Health, able to swim, Increased speed/jumping abilities, Stand still to go invisible

    Weakness: (Rating of Danger): Ramjet Headshots (9/10)  , Power Suit Armor (9/10) , Volt Rifle (9/10) , AA-12 (8/10)

    Strengths: (Rating against): Unarmored Infantry (9/10) , Light Armored Tanks (6/10) , Heavy Armored Tanks (5/10) , Base Defenses (4/10)

     

    Special Notes/Tactics: While useful on the surface and able to multi-task very well, petrova ultimately isn't worth the cost of admission when it comes to fighting. Petrova is only good vs unarmored infantry and most vehicles are able to kill her since she herself has a weak armor class. Save your money, go with Mutant Raveshaw. The only time you should be using petrova is with a !char command. Otherwise, if you want to kill infantry roll with an AA-12.


    Black Hand Lancer

    image.png.c4f66fa9e48a3720ce71b13cdcd41f67.png

    Price: 1,750 Credits

    Armament:  M10-R Lancer

    Health/Armor:  100 hp / 300 Armor

    Speed:  5.4 m/s

     

    Special Abilities: Immune to Tiberium (Black Hand Armor) , Cannot Pilot Vehicles , Uncrushable , Slower

    Weakness: (Rating of Danger): Ramjet Headshots (9/10) , Volt Rifle (8/10) ,  Power Suit Armor (6/10)

    Strengths:  (Rating against): Heavy Armor Vehicles (10/10) , Light Armor Vehicles (9/10) , Infantry[Any] (4/10)

     

    Special Notes/Tactics: Considered one of the heaviest units on Nod, this bad boy has the task of going into hard combat and destroying the hell out of GDI vehicles. Use this unit by going into hiding spots or in a vehicle with a teammate, jump out and hit the enemy in the rear or sides for max damage! Your teammate should then finish off the enemy unit (due to you having a long reload time). In short this unit will destroy tanks all day assuming you can get close enough or lucky to hit them (there is a 2 second delay for firing and also a small random spread of where it will fire leading to long range inaccuracy). Light Armor vehicles will fall to this unit, but again you have to hit them first. As for infantry you'll sometimes be able to 1 hit kill them. Recommended best with a rush to help out if really needed.

    One last thing, you should not buy this unit for offensive situations as it's just not effective enough to justify doing so. Instead, use this unit near a Purchase Terminal or when you really need to defend the base from a massive rush.


    (Free) Sharpshooter

    image.png.62271cefd7be4d23f66dd12338659733.png

    Price: Free!

    Armament: 1 M14 SSC (Silenced) , (x2) M3 Grenades , HK45 Pistol , (x1) Timed C4 , Combat Knife

    Health/Armor: 100hp / 100 Armor

    Speed:  7.0 m/s

     

    Special Abilities: Able to Swim

    Weakness: (Rating of Danger): Armored Vehicles of any kind (10/10) , Infantry (8/10)

    Strengths: Infantry (4/10)

     

    Special Notes/Tactics: Unit is free so don't expect much. Rarely used due to the fact that there is a half second delay from firing to hitting the actual target leading to frustrating gameplay. Furthermore a headshot does not always guarantee an instant kill depending on the armor class of the unit you're hitting. However, with practice it is possible to snipe others at the start of the game.. just don't expect anything from this unit after that.


    Chemical Warrior (Backpack)   (Baja Blast Sprayer)

    image.png.7c900ec599bf37627c992e31ab6932fb.png

    Price: 650 Credits

    Armament: V2 Venom Chem Sprayer (Unlimited Ammo)

    Health/Armor:  100 hp / 200 Armor

    Speed:  5.8 m/s

     

    Special Abilities: Immune to Tiberium , Unlimited Ammo (Backpack) , Death instant Spawns a Baby Visceroid

    Weakness: (Rating of Danger):  Base Defenses (10/10) , Fast Vehicles (10/10), Ramjet (10/10), Infantry (8/10),  Vehicles (8/10)

    Strengths (Rating against): Buildings (10/10), Infantry (8/10) , Vehicles (8/10)

     

    Special Notes/Tactics: This unit has an unlimited ammo capability but is just unfortunately limited back by its small range. Don't let this fool you however, the backpack chem warrior is an absoulte MONSTER. The gun deals massive damage to anything it hits and can melt an MCT in about 10-15 seconds uninterrupted. Buying the Heavy Weapons upgrade will make the unit nearly twice as powerful and have people calling you a hacker. The upgraded weapon is typically nicknamed "Baja Blast". Be aware however that when firing that your Chemical Spray it's highly visible for everyone to see and you'll be a target instantly for GDI. Lastly, this unit is crazy good at destroying barriers and stuff blocking your way. Use this to clear the way for a flame rush later on if the enemy is heavily building barriers with pioneers. Can decimate the MCT in seconds.. you just need to get inside the building first.


    Red Tide Sharpshooter

    image.png.7e6eb6396fa30b34819be7e46269a8fa.png

    Price: 300 Credits

    Armament:  Bolt-Action Rifle (x1) Timed C4 , Machete

    Health/Armor: 100hp / 200 Armor

    Speed:  7.25 m/s

     

    Special Abilities: Able to Swim

    Weakness: (Rating of Danger):  Tanks (10/10) , Direct Heavy Combat (8/10) , Counter Snipers (8/10)

    Strengths (Rating against): Infantry (7/10) , Scout Vehicles (2/10)

     

    Special Notes/Tactics: The first unit you can buy that can actually 1 hit instant kill infantry with a headshot.. this unit lends itself helpful in early games with non-specialized GDI infantry units taking the field along with hitting some damage on Humvee's. Do be aware and careful of the large tracer that fires from the rifle along with the long 2 second firing delay between rounds. The white uniform doesn't help against counter sniping as well. If you really want to get crafty, you can fire.. switch weapons quickly and switch back to skip the delay. This will increase your ROF slightly but requires input on your end. Overall, just buy the $500 sniper and don't waste your time with this garbage.


    Mendoza (Firesuit)

    image.png.26f10a2f930bcce3bb641d980e0da3ff.png

    Price: 1000 Credits

    Armament:  Volt Rifle , Beretta 93R Auto Pistol , (x2) EMP Grenades , (x2) M3 Grenades , (x1) Timed C4 , Combat Knife

    Health/Armor:  100 hp / 250 Armor

    Speed:  6.7 m/s

     

    Special Abilities: Firesuit (Higher protection against flames and proxy mines)

    Weakness: (Rating of Danger): M4 Rifle (8/10), Volt Rifle (8/10) , Snipers (8/10)

    Strengths (Rating against): Proxy Mines (10/10) , Infantry (9/10) , Buildings MCT (9/10), Light Armor Vehicles (8/10) , Heavy Vehicles (6/10)

     

    Special Notes/Tactics: The primary Mendoza to buy as the unit is crazy good. What makes this unit important is that it's able to run through proxy mines like crazy, if you're going to rush have this guy go first into the building. You can eat up anywhere from 7-10 mines before you die depending on how forgiving the game wants to be. You can use two Mendoza flame suits to take down a building by running inside and placing 2 timed C4's on a building, then Volt Rifling it to death. Highly reccomend this unit to anyone.


