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Threve

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Everything posted by Threve

  1. View File Half-Life 2 Gravity Gun [ARCHIVE] Some weird repair thingy. Apparently fixes things in this game. Replaces Repair gun. Note: This is an ARCHIVE'd file from another Renegade Website. I did not originally create this. Only uploaded here for Archive purposes. While I have tested this out in-game I bear no responsibility or will provide updates to this file. Please do not modify this file or use it for malicious purposes in-game. Install by putting the files into your data folder. ThisPC > LocalDisk C: > Program Files (x86) > W3DHub > Games > ia release >Data (DATA FOLDER) Submitter Threve Submitted 02/19/2023 Category Custom Textures  
  2. Version 1.0.1

    92 downloads

    A Chemical Clone Trooper. Replaces the $300 Chem Trooper. Modded a little for IA by upscaling to 2056x2056, adding a PT Icon and making him green. Install by putting the files into your data folder. ThisPC > LocalDisk C: > Program Files (x86) > W3DHub > Games > ia release >Data (DATA FOLDER) Install the Hud/PT files in your TTFS folder C: > Program Files (x86) > W3D Hub > games > ia-release > IAFiles > InterimApex > ttfs >files (TTFS Folder) Note: This is an ARCHIVE'd file from another Renegade Website. I did not originally create this. Only uploaded here for Archive purposes. While I have tested this out in-game I bear no responsibility or will provide updates to this file.
  3. View File Chemical Clone Trooper [ARCHIVE] A Chemical Clone Trooper. Replaces the $300 Chem Trooper. Modded a little for IA by upscaling to 2056x2056, adding a PT Icon and making him green. Install by putting the files into your data folder. ThisPC > LocalDisk C: > Program Files (x86) > W3DHub > Games > ia release >Data (DATA FOLDER) Install the Hud/PT files in your TTFS folder C: > Program Files (x86) > W3D Hub > games > ia-release > IAFiles > InterimApex > ttfs >files (TTFS Folder) Note: This is an ARCHIVE'd file from another Renegade Website. I did not originally create this. Only uploaded here for Archive purposes. While I have tested this out in-game I bear no responsibility or will provide updates to this file. Submitter Threve Submitted 02/19/2023 Category Custom Textures  
  4. Orca AT: Great unit that is the mainstay of GDI AT Forces. Kawasucki: Can't detect anything. The "Detection" feature is more so a thing where if it works it's an added bonus. The missiles on this unit fire faster however and it can carry 2 people. Also it accelerates very fast. Orca Scout ($800): Mainly a sucide transport with the added bonus of being pretty good against things that are not AA. Might I mention that the Vulcan machine gun also has MASSIVE range. Chinook: Primary reason for this unit is Anti Infantry and a Transport. Serves it's purpose very well. Bomber: A Hidden GDI trick to get a last second win. Requires GDI to actually save up $ to use effectively. Can be countered by a SA-88 Geko. Overall GDI Air: Great units that provide great firepower. However, they do so in a balanced way that requires skill to bring out the most. Apache Scout: Same as GDI. Apache AT: Same as GDI. Hind-24: This is the only unit that i'm iffy about. It can carry 6/7 people. The range is MASSIVE. The damage is pretty good. The right click is a nice bonus. If this had to be changed i'd reduce the range slightly. Buff the right click missiles and a slightly longer reload. But I don't think it needs changes. Commanche AT: This unit is extremely powerful in the right hands. But it requires a lot of cordination, visual recon and being able to read situations in the game. To get the most you have to really apply yourself. But you'll be well rewarded. Be aware the cost makes this unit it super pricy if you fuck up multiple times. A Tank Ace is a must. Can be killed using a ramjet, base defences or Chapperal. If you're using a Kawasaki with an MSA to find this unit you're doing it wrong. Get a ORCA Scout and Ramjet/AA Stinger and wait to be attacked. Or just get a ramjet and wait in field. Commance Normal: Used only to 2 Hit K/O a full HP 36 Inch mammoth tank. Banshee: This unit should be $2,000 how it is now. It constantly tetters more than any unit on being too powerfull or nerfed to shit. Overall Nod Air: Really good and balanced when compared to GDI. The Banshee needs to be slightly changed. The AT Commanche requires a vet to use effectively in a normal game and the Hind is controversal but bear in mind that GDI has the SPAAG - 87 Anti everything gun.. so I think things balance out.
  5. There is no way to in-game or from Renegade. it might be possible through an exterior program that specifically binds keys/codes for you to do but I don’t know any off the top of my head. I’d recommend just using Cntrl C to copy whatever you want and Cntrl V for copy/paste.For example when fighting a battle the last thing I want to do is get stuck so I have !Stuck copy/pasted to use in a millisecond. You can also Copy/Paste !char so mid battle you can jump and switch character if you’re about to die and you’re in a critical moment. Your choice.
  6. I think Headshot said it all perfectly. I'd also like to add that the Hind Rockets (right click) I think should be buffed if the left click is going to be dogged down and nerfed.
  7. There's a 25% chance for -Armor -Weapons -DNA - HP Making it so there's a 100% chance for DNA would just mean to clear mines two people could just get a Mutant Raveshaw and go hard in the GDI Base. Or 1 person could use !killme, and !ammo to refill a Flash M202 and 1 Hit K/O a building in 10 seconds. So i'm voting no as it would invite a lot of problems. Also, weapons spawn on the maps frequently with typing in "!wep" being an option to get weapons as well.
  8. I believe @ Kaskins has been a bit busy so i'll answer this for him and invite him to please correct me on anything I say. Kaskins did not want me or other mods to add bots. From what he told me he did not want me to do bots because - Kaskins is an Admin and has acess to a lot more commands than Mods do. This means he can add vehicles and units at will. - Kaskins is able to add units that haven't been released yet. He wants to test said units with bots. - While Mods can add bots, after about like 70 Bots they start to glitch and there's nothing Mods can do about it. The bots turn invincible which leads to a ruined game. - The server can crash as a result of above. Which Yap has brought up to me that he's annoyed with. I hope this helps to answer your question.
  9. This topic is being created for other moderator input and threading. Adrian9112 was perma banned due to purposeful team imbalancing multiple times. I got a msg from Adrian9112 to appeal for an unban via PM. I don't think I was clear in my ban msg that it needed to be a topic hence why i'm creating this. ------------------------------------------------------------------------------------------------------------------------------------------------ Adrian9112: "Hello sir, how long do I stay like this...to know what I'm doing. thanks Threve $$" ------------------------------------------------------------------------------------------------------------------------------------------------ Hello @ Adrian9112 . You were banned due to team imbalancing multiple times and this just being the final straw. You'll purposefully leave before someone joins so that they will join a different team due to how the team balance is automatically calculated on Renegade. We (Kickmofo and Voe) have told you multiple times to stop. Even getting to the point of banning you for a Month. Although I've also told you to stop in-game your response has been "Alarm" and "Whatthe". So, you've been banned as a result of continuing to do this. You have even somehow managed to have been kicked by Yap?? Interestingly enough you also have used multiple I.P.'s to attempt to connect here. You have a chance here to explain why you keep doing this and not listening to us. 10/11/22 [21:13:04] <~ikmapsbot> [11/10/22 - 14:02] [KICK] Adrian9112 (46.XX.XXX.XX) was kicked by Yap for 'enough is enough of team stacking.'.
  10. A big congrats to all working on this project and hitting this major milestone! The game looks incredible and super excited to join in on the fun.
  11. Renegade 2022-07-04 00-51-46_Trim.mp4
  12. ---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 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 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) 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 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 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) 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 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) 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) 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) 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 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) 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) 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) 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) 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) 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) 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 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 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) 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 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 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 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 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) 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) 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 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 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 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) 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) 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 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 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 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.
  13. Map Rotation w/ Strategies (Needs Complete List Update) - IA_OrcaHeights.mix - IA_Infinite_Isle.mix - IA_Winter_Assault.mix - IA_Suspense.mix - IA_Bog.mix - IA_GreatWall.mix - IA_Cold_Valley.mix - IA_BlazenSands.mix - IA_Cold_Wall.mix - IA_Cold_River.mix - IA_Industrial_Strength.mix IA_OrcaHeights.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : No Forgotten Hub? : No Forgotten War Factory? : No Forgotten War Naval Yard? : No Strategies Playing as Nod: It will immediately become apparently in this map that whoever has the initiative will be at the advantage. With this said it is also noticeable that nod is at a slight disadvantage due to most of the airships being unable to pass through the holes in the walls. For Nod to win you are going to need to constantly hold the field and thus win by points and preventing GDI from hitting your base. This can be accomplish obviously through a variety of ways but there are some things that are unique to this map you can do. Early Game Tips Getting a Rocket Soldier early on in-game and climbing up the walls to GDI base will allow you to snipe the buildings and gain some $/Points. I recommend doing this at the beginning so GDI does not have time to place mines on the ladder. Crates are placed frequently and wide openly in this map. During the start of the game (if you can) grab one. There are extremely few spots for vehicles to go which creates choke points. Almost always GDI will eventually make it to Nod Base on this map. It is therefor recommended early on while you can to get an Engineer and place Anti-Tank Vehicle mines. These will prove invaluable later on in the game. Do not put them close to your base however as Nod base is where most combat will occur along with tank shells landing. You can however put them in the ditches where they will be safe(r) from enemy fire. A very effective strategy for the bold is to get a Wiesel 20mm Auto cannon tank and use it to hold the field early on. This small tank can go through tunnels small areas alike. Furthermore use the 20mm gun to hit infantry with deadly efficiency. The 20mm gun can also pierce through armor efficiently along with doing a number on Aircraft. The trick with the tank is to use it as an addition to an attacking force or as support.. with this said it is also a deadly weapon on its own. Lastly, you can hide behind the Apache wreckage in the field and just barely stick your gun out in the field for ultimate, impossible to hit cover. How long you decide to use this tank is up to you, but it can cause a very serious problem for any unit with time if you can keep it alive. Another possibility is to use a Infiltrator to go into the tunnels described above and fire the rockets at tanks. A well organized GDI team will typically purchase ORCA Escort Ships/Rocket Soldiers and hit the defenses from the cover of the Structures. Purge them with a MI-24 Hind. This badboy will rip apart infantry with it's main gun. Use the right click (Missiles) for massive splash damage along with burn damage to boot. Take care of the Hind and it'll provide incredible cover.. however do be aware that when your armor is gone you're one hit away from death so repair when you can. One last note is that you can use this thing to slip near the crack from your PP and hit GDI units in the field quickly. The Nona 120mm Mortar is invaluable on this map, yet highly under utilized. Straight out of Nod base there is a small gap in the walls where the GDI Power Plant is located. Deploy here by clicking "T". After your turret moves up, use right click to aim through this hole until you hit the GDI Tiberium Ref or War Factory. It will take a couple shots, but eventually you'll land your mortars on them by EVA announcing it or your points going up. It is very important you look at your points to ensure you're hitting the GDI base. Readjust your aim if you keep missing. Mid-Game Tips At this point in the game you should have some credits to help out, GDI will also start rolling out their tanks along with maybe an Orca or two. It is important that you destroy any ORCA when you can as it will severely deplete GDI's economy quickly. Worse yet, these ORCA's will care a Rocket Soldier who will pick away (effectively) at your defenses. Kill both Vehicle and infantry or get steam rolled later on. If you have a large and competent team, I recommend getting an SA-8 Gecko as this thing will kill any Orca in 2 unavoidable hits. You can now not fear any air attack as long as you're covered in field. Having this inside your base is useless as ORCA's are going to be used to just fly into the tunnels above your base. If by chance your defenses have failed and your team sucks then get a Anti Tank Comanche and use it only for defense. It is a very powerful tool when it pops up and shoots at vehicles but will get ripped to shreds outside of base in the open. Use at your own risk. ASU-57 Anti Air Tank deployed will also grant a great defense/distraction for when GDI is outside your base. When deployed the armor on this thing becomes almost impossible to break without dedication. Be especially alert when possible for a rush on Nod power plant through the walls. Towards the end of the game GDI may start to get desperate and this tactic becomes a reality more and more for them. A Brazilian X-90mm Tank can drive through your tunnels, survive all the defenses, unload people into your power plant and kill it. Make sure your Power Plant is mined. If you're a good sniper then use this map to utilize your strength. All to often GDI will gain a foot hold with Sydney's or Rangers attacking units below. It should also be noted that using a Ramjet isn't always the best because it leaves behind an obvious blue line that can be traced to your position. Instead use the Black Hand Sniper or Dead eye as a head shot from these characters will 1 hit kill anyone as well. Late-Game Tips Come late game, it will become very apparent who is holding the initiative. If GDI is attacking your base and your points are close then Nod will easily win if you and your team can repeal every attack they give. The map is incredibly good for hiding Goliath's. If you see a GDI 36 Inch Mammoth then simply find the likely route and wait. Do not forget the importance of Anti Tank Mines. Though more difficult it is still recommended to place them when there is a lul in combat or your team has taken the field. Doing so will grant the needed points to win along with keeping GDI away from your base. If you have money to spare and the pathway is clear, you can sneak up the GDI wall with a Mutant Raveshaw and a nuclear beacon and plant the beacon near the GDI base. You will not kill the building but will get a lot of points, vet and $. Further more, the beacon when planted is very easy to camp and you can typically waste a lot of GDI time/resources with them trying to disarm it which is a win in of itself since they are not attacking your base. Be aware that stealth units driving near GDI base can probably be detected with a good Mobile Sensor Vehicle placed inside GDI base. Be aware of who's playing on GDI to determine the possibility of set up MSA's. The name of the game at this time is to win by points for time expiration. I would recommend getting a Strivsgwagon 155mm (2400 Credits) and a Nod Tank Ace (1350 Credits). This tank is nearly impossible to kill and the range on it is outstanding. Use this tank to camp outside Nod base and kill every GDI tank that comes across. Your points will quickly add up. The T-95 Black Eagle is another fantastic option. It is possible as well if Nod is holding the field well to get a Peony Nuclear Artillery and hit GDI base from near the Nod Entrance. However, the skill, credit risk and situation will depend on you. ============================================================================================ Playing as GDI: It will immediately become apparently in this map that whoever has the initiative will be at the advantage. GDI can win this map easily through what it does best, the annihilation of Nod. When playing as GDI it is recommended that you hit hard and hit often. When you are able to get a couple tanks in front of Nod base you'll be able to easily attack their power plant and harvester. Taking out the power plant and then harvester constantly will starve them of money that they cannot cope with. Early Game Tips Nod on this map will generally not be able to hold the field like GDI does, however a couple Anti Tank mines for insurance is always a good start. Grab a crate if you can. Getting into a Brazilian 90mm Tank (400 Credits) is a great way to hold the field initially. Furthermore, it will be able to go toe to toe with any early game tank. A well organized GDI team will typically purchase ORCA Escort Ships/Rocket Soldiers and hit the defenses from the cover of the Structures. In a matter of minutes it's possible to completely take them all out. Mid-Game Tips At this point your team will start amassing credits and roll out tanks. It is highly recommended that you organize your team to get 120mm mammoth tanks as they are the best bang for the buck that GDI has. Your job will be to cover these tanks as Nod will be doing its best to repel the attacks and in turn gain valuable points. How you defend your team is up to you although a Prism tank covered is very invaluable. A 125mm Pendenkar is another tough tank that can go toe to toe but for an all around offense a good tank with an AA Specialist is a great option to. Your goal will be to starve Nod of its credits to prevent them from repelling your offense. Kill any vehicle that opposes you and your team. Do not let vehicles get away to fix themselves. If credits are tough, a Sydney with a Personal Ion Cannon is a great way to help push back Nod. There are many places to hide and attacking tanks in the field will grant a lot of points. If all is going well, look out for Goliath's. They may be lurking in the field. Mid-Game it is absolutely critical that you deploy an MSA to detect Nod Stealth'd vehicles. There are actually some very good spots on the map which i'll list here. First off deploy an MSA in the corner next to your base where the Nod Light Tank Wreckage is near the AGT. This will be covered by AGT and very hidden. To deploy an MSA in the field drive it down hill to the bottom pit and deploy it alongside the wall in the corners. Very few units go down there anyways and if your team is holding the field you'll be good. Late-Game Tips At this point you should have alot of credits. Getting a Mammoth 36 Inch tank and parking it outside GDI base will allow to 1 hit kill alot of Nod Tanks along with ensure the field is yours. This will net alot of points and secure your victory if your team is competent. Furthermore the Rockets on this thing are 1 hit K/O for most Heli's that Nod has. Just don't let any stealth tank get behind you. A good unit as well is the Mortar AVRE. You'll need to practice alot with the tank for it to reach its maximum potential honestly but with some time you can fire long range, 1 hit kill stealth tanks and even helicopters. IA_Infinite_Isle.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : Yes (Forg. Silo x1 and Tiberium Machine x1) Forgotten Hub? : Yes (x1 in pipe and x1 in Nod Caves) Forgotten War Factory? : No Forgotten War Naval Yard? : Yes Strategies Playing as Nod: A brief overview of the situation while playing as nod will immediately reveal that they are at a disadvantage from above. The cliffs span above Nod base span a good view of everything along with a cave or two to boot where GDI can make small piercing attacks. To add to the dismay, the harvester is also at risk as the defenses (Most namely the Coastal gun) do not have a good viewpoint to help repel any attacks. The name of the game here for Nod is to repel GDI attacks for points along with making group rushes when applicable to take down a building. Early Game Tips Taking to the field you can get a Petrova which should help you balance out against any infantry. After you are in the field you're going to want to explore the sheds as there are stealth suits along with an obelisk gun there. Getting the Obelisk gun and taking out defenses will help later on. Get a Nod Anti Tank Infantry man or Rocket Soldier to destroy GDI defenses. The Nod Anti Tank Infantry has a lower profile when firing compared to the rocket soldier and in turn can hide more than the Rocket Soldier. If you stay alive for a while with ether of these you can take out quite a few defenses on the GDI front and stall them while gaining some points. After you hold the middle field, capture and do your best to hold the forgotten Tiberium Silo to help get your team to tech up. A surefire way to make your life easier as nod is to gather as many Shock Troopers as you can and meet for a rush at the HON. Go through the tunnels until you get to the GDI Infantry Barracks tunnel. There, you and your team can blow up the wall and then hit the barracks hard, hopefully destroying it. Your chances of a successful rush go up as you gather more people to rush. There are some Nod Tanks that can go through the tunnels because they are small enough. The Goliath is one of them. There is a hidden Tiberium Machine in the Tunnel near where the Nod Harvester goes. Destroy it as GDI will have captured it and take it for yourself. Typically no one will notice with how hidden it is. It is unfairly placed closer to GDI at the moment but will ensure that it's more difficult for GDI to get an advantage if you keep destroying it. Mid-Game Tips Get ready because ORCAs are going to start appearing and quick. People will get these aircraft with a gunner and take out your defenses on the ridge. A general good unit if you can save up for it is the 9K22 Tunguska. The missiles this thing has will help fend off Orca's along with seriously damage vehicles that come through. survive with this vehicle for a while and the points will start to add up for you. Hit inf with the missiles for a 1 hit K/O To make things even sweeter use this monster to kill Sam Sites with its missiles. There may be a person or two on the cliffs at nod base at this point. Hit them with the 9K22 Autocannons or a Sniper Rifle. Typically at this point, GDI will start saving up or begin sending mammoth tanks to your base. Be aware and ready for it. Late-Game Tips The terrain due to the cliffs will really start to favor Infantry as they hide in the tunnels. Typically you'll get attacked by Sydney with a Personal Ion Cannon here and there so be weary whatever you do when attacking GDI base. The number one thing stopping you and your team from victory is the defenses right outside GDI base. If you can destroy these with a group camping where GDI harvester does its business then you can win the game. This however requires AA (9K22 Tunguska) and an artillery unit to destroy the defenses. Furthermore mammoth tanks will be leaving GDI base quickly to rush. It's honestly just easiest to grab a Nod Anti Tank Rifle Soldier and use him to hit the weak defenses in the front if they are still up. Depending on the amount of players will increase or decrease your success with this.. but you can purchase a MI-24 Hind and use it to blow up GDI refinery. Basically just fly over your base to the cliffs of the GDI base where their Refinery is and duck up/down using your right click missiles. It takes a little bit of practice.. but you can just barely hit the Refinery and if you upgrade your payload from the Com Center you'll be able to destroy Ref depending on if GDI bothers to repair it or not. Now all other things considered this Helicopter just kicks ass on this map because it is extremely hard to kill (the armor can reach up to 1100 and resist multiple AA Missiles), the left click machine gun will go head/head with any ORCA and the right click missiles do very good damage against anything armored. Use this unit, have fun and take cover behind the cliffs when you need to. GDI Mammoth Tanks have a slow turret turn rate. Kick their ass with Ezekiel Stealth tanks. ============================================================================================ Playing as GDI: When playing as GDI it is important to take control of the field and hold it down so you can secure your tanks attacking later on. If for some reason this isn't working then attacking with a Personal Ion Cannon in the caverns is always a good alternative. Early Game Tips Place some Anti Tank mines in the field. These will go a very long way against Nods Stealth Tanks Gain and absolutely hold the Tiberium Silo to help get your team on the early offense with good tanks. It is going to be very easy to bring down Nods morale by yourself in the beginning. Simply get a Personal Ion Cannon suit and run to the Nod Tiberium Refinery Cave. Do not attack it so that people don't come running up to you. Go instead to the right and run up the cavern, throw a timed C4 behind your steps and keeping going up and you'll be on a cliff over looking Nod Base. You can run a little forward and hit the Hand of Nod. Run back, hide, reload and fire again. This will grant you a lot of points and if anyone attacks you then run down and attack the refinery. If you can get some people to follow you do it. Mid-Game Tips Nod may or may not have some helicopters out at this point. A good counter to them is attacking as inf while in the caverns. If Nod has managed to park themselves outside your base, keep in mind the massive range of the coastal gun can hit vehicles for massive damage. Try to lure Nod vehicles to you by flanking. Your goal will be to starve Nod of its credits to prevent them from repelling your offense. Do everything you can to deny Nod the Forgotten Tiberium Silo. Mammoth Tanks have a great bang for their buck value. At this point you're going to want to roll them out and attack Nod Base. You can use a Hover MLRS to do a drive by on the Nod Power Plant from the water. This is assuming you have destroyed the coastal gun. You can use a GDI Tank Ace or Commander to run up on the coastal gun and plant a dynamite. This will in turn blow it up and provide you a lot more freedom in your tactics. Late-Game Tips While a Mammoth 36 Inch will absolutely destroy Nod Base with ease it should be decided based on the situation. First you must get the 36 to Nod base, you will also be extremely exposed above by helicopters and there may or may not be Goliaths in the Caverns. If your team is rushing and has done well. A Iowa Class Battleship will level anything Nod has left and bring the game to an end. It's also not to bad 1v1 an Apache. If you're going to use a spy to sneak into Nod Base, never forget that you have the ability to swim in the water there which will help you to avoid combat/mines. IA_Winter_Assault.