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Infantry
Infantry are a rare sight in GDI’s attack forces, but they can be invaluable defensive units. Most of them fit “generalist” roles, meaning they are reasonably effective against everything but excel at nothing.
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On the other hand, Nod’s infantry fit very specific roles. For example, the flamethrower is incredibly effective against infantry, but is ill-equipped to fight anything else.
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Minigunner
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Role: all-purpose
Strong vs: infantry, light vehicles, buildings (when massed) Weak vs: tanks, aircraft |
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Minigunners are the basic unit of both factions. They are very cheap to produce, but have very little longevity. In masses they can take down any target, but fall quickly to anti-infantry fire.
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Rocket Soldier
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Role: anti-tank, anti-air
Strong vs: vehicles, aircraft, buildings Weak vs: infantry |
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Rocket soldiers are slower and less durable than other infantry, but are the only ones capable of effectively fighting vehicles and aircraft. They also have extra range, making them perfect for fighting basic defenses.
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Engineer
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Role: support, building acquisition
Strong vs: buildings Weak vs: everything |
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Engineers do not have any combat capability, but are still invaluable units. When ordered to enter an enemy structure, they can inflict severe damage or take control (depending on the "multi engineer" multiplayer option). They also fill a defensive role, as they can instantly repair any friendly structure to full strength. The unit is lost when performing either action.
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Grenadier
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Flamethrower
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Role: anti-infantry
Strong vs: infantry, light vehicles, buildings Weak vs: aircraft, artillery |
Role: anti-infantry Strong vs: infantry, nearby vehicles, buidlings Weak vs: tanks, aircraft |
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Though more damaging and faster than Minigunners, grenadiers explode when killed; this harms all units nearby, including friendlies. They are most effective when used in small groups.
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Flamethrowers have a devestating damage potential, but need to get up close to attack. They explode like grenadiers, making them useless when massed. |
Jumpjet Infantry
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Chemical Warrior
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Role: scout/support
Strong vs: infantry, aircraft Weak vs: anti-air units |
Role: anti-infantry, anti-structure Strong vs: infantry, vehicles, buidlings Weak vs: aircraft |
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Jumpjet infantry use their jetpacks to fly around the battlefield. They are far more maneuverable than other infantry, but generally fall in direct combat. |
Chem. warriors are the natural successor to flamethrowers. They deal increased damage to all targets (especially vehicles), do not explode, and are immune to tiberium. Elite chem. warriors are a terrifying sight for any commander.
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Commando
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Cyborg Prototype
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Role: anti-infantry, anti-structure
Strong vs: infantry, buildings Weak vs: base defenses, vehicles, aircraft Build limit: 3 |
Role: all-purpose
Strong vs: land units
Weak vs: aircraft Build limit: 1 |
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Commandos can be ordered to place C4 on an enemy structure, (nearly) instantly destroying it. Their weapon has the longest range of any infantry, and can kill any soldier with one shot. However, they are very vulnerable to vehicles. |
The cyborg prototype is armed with a powerful laser and napalm cannon, and can easily dispatch any foe with a few shots. Despite their raw power, they are not particularly effective against large groups of units. When killed, it is often given a "second chance"; it will lose its legs but restore a small amount of health. Cyborgs heal in tiberium. |
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Hijacker
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Role: support
Strong vs: vehicles
Weak vs: everything else Build limit: 1 |
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Nod hijackers are able to enter and take control of enemy vehicles. When the vehicle is destroyed, the hijacker will exit, albeit with minor damage. The hijacker can potentially capture an unlimited number of vehicles provided he survives that long. |
Vehicles
GDI’s true power lies in their armor divisions. The overall power of their tanks is unmatched, but they lack units with specialized roles.
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Though not as directly powerful as GDI's units, Nod vehicles are more specialized and gain an advantage in speed, range and low cost. Unlike GDI, a Nod commander must utilize a mix of the different units and adapt their task forces to their enemy.
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Harvester
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Non-combat unit
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Harvesters collect tiberium and return it to a refinery where it can be converted into usable metals; these are sold for cash.
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Mobile Construction Vehicle (MCV)
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Non-combat unit
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The MCV is used for base expansion. It deploys into a construction yard, and can immediately be used for construction. You start with one in multiplayer unless the "Bases" option is turned off.
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Mobile Sensor Array (MSA)
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Non-combat support unit
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When deployed, the MSA detects units in unexplored areas (which are revealed on your minimap), and reveals cloaked and subterranean units on your tactical view. The range of the MSA is shown by a large green ring when selected.