    Chemical Warrior (Chem)

     

    Price: 300 Credits

    Armament: V2 Venom Chem Sprayer , HK45. Pistol , (x2) M3 Grenades , (x1) Timed C4 

    Health/Armor:  100 hp / 200 Armor

    Speed:  7.15 m/s

     

    Special Abilities: Immune to Tiberium , Death instant Spawns a Baby Visceroid

    Weakness: (Rating of Danger): Vehicles (9/10) , Base Defenses (9/10) , Infantry (7/10)

    Strengths (Rating against): Infantry (6/10) . Buildings (4/10)

     

    Special Notes/Tactics: Gaining slightly lower marks for damage and higher for weaknesses this is the standard chemical warrior that does not sport a backpack full of unlimited ammo. Without unlimited ammo you'll be forced to reload marking down combat effectiveness.. however infantry capabilties will remain high due to gaining 2 chemical grenades. Worth it to just go with the Backpack ChemSprayer. Do be careful when firing as you'll be largely visible on the field.


    Black Hand Machine Gunner (BHMG)

    image.png.852e0743a31b9fbdf9d3138d43bf26d5.png

    Price: 650 Credits

    Armament:  Tarantula Laser Machine Gun, CZ-75 Auto Pistol, (x2) M3 Grenades, (x1) Timed C4

    Health/Armor:  100 HP / 225 Armor

    Speed:  6.0 m/s

     

    Special Abilities: Uncrushable , Slower Speed , Immune to Tiberium , Upgraded Armor Class (Caprese Armor)

    Weakness: (Rating of Danger): Mammoth Tank Rockets (7/10) , Ramjet Rifle (7/10)

    Strengths (Rating against): Infantry (10/10) , Power Suit Armor (10/10) , Viceroids (9/10) , Vehicles (7/10) , Buildings (3/10)

     

    Special Notes/Tactics: The Black Hand Machine Gunner (BHMG) , is a great all around unit. Your gun (Laser Machine Gun) has 90 bullets, reloads extremely fast, and does ok burn damage. In terms of fighting against vehicles this unit will shred light armor and also lend itself useful against heavy armor slowly draining away health until you're dealt with. This unit overall is a good all arounder. Just don't expect to own any one particular thing.


    Nod Technician (Techie)

    image.png.c651859104555d2be73288fb3dca0160.png

    Price: 400 Credits

    Armament: Gizmo Repair Gun Mk.III, Beretta 93R Auto, (x4) Proxie Mines, (x2) Timed C4 , (x2) Timed C4 , Knife

    Health/Armor:  100 HP /  200 Armor

    Speed:  7.45 m/s

     

     

    Special Abilities: Fast Speed, Can Swim

    Weakness: (Rating of Danger): Long Range Combat (10/10) , Vehicle Combat (9/10), Medium Range Infantry Combat (8/10)

    Strengths (Rating against): Buildings MCT (10/10) , Defenses (6/10),  Infantry Close Quarter Combat (6/10)

     

    Special Notes/Tactics: Straight Forward this unit is used often to place mines or repair buildings quickly. Quite a bargain for what's offered. Use the Repair Gun's "Disassemble" (Right Click) against infantry close range as it'll burn them along with unlimited ammo. When placing mines never forget that placing them under stairs will also allow them to activate without ever being seen due to their activation radius. When in close combat with this unit, use the proxie mines offensively to win a battle. Be sure to check out the mining guide to learn how to mine best as it can be the difference between losing and winning a game.


    Nod Grenadier

    image.png.92d63d3c115b2c21e628c89166527472.png

    Price: 100 Credits

    Armament:  (x40) HE Grenades, (x40) Incendiary Grenades, HK.45, (x1) Timed C4 , Combat Knife

    Health/Armor: 100 HP / 150 Armor

    Speed:  6.8 m/s

     

    Special Abilities: Slightly Faster, Can Swim

    Weakness: (Rating of Danger): Vehicles (9/10), Direct Infantry Combat (7/10) , Snipers (7/10), Base Defenses (7/10)

    Strengths (Rating against): Urban Infantry Combat (10/10) , Medium Range Inf. Combat (7/10) , Light Armor (6/10), Power Armor (4/10)

     

    Special Notes/Tactics: This speedy boi is a diamond in the rough and a total gem no matter what situation you're in. The Incendiary Grenades do massive splash damage along with burn damage (in combination with the initial damage when you hit someone).The grenades also do a good amount of damage against light vehicles. The most effect use of this char. is to stay back and throw grenades far from behind cover. You'll stay alive, help your team and burn people to death after a while. I haven't found much use for the HE Grenades besides a lucky 1 hit kill every so often.. in which case I would honestly stick to Incendiary Grenades as they kill people more reliably. If you can hide behind cover you can knock off a base defense or two as well. If you're strapped for cash, go with this unit and you'll find gold.


    Black Hand Engineer (BH Engi)

    image.png.59325281d9f17ee0f33160fb1a8863fa.png

    Price: 650 Credits

    Armament:  Vulture Shotgun, Gizmo Repair Gun MK.II, (x4) Proxy Mines , (x2) Timed C4 , (x2) Remote C4, Combat Knife

    Health/Armor:  100 hp / 250 Armor

    Speed:  5.9 m/s

     

    Special Abilities: Uncrushable , Slower Speed , Immune to Tiberium , Upgraded Armor Class (Caprese Armor)

    Weakness: (Rating of Danger): Mammoth Tank Rocket Pods (10/10), Artillery (9/10) , Ramjet (7/10) , Power Armor Volt Rifle (7/10)

    Strengths (Rating against): MCT (10/10) , Urban Infantry Combat (9/10)

     

    Special Notes/Tactics: A VERY hardy version of the Engineer. This badass will survive for a while in the field which should allow him to sneak into a building and blow it up or stay out to fix up vehicles. This unit will be able to survive the roughest of situations so decide what ultimately you want to do with your strategy and include this guy whenever you can. Just be careful because while this unit is hardy he still will succumb to proxy mines. If you're rushing a building that you think has no mines or 1/2 then use this unit. Keep in mind you're uncrushable!


    Flame Thrower (Backpack)

    image.png.8752a907fd9d7dd4a6207ff21f5705b2.png

    Price: 300 Credits

    Armament:  Dragon Flamethrower (Backpack)

    Health/Armor:  100 hp / 150 Armor

    Speed:  6.4 m/s

     

    Special Abilities: Firesuit , Slightly slower , Backpack

    Weakness: (Rating of Danger): Vehicles (9/10) , Base Defenses (9/10) , Infantry (6/10)

    Strengths (Rating against): Proxie Mines (8/10) , Infantry (5/10) 

     

    Special Notes/Tactics: Previously a bargin. The Flame thrower has been nerfed so hard that this unit isn't very viable. The slow speed, low armor and low dmg flamer will get you killed. Purchase the Chem Trooper (Backpack) instead. Something of note, you can switch weapons everytime you fire a fireball (rightclick) then switch back quickly. Doing so will skip the "cooldown" time for the fireball. You'll essentially be able to have the same Fireball firing rate as the Turboflame thrower. This unit is also equipped with a firesuit that will allow him to run through proxie mines like crazy. Unfortunately this unit's health is not as high as Mendoza's Fire suit meaning marks are taken off proxie mine effectiveness.


