Command and Conquer 3: Tiberium Wars Walkthrough/FAQ
By: Kasey (DiabloZZq)
Table of Contents:
1 Copyright Info
2 Contact Information
3 Version History
4 Controls
5 GDI Units, Structures, and Powers
6 Nod Units, Structures, and Powers
7 Scrin Units, Structures, and Powers
8 Neutral Units and Structures
9 Advanced Tactics *
10 GDI Only Tactics *
11 Nod Only Tactics *
12 Scrin Only Tactics *
*(under construction)
5. GDI Units, Structures, and Powers.
GDI is a powerful army that can be great in either late or early game. It has no real weaknesses in any point in a fight and can crush opponents with their advanced technology and powerful units. Although not as advanced as the Scrin, GDI can hold up against nearly anything and its units have plenty of armor to back them up. Their units are more expensive then Nod's but they are also more powerful. GDI Units Rifleman Squad Rating: ** Abilities: Dig a fox hole, Call for Transport. Upgrades: Composite Armor Summary: They are very weak to almost every unit in the game except the rocket infantry and the other rifle infantry. The only real use for these is to counter early infantry rushes and scouting. The reason these get a two star rating is because the fox hole ability and their ability to be upgraded. With the upgrade they are still very weak though. You should almost never have to use these guys unless you need a cheap counter to other infantry units. The fox hole ability is quite useful in campaign and also in very rare circumstances in multiplayer where you need a defense structure that uses no power or you lost all ability to build structures. Missile Squad Rating: *** Abilities: Call for Transport Upgrades: Composite Armor Summary: Only useful against early game tank rushes, cheap anti air, taking down walker units, and to put in an APC. These are very weak, but very useful as a cheap unit to back up your early game forces. Never use these in mass against any air units except the Orca and Firehawk. Your money is better spent building other anti air vehicles and structures because most air units rip infantry to shreds really quickly. Always remember to garrison them against tanks when possible and if that is not possible, make sure to micromanage them to make sure they don't get ran over. This unit can be used in mass to take down walker units easily. Followed up by an engineer, this can be very useful, cheap, and effective. Engineer Rating: ***** Abilities: Call for Transport Summary: These are the most useful early game infantry. They can be used to capture buildings which can turn the tides of any battle very quickly. Even during late game, these infantry are still used proving they deserve the five star rating. These can be a commander's worst nightmare if caught running into a base that is undefended. Just remember, these guys are very slow and the weakest unit in the game so protect them if possible. Load them up in APCs and you can engineer rush them unlike any of the other factions in the game. Also, don't forget they can repair bridges, your structures, and resurrect fallen walkers. They cannot repair garrisonable buildings as in the past games though. Grenadier Squad Rating: *** Abilities: Call for Transport Upgrades: Composite Armor Requirements: Command Post Summary: These guys would be more useful if infantry were more common in the game. As it stands right now, Grenadier Squads are semi-useful against vehicles but they really shine as another superior anti infantry unit. Their grenades kill almost any infantry in one hit, and clear out garrisonable buildings with ease. In urban combat areas, load one into an APC and start the rampage. They will clear an entire city in seconds, reducing enemy infantry to bits and pieces. Sniper Team Rating: **** Abilities: Call for Transport Requirements: Armory Summary: These guys kill infantry in nothing flat. They are useful to have around to keep pesky Engineers, Commandos, and Shadow Teams away from your base. They have stealth capabilities and the ability to spot targets for Juggernauts. What more could you want from an anti infantry unit? Nothing really, except for the fact that you hardly ever see enough infantry in this game to build more then a couple of them. Their ability to spot for Juggernauts is great, except it can be tough to get close enough to an enemies base without getting detected with all the stealth detection in this game. To use their ability to spot for Juggernauts, you simply move the sniper within sight of the target and then go to your Juggernauts and click the Bombard Target button. Commando Rating: ** Abilities: Jump Jets and Call for Transport Requirements: Armory and Tech Center Summary: This unit is basically a waste of money. The only use of this infantry is to sneak into an enemy base and blow some stuff up. Although it is great against infantry and walkers, there are a lot better units that are more useful to take those down. I guess if you ever see an undefended side of a base you might be able to do a little damage. Don't expect to do much because this unit is easily countered by a simple anti infantry turret or two. It's a nice unit, but other units tend to be better for the job then this guy. Zone Trooper Rating: **** Abilities: Jump Jets, Call for Transport Upgrades: Scanner Packs, Power Packs Requirements: Tech Center Summary: These guys are the best late game infantry the GDI have. Their only true weakness is air, but with a couple of Mammoths backing these guys up, they are pretty much unstoppable against anything short of a Sniper Team or Shadow Team. They can easily do more damage then a Commando if they find a cliff or river to Jump Jet across