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Command and Conquer 3

GDI Units*

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# 1HERO Feb 27 2007, 01:46 AM
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INFANTRY

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Rifleman Squad
Cost: 300
Requirement: Barracks.
Role: Basic MG Infantry - Strong vs Infantry.
Background Fiction: GDI Riflemen are well-trained soldiers armed with tried-and-true, burst-firing assault weapons. Deployed in five-man squads, they are the mainstay of GDI ground forces, and are capable of digging foxholes to protect themselves (or other infantry) when defending a position.
Extra Tip: Can be outfitted with Composite Armor upgrade from the Armory to increase health dramatically.

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Missile Squad
Cost: 400
Requirement: Barracks.
Role: Basic Rocket Infantry - Strong vs Vehicles, Aircraft.
Background Fiction: Missile Squads are the natural counterpart to Riflemen, and provide essential support fire against enemy armor and aerial attacks. Only two men comprise a Missile Squad, and their heavy anti-vehicle weapons make them slower compared with Riflemen, so they are quite vulnerable to enemy attacks.
Extra Tip: Can be outfitted with Composite Armor upgrade from the Armory to increase health dramatically.

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Engineer
Cost: 500
Requirement: Barracks.
Role: Utility Infantry - Weaponless.
Background Fiction: Engineers support GDI forces in combat by capturing enemy facilities, instantly repairing GDI structures or damaged bridges, and commandeering fallen walkers such as the GDI's own Juggernauts. They are not equipped with weapons, are not quick to move, and are highly vulnerable to attack, yet are still considered one of the most dangerous forces available due to their capabilities.
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 Airfield, 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 Orca Transports are extremely light armored and you'll be easily shot down if spotted.

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Grendier Squad
Cost: 800
Requirement: Barracks + Command Post.
Role: Advanced Infantry - Strong vs Infantry, Structures.
Background Fiction: Grenadiers serve as GDI's close-assault infantry. They are extremely difficult to suppress, and can quickly clear enemy squads out of garrisoned structures with their high-powered, rocket-assisted grenades. They are most commonly found in urban combat zones where close-quarters combat frequently occurs.
Extra Tip: Grendiers can clear out garrisoned structures instantly. A good way to use them against Rifleman garrisoned buildings is to load them into APCs. Since bullets do no damage vs APCs and Grendiers can still fire in them, they can quickly dispatch the building without taking any casualties.

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Sniper Team
Cost: 1000
Requirement: Barracks + Armory.
Role: Advanced Infantry - Strong vs Infantry.
Background Fiction: A rare few GDI soldiers pass the advanced marksmanship training necessary to become elite sharpshooters. These soldiers can kill most infantry from long range with a single well-placed shot from their modified railguns, and are also trained in reconnaissance tactics such as stealth and artillery target spotting.
Extra Tip: The Sniper Team have the unique ability to kill any Infantry unit in one shot. That's because it has a +500% modifier against Infantry-type units. They're also cloaked, which means you can sneak them around the map and scout out your enemy base. Combine this with the Juggernaughts ability to bombard from afar and you've got yourself one troublesome little unit. You can also load these guys into APCs to protect them vs. Anti-Infantry fire.

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Commando
Cost: 2000
Requirement: Barracks + Armory + Tech Center.
Role: Elite Infantry - Strong vs Infantry, Structures.
Background Fiction: The most rare and elite soldier in GDI is the Commando, who operates alone in the most dangerous combat zones. Thanks partly to their burst-firing prototype rail carbines, Commandos are unmatched when fighting enemy infantry. Their special explosives are capable of demolishing structures in an instant, and can even be placed on the legs of large walkers, such as the Brotherhood of Nod's Avatar.
Extra Tip: Even though the Commando kicks a lot of Infantry ass on the ground, it's best to use him for one thing and one thing only - 1-shotting any structure in the game. Find a open spot in your opponent's base and get your Commando there ASAP. Jetpack yourself INTO the structure and blow it up immediately as he falls to the ground, or you can save your jetpack till after the detonation so he can jetpack away, forcing him out of "crawl" mode.

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Zone Trooper
Cost: 1300
Requirement: Barracks + Tech Center.
Role: Heavy Infantry - Strong vs Vehicles, Structures.
Background Fiction: Ion Storms and other environmental catastrophes that have enveloped the world have stretched GDI's forces to the limit. In order to increase operational capability in Tiberium-infested areas known as red zones, the GDI science division developed special powered armor, worn by elite infantry known as Zone Troopers. Capable of surviving in otherwise-unlivable environments, Zone Troopers are highly mobile, well protected, and capable of quickly neutralizing enemy infantry squads and even most vehicles with their heavy-duty railguns.
Extra Tip: Jetpack away from Anti-Infantry fire. Zone Troopers can walk on Tiberium. They kill things fast.


VEHICLES

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Pitbull
Cost: 700
Requirement: War Factory.
Role: Light Vehicle - Strong vs Aircraft.
Background Fiction: The Pitbull is GDI's primary scout vehicle. It is armed with missiles capable of inflicting significant damage against both ground and air vehicles, but is too lightly armored to survive direct combat. Pitbulls can detect stealth units normally invisible to the naked eye, and gain respectable attack power when upgraded with Mortars.
Extra Tip: Pitbulls are best used against Enemy Aircraft. Since their Missiles aren't very powerful vs ground targets and their armor is pretty bad, there's no point using them against Tank units. You can take advantage of their speed to loop around your opponent's base and kill his docked Aircraft whenever he's not looking.