    Nod Anti Tank Infantry (AT Rifleman)

    image.png.84ff66c88bf02ac3659bfa451724c21e.png

    Price: 200 Credits

    Armament:  Anti-Tank Rifle, (x1) Timed C4 , Combat Knife

    Health/Armor:  100 hp / 150 Armor

    Speed:  6.2 m/s

     

    Special Abilities: Can swim

    Weakness: (Rating of Danger): Direct Combat (9/10) , Ramjet Rifle (9/10) , Artillery (8/10)

    Strengths (Rating against): Defenses (9/10) , Light Armor (8/10) , Heavy Armor (8/10) , Sniping (6/10)

     

    Special Notes/Tactics: An overlooked but critical starting unit. The Nod Anti Tank Rifleman will be able to destroy anything in no time with its long range rifle that does high damage to low armor objects. Use this Rifle against Guard Towers, Light Armor and to finish off ORCA Aircraft. With some time you'll be able to help change the tide at the start. An added advantage of getting this unit over the rocket soldier is that the shot is instant and has little trail to help make you a bit more harder to find in comparison. Do not use this unit to snipe unless you have too as a headshot will not 1 hit kill most infantry w/ armor. In close combat your reload time and 1 shot handicap will get you killed, so bust out your knife and go old school.


    Rocket Soldier Officer (RS)

    image.png.3b61d90237cb36aa7c3b4611f92508ff.png

    Price: 200 Credits

    Armament:  Salozchry Rocket Launcher 66mm, HK Pistol,  (x1) Timed C4

    Health/Armor:  100 hp / 150 Armor

    Speed:  6.5 m/s

     

    Special Abilities: Can Swim

    Weakness: (Rating of Danger): Mammoth Rocket Pods (10/10) , Sniping (9/10) , Infantry (8/10) , Aircraft (8/10)

    Strengths (Rating against): Defenses (10/10) , Light Armor (8/10) , Heavy Armor (7/10) , Power Armor (5/10)

     

    Special Notes/Tactics: The ultimate starting unit and defense killer. The Rocket Soldier Officer can make great use of itself in low income situations and also later on in-game should you be under attack. At the start of the game buy this unit if you're going infantry only. I don't care what map just get him. Go near the enemy base and use the Rocket Launcher to destroy base defenses. Start with SAM sites, then Guard towers, then A.A. Guns, then Coastal Guns. To aim at long range use the bottom circle part of the reticle to hit your target. Use right click for Anti-Aircraft purposes although it should be noted you can 1 hit K/O any infantry assuming you hit them on the head or even body. Next up on this beast, don't forget when firing to hit the rear of the tanks for more damage.


    Nod Red Tide (Red Tide Tsunami)

    image.png.cf20f0bb153eca773e81b2d826c48591.png

    Price: 100 Credits

    Armament:  Lee Enfield (Scopeless, Bayonet Attached), (x3) Sticky Bombs , Schmel Rocket (x5 Rounds), Timed C4 (x1), incendiary Grenade (2)

    Health/Armor:  100 hp / 125 Armor

    Speed:  7.25 m/s

     

    Special Abilities: Bayonet (Right click for melee) , Swim

    Weakness: (Rating of Danger): Defenses (9/10) , Vehicles (9/10) , Infantry Combat (7/10)

    Strengths (Rating against): Buildings (10/10) , Defences (8/10) ,  Infantry (4/10)

     

    Special Notes/Tactics: One of the most controversal units. Nod's "Red Tide" can be used to turn games around and win in an instant. This is accomplished through loading up a Weisel 20mm and using your RPO-A Shmel to blow up a building in seconds. Simply hop out with the RPO, switch weps, hop in, hop out and fire the RPO in a milisecond. This tactic is nicknamed a "Red Tide Tsunami". When not being used for cheese the Red Tide can also be used in a group rush. One such tactic involves loading up a Hind with Red Tides and nearly 1 Hit K/Oing any GDI building. If you have to go into combat with this unit, try out the bayonet. The range is crazy far and it usually kills infantry in 1 hit. Be aware that while your RPO Shmel is useful so are the incendiary grenades. Use them when you can.


    Black Hand Elite (BH Elite) 

    image.png.78b3bda0ac06b433c2f5a215c7b1713e.png

    Price: 700

    Armament:  AK-107, CZ-75 Pistol, (x1) Combat Knife, (x3) Throwing Knifes, (x1) Timed C4

    Health/Armor:  100 hp / 250 Armor

    Speed:  7.20 m/s

     

    Special Abilities: Can Swim

    Weakness: (Rating of Danger): Vehicles (10/10) , Power Armor (10/10) , Aircraft (8/10), Sniping (7/10)

    Strengths (Rating against): Infantry (9/10)

     

    Special Notes/Tactics: A peculiar unit. The Black Hand Elite has an incredibly powerful Assault Rifle that can 2 hit kill any infantry with a headshot. In addition, you have 3 throwing knifes that deal incredibly high damage upon hitting someone. The main usage of this unit is going to be to support an infantry assault or defend planted beacons from being disarmed. While incredible against infantry the Black Hand Elite is just unable to compete initially in any way against vehicles, buildings or Power Armor unless sporting other weapons. Great for infantry only maps. Honestly though, skip this unit and get the Black Hand StormTrooper. The lack of armor with this unit means it can barely fight anything and it's way too overpriced.


    Nod Fanatics

    image.png.6302532ffe200f2d71d5dad58d7ece38.png

    Price: 500 Credits

    Armament:  Suicide Bomb

    Health/Armor:  100 hp

    Speed:  7.50 m/s

     

    Special Abilities: Kamikaze

    Weakness: (Rating of Danger): Anything that attacks it (10/10)

    Strengths (Rating against): Any infantry in close range (10/10) , Vehicles (2/10)

     

    Special Notes/Tactics: The ultimate unit to stop any infantry in its tracks. The Nod Fanatics is an easy to use suicide bomber dedicated to stopping GDI Power Armor or some annoying unit that you deemed has been living way too long. To use this unit the best you're going to need to sneak up to your target. This can be done by getting a buggy, hopping out and left clicking explode or staying inside your friends vehicle and hopping out when you're close to your target. Be aware that you have zero armor and will die in 1 shot (weapon depending). You also need to be right next to your target or the game will calculate that you're behind cover, the damage won't kill enemy or something of the sort. It's often speculated that using this unit with a Goliath will increase suicide damage.. this is untrue as you die immediately upon exploding the Goliath therefor not giving you the chance to use your fanatic kamikaze. But also you can use it to not allow GDI to repair your destroyed vehicle. If there's someone that you can't kill infantry wise, use this guy, get a stealth tank and reverse next to said person. Hop out and blow up. You're going to want to reverse your stealth tank because you exit the Stank from behind.

