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Nod's structures are tough and dangerous.  Many of them give Nod a significant advantage over GDI.  For example, the Temple of Nod provides a nuclear warhead which is 10 times more powerful then the GDI Ion cannon.  The only drawback Nod has is that it's structures require a significantly more amount of power than GDI's.  Please also view the Nod Unit/Structure tree and the structure list. -
DontGivUp

Nod Structures


Unit Description Uses

CONSTRUCTION YARD

Armor: LIGHT
Cost: N/A
Seconds to produce: N/A
Power Usage: NONE
Purpose: PRODUCES STRUCTURES

The Construction Yard is the foundation of a base and allows the construction of other buildings.  You must protect this structure!  Without it, you cannot build any new structures.  The Construction Yard is fairly strong, but as with almost all structures, it is vulnerable to engineers.  Try surrounding your Construction Yard with walls to keep out unwanted guests.

If your pressed for cash and really don't need your yard anymore you can sell it for a quick $2500.  That will get your rush moving along nicely.

POWER PLANT

Armor: LIGHT
Cost:
300
Seconds to produce: 20
Power Usage: NONE
Purpose: PRO
VIDES POWER TO BASE

This unit provides power to the structures in your base. Power output is directly related to the Power Plant’s condition, so protect them during battles. If they get damaged, you must repair them quickly or else some of your base defenses may cease to function. The Power Plant outputs 100 units of power. These power plants are very important.  Keep them away from the line of enemy fire or else you may find your unit production going down the porcelain pee hole. 
ADVANCED POWER PLANT

Armor: Armor: LIGHT
Cost:
700
Seconds to produce: 47
Power Usage: NONE
Purpose: PROVIDES POWER TO BASE
This high-yield structure handles the energy strains of some later, more power-intensive structures. It may cost a bit more than the original Power Plant, but it generates double the amount of power (200 units). The only difference between this and the regular power plant is the price and output.  Use them only if you have limited space. If you put in two regular power plants you get the same output as an advanced, but you save $100.
HAND OF NOD

Armor: MEDIUM
Cost: 300
Seconds to produce: 20
Power Usage: 20
Purpose: PRODUCES INFANTRY
This creates elite infantry units for the Brotherhood of Nod. Building multiple barracks will decrease the time necessary to train a soldier. This is a basic structure. Without it you will find that the shit is continually beat out of you.
TURRET

Armor: HEAVY
Cost: 600
Seconds to produce: 17
Power Usage: 20
Purpose: BASE DEFENSE

For broad sweep, short-range protection against heavy assault vehicles. This is the staple of Nod’s base defense, so be sure to have several of these around your base entrances. Fire-power wise, they are the equivalent of a medium tank’s cannon—without the mobility.

These things are NASTY!  They work without power and are hell on tanks.  Make sure they are backed up with anti-infantry units though, as they aren't to great against 'em.
SAM SITE

Armor: HEAVY/LIGHT
Cost: 750
Seconds to produce: 50
Power Usage: 20
Purpose: DEFENSIVE ANTI-AIRBORNE UNITS

Fires surface-to-air missiles at airborne GDI units. When the it is recessed in the ground, it is difficult to harm. However, when the launcher is exposed, it will damage more easily. Position these around your base in a triangular layout. This gives you the best chances of destroying aerial threats before they can cause serious damage to your base. Nice to have around in the event of a heli-rush.  They usually aren't worth it though: they take a while to build, cost a lot, and only fire at air units as opposed to the GDI's Advanced Guard Tower.  Unless you know it's an aerial game, dont get 'em.
REFINERY

Armor: MEDIUM
Cost: 2000
Seconds to produce: 133
Power Usage: 40
Purpose: CONVERTS TIBERIUM TO CREDITS

This unit processes Tiberium into its component elements. Building the refinery immediately deploys a Tiberium harvester and each Refinery can handle an infinite number of Harvesters. The refinery stores 1,000 credits of processed Tiberium. If the ConYard is the hear of your base, the refinery provides the lifeblood. Without it you dont get money, and without money you cant produce additional units and structures, and w/out them you are screwed.
SILO

Armor: LIGHT
Cost:
150
Seconds to produce: 10
Power Usage: 10
Purpose: HOLDS REFINED TIBERIUM

This unit stores up to 1,500 credits of processed Tiberium. When the Refinery fills to its maximum capacity of Tiberium, you will want to build Silos to handle the excess storage load. Guard it carefully. If destroyed or captured, the amount stored is deducted from your account. You should never have need for these. If you do build another Refinery or get building.....You are doing something wrong.
COMMUNICATIONS CENTER