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : Yes (Forg. Silo's x3) Forgotten Hub? : No Forgotten War Factory? : Yes Forgotten War Naval Yard? : Yes Strategies Playing as Nod: The balance in this map is pretty fair due to defense placement and the size of the map. Victory for both teams will ultimately come down to which team can camp the Middle bridge the best or keep up the initiative by attacking the enemy base. Special advantages for Nod include being able to attack the GDI power plant easily through the tunnels with including vehicles. Early Game Tips This map is wide open but boasts a massive amount of capture buildings which can help guide your team to victory. Capture the Tiberium Silo first (In mid field, in the Tiberium fields). Then capture the GDI turret to help push them back. There is also a forgotten Tiberium Silo near Nod base next to the coastal gun. In addition to capturing the buildings, getting a Nod Pioneer will allow you to lay Anti Tank mines which will absolutely stop GDI dead in their tracks. Anti Tank mine placement is best placed on the roads as GDI will typically run these over. If you do not feel like building, push early with a Fast Attack Buggy or a Petrova to help throw GDI off. The Tiberium in the field will help Petrova heal. Some upgrades are bugged to where you have to jump to purchase them. This includes the Gizmo Repair Gun upgrade. To purchase you must jump up and click E (Purchase button) to put money into the upgrades. Mid-Game Tips If you're looking for an Ion Cannon there typically is one on the abandoned ships. This is important because if you gather an Ion Beacon you can get a Nuke Beacon as well. Keep theses and wait for the perfect moment to strike/deploy both. Again, a general good unit if you can save up for it (2800) is the 9K22 Tunguska. The missiles this thing has will help fend off Orca's along with seriously damage vehicles that come through. survive with this vehicle for a while and the points will start to add up for you. The long range distance this has is invaluable to this map and will give you a huge advantage. Typically at this point, GDI will roll some Air Craft out to disrupt operations in the field. Ensure you have a good AA plan. Keep in mind that vehicles such as the Infrared Stealth Tank can go through the tunnels near your Power Plant. Use this as an advantage and hit where they won't be expecting it. Using this vehicle to sit in the tunnels and hit the power plant is extremely effective and will add up points very very quickly. It will also allow your team to move up while GDI is repairing/dealing with you. Keeping GDI in their base while attacking helps to protect your base. Late-Game Tips If GDI is hammering your base, be extremely aware of your Forgotten Naval Yard as GDI capturing this will give you a really bad day. A Nod Battle Ship can destroy the Obelisk very quickly. Pulling up to GDI base with a Tick Tank 120mm will give GDI a tough time and help stall to bring up your teams assault. Never underestimate the value of the buildings around you. Hiding in one of the bombed out buildings with a Raveshaw Mutant will stall any GDI assault. GDI aircraft cannot stealth like Nod's can. What this means is, if you get a destroyer with AA cannons galore you will easily dominate the seas against aircraft who think you're an easy target. If you feel comfortable with it then go ahead, but I'd recommend against Banshees as they are slow easy moving targets in a large long field with capturable AA. For this map, they are not as easy to use. A late game tactic that works very well is to gather a couple people in Comanches (invisible helicopters) with Shock Troopers and fly all around the map into the tunnel near GDI War Factory. Going inside this tunnel you'll then be able to hop out and attack their War Factory and possibly Power Plant/Barracks. Great end game tactic to really put you in the lead. ============================================================================================ Playing as GDI: Again. This map is fairly balanced and will come down to which ever team is able to score a building kill, keep up the offense or win by points. GDI has a kickass assortment of heavy firepower which all should be able to be unlocked due to how long the map typically goes on. Early Game Tips Place some Anti Tank mines in the field. Specifically the bridge. Holding the Tiberium Silo won't affect the outcome to much but will definitely help get some credits for your team. Skip the forgotten WF and get fix the Tiberium Silos first. Watch the power plant as Nod favors destroying it early through the tunnel. If you'd like you can purchase a Zippo Flame Tank ($800) early game to hold the tunnels near your power plant. The tank will easily fit through and kill any infantry unfortunate enough to find you. It's possible to go through a tunnel in the middle up to Nod Refinery for an early rush. However you have to swim through a narrow corridor to do so, avoid the Nod Obelisk quickly by taking cover, then running into the Nod Refinery and killing the guard, then destroying the ceiling gun which is can 1 hit kill easily and then blowing up the Nod Refinery. Not an easy task but possible still.. Mid-Game Tips During mid-game, the battles will start to take place on the bridge. While nod is attacking, do no forget that the middle of the bridge can be destroyed. If for some reason Nod has a high armor unit, it may be easier to blow up the middle of the bridge than attack said unit. I'm gonna level with you here. The Forgotten WF is pretty useless unless your War Factory blew up. Don't bother wasting time fixing it. Getting out of your vehicle for repairs here is going to be difficult as GDI due to Stealth Tanks, Stealth Aircraft, Narrow battle zone, Buildings hiding infantry near by and a lot of the map covered in Tiberium or water. Therefor if you're going to battle and need repairs I would recommend buying a GDI tank ace to help heal your tank by 12hp every 4 seconds or so passively. Keeping the battle at the end of the bridge on Nods side will help allow your GDI units behind you to move across the bridge and continue your assault. You can use a GDI Tank Ace or Commander to run up on the coastal gun and plant a dynamite. There are also a couple SAM sites along the way that can be blown up if you move fast enough. Late-Game Tips Late game a Mammoth 36 Inch Tank getting across the bridge will be able to hit the Nod Obelisk outside of its range if you park it near the ocean and keep firing. Furthermore it will encourage your team to keep pushing forward. At this point you should have quite a bit of money saved up if your team has been competent. One way to utilize your credits is to purchase a GDI Pioneer and start placing defenses all around the map. Furthermore you can place mines on the bridge or place TOW missile sites behind buildings where tanks will pass through and not notice until they fire. The most favorited tactic here is to gather a couple Personal Ion Cannons and hit Nod Power Plant. Having 3 to 4 People will allow you to destroy it in 10-15 seconds. There is a trick you can do as well to fire faster. When you call in !ammo it automatically reloads your weapon... so, fire your PIC, switch weapons, quickly pick up the ammo and then switch back to your PIC. This will allow you to skip the reload wait time and should instead be able to fire almost instantly. Use this for the final shot against the power plant as it can be the difference. ============================================================================================ IA_Suspense.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : No Forgotten Hub? : No Forgotten War Factory? : No Forgotten War Naval Yard? : No Strategies Playing as Nod: The map as a whole is fairly balanced and allows Nod to really use stealth units in a destructive fashion due to all the places to hide. Generally the game will end mostly by base destruction cased by a Harvester camping and the enemy team running out of credits. This can easily be accomplished by a smart player by going up the small cave outside of Nod base and overlooking the whole map along with having a good view point of the GDI harvester. Furthermore, going up the ridge and overlooking the map will allow you to attack GDI's typically massive units and help fend off any attacks or rushes. Early Game Tips Getting a Petrova early on in-game is played out but that is because this unit will do work and walk almost any early on threat. The map is perfect for this unit as it has vehicle roadblocks and Tiberium everywhere to heal. The map does have some hidden trucks filled with Tiberium you can sell back at base if you're into that. More specifically a $3,000 Red Tiberium Transport truck is located in the tunnels above. There are extremely few spots for vehicles to go which creates choke points. It is therefor recommended early on while you can to get an Engineer and place Anti-Tank Vehicle mines. These will prove invaluable later on in the game. Do not put them close to your base. An anti tank rifleman will really wreck GDI's day early on in-game. Their long range and small profile make them hard to kill. The name of the game this map is to camp the harvester and establish your dominance outside of the enemy base. Do so early and find a way to kill the harvester to begin GDI's annihilation. Mid-Game Tips At this point in the game you should have some credits to help out. GDI will start to send vehicles and you may see a ranger or two. Be careful and rangers on this map are highly deadly. An RFI Light Tank (950 Credits) is a great hit and run tank that is perfect for this map. Simply attack, hide in the many places and continue the offense. As said earlier, the best place to camp in this map is outside of Nod base there will be an uphill cave. Go up here and park your tank on the ridge. You'll have a view of the whole map along with GDI Harvester. You also get a spawned weapon. Typically a Personal Ion Cannon and infantry will start to ruin your day while you're camping or attacking. Infantry on this map is very difficult to hit so it is recommended to either have someone on your team be anti infantry or to be aware. Late-Game Tips If GDI is outside of your base camping your harvester, then purchase a Raveshaw mutant and drive back the vehicles attacking. A double barrel T-62 will also help push anything back. Any GDI 36 Mammoth Tank should be handled with either EMP Grenades, Dynamite, or a Goliath. Do not let them get to your base. Typically the game ends or becomes a lot harder when someone looses a building. It's recommended to heavily mine the base to prevent infantry from Beaconing. If you can, get a Mutant Raveshaw and go above in the pipes to attack. It is extremely difficult to get returning fire when above so high. Units will always go in the middle of the field to attack. It is worth placing some mines here and waiting nearby. An Ezekiel Stealth tank is possibly one of the best vehicles on this map. The high massive damage, low profile and lots of hiding places will ensure absolute destruction of GDI forces. The harvester pathing in this map is absolutely horrid. However it can be used to your advantage when pressing the attack on GDI base. Be smart and during a counterattack destroy the Harvester when you need to outside of GDI base. ============================================================================================ Playing as GDI: GDI has a slight disadvantage on this map due to no stealth vehicles, Tall High profile vehicles and typically slower vehicles. However this is made up for in Mammoth Tank Railguns along with Massive Range Prism Tanks. The key to victory here is to repel Nod Vehicles in the field to help move your team towards the Nod base. As soon as your team ends up at Nod base you can camp the harvester and slowly move in on their base or consistently destroy their vehicles. Early Game Tips Watch out for early Petrova Units and they will easily ruin your day. Grab a crate if you can. A lot of the GDI tanks that will be good on this map cost some money. Therefor I recommend exploring the map and grabbing some Tiberium Transport Trucks to help get some early game credits. If you have the money, a early 120mm mammoth will really hold the field down and help establish control of the field. They are also extremely resilient. Mid-Game Tips Your goal will be to starve Nod of its credits to prevent them from repelling your offense. Kill any vehicle that opposes you and your team. Do not let vehicles get away to fix themselves. If credits are tough, a Sydney with a Personal Ion Cannon is a great way to help push back Nod. There are many places to hide and attacking tanks in the field will grant a lot of points. If all is going well, look out for Goliath's. There are alot of places for them to hide and though they are uncommon due to the price increase recently they still could be lurking. Late-Game Tips At this point you should have a lot of credits. Getting a Mammoth 36 Inch tank and parking it outside GDI base will allow to 1 hit kill a lot of Nod Tanks along with ensure the field is yours. This will net a lot of points and secure your victory if your team is competent. An almost guaranteed way to win (Or at the very least take down a building) is to convince at least 4 to 5 people to get rangers and simply fire at a Nod building all at once. If everyone fires their Rocket Launcher then the building will be destroyed extremely quickly. Getting together the teamwork however will prove difficult. It is recommended to get a Mammoth Recovery Tank when mounting an assault due to the many natural places to hide for cover and also repair the main attack. ============================================================================================ IA_Bog.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : No Forgotten Hub? : Yes (Middle) Forgotten War Factory? : No Forgotten War Naval Yard? : No Strategies Playing as Nod: The map has a generally good balance with a couple places to attack and poke your enemy although you need to immediately decide which type of warfare you're going to conduct. In the middle of the map is a constant point of competition with infantry warfare at an all time high in a close quarter combat environment. Through the middle of the map you can also fall down to a lower level where there are multiple tunnels that lead to the enemy base. There is also a pipeline that you can go through and take stabs at GDI structures. Using the middle effectively means racking up kills, and most importantly points through little but constant attacks on GDI structures. If you're able to take out defenses and make it past proxie mines than you'll be able to take down a building (although during med. to high player games it's very unlikely). You can also go through a tunnel to the GDI refinery in the middle of the map but as said earlier the whole map is usually proxie mined making it irrelevant. The next style of warfare is to engage in tank combat in the middle. Typically this is where nod will win most of its games after camping the harvester and taking out the AGT. Early Game Tips Getting a Petrova early on in-game is played out but that is because this unit will do work and walk almost any early on threat. The chemical grenades will wreck havoc in the middle with GDI infantry. The T-62 is a double barrel tank that deals heavy damage and has great armor. Saving up for one and saving it will help out in every situation in the middle. Don't forget to Proxy Mine absolutely everywhere you can. A favorite tactic is to get an ion beacon all the way up top on the HON. It is nearly impossible to disarm if it happens as you'll be shot while climbing the ladder. An anti tank rifleman will really wreck GDI's day early on in-game. Their long range and small profile make them hard to kill. Furthermore the pipeline in the middle of the field is a very hard to hit place for tanks and provides a great view. This map has some of the best cover in the Tiberium field. If you're camping GDI harvester than be sure to utilize the cover in the Tiberium Field. Blue Tiberium exists in this map and will allow you to gain an early economic advantage for your team should your harvest it. Should you buy a backpack flamethrower, you can go underneath the middle section below and use the right click on the flame thrower to shoot fire balls. This splash damage will constantly destroy and hurt those above. If you're having problems with Infantry in the middle then get a Nod Fanatic to suicide Vest himself and kill any infantry hitting your structures or camping the middle. Mid-Game Tips Mid game is where the field needs to be held or be taken. Holding the field allows you to make sure your harvester is safe and also allows your team to buy artillery. If you do not hold the field than do not buy artillery. GDI will typically have a mammoth tank or two come out which are very difficult to kill tanks. If you want to camp the middle than a mutant Raveshaw is a very hard to hit in tiberium, good damage dealing option. GDI has a unique advantage on this map to deploy a bridge overhead near their base and in turn harvest the blue tiberium there. This happens 50/50 with GDI sometimes doing so and sometimes not. If you see a bridge deployed than immediately destroy it to reduce their credits and waste their time. Goliath's hiding in the tiberium are almost invincible. When and if you're using a sniper on this map you're going to want to do everything you can to hit Sydney's with Personal Ion Cannons. The Sydneys will take down a tank quickly and are hard to hit/kill in a vehicle. Help keep the field with your team by taking out these threats. The map has a cliff out front of Nod base that defenses can be built on. Mortar Defenses here will prove useful all game. A Tick Tank Firebug and Tank Ace combo camping the GDI Harv is a solid surefire way to kill GDI economy. Deploy your tick tank behind the Mammoth wreckage in the GDI Tib field for incredible hard to kill cover and a great view. Late-Game Tips Do not let GDI amass their vehicles outside of your base and gain force because once the obelisk is down, the game is just about over for you. A GDI 36 inch Mammoth tank is very obvious coming out of GDI base. Handle it by either ramming it with a Melta Infiltrator Cycle or pulling up in a stealth tank and throwing dynamite all the way on the top of it. This will severely hurt that persons economy. Spies on this map are very frequent and heavy. Constantly be aware that an Ion Cannon Beacon may be heading towards your base at any second. GDI is going to have vehicles out in the field and they (the vehicles) are going to have a lot of armor and be hard to kill. If you find yourself alone in the field always get someone their with you and ask for help. You cannot attack or advance in the field without help from your team. The Stridsvagn 103 155mm ($2,400 Tank that is thin) will be your go to on this map for Nod. This tank is an absolute U N I T and Game Ender is used correctly. First off the health is stupid high right off the bat and with upgrades gets even better, the armor is resistant against everything, the low profile is extremely hard to hit and impossible to kill camping in a Tiberium field while the gun has an absurd long range. Get this tank and camp in the field with it, then hit the Advanced Guard tower when your team is covering you. You'll be able to hit the AGT and any tank coming out of GDI base with no retaliation due to the range. It is possible though a little difficult to get a SSM Missile Launcher ($1,250) on the pipelines in the middle field. Doing so will give you an advantage. Be smart and during a counterattack destroy the Harvester when you need to outside of GDI base. If you're really brave you can use an Ezekiel Stealth Tank to destroy the AGT by positioning yourself in-between the pipe in front of the the AGT. The AGT won't fire because that thing metal pipe is in front of it. ============================================================================================ Playing as GDI: The name of the game for GDI on this map is to amass vehicles outside of Nod base and take down the obelisk or get a spy into Nod base with an Ion Cannon. Should neither of those work for you the whole game due to teamwork or other reasons than amassing points will gain you victory. Early Game Tips Set up Proxy mines everywhere you can. There are a lot of entries into GDI base that are unseen and need to be covered. Grab a crate if you can. To help boost GDI economy you can grab a Deployable Bridge and deploy it above the cliff. This will lead to a Blue Tiberium Field that you can harvest. If you have the money, a early 120mm mammoth will really hold the field down and help establish control of the field. They are also extremely resilient. Use the GDI grenadier to help hold the middle. The damage from the grenades really bring on the hurt to almost every unit and it's quite cheap at $100. If you have a little bit of money i would highly recommend putting some AT Mines outside of your base where you think Nod Tanks will go. After doing so hold the field the best you can. This will make it so if you loose the field Nod will have a hard time camping your base and it'll give you another chance. In an early and typically low player count game it is very possible to be able to run into Nod Base will a teammate and blow up the Hand of Nod. There will likely be no proxie mines around and this will prove fatal. It will also completely destroy the Nod economy early on and give a significant bonus/advantage to your team. To gain some points for your team, credits and traction you can camp outside Nod base through the middle infantry war zone and hit the Nod CY with a Personal Ion Cannon. This building does not auto repair and if you're lucky you can even take it down. Be aware that to camp here will attract attention and you'll eventually have to start dealing with incoming infantry. Mid-Game Tips At this point I would recommend camping the Nod Harvester and doing your best to gather your team to amass outside of Nod base and attack it. This will net you points and if you destroy the obelisk will help end the game. If credits are tough, a Sydney with a Personal Ion Cannon is a great way to help push back Nod. There are many places to hide and attacking tanks in the field will grant a lot of points. A GDI Special Forces soldier has a rocket launcher called the FLASH. Right clicking fire on this bad boy will kill almost any infantry in one go due to the massive splash damage. This map has great camping spots. One of which is running through Nod Pipes to where you can see their Hand of Nod. Using a Sydney with a Personal Ion Cannon you can stay in the pipe line and camp their Hand of Nod. There is no way for Nod to jump into the hole where you're at and attack you.. however be aware that Nod will start to throw C4's and if it comes down to it get artillery to kill you. If Nod Vehicles are coming in masses to GDI Base you can get the FV005 Stage 2 and go above the ridge of GDI base (Above the Tiberium Monster.) When using this tank you need to realize you have a massive long range cannon and can hit all the way in the middle of the field from where I just told you to go. (Yes the range is that far). You can also deploy this bad boy to gain alot more of a defensive position along with zero recoil. However you need to be sure you're not under heavy fire or you'll die quickly during the deploying phase. Late-Game Tips At this point you should have a lot of credits. If you haven't taken the field or have it by this time frame then Nod is going to begin to steamroll you and build up units outside of your base. The problem is only furthered by if you lost your AGT. My recommendation for this point is to get a Mammoth 36 Inch and camp on the service depot. This will help you buy your team some time and also really put the hurt on any Nod Tanks if you hit them. If you want to get a spy and go that route then it is recommend that you go to the middle, climb down the ladder and go down to where the tunnels/tiberium is. Then go