    Two Fanatics can kill an unupgraded pillbox.


    Shock Trooper (Shockie)

     

    Price: 1350 Credits

    Armament:  Portable Tesla Coil

    Health/Armor:  100 hp / 200 Armor

    Speed:  5.8 m/s

     

    Special Abilities: Uncrushable , Firesuit , Swim , Slower Speed

    Weakness: (Rating of Danger): Mammoth Rocket Pods (9/10) , Sniping (8/10) , Aircraft (8/10) , Infantry (6/10)

    Strengths (Rating against): Buildings (10/10) , Defenses (9/10) , Light Armor (8/10) , Heavy Armor (8/10)

     

    Special Notes/Tactics: The quintessential unit for attacking armored or structural targets, the Shock Trooper comes in ready to rock with a portable tesla coil that can seriously damage almost anything. Perfect for rushes, use this unit in groups to destroy a building in seconds depending on how many people you have with you. On it's own in the field you'll find that your Tesla Coil is excellent for hitting weakspots of Heavy Armor tanks. While you can also deal great damage to light armor initially, the reload is so long that the threat will most likely run away before you have a chance to finish them off. If you're going out by yourself, catch a ride to shock any vehicle you encounter. The extra firepower you provide will tip the balance and also ensure you're in a vehicle instead of being shot at.

    You're going to constantly be under the threat of infantry attacking you however as firing your tesla coil is quite noticeable and lets GDI know what/where you are quickly. As a result you should find another weapon as soon as possible to help repel basic infantry. In addition, watch out for snipers as your slow speed makes you an easy target for GDI's sharpshooters.

    Ultimately though, if you're going out alone it's better off to just buy a Mutant Raveshaw. While this unit is good, it should really only be used to rush with your team. Even then, it takes 25 hits from the outside of a building to blow it up with the shock trooper alone. So any shockie rush should include at least 6 - 7 of these units to ensure a building kill.


    (Free) Rifle Soldier

    image.png.a37caa78f65097ba57db25a5893447a2.png

    Price: Free!

    Armament:  Corbetti Raptor Rifle , H&K Pistol , (x2) Incendiary Grenades , (x2) M3 Grenades , (x1) Timed C4 , Combat Knife

    Health/Armor:  100 hp / 100 Armor

    Speed:  7.55 m/s

     

    Special Abilities: Swim , Very Fast Movement Speed

    Weakness: (Rating of Danger): Heavy Armor (10/10) , Power Armor (9/10) , Light Vehicles (8/10) , Aircraft (7/10) , Infantry (5/10)

    Strengths (Rating against): Infantry (5/10) , Aircraft (2/10)

     

    Special Notes/Tactics: The most insignificant yet important unit you'll encounter in this game, the rifle solider for both sides is the starting unit for IA. Being default and free however, you're still packing quite a bit if you know how to use it. For starters, you'll want to take advantage of your impressive speed and use this unit to scout out areas at the beginning of the game defeating any engineers you encounter along the way. Next up is the grenades you're packing. The incendiary grenades do pretty decent damage against armor for what they are so use them for that or power armor if you encounter it. Save the M3 Grenades for weak basic units you see in the field to hopefully give you a slight long range advantage. Your rifle unfortunately is just pure shit.. however you can use it against aircraft to damage them a bit if you're able to shoot at them for a while. Lastly, if you're running around in field and see a forgotten Tib Silo, throw your Timed C4 on it to blow it up. It just takes one.

    The weaknesses of the Rifle Soldier doesn't really need to be explained much as it's not only free, but weak against pretty much everything. Your best strategy is running away to cause destruction elsewhere or picking up weapons to actually take on whatever tank is trying to hit you. If you die, don't feel too bad. You'll just spawn again with the same character.


    Blackhand Melta (BH Melta)

    image.png.47dddb12b4395b8d31d0516936314c53.png

    Price: 500 Credits

    Armament:  Melta Gun , CZ-75, (x2) M3 Grenades , (x1) Timed C4

    Health/Armor:  100 hp / 250 Armor

    Speed:  5.75 m/s

     

    Special Abilities: Uncrushable , Slower Speed , Immune to Tiberium Fields , Upgraded Armor Class (Caprese Armor)

    Weakness: (Rating of Danger): Long Range Combat (10/10) , Sniping (9/10) , Aircraft (8/10) , Mammoth Rocket Pods (5/10) , Infantry (5/10)

    Strengths (Rating against): Building MCT (10/10) , Light Armor (9/10) , Heavy Armor (9/10) , Defenses (7/10) , Power Armor (6/10)

     

    Special Notes/Tactics: A serious bang for the buck, the Blackhand Melta is a force to be feared. For $500 you gain an armored Blackhand that is able to take on vehicle threats of any size with a triple shot Melta gun. This unit is best used hiding behind cover, firing and taking cover again.. alternatively, you can run next to slower units blind spots and hit them where it hurts on their weakspots. If you are suffering on funds, this is a great unit to accompany your teammates vehicles and hop out to decimate whoever you meet. In terms of fighting against infantry, this is a great unit if you have a decent aim. Landing a headshot will 1 hit K/O almost any infantry. Furthermore, you'lll be able to score burn damage with any hit. Inside an enemy building you'll decimate the MCT. Testing shows that each shot from the Melta does nearly half a bar of dmg to a building if not more.. and that's unupgraded to!

     

    The Melta is not without it's shortcomings however... long range combat is going to be non-existent with the Melta gun armed. Furthermore, your slower speed is going to leave you open to snipers so be sure to not stay too long in open fields with no cover or you'll be dead. In terms of vehicles you should actually be worried against Aircraft. Special notice should also be given to Titan Railguns as the splash dmg they inflict will eventually kill you. As a last note, if you're running up to the blind side of a Mammoth 36.. be sure not to run up to it when it's guns are aimed in your direction. This unit you'll go against will 1 hit kill you or seriously damage if you're not careful.


    Nod Officer

    image.png.c8b395462fa014bf2a5b307577229b94.png

    Price: 100 Credits

    Armament:  (x1) Timed C4 , Combat Knife, (x1) Chain Gun, (x1) HK.45 Pistol, (x2) M3 Grenades

    Health/Armor:  100 hp / 150 Armor

    Speed:  6.9 m/s

     

    Special Abilities: Can Swim

    Weakness: (Rating of Danger): Any Vehicle (9/10) , AA-12 (6/10)

    Strengths (Rating against): Infantry (8/10) , Aircraft (4/10), Light vehicles (4/10)

     

    Special Notes/Tactics: A powerful starting unit. The Nod officer is actually a great bang for the buck. Use this unit to take the field at the start and rack up a crazy amount of kills against infantry. The Chaingun cuts down anything that's unarmored. Just be sure to close in with your enemy to land every single shot. If needed, this unit can also hit aircraft and light vehicles.. Just don't expect much.