Armor: Armor: MEDIUM
Cost:
1000
Seconds to produce: 66
Power Usage: 40
Purpose: BASE RADAR & COMMUNICATION
Allows the use of the radar screen as long as there is sufficient power. The radar screen allows for long range views of the battlefield and for commanding units over great distances. When playing as Nod against GDI in the solo play missions, destroying the GDI’s Radar Facility will keep GDI from launching A-10 airstrikes against you. The Comm Center is one important piece of equipment you dont want you're base to be without. Without them you cant build the advanced comm center (which gives you ion cannon acces
HELIPAD

Armor: MEDIUM
Cost: 1500
Seconds to produce: 100
Power Usage: 10
Purpose: HELICOPTER LANDING
Building the Helipad allows the use of the Apache attack aircraft. The Helipad is also the rearming station for the Apache. If the Helipad is lost, the Apache will not be able to reload. Any Apache can use any Helipad on your side. Used for the Heli-Rush strategy, it doesn't do much of anything else.
AIRFIELD

Armor: HEAVY
Cost: 2000
Seconds to produce: 133
Power Usage: 30
Purpose: WEAPONS RECEIVING AREA
Nod buys all its units. The Airfield allows cargo planes to land and deliver equipment. It is functionally equivalent to the GDI Weapons Factory. However, you do not instantly get the unit when it is complete—it must be flown in, so plan accordingly. Building multiple Airfields will increase the ordering speed, and will enable you to have two units delivered at a time. This is the meat and potatoes of your base.  Without it you are uh.....how shall I put this nicely?  I think screwed will do nicely here.  Yeah......that's it.  Without it you're screwed.
OBELISK OF LIGHT

Armor: MEDIUM
Cost: 1500
Seconds to produce: 100
Power Usage: 150
Purpose: LASER-EQUIPPED BASE DEFENSE
This high-power laser effectively destroys troops and armament at long range. It is the most powerful on-board weapon in the game. Its slow recharge time means that it cannot be the only weapon defending your base, however. Make sure you have excess power before building these, because damage to your power plants will keep the obelisks off-line. The most powerful weapon of Nod when you don't have your nuke ready.  Though it is stationary defense structure, it is definitely not something you want to play around with:  It is expensive, takes a ton of power, and can be easily disable if a commando knocks out your power.
REPAIR FACILITY

Armor: Armor: LIGHT
Cost:
1200
Seconds to produce: 80
Power Usage: 30
Purpose: VEHICLE REPAIR
The repair facility allows you to repair damaged units. Moving a vehicle onto the repair pad will begin the repair process. All repairs are deduct-ed from your credits. If you run out of credits while repairs are in progress, repairs will stop. Damage to the facility significantly slows repair work. There really isn't much to say about this, because the name is self explanatory, but there is one thing you should know. It allows you to build the Mammoth Tank.
TEMPLE OF NOD

Armor: HEAVY
Cost: 3000
Seconds to produce: 200
Power Usage: 150
Purpose: NUCLEAR MISSLE
Houses the central computer core that is the hub of all Nod communications and center of Nod command. It is heavily armored. This structure also gives Nod players the ability to fire nuclear missiles.

The mother of all structures.  It can't be taken by engineer, but watch out for the commandos, they can still blow sky high.

SANDBAG BARRIER

Armor: Armor: LIGHT
Cost: 50
Seconds to produce: 3
Power Usage: NONE
Purpose: BASE DEFENSE
Used to deter the enemy from advancing. Sandbags provide limited cover and may slow units down. Only explosive weapons such as grenades, missiles, and shells can damage Sandbags. These thins aren't really good at much of anything except they allow you to expand your base if you use them properly.
CHAIN LINK BARRIER

Armor: Armor: LIGHT
Cost:
75
Seconds to produce: 5
Power Usage: NONE
Purpose: BASE DEFENSE
Chain Link functions in the same way that the sandbags do, but they pro-vide more defense. Only explosive weapons such as grenades, missiles, and shells can damage a Chain Link Barrier. The chain link barrier is probably going to be the object voted Most Likely Not to Be Missed If It Is Removed From the Game.  Why? If you need something to expand your base, sand bags are cheaper, and if you need something to defend your base Concrete is better.  Tell me one good reason why it shouldn't be removed from the game.
CONCRETE BARRIER

Armor: MEDIUM
Cost: 100
Seconds to produce: 7
Power Usage: NONE
Purpose: BASE DEFENSE
Concrete walls are the most effective barrier. They are much harder to destroy and will take the enemy much longer to blast through. Only explosive weapons such as grenades, missiles, and shells can damage Concrete Barriers. These things aren't the best thing to use to expand your base but it may be a good idea to put around your CY if you fear an engineer rush.