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Command and Conquer 3

Nod Units*

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# 1HERO Feb 27 2007, 01:52 AM
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INFANTRY

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Militant Squad
Cost: 200
Requirement: Hand of Nod.
Role: Basic MG Infantry - Strong vs Infantry.
Background Fiction: Much of Nod's military strength comes from poorly trained, but very numerous, militias. They train using GAU-3 "Eliminator" 5.56mm chain guns, a weapon dating back to the earliest stages of the GDI vs. Nod conflict, and they're available to the Brotherhood at little cost.
Extra Tip: Nod Infantry can be upgraded with various upgrades from the Secret Shrine. From there, you can access the Tiberium Infusion upgrade (that can increase your movement speed) and Confessor Upgrade (that gives you faster rate of fire and Hallucination Grenades).

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Militant Rocket Squad
Cost: 400
Requirement: Hand of Nod.
Role: Basic Rocket Infantry - Strong vs Vehicles, Aircraft.
Background Fiction: Rocket Militants are chosen based on former military or partisan experience. They are armed with Airburst Rocket Launchers capable of destroying aircraft and even armored vehicles, but are still extremely vulnerable on the battlefield.
Extra Tip: If you plan on using Rocket Squads, do some research into the Tiberium Infusion upgrade. It allows your Rocket Soldiers to move much quicker, and allows them to travel through Tiberium without taking damage.

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Saboteur
Cost: 500
Requirement: Hand of Nod.
Role: Utility Infantry - Weaponless.
Background Fiction: The Saboteur is Nod's answer to GDI's Engineer, and is similarly dangerous when used with care. The Saboteur is able to capture enemy structures on the battlefield, as well as instantly repair damaged Nod facilities or bridges. He is also equipped with explosive devices. These bombs can be planted on neutral structures and will detonate when enemy infantry draws too close.
Extra Tip: A quick way to get an Engineer from 1 side of the map to another is by the way of Air Transport. Right after you build an Air Tower, you get an interesting ability called "Call for Transport". For a measly 500 credits, you can fly your Engineer from one place to another in no time at all. Be careful though, the Nod Transport Planes are extremely light armored and you'll be easily shot down if spotted.

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Fanatics
Cost: 800
Requirement: Hand of Nod + Operations Center.
Role: Suicide Infantry - Strong vs Vehicles, Structures.
Background Fiction: One of the Brotherhood's most dangerous weapons is loyalty. The most devout of Nod's followers, whom many refer to as Fanatics, are equipped with volatile explosive devices that detonate when in close proximity to enemy forces. Fanatics are impossible to suppress, so they must be eliminated before reaching their targets.
Extra Tip: Your standard crazy suicidal bomber. Except these guys come in squads and can be upgraded with Tiberium Infusion to increase their speed. Yeppie!

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Black Hand
Cost: 900
Requirement: Hand of Nod + Operations Center.
Role: Elite Infantry - Strong vs Infantry, Structures.
Background Fiction: The elite Black Hand infantry are the spearhead of Nod's forces. They are extremely well trained, loyal, and supernaturally tough. Armed with flame throwers that can clear out structures and incinerate enemy squads, the Black Hand are among the most effective urban combat soldiers on the planet.
Extra Tip: Black Hands are extremely durable Infantry. Not only can you walk into groups of Rifleman and burn them into the ground (no fear of garrisons what so ever), but you can also do heavy damage to any structures you come across.

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Shadow Team
Cost: 800
Requirement: Hand of Nod + Secret Shrine.
Role: Elite Infantry - Strong vs Infantry.
Background Fiction: These small groups of stealthy infantry are excellent at neutralizing enemy infantry with their dual machine pistols. They can also use stealth and their collapsible glider packs to circumvent defenses and expose weaknesses in GDI's front. Once behind enemy lines, they are capable of planting explosives on structures and thereby causing immense damage.
Extra Tip: Aside from planting charges onto enemy buildings, you can also use these guys to do some serious Anti-Infantry work. Since they're stealthed and armed with Anti-Infantry weapons, you can quickly dispatch hordes of enemy Infantry without them knowing what hit them.