    Nod Tank Crew

    image.png.0894ee81d27adf6ba64f0440174419f4.png

    Price: 100 Credits

    Armament: HK Pistol,  (x1) Timed C4, Knife

    Health/Armor:  100 hp / 150 Armor

    Speed:  7.90 m/s

     

    Special Abilities: Swim, Fastest Infantry in the game, Auto Heals any vehicle they're inside (+6 HP per 2 seconds)

    Weakness: (Rating of Danger): Anything (9/10)

    Strengths (Rating against): Infantry (2/10)

     

    Special Notes/Tactics: The Nod Tank Crew is the first unit you should be buying with your first vehicle at all times. It's often overlook how invaluable the auto heal is but in the field it greatly increases your survivability and when it comes to taking the field at the start, this is key. Later in game the Tank Crew is replaced with the more expensive tank ace but you should never forget about this unit. If you're strapped for cash then purchase the Tank Crew and don't look back. Just be aware, getting the Tank Crew means you're commiting to whatever vehicle you drive because they're next to useless outside of it. One last note is that this unit is the fastest unit in the game infantry wise, use to your advantage by running away from any fight you encounter or taking cover more quickly than people realize.


    Nod Flame Thrower

    image.png.8e294cf75d991820c7ea179a56abade1.png

    Price: 200 Credits

    Armament:  Flame Thrower, (x1) Timed C4 , Combat Knife

    Health/Armor:  100 hp / 125 Armor

    Speed:  7.45 m/s

     

    Special Abilities: Flamesuit, Swim (?)

    Weakness: (Rating of Danger): Everything (8/10)

    Strengths (Rating against): Proxie Mines (8/10) , Infantry (3/10)

     

    Special Notes/Tactics: A previously powerful unit, the Flame Thrower has been reduced to what we see now. The flamer has only 70 ammo requiring frequent reloads, the unit only has 125 armor, and that's about it. There's no reason to get this unit besides running into proxie mines for cheap, which at that point you might as well just buy a Black Hand StormTrooper because they have more armor. Don't buy this unit. You deal less than 1 bar of dmg to an MCT, vehicles take zero dmg from you and the secondary fireball is your only saving grace here. If you have to use this unit then use right click fireball to burn enemies while your team deals with them. Good luck.


    Red Tide Firewarrior

    image.png.e16cea81d4d091b17a7d3a7a35160ea0.png

    Price: 300 Credits

    Armament: 1 DP-27 Machine Gun , HK45. Pistol , Russian Machete, (x2) M3 Grenades , (x1) Timed C4, (x1) Sticky Bomb

    Health/Armor:  100 hp / 200 Armor

    Speed:  7.15 m/s

     

    Special Abilities: Swim

    Weakness: (Rating of Danger): Vehicles (9/10) , Base Defenses (9/10) , Infantry (5/10)

    Strengths (Rating against): Infantry (7/10) . Building MCT (6/10 , Light Vehicles (5/10)

     

    Special Notes/Tactics: An ok unit overall. The Red Tide Fire Warrior seems to have a variety of weapons to help deal with enemies. First up is the DP-27 which actually does great dmg against infatry. Land a headshot and you'll have people calling you a hacker in no time. Use the grenades for long range or when your opponent takes cover behind a wall. This unit is an ok all arounder but it's worth honestly just saving up $200 more for the Black Hand Melta/Storm Trooper. You gain Caprese armor and you a better weapon overall.


    Black Hand Stormtrooper (BH Storm Trooper)

    image.png.3ec0119da91a16ea4ab4eaed0eb5f316.png

    Price: 500 Credits

    Armament:  AA-12 , CZ-75 Auto Pistol, (x2) Incendiary, (x1) Timed C4

    Health/Armor:  100 HP / 250 Armor

    Speed:  6.0 m/s

     

    Special Abilities: Uncrushable , Slower Speed , Immune to Tiberium , Upgraded Armor Class (Caprese Armor)

    Weakness: (Rating of Danger): Heavy Armor (7/10) , Ramjet Rifle (7/10), AA-12 (7/10)

    Strengths (Rating against): Infantry (10/10) , Power Suit Armor (10/10) , Viceroids (10/10) , Light Vehicles (7/10) , Building MCT (4/10)

     

    Special Notes/Tactics: The bargin of the century. The Blackhand Storm Trooper. If you're looking to buy an infantry unit it's worth it to just save up and buy the BH (Black Hand) Storm Trooper. Where to start.. The AA-12 has a crazy range for a shotgun and does stupid high dmg up close. Tactic wise, if you're far away try to "Tag" your enemy by hitting them and then hiding. You'll burn them which means when you close in for the kill it will be easier as they have less HP. Alternatively, you can use the incendiary grenades to great effect. Be aware that your AA-12 does great dmg against vehicles as well so don't be afraid to get in and get up close. Something to note that's overlook is that if you make it inside a building with this unit you can throw 1 timed C4 on the terminal, call in !ammo to throw anouther and then hit the MCT with your AA-12. In 30 seconds you'll have a dead building. Lastly, if you're going to rush a building that has little to no mines I highly reccomend using this unit instead of the BH Engineer. The AA-12 will kill the bot and you can use the method above to blow up the building. Any infantry you encounter can be dealt with up close as well with the AA-12.

    With this unit you're going to need to be very agressive in everything that you do. If you stay at range you'll get sniped or slowly lose all your HP and Armor. Close in for the kill and don't look back.


    Ballistic Sniper

     

    Price: 650 Credits

    Armament: SAKO-42 Sniper Rifle, CZ-75 Pistol, (x2) M3 Grenades, (x1) Timed C4

    Health/Armor:  100 HP /  200 Armor

    Speed:  6.70 m/s

     

     

    Special Abilities: Swim

    Weakness: (Rating of Danger): Vehicle Combat (9/10), Infantry (9/10)

    Strengths (Rating against): Infantry (7/10) , Aircraft (4/10) , Light Vehicles (2/10)

     

    Special Notes/Tactics: An interesting version of the sniper that's curiously not radar invisible as well. This unit is just, not worth the price for any serious sniper worth their salt. The weapon does get some lucky one hit K/O's every so often and does actually great dmg to anything that's unarmored. But you're dealing with a Sniper Rifle that when you fire it that's 1 - 2 seconds to reach it's target and has bullet spread for some reason. Don't buy this. Get the $500 sniper instead. If you're stuck with this unit, use it to hit unarmored targets. You'll get some great kills if you're lucky but don't get fooled into buying this over the $500 Radar Invisible Blackhand Sniper.


