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C&C3: TIBERIUM WARS
NOD UNITS

Militant Squad Militant Squad - Cost: $200
The Rifleman Squad is the best trained and best equipped of all the basic infantry types, while this means they are a little more expensive than the other teams' but they really are much better in terms or armour and firepower. They also have the ability to dig in and set up a bunker to afford themselves extra protection against attacks.
Tiberium Infusion Tiberium Infusion - Cost: $2000
This upgrade allows the squad to move faster, live longer and grants Tiberium immunity. As a result early-game infantry are still useful when the higher tech levels are reached.
Confessor Confessor - Cost: $1000
Adds a Confessor unit to a squad, he grants a combat bonus but his main weapon is hallucinogen grenades which confuse the enemy and cause them to fire upon anything - even friendly units.

Militant Rocket Squad Militant Rocket Squad - Cost: $400
Nod's heavy infantry carry shoulder mounted rocket launcher that is very effective against vehicles, structures, infantry and aircraft. Because of the increased weight of the rocket launcher, rocket infantry are slower than light battle infantry but are more heavily armoured.
Tiberium Infusion Tiberium Infusion - Cost: $2000
This upgrade allows the squad to move faster, live longer and grants Tiberium immunity. As a result early-game infantry are still useful when the higher tech levels are reached.
Confessor Confessor - Cost: $1000
Adds a Confessor unit to a squad, he grants a combat bonus but his main weapon is hallucinogen grenades which confuse the enemy and cause them to fire upon anything - even friendly units.

Saboteur Saboteur - Cost: $500
Saboteurs are unarmed infantry units, but offer a wide array of strategic options in battle. One saboteur has the potential to capture a building, and can be used to booby trap or repair bridges by entering the bridge hut. They can also repair your own buildings by entering them, and restoring them to full health. They can also capture the neutral technology buildings such as Tiberium Spikes. However despite these advantages, saboteurs are reasonably slow and very vulnerable and need to be protected.

Fanatic Fanatic - Cost: $800
A suicide bomber, the terrorist is a man with C4 strapped to his person. He simply charges at structures or units and then detonates the C4, killing himself and, in most cases, the target. If he is killed before detonating the C4 there is no explosion.
Tiberium Infusion Tiberium Infusion - Cost: $2000
This upgrade allows the squad to move faster, live longer and grants Tiberium immunity. As a result early-game infantry are still useful when the higher tech levels are reached.

Black Hand Black Hand - Cost: $900
The slowest infantry class, but the most deadly against infantry. Infantry catch fire when burned with the flame, this means they can easily clear out a garrisoned structures. This unit carries a large tank of hazardous material which is used to power their weapon, however these chemicals tend to cause an explosion when they are killed.

Commando Commando - Cost: $2000
The Commando is the most elite Nod unit on the battlefield and as such only one can be deloyed at a time. Her laser pistol makes short work of infantry and C4 charges see to structures and large units such as the Juggernaut.

Shadow Team Shadow Team - Cost: $800
The stealthiest infantry on the battlefield, the Shadow Team are stealthed and have glider packs to silently sneak behind enemy lines. Once in position they can land and cause chaos with their explosives.

Raider Buggy Raider Buggy - Cost: $400
Designed for hit and run tactics as well as recon, the Buggy sacrifices armour for speed. But it is not completely without merit; the speed means you can run over infantry. It's mounted machine gun means that it can take out infantry, but nothing else.
EMP Coils EMP Coils - Cost: $1000
This upgrade enables the Buggy to emit a burst of electromagnetic energy capable of disabling all electronics devices within its range.
Laser Capacitors Laser Capacitors - Cost: $3000
Based on technology from the Obelisk of Light, capacitors replace a unit's traditional weapon with a high-powered laser.

Attack Bike Attack Bike - Cost: $600
Primarily used as a scouting unit, the Attack Bike is Nod's fastest ground unit. Although it trades armour for speed, the bike is capable of sustaining moderate damage before being destroyed. It carries twin rocket launchers capable of hitting both air and ground units.

Scorpion Tank Scorpion Tank - Cost: $800
The Brotherhood doesn�t go for traditional designs when it comes to units and the Scorpion is no exception; its 3 track chassis will make for a highly manoeuvrable light tank unit.
Dozer Blades Dozer Blades - Cost: $1000
Equipped your Scorpions with dozer blades gives them the ability to plough through mine fields unharmed and crush heavy infantry they can't otherwise.
Laser Capacitors Laser Capacitors - Cost: $3000
Based on technology from the Obelisk of Light, capacitors replace a unit's traditional weapon with a high-powered laser.

Flame Tank Flame Tank - Cost: $1200
The jets of flame are so hot they easily burn infantry and can melt metal up to 8 inches thick so it's pretty darn effective against everything! As an added bonus, this unit can also burn enemy units garrisoned in a civilian structure. Unfortunately, the armour is light and the range of the streams of super heated flame is limited.

Stealth Tank Stealth Tank - Cost: $1500
Those sneaky Noddies can use their stealth technology to hide a tank from view until it's too late. The tank is unable to remain cloaked while firing due to the enormous power drain of the stealth generator. Only infantry and base defences can reveal the Stealth Tank.

Beam Cannon Beam Cannon - Cost: $1000
Nod's long-range weapon. Although not a traditional artillery unit, the Beam Cannon has a few tricks up its sleeve; it can combine with Venoms to reflect its beam weapon over huge distances and can be used to increase the power of an Obelisk of Light.

Avatar Warmech Avatar Warmech - Cost: $2200
One of the few walking units on the battlefield, the Avatar is Nod's late-game unit. It's powerful laser makes short work of vehicles and structures, but friendly units can also be sacrificed to upgrade and augment its weaponry. Once defeated the Avatar can be brought back online by a Saboteur...this could also be the enemy's engineer!

Harvester Harvester - Cost: $1400
The Harvester is your main source of collecting resources to turn into money to enable you to purchase structures and units to defeat your opponent. It collects Tiberium and brings it back to the Refinery where it is converted into money. When travelling to and from the Tiberium it moves slowly, but it is heavily armoured. They are easy target for enemy commanders so they should always be escorted despite the small roof-mounted machine gun.

Emissary Emissary - Cost: $1500
The Emissary is the quickest way to establish ground control over an area, perhaps to establish an expansion outpost near a Tiberium field.

Venom Patrol Craft Venom Patrol Craft - Cost: $900
Ending the GDI's dominance of the skies, the Venom is a light VTOL aircraft like the ORCA. Armed with a rapid-firing gattling cannon it makes short work of infantry, but its real benefit is that it does not need to return to the Airfield to reload.
Laser Capacitors Laser Capacitors - Cost: $3000
Based on technology from the Obelisk of Light, capacitors replace a unit's traditional weapon with a high-powered laser.
Signature Generators Signature Generators - Cost: $100
This upgrade tricks enemy radar systems into displaying a single aircraft as a formidable force. This can cause your enemy commanders to panic!

Vertigo Bomber Vertigo Bomber - Cost: $1800
The Vertigo is Nod's bomber aircraft. Few structures can withstand more than 3 salvos when equipped, not that your enemy would see them coming due to its stealth generators, however its light armour does render it vulnerable to enemy anti-air fire.

MCV MCV - Cost: $2500
The MCV is the most important ground unit at the start of any game, as it forms the heart of your base, and allows you to produce structures and defences. If you lose your only MCV in battle, then you can no longer expand your base, and so every building you lose you cannot replace, unless you build another MCV, which are very expensive.

 

 

 



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