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Humm-vee
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Nod Buggy
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Role: scout, anti-infantry
Strong vs: infantry, light vehicles Weak vs: tanks, rocket infantry, base defenses |
Role: scout, anti-infantry Strong vs: infantry Weak vs: tanks, base defenses |
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Humm-vees are basic vehicles armed with a light machine gun. They are the fastest GDI vehicle, and are generally used for early scouting. They become invaluable when used to protect other vehicles from infantry.
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The Nod Buggy has a weapon similar to the Humm-vee's. It is faster and cheaper, but has less armor.
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Recon Bike
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Role: scout, anti-vehicle Strong vs: vehicles, buildings Weak vs: infantry |
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The Recon Bike is the fastest unit in Nod's arsenal. It is armed with a powerful missile launcher which decimates vehicles when in groups. Because of their extremely light armor and excessive speed, Recon Bikes are best-suited to hit-and-run attacks. They can attack aircraft, but are not overly effective against them. Recon bikes can be crushed by heavy vehicles, and are quickly dispatched by minigunners.
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Armored Personnel Carrier (APC)
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Stealth APC
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Role: scout, transport, anti-infantry
Strong vs: infantry, light vehicles Weak vs: tanks, aircraft |
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Role: transport Strong vs: infantry Weak vs: vehicles, base defenses |
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The APC is used to quickly transport up to five infantry across hostile areas. Though they have about as much armor as a light tank, they do not make a cost-effective replacement for humvees in combat.
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Stealth APCs are Nod's answer to GDI's APC. They are not nearly as heavily armored, but they can cloak themselves in the same way as stealth tanks.
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Medium Tank
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Light Tank
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Role: anti-tank
Strong vs: vehicles, buildings Weak vs: rocket infantry, aircraft |
Role: anti-tank Strong vs: vehicles Weak vs: infantry, aircraft |
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Medium tanks are the mainstay of the GDI forces. They excel at nothing, but are pretty good at everything; they balance speed, armor, and firepower quite well. Though they are more powerful than their Nod counterpart, the Light Tank, they are not easily able to retreat from attacks.
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Light tanks have weaker armor and weaponry compared to the GDI Medium tank, but their increased speed and rate of fire along with reduced cost gives them the same level of cost-efficiency. They can carry a single infantry passenger, which when used properly is a very powerful ability. |
Mammoth Tank
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Microwave Tank
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Role: siege, base defense
Strong vs: almost everything Weak vs: artillery |
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Role: support, anti-vehicle Strong vs: Vehicles Weak vs: infantry, aircraft, buildings |
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Mammoth tanks are big and slow, but have the most firepower and armor of the conventional units. When a mammoth's armor is depleted below 50%, it will automatically regenerate back up to 50%. Because of their speed, mammoth tanks are completely unable to retreat or pursue enemy units, so they are very vulnerable when on the move. They are especially vulnerable to artillery.
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Microwave tanks overload the electronics of vehicles and structures in a small radius of their attack, which disables them for a while. A unit caught by a microwave tank will be completely disabled and helpless to attack until the tank is destroyed. Microwave tanks disable all vehicles adjacent to their target, but only damage what they are directly attacking. Though they *can* damage infantry and buidlings, the damage is insignificant. When deployed, they unleash an electromagnetic pulse which disables all nearby vehicles.
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Flame Tank
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Role: anti-infantry, anti-structure Strong vs: infantry, light vehicles, buildings Weak vs: tanks, aircraft |
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Flame tanks cause extreme damage to infantry and fortifications, but are not quite as effective against other tanks. Their primary weakness is aircraft, which can tear them up quite quickly. They explode when destroyed, which is both useful and harmful.
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Rocket Launcher
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Artillery
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Role: siege, support, anti-air
Strong vs: infantry, vehicles, aircraft Weak vs: scouts, grouped tanks |
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Role: siege Strong vs: infantry, buildings, slow vehicles Weak vs: aircraft, scouts |
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The Rocket Launcher is GDI's answer to Nod's mobile artillery. When compared, it sacrifices range and damage for a higher rate of fire and anti-air capabilities. They excel against no particular target, so they are quite effective support for medium tanks. Scouts and heavily armored vehicles can easily dispatch them if they get close.
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Though inaccurate, the artillery is able to dish out massive amounts of damage from an incredible distance. A group of them protected by heavier forces can level a base without challenge, but they are extremely vulnerable to all attacks. |
Hover MLRS
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Tesla Hovercraft
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Role: supression, siege
Strong vs: groups of units; excels against ships Weak vs: artillery |
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Role: generalist Strong vs: infantry, light vehicles; excels against ships and aircraft Weak vs: base defenses, tanks |
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The hover MLRS is an interesting unit. It does reasonable damage against all targets, and excels against ships. However, they are quickly destroyed if enemy units get close, and have a tendency to inflict friendly fire.