through one of the tunnels into Nod base as this route will not be mined. Then if you are going to Ion Cannon a building, go into the Hand of Nod through the ladders on the left or right and go all the way up to the highest point you can in the HON. Basically you'll climb a very tall ladder to the roof and plant it here. If you're able to do so this beacon is basically un-defusable. It takes 30 seconds for a beacon to fire. It takes Nod team 5 seconds to realize where the beacon is, 10 seconds to get to the beacon in the Hand of Nod, 5 seconds to climb the ladder and 3 to 4 seconds to defuse the beacon. This is all assuming absolutely everything goes perfectly for Nod and typically this doesn't happen. To further prove this is a guaranteed HON kill you can just shoot anyone who climbs the ladder very very easily with no retaliation. If you take down a building in a high player game then it will severely affect Nod Economy. To help destroy it further it is imperative that after you destroy a Nod Building you push the advantage, or camp the Harvester. This map is made to be a drawn out long game and this will help you win. IA_GreatWall.mix Tiberium Machines/Forg. Tiberium Silo/ATM? :: Yes (Silo's x4 in the mountain outside of your base) Forgotten Hub? : Yes (Inside the Forg. WF) Forgotten War Factory? : Yes (On the right side for Nod, on the far Left for GDI) Forgotten War Naval Yard? : No Strategies Playing as Nod: This original map was one of the first to be created for this mod. The map has a lot of focus on Siege Warfare as it will become obviously known right off the bat. This map also has a secret to it where you can get a RA2 Kirov Blimp or two if you're knowledgeable. Probably of the biggest importance on this map however is that of economy. The Economy on this map is extremely slow unless you can capture the 4 Tiberium Silos located in the middle of the map. To win on this map as Nod will require you to get your team to push unto GDI base through the right side (GDI PP side) of their base or win by points (Typically this map is won by points). It should also be noted for this map that the loss of a building will have a higher and more severe affect on a team than most other maps. The loss of a power plant will absolutely choke the economy of either team while the loss of your infantry structure will make it impossible to hold the silos effectively. Destroying the War Factory or Airfield will cause the team to lose the game. Early Game Tips Early on in-game it will be impossible to make any push on an enemy base in this map. The defenses are too thick, most players will be in-base or will simply be in the middle or on the fortress part of the map (right side for Nod). Furthermore there is little to no income. The best tactic early on is to fight for the silos in the middle. Go outside of base and go to the right. You'll then find the silos inside a cave. This map uniquely has 2 Kirov Airships. In order to get them you go to the left cave with a Petrova. Go through the cave and down the ridge. You'll be able to see the middle of the map on the right side. Go down the ridge and you'll then see sandbags in a small cave. Shoot these and then climb down the rope, after doing so be aware that there will be 7 to 9 Viscoroids that will attack you after you get off the rope. Climb down the rope and use your pistol to kill the first two. Then go down and wait for all the Viscoroids to come down to your position. Run in a Zig Zag to save yourself from their attacks all the way down to the end of the tunnel. After doing so you'll see a rope that you can climb to go all the way up to get the Kirov. You may take some damage from doing so be careful. If you want to move slower but more safely use a Black Hand Machine Gunner to kill all Visceroids with no problem. It should be known that any successful attack will be a major pain for GDI due to the low economy. If you have the chance then absolutely kill any vehicle you see in field to delay GDI even more. The "China Town" in the middle has some weapons hidden along with a crate. To your right will be a capturable mini fortress that has a lot of defenses to it. Along with a service depot. Hold this position. Mid-Game Tips Typically 9/10 times when GDI wins through base destruction, GDI pushes through on the right side where the capturable fortress is. You need to hold this position not only to help secure your victory but also to help defend against defeat. This is where the x4 Silos in the middle come into play. At this stage in the game if your team has not taken them or pushed then they will typically be bogged down in defenses build and repaired by GDI. Do your best to not let this happen. However, if it does happen then use the Kirov to fly all the way up in the air and drop bombs to help dislodge the defenses. It's also possible to use a 2S7 Pion Nuclear Launcher to consistently blow up defenses though you have to be covered constantly for this to work. When you capture the Kirov airship you can fly all the way up in the air and tilt your Machine gun to hit GDI base defenses. It will be difficult to aim at first but if you sit outside of GDI base for a minute you can typically knock out their Silo, Gun Tower and Auto Cannon Turrets. The machine gun doesn't work against Main Structures like Power Plants so don't bother. With the Kirov at maximum altitude it is nearly impossible to hit. Scan the GDI base for defenses and shoot them with your machine gun. Goliath's are effective in this map as with most. However it must be weighed on the situation. Money is tight on this map so decide if it's really worth the cost. Late-Game Tips Two things need to happen for Nod to loose. (1) The silos need to be in GDI hands or have been for the whole match. (2) The capturable fortress on your right needs to be captured. If you can prevent these two things and are winning by points then you'll be good. A lot of times this map is won by points as it is a campers dream. Rack up points by camping GDI Power Plant or by killing vehicles. Should you want to garnish some points and your team is on the attack on GDI base, you can get a Mutant Raveshaw and Nuclear Beacon then head to the Nod Tunnels on the left on Nod Base (In between HON and Airfield). Just keep going straight and you'll see another tunnel that leads to GDI base after a minute or so. This tunnel leads directly next to GDI barracks. Call !ammo but don't pick it up, plant a Timed C4, then plant the Beacon just absolutely barely outside of the tunnel. Throw Chemical Grenades at any infantry that comes out to 2 hit kill them, immediately pick up the ammo when you run out of grenades and repeat. With luck you should severely hurt the GDI barracks and rack up a few kills. Playing as GDI: For GDI to win on this map it is absolutely imperative that they capture the (On GDI's perspective) left side/middle silos. After accomplishing this and building in the position you'll want to the move to the left side and capture the fortress to help move through unto Nod base. It should also be noted for this map that the loss of a building will have a higher and more severe affect on a team than most other maps. The loss of a power plant will absolutely choke the economy of either team while the loss of your infantry structure will make it impossible to hold the silos effectively. Destroying the War Factory or Airfield will cause the team to lose the game. Early Game Tips Set up Proxie mines everywhere you can. There are a lot of entry's into GDI base that are unseen and need to be covered. Grab a crate if you can. To help boost GDI economy you can grab a Deployable Bridge and deploy it above the cliff. This will lead to a Blue Tiberium Field that you can harvest. If you have the money, a early 120mm mammoth will really hold the field down and help establish control of the field. They are also extremely resilient. Use the GDI grenadier to help hold the middle. The damage from the grenades really bring on the hurt to almost every unit and it's quite cheap at $100. If you have a little bit of money i would highly recommend putting some AT Mines outside of your base where you think Nod Tanks will go. After doing so hold the field the best you can. This will make it so if you loose the field Nod will have a hard time camping your base and it'll give you another chance. In an early and typically low player count game it is very possible to be able to run into Nod Base will a teammate and blow up the Hand of Nod. There will likely be no proxie mines around and this will prove fatal. It will also completely destroy the Nod economy early on and give a significant bonus/advantage to your team. To gain some points for your team, credits and traction you can camp outside Nod base through the middle infantry war zone and hit the Nod CY with a Personal Ion Cannon. This building does not auto repair and if you're lucky you can even take it down. Be aware that to camp here will attract attention and you'll eventually have to start dealing with incoming infantry. Mid-Game Tips At this point I would recommend camping the Nod Harvester and doing your best to gather your team to amass outside of Nod base and attack it. This will net you points and if you destroy the obelisk will help end the game. If credits are tough, a Sydney with a Personal Ion Cannon is a great way to help push back Nod. There are many places to hide and attacking tanks in the field will grant a lot of points. A GDI Special Forces soldier has a rocket launcher called the FLASH. Right clicking fire on this bad boy will kill almost any infantry in one go due to the massive splash damage. This map has great camping spots. One of which is running through Nod Pipes to where you can see their Hand of Nod. Using a Sydney with a Personal Ion Cannon you can stay in the pipe line and camp their Hand of Nod. There is no way for Nod to jump into the hole where you're at and attack you.. however be aware that Nod will start to throw C4's and if it comes down to it get artillery to kill you. Late-Game Tips At this point you should have a lot of credits. If you haven't taken the field or have it by this time frame then Nod is going to begin to steamroll you and build up units outside of your base. The problem is only furthered by if you lost your AGT. My recommendation for this point is to get a Mammoth 36 Inch and camp on the service depot. This will help you buy your team some time and also really put the hurt on any Nod Tanks if you hit them. If you want to get a spy and go that route then it is recommend that you go to the middle, climb down the ladder and go down to where the tunnels/tiberium is. Then go through one of the tunnels into Nod base as this route will not be mined. Then if you are going to Ion Cannon a building, go into the Hand of Nod through the ladders on the left or right and go all the way up to the highest point you can in the HON. Basically you'll climb a very tall ladder to the roof and plant it here. If you're able to do so this beacon is basically un-defusable. It takes 30 seconds for a beacon to fire. It takes Nod team 5 seconds to realize where the beacon is, 10 seconds to get to the beacon in the Hand of Nod, 5 seconds to climb the ladder and 3 to 4 seconds to defuse the beacon. This is all assuming absolutely everything goes perfectly for Nod and typically this doesn't happen. To further prove this is a guaranteed HON kill you can just shoot anyone who climbs the ladder very very easily with no retaliation. If you take down a building in a high player game then it will severely affect Nod Economy. To help destroy it further it is imperative that after you destroy a Nod Building you push the advantage, or camp the Harvester. This map is made to be a drawn out long game and this will help you win. The Mammoth 36 Inch cannot fit through any of the castle walls to attack Nod Base. Unless you're defending with it, don't bother wasting your money ============================================================================================ IA_Cold_Valley.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : Yes (Red Forg. Silo x1 next to Forg. WF) Forgotten Hub? : No Forgotten War Factory? : Yes (Go outside base to the front for Nod, Go across bridge to the left as GDI) Forgotten War Naval Yard? : No Strategies Playing as Nod: This well balanced map has a great deal of ways to go about when it comes to winning as Nod. There are as it should be noted 2 ways out of your base and you must do your best to protect these and ensure they remain open so you're constantly pushing. Towards the end of the game GDI will really start to bring out heavy weapons so it's imperative you keep on the attack by boosting your economy with the Forgotten Tiberium Silo and destroying any GDI attack. Typically these games are won by base destruction with some games by points. The losing team generally has had one of their buildings (Any) destroyed. Early Game Tips You start out with a Mobile Track Repair vehicle which you should use immediately to capture not only your Silo but also the Forgotten Tiberium Silo. Get your team to follow you outside the front Obelisk entrance and keep going forward. You'll then see a Tiberium Silo and Abandoned Service Depot. Capture these and convince your team to hold this position. You'll be able to effectively stop 1/3 of GDI Attacks with this entrance and also boost your economy early on in-game which will be critical. Furthermore the Service Depot will make your position solid. You can also use a normal Stealth Tank to hold this position. If your team is holding the Silo and doing good you can also use the Mobile Repair Tracked vehicle to get a Sapper and start immediately laying down Anti Tank Mines. They cost $200 so should be placed tactically. There are 3 points where vehicles will go. On GDI Bridge, on Nod Bridge and in the middle ridge/ice bridge. Use good judgment and place Anti Tank defenses very quickly with the Mobile Tracked Repair Vehicle and a Sapper. If you can, place the Anti-Tank defenses so that you force vehicles to the edge of the middle bridge towards you base. This is going to make it so the Obelisk can attack GDI vehicles, furthermore their position will be exposed. When placing mines in the middle Ice Bridge, place the mines on Nod Side because when GDI tanks drive up their turrets will not be able to shoot the mines. Furthermore they cannot destroy the mines without being exposed. However, you must warn your team because if one of the mines blow up and your team is fighting on the bridge it will kill their (Nod) vehicle. It should also be noted that GDI Railgun Titans are very good at destroying Anti Tank Mines. If you can, do not let this thing live long or you'll have wasted alot of money on mines. If you're really brave, you can get a Mutant Petrova to go run off near GDI base and hide in the bunker located in front of GDI base. This bunker I believe not only provides cover but also has a Rocket Launcher and health inside. Use this to help provide recon and help take off a little health from GDI vehicles before they go attack. Mid-Game Tips During this time GDI will start to acquire higher armor vehicles. To counter these threats, you can purchase (if you save your money enough) a Hyper Velocity Gun Tank ($2800). This tank has 3 shots that are instant firing, armor piercing shells. They will 1 to 2 hit kill any vehicle with armor other than heavy. Use the vast fields to long range hit your target and control the map. Be aware however that an Orca can very very quickly ruin your day and you should prepare for the eventuality of having them attack you. Mid Game is when GDI will start to roll out medium to heavy armor vehicles and aircraft. This is the perfect time to use an often overlooked unit called the 9K22 Tunguska. This badass AA Tank will turn the tide of absolutely any battle it finds itself in. First off, you can use the missiles to 2/3 Hit Kill an ORCA Aircraft or use the missiles to cause about 1/5th damage to a GDI Titan. Furthermore the long range of the missiles help to ensure that you can retreat until you reload. The 30mm Auto Cannons rip every single GDI infantry to shreds along with helps to deter ORCAs with little health left or farther out. Utilize this vehicle in the support role at first and when you've gained a little experience with how it can be used and when to retreat, use it as a one man army against any other unit on the field. While this vehicle kicks ass it must be noted that you will die if an ORCA catches you while reloading or you cannot escape a GDI Sydney (Personal Ion Cannon), furthermore the loss of a 2,800 credit vehicle will be a big decrease for your economy. There is a shed outside of Nod base you can camp with a Raveshaw Railgun should GDI be camping your base. Though the cost is initially high, saving/spending your credits for a Ezekiel early on can really hurt GDI if used correctly. Utilize your Ezekiel stealth tank to finish off any GDI vehicle with low health. Due to the vast open terrain, the missiles will track their target and ensure a kill. Please park a Mobile Tracked Repair Vehicle outside of the Obelisk to repair it. It will be attacked eventually and typically it's to late to repair it when people start to arrive. Late-Game Tips Late game this map typically goes into a standstill if either team hasn't gained the advantage yet. What i'd do if I were you is focus heavily on killing any GDI vehicle in the field and defend your base by camping the mid field. GDI is going to attempt to send vehicle after vehicle at you but they will not be in a rush because the team hasn't done any rushing all game. This means that you'll be dealing with typically one vehicle at a time that if you can kill will gain your team points and also defend your base. If you find yourself on low health simply retreat and the GDI vehicle attacking you will have to retreat as well or attack by himself while he has lowered health. Any GDI 36 Mammoth Tank should be handled on this map with dynamite or by using a (very) long range, covered unit. These things will kill Obelisk with 3 to 4 hits and lose the game for you. If you're having a problem with aircraft I'd highly recommend getting the SA-8 Gecko. This vehicle is dedicated to purely Anti Aircraft and an excellent edition to any fighting force. However, if your team isn't doing anything and sucks then just get the 9K22 Tunguska so you can fight aircraft, vehicles and infantry alike. Use a unit with extreme range (Such as the SSM Launcher) to go near the Forgotten Tiberium Silo and hit GDI base off the cliff. If your team is useless and you have the credits then get a pioneer to build Kornet Anti Air Turrets to help protect you while you're camping this position launching missiles at their Advance Guard Tower or Power Plant. ============================================================================================ Playing as GDI: It should be noted this map that GDI has two Advance Guard Towers that will help to deter enemy units, however these must be protected at all costs through having constant offense operations or a solid defense. To win this map as GDI it is imperative that you destroy the Nod Obelisk first and foremost. It will collapse moral on Nod and grant huge points to your team. After that you can basically camp outside of Nod base to kill any vehicle coming out. If you fail to lead your team on taking out the obelisk, Nod will gain too much money and push back any attack you make with Ezekiel stealth tanks and the sort, furthermore any steam will be lost and forming a rush together will get harder and harder the longer the game goes on. The game is in your hands this map. Early Game Tips Early game it's extremely important that you take control of the Forgotten Tiberium Silo and gather your team to do so. If you fail to take the silo, your economy will hurt, Nod will get stronger and it will be impossible to fight/gain the lead as you're loosing units and money in a never ending cycle. Get a gunner and Repair Vehicle, get your team involved and go capture that silo. Expect fierce Nod resistance. The whole entire early game should focus around capturing/holding the Forgotten Tiberium Silo. Be prepared to adopt a scorched earth tactical mindset if you can while on this map. (Destroying everything you can if you have to retreat). For example, if you're in a tank with the weapon "Dynamite" and see a huge Nod force knowing you have to retreat then throw a Dynamite on your Forgotten silo somewhere that's very hard to find. 1. - Nod will blow up the Silo and recapture it while you retreat. 2. - The dynamite you placed will blow up and help stall for time while you counter attack. If you're lucky, Nod won't realize the silo they captured got blown up. Another scorched earth tactic I'd recommend while protecting the captured silo is when you see a Nod attack to hide behind cover and do your best to attack the Silo. Do not make it easy for them to take it and ensure it becomes a problem for them rather than an asset. If you have the money, a early 120mm mammoth will really hold the field down and help establish control of the field. They are also extremely resilient. This unit should immediately be placed where the forgotten Tiberium Silo is. The reason it's so important is because it will afford your whole entire team the High price vehicles it needs and also ensure Nod doesn't get Ezekiel Stealth Tanks, Hyper Velocity Guns, or any of the $2,800 units that seem to be very proficient on this map. Mid-Game Tips If you don't have control of the Silo at this point then the game just got a bit harder for you and your team. Infantry on this map isn't as useful as other maps due to the very long vast open fields. Save your money for a good vehicle rather than a good infantry unit. Holding the middle bridge will prove very beneficial to GDI. However, please be aware that the Nod Obelisk will hit any GDI vehicle near the end of the middle bridge, near Nod base. Late-Game Tips At this point you should have a lot of credits. Get a Mammoth 36 Inch tank and ensure that someone on your team is covering you. A simple Stealth Tank will ruin your day and there will be nothing you can do about it. After getting a Mammoth 36, drive near the middle bridge and start to lob those 360mm shells at the Obelisk. This will gain you a lot of points and force Nod to rework their strategy abandoning everything they were doing. Take out the Obelisk using this unit. A overlooked unit is the Titan Railgun. While it is dreadfully slow it has the ability to accurately hit on target with a hyper fast shell and some long range to boot. Use the primary fire for vehicles because it reloads faster and will do more damage in the long run, use the super charged shell against infantry for massive splash damage and because you don't have to be extremely precise with it. Furthermore use the Supercharged shell against a vehicle that you're not going to be able to hit anymore. If a vehicle is retreating behind cover (Which happens a lot outside GDI base) you can fire the supercharged shell to deal more damage and then reload longer without having to worry about being attacked. If your team is taking up arms and going out in the map then make sure they cover you. Get an AMX Artillery and do everything you can to destroy the Obelisk. When there are 30 minutes left you need to then decide what your endgame strategy is going to be. If your team is working well together and points are in your favor then keep trying to take out Nod structures. If points are close or your team sucks then you need to focus on winning by points. Winning by points means destroying every Nod vehicle you find and ensuring that you don't take damage much less get blown up yourself. Do not let Nod destroy any of your buildings in this mode other wise it'll be to late to rebound. IA_BlazenSands.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : Yes (Tiberium Machines x4, Go up the hill with the town and it's in the middle, go to the town itself and there will be a big cave with the other x2) Forgotten Hub? : No Forgotten War Factory? : No Forgotten War Naval Yard? : No Strategies Playing as Nod: This fan favorite and highly balanced map can go either way for either team. However Nod is only going to win this map if it denies GDI the Tiberium Silos and keeps constant pressure. In order to accomplish this, you can either fight for the silos or help your team establish a position where it can camp. Using the terrain in this map while determine each and every single battle that you engage in and you should be highly aware of where you're at and what kind of terrain your vehicle needs. After you have silos secured the game typically ends in base destruction assuming that team gets the initiative. Early Game Tips Getting a Petrova early on in-game is played out. So lets do something different. Get a Nod Grenadier and climb up the ridge on the right outside of your base. Start throwing M3 Grenades ahead of you to hopefully get a hit. Once you encounter an enemy on radar then start throwing incendiary grenades as this will not only cause damage but also burn your enemy for at least 30hp. This ensures that even if you die, there is a chance they will to. You're going to want to use this (cheap) unit very tactically because if you can hide behind buildings and throw grenades you'll kill basic infantry and stay alive no problem. Your target upon climbing up the cliff will be for a small tunnel on the right that will have the tiberium Machines. Don't let GDI capture these no matter what. As soon as they capture these bad boys then they will build defenses/barbed wire and you're going to have a very shitty game ahead of you. If you want to go hard use the Grenadier to hide behind a rock and kill GDI turret, then hit their Power Plant or War Factory with incendiary grenades to hurt infantry inside and also damage the building. If you look closely in the picture at the right in the middle you'll see a building with some Yellow Icons inside of it. Go to this building at the start of the game to get 2 Cash Icons which will give you $2000 instantly. This can be a game changer in the right hands allowing you to get a powerful vehicle to mount an great offense or defense! If there are alot of players (above 20) and you manage to gather the cash icons I would advise against an offense maneuver with your early vehicle as it may be easily killed depending on what it is. Of course if you hold both Silos then it may be worth it. It's up to you. Keep in mind there are no service depots on this map so make your decision wisely. The first thing you do should always be to fight for the Tiberium Machines. They will be located in the middle of the map all the way to the left or the right in small tunnels. If you have at least x2 Tiberium Machines secured then you can go forth with a vehicle and begin the attack. However, if you don't have any Tiberium Machines then you need to fight for them or you'll lose very quickly. An anti tank rifleman is fairly useful on this map but should always be combined with a vehicle for more damage. Fire your Anti Tank Rifle, get in a vehicle and fire. Repeat. Getting a Wiesel 20mm Tank is very useful early on in this map. For one it heals anyone that gets in. Even better is you can use this fucker to hide in between the buildings granting almost impossible to penetrate cover. This unit will eat almost any infantry unit up along with destroying medium armor vehicles.. but you have to keep it alive. Use proxie mines when you're above GDI base whoring with your vehicle. GDI will get infantry to rush up their cliff and kill you, get a Nod Tech and put proxy mines there to hold them off. Call in ammo to replenish. Mid-Game Tips Mid game comes around quickly and so do GDI vehicles/infantry. If you bought a Wiesel 20mm, it's more important than ever that you keep it alive and destroy these fast, lightly armored GDI threats. Kill these GDI tanks and their economy will be wasted along with any momentum. To help keep your Wiesel 20mm alive i'd hide it behind the Nod C-130 wreckage because it will be perfect to ambush and attack GDI units. Furthermore you can take the ridges to your left and hit GDI tanks from above. If your team is facing off with vehicles of their own then you will be the difference in battle and ensure victory. You NEED to have at least x2 Tiberium Silos in your teams possession by this point or it is game over. As said earlier, the best place to camp in this map is outside of GDI base. Get your team if you can to perch themselves above GDI base on the ridge and start lobbing shit at them. If your team (Nod) has the field then get a SSM and go up the cliffs on the left. After driving up the cliffs you'll then be able to drive near GDI base where you can fire missiles at their War Factory. This is where the game typically ends for either team. Whoever can camp outside their base is going to be victorious. Don't bother with a Goliath unless there is a Mammoth 36 Inch out in field or a GDI Titan Railgun. There is to much to do on this map and not enough defenses to stay in a position for a couple minutes hoping to kill a vehicle. There are no Vehicle Repair Depots on this map which means two things that are very important. 