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. |
FLAMETHROWER INFANTRY
Armor:
NONE
Cost:
200
Seconds to produce:
13
Range:
SHORT Weapon: FLAMETHROWER |
Effective for maximum close-range destruction. Produces fire which burns
more slowly than normal, allowing more effective elimination of humans
and armament. Be careful when using these troops in groups—if one unit
gets in front of another, chances are that the unit in front will catch some
of the damage from the back unit. Spread them out. |
Flamethrowers are
convention infantry's worst nightmare. They can literally
turn an entire squad into ash in seconds. In many cashes,
they are the key infantry unit of Nod's arsenal and can be
especially useful during a hand rush or for a sneak attack on
the enemy's CY (hint hint). |
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. Loading them into an Chinook is an ideal way to
move them about the battlefield. Dropping a Chinook full of Engineers in
an enemy’s base is a commonly employed tactic. |
The engineers
serve less a purpose with Nod than they do with GDI, due to the
fact that nod cannot build APCs. On the other hand, a
skilled hand rusher can use engineers to completely dominate
their opponent and turn their key structures against them. |
CHEM-WARRIOR
Armor:
NONE
Cost:
300
Seconds to produce:
20
Range:
SHORT Weapon: CHEM-SPRAY |
The Chem-Warrior is an advanced infantry unit immune to the effects of
Tiberium. The chem-blast they carry produces a short-lived toxic cloud of
Tiberium gas that will kill any infantry caught within its effects. |
The Chem-Warrior
requires so much technology to build, its un-efficient to try
and build them. If by some chance you do get a hold of a
few, in a crate or by other means. Protect them, and use
them to quickly take out infantry or key structures. |
COMMANDO*
Armor:
NONE
Cost:
1000
Seconds to produce:
67
Range:
LONG Weapon:
SNIPER RIFLE AND C-4 EXPLOSIVE PACKS |
The commando used
a Raptor 50cal. assault rifle with suppressor that is able to
take out infantry units from extreme range. In addition,
the commando also 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 Transport chopper. |
RECON BIKE
Armor:
LIGHT
Cost:
500
Seconds to produce:
33
Range:
MEDIUM Weapon:
DRAGON TOW ROCKETS |
Mounting twin rocket launchers, the cycles have great flexibility, serving
multiple roles in Nod’s forces. Learn to use these units in packs, hunting
down lone units or harvesters. When in guard mode, they will shoot at
enemy aircraft, making them ideal at destroying incoming aerial assaults.
Their speed makes them an ideal scouting unit as well. |
Recon bikes can be
devastating to both units and structures. The key though,
is to use them in numbers. Also, when in combat, scatter
these units to avoid them taking damage, as they are rather
weak. A skilled player can avoid damage and take out an
entire armored division with a relatively small amount of recon
bikes. |
NOD BUGGY
Armor:
LIGHT
Cost:
300
Seconds to produce:
20
Range:
SHORT
Weapon: M60 MACHINE GUN |
These all-terrain
vehicles are armed with an M60 Machine gun in a turret.
Faster than GDI's hum-vee, the Buggy has sacrificed some armor
for this advantage. Used in hit and run tactics on
infantry and other lightly armored targets, the Buggy shines.
Against armor, it dies. |
Personally, the
Nod Buggy is my favorite unit in Nod's arsenal. Buggies
are a snap to build and cost you only $300 a whack. A
group of these descending on an undefended, or lightly defended
base, can end the game. The nod buggy is also the key unit
in Nod expansion tactics, which seem to be the most commonly
employed. |
LIGHT TANK
Armor:
MEDIUM
Cost:
600
Seconds to produce:
40
Range:
MEDIUM Weapon:
75MM APDS |
This highly-mobile
tread vehicle, delivers maximum weaponry and personnel
destruction with minimum weight, maintenance and weaponry.
