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GDI Units


Unit Description Uses

MINIGUN INFANTRY

Armor: NONE
Cost: 100
Seconds to produce: 7
Range: SHORT
Weapon: M-16 RIFLE

Equipped with the GAU-3 "Eliminator" 5.56mm chaingun, this troop is the key player in the GDI forces.  En masse, this unit is very useful against slow moving armored units like tanks.  Just remember that large tanks can easily crush your infantry and flame-based weapons can quickly reduce entire squads to ash.

Minigunners are the cheapest Unit in the game.  You can build a quick army of 10 for 1000 dollars and have a quick early defense for your base.  10 Minigunners spread out can also be intimidating for an attacking opponent.  While in battle, a group of Minigunners can be the deciding factor in the outcome.  Include them in any attack attack force and come out with positive results.

GRENADIER

Armor: NONE
Cost: 160
Seconds to produce: 7
Range: SHORT
Weapon: HIGH EXPLOSIVE GRENADE
The Grenadier is very useful all-purpose infantry unit.  This troop is faster, can see further, and hit harder than normal infantry.  The grenade this unit throws can not only go over walls, but can destroy them as well.  They 'splode good, too!! Many players like to use Grenadiers scattered in their base while tank rushing.  A group of 10 scatted Grenadiers can slaughter a group of 5 recon bikes without you losing your factory.
ROCKET SOLDIER

Armor: NONE
Cost: 300
Seconds to produce: 17
Range: MEDIUM
Weapon: LIGHT TOW ROCKETS
These infantry units are slower and easier to kill then other infantry, but can tear through armor faster than any other infantry unit.  Their major advantage is the ability to attack airborne units.  Most effective as a support unit in diverse groups. The Rocket soldier is in many cases, the only way to save your base from a heli rush.  Just 3 of these guys can stop 4 nod apaches from destroying your construction yard.  These guys will buy you some time in the defense of your base and ultimately win you the game.  In addition, large groups of rocket soldiers are great in the middle of a tank battle.
COMMANDO*

Armor: NONE
Cost: 1000
Seconds to produce: 67
Range: LONG
Weapon: SNIPER RIFLE AND C-4 EXPLOSIVE PACKS
The Commando is part of the GDI Elite forces Unit.  This unit uses a Raptor 50cal. assault rifle with suppressor that is able to take out infantry units from extreme range.  In addition, the Commando carries c-4 explosives.  When placed in enemy structures, these explosives will level the target structure in seconds. What else can I say.  The Commando pretty much explains itself.  Use it to kick ass!  but to get to your opponent's base I recommend using an APC or Chinook Transpot chopper.
ENGINEER

Armor: NONE
Cost: 500
Seconds to produce: 33
Range: N/A
Weapon: NONE

Engineers are used to capture enemy buildings.  Since they carry no weapons, they are extremely vulnerable on the battlefield and must be directed very carefully.  These infantry are very slow, so loading them into and APC is an ideal way to move them about the battlefield.

One of the most effective tactics in the game is a quick Engineer rush.  Build a War Factory/Airstrip ASAP and build an APC and Engineer (you can even build more than one Engineer for better results!).  Load them up and send them over to your opponent's base.  Capture the CY and other critical structures.  Don't bother capturing think like silo's when you can capture the CY or War Factory/Airstrip.
HUMM-VEE

Armor: LIGHT
Cost: 400
Seconds to produce: 27
Range: SHORT
Weapon: M-60 MACHINE GUN
These all-terrain attack vehicles are fast and very useful against infantry and can wipe out large numbers of attack cycles when used en masse.  It's light armor makes it vulnerable to any explosive weapon. The Humm-Vee is great.  It has so many uses.  First off, it is GDI's Primary Recon(Scouting) unit.  It can also be used in packs to take down harvesters and to sneak into bases and quickly eliminate structures.  They also pack about the same punch as Nod's Recon Bikes so building Humm-Vees to fight recon bikes isn't a bad idea.
APC

Armor: HEAVY
Cost: 700
Seconds to produce: 47
Range: SHORT
Weapon: M-60 MACHINE GUN
The armored Personnel Carrier (APC) transports and protects up to five troops heading to and from battle locations.  It's heavy armor, fast speed, and long sight range make it an ideal scouting unit.  It is also useful for crushing infantry. The APC is both a great scouting unit and a great way to transport important infantry like Engineers and Commandos.  Why not combine them both?  If you get an APC to start with load it with an Engineer and look for your opponent's base.  When you find it, take his CY and that is game.  Also use the APC for a fast way to crush enemy infantry.  There are so many ways that a loaded APC can win you the game.  Experiment and Find new ways to employ this deadly unit.
MEDIUM TANK

Armor: HEAVY
Cost: 800
Seconds to produce: 53
Range: MEDIUM
Weapon: 105MM APDS
From its dingle barrel, the Medium Tank fires armor-piercing shells.  It is faster, heavier and more destructive than Nod's Light Tank.  This is one of the best all around vehicles in the game.  It is effective against both vehicles and structures, but can be taken down by groups of infantry or aerial units.  Arguably the best tank in the game.  Not in means of Size or Firepower, but all around.  The medium tank combines Speed, Cost, Firepower, and armor in a way that can allow a player to produce an extremely effective tank rush.  There are a few other tank rushes but tank rushing with GDI's Medium tank has proven most effective and won many players a tournament.
MOBILE ROCKET LAUNCH SYSTEM (MRLS)