1. You need to get a Nod Tank Crew/Tank Ace to auto heal your vehicle or be skilled at repairing your vehicle in combat. 2. If you get a mobile tracked repair vehicle then it will undoubtedly heal any push or attack that your team makes. However if your team really sucks or just won't get vehicles then you need to focus on accomplishing things by yourself rather than support. Late-Game Tips This is where the map really comes together. If you don't have at least x2 Tiberium Silos by now then good luck. GDI is going to steamroll your base at this point with Railgun Titans, Mammoth 36 Inch tanks, AMX Artillery and Shield Generators. It is of course possible to hold them off, but the point gap will be to much and any loss (vehicle or Infantry wise) to Nod will be extremely hard to make up as you have no credits or cannot replenish them as much. The Mammoth 36 inch on this map is an absolute game ender.. however you can use it to your advantage! First and foremost don't let it get to the middle of the map because will start hammering your buildings very quickly. Kill this massive tank by using a Goliath or firing from the cliff. Simply put this will give you an advantage because GDI will be busy repairing the tank forcing players to focus on the tank, when you kill this tank it will be $6,000 wasted down the drain, there are so many places to attack this unit and so much cover you can distract and render it useless. If you're taking up the infantry route/battle on the ridges/cliffs then i would highly recommend a Raveshaw Mutant or Petrova. If GDI is playing very vehicle heavy then get a Raveshaw. If GDI is playing Infantry heavy then get a Petrova. Which ever you choose use chemical grenades against any infantry threat you come across. Then use your main rifle or Railgun to hit vehicles from above. While playing as infantry your primary concern should be to hit or save the Tiberium Machines at all costs. Get a Stingray Hyper Velocity Tank ($2,800) to hit tanks above on the cliffs. If you can stay alive, you won't regret it. Be aware that the turret cannot depress/look down from certain cliffs because they are to high. Use the 9K22 Tunguska to deter vehicles away from your base and long range anti infantry support. Defenses are not worth building in this map despite how much $ you have. They will be killed long range and the buildings to hide behind render them fairly useless. However if you must, you can place a hard hitting railgun or Melta defense in between the buildings to help ambush GDI vehicles. I would only recommend this when you ether have the field or are fighting for it and winning. If your team is camping GDI base then stick your knife in the heart and grab a Tesla Tank. Get this bad boy to hide above the ridge on where GDI base is and fire at their buildings. You can reverse a little bit on this ridge to camp with deadly efficiency. What's going to happen is a lot of GDI players are going to be busy repairing and not attacking which means you can bring your team up with you. Further more you can capture the Tiberium Machines if you haven't already. Now, while you're attacking you also have the ability to attack any vehicle coming out of GDI War Factory... with no service depot it's going to start being really infuriating for GDI to do anything against you. I'll let you be the judge but be aware buying an Ezekiel stealth tank may not be the best choice for this map. Their flat and wide profile means it's very easy to hit it from above. Furthermore the cover on this map that a flat wide tank can hide behind is very minimal as there is an open field. I would only get this unit on this map if you're about win and need to clear the defences or hit from long range. Playing as GDI: This map is a wet dream for GDI if they can get their economy in order. To win this map as GDI you're going to have to pledge a full scale battle against these Tiberium Machines to gain the money you need to get more powerful vehicles. Furthermore you will have to encourage your team to carry out attacks on Nod to help keep the pressure up. If you fail to keep attacking Nod, they will eventually start to camp the ridge directly above your base and even with the Tiberium Machines it will be very difficult to recover while you're being constantly bombarded. Early Game Tips As soon as you start, get a GDI grenadier (The $100 unit that throws grenades) and go up the ridge. Start throwing M3 Grenades very far to help possibly get some early damage. Once you encounter a Nod unit then use incendiary grenades to damage and burn them to death. Incendiary grenades will also revel any Stealth Black Hand. Ensure you stay alive no matter what by throwing and hiding behind buildings. Typically another GDI player will run with an engineer and capture the silos. Your job is to make sure at all costs Nod doesn't do the same. Once you get the machines make sure that your team secures it by building barbed wire into the tunnel. Then start throwing grenades at people below you in the middle of the field to help ruin Nod Infantry day. If you fail to capture the silos, get a Combat Engineer and go right back up. Start placing proxy mines everywhere you can behind the buildings so that people walk into them and die. Then start throwing Timed C4's on any Nod defenses they built in the tunnel and take back that ridge. If your team has taken control of the ridge and you find yourself as an engineer. Build a barricade inside of the tunnel as much as you can and capture the Tiberium Silos. The silos on the right side of the map (from GDI's perspective) is a little easier to capture should you get there first due to it being a little hidden behind buildings. But be aware if you capture this tunnel it is a commitment. What this means is you need to hold it down with defenses to help fend off nod from taking it back. Mid-Game Tips Nod cannot win in this map without the Tiberium Machines. Your whole warfare should focus on defending these spots while your team does their thing. If you have the Tiberium Machines this map, it is worth making certain that any Nod vehicle you encounter is destroyed. Simply put, Nod cannot afford to loose vehicles because their economy is trash compared with yours. Ensure that every vehicle they loose will be a major economic loss. Furthermore the absence of Repair Depots make it extremely difficult to rebound quickly from any damage taken. If you have to sacrifice a Mammoth 120mm against a T-62, do it. Goliath's are a fan favorite on this map due to all the good locations for them to hide. However, it should be noted that having a Mobile Sensor Array nearby your base will help alleviate any worries of being sneaked up on. Goliath's typically come out from Nod when a Mammoth 36 inch or Titan makes its presence. Therefor you should keep your combat in these vehicles mid field in the wide open and behind your forces to help minimize the risk of being killed. If your team has not secured the Tiberium Machines by this point it's going to be a very tough uphill battle. However there are things you can do to buy you time before Nod Steam Rolls your base. First and foremost, buy an Argus Shield Generator ($2,800) and park it where it's covering your War Factory and Power Plant. This is going to help prevent Nod from camping your base uphill on the ridge. Next get some proxy mines and mine the area by the Ridge/Power Plant/Mid field. There is a little pathway here which means Nod will drive a Goliath straight through here sneaking into your base and blow your shield generator up. Mine all your buildings with proxy mines, don't bother with Anti Tank Mines because they will just get destroyed by splash damage from camping SSM missile launchers. Now that you have your base secured and your team is helping to keep the campers busy, go up the ridge next to your base and start doing everything in your power to take back the Tiberium Machines in the tunnel. Use the Bangalore torpedoes from the GDI engineer to destroy any defenses or a dynamite. Assuming all goes well and you capture the Machines above, defend these with your life to allow your team to get the credits they need to push back. Late-Game Tips At this point you should have a lot of credits. Purchase a Mammoth 36 Inch tank and finish the game by killing Nod Power Plant. After killing Nod Power Plant everything becomes that much harder to purchase and it's GG. If they are heavy infantry for some reason then purchase a GDI titan railgun and use your supercharged shot against Infantry in the field. ============================================================================================ IA_Cold_Wall.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : Yes (Tiberium Machine x2 in the middle castle) Forgotten Hub? : No Forgotten War Factory? : No Forgotten War Naval Yard? : No Strategies Playing as Nod: This map is a campers dream map with capturable defenses all around and only 2 points of exit for vehicles. It's honestly anyone's game and comes down to if your team can camp better/earn more points, get their shit together and organize a rush or destroy a building through being a one man army. That being said there are some distinctive advantages to each side with can help tip the scale of battle if used effectively. Here are Nods. Early Game Tips If you're an experienced player you should first/foremost size up the enemy team and try to think about which tactics each player will use. There are some players that only use certain vehicles or tactics frequently which should weigh into how you will approach the battlefield and what units you'll use for this map. The reason this is important for this map is because it's small and there are very few ways of attacking the enemy base. For example, if there is a player on GDI team that loves to use a Zippo Flame Tank and camp then you probably shouldn't use an infantry unit as your main offense against GDI base. GDI is going to rush your power plant with Home Guards/Engineers at the begging of the game. Use Remote C4 on the doors when they rush in the Power Plant. An interesting fact about this map is that it has about 8 cannons (4 for each side) all the way on the top of the Castle. You can use these medieval cannons to hit GDI base structures and inflict a good amount of damage. However, the reload time is quite slow so grouping them together will yield better results. Though I normally recommend mines for maps, it is not worth it for this one as they'll be quickly destroyed in the lower part of the map through friendly fire or artillery. However, if you'd like to place some mines.. then placing Anti Tank mines in the middle tunnels for vehicles is the prime spot before it gets crowded. There are 2 Tiberium Machines inside the middle castle/fortress. This area is likely to be highly contested throughout the map as it's where a lot of infantry will go. Economy on this map is pretty fair off and frequent.. however capturing the Tiberium Machines (Even if they keep getting destroyed constantly) can help to make up some losses your team will inevitably receive in their economy. If anything... there are quite a few high powered weapons inside the tunnels you can utilize. Beacons sometimes spawn in the tunnels. If you aren't going to beacon the enemy base then it's at least worth it to plant inside the middle castle where you found it. It will help destroy vehicles inside, destroy any GDI Tiberium Machine and also kill any infantry in the middle castle. If you're going to get an infantry, it should be a Petrova. You're going to encounter a lot of combat and need every advantage you can. Use the chemical grenades for units behind cover and the Mantis Tiberium Rifle to heal yourself (By firing at the ground). Then use the weapons you find in the middle castle to help kill vehicles. With enough practice you can hold this position and the silos by yourself. Later on in-game you can throw EMP grenades to disable vehicles in the tunnels and help stall GDI. There is no getting around the fact that this is a campers map. However, just use it to your advantage and purchase an artillery. While Nod artillery is pretty potent in this map it should be noted that the Koksan ($2,400) Artillery is quite the go to for any Siege. Basically, save up for this bad boy and deploy it on your Repair Depot. Start laying unto the castle and the massive splash damage this vehicle has will quickly flush out any and all GDI infantry along with destroy the Tiberium Machines. Mid-Game Tips Depending on the skill level of each team, the various tactics for this map will start to show their colors.. Around this time and throughout the game you should highly expect fast tanks to rush into your power plant with a dynamite or explosives and try to score a quick building kill. Do not let this happen or else it's a game over. To help prevent this, you can place anti tank barriers nearby and a anti tank mine or two near Nod Power Plant. Make sure that building is always proxy mined no matter what. Sydney Personal Ion Cannons will start to attack your base from long range as well inside the castle walls. Get an Artillery to kill them with splash damage or go in, finish the job yourself with a Petrova Mutant. If you can gather 3 to 4 people on your team, it's worth to rush in with Flame Tanks and destroy GDI power plant. These will make short work of any enemy building but will need to not take damage on your way to GDI base to ensure survival. Keep in mind the Black Hand Flame tank carries more armor but is slower. The tunnel where are the fighting will occur has a dip which presents a problem for aiming with vehicles. Keep in mind that this also applies for your enemy. If infantry and vehicles are presenting a non-stop problem in the middle of the castle then it is absolutely worth purchasing a Pion ($6,000) Nuclear Launcher to cause mass destruction and a huge headache for GDI forces. The massive splash damage will discourage anything from passing through again. If you're really feeling evil then get two, park them on Repair Depot and switch between them. A Mobile Tracked Repair Vehicle will be invaluable during this match for buildings and friendly units alike. Late-Game Tips At late game if either team hasn't lost a building yet you should turn your efforts towards racking up as many points as you can. 30 Minutes left will typically mean that the round will end with which team has more points. Below the map where the underside tunnel is.. there will be two caves with one leading towards your base and the other towards GDI. It should be noted that you can find a Ion Cannon or Nuclear Beacon here. Spies late game will start to pick up and suicide rushes will become more frequent. As said earlier, cover your base and remine those proxie mines. To gain points you can purchase a Mutant Raveshaw and hit GDI Power Plant from the mid castle. Ezekiel rush GDI Power Plant of War Factory. ============================================================================================ Playing as GDI: Playing as GDI is almost the same as playing with Nod. This section will be shorter because alot of the tactics for Nod can be applied for GDI. There are some distinct advantages however for GDI that can be utilized. Don't get down if your team hasn't destroyed a building all match.. this map is a campers dream and will typically come down to how effectively units where used which translates into points. Early Game Tips There are two walls on the outside of the castle that can be blown and typically will later on in-game to make way for infantry. Early game you can purchase a Ranger and use the Carl Gustav Launcher to hit Nod buildings. This will help point gain for your team and also may knock out a vehicle or two if you stay here. Be smart and use the !am (Ammo $250) command to refill right before you run out of ammo. Nod has a habit of rushing your Power Plant this map. If you have some extra credits and time, it's worth building some Anti Tank Defenses alongside your Power Plant to stall them. Worth even more if you can funnel tanks into Anti Tank mines you've built. Nod sometimes rushes the Power Plant at the very start of the game with 4 Engineers in a Truck. Keep your eyes open. Mid-Game Tips Mid-Game is where Nod will explore other methods for attacking you and that means infantry in the castle. Utilize an AMX Artillery to camp at your service depot and fire shells with big splash into the Castle to flush out infantry. A massively overpowered unit on this map is the AVRE Mortar Tank (1,400 Credits). Basically this bad boy can 1 hit Stealth/Infrared Tanks and sometimes Ezikels/T-62's. This is important because when you're driving in the middle of the castle in this vehicle you'll be face to face with every Nod tank and can quickly retreat away after you blow them up ensuring you dominate Nod. After you secure the middle you can then hit Nod Power Plant with this tank to earn 50/60 points quickly then retreat and do it again. With this tactic you'll have Nod on the defensive, pick up a shit ton of points from killing vehicles and also hold the middle. To further my point, get your team to deploy an MSA directly outside of the castle walls and surprise.. you'll have nearly map wide stealth detection which means on your radar you can now see when stealth tank is about to come into the castle and plan accordingly. I say plan accordingly because your AVRE Tank has a very very long reload. A last note.. if you're skilled enough you can hit the Nod Service Depot from where you're at. Use the tank on this map every time and you'll gain the initiative for your team along with place first every time. Counters to watch out for are EMP Grenades and Invisible Golaiths (Which is why it's so important to get an MSA to detect them on Radar quickly). Use a Sydney with a Personal Ion Cannon to hit the Hand of Nod or Power Plant from inside the Castle Tunnels. This will be very hard to kill and help get you some points. If you get a spy then you're in luck. First off (if you have time or want to) look for a Beacon around the map and pick up some weapons. Next get one or two of your team mates to cover you outside Nod Power Plant. Plant the beacon and make sure that artillery isn't going to kill you while you do. Next have your team mates cover the area that you planted the beacon.. with luck they should defeat almost anything that comes their way within the 30 seconds you're waiting. Stay there as well to ensure any infantry doesn't slip through. Late-Game Tips Unless you're camping the inside of your base or ending the game. It's not worth it to purchase a Mammoth 36 inch Tank. Use the Titan Railgun Supercharged round to splash damage any infantry inside the middle castle. Be careful with this unit because it's very easy to tilt over on this map however.. also it's so tall that Nod has a very easy time shooting it when you're going towards their base. To make matters worse you cannot go in the middle castle with it and have a very difficult time shooting while charging towards Nod base. Honestly you're better off getting a cheaper Mammoth Railgun. ============================================================================================ IA_Cold_River.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : No Forgotten Hub? : No Forgotten War Factory? : No Forgotten War Naval Yard? : No Strategies Playing as Nod: The begging of the match will dictate how things will go for a while if you have less than 20 players. In short destroy the enemy harvester and slowly pick off GDI tanks to hurt their economy. If you can ensure GDI tanks that make it to the field are destroyed and GDI has no economy your team will start to pick up the slack with artillery/stealth tanks. You can then begin to hit GDI buildings from mid field and really begin your victory. Early Game Tips First and foremost, there is a Obelisk Gun power up that must be picked up before GDI gets it. Get a Nod Buggy, Nod grenadier and head out into the middle of the field where the wall starts on the left. Inside the water there will be a floating red power up. Even if you die, at least GDI didn't pick it up. After you've handled that Obelisk Gun business you can then focus on killing GDI harvester. Inside the bunker right outside your base near the Tiberium Field there will be an armor, health and Rocket Launcher power ups which you can use to kill GDI harvester and camp there. Hold this position early on and it will really help you out the whole entire match. When you kill GDI harvester and defend your own you can then use the rocket launcher to hit GDI power plant or Refinery. Hitting these will help divert troops from attacking you to repair their base. Furthermore it will help you and your team gain points. Your first vehicle this map should be a good all around cost effective machine because your primary purpose is going to be killing GDI harvester, hitting GDI base when your done and preparing to take hits from enemy units trying to get their economy back including a constant camping rocket launcher infantry from their bunker. The best vehicles I've found for this is the $600 Nod M6 Linebacker. This unit not only kills aircraft but will eat infantry alive with skillful aiming from VERY long range. Hop out with your rocket launcher, kill Nod Harvester and use the long range to harass GDI Vehicles/Buildings. Use a Nod Tank Crew or Nod Tank Commander to auto repair your vehicle because snipers will kill you on GDI if you hop out and repair. You'll also need to be on the move constantly. Another good vehicle is the stealth tank as it's fast, stealth'd and can hit things very long range. Harass the GDI Power Plant with your unguided missiles (The fire farther than the guided) from mid field after killing the GDI Harvester. You can also purchase a Nod Anti Tank Rifleman to hold the field early on. This guy will really be annoying for GDI in any situation and provides a great early economic solution to their tanks. Stuff at this point should be going pretty steady and you're hopefully getting your harvester back to make some money. If not then keep defending and try to save your harvester. If you're going to get an infantry, it should be a Petrova. You're going to encounter a lot of combat and need every advantage you can. Use the chemical grenades for units behind cover and the Mantis Tiberium Rifle to heal yourself (By firing at the ground). Though I really do recommend using a vehicle because Petrova costs a lot, can be sniped/artillery, runs out of ammo, not as good against vehicles. If your team is holding the field and you just feel like doing your own thing then you can get a rocket soldier to go solo and take out GDI base defenses. Just be careful of snipers. Use the bottom of the Reticle Circle to aim long distance and hit your target. Get someone from your team to mine your base or suffer the consequences early on. These buildings are very easy to enter and destroy. Mid-Game Tips Mid game when you can, trade your M6 Line Back for a T-62 Double Barrel Tank. Use this baby to absolutely wreck every single vehicle GDI sends at you. Basically stay at the entrance of your base and hit any GDI vehicle that comes out of their base and keep killing that harvester. You're going to have to contend now with Mammoth Tanks and how you deal with these tanks will dictate which team gains the momentum. If GDI starts to gain ground and you can't hold the field then you're going to want to use your T-62 to hit GDI vehicles from a distance and your rocket launcher you picked up from the bunker. A rush below 5 people is not worth it with GDI defenses still up. What will happen is GDI will see you quickly due to size of the map/layout. The GDI will be mid field hitting you on your way and when you get into GDI base everything will be hitting you. Therefor before you attempt any rush, hit those base defenses and knock them out for a better attack. If your team has the