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Commando
Cost: 2000
Requirement: Hand of Nod + Secret Shrine + Tech Lab.
Role: Elite Infantry - Strong vs Infantry.
Background Fiction: Despite what the name suggests, the Brotherhood of Nod does not exclusively consist of men. In fact, it has developed a rigorous training regimen specifically for its female volunteers. Of those who survive, a small number graduate to become Nod Commandos, the best of the best of Nod's infantry. They slink into battle armed with fast-firing laser weapons, satchel charges, and portable stealth generators. Even one such Commando can easily demolish an unsuspecting foe's entire base and the whole of its fighting forces.
Extra Tip: You're stealthed, you're female and you carry C4. Use your imagination.


VEHICLES

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Attack Bike
Cost: 600
Requirement: War Factory.
Role: Scout Vehicle - Strong vs Aircraft.
Background Fiction: The Attack Bike is the ultimate scout. It is extremely quick, cheap to produce, carries an advanced scanning package, and is armed with missiles capable of targeting aircraft and vehicles alike. These are a familiar sight in the wastelands of the yellow zones of the world, and Nod often deploys them in large numbers to harass enemy supply lines.
Extra Tip: Nod's Harassment units do mediocre damage vs enemy Harvesters but great damage vs enemy Air. They're also the fastest moving AA Rocket platform in the game. They can easily chase down retreating Orcas and shoot them down.

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Raider Buggy
Cost: 400
Requirement: War Factory.
Role: Light Vehicle - Strong vs Infantry, Aircraft.
Background Fiction: The Raider Buggy is the most common Nod vehicle, and serves a variety of practical roles. Easy to build and fairly sturdy, Raider Buggies are equipped with burst-firing machineguns that can make short work of infantry and other light targets. What's more, when upgraded with EMP Coils, Raider Buggies can play a key role in countering enemy armor divisions.
Extra Tip: Anti-Infantry staple. They can shoot air, but their damage isn't too great. They're much better used with the EMP Coil upgrade that allows them to suicide into enemy Tanks to deploy their EMP. It's a sure way to disable enemy vehicles right on the spot. Just make sure you bring a couple (as most of them won't live to get near a tank battalion).

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Scorpion Tank
Cost: 800
Requirement: War Factory.
Role: Light Tank - Strong vs Vehicles.
Background Fiction: The Scorpion Tank is the shield of Nod. Highly maneuverable, the standard Scorpion is armed with an armor-piercing 105mm cannon and sufficient armor to withstand direct fire, at least for a while. However, Nod is developing laser weaponry and enhanced armor to improve on the original design.
Extra Tip: Fast and easily-spammed when compared to Predator Tanks. Even though we're weaker, their speed is bound to annoy enemy Harvesters to no end. Hint hint.

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Harvester
Cost: 1000
Requirement: War Factory.
Role: Resource vehicle - Weaponless.
Background Fiction: Nod Harvesters were once the favored target of GDI Orca pilots. In recent years, Nod was able to apply technology from its Stealth Tanks to Harvesters, allowing them to avoid most detection and bring home valuable Tiberium unopposed.
Extra Tip: Since they only take 10 seconds to build, some fast teching or booming strats involve deploying a Harvester as your first unit from the War Factory. Oh and yes, you're also stealthed. If you want, you can ninja your opponent's Blue Tiberium field and laugh at him via chat.

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MCV
Cost: 2500
Requirement: War Factory.
Role: Construction Vehicle - Weaponless.
Background Fiction: Nod favors mobility above all else in terms of logistics. To this end, the Brotherhood continues to use Mobile Construction Vehicles (MCVs) to establish Construction Yards for small forward bases rapidly and efficiently. Once the base is established or abandoned, the MCV can pack up and move on to the next destination.
Extra Tip: If you suck and lost your MCV, look here.

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Flame Tank
Cost: 1000
Requirement: War Factory + Operations Center.
Role: Medium Tank - Strong vs Infantry, Structures.
Background Fiction: Perhaps the most terrifying urban combat weapon of Tiberium War 3 is Nod's Flame Tank. This infernal machine is covered in thick armor and outfitted with two massive flame throwers, based on the original Devil's Tongue design, which are capable of clearing out occupied buildings and burning structures to the ground with ease.
Extra Tip: Completely ass rapes Infantry to no extent. Dies to 4 shots from a Predator though, so keep them away from Cannons. A neat trick is to cloak a couple using the Nod Cloaking Field and then sneaking them into your opponent's base when he's not looking. They do great vs. structures by the way. Power Plants say HI.