Armor: LIGHT
Cost: 800
Seconds to produce: 53
Range: LONG
Weapon: 227MM MISSILES
Mobile devastation.  GDI's longest range attacker fires 227mm rockets and is effective against just about everything, including aerial threats.  With no short-range fighting ability, this unit needs close-quarter backup.  This is an attack only vehicle.  Keep it in the background and don't let enemies get close to it. I don't recommend building an MRLS in a game but if you are given one at the start of a battle use it to quickly take out oncoming enemy infantry.  The MRLS can also shoot at air units and does well on many of Nod's Light armored vehicles.  Keep it close to your base if your playing defense.
MAMMOTH TANK

Armor: HEAVY
Cost:
1500
Seconds to produce: 80
Range: MED/LONG
Weapon: DUAL 120MM APDS/ MAMMOTH TUSK MISSILES
Armed with dual 120mm cannons and Mammoth Tusk Missiles, this giant is a very versatile attack unit.  These weapons help compensate for its lack of speed and mobility.  When this unit takes a lot of damage, it can slowly regenerate it's health back up to 50%.  When the Mammoth tank is placed in guard mode, it can fire at aerial units. Definitely the largest tank with the most fire power in the game, but at a cost of $1500,  they aren't your best choice for a tank.  On top of that, they are also slow.  Only build these in games where you have multiple war factories and a booming economy.
ORCA VTOL ASSAULT CRAFT

Armor: LIGHT
Cost: 1200
Seconds to produce: 80
Range: LONG
Weapon: DRAGON TOW ROCKETS
This vertical takeoff and landing (VTOL) craft carries five salvos of TOW rockets.  ORCA's are exceptionally useful for taking out enemy armor like Harvesters.  When used in conjunction with Ion Cannon strikes, then can easily easily destroy enemy structures.  When an ORCA runs out of rockets, it must return to base for reloading. Orcas are excellent at taking out units and structures.  Although I prefer the Nod Apaches in a heli rush over the orcas, orcas can clean up a lot better after a rush.  Use them to take out units such as tanks that would otherwise loose you the game.  I have lost a few games to someone who used orcas to take out my GDI weapons factories.  5 orcas on a weapons factory takes it out in literally 2 seconds.  These things are dangerous, use them wisely.
TRANSPORT "CHINOOK" HELICOPTER

Armor: MEDIUM
Cost: 1500
Seconds to produce: 100
Range: N/A
Weapon: NONE
Provides field transportation for all infantry, rapidly deploying new troops into, or out of battle.  This unit is basically an aerial version of the APC without the weapon. The airborne version of the APC.  This is great if you cant get into an enemy base on the ground.  Load them up with Engineers or commandos.  I have played a few Chinook rushers, but I cant say that any of them have worked.  If you DO want to Chinook rush build power, barracks, helipad, chinook, refinery, etc.
MCV

Armor: MEDIUM
Cost: 5000
Seconds to produce: 333
Range: N/A
Weapon: NONE
The mobile construction vehicle lets you search for suitable base sites.  Once one is found, convert the MCV into a full-service Construction Yard and it to build other structures.  Since this vehicle is slow,  unarmed, and expensive, you will want to keep it well guarder with other units. I can't say much for the use of this vehicle except for fact on where to deploy it.  In many cases and with many strategies just deploy it where you get it.  For some however, you need to be closer to the tiberium of the map so you will want to move it.  I recommend deploying where you start foe newbies so as not to waist time.
HARVESTER

Armor: HEAVY
Cost: 1200
Seconds to produce: 93
Range: N/A
Weapon: NONE
This armor-plated vehicle seeks out and scoops up raw tiberium, then transports it to the refineries for processing.  It is slow and unwieldy and will need to be protected.  Its good points are that it can take a beating before being destroyed and it is proficient at crushing enemy infantry. Keep these protected, don't let them venture off to other tiberium fields away from your base where they can easily be attacked.  It is a good idea to keep a force or fast units at ready to assist your harvesters if needed.
HOVER CRAFT

Armor: HEAVY
Cost: N/A
Seconds to produce: N/A
Range: N/A
Weapon: NONE
This heavily-armored unit deploys men and vehicles during amphibious assault.  It is not buildable in any missions, including multiplay. You cannot build or use this this in single or multipllayer mode.
A-10 SUPPORT AIRCRAFT

Armor: HEAVY
Cost: N/A
Seconds to produce: N/A
Range: LONG
Weapon: NAPALM BOMBS
These units are highly maneuverable, ground-hugging craft that level enemy units with napalm.  When playing as GDI in the solo play missions, destroying all Nod SAM sites will give you access to the A-10 airstrikes.  Since the A-10 bombs in a line, it is a good idea to pick a target that is part of a group.  You can do damage to more enemies this way. You Cannot build these but they can be found in crates in multiplayer games in the form of airstrike.  When the attack is ready target something critical a bomb, it is a good idea to back up your attack with something like helicopters.  This way, even a CY can be taken out.
GUNBOAT

Armor: HEAVY
Cost: N/A
Seconds to produce: N/A
Range: LONG
Weapon: TOMAHAWK MISSILE
Heavily armored, and armed with surface to surface missiles, this unit is the backbone of GDI's naval forces.  This unit makes special appearances in GDI missions, but is normally unavailable. To most this is un-build able in multiplayer or single play.  Those who can build these know what I am talking about.