field then go up on the bridge and hit GDI defenses along with having a perfect vantage point of the field to help your team. If you have $2,400 and your team is halfway decent/good. Then get a Koksan Artillery piece to deploy on your hill and hit GDI Power Plant. The splash damage will just absolutely destroy the GDI base, infantry and defenses. This seriously if not taken care of will be a game ender for GDI along with helping you get in the lead. Late-Game Tips Late game GDI will be taking the field and Harvester destruction will begin to matter less and less as an amass of vehicles rolls out from both sides. Your primary mission now is to help your team move up to destroy GDI Power Plant and how you're going to do that is hitting GDI vehicles out in the middle of the field. Use the T-62 due to it's range and a Nod Tank Ace. If you want to just be an all around unit then go with the infrared tank and help patrol the outer rim of your base, hitting those GDI tanks in the middle. GDI in large player games will purchase ORCA Bombers and then go kamikaze style to blow up your airstrip. The way you can prevent this from happening is by keeping constant contact with your team on the status as to what GDI is doing, killing GDI Harvester/Silo to slow down production and constantly harassing their buildings. If you let GDI's economy build up and don't harass them then they will use this tactic and win. Once the ORCA bombers are airborne it'll be to late to do anything because of how hard they are to kill. If you're very skilled you can use a Stealth Comanche Anti Tank Helicopter ($2,750) to just take out every GDI vehicle in the field. If you can avoid the Mammoth Tank Rocket Pods, Ramjet's and 1 shot Railgun Titans then you can completely decimate GDI and hold the field while camping your base. Being a Nod Tank Ace is crucial as you won't be able to repair while retreating in mid air. This can be the difference between life/death along with helping repair yourself a tinny bit after taking a hit. You can also use this vehicle to kill ORCA's of any caliber. A very very good all around vehicle if you have the skill and balls to use it correctly. ============================================================================================ Playing as GDI: Playing as GDI is on this map is a good time if you know what you're doing and your team is halfway decent. You can get a good number of units on your ridge to hit Nod Base and camp their harvester but should be on the watch for Nod Stealth Tanks as they can take the field early on to get the lead and possibly rush. Your goal here will be to of course hit Nod Harvester but also to organize a rush on Nod Buildings once your economy gets going. Read on to find out which vehicles you can use to hit long distance and really hurt Nod. Early Game Tips First and foremost, there is a Obelisk Gun power up that must be picked up before Nod gets it. Get a GDI Humvee, GDI grenadier and head out into the middle of the field where the wall starts on the left. Inside the water there will be a floating red power up. Even if you die, at least Nod didn't pick it up. Use the obelisk gun to hit the Harvester, then go camp inside the bunker where you'll find a Rocket Launcher to hit vehicles with. You can really hold the field with this thing if you're halfway decent. Use the Rocket Launcher to also hit Nod Power Plant. You harvester will probably die as well if the game is competitive. If so save up your money and destroying that Nod Harvester. When you hit 1200 Credits get the AMX-13/30mm. This bad boy has a MASSIVE secondary range 30mm auto cannon. Use the auto cannon to stay outside your base and kill Nod Harvester, after you're done with that then hit Nod Power Plant with the secondary gun. This 30mm auto cannon does more damage long term than the main cannon itself.. furthermore it will splash, burn damage and 1 hit infantry in the head if you learn to aim it correctly. A powerful great tank early on that can hold it's own. When you get an enemy unit to low health use the main tank cannon to finish them off quickly. Nod sometimes rushes the Power Plant at the very start of the game with 4 Engineers in a Truck. Keep your eyes open. Mid-Game Tips If you haven't gotten a GDI vehicle by now you're going to want to as Nod will be rolling out some vehicles of their own to deal with you. Any GDI infantry is just way to slow at this point to help against what's going to happen. You can get some different vehicles to hold the field. Most namely is the one above (AMX-13/30mm), Mammoth Tank 120mm, or the $1,400 AVRE Mortar Tank (This tank requires a bit of skill to get right long distance wise) This map is so short and dynamic that getting out to repair your vehicle will take you out of the fight to long. Get an Auto Repairing Infantry (Tank crew or Ace) and retreat to the GDI repair pad if you ever need repairs. This will get you back in the game quicker, make sure your tank doesn't get stolen and also let you hold the field way better. Use a Challenger Stage 2 ($1,800) to set up above the ridge and destroy vehicles from above. You can hit Nod Power Plant all the way from this location with some skillful aiming. Late-Game Tips Purchase a Mammoth 36 inch Tank. Park this bad boy outside the front of your base and hit Nod Power Plant constantly. Retreat if you need repairs to the Service Depot. Use the Titan Railgun to march straight to Nod Base and kill their Power Plant. Use the left click as if fires faster and is meant for buildings/vehicles. You'll make quick work of anything leaving or staying in their base. If all else fails and your team has some extra money then you can try and organize an ORCA Bomber Rush to go all out. You'll need about 3 to 4 ORCA Bombers for it to have a chance of success. Good luck. IA_Industrial_Strength.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : Yes (x1 ATM on each side inside the Apartments on the first floor, x1 Forgotten Silo in the middle) Forgotten Hub? : No Forgotten War Factory? : No (However there are abandoned free vehicles inside the buildings.) Forgotten War Naval Yard? : No Strategies Playing as Nod: An interesting map where strategy for each side really comes into play and both sides have to use their strengths to win. The map flow typically goes with either team starting an attack and continuing upon that or hold the initiative. To win as Nod you'll have to gather up a competent rush of Ezekiel Stealth Tanks to destroy the AGT's then building or go up the ridge and blow up the War Factory. You can also Beacon somewhere on GDI base or just fly/drive around the map by yourself putting up a vicious defense and winning by points. Whatever you choose to do (Defend by yourself/Offensive with your team) it's possible win by both way but you'll need to have a good knowledge of every Nod Unit, predict the field/what GDI will do and adjust your plans accordingly or you'll be steamrolled by a GDI rush in the hour of Map play. Early Game Tips There is an ATM inside the apartment complex outside of your base. Capture this immediately as it's difficult for GDI to capture and usually forgotten but will lead a significant role the sooner you have it. Hell capture GDI's as well while you're at it (inside their apartment complex on the first floor as well). You can instantly start gaining the lead on GDI by purchasing an Anti Tank Rifleman/Buggy and hitting GDI Turrets/SAM Sites. This will prove invaluable for better vehicles later on and it'll be hard to kill you are it's early on in-game still. Go inside the "Factories". Shoot the silver doors surrounding it. There are vehicles in there you can capture and sell if you don't like them. An absolutely perfect vehicle for this map is the M6 Linebacker. Early on the armor will be difficult to kill, the AA missiles are great and the long range 20mm Cannon can kill defenses easily. Another good vehicle is the stealth tank as it's fast, stealth'd and can hit things very long range. You can also purchase a Nod Anti Tank Rifleman to hold the field early on. This guy will really be annoying for GDI in any situation and provides a great early economic solution to their tanks. Hit the GDI Sam Sites with this guy and defenses early on. If you're going to get an infantry, it should be a Petrova. You're going to encounter a lot of combat and need every advantage you can. Use the chemical grenades for units behind cover and the Mantis Tiberium Rifle to heal yourself (By firing at the ground). Petrova will be able to hide in the middle and really hold the field properly/support your team. If your team is holding the field and you just feel like doing your own thing then you can get a rocket soldier to go solo and take out GDI base defenses. Just be careful of snipers. Use the bottom of the Reticle Circle to aim long distance and hit your target. Get someone from your team to mine your base or suffer the consequences early on. These buildings are very easy to enter and destroy. Mid-Game Tips Mid game you're going to have to read the field and decide what's going to happen to help your team best. For example if GDI is rolling out a lot of tank then get a T-62 to help push them back, earn points and take the field. If GDI has a lot of aircraft then a M6 Linebacker is going to be your best bet.. you can help your team on the ground with this along with launching missiles in the air at ORCA's to ensure your tanks survive. If you have a lot of money and are skilled then get a Anti Tank Comanche and stay alive at all costs. You'll rack up vehicle kills and stall GDI economy. No matter what, mid game you need to get out there and do something as GDI will build up strength and steamroll you if you stay in base. A big risk but big reward is getting a Koksan Artillery up in the middle to destroy the GDI Advanced guard tower. Assuming you can get the arty up there you have to ensure that your team will support you in the middle because you're exposed on all side (with Aircraft especially). Do note however you have a massive splash damage that you'll be able to use against people repairing AGT. Remember, destroy the GDI ATM inside their apartment complex. Don't let them hold it any longer. If you are feeling risky still, you can get an Infiltrator with a Black Hand Engineer to drive around the rear of GDI base. There will be a little ledge that this bad boy will fit through and a TOW missile Tower you will need to kill. Kill it and then repair your vehicle. Keep driving and to the left will be a tunnel. Drive through the tunnel and you'll be right next to GDI Ref where you can then blow it up... but be careful not to get killed by the GDI Auto Cannon Tower. Once you're inside the Refinery call for !am (Ammo) and start placing proxie mines like crazy around you. Place timed C4 and remote C4, then pick up the ammo and do it again and then blow up the GDI Refinery. Late-Game Tips Late game GDI will be sending out the big guns with Titans, Railgun Mammoths and fast moving vehicles becoming frequent. Constantly remind your team to re-mine the base over and over when you see mines be activated. Also be prepared to slug it out with these tanks using a T-62 tank or Ezekiel Stealth Tank as the fact that these vehicles are even out in the field shows that your team has not picked up the initiative and there is no decisive winner currently. If you want to just be an all around unit then go with the infrared tank and help patrol the outer rim of your base. Join any rush your team plans immediately. It is possible to gather 3 to 4 Ezekiel Stealth Tanks and drive up the GDI War Factory Hill. Use your team to just hammer the hell out of the GDI War Factory and blow it up. Assuming you get to the hill undetected you have a good chance of being successful. If you're getting attacked before you get to the hill get your team to retreat and do it again from the other side. It's not worth it to loose all those vehicles trying to fight against the defenses, Tanks, aircraft and GDI Team. Trust me. If you're very skilled you can use a Stealth Comanche Anti Tank Helicopter ($2,750) to just take out every GDI vehicle in the field. If you can avoid the Mammoth Tank Rocket Pods, Ramjet's and 1 shot Railgun Titans then you can completely decimate GDI and hold the field while camping your base. Being a Nod Tank Ace is crucial as you won't be able to repair while retreating in mid air. This can be the difference between life/death along with helping repair yourself a tinny bit after taking a hit. You can also use this vehicle to kill ORCA's of any caliber. A very very good all around vehicle if you have the skill and balls to use it correctly. ============================================================================================ Playing as GDI: GDI's sole victory here depends on gathering your team to hit Nod Base hard. The obelisk makes it very difficult to rush Nod Base effectively so the only way you can is by hitting Nod's refinery. Next up for GDI, if you cannot gather your team together for a rush then your other option is to take out the obelisk yourself which can be done with a variety of units. This map ends typically in base destruction rather than point deadlock. Early Game Tips Go out to the middle of the field and capture the GDI ATM/Forgotten Silo. These two things will help boost your economy early and get things going. After fighting for the middle a bit you can up the gameplay a bit by getting a AVRE Mortar tank. This bad boy right here will be able to one hit kill Nod Stealth Tanks, take a good beating and also outrage the Nod Obelisk. Combine with a GDI Tank Crew for auto repairs. The Nod Obelisk attack range is near the edge of where the Nod Apartment Complexes are so watch yourself. Basically if you can stay away out of range then you can hit the Nod Obelisk from a distance and at the very least rack up some points along with guard the Forgotten Silo. Watch out for infantry in the apartment complex! When you hit 1200 Credits get the AMX-13/30mm. This bad boy has a MASSIVE secondary range 30mm auto cannon. Use the auto cannon to stay out of Range from the obelisk and instead deal damage to it. This 30mm auto cannon does more damage long term than the main cannon itself.. furthermore it will splash, burn damage and 1 hit infantry in the head if you learn to aim it correctly. A powerful great tank early on that can hold it's own. When you get an enemy unit to low health use the main tank cannon to finish them off quickly. If you'd like you can get a Rocket Soldier Office to hit defenses early on. Mid-Game Tips Mid game the Mortar Tank idea above is really going to be your best bet on this map due to all the cover you can utilize. Update that tank crew with a Tank Ace for higher Auto Repairs. Keep hitting the Obelisk with this tank or even the Hand of Nod while you're in the middle hill. You're going to be racking up points and making sure Nod has to stay on the defense which will allow your economy to grow and your team to purchase more powerful vehicles. You can get some different vehicles to hold the field. Most namely is the one above (AMX-13/30mm), Mammoth Tank 120mm, or the $1,400 AVRE Mortar Tank (This tank requires a bit of skill to get right long distance wise) This map is so short and dynamic that getting out to repair your vehicle will take you out of the fight to long. Get an Auto Repairing Infantry (Tank crew or Ace) and retreat to the GDI repair pad if you ever need repairs. This will get you back in the game quicker, make sure your tank doesn't get stolen and also let you hold the field way better. Use a Challenger Stage 2 ($1,800) to set up above the middle and destroy vehicles that drive up along with siege Nod Base.. You can hit Nod Obelisk all the way from this location with some skillful aiming. Be sure to choose your location carefully as it should be close to GDI base but just enough to hit Nod Obelisk maybe even the Hand of Nod. Should anyone attack you then you should be supported by your team coming into the middle for backup. Combine with Tank Ace for auto repairs. Late-Game Tips Purchase a Mammoth 36 inch Tank. Park this bad boy outside the front of your base and hit Nod Power Plant constantly. Retreat if you need repairs to the Service Depot. Use the Titan Railgun to march straight to Nod Base and kill their Power Plant. Use the left click as if fires faster and is meant for buildings/vehicles. You'll make quick work of anything leaving or staying in their base. If all else fails and your team has some extra money then you can try and organize an ORCA Bomber Rush to go all out. You'll need about 3 to 4 ORCA Bombers for it to have a chance of success. Good luck.
  14. Good Afternoon, This year 2022 has started out with the effects still felt from 2021 and 2020 respectively. However in the previous 5 month time frame we've also felt the ramifications of a European War that's still raging to this day by both sides, a near crash of the stock market with the total collapse of a stablecoin (Luna) that some people have unironically invested their life savings in and inflation that’s currently in limbo on when it’ll be fixed... creating financial stress (if not difficulty) on most. Behind all of this a recent shooting occurred in the state of New York where upon the person live streamed people falling to the ground from being shot point blank with a rifle. Despite any opinion on any of these topics there is something that remains which is the ability to seek and get help when needed. This brings me to the point of my topic today which is May is Mental Health Awareness month. However, I am asking everyone reading not just to not ignore the importance of this topic but also not ignore yourselves. If you’re in financial, mental or any type of distress to the point of harming yourself or others then please call the numbers listed below. I don’t know any other way to say this other than it’s not worth it. Life is worth living and you do matter. People do care about you. If you’re unable to call or unwilling then I am willing to listen and help anyone to the best of my ability if they need someone to talk to. Just PM me on discord or on W3DHub.com. Having a chat with someone here has helped me more times than I can count in my life and I know it can for you as well. It really can be that small difference. If you need help, get help. While we again, reflect on this month and what it means along with all the events of the past. I ask that if you see a friend that’s down to reach out to them. If you’re down and considering something irreversible then please reach out. We can do this. Thank you. ================================================================================================== https://en.m.wikipedia.org/wiki/List_of_suicide_crisis_lines (Worldwide) Suicide Hotline (Spanish + English) = 800-273-8255 The Samaritans Crisis Hotline = (212) 673 - 3000 The Trans Lifeline can be reached at 1 - 877 - 565 - 8860 (UK) Text SHOUT to 85258 (Free 24/7 Text based UK service)
  15. Threve

    Interim Apex

    Overview Interim Apex (Typically referred to in the community as "IA") is an extensive modification to Command and Conquer Renegade that gives a massive addition of units, characters and weapons to purchase. Although the gameplay typically follows the same suit and characteristics of C&C Renegade the addition of new units and maps drastically increases the possibilities of carrying out gameplay. On September 18th, 2018 the game joined forces with W3Dhub and became available as a downloadable game on their launcher. Since the beginning, the game has been and is spearheaded by Dblaney1 and Kaskins with small updates being regularly released. Table of Contents: History *Note: Approved by Kaskins (The main founder of Interim Apex itself) In 2010, ImperialKaskins made a popular map called Great Wall which was hosted on the MPF (Multiplayer Forums) Renegade server. The popularity of this map eventually resulted in Kaskins making more maps over the course of the next few years with the help of MPF staff members such as Zunnie (R.I.P). These maps eventually formed the base for what would become the Imperial Age mod for Renegade. With the team of Kaskins, Dblaney and KTTF, the Imperial Age mod became popular and had a good following alongside the MPF Newmaps server and Zunnie’s own TCW (Tiberium Crystal War) mod for Renegade. Kaskins began to single handily model and texture a multitude of different vehicles which can now be found in-game. However, after some internal disputes with MPF, the team decided to leave and transfer the project to be hosted at W3D Hub in 2018 with the help of Jerad2142. At this point the mod was also renamed to Interim Apex (According to Kaskins, the most popular things in business start with an “I”) and greatly expanded upon. The release of the new and improved Interim Apex on the W3D Hub launcher and as a Renegade TTFS mod proved to be very popular and successful amongst the player base, gaining a lot of notoriety around the community. With Kaskins at the helm for visuals and Dblaney in the background with coding, the game came out the gates strong and was subsequently updated for balancing in 2019. Right now the game can be played for free on the W3D Hub launcher and will also soon be joinable from W3D Hub’s new GSH (Game Server Hub) system that is due to go live later in 2020. *Note: Kaskins would like it personally known that Interim Apex currently has no relation to MPF as the mod was wholly created by him and his teams efforts (Most namely KTFF and Dblaney). The project continues to be hosted and proudly part of the W3D Hub community. Gameplay Interim Apex as a whole follows suit the gameplay of Renegade for the most part, however a large role of the game is selecting a multitude of options previously unexplored. The game starts off in typical Renegade fashion with a GDI vs Nod multiplayer death match gameplay. Interim Apex offers the choice of over 40 different vehicles per team including dedicated Anti Air, 36 Inch Naval Cannon Mammoth Tanks, experimental Stealth Tanks and Nuclear Artillery. With this different variety the match will quickly evolve to be different from the last and guarantee that each battle is unique. Although a lot of the game is land based warfare as mentioned, Interim Apex has since refined the W3D engine to the point that Naval Warfare is another possible way to fight your enemies with a multitude of ships at disposal. A predominant feature also in Interim Apex is the ability to acquire veteran points which will go towards a consistent upgrade system to your character/vehicle. In short, destroying your opponent will grant you more health, the ability to gain weapons or vehicles on spot and give you more armor. In one of the more unique concepts of IA, some maps have a Construction Yard that will not only auto repair buildings but also allow you to purchase them back should they be destroyed. A player cannot buy back the Construction Yard itself however. Throughout some maps there are also capturable "Forgotten" buildings that will allow one to either stronghold a defense, build unique vehicles or even construct Naval ships. Economy is still managed through credits although there are some additions that give a unique edge to the game. Players are now able to capture trucks filled with Tiberium to sell, purchase harvesters for different types (colors) of Tiberium and capture silos/ATM Machines on some maps that give extra credits. In typical Renegade fashion each match is decided by ether complete base destruction, point accumulation, or a pedestal beacon. It should be noted that most matches go on between 1-2 hours. Notable Patches Throughout IA's history there have been numerous patches trying to balance units and tactics. While it may be hard to believe the game through it's years has had units be able to do a lot of crazy things such as - Hinds at one point could kill a building using all their ammo - The Challenger II used to go 50 m/s during an accidental patch. For comparison the FAV .50 goes 25 m/s. - The FV005 Stage II used to be used as a MBT since it could nearly 1 hit K/O any vehicle. - Shotgun trooper right click used to deal massive damage to infantry. Able to 1 Hit K/O people through walls. - The Stealth Tank used to be able to carry 2 people. - The Ezikel used to be used as a MBT and was the go to for Nod. It could demolish any building or vehicle and had missiles that went nearly halfway across the map. - The Mendoza Backpack did twice the damage as a normal Mendoza. It could 1 Hit K/O any unarmored infantry in a milisecond. - The T-35 used to have 2 lasers instead of 2 45mm cannons and cost $4,100. - The Infared for a short time used to deal the same damage as a Black Hand Flame Tank. - Stealth Black Hands used to cost $400 - The Koksan used to fire 360 degrees and could melt a building halfway across the map. The splash damage was immense. - GDI spies used to have armor. - The Home Guard Sticky bombs used to 1 Hit K/O after exploding. Meaning you'd easily blow up a building and kill anyone trying repairs. - Gunner (and hotwire) used to be radar invisible. - The M113 Zippo used to 1 Hit K/O nearly any infantry. - The Tunguska used to 1 Hit K/O any infantry with it's rockets. They'd also track vehicles and deal considerable damage. - The TOW Humvee used to cost $400 and could take on litterely any unit Nod had. It used to be able to 1 shot a Stingray with a heat seeking TOW missile or any Aircraft that Nod had. - The RMB on the Black Hand Flame Tank used to shoot fireballs that would deal the same damage as primary fire. However they would burn anyone inside trying to repair the building and had longer range. Therefor everyone just used the Fireballs. - For a short time period there was a drivable R/C car called the "Sand Flea Drone". It was extremely hard to see and cost $700. - You used to be able to fly as high as you wanted on Winter_Assault.mix - The OB Gun used to have no charge up. Meaning as a SBH you could 1 hit K/O nearly anything and run away in seconds. - Mt. Pass used to have 3 AGTs all placed next to each other. Effectively making it impossible to attack as Nod. - The AMX-30 20mm machine gun used to 1 Hit K/O infantry like crazy from miles away and deal considerable building damage. It would also mute your sound if you fired it. - The SIDAM 30mm used to be able to take on any tank and win. - Buying an X1A Tank from the Forgotten War Factory would just crash the game. People would buy the tank before they lost typically. - The Wolverine used to be tipped over by anything if you crashed into it.