Faster than any other tank on the battlefield, these units can
reach a target quickly. Used in conjunction with aerial
assault, these units are very effective. |
The light tank is
a great unit to take into combat mixed with nod buggies and
recon bikes. A mixed unit strike is actually one of the
most effective strategies in the game. The light tank
should also be mass produced as a last ditch effort if you cant
seem to halt your opponent's construction of armor. |
MOBILE
ARTILLERY
Armor:
MEDIUM
Cost:
450
Seconds to produce:
30
Range:
LONG Weapon: 155MM BALLISTIC CHARGES |
This massive
cannon has great range and ballistic power. This unit is
very slow. Any attacks using this unit have to be
orchestrated carefully-just getting the unit to its target can
be difficult. however, once it gets in range little stands
in the way of its firepower. By nature, artillery is
somewhat inaccurate. |
Its really not
efficient to build artillery in game. They are slow, weak,
and inaccurate. The only time they should really be used
is in the start of a game, when you are given one.
Surround the artillery with all your other units and let it
pound away at attackers from the protection of your other units. |
FLAME TANK
Armor:
MEDIUM
Cost:
800
Seconds to produce:
53
Range:
SHORT
Weapon:
TWIN FLAME CANNONS |
Especially useful against infantry and structures, the Devil’s Tongue Flame
Tank can mow through swarms of infantry with little or no damage to itself.
To top off its destructive capabilities, the flame tank is fast, able to avoid
some of the slower firing weapons and get close to its target quickly. |
Flame tanks are
absolutely devastating...if you can get a hold of them.
Typically however, its not in your best interests to tech up and
build them. They are powerful, but also slow, and when
they explode, friendly units near by take damage. It's
best to stay away from these. |
STEALTH TANK
Armor:
LIGHT
Cost:
900
Seconds to produce:
60
Range:
MEDIUM Weapon: DRAGON TOW ROCKETS |
This lightly-armored tank is equipped with the Lazarus shield, cloaking it
from enemy sight. This shield is neutralized during firing, giving the tanks
the ability to “appear” out of thin air. Although vehicles and most
structures
are not able to see the tank while cloaked, infantry and Guard
Towers will reveal the tank if it gets too close to them. |
The stealth tank
is probably the best scout unit in the game. Its fast, and
of course...Invisible! If you have the time, a great
strategy is the build 5 or 6 stealth tanks, sneak into your
enemy's base, surround the cy, and attack. The
construction yard will be gone in seconds. At that point
you can choose to leave, or to cause more damage. |
SURFACE-TO-SURFACE
MISSILE LAUNCHER (SSM)*
Armor:
LIGHT
Cost:
750
Seconds to produce:
50
Range:
EXTREME Weapon: HONEST JOHN
MISSILES |
The SSM is Nod’s longest-ranged unit, able to fire on the enemy from a
great distance. Its napalm rounds are useful at cracking through tough
base defenses without any worry of retaliation. Infantry in a large group
will also suffer from its high area of effect. The reload rate on this unit is
extremely long, requiring other units to protect it during its lag-time. |
The SSM is another
slow, hard to get unit that is really not needed to win most
battles. Its best just to use the ones your given to start
with, and not to build any more. A skilled player however,
can use the SSM to take out a horde of enemy units and
structures, without being hit himself. |
APACHE
ATTACK HELICOPTER
Armor:
MEDIUM
Cost:
1200
Seconds to produce:
80
Range:
MEDIUM Weapon: HIGH-SPEED GATLING CANNON |
Nod’s Apache Helicopter is fast, mobile, and carries a large quantity of
ammunition. Used primarily against infantry and structures, the Apache
can take down armored units when en-masse. Use them to soften up
bases before a nuclear weapon is dropped, or gun through a horde of
engineers coming towards your base. |
The Nod apache is
absolutely devastating. No matter if you attacking units
or structures, the apache is bound to get the job done. A
quick heli rush with the apache is next to impossible to stop.
Build 4 apaches right away and attack your opponent's conyard.
Game over. |
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. |
CARGO PLANE
Armor:
HEAVY Cost:
N/A Seconds to produce: N/A Range:
N/A Weapon: NONE
|
This carrier ships purchased units to the Brotherhood of Nod via the
Airfield. Any units ordered will be shipped in as soon as possible. Only
one transport plane can be on the board (per Airfield) at any one time. |
The cargo plain
cannot be built. It is used to transport units build by
nod players to their airstrips. These planes can also not
be shot down. |
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 Light armored
vehicles. Keep it close to your base if your playing
defense. |