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Stealth Tank
Cost: 1000
Requirement: War Factory + Tech Lab.
Role: Hit and Run Tank - Strong vs Vehicles, Aircraft.
Background Fiction: The Stealth Tank has been called the bane of GDI, in spite of its light armor. After all, it is invisible to most opposing forces, except when it stops to fire a barrage of its deadly and accurate rockets. When used with care, Stealth Tanks can inflict incredible damage before the enemy has a chance to respond.
Extra Tip: Your late game harasser vs Enemy Harvesters. A sure way to piss off your opponent as long as you're careful. Shoot a couple of rounds and then back off. After you shoot, you'll be in the open for 2 seconds. After that, you'll be good to go again. Take a couple of these guys and loop them around your opponent's tank army while he's fighting your main army; then open fire onto their exposed flanks.

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Beam Cannon
Cost: 1000
Requirement: War Factory + Tech Lab.
Role: Medium Artillery - Strong vs Vehicles, Structures.
Background Fiction: The Beam Cannon is a relatively fast-moving artillery platform that makes Nod's advanced laser technology mobile. Though not intended for direct attacks against enemy armor, Beam Cannons can deal terrific damage to structures given sufficient time to focus their lasers. What's more, their energies may be used to enhance the range and power of Nod's Obelisks of Light, and multiple Beam Cannons may similarly augment one another's attacks when in close proximity. Beam Cannons have even been known to deflect their beams off of Venom Patrol Craft...
Extra Tip: Four of these guys can charge an Obelisk of Light to insane levels. Just make sure that when you attack with these guys you're far away and you have more than one. The more you have, the stronger their combined laser is.

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Avatar Warmech
Cost: 3000
Requirement: War Factory + Tech Lab.
Role: Heavy Mech - Strong vs Vehicles, Structures.
Background Fiction: The Avatar is the Brotherhood's vengeful wrath embodied on the battlefield. It is also the pinnacle of Nod's military engineering, with special thanks to stolen, reverse-engineered GDI technology. This is a massive, state-of-the-art walker equipped with a portable version of the Obelisk Laser. Avatars may further enhance their immense power literally by ripping pieces from Nod vehicles including Attack Bikes, Flame Tanks, Stealth Tanks, and Beam Cannons.
Extra Tip: Rip off a Beam Cannon's primary weapon and add it to your own to shoot two lasers at once. Grab a Stealth Tank and go invisible or grab a Flame Tank to burn down Infantry and Structures. Lastly, decapitate a Recon Bike for some Stealth detection.


AIRCRAFT

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Venom
Cost: 700
Requirement: Air Tower.
Role: Light Aircraft - Strong vs Infantry, Aircraft.
Background Fiction: The Brotherhood of Nod is must be vigilant in its efforts to encroach on GDI. To this end, it has developed Venom Patrol Craft to effectively keep watch over vast reaches of land. Venoms are equipped with rapid-firing machineguns that are lethal against enemy infantry and quite effective against aircraft and some vehicles as well. Nod has devised ways to further enhance these versatile craft with laser weapons and radar disruption technology.
Extra Tip: The fastest airborne AA in the game. It's gattling cannons can easily shred Infantry as well as Enemy Aircraft. Since they build so quickly and never need to reload from base, you can supply your army with AA cover from just about anywhere. And one last thing; you can line these guys up and reflect Beam Cannon lasers across the map. In theory, you could train all the way to your opponent's base. How effective that is depends on the skill of your opponent.

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Vertigo Bomber
Cost: 1800
Requirement: Air Tower + Tech Lab.
Role: Heavy Bomber - Strong vs Structures.
Background Fiction: The philosophical strategy of Nod is to strike where unexpected, without giving GDI the opportunity for reprisal. The Vertigo Bomber epitomizes this philosophy. Due to its stealth capability, it appears as if from nowhere and delivers its payload of Groundpounder bombs before opposing forces can muster their defenses, then vanishes just as quickly to rearm.
Extra Tip: 1800 dollars for silent death. It's bombs can easily tear through Armor and Structures alike. Just be weary about its reload time and payload size. One bomb per run and a long reload time demands the upmost respect to target priority.

This post has been edited by HERO: Feb 17 2008, 19:38 PM

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