  16. ---Interim Apex Unit Guide--- This unit guide will help show all the strengths/weakness of every individual unit 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. 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). (Largely Infantry use only) 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. For vehicles it should be implied that anything listed is good against it and should be avoided at all costs. 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: Tunguska or Mammoth 36 inch). Any special notes like this will be listed below. It should also be noted that infantry against buildings implies you have reached the MCT and are hitting that weak point.. not the outside unless otherwise noted. 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. 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, however i'm going to use one. The damage to a building will be listed here in points per hit to the side of a building. The building used for testing is the side of HON. It will be measured per shot/hit instead of magazine. For example, the Mammoth Tank has 2 shots per magazine. This only mesures one shot. For Vehicles such as the Flame Tank or XM3 Disruptor, it will be measured by 5 seconds of attacking. Interim Apex Unit Guide (Cont.) Nod Units Overview Nod's arsenal consists of specialized units to help ensure victory and with distinctive, careful usage can seriously help turn the tide in combat. However, with Nod units it is more of when, where and how to use the units rather than a blazing through with firepower and massive rushes like GDI. Nod Infantry highlights include Stealth Black Hands, Heavily armored elite Black Hand Infantry and mutant units that can heal in tiberium. Nod Vehicle highlights include stealthed units with fast capabilities, flamethrower vehicles that can level buildings in seconds and a variety of arty. Read on the unit guide to find out each strength and weakness to help ensure you're using your favorite Nod unit to its fullest capabilities. Nod Infantry (To find a Unit, click "Cntrl F" and type in the unit name you'd like to find) 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 Petrova (Mutant) Rocket Soldier Officer Petrova (Mutant) Rocket Soldier Officer Petrova (Mutant) Rocket Soldier Officer Petrova (Mutant) Rocket Soldier Officer Ballistic Sniper (Possibly Wrong Sniper. Double Check) Petrova (Mutant) Black Hand Sniper 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. 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. Black Hand Designated Marksman 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) 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 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 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) 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 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) 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) 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) 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 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) 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) 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) 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) 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) 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) 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 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(Max Upgraded)/Armor(Max Upgraded): ? hp ( hp) / 200 Armor ( Armor) 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 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) 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 Price: 100 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 Price: 100 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 Price: 200 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 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) 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) 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. - 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 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 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 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) 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) 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 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 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 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. Nod Vehicles/Armor (To find a Unit, click "Cntrl F" and type in the unit name you'd like to find) Damage Building (Measured in points): There are a lot of different ways to measure damage, however i'm going to use one. The damage to a building will be listed here in points per hit to the side of a building. The building used for testing is the side of HON. 1 Shot is considered 1 Click of the mouse button. Damage Vehicle (Measured in points, used when dmg against building is unviable): The damage to a vehicle will be listed here in bars of damage against vehicles it's supposed to be going up against. For example, a M6 Lineback 25mm can't take on a Mammoth Tank. But it can defeat Medium to Light armor. So how effective it is vs medium armor will go up here. Trying to calculate all the dmg vs all the armors would be overly complicated for this simple guide. Dmg Building: Dmg Vehicle: - M6 LineBacker 25mm - 9K-22 Tunguska - (Aircraft) MI-24 Hind - (Aircraft) RAH-66 Comanche Anti-Tank - M-1978 Koksan 170mm Artillery - Stealth Tank - Ezekiel's Wheel Stealth Tank - (Aircraft) Banshee - Tick Tank 120mm - Goliath - Tick Tank Firebug - SSM Launcher - Stingray Light Tank (Hyper Velocity Gun) - G6 Rhino Howitzer (155mm Self Propelled Artillery) - Infrared Stealth Tank - 2S9 Nona (120mm Mortar) - 2S7 Pion (203mm Nuke Artillery) - F.A.V. 50. Cal (Fast Attack Vehicle) - Mobile Tracked Repair Vehicle - OT-34 - Black Hand Light Laser Tank 75mm - Infiltrator Melta - 9K52 Luna-M (V2) - Elbrus 9K72 ICBM - Mobile Stealth Generator - ASU-57mm - Black Hand Light Tank 75mm - Mobile Sensor Array - M579 Fitter Repair Vehicle - Tesla Tank - Phase Tank - T-62 - T-54 - BDRM-2 AT - Microwave Tank - Six Wheeled BDRM - Six Wheeled BDRM (Splitfire) - Devil's Tongue Flame Tank - Blackhand Flame Tank - Wiesel 20mm - SU-85 - Stridsvagn 103 155mm - AAI RDF Light Tank - SU-122-44 M6 LineBacker 25mm Price: 800 Credits Armament: 25mm Auto Cannon (x90 Rounds per Magazine), A.I. AA Rocket Launcher (x4 Rounds per Magazine) Health/Armor: 660 hp / 660 Armor Max Speed (m/s): 16.7 Dmg Building: 9 Shots (AP-T) = 1 Point Dmg Vehicle: Armor Class: Medium Capacity: Weaknesses: Mammoth Railgun Tanks, Titan Railguns, Heavy Armored Vehicles, Pillbox Defences Strengths (Rating against): Defenses (10/10) , Lightly Armored Infantry (9/10) , Aircraft (7/10) , Light Armor Tanks/APCs (7/10) Special Notes/Tactics: The range on the 25mm is immense.. use it to take out defenses early going hard on those SAM Sites, Gun Towers etc. Slaughter any infantry you see by capping them on their forehead with the explosive shells (from long range to..). Help your team later on in the match by harassing vehicles and the harvester. A great tip is to press T up in the air very quickly then press T again. This will aim the AI AA Launcher a little upwards so that when you see an aircraft you'll be able to hit it immediately without delay. After you destroy the aircraft, make sure you have 4 missiles inside your launcher.. If you have 3 then fire all 3 by pressing T and your gun will reload. Set that bad boy to auto (press T again while it's reloading) and now you'll have 4 shots for the next aircraft. I've tried to use the right click HEFI-I Rounds but have found they do less damage vs everything.. don't bother with them. Weakspot(s): Rear Armor, Optics, Ammo Rack 9K-22 Tunguska Price: 2400 Credits Armament: 30mm Auto Cannons (x952 Rounds per Magazine), 69mm AA Rockets (x8 Missiles if fired after reloading) Health/Armor: 500 hp / 500 Armor Max Speed (m/s): 16.59 Armor Class: Medium Weaknesses: AVRE Mortar Tank , being attacked while reloading , Mammoth Tank 36 Inch, Titan Railguns, Personal Ion Cannons , Power Armor, Carl Gustov Recoiless Rifle, Ramjets Strengths (Rating against): Long Range AA (7/10) , Short Range AA (7/10) , Light Armor Vehicles (5/10) , Unarmored Infantry (5/10) Special Notes/Tactics: No unit in IA has been gutted more than this one. Previously very capable and powerful in skilled hands the 9K22 Tunguska doesn't live up to even 10% of what it previously was. The 20mm Autocannons at the moment are ok vs infantry but you'll likily encounter aiming problems. Light vehicles are susecptable to the Autocannons but that's assuming you don't die first. The missiles don't even track Aircraft anymore let alone vehicles last I heard. On top of that they fire way too slow to even be remotely useful. While the speed is pretty good and that Autocannons are ok against aircraft i'd recommend just getting a Geko for AA duty. The Rockets can kill a 105mm turret base defence that's unupgraded but the reload time for the missiles is near 20 seconds. Terrible. Don't waste your time or credits on this unit. Weakspot(s): Rear Armor , Top, Treads (Aircraft) MI-24 Hind (HIND) Price: 2400 Credits Armament: 30mm Vulcan (x240 in reserve.. Upgradable to x300) , 40mm Rockets Health/Armor: 660 hp / 660 Armor Max Speed (m/s): 16.7 Armor Class: Weakness: (Rating of Danger): Consistent AA fire , Mammoth 36 Rockets , Long Range AA Fire , Carl Gustov Recoiless Rifle , M113 SIDAM , 551 Sheridan Rockets , Mitsubishi SPAAG Strengths (Rating against): Aircraft (8/10) , Infantry (6/10) , Power Armor (5/10) , Light Armor (4/10) , Defenses (4/10) , Buildings (3/10) , Heavy Vehicles (2/10) Special Notes/Tactics: Able to transport Infantry Previously a great all arounder, the Hind Mi-24 has become neutered and nothing more than a flying hit box for GDI units. This unit is supposed to find its strength in infantry combat to which it does in a extent.. however the main spread from the gun means you have to be directly next to infantry to ensure a kill. What this means is that you'll either be EMP'd , killed by passing armor or the infantry unit will just run to cover. You can however fire your missiles (Right Click) to hopefully burn damage them to death which is the best case for Power Armor. Unlike before, armor is a hopeless battle. Your missiles simply don't do as much damage to really be considered a threat anymore to anything that has Mammoth Tank or Titan in its name. In addition, light vehicles are typically too fast to engage effectively and the forced reload after a couple missiles means your target just relocates to a place you'll get killed. Shooting defenses is pointless despite being able to take hits. Your gun at long range has so much spread you'll barely land any shots. The damage they do furthermore is negligible. Hitting buildings with your missiles is a good way to get yourself killed as well. While you can fire multiple missiles in one go, the reload associated with doing so reverts the ROF back to what is essentially the same before this unit was nerf'd (if not worse..). What this means is that when you hit any building, you'll just alert GDI forces and be reloading while they repair instead of pre-nerf where you had continuous fire. In the grand scheme of things however this is irrelevant because the damage your Hind inflicts with the missiles is dreadful. Combined with the reloading and the time GDI starts repairing their building while you're reloading this unit is a terrible option to attack buildings. It can be said that a rush of Hinds would destroy a building (as would a rush of anything) but I truly believe there are way better units to use for attacking GDI structures than this one. If using this unit, be aware that the armor really is great and you can use the Hind to transport units for a Shock Trooper rush against GDI forces. Although that's the only thing this unit really is good for. Weakspot(s): Tail-rotor , Undercarriage , Helicopter Blades (Aircraft) RAH-66 Comanche Anti-Tank (AT Commanche) Price: 2750 Credits Armament: Anti-Tank Missiles (x8 Rounds) Health/Armor: 660 hp / 660 Armor Max Speed (m/s): 16.7 Armor Class: Light Weaknesses: Mammoth Tank Rockets , AA Stinger Missiles (1 Hit K/O/), Ramjet Rifles , Titan Railguns , Anything that attacks it longer than 3 seconds Strengths (Rating against): Heavy Armor (9/10) , Light Tanks (9/10) , Crushing Infantry (9/10) Special Notes/Tactics: If piloted in skillful hands this unit can turn the tide of a game, stop rushes or destroy GDI's morale. The Anti Tank Comanche is very fast but extremely weak. 1 Hit from a AA Stinger will destroy it if not Upgraded and Vet'd. Therefor to use this unit you'll need to strategically decide every single engagement you do by scanning the battlefield, knowing what infantry is sitting in what GDI vehicle and evaluating how fast you can retreat after you fire your missiles. Although difficult at first, you'll be able to destroy Mammoth Tanks in one sortie and fly away unscathed wasting GDI money and gaining you immense points. The best tactic is to duck behind cover, fire, retreat. Bonus points if you can convince your team to EMP your enemy target. Just be aware that once you take fire you have to retreat or you'll die. Guaranteed. Use this Helicopter with practice and you'll be at the top of the scoreboard everytime. Be aware this units damage has been toned done a very small amount recently.. losing 1 mark for strengths. Weakspot(s): Tail Rotor , Undercarriage , Rear M-1978 Koksan 170mm Artillery (Koksan) Price: 1,200 Credits Armament: 170mm Artillery Cannon Health/Armor: 500 hp / 500 Armor Max Speed (m/s): 10.4 Dmg Building: 1 Shot (HE) = 45 Points 1 Shot (HESH) = 60 Points Armor Class: Medium Weaknesses: Everything Strengths (Rating against): Infantry (6/10) , Buildings (6/10) , Power Armor (5/10) , Light Defenses (5/10) , Heavy Armor (3/10) Special Notes/Tactics: Requires to be set up by pressing "T" In keeping the theme of Nod units being gutted we have here the M-1978 Koksan. The firing Arc is now 170 degrees to your field of vision. No 360 degree aiming here. You're also required to be set up in order to fire. Moving past all these things, the Koksan deals ok damage but is again not worth getting due to being able to purchase the cheaper 203mm arty. The Koksan noticable moves a lot faster in transit but can not fire without being set up. This maps is really unviable against vehicles and the extra armor the Koksan has won't save it from death on a long enough timeline to matter. Skip this unit and the get $450 Credit 203mm Arty for offensive based operations. Weakspot(s): Rear , Top , Arty Cannon , Turret Stealth Tank (Stank) Price: 900 Credits Armament: Dragon TOW Missiles Health/Armor: 400 hp / 400 Armor Max Speed (m/s): 15.75 Dmg Building: 1 Shot (Guided) = 11 Points 1 Shot (Unguided) = 5 Points Armor Class: Light Capacity: 1 Weaknesses: AVRE Mortar Tank (1 Hit K/O) , Mammoth Tank Railguns , Titan Railguns , Mobile Sensor Arrays , Aircraft Strengths (Rating against): Light Armor Vehicles (6/10) , Anti-Aircraft (5/10) , Heavy Armor (4/10) Special Notes/Tactics: The stealth tank has always been a Renegade favorite and for good reason. The Interim Apex stealth tank is fast and a great addition to any rush that Nod may be organizing. You should use this unit to kill light GDI vehicles while scouting the field giving info to your team. If not GDI Vehicles are present then rack up some points by using your TOW Missiles to hit defenses and buildings. Always use left click (tracking) missiles against any target you encounter. Only use right click (non-tracking) missiles against buildings. Non-Tracking missiles have a little farther range than the tracking missiles. This range bonus can be used for targets just out of your range. Another tactic to bear in mind is that you can hop out of your stealth tank and use your infantry weapon then hop back in and not be seen. This is highly useful when you have an imperial hand cannon and want to hit a building without being detected. This bears extreme usage when you have an AGT or ADATS gun as you can deal massive damage then move away with little resistance. Since the update, some stats above have been reduced by 1 point due to the turret moving slower and reload time being longer. When captured by GDI, use the stealth tank to help sneak into Nod Base as a Spy. The abandoned vehicle will be difficult to find and not lead to any concern when (and if) found by Nod. One last note is that the bottom of the Stealth Tank seems to really messed up and is unable to be hit. What this means is that about 25% of your vehicle (The lower half treads) is unable to take damage. Be aware when hopping out that you jump out from the rear.. you'll get stuck if you're not careful and die while standing still. Plan ahead! Weakspot(s): Rear , Top Armor Ezekiel's Wheel Stealth Tank (Ezek) Price: 3,000 Credits Armament: Quad-Dragon TOW Missile Launchers (Fires one at a time) Health/Armor: 600 hp / 600 Armor Max Speed (m/s): 15.75 Dmg Building: 1 Missile (Guided) = 4 Points 1 Missile (Unguided) = 5.2 Points Armor Class: Medium Weaknesses: AVRE Mortar Tank (2 Hit K/O) , Mammoth Tank Railguns , Titan Railguns , Mobile Sensor Arrays , ORCA Aircraft , Short Range Combat , Infantry Strengths (Rating against): Defenses (7/10) , Light Armor Vehicles (6/10) , Heavy Armor (5/10) , Anti-Aircraft (4/10) , Buildings (2/10) Special Notes/Tactics: Previously unstoppable. The Ezikel Stealth Tank got hit with the nerf hammer and is what we have here today. The price at $3,000 is a steep entry into a subpar unit. The missiles do an ok amount of damage but the reload time is what prevents people from actually pulling the trigger and buying the unit. You can do a right click for a fast volly of missiles to destory a unit quickly but the inaccuracy and reload time is so determental it's not worth it. The Ezikel tank armor also means that you're going to need to hit and run anything you encounter, but you can't chase anything down because the reload time will again just let your target get away. Skip this unit and get a T-95 Black Eagle. The preformance is just too average/sub-par for the price. By the time you have one of these roll out, GDI will have something to match or outpreform it. Weakspot(s): Rear , Top armor , Wheels , Front Windshield (Aircraft) Banshee Price: 3,000 Credits Armament: Plasma Beams (x4 per shot, upgradable to x6) (x16 Rounds in Reserve, upgradable to x24) Health/Armor: --- hp / --- Armor Max Speed (m/s): ---- Dmg Building: 1 Missile (Guided) = 4 Points 1 Missile (Unguided) = 5.2 Points Armor Class: Medium Weaknesses: Continuous AA Fire , SIDAM-26 , Mitsubishi SPAAG , Stryker AGTM Strengths (Rating against): Buildings (9/10) , Defenses (9/10) , Mammoth 36 Inch (8/10) , Ships (8/10) Special Notes/Tactics: A unit that was previously over powered beyond belief.. the banshee fires non-tracking Plasma Rounds which now makes it extremely difficult to target moving vehicles but deal high damage to buildings and defenses alike. Of note is the fact that the banshee can survive a couple hits from AA rounds which should be considered when you're evaluating any risk you're about to take. Also its fast enough to usually dodge AA bullets or even rockets. Use this unit when you're purely on anti-building duty and there is little AA resistance. Effective against ships, thay're AA easy to dodge. A cool tip is to use your first shot as left click and other shots as right click. But remember that double shot (right click) is less accurate, so use left click often against small targets. Weakspot(s): Undercarriage, Cockpit Glass Tick Tank 120mm Price: 3,000 Credits Armament: (x2) 120mm Cannons Health/Armor: 900 hp / 900 Armor Max Speed (m/s): ---- Dmg Building: 1 Shot (HEAT) = 15 Points 1 Shot (AP) = 2 Points Armor Class: Medium (Mobile) , Extremely Heavy (Deployed) Weaknesses: Mammoth Tank Railguns , Titan Railguns , Aircraft , Power Armor , Infantry , Mammoth 36 Inches , Dynamite Strengths (Rating against): Buildings (10/10) , Heavy Armor Vehicles (10/10 must be deployed and in cover) , Light Armor (8/10) , Defences (8/10) Special Notes/Tactics: The Tick Tank 120mm is an incredibly effective tank when pit it against any slow moving GDI vehicles... however you have to ensure a couple things before going into the fray or you'll die quickly. First and foremost you need to deploy this tank because when you do it'll be nearly impossible to destroy, you gain an armor bonus that is retarded high. Second look for the perfect place to deploy.. this can be behind a destroyed Helicopter, behind logs, behind a wall. Whatever you choose you'll not only make yourself harder to hit but also be harder to kill with your deployed armor bonus. This will also negate the fact your opponent can move and you cannot. Third, practice firing with the weird off-set cannons. It will be difficult at first but if you can aim your shots then you can hit heavy GDI Vehicles from long range and hold up anything thrown at you. If you encounter any infantry with half a brain you'll need to call on your teammates to kill them as your cannons are worthless against them. If you really kick ass, you can press T then E quickly to deploy the tank and hop out at the same time. When you do this the person will try to get in the tank but can't because it's deploying. Quickly kill your opponent and then hop back in the tank while they are distracted. Be aware they can steal your tank when it is finished deploying. Deploy bonus effect: Range, Armor, Reload. Weakspot(s): Rear , Tick Tank Turret , Unable to fire at infantry directly on the sides of it or behind. Goliath Price: 1550 Credits Armament: Suicide Bomb Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: None Weaknesses: Anything that attacks it , EMP Grenades Strengths (Rating against): Heavy Armor (10/10) , Light Armor Vehicles (7/10) Special Notes/Tactics: Always a fun unit to use. This suicide tank has the special ability to turn invisible when it stays still for about 5 seconds. Assuming you are not detected, you can run behind units and detonate to do massive damage to any tank you stumble upon. Best used with a gap generator or hiding out in field for a Mammoth 36 Inch/Disruptor, it's invaluable for stopping units that are larger than itself. When Nod needs to save itself from destruction or buy some time, use the Goliath. Note, you can run infantry over with this unit and also drive it off cliffs to ambush GDI units. A common misconception is that you can purchase a Suicide Fanatic to deal extra damage when you explode. However this is untrue as you die before you can activate your Infantry suicide bomb. It should also be mentioned that you can stop a Low Health Mammoth 36 inch tank from advancing by ramming it, have your team finish the 36 off and still live to help with your team assault. This of course depends on the situation and how brave you are to do so. Weakspot(s): This whole tank is a weak spot Tick Tank Firebug Price: 1,800 Credits Armament: 1 Charged Laser Beam (left side turret) , Canister Shotgun with Incendiary rounds (x5 per round) (Right Side Turret) Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Medium (Undeployed) , Very Heavy (Deployed) Weaknesses: Mammoth Tank Railguns , Titan Railguns , Dynamite/Timed Demolition Bombs , Mammoth 36 Inch , Aircraft , Hover MLRS Strengths (Rating against): Infantry (8/10) , Light Armor Vehicles (9/10) , Power Armor (9/10) , Heavy Armor (8/10) , Buildings (7/10) , Aircraft 6/10 Special Notes/Tactics: Vastly different from the Tick Tank 120mm. This time we are taking things up a notch by having a tick tank with a Charged up laser (like the Infrared Tank) and a Canister Shotgun that can spit out 5 rounds of burning incendiary rounds. The tactics remain for using this tank in cover like the 120mm Tick Tank but your targets are vastly different. Use this tank as a support tank first and formost. Your charged up laser will help your team to decimate heavy vehicles and destroy light armor in seconds. Next up, use your shotgun rounds against infantry to burn them to death. While this unit is overlooked mostly, it is incredible for an assault and helps to gain a huge foothold in the battlefield against all targets minus aircraft. If you're a team player looking for a new tank to bring it home for Nod, try this bad boy out. It's also been recently reported that the shotgun alt fire is actually pretty capable against light armored aircraft. Try it out! Deploy bonus affect: range, armor, reload. Weakspot(s): Rear , Turret , Unable to fire at infantry directly on the sides of it SSM Launcher Price: 1,350 Credits Armament: x2 Honest John Long Range Missiles (Non-Tracking) Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Light Weaknesses: Titan Railguns , Mobile Sensor Arrays , Ramjet/Long-Las Rifles , Carl Gustav Recoiless Rifle , Personal Ion Cannon Strengths (Rating against): Defenses (10/10) , Buildings (10/10) , Heavy Armor (8/10) , Light Armor (5/10) Special Notes/Tactics: Picking up on the artillery doctrine of Nod, the SSM Launcher really lends its hand to help push the game in Nods favor when they're next to GDI Base. Use this unit to hit buildings or defenses as the long range missiles will pound them into submission. On the battlefield you can assist your team in going against the Mammoth 36's or Titan's that are charging against you. While in theory an easy to use unit that can just destroy everything, you have to remember that your missiles are not tracking. This comes into play because there is a 3 to 5 second delay between you firing and hitting your target resulting in a lot of misses if you aren't careful. Most importantly, note that the missiles fired from this unit have a pretty