    Stealth Black Hand (SBH)

    image.png.05903c1fd42b0c5f97879ea9882de4a0.png

    Price: 700 Credits

    Armament:  Firefly Laser Rifle, CZ-75 Pistol, (x1) Timed C4 , Combat Knife, (x3) Throwing Knives

    Health/Armor: 100 HP / 200 Armor

    Speed:  6.9 m/s

     

    Special Abilities: Can Swim, Stealth/Invisible

    Weakness: (Rating of Danger): MSA (10/10), Pillbox Base Defence (10/10), AA-12 (8/10)

    Strengths (Rating against): Infantry Combat (8/10) , Light Vehicles (7/10) , Light Armor (6/10), Power Armor (4/10)

     

    Special Notes/Tactics: A defining unit of Renegade, the Stealth Black Hand (SBH). This is gonna be a long one.

     

    The main purpose of the Stealth Black Hand is to gather recon, clear the field and help assist your team in keeping a hold on to the field. If you use this unit for these purpose's you'll greatly multiply the effect that you have on the outcome of battle. Be sure however to let your team know in voice chat what's occuring at the enemy base and if a rush is incoming. It can be the difference between winning and losing. Be aware that dying may give GDI your DNA which means you'll be in a world of shit if someone good picks it up. Choose your battles very carefully. When killing infantry use your throwing knives to 1 Hit K/O infantry.. they'll never see it coming. If your target has low HP then use the Laser Rifle to burn them and hide in cover. They'll eventually die in 3 seconds while you're busy cloaking up for your next kill. Be aware your laser rifle does great dmg to low armor vehicles so if you really need to then help out your team and inflict some damage. There are many quirks and tactics to learn about the SBH so i'm going to list them below.

    - The Stealth Black Hand should be used when you know that the enemy isn't going to place any Mobile Sensor Array's (MSA's) or has any Pillbox Base Defences as you'll be spotted immediately on Radar. To know if you're being detected, look at your radar and if you see a Red Dot where you're at, that means you're showing up on radar and will be killed soon. An advanced tactic for the wise is to note that you can throw your timed C4 and keep clicking. Or reload, click repeat every 2 seconds. You'll be revealed in person/be visible... but you'll be radar invisible and that Red Dot will disappear from your enemies radar.

    - Bots detect stealth from about 5 Meters away so when running next to bots or base defences take into account not to get too close.

    - Gun Towers can not detect SBH units. Use this to your advantage and take a route that has a gun tower rather than a pillbox.

    - When you use a Sniper Rifle or Ramjet you'll unstealth when aimming down the scope but recloak after 4 seconds. So try to aim in cover then pop out and fire at your target.

    - At the start of the game on some maps you and 2 other's can get SBH's to run inside an enemy building and throw a combined (x3) Timed C4's. This will 1 Hit K/O the building in 30 seconds. While risky it's very effective should it work. If detected abandon the plan, it's not worth it to lose 3 SBH's and possibly give the DNA to the other team.

    - Be very aware of how many SBH's are out in the field. Press "J" to see what your team is doing. The more SBH's there are, the higher the chance the enemy will deploy an MSA thereby wasting your time. In addition, SBH's do not win games. If there are too many then you're going to eventually get steamrolled by GDI.

    - Use the SBH with an ADATS launcher pick up to take out base defences. This honestly is the most powerful use of the character and will turn the tide of the game.

    - If you're about to die, type in !char to switch to a different Character. Run, Jump, press the Team Chat button while in the air and type in !char. This will not only allow you to possibly win the battle but will deny GDI your SBH DNA.

    - Be very aware of picking up a weapon on the ground near infantry. Very skilled players may not see you, but will see the weapon dissappearing and hear the "Pick up sound". This can be the difference between life and death.

    - I don't believe the SBH Spy from a crate is detected by Bots. Instead of buying a beacon, go to an enemy MCT and throw your timed c4. Call in !ammo and throw anouther Timed C4. Use !char and throw that 3rd and final C4. Be sure to kill the bot with the throwing knife to the head and ceiling gun before using the !char cmd. 

    - Be aware that your upgraded Rifle does twice the dmg and is very potent. Use it against light vehicles any chance you get to help out.

    - The right click should only be used for surefire headshots. Other than that, you can use it to deal dmg vs vehicles right before you take cover to reload.


    Sakura

    image.png.3d2ec02a51ac63a5127274a61e1580f0.png

    Price: 1000 Credits

    Armament:  Ramjet, Beretta 93R Pistol, (x2) M3 Grenades, (x1) Timed C4 , (x9) Throwing Knives, Combat Knife

    Health/Armor:  100 hp / 250 Armor

    Speed:  6.7 m/s

     

    Special Abilities: Can Swim

    Weakness: (Rating of Danger): Vehicles (10/10), Artillery (9/10) , Ramjet (9/10) , Close Quarter Combat (9/10)

    Strengths (Rating against): Long Range Infantry (10/10) , Powerarmor (9/10),  Light Vehicles (9/10), Aircraft (9/10),  Light Armor (7/10) , Heavy Armor (2/10)

     

    Special Notes/Tactics: I don't think much needs to be said about this unit. If you're buying this you know what you're getting yourself into. There are some overlooked things however that IA adds to the unit. The Ramjet is extremely good vs Aircraft and Light vehicles. Like annoyingly good. Be aware you have throwing knives.. use this in a close infantry combat sitation as they fire faster than the ramjet. You have EMP Grenades as well, help your team out and use them against vehicles. Lastly, your EMP Grenades are refillable because your character costs $1,000. Use this to your advantage.


    Raveshaw

    image.png.a70f4ac7180e734145916dd3fd2af889.png

    Price: 1000 Credits

    Armament:  Railgun, Calico 50 round Machine Pistol, (x2) M3 Grenades, (x2) EMP Grenades, (x1) Timed C4 , Combat Knife

    Health/Armor:  100 hp / 250 Armor

    Speed:  6.9 m/s

     

    Special Abilities: Swim, Refillable EMP Grenades

    Weakness: (Rating of Danger): Arty (8/10, Aircraft (8/10), Infantry (7/10)

    Strengths (Rating against): Vehicles (9/10) , Base Defenses (9/10) , Infantry (3/10)

     

    Special Notes/Tactics: Not a lot to say about Raveshaw honestly. Just buy the Mutant Raveshaw as you gain way more abilites and are uncrushable. Trust me, it's worth the extra $750. You should really only be using the normal Raveshaw if you're in a vehicle and you want to EMP Grenade your opponent. The railgun does great dmg vs vehicles/base defences and your small size funny enough makes you a slightly harder target to be hit from medium to long range. If you're stuck with this unit somehow, it's one of the best to be stuck with.


