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. |