decent splash damage so if you have some skill you can hit infantry from far away or become an annoyance for GDI units. Don't waste your time with fast moving light vehicles as you'll just get frustrated missing them. Watch out for long range rifles as well, with constant hits they will destroy your vehicle in time. Weakspot(s): Everywhere but the front Stingray Light Tank (Hyper Velocity Gun) Price: 3000 Credits Armament: 105mm Hyper Velocity Cannon (x3 Rounds per Magazine) , M249 Coaxial Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Medium Weaknesses: AVRE Mortar Tank (1 Hit K/O) , Mammoth Tank Railguns , Titan Railguns , Challenger II , Heavy Armor Combat Strengths (Rating against): Light Armor Vehicles (10/10) , Infantry (8/10) , Defenses (6/10) , Heavy Armor (4/10) Special Notes/Tactics: A god amongst light armor vehicles, the Stingray is a tank meant to derail any type rush from light vehicles with hidden anti infantry potential as well. The rounds from this tank fire like a laser, hitting armor or people instantly along with having 3 every magazine. Be aware however that this tank can only serve in the support role against any type of heavy armor. The shells, combined with the reload time will not allow the stingray to destroy heavy armor, but it can put a dent in them (lending to it's support role in this capacity). At this price point however, GDI will typically be bringing in heavy armor anyways which means this tank should only be purchased if GDI has lost their refinery or are employing a huge amount of light vehicles. Unfortunately, the armor of this tank doesn't allow it to play with any GDI unit packing a railgun or Personal Ion Cannon. Failure to stay out of combat with these units will lend to a quick death. Utilize the Machine gun if you can as well, it's actually pretty good against normal infantry. Weakspot(s): Turret, Rear, Sides, Tank Treads, Optics G6 Rhino Howitzer (155mm Self Propelled Artillery) Price: 1750 Credits Armament: 155mm Cannon (AP / HESH Rounds) Health(Max Upgraded)/Armor(Max Upgraded): 550 HP / 550 Armor ( HP / Armor) Speed (k/h): Armor Class: Medium / Heavy (Deployed) Weaknesses: AVRE Mortar Tank (1 Hit K/O) , Mammoth Tank Railguns , Titan Railguns , Aircraft , Strengths (Rating against): Defenses (10/10) , Buildings (10/10) , Light Armor Vehicles (4/10) , Heavy Armor (4/10) Special Notes/Tactics: The now "Go-to" Arty piece for clever Nod players. With the recent nerf's on the Koksan and high price point/deploying delay on the Pion.. the G6 has found itself to be extremely useful in the latest patch. For starters, it can fire on the move which is a huge bonus over these other required "deployment" arty pieces. Second off, it can deploy to strengthen its position and drive up hills with its large torque figure. To make best usage of this unit, employ it when your team has the upper hand or is pushing.. your mobility will help to keep pace/support and your cannon will help soften up any heavy vehicles or infantry that get in your way. As soon as you get within range of the enemy base, you're going to want to start hitting buildings immediately to shift the enemy's focus from defending against your rush.. to repairing GDI buildings. This means you're ether going to take out a building or allow your units to hit harder because GDI is scrambling to fix their stuff. More points to you. Keep in mind the most important thing with this unit is finding a great position to set up in! Just enough out of combat but still in the fight. If you're with a rush and cannot find a good position to set up in.. don't! Having mobility is a great defense in its own right! If you're really hardcore, get a Nod Tech and G6 Arty. Go outside the enemy base and find a great position where it's more difficult for them to get to you or attack (Hills work great). Press T then quickly hop out and plant proximity mines around your vehicle in front and on the sides. Call in !ammo if you need to. Start hitting a GDI structure and go hard. If you encounter a vehicle (ORCA's included) use right click to fire a powerful HESH round (Great against heavy armor). Hop out as you start taking damage and repair your Arty. When the G6 Arty reloads, hop back in and kill whoever was dumb enough to attack you. If they try to steal your vehicle, they will die to the mines. If they are nearby, hop out and burn them (right click rep gun) to death. With practice, you can one man army a base with this tactic. Works incredible when you have a friend/you can use the !wep command to get some weapons. Weakspot(s): Rear , Optics, Tires Infrared Stealth Tank Price: 4100 Credits Armament: Laser Blast / Charged up Laser Blast Health(Max Upgraded)/Armor(Max Upgraded): 540 HP / 540 Armor ( HP / Armor) Speed (k/h): Armor Class: Medium Weaknesses: AMX-13 90mm , Mammoth Tank Railguns , Titan Railguns, Mobile Sensor Arrays , Aircraft , P.I.C.s , Carl Gustav Recoiless Rifles , EMP Grenades , Challenger 2 , M1A1Abrams Strengths (Rating against): Infantry (10/10) , Power Armor (10/10) , Light Armor Vehicles (9/10) , Buildings (9/10) , Heavy Armor (6/10) , Defenses (5/10) Special Notes/Tactics: The ultimate all around support unit and incredibly deadly. The infrared tank is an asset to anything it participates in. To start off, the laser blast is a fast firing short/medium range weapon that will burn to death any infantry it encounters whilst dealing great initial damage. The charged up laser blast gives this stealth'd unit a great long range punch that is useful for hitting heavy unit weak spots or sniping from behind in a large Nod rush. Be aware though that this unit cannot face off in direct open combat against Titans or Railgun mammoths unless you're planning on taking cover. Once the armor is gone, you're skating on thin ice. Use this unit in any situation you please, you honestly could only use this unit if you really wanted to. However, if GDI is about to rush heavy vehicles only and or aircraft, this may not be the best option. A noteworthy tactic is the fact that three of these units will be able to quickly take down a building and hold their own versus and other type of unit. If your team is floating on credits and want an effective stealthy rush, it's something to consider. This unit does have the ability to win most 1 v 1 fights against anything that isn't a Mammoth Tank or Titan. To do so however, you'll need to be at full health, use the left click until the enemy is almost dead at red health and finish him off with a right click charged laser. Immediately after retreat and refill your health. Weakspot(s): Optics , Tank Treads , Laser Glass on top 2S9 Nona (120mm Mortar) Price: 1200 Credits Armament: 120mm Mortar Cannon (Press T to deploy) Health(Max Upgraded)/Armor(Max Upgraded): 480 HP / 480 Armor ( HP / Armor) Speed (k/h): Armor Class: Medium Weaknesses: Vehicle on Vehicle Combat , Aircraft Strengths (Rating against): Defenses (10/10) , Buildings (10/10) , Infantry (6/10) Special Notes/Tactics: Heavily under utilized. The Nona is an amazing amphibious unit with the ability to decimate GDI buildings at will from across the map. It's also able to hit buildings without a direct LOS (Line of Sight). Meaning you can hide behind walls for days and destroy GDI buildings with ease. The best bet however is pulling up to the GDI base while your team has the field or is rushing.. then drive until you can barely see the GDI base through the fog. Press T to deploy, start right clicking and you'll send some care packages to GDI from halfway across the map. The range really is that long! Most important bit though, you're going to have to use your reticle to aim as that's where your mortar is going. If it doesn't hit, try to aim up a bit and so on until you find that sweet spot. You'll know you're hitting a GDI building by looking at your points. If they're going up, you're doing good. If they stay the same, you're missing. If they stay the same after 5 shots, you're out of range. If you see a vehicle, run. There is nothing this vehicle can kill that is armored besides buildings. Weakspot(s): Top , Turret, Rear, Tank Treads 2S7 Pion (203mm Nuke Artillery) Price: 6000 Credits Armament: 203mm Nuclear Warhead Health(Max Upgraded)/Armor(Max Upgraded): 640 HP / 640 Armor ( HP / Armor) Speed (k/h): Armor Class: Medium Weaknesses: Any type of combat Strengths (Rating against): Defenses (10/10) , Buildings (10/10) , Heavy Armor (4/10) , Light Armor Vehicles (3/10) Special Notes/Tactics: The quintessential game ender. This bad boy deals a little under 1/3rd the damage of a beacon nuke with each shot while deployed. The armor on the Pion is fair, although your real defense is finding a position to hide behind while your team does the fighting for you ahead. Speed is actually ok given the size. The deployment waiting time is also fairly long but manageable with proper reading of the battlefield. Once you find a suitable place to set up, lob your warheads into any GDI rush or building. The infantry caught in your wrath will burn to death or be 1 hit K/O'd leading to massive kill streaks and whorage. Vehicles will be subject to a consistent reminder to get out of the area or suffer. There is no better way to destroy GDI's morale than the 2S7 Pion. However, an important aspect to realize is that you need to be constantly hitting something at all times to get the best bang for your buck. As soon as the area of your targets are dead you have to advance forward or relocate to hit another area without hesitation. If not, then GDI will be able to regroup and you can guarantee that everyone will be seeking you out as target number 1. Be aware that any combat will result in death.. 6000 credits is not to be squandered. Weakspot(s): Treads, Cannon, Rear F.A.V. 50. Cal (Fast Attack Vehicle) Price: 200 Credits Armament: 50. Cal Machine Gun Health(Max Upgraded)/Armor(Max Upgraded): 150 HP / 150 Armor ( HP / Armor) Speed (k/h): Armor Class: Light Weaknesses: Everything Strengths (Rating against): Infantry (7/10) , Aircraft (5/10) Special Notes/Tactics: A battle ferry at the end of a day. This vehicle really is meant to just transport you around the map as fast as possible. However, there are some hidden quality's this vehicle has that aren't always recognized.. mainly the Machine Gun. Use the .50 Cal against infantry to score 1 hit K/O head shots. Also bask in that sweet sweet long range that is useful for hitting aircraft if you can avoid return fire. When finished driving to wherever you want, destroy the vehicle by placing a timed C4 on it upon exit or drive it off a cliff and hop out when you land. Aside from the obvious offensive infantry capability, use this vehicle as a distraction to allow your units to maneuver into position while everyone is trying to hit you. You can also use this vehicle to hop out, fire hop in, reload your infantry weapon while driving and hop out again. The other main purpose I would give this vehicle is using it with a Nod fanatics. Assuming you can move next to a vehicle or infantry, you can hop out and blow yourself up. Likewise, you can use this vehicle to drive next to a Mammoth 36 inch and plant dynamite as a Nod Tank Ace. Weakspot(s): Everywhere Mobile Tracked Repair Vehicle Price: 1250 Credits Armament: Super Repair Gun Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Light Weaknesses: Nearly everything. Not meant for combat. Strengths (Rating against): Repairing Vehicles (10/10) , Repairing Structures (9/10) Special Notes/Tactics: The ultimate annoyance in any Nod rush for GDI. This vehicle can single handily make almost any rush unstoppable. Being incredibly small and hard to hit, you can whisk around from vehicle to vehicle repairing your team while they do the business. Often times skipped, this unit will grant a large rush a much larger chance of success than anything else. However, if a rush is consisting of less than 4 units than you should get another rush unit for more firepower. The reason is that your repairs will be rendered irrelevant because your teams firepower cannot destroy the GDI building as they will repair once they notice your rush. Your rush (lacking the proper firepower to quickly destroy said GDI building before GDI starts repairing) will then be destroyed regardless if you fix them as a Mobile Tracked Repair Vehicle. Be aware that a Titan can one shot this unit so it's invaluable to stay out of the fight or hide behind your rush units. Also note that if the rush you're trying to cover is a fast moving rush, you may have to move forward in advance a bit and hide behind cover so that you and your team reach GDI base at the same time because you'll be too slow to keep up. (This is rare) Weakspot(s): Repair Gun , Treads OT-34 Price: 600 Credits? Armament: 74mm Main Cannon , 12.7mm Coaxial Machine Gun , Coaxial Flame Thrower (A.I. Controlled) Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Medium Weaknesses: Heavy Armor Vehicles such as Titan, Mammoth Tanks, Challenger II. Aircraft , Defences , Anti-Tank Weaponry like Personal Ion Cannon or Carl Gustov Strengths (Rating against): Light Armor Vehicles (7/10) , Infantry (5/10) Special Notes/Tactics: The pride of the motherland. From Russia with love comes the OT-34 with an ok main gun, ok Coaxial and often forgotten until it's to late flame thrower. This tank actually has a pretty good cost to usage ratio and is one of the best starting tanks on Nod that you can purchase. Especially potent for dealing with infantry at close range, the Tank on Tank capabilities of the OT-34 are poor-average at best. You're going to need to hit the rear armor of anything costing more than 1000 credits on GDI. Late game this unit will be killed instantly from heavy armor on GDI if not unable to do anything against them. Also of note is that this tank will break in half from any dedicated Anti-Tank weapons. Treat this as a great starting unit to harass Forgotten SIlos in the field, take the field or as a low cost transport able to defend itself if need be while en-route. Weakspot(s): Rear , Top , Treads Black Hand Light Laser Tank 75mm Price: 1600 Credits Armament: Charged up Laser Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Medium Weaknesses: AVRE Mortar Tank (1 Hit K/O) , Mammoth Tank Railguns , Titan Railguns , Challenger II , Aircraft , Mammoth 36 Inch Tank Strengths (Rating against): Defenses (8/10) , Buildings (8/10) , Light Armor Vehicles (7/10) , Infantry (5/10) , Heavy Armor (5/10) Special Notes/Tactics: A lighter tank that reaches full potential when upgraded and in the right hands. The Black Hand Light Laser tank is typically skipped in favor for the Infrared Stealth Tank. However, if you find yourself in this tank you can very quickly maneuver around the battlefield and deal great damage to units on foot or tread alike. A hidden weapon of this tank is first and foremost its speed. The best usage of this tank is going to be making quick, powerful hit and run shots while taking advantage of your small size to hide and reload. If you can nail this tactic down you can gain veteranancy. Combine this with alloy armor upgrades and you can then survive more hits which will allow you to sneak behind Mammoth Tanks and circle them. Use this tactic when 1v1 a Mammoth 36 Inch Tank. This tank is a great capacity as support to any other unit so get this if you feel like moving fast and kicking ass with your teammates. Whilst you shouldn't have to much of a problem with Light Armor Vehicles, be aware when squaring off with GDI heavy armor. There are plenty of units that can half your health if not outright 1 hit kill you. Wait for a Titan Railgun or a Mammoth 36 Inch to fire before going out and attacking them. Never try to 1v1 a Titan Railgun unless you're buying time for your team to do something. Same goes with a Mammoth Railgun. However, if you're supporting your team you will find your laser a great addition while GDI is distracted dealing with your teammates. Weakspot(s): Top , Rear Infiltrator Melta Price: 950 Credits Armament: Twin Melta Guns Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Light Weaknesses: Fast vehicles, Infantry, Aircraft Strengths (Rating against): Defenses (3/10) , Buildings (2/10) , infantry(, Light Armor Vehicles (7/10) , Anti-Aircraft (4/10) , Heavy Armor (10/10) Special Notes/Tactics: Every bike type having really low armor. But this tiny boy wealding great fire power. It melts heavy armor like microwave oven melts cheese. With great speed it fastly comes closer to slow ones and starting "eating" them. Still you must be praying that there no any other enemy vehicles or any EMP troop. Also you must notice that melta Inf. low range. Use it only when some GDI player trying to show his superrior armor and fire power by picking something like mamonth tank(reilgun, 34 ench, whatever). just remember to attack closely to enemy, making it unable to shoot you. Weakspot(s): Top. 9K52 Luna-M (V2) Price: 950 Credits Armament: Ballistic V2 Missile Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Light Weaknesses: Direct Combat with any tank , Personal Ion Cannons , Combat from Rear of Vehicle Strengths (Rating against): Defenses (10/10) , Buildings (10/10) , Mammoth 36 Inch (7/10) , Ships (7/10) , Heavy Armor (4/10) , Infantry (4/10) , Anti-Aircraft (4/10) Special Notes/Tactics: Stupid powerful for the price. If you can master the aiming and hit targets every time, you'll essentially have a mobile machine of death. The Luna is a very powerful and fast missile launcher that should be used against any structure you lay your eyes on. However, you can also use it with incredible effect against mammoth 36 inch Tanks should you desire due to how large they are. The main weaknesses of this unit are going to be any type of sustained combat or fire you take as the long reload and firing of your rocket can only do so much in close quarters. Some unknown weaknesses of this unit however is the cost of missing your target. If you keep missing your target you will not only give away your teams position but also be wasting time/energy when you could have gotten an easier to use unit. Of course the risk is up to you.. but this is not an easy unit to master if you can't aim for shit. All this being said you can blow up 34% of an AGT per shot. Shoot 3 missiles and it's game. Weakspot(s): Elbrus 9K72 ICBM Price: 6000 Credits Armament: intercontinental Ballistic Missile Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Light Weaknesses: Any type of combat whatsoever , Aircraft Strengths (Rating against): Defenses (10/10) , Buildings (10/10) , Ships (10/10) , Long Range Infantry Kills (5/10) Special Notes/Tactics: Considered the heaviest damage dealing unit in-game, the Elbrus has a missile ready to win the game and vengeance against GDI forces. This unit however cannot escape any combat it finds itself in, therefor it's highly recommended only using this unit in combination with a Stealth Generator or when your team has complete control of the map and about to win. Compared with the Pion, this unit fairs a lot better in being used to 1 hit kill structures.. However, to 1 hit K/O a building you will need to land 3 missiles on the target. The most notable advantage of this unit compared with the Pion is that the accuracy from the missile is incredible at long range. In addition, you can strike very very far away from wherever you're set up. Therefor, in order to use this unit most effectively to take down a building. Have 2 Elbrus's, 1 Stealth Generator and your team attacking whatever building you're about to strike. When your missiles land you'll kill the defenders inside and blow up said building. Something of note is that the Luna (V2) can kill the AGT in 3 shots as well.. however the range and accuracy is not guaranteed unless you're up close and aiming correctly. The best infantry to use this vehicle with is of course AA specialists and 1 Laser Chain Gunner. (Stealth gen is AA, 1 Elbrus is AA and the other Elbrus is a Laser Chain Gunner.) While it's implied you're not supposed to be spotted because you have the stealth generator on your side, in a pinch and if spotted you can tell your teammates to hit whatever ORCA comes at you with the AA. At that point you should be able to finish them off with your laser chain gunner (infantry included). Be aware that if your teammate hops out of the Stealth Generator that you will be unstealthed. Therefor have a teammate that can calculate the risk needed to destroy nearby aircraft if you know they haven't spotted you yet. Weakspot(s): Missile Mobile Stealth Generator Price: 2100 Credits Armament: Stealth Generator Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Light Weaknesses: Any type of combat , Mobile Sensor Arrays Strengths (Rating against): Helps your team in any situation. Some more than others.. Special Notes/Tactics: The Mobile Stealth Generator really is self explanatory. The best tactics to use it with however, is covering a rush and staying in the middle avoiding combat. Crush infantry if the opportunity arises. While you might want to jump out and help your team, you need to be aware that doing so will de-cloak everyone you're covering. However, if you find your airstrip destroyed or you pick one of these up from a crate you can use this vehicle to transport yourself as a spy stealth'd to the enemy base in a pinch. Weakspot(s): Stealth Generator , Treads ASU-57mm Price: 300 Credits Armament: 57mm Anti Tank Gun Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Light Weaknesses: Any type of combat or hits on the vehicle , some vehicles can 1 shot this tank. Strengths (Rating against): Defenses (7/10) , Light Armor Vehicles (7/10) , Heavy Armor (5/10) , Buildings (3/10) Special Notes/Tactics: Affectionately nicknamed "The Cricket". This diminutive small tank packs quite the punch if used correctly. Buy this tank at the start of the match to attack enemy base defenses. With a little bit of time you'll be able to take down Pillboxes, ADATS and turrets outside of their firing range or if you're in their blind spots/behind cover. Utilize the ASU small size to stay hidden and hit tanks from the rear with your left click rounds, you'll do steady damage greatly helping your team. To really hit home, use right click rounds when you're closer to your target (As the range is smaller).. this will pierce mammoth tank armor and really shred any tank down to its core. Lastly, don't try to use this tank against main structures unless you have to as the cannon is just too weak to do any real damage. You're better off getting another tank to do the dirty work. Weakspot(s): Black Hand Light Tank 75mm Price: 1550 Credits Armament: 75mm Anti Tank Gun Health(Max Upgraded)/Armor(Max Upgraded): 450 ( ) / 450 ( ) Speed (k/h): Armor Class: Light Weaknesses: Underwhelming in any capacity. Don't purchase. Strengths (Rating against): Underwhelming in any capacity. Don't purchase. Special Notes/Tactics: Non instant hit higher range version of Bkack Hand Laser Tank. All the same, just be sure to buy this instead of Bkack Hand Laser Tank only at open sight maps. Weakspot(s): Mobile Sensor Array Price: 1550 Credits Armament: Stealth Detecting Radar , M1919 Browning Turret (Driver has to be inside vehicle for it to fire , A.I) Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Medium Weaknesses: Any type of combat Strengths (Rating against): Stealth Detection , Infantry (5/10) Special Notes/Tactics:The Mobile Sensor Array is an absolute staple in both GDI and Nod armament. Upon purchasing this vehicle, drive to a location you would like stealth detected (typically in-base or hidden mid field) and press "T" to deploy. After deploying you'll then be able to see stealth units as they have an arrow pointing above them. Particularly useful if the enemy team has picked up a spy. Be aware that the machine gun on this vehicle will only fire if you're inside. Weakspot(s): Rear , Treads M579 Fitter Repair Vehicle Price: 300 Credits Armament: Repair Gun Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Light Weaknesses: Any type of combat Strengths (Rating against): Fixin' things! Special Notes/Tactics: Typically purchased within the first seconds of the game, the Fitter Repair Vehicles (FRV for short) is best used when you have a large player game and your base is spread out. The ability to quickly capture your multiple base silos (And any forgotten silos outside the base!) will lend to giving you and your team a head start. After capturing your silos, go for any Forgotten Silos outside your base and hold them as long as possible. Late game, this unit is typically traded in favor of the mobile tracked repair vehicle. Although it should be noted you can deploy this next to your service depot to help repair vehicles with high hp that are badly damage. Weakspot(s): Wheels , Repair Arm Tesla Tank Price: 1600 Credits Armament: Tesla Coil , DKsH .30 cal Machine Gun (A.I.) Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Medium Weaknesses: Direct Combat from Tanks , Personal Ion Cannons , FV005 Stage II Strengths (Rating against): Defenses (8/10) , Buildings (7/10) , Light Armor Vehicles (7/10) , Heavy Armor (5/10) , Infantry (5/10) Special Notes/Tactics: An instant classic, the Tesla Tank greatly compliments any rush as an acting support vehicle. On it's own in the wild, it can contend against light vehicles or heavy armor but it's not recommended. First off, you'll need to take advantage of this unit's great range. Use this constantly to strike units from afar then hide behind cover while you're reloading. Second, the targeting order for this unit should be Lightly Armored Vehicles, Defenses, then Heavy Armor while assisting your rush of team on the enemy base. When there are no targets in sight, start hitting the enemy buildings. Try to avoid infantry if you can.. although if you have to fight them, your Tesla coil will deal some good damage along with burning zap damage to bring in the pain. Your A.I. machine gun will assist you as well. While you can take some hits on this unit, you have to be aware that once your armor is gone (and it depletes quickly from hits) you'll be 1 shot away from destruction. Avoid Personal Ion Cannons at all cost. Weakspot(s): Tesla Coil , Treads/Wheels , Rear Phase Tank Price: 1800 Credits Armament: Dual Firing Missiles (Right click for Anti Air) Health(Max Upgraded)/Armor(Max Upgraded): 400 ( ) / 400 ( ) Speed (k/h): Armor Class: Medium Weaknesses: Direct Combat from Tanks of any kind, Personal Ion Cannons , FV005 Stage II (Can be 1 shot K/O) Strengths (Rating against): Light Armor Vehicles (7/10) , Defenses (6/10) , Buildings (6/10) , Heavy Armor (5/10), Aircraft(9/10), Infantry(7/10). Special Notes/Tactics: To be treated as a "Medium Stealth Tank" , the phase tank fills in the role of doing everything quite capably but not really excelling at anything with exception to Light Vehicles. Use this vehicle to take the field yourself, lasting a long time by doing Hit & Run tactics and harassing the enemy everywhere you can (Killing the Harvester constantly being a great example). While holding the field by yourself, you can also join in any rush your team forms because you'll be able to provide support in any situation. I would recommend hitting light tanks because you'll do the most damage to them and also help keep your team moving. Once all light tank targets are eliminated, help your team take on heavy tanks by providing more firepower combined than they can handle. I would honestly not recommend fighting against infantry or aircraft if you can help it but it's your call. It shouldn't be difficult to avoid either due to being stealth. To last a long time in the field, you will have to do hit and run or duck/cover tactics. Taking consistent fire from any tank will ensure your destruction. Weakspot(s): Tesla Coil , Treads/Wheels , Rear T-62 Price: 1800 Credits Armament: Dual 115mm Cannons Health(Max Upgraded)/Armor(Max Upgraded): 765 (1015?) / 765 ( ) Speed (k/h): Armor Class: Heavy (front) , Medium (Everywhere else) Weaknesses: Personal Ion Cannons , Aircraft , 36 Inch Mammoth Tank , GDI Rangers Strengths (Rating against): Defenses (10/10) , Buildings (9/10) , Light Armor Vehicles (9/10) , Heavy Armor (8/10) , Infantry (6/10) Special Notes/Tactics: The best all around unit on Nod currently with upgrades to ensure relevance late-game. The T-62 is controversially powerful in every capacity. Buy this tank when you are either low on cash, or want to give a decisive firepower punch to your team's rush. Usage against defenses and buildings are easy, this tank can barely outrange the AGT along with every other Defense GDI has. Therefor you can solely use this tank to take out most of GDI defenses if they aren't paying attention. Usage against buildings is also very effective. In terms of Tank/Tank Combat, you'll want to use your long range to fire at tanks then hide behind cover. In addition, your front armor is incredibly strong.. so be sure to be facing tanks head on. Slowly but surely you'll melt away your opponent and they will either retreat or die. For Light Armor Vehicles, they will try to use their speed as an advantage against you.. However, you can offset this by charging at them to ensure they don't get away from your dual cannons. Keep hitting and driving towards them whenever you see a light tank and you'll kill them quickly. The long range/damage of your cannons should ensure a clean guaranteed kill. For infantry, try to avoid combat. If you cannot, get in close(er) range so that when you fire, your shells go directly where you're telling them to. The reason being is that you can one shot kill any infantry with this freaking tank. Seriously, try it out. However don't rely on it all the time or you may find yourself with more than you can handle. Be aware that once your armor is gone, your tank is 2 hits away from death. Upgrades to this tank will give it turret armor and side armor plating to help protect it more. Weakspot(s): Middle Turret Ring, Treads/Wheels , Rear , Optics T-54 Price: 1550 Credits Armament: 100mm Health(Max Upgraded)/Armor(Max Upgraded): 675 ( ) / 675 ( ) Speed (k/h): Armor Class: Medium Weaknesses: Mammoth Tank Railgun , Personal Ion Cannons , Challenger II , Titan Railgun Strengths (Rating against): Light Armor Vehicles (6/10) , Defenses (5/10) , Heavy Armor (4/10) Special Notes/Tactics: A soviet medium tank that is a little below average against everything thrown at it. It is worth in my opinion saving up the the T-62 instead. However, if you find yourself with this tank use the speed and higher rate of fire to your advantage to constantly be maneuvering around the battlefield taking up positions. The best example being is using this tank on Ridge Warfare at the start of the match to hold the forgotten tiberium silo, or to harass harvesters at the start of the match. While not the star of the show in any capacity, it does have the ability to be a great side kick or do needed offensive tasks elsewhere during the fight. Weakspot(s): Gun Barrel, Treads/Wheels , Rear BDRM-2 AT Price: 500 Credits Armament: 5 "3M11 Flute Missiles" (Left Click Tracking , Right click higher R.O.F. + Bullet Drop and slightly lower damage) Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Medium Weaknesses: Sustained Combat , Personal Ion Cannons , Bernadini X1A , Aircraft , Infantry Strengths (Rating against): Light Armor Vehicles (7/10) , Heavy Armor (5/10) , Defenses (5/10) , Infantry (5/10) , Buildings (4/10) Special Notes/Tactics: Recently buffed to incredible effect, the BDRM-2 AT is finally a capable hit and run unit. Representing a great bang for the buck at the start of the match, this vehicle should be used for patrolling the field (or water) to take care of any light armor threats by attacking them and hiding during a reload. I would however go straight for the harvester with this unit (Hop out and throw a Timed C4 if you can as well). After killing the harv, go for some defenses if the opportunity arises although your main goal should be to kill any GDI light vehicles you find or buy time for your team to get vehicles and start hitting GDI base. If you encounter any Infantry, be sure to use right click missiles on them and retreat as you'll die from sustained fire. Early game you can gather 4-5 of these units and take out a GDI building in one go. Very useful for maps where defenses are not properly covering an area. Late to Mid game this unit's usefulness will start to deteriorate more and more as GDI fields heavy armor. While the tracking missiles are nice, they simply cannot stand up to heavy armor effectively. Most importantly though, your BDRM will be torn to shreds if you take fire from any tank GDI has that survives your hits. Use your hit and run tactics to survive as long as you can. Be mindful that while the BDRM2-AT is great against light vehicles, a light vehicles speed can match yours and will kill you if you take enough hits. Pick your prey. Weakspot(s): Missile Rack, Treads/Wheels , Rear Microwave Tank Price: 1350? Credits Armament: Microwave cannon (Low Frequency {1 shot} , High Frequency {3 Shot Burst} Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Heavy Weaknesses: Long/Medium Range Combat , Aircraft Strengths (Rating against): Light Armor Vehicles (7/10) , Heavy Armor (5/10) , Infantry (3/10) Special Notes/Tactics: An interesting vehicle, the Microwave Tank's main purpose is to disable vehicles and in turn kick the driver out for 20 seconds. However this is a lot easier said than done. For one, the range of this tank is very minimal. Second, the disable effect only works on vehicles with 30% health.. what this means is that you have to be in a group that's able to kick GDI tanks ass to even be able to effectively use this tank. Third, the armor and hp on this tank is really bad for having to be a close range attacker. This tank really is only useful then against light vehicles as the Armor and HP on their chassis is significantly less than something like say a Mammoth Tank or Titan. Sadly though, the same light armor vehicles are usually too fast to effectively be zapped into submission or is one shot away from a normal tank to bother justifying this unit. You can use this against infantry but it's not recommended unless absolutely necessary. The range and rate of fire is so trash it just doesn't make sense unless there is some guy running around you need to deal with. It's in my honest belief that this tank should be skipped in favor for a T-62 or some other tank to help add to your team's rush. Assuming , you can even disable the opponents tank you'd be better off using a T-62 to simply destroy the last 30% of your enemies health while still being able to fight other full health tanks down the line at long range. Any large vehicle that you want to use this tank against doesn't make sense because you're just a couple hits from killing it.. or said tank will just kill you when you get in range of them. Don't buy this. Weakspot(s): Microwave Gun , Six Wheeled BDRM Price: 500 Credits Armament: .30 cal Machine Gun Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Heavy Weaknesses: Heavy Armor , Light Armor harrasment , Personal Ion Cannons Strengths (Rating against): Suicide Rushes into enemy base (9/10) , Infantry (4/10) Special Notes/Tactics: The Renegade staple.. BDRM APC. Soley meant first and foremost to get you and all 8 passengers wherever you need to by water or land and unload to cause chaos. This unit should not be used offensively in any capacity and instead as a one way ticket straight to GDI base for 500 credits. You can use this against infantry but even with superior aim the weapon is garbage at best.. most importantly it's not meant to be used as an offensive unit. Do note that this vehicle can enter water which should help aid you in attacking the enemy base. There are also some maps where infantry might not be able to hop out if you're in a weird position.. so before you unload try to move back and forth a bit if you have time to help unload everyone. If you're looking for the fastest way to transport yourself across the map, this is not the way. This is however a 500 credit amphibious way to transport your team. Also be aware that driving an APC is a major red flag to the other team that a rush is coming. Consider using anouther vehicle that can carry a lot of people but doesn't look like an APC. Weakspot(s): Turret Hatch , Treads/Wheels , Rear Six Wheeled BDRM (Splitfire) Price: 1250 Credits Armament: 13mm Laser Gun (Firefly Laser Turret) Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Heavy Weaknesses: Heavy Armor , Light Armor harrasment , Personal Ion Cannons Strengths (Rating against): Suicide Rushes into enemy base (9/10) , Infantry (7/10) , Light Vehicles (4/10) Special Notes/Tactics: Refer to the "BDRM Nod APC" section for APC Tactics.. The Nod BDRM Splitfire ups the ante for using the APC. With what essentially is the Firefly Laser Rifle mounted on top you're now able to combat infantry quite effectively by burning them to death and giving an initial damage with every shot. Although I still would not recommend using an APC for battle even with an upgraded gun.. you can use this unit combined with a Laser Chain Gunner by yourself to ensure you kill an extremely good player with power armor. Assuming you can sneak up behind said player or get them to an open range, you can continuously burn the person to death. In the capacity of rushing, the whole entire point of being in an APC is not to be seen and take damage only when critical/unavoidable (Example, from the AGT). While yes, you can fend off light vehicles with this unit while transporting your team it is irrelvent because your armor and position will be compromised. Use this unit if there is an infantry unit out in field you have to really kill. Weakspot(s): Turret Hatch , Treads/Wheels , Rear Devil's Tongue Flame Tank Price: 850 Credits Armament: Dual Inferno Cannons (Right Click for Fireball) Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Medium Weaknesses: Tank Combat , Base Defenses , Aircraft , Personal Ion Cannons , EMP Grenades Strengths (Rating against): Buildings (10/10) , Infantry (6/10) , Defenses (6/10) Special Notes/Tactics: Fast, deadly and powerful in every regard. The Devils Tongue Flame Tank is a guaranteed win for those that can infiltrate GDI base. This unit has unlimited ammo from its dual cannons which can melt a building by itself in about 10 seconds without repairs. Furthermore the fireballs from the cannons deal incredible on-par damage that can also burn units inside a building that are repairing. Use to your effectiveness. Avoid tank combat at all costs.. it's just not worth it compared to the buildings you could be killing. To use this unit best you're going to want to either make sure all the defenses are down, go into a blind spot in GDI's base or go in a group. Preferably all the above. If you cannot hit a building with your main flame cannons, use right click fireball to hit the building. Do not fire your cannons in the air for fun as they are very noticeable.. doing so will give away your position and alert GDI to your actions. This unit is typically used for suicide rushes.. if you know you're going to die (and as a result cannot hop out to repair your tank) purchase at least a $100 Tank Crew to auto repair your vehicle by 5 hp every 3 seconds. This will give you a tiny bit more time while hitting a building and could be the difference between destroying it or dying. If you were to hop out of your tank to repair it.. you would die or have your vehicle stolen, so don't use a technician or engineer. Weakspot(s): Flame Tanks Blackhand Flame Tank Price: 1600 Credits Armament: Dual Inferno Cannons (Right Click for Fireball) Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Heavy Weaknesses: Tank Combat , Base Defenses , Aircraft , Personal Ion Cannons , EMP Grenades Strengths (Rating against): Buildings (10/10) , Infantry (7/10) , Defenses (6/10) , Power Armor (4/10) Special Notes/Tactics: Fast, deadly and powerful in every regard. The Blackhand Flame Tank is a guaranteed win for those that can infiltrate GDI base. This unit has unlimited ammo from its dual cannons which can melt a building by itself in about 10 seconds without repairs. Furthermore the fireballs from the cannons deal incredible on-par damage that can also burn units inside a building that are repairing. Use to your effectiveness. Avoid tank combat at all costs.. it's just not worth it compared to the buildings you could be killing. Due to the extra armor, this unit does gain extra marks for infantry and is able to take on power armor if need be. To use this unit best you're going to want to either make sure all the defenses are down, go into a blind spot in GDI's base or go in a group. Preferably all the above. If you cannot hit a building with your main flame cannons, use right click fireball to hit the building. Do not fire your cannons in the air for fun as they are very noticeable.. doing so will give away your position and alert GDI to your actions The Blackhand Flame Tank is a slightly slower but more armored version of the Devils Tongue Flame tank. It is best to use this unit when you are sure that you'll be able to avoid tanks in the field and speed isn't of the essence. Using this tank means you can stand up to way more punishment while inside GDI base, allowing you to hit buildings longer. This is only true however if you can avoid combat in the field.. so judge how much speed means to you in return for extra armor. This unit is typically used for suicide rushes.. if you know you're going to die (and as a result cannot hop out to repair your tank) purchase at least a $100 Tank Crew to auto repair your vehicle by 5 hp every 3 seconds. This will give you a tiny bit more time while hitting a building and could be the difference between destroying it or dying. If you were to hop out of your tank to repair it.. you would die or have your vehicle stolen, so don't use a technician or engineer. Weakspot(s): Flame Tanks Wiesel 20mm Price: 600 Credits Armament: 20mm Reischmetal Gun Health/Armor: 250 HP / 250 Armor Speed (k/h): Armor Class: Light Weaknesses: Direct Combat with Tank Units , Personal Ion Cannons Strengths (Rating against): Infantry (8/10) , Aircraft (8/10) , Power Armor (7/10) , Light Vehicles (6/10) , Heavy Vehicles (3/10) Special Notes/Tactics: Able to refill infantry that enter inside the tank. A great starting unit with crazy capability if you can keep it alive in the field. The Wiesel 1 is incredible under the right hands. To start, you can 1 shot infantry in the head and any hits landed on GDI infantry will result in burn damage. This really helps when dealing with Power Armor later on in-game. The gun's range is also immense meaning it can fulfill it's AA role effectively. Fighting tanks with this unit, you're better off selecting light armor targets first to help soften them up for your team then switching your attention to heavy armor. Although your primary focus should be infantry and aircraft if they ever arrive. A hidden weapon of this unit (besides being able to refill people that enter) is its size. In urban maps such as Orca Heights you can use your small size to an incredible advantage by going through infantry tunnels and taking cover behind things other units cannot. Try sneaking this unit through tunnels on the map. You may find a new game winning strat.. Weakspot(s): Turret Hatch , Treads/Wheels , Rear SU-85 Price: 450 Credits Armament: 85mm Anti Tank Gun (Left Click = Normal Armor , Right Click for close range Heavy Armor) Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Medium Weaknesses: Heavy Armor , Personal Ion Cannons , Infantry , Aircraft Strengths (Rating against): Defenses (7/10) , Heavy Armor (7/10) , Light Vehicles (6/10) Special Notes/Tactics: A good bang for the buck in the right hands. The SU-85 is a Soviet Tank destroyer that at the start of the match should be used when a GDI rush is incoming or to attack GDI defenses. Late game you can use this tank to help fend off a GDI invasion when low on funds or harass tanks on the battlefield from long range. At the start of the game, this tank will be able to kill anything GDI fields on the battlefield effectively. The main priority if you know that a GDI rush is coming, is to get this unit into the best position outside of your base as quickly as you can. Your goal is to fend off whatever rush is coming in and have the GDI rush split up forces to attack your heavily defensive position or be seriously damaged from your shells. In addition you are trying to buy your team time to help prepare against the onslaught that is approaching. You can also use this unit against defenses if GDI isn't posing a huge threat. Late game use this tank for long range support or your special right click which is great against Mammoth Tanks. Your armor isn't that great though so don't go seeking this tank if you have a lot of credits. Go for a T-62 instead. Weakspot(s): Underside, Treads/Wheels , Rear , Gun Barrel Stridsvagn 103 155mm Price: 2400 Credits Armament: 155mm Cannon , M240 (Right side coaxial) Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Heavy Weaknesses: Mammoth 36 Inch , Light Armor harassment , Personal Ion Cannons , Infantry , Aircraft Strengths (Rating against): Long Range Combat (8/10) , Heavy Armor (7/10) , Base Defenses (7/10) Special Notes/Tactics: The Swedish answer to GDI forces. The Stridsvagn is meant to go against GDI heavy armor at long range along with in cover. With the low profile you should be able to find a multitude of spots to ambush incoming or passing GDI units while staying hidden if not covered from returning fire. In addition, the armor is quite good which should help with survivability. This is where you main firepower is going to come from, constantly/consistently hitting slow moving GDI units in cover while your team is fighting off the invasion as well. In the end you're going to either destroy the armor of whatever you're attacking so much they will retreat or redirect GDI's main rush towards your position (upon which you should retreat or relocate again if you cannot kill said unit). Set your targeting priorities to be long range attacking against GDI slow moving Heavy Armored units. In terms of weaknesses the Stridsvagn has quite a few going for it. The unit just cannot aim up to hit things attacking from above. In addition the unit has no forgiveness with aiming, meaning you have to be on point direct with wherever your reticle is aiming. This problem is increased the father away you are since tiny movements mean a big change where you'll shoot. To overcome this, get into position and start calculating where your shell will land or aim at large targets only. Personal Ion Cannons (and to a lesser extend infantry) will ruin your day but ultimately should be avoided as it's to much of a hassle to score a kill. Aircraft is off the table unless they're low and far away. In terms of tanks, you'll be circled by fast light tanks if you're not careful. Heavy tanks such as the Titan Railgun , Mammoth Railgun , Tortoise 38pdr should be killed from as long a range as possible while in cover. The Mammoth 36 inch is a special occasion however as the dual cannons can seriously land some damaging hits from far away if you're not careful. This simply trails back to the advice of only attack from long range while you're in cover. With practice and a little bit of luck, any shots from enemy vehicles will hit whatever cover you're in... unable to kill your tank. Base defenses can be killed with this tank but it's a pain in the ass if a Construction yard is up. Use a T-62 instead. Weakspot(s): Turret Hatch , Treads/Wheels , Rear AAI RDF Light Tank Price: 1200 (?) Credits Armament: 75mm gun {5 shots per mag}/M249 Coaxial MG Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Medium Weaknesses: Mammoth 36 Inch, Titan Railgun, TOW Humvee, Challenger II, Close Combat with Heavy Armor, Aircraft Strengths (Rating against): Light Vehicles (7/10) , Defenses (7/10) , Heavy Armor (6/10) , Infantry (5/10) Special Notes/Tactics: A bargain tank destroyer, the AAI RDF utilizes its 5 round burst of 75mm shells to bring GDI Light vehicles to their knees. This vehicle should be bought when and if GDI is fielding a lot of armor early game. The low price will allow you to buy a vehicle that can tear up Light armor but also assist your team taking down heavier threats mid-game. Don't try to hit heavy armor by yourself as you will die to superior firepower. Late game this unit loses out in usefulness to the T-62 but at the start, you can really use this tank to hold the field and get off some good shots at defenses. If you're lucky enough, you can one shot infantry but be aware of your long reload time. Weakspot(s): Turret Hatch , Treads/Wheels , Rear , optics , under armor SU-122-44 Price: 1250 Armament: 122mm Gun Health(Max Upgraded)/Armor(Max Upgraded): Speed (k/h): Armor Class: Heavy Weaknesses: Heavy Armor , Light Armor harassment , Personal Ion Cannons , Explosive Charges of any kind , Aircraft Strengths (Rating against): Heavy Armor (5/10) , Light Armor (6/10) Special Notes/Tactics: This is not a bad tank. The gun does very acceptable damage, the range is quite good and the armor holds up against many types of damage. The only problem is that there are far better tanks in-game. The only reasonable situation you would ever find yourself in using this tank is if your Airfield got blown up and you acquired this vehicle from a crate or random chance. In that case you need to be aware of your rear at all times as turning movement is very limited. Next up, you should be using this unit in a defensive role at best where you hit units far out from your base and fall back to repair at the repair facility. If your team is rallying back and your airfield is still lost then use this unit to take out GDI defenses or harass their harvester. The long range from the cannon will enable you to help out where needed against structures or large vehicles while maintaining a safe distance. Weakspot(s): Turret Hatch , Treads/Wheels , Rear
  17. Version 1.0.0

    142 downloads

    Install by putting the files into your ttfs folder. ThisPC > LocalDisk C: > Program Files (x86) > W3DHub > Games > ia release >TTFS (TTFS FOLDER) This is a replacment for the Black Box that displays the chat. The black box by default is a little too dark which may make you miss out on certain background details. This should fix that.
  18. View File Clearer Black Box Chat Install by putting the files into your ttfs folder. ThisPC > LocalDisk C: > Program Files (x86) > W3DHub > Games > ia release >TTFS (TTFS FOLDER) This is a replacment for the Black Box that displays the chat. The black box by default is a little too dark which may make you miss out on certain background details. This should fix that. Submitter Threve Submitted 05/11/2022 Category Custom Textures  
  19. Version 1.0.0

    93 downloads

    Some Laser Rifle I made a while back I've been meaning to upload. Install by putting the files into your data folder. ThisPC > LocalDisk C: > Program Files (x86) > W3DHub > Games > ia release >Data (DATA FOLDER)
  20. View File Red Tiger Striped Laser Rifle Some Laser Rifle I made a while back I've been meaning to upload. Install by putting the files into your data folder. ThisPC > LocalDisk C: > Program Files (x86) > W3DHub > Games > ia release >Data (DATA FOLDER) Submitter Threve Submitted 04/12/2022 Category Custom Textures  
  21. There was no cooler sound in 2008 for me than pressing that "Join Server" button and hearing the Rocket fire as I enter the server.
  22. Love this! One thing that may be a problem is the opposing team watching the other team on anouther screen.
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