    Mendoza

    image.png.d081eccea341f8d2d268ef8d9e3b1e30.png

    Price: 1000 Credits

    Armament
    Normal Mendoza: Volt Rifle (400 Rounds), (x1) Timed C4 , Combat Knife, Calico Pistol MG, (x2) EMP Grenades, (x2) M3 Grenades
    Firesuit Mendoza: Volt Rifle (400 Rounds), (x1) Timed C4 , Combat Knife, Calico Pistol MG, (x2) EMP Grenades, (x2) M3 Grenades
    Backpack Mendoza: Volt Rifle Backpack (Unlimited Ammo, does +25% or so more damage than standard Volt Rifle)

    Health/Armor:  100 hp / 250 Armor

    Speed
    Normal Mendoza: 6.8 m/s
    Firesuit Mendoza: 6.8 m/s
    Backpack Mendoza: 5.9 m/s

     

    Special Abilities:
    Normal Mendoza: Refillable EMP's, Can swim
    Firesuit Mendoza: Refillable EMP's,  Firesuit, unable to swim
    Backpack Mendoza: unable to swim

     

    Weakness: (Rating of Danger): Ammuntion Based Weapons (9/10), Snipers (9/10) , Heavy Armor (8/10) , Artillery (8/10),
    Long Range Combat (8/10)

    Strengths (Rating against): Defenses (10/10) , Light Armor (9/10) , Power Armor (8/10) , Infantry (8/10), Heavy Armor (7/10) , Sniping (6/10)

     

    Special Notes/Tactics:
    Normal Mendoza: Do not buy this unit. Buy the Flamesuit Version instead. Yes you can swim but it's not worth it soley for that.

    Firesuit Mendoza: Use the Firesuit Mendoza to run through Proxie mines like crazy. You can tank run through about 6-8 proxie mines before you die. When there's a building you need to get into and in turn blow up, use this unit. Remember you have EMP Grenades so use them to not get ran over! Be very aware that you take increased damage from bullet based weapons. Be careful.

    Backpack Mendoza: Previously twice as powerful.. the backpack mendoza now deals moderate increased damage compared with the Normal Volt Rifle. Is it worth it? Kinda. Use the backpack mendoza in combination with a Phase Tank to fire deal inital damage and then more while your opponent turns around to find you. Complete this hit and run tactic by then just moving away. You'll eventually get them with some time. The Backpack Mendoza is also incredible at taking out base defences and the fact you have no reload requirements makes you harder to spot from far away. No calling in ammo here. Be aware that you're extremely slow and will be sniped if you're out in the field. Upgrade the heavy weapons to deal +25% more damage on top of what you're already doing. With the upgrade, this unit goes from a "Maybe" to a sure thing.


    Nod Sapper (Offensive Based)

    image.png.2922b314b7c976b57063f2aa2ff9d3e1.png

    Price: 400 Credits

    Armament:  MK.I Repair Gun, CZ-75 Pistol,  (x2) 7 Stick Timed Dynamites, Various buildable objects

    Health/Armor:  100 hp / 200 Armor

    Speed:  6.0 m/s

     

    Special Abilities: Able to build defensive barriers and turrets

    Weakness: (Rating of Danger): Everything (10/10)

    Strengths (Rating against): Defenses (10/10) , Mammoth 36 inch (10/10), Building MCT (10/10)

     

    Special Notes/Tactics: A very unique unit that requires consideration to use. As the Nod Pioneer you're able to build offensive based things to help you win the game. These include turrets and barriers. Use the barriers to prevent rushes against your base or take cover as needed out in the field. To place something, press the "T" Key and build it. Be aware that your unit also comes with 7 Timed Dynamite Sticks. These can be used against buildings, heavy slow vehicles and MCT's. You can not building within 55 meters of your base as the unit wont let you. Most importantly note that the Turrets you build have a "Decay" system. They will take damage over time and must be repaired if you want them to survive. Each turret has a life of aprox 10-20 minutes or so.

    Use a Stealth Tank and this unit to throw 2 timed Dynamites on a Mammoth 36 inch. It will 1 Hit K/O the unit.
    Use the Timed Dynamites on Pillboxes. They will 1 Hit K/O an unupgraded pillbox.
    Use the Timed Dynamites on MCT's. They will 1 Hit K/O it. Be aware that they take 55 seconds to blow up.

    Your AT mines that can be placed in the ground are invaluable to stopping rushes. If you have the time and the money then place a couple on a vehicle path into your base.

    There are Twin Stingers that you can build to detect invisible aircraft. They're not very good against bombers however so don't rely solely on them.

    The BM-24 Rocket Pods that you can build are a waste of money. Don't bother unless you're bored.

    The turrets that you build can detect stealth. So if you're having a problem with stealth'd units then build a turret or two out in the field.

    The ability to build on a specfic part of the map may prevent rushes like crazy. Be very mindful of where you build as it can completely tilt and change the game.

    Do not team hamper by doing dumb stuff with this unit please. Like building so none of your team can leave the base. - From Threve


    Nod Pioneer (Defensive Based)

    image.png.6076f426b1b3c21ed152ec0e41c824e1.png

    Price: 400 Credits

    Armament:  MK.I Repair Gun, CZ-75 Pistol,  (x1) Timed C4, Various buildable objects

    Health/Armor:  100 hp / 200 Armor

    Speed:  6.0 m/s

     

    Special Abilities: Able to build defensive based objects

    Weakness: (Rating of Danger): Everything (10/10)

    Strengths (Rating against): None

     

    Special Notes/Tactics: Nearly the exact same as the Sapper. See above for tactics. Be aware that the turrets you build can not detect stealth. Use this unit to build even stronger defensive based objects to block rushes. Be aware you have 1 Timed C4 and not dynamites. So don't expect anything offensive based with this character. 

    Lastly, you're able to build Tiberium Machines as you see. Place these where a Tiberium Field is to regrow the Tiberium Faster. You'll need to place about 2 to really make a difference. However, be aware it's not really worth it as they typically get blown up anyways.


    Nod Commissioner

    image.png.26da845cf96f92c277df14ec8c25fb11.png

    Price: 400 Credits

    Armament:  Machete, Anaconda Pistol, (x1) (x2) EMP Grenades, (x3) Timed C4

    Health/Armor:  100 hp / 250 Armor

    Speed:  7.0 m/s

     

    Special Abilities: Can Swim, Grenades are non-refillable

    Weakness: (Rating of Danger): Vehicles (10/10) , Power Armor (9/10) , Aircraft (8/10), Sniping (7/10)

    Strengths (Rating against): Building MCT's (10/10), Infantry (9/10), Aircraft (4/10)

     

    Special Notes/Tactics: A unit that's gone over numerous revamps. The Nod Commissioner. Use this unit to run into an enemy base and plant 3 Timed C4's on the MCT. It only takes 3 to kill a building so you're in luck. Be aware that your Anaconda Pistol is incredibly powerful against infantry lacking armor with headshots able to 1 Hit K/O most. Something of note is that your Anaconda Pistol is able to shoot through the shield at Shield Barrier Bots. Use this to your advantage.

    If you have to tank 1 or 2 mines with this unit it's entirely possible as you have 250 armor. Use the EMP Grenades if you really need to to escape a situation. Be aware you can't refill them however. The machete is also really really good believe it or not. If you run out of ammo or suck with aimming then go hard with it.

    The best tactic with this unit is to get a Stealth Suit and sneak into GDI base to blow up a building. Other than that you're pretty much an infantry killer and it's not worth it to get this unit soley for that.