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Predator Tank
Cost: 1100
Requirement: War Factory.
Role: Medium Tank - Strong vs Vehicles, Structures.
Background Fiction: The Predator is the workhorse of the GDI armored forces. It is equipped with an armor-piercing 150mm cannon and can withstand heavy fire thanks to its thick armor, but it is vulnerable to hostile aircraft unless supported with appropriate anti-air defenses.
Extra Tip: The best Tier1 Tank in the game. Pound for pound, shot for shot, the Predator Tank is the staple tank of the GDI Army.

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APC
Cost: 700
Requirement: War Factory.
Role: Transport Vehicle - Strong vs Infantry.
Background Fiction: GDI infantry rely heavily on Armored Personnel Carriers (APCs) to move safely through hostile terrain. They're equipped with a swivel-mounted machinegun capable of fire support against aircraft, infantry, and light vehicles, though APCs also allow infantry squads to freely attack from inside their confines. The ability to pair them with all kinds of different infantry makes APCs highly versatile, effective frontline units.
Extra Tip: Aside from being able to transport Infantry, APCs carry an extremely powerful Anti-Infantry turret. Use them for all your mechanized, Anti-Infantry needs. For each Infantry unit you put inside them, their usage varies immensely. Try out as many combinations as you can for the best results.

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Harvester
Cost: 1000
Requirement: War Factory.
Role: Resource vehicle.
Background Fiction: Over the last few decades, Tiberium Harvesters have become a common sight in every corner of the world. GDI Harvesters are easily recognizable by the light machinegun mounted above the cab, used to ward off marauders that might wish to steal their precious cargo.
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.

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MCV
Cost: 2500
Requirement: War Factory.
Role: Construction Vehicle - Weaponless.
Background Fiction: The Mobile Construction Vehicle (MCV) was invented at the dawn of the First Tiberium War to afford maximum mobility to the forces of both Nod and GDI as they moved to constantly outflank each other. The concept proved invaluable, so MCVs can be seen to this day packing and unpacking into Construction Yards in order to establish ever-shifting bases.
Extra Tip: In need of a replacement? Cry a river here.

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Rig
Cost: 2000
Requirement: War Factory + Command Post.
Role: Utility Vehicle - Weaponless.
Background Fiction: The Rig is GDI's latest counterpart to the MCV. It is a heavy support vehicle capable of deploying into a defensive position anywhere GDI intends to establish a foothold. Once deployed into a Battle Base, it is able to protect itself and other friendly forces with its two integrated Guardian Cannons, a missile launcher, stealth-detection scanners, and automated repair drones.
Extra Tip: Once deployed, the Rig serves as a forward outpost with twin Guardian Turrets, Rockets and repair drones. You can easily deploy them in the center of the map when the opponent's not looking and launch an assault from there. Simply retreat back into the repair zone and you'll get fixed up in no time.

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Mammoth Tank
Cost: 2500
Requirement: War Factory + Tech Center.
Role: Heavy Tank - Strong vs Vehicles, Structures.
Background Fiction: The Mammoth Tank is the pride of GDI. Armed with twin 150mm cannons and two rocket pods, it is the ultimate in armored warfare. While relatively slow, the Mammoth is more than a match for all known military vehicles. The Mammoth is so powerful, in fact, that it can crush lesser tanks beneath its unstoppable treads.
Extra Tip: The Mammoth Tank can be upgraded with Railguns to increase its damage vs. ground units immensely. They're also the only Tier3 War Factory unit that can fire into ground and air.

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Juggernaught
Cost: 2200
Requirement: War Factory + Tech Center.
Role: Heavy Artillery - Strong vs Structures.
Background Fiction: The Juggernaut is the newly developed mobile artillery platform of GDI, featuring an array of 200mm long-range cannons. It is most valuable when supporting tank operations with its long-range cannons. It also serves as a destructive siege weapon when stationed outside an enemy base, or when Sniper Teams are there to call out targets for it to bombard.
Extra Tip: They're listed under Heavy Artillery for a reason. A few of these can level a base faster than a Nuke.


AIRCRAFT

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Orca
Cost: 1100
Requirement: Airfield.
Role: Assault Aircraft - Strong vs Vehicles.
Background Fiction: The Orca is a common sight in the skies above blue zone borders. Thanks to its VTOL (vertical takeoff and landing) design, it is effective in a variety of roles including scouting, fire support for ground operations, and direct strikes on enemy installations. It is armed with air-to-ground missiles, and can be outfitted with advanced detection probes to increase scouting capabilities.
Extra Tip: Aside from kicking Tank ass, Orcas should also be used to detect Stealthed Units located around the map. Research Sensor Pods and deploy them at strategic locations to ward off Nod terrorists. You can also attach Sensor Pods onto enemy vehicles, giving you sight of what they're up to. Think of it like a Parasite (Zerg Queen) from StarCraft.

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Firehawk
Cost: 1500
Requirement: Airfield + Tech Center.
Role: Heavy Aircraft - Strong vs Vehicles, Structures, Aircraft.
Background Fiction: In order to maintain ultimate air superiority, GDI developed Firehawks, which are faster and more specialized than Orcas. Firehawks can be outfitted with heavy Hellcat Firebombs for razing structures, or air-to-air Rattlesnake Missiles for smashing enemy aircraft at range. When outfitted with Stratofighter Boosters, Firehawks can fly into low orbit, outside the range of enemy air defenses, and then plunge down to attack.
Extra Tip: Aside from its ability to teleport anywhere on the map and blast anything out of the sky, there's nothing special about the Firehawk.

This post has been edited by HERO: Feb 17 2008, 19:40 PM

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