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Nod's Tesla Hovercraft is primarily used to counter enemy ships. However, it boasts powerful AA capability and stuns infantry when attacking them. It is a good alternative to the fragile recon bikes and stealth tanks if you need AA support for your units.
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Stealth Tank
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Role: scout, hit-and-run Strong vs: vehicles, buildings, aircraft Weak vs: infantry |
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Stealth tanks sacrifice armor for firepower, speed, and stealth capability. They are perfect for ambushes in a no-man's-land, since they are undetectable from a distance except by MSAs. They die quickly in direct combat, so it is best to methodically kill off individual units of a group rather than rush in guns blazing. Adjacent infantry and base defenses will detect them.
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Termite
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Role: all-purpose Strong vs: all land targets Weak vs: base defenses |
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Termites are, in essence, mobile subterranean laser turrets. They can burrow underground and suddenly appear to ambush and quickly destroy enemy targets. They experience a moment of vulnerability when [un]deploying, as they can only attack when deployed. They can be detected by MSAs and are extremely vulnerable to anti-tank base defenses. They cannot be moved into unexplored areas.
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M.A.D. Tank
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Mobile Repair Vehicle (MRV)
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Role: siege
Strong vs: slow vehicles, buildings Weak vs: quick vehicles, aircraft, infantry Build limit: 1 |
Non-combat support unit | ||
The M.A.D. Tank is extremely powerful, but difficult to use effectively. When deployed, it unleashes powerful shockwaves which cause extreme damage to vehicles and structures (mind that although it doesn't drain any power by itself, it does require sufficient base power to operate). Infantry are briefly stunned by this effect, but are not directly harmed; it is important to protect the tank with a potent infantry squad. Aircraft and fast vehicles are able to get close before taking significant damage (none at all in the case of aircraft), so they are arguably the most effective counter.
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Mobile repair vehicles are used by Nod to repair their units in the field. It costs nothing to repair the units, but MRVs are quite expensive by themselves. They cannot directly attack enemy units, and as such must be guarded at all times. |
X-O Powersuit
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Surface-to-Surface Missile Launcher
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Role: generalist
Strong vs: most land targets Weak vs: artillery, aircraft, massed infantry Build limit: 1
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Role: siege, firepower support Strong vs: ground units Weak vs: aircraft, scouts Build limit: 1 |
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This is the most powerful individual unit in GDI's arsenal. It uses a powerful, experimental railgun to obliterate vehicles and buildings, then switches to a gatling cannon to mop up infantry. However, it's not indestructible. Artillery and aircraft are able to easily destroy it, and massed infantry will eventually wear it down.
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The SSM Launcher has received a significant upgrade. It now fires powerful high-explosive missiles at extreme range, and damages all units adjacent to its target. It is devastating against groups of units, but is extremely vulnerable when left on its own. Combine it with the Cyborg Prototype to create an incredibly powerful team.
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Aircraft
GDI’s air force is arguably the only specialized division of their armed forces. Both the ORCA and A-10 Warthog fill very specific roles, and carry little ammunition.
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Nod’s airforce is very limited, but what they have is much more versatile than GDI’s counterpart.
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ORCA VTOL Fighter
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Apache Gunship
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Role: anti-tank
Strong vs: vehicles, buildings Weak vs: anti-air units, infantry |
Role: anti-infantry Strong vs: infantry, light vehicles, buildings Weak vs: anti-air units, heavily armored tanks |
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ORCAs excel in hit-and-run attacks. They can fly in, fire their payload, and get out before the enemy knows what hit them. They re-arm very quickly at helipads, and can attack again in a matter of seconds. They are best used against undefended vehicles and buildings.
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Nod's counterpart to the ORCA is the Apache Gunship. It uses heavy chainguns to mow down any target, and has considerably more ammunition than the ORCA; this allows for sustained attacks, though at the cost of burst damage and rearming speed.
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A-10 Warthog
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Role: siege
Strong vs: land units; excels vs buildings or groups of units Weak vs: massed AA Build limit: 3 |
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A10s are very, very fast and deal incredible damage to groups of units and unguarded buildings. Their speed allows them to outrun many AA weapons, but they still fall quickly to SAM sites and Advanced Guard Towers. A group of three A10s can destroy a Construction Yard in a single run, but only if it is undefended.
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ORCA Carryall
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Chinook Transport
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Role: transport
Weak vs: anti-air units |
Role: transport Weak vs: anti-air units |
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Carryalls give extreme mobility to both infantry and vehicles. They are capable of carrying 1-5 infantry or a vehicle of any kind quickly across vast distances. They are very vulnerable to AA defenses, so be careful to maneouver around them.