    Nod Tank Commander

    image.png.9ef645b31b98f553e2cf625d122dc780.png

    Price: 600 Credits

    Armament:  Calico Machine Pistol, Knife, (x1) 4 Stick Dynamite

    Health/Armor:  100 hp / 150 Armor

    Speed:  7.00 m/s

     

    Special Abilities: Auto Heal Vehicle (+9 HP per 3 seconds), Swim

    Weakness: (Rating of Danger): Anything (9/10)

    Strengths (Rating against): Building MCT (10/10) , Any infantry in close range (4/10)

     

    Special Notes/Tactics: The upgraded version of the Nod Tank Crew. This unit sits inbetween the slot of the Nod Tank Crew and Tank Ace respectively. The only reason for getting this unit is that you have no refinery but have your vehicle, 600 credits and are badly needed immediately to defend the base from the enemy. Other than that just save up for the Tank Ace. If your vehicle is disposable (Like a 203mm Arty or Luna) then get a tank crew. If you make it inside an enemy building, throw your Dynamite at the MCT. Be aware that your dynamite does the dmg of 4 timed C4's. 


    Nod Tank Ace

    image.png.5abdc06fca69dbccf76d84610969e1a7.png

    Price: 1400 Credits

    Armament:  Calico M-900 Carbine, (x2) 7 Stick Timed Dynamite, Knife, Mk.I Repair Gun

    Health/Armor:  100 hp / 200 Armor

    Speed:  7.00 m/s

     

    Special Abilities: Auto Heal Vehicle (+12 HP per 3 seconds), Swim

    Weakness: (Rating of Danger): Heavy Vehicles (9/10) , Sniping (8/10) , Aircraft (8/10) , Infantry (6/10)

    Strengths (Rating against): Building MCT (10/10) , Defenses (9/10) , Slow Heavy Armor (9/10), Light Armor (3/10)

     

    Special Notes/Tactics: An incredible bargin for everything that this unit does. The Tank Ace is the multi-tool of Nod's Arsenal. If you plan on using any vehicle for a period of longer than 2 minutes I highly highly reccomend getting this unit because it will increase your survivabilty ten fold. It's often overlooked, but surviving on the field longer in your vehicle means you're able to do more dmg to your opponent over the long term. This is better than dealing slightly more dmg short term and risking failure. Buy this unit with every expensive tank that you can and you'll no longer risk dying to arty or infantry sniping you.

    In the event you see a Mammoth 36 inch, use this unit to drive up with a Stealth Tank and throw both Dynamites on the 36 inch. Do not fire your Stealth Tank as you don't want to alert their teamates to your location.  Drive away if you can afterwards and map sure no one hops out to repair that vehicle. In 55 seconds you'll kill the Mammoth Tank and score big points. Remember the you exit from the rear of the Stealth Tank so don't back up before you exit or you'll get stuck.

    Place Dynamite on an MCT to score a 1 Hit K/O.

    Your Mk.I rep gun unupgraded barely repairs better than just sitting inside your tank. I'd reccomend just driving away or getting into position rather than repairing your tank as there's not much of a noticable difference.

    Your M-900 Carbine is actually very very good against infantry. Use it.

    Again, don't forget about your Dynamites. 1 Dynamite can kill a Pillbox in 1 Hit. It may be worth it to suicide yourself into the enemy base just to blow up one base defence if you have the money.

    Getting inside anouther persons vehicle will heal said vehicle.


    Black Hand Red Arrow (Javelin/Red Arrow)

     

    Price: 1,400 Credits

    Armament:  Red Arrow Javelin Rocket Launcher, Corbetti Raptor Rifle (x600 rounds) , CZ-75 Pistol , Combat Knife

    Health/Armor:  100 hp / 200 Armor

    Speed:  5.9 m/s

     

    Special Abilities: Stand still and press "T" to deploy.

    Weakness: (Rating of Danger): Snipers (10/10) , Infantry (8/10) , Light Vehicles (8/10) , Aircraft (8/10)

    Strengths (Rating against): Defences (10/10) , Vehicles/Armor (10/10) , Infantry (4/10) 

     

    Special Notes/Tactics: An interesting addition to IA, the Red Arrow is able to destroy Base Defences and vehicles alike with ease. To use the rocket ability just stand still on flat ground and press the "T" Key. You'll then be deployed into a small defensive outpost where you can take aim against units. If you stay long enough you'll start to annoy people and become a prime target so make sure to stay mobile. You have a back up rifle but don't rely on it. Your main purpose is to kill base defences or vehicles. Can not track aircraft so don't bother trying.


    (Free) Nod Shotgunner

     

    Price: Free!

    Armament:  Knife, Shotgun (x40 Rnds) , AT-4 CS Rocket

    Health/Armor:  100 hp / 100 Armor

    Speed:  6.6 m/s

     

    Special Abilities: Swim

    Weakness: (Rating of Danger): Long Range Combat (10/10) , Everything (7/10)

    Strengths (Rating against): Infantry (10/10) , Light Armor (8/10) 

     

    Special Notes/Tactics: Hilariously overpowered as of writting. The right click on the Rocket does about 177 Damage against infantry with a splash of about 10 Meters. Meaning you can kill nearly anyone, anywhere as long as you can see them. Moving past that the right click on the shotgun has a range comparable with a Rifle, hits anything instantly like a laser beam and also burns people to boot. A headshot will land you a 1 hit K/O. The rocket also deals insane dmg against vehicles so you can spam this unit to your hearts content. Use this free unit if you have no $. There's zero reason not to.


    (Free) Engineer   (Engi)

     

    Price: Free

    Armament:  (x2) Remote C4's , (x1) Timed C4, (x1) Sticky Bomb , HK.45 Pistol, ($100) Barbed Wire, ($700) Dentrov MG Sentry.

    Health/Armor:  100 hp / 100 Armor

    Speed:  6.5 m/s

     

    Special Abilities: None

    Weakness: (Rating of Danger): Anything (9/10)

    Strengths (Rating against): Building MCT (9/10) , Infantry (4/10)

     

    Special Notes/Tactics: Use this unit to build your silo at the start and earn extra money. Alternatively you can rush with this unit and blow up a structure at the start if the enemy team isn't paying attention. When attacking the MCT be aware that you + another Engi can blow up a building using only Remote C4's and your sticky bombs. This is faster than planting a Timed C4 and waiting for it to go off. If you're the only one inside a building, you have to use your sticky bomb, Remote C4's and the Timed C4. There's a couple things to note however.

    When going solo and if no one knows you're inside a building, place the timed C4 first on the MCT, then place the remotes. The Timed C4 takes 30 seconds to explode. When it reaches 20 seconds left, throw your sticky bomb, then detonate the Remote C4's. This makes it so the enemy team has no time to respond or knows what happened.

    If you're going solo and the enemy know you're inside the building, then throw your Timed C4 on the MCT. Be sure to place it on the sides if possible because it's hard to notice/disarm. Then throw your Remote C4's and hopefully kill anyone attacking you with the blast. Then throw your Sticky bomb and try to force your opponent to chase you or distract them to buy enough time to have the Timed C4 explode.


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