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Chinooks give extreme mobility to both infantry and vehicles. They are capable of carrying 1-5 infantry or a vehicle of any kind quickly across vast distances. They are very vulnerable to AA defenses, so be careful to maneouver around them. Chinooks are slightly slower than Carryalls, but in practice the difference is negligible.
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Ships
Naval units have been a staple of GDI’s military since the very beginning of the war with Nod. Since then, however, their units have recieved significant improvements.
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The lack of naval power resulted in countless failed missions for Nod. Though their low-tech unit is quite lacking, their advanced stealth ship is arguably the most powerful unit on water.
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Gunboat
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Destroyer
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Role: generalist
Strong vs: aircraft Weak vs: artillery, hovercrafts |
Role: generalist Strong vs: land units Weak vs: aircraft, hovercrafts |
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Gunboats are similar to the Medium Tank in that they excel at nothing but are capable of just about anything. Their primary usage is to provide support for GDI's cruisers, but they can still be used to bombard enemy units.
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Nod Destroyers fill quite a different role compared to GDI's gunboat. They have a much shorter range and no AA capability, but are pinpoint-accurate and cause more damage to individual targets. They use torpedoes against naval targets and use their cannon to bombard hovercrafts and enemy forces on the shore.
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Cruiser
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Stealth Boat
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Role: siege
Strong vs: buildings Weak vs: aircraft, hovercrafts |
Role: siege Strong vs: land units, buildings Weak vs: nearby units, aircraft, artillery |
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The GDI Cruiser is big, slow, and rather useless against other units. However, when deployed they can fire from all three turrets, causing massive damage to clustered units and buildings. It is vitally important that they are protected by gunboats, as they are easy prey for aircraft and hovercrafts.
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Stealth boats are invisible on the radar, but cannot cloak themselves like stealth tanks. They use a powerful barrage of missiles to lay waste to any target. At close range, their missiles become extremely inaccurate, often resulting in friendly fire. They self-repair up to 50% strength, similar to mammoth tanks. Force-firing at the ground will cause a number of missiles to impact around the ship, which could potentially be useful in a pinch.
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Structures
[only contains those which are new/modified for enhanced mode]
Advanced Guard Tower
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Laser Fence
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GDI's advanced base defense. It has been altered to become more effective against vehicles and aircraft, but as a result is much less effective against infantry.
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Laser fence posts are much more durable than concrete walls, but if they are destroyed, any fence connected to them is disabled; they also cannot block direct weapons fire. Unlike concrete walls however, they can be cloaked by stealth generators and can also be repaired when damaged. The fences themselves are completely invulnerable meaning they can only be removed by destroying the laser fence posts.
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Technology Center
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Research Labratory
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Required to access third-tier units and the ion cannon uplink. It also enables the "field repair" support power when active.
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Gives access to third-tier units and buildings.
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Ion Cannon Uplink (upgrade)
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Advanced Labratories (upgrade)
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When placed on a comm. center, it upgrades it to an advanced comm center and thus enables the Ion Cannon superweapon.
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Upgrades your research lab to enable one of the following support powers, depending on game mode:
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A-10 Runway
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Land Mine
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Used to produce and rearm A-10 bombers.
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Constructed like a wall, land mines can be placed very far from your base. Though not very effective against quick-moving units, they spell death for slow vehicles and infantry. Mines can be detected like any other stealth unit.
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Stealth Generator
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Cloaks all nearby friendly units and buildings. The power consumption and build cost make cloaking a large base difficult, so they are best used to hide small outposts or conceal the true strength of your main base.
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Tiberium Fuel (upgrade)
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When an advanced powerplant is upgraded with tiberium fuel, it is continuously damaged until it reaches 50% of its normal strength. However, in this state it produces twice the power of a normal plant. Power plants also lose the ability to cloak when upgraded.
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Temple of Nod
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Houses Nod's nuclear missiles and unlocks the most powerful of their units, like the Cyborg Prototype.
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Edit: and, done. For now, anyway.
By the way, while creating pdf you should check if you are able to save images quality by using png format or lowest possible jpg compression.
[offtopic]
I have personal dislike for jpg compression (washed out colors, lots of artifacts), I even swapped drivers in my phone camera to force it to save in png format.
And the JPG compression is ugly indeed.
Looks good otherwise.
Edit:
I changed the text colors to be similar to GDI's and Nod's faction colors ingame and added separators (horizontal lines).
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Here and here you have easy to use icons. So just paste unit manual here and add an icon
I could do that too, though I don't want to mess with other people work