and they can do damage faster. Their armor is superior for infantry units, and their rail guns can pierce through even the heaviest of armor. When upgraded, they have the ability to regenerate health while idle and detect stealth units. Basically, these guys are the infantry you want to be using at all times once you tech up to them. Pitbull Rating: *** Upgrades: Mortars Summary: This is the fast recon/anti air unit the GDI has. It works wonders against aircraft (except Scrin's heavy aircraft) because of its speed and power. These can easily be destroyed so don't use them versus Scrin's heavy aircraft, instead use other aircraft. If your base is getting assaulted with air units, this is a great unit that is cheap and fast to build. Other then scouting and anti air, it also has one more advantage, which is stealth detection. Early game these are great against Shadow Teams. Besides the uses mentioned before, there is not much reason to build these in mass. A couple around the base will do quite nicely and other then that, these are horrible at assaulting the enemy. Since it has quite a bit of speed, it can be used to effectively run over enemy infantry. Predator Tank Rating: **** Upgrades: Railguns Summary: The main battle tank of the GDI is also the most powerful light tank in the game. With its railgun upgrade, it can easily punch a hole in a base against light defenses and armor. The downside to this is that they are not very good against late game units. Use these if you plan on tank rushing early game, or if you just need a cheap diversion late game. Although these cost more then the other light tanks, they are a lot stronger and more durable. Also remember to run over any infantry you see, they don't stand a chance against a tank of this size. APC Rating: ** (without infantry) **** (with infantry) Abilities: Lay Minefield Summary: Without any infantry on board, this unit is more or less a waste of time. Early game it's not bad at taking out infantry, but even then I would prefer using a Predator and just crushing infantry. It can also take on air units out even though a Pitbull does that job much more effectively. As for with infantry, this unit can pack a serious punch. Rocket infantry are the most effective overall to put in here. This makes the cost at exactly that of one Predator tank except that it's good against any unit. Other infantry such as Engineers are also very useful to put in one and then rush the enemy base. Zone Troopers also make this unit pack a serious punch with hit and run capabilities. A great unit if infantry are placed inside, otherwise this is just a below average unit. Also, their minefield ability is nice to deploy at choke points because most of the time it will kill several units before the mines are used up. Harvester Rating: ***** Requirements: Refinery Summary: Just another harvesting unit from the past games. These are vital to your economy so protect them at all costs. GDI's harvesting unit happens to have an anti infantry weapon attached. It is kind of useless since it could just run over infantry anyways, but it does help protect your harvester so I can't really complain. MCV Rating: ***** Summary: Deploys into another Construction Yard. Great for base rushing and to have another one handy in case yours happens to get destroyed. Rig Rating: *** Requirements: Command Post Summary: This is a great unit to send along with your troops to repair them during battle. Another great use is for an expensive defense that uses no power and can repair you units. These used with a Surveyor can create expansion bases that are immediately defended. These should never be used in mass and just one in an area holds that ground very effectively. Mammoth Tank Rating: ***** Upgrades: Railguns Requirements: Tech Center Summary: This is the mother of all tanks. It can hit both ground and air targets and has TONS of armor. The Mammoth is awfully slow so be prepared to take a few casualties just on the way to the enemies base. This tank is effective against everything in the game even infantry. Spamming them late game is often all people will do because of their might. These combined with Zone Troopers make a VERY effective late game assault force that can take on even the heaviest of armor or defenses. Be sure to research the railgun upgrade as soon as you start building them because it increases their power against all ground units by a large margin. If you spam any ground unit in the game, this is by far the best one. Some go so far as to say people are noobs when they spam them because "they take no skill." This is very true, unless he also has other units supporting them. Juggernaut Rating: *** Abilities: Bombard Target Requirements: Tech Center Summary: This is a great unit to support your main forces with. These walkers are very slow and not heavily armored so remember to defend them. Combined with a sniper, they can fire bomb something from anywhere on the map. Unfortunately the hard part is actually getting the Snipers to the enemy's base without having them get killed. Building a couple of these and having them behind your main forces can really help if the enemy is heavily defended. Finally, they also leave walker husks so if they do get destroyed simply capture the husk with an Engineer. Surveyor Rating: ** Summary: These are slow, very weak, and defenseless. Most of the time you only need to build one or two at the beginning to make expansion bases at the other Tiberium fields. Other then that, these are horrible at rushing someone unless they can remain unseen. They take 20-30 seconds to deploy so be sure to defend them. Orca Rating: ** Abilities: Deploy Sensor Pod, Pulse Scan Upgrades: Sensor Pods Summary: Orcas are considerably less effective then other light aircraft. The only thing that they can do better then Firehawks is take out vehicles. These tend to be very weak to anti air and are slow to unload their missiles. Orcas are very useful early game when your enemy might leave his harvesters open for attack. Also they can be used to stop incoming tanks and walkers effectively. Because it takes so long to unload their missiles, you should almost never bomb enemy bases with them unless they are undefended. If they had a lot more armor Orcas might be useful, but since they are easy to take down, use Firehawks instead. Orcas also have the added ability to detect stealth and drop sensor pods on enemy units and structures once upgraded. Firehawk Rating: **** Abilites: Missile Loadout, Bomb Loadout Upgrades: Stratofighter Booster Requirements: Tech Center Summary: Firehawks are the best units in the game for taking out a super weapon. The reason I say that, is because with the Stratofighter Booster upgrade then can actually teleport instantly across the map and then bomb their target. Unfortunately this has a cool down so there won't be any coming back if you enemy has plenty of anti air. They can also be loaded with anti air missiles at the Airfield for free. Be sure to make 8 or so as an emergency attack force against heavy armor and super weapons. GDI Structures Construction Yard Summary: Used to start your base. It can be undeployed and sent over to the enemy's base to rush him. If you are planning to do this, you should build a Power Plant or Crane first. This building also controls your radar, so if you lose it you won't have any radar. Remember to protect this at all costs. Power Plant Summary: Supplies power to your base. It can also be used to build a string of buildings to your enemy's base. Don't forget to upgrade them once you get your Tech Center up. Crane Summary: Provides you with an additional structure build tab. You should always have one handy. Refinery Summary: This building is the heart of your economy and its Harvesters supply it with plenty of Tiberium. Building an extra Refinery and then selling it once the harvester appears is a good way to get a free scouting unit and a Harvester early in the game. Using this method does not cost additional cash though. In fact this gives you 1 free infantry unit every time you do it. Only build one per Tiberium field and keep 2-3 Harvesters per Refinery at all times. Remember to protect these otherwise you might find your self with no money if your enemy keeps destroying them. Also Refineries increase your maximum reserve of cash. Barracks Summary: Builds infantry units. Additional Barracks provide an additional infantry build tab. Armory Summary: Advanced infantry technology building. Also it can heal your infantry that you send in. War Factory Summary: Builds vehicle units (except the Surveyor, which is made in the Construction Yard. Additional War Factories provide additional vehicle build tabs. Make sure if you are spamming vehicles to build multiple of them. Command Post Summary: The lesser technology building that is a requirement to build late game units and structures. Tech Center Summary: The greater technology building that allows for the most advanced units and structures the GDI has to be built. Airfield Summary: Builds aircraft units. Additional Airfields provide additional landing pads and aircraft build tabs. Each Airfield has 4 landing pads that hold one Orca or Firehawk each. Space Command Uplink Summary: Allows the GDI to use Shockwave Artillery and call for Zone Troopers. This is not a requirement for units or structures to be built. Watchtower Summary: The anti infantry defense tower. Great against infantry, useless against anything else. Guardian Cannon Summary: The anti tank defense cannon. Only useful against light vehicles. AA Battery Summary: The only anti air defense structure GDI has. Useful against all aircraft and make sure to keep some at your base at all times. Tiberium Silo Summary: Increases your maximum reserve of cash by about 2000 per silo built. Make sure to build these if you are stock piling money otherwise your Harvesters will stop until you spend some money. Sonic Emitter Summary: This is the ultimate ground defense system GDI has. It can pierce multiple targets and continues until it cannot go any further. It is slow to reach its target and can be avoided by fast units so back these up. Against massive armies these are the most effective defense in the game. Ion Cannon Control Summary: The GDI super weapon that once built will start a countdown until it is ready. Keep it well defended and use it to put a giant hole in the enemy's base. Useful for ending matches that seem to have no end. Don't worry about others opinions about them, build one if your enemy is being a turtle otherwise the game goes on forever. GDI Support Powers Radar Scan Deployed from: Command Post Summary: Allows you to reveal the shroud anywhere on the map. Useful to reveal the shroud to use other powers or to spy on the enemy GDI Airborne Deployed from: Armory Summary: Several GDI Rifleman Squads and Missile Squads are delivered by air as veterans. Probably the worst support power there is. Being only useful when combined with the Bloodhounds power to give your APCs some rocket infantry. Sharpshooter Team Deployed from: Tech Center Summary: Drops a few Sniper Teams on the battlefield as veterans. Useful to put snipers near the enemy base for Juggernauts to bomb. It is also useful if you see hordes of infantry being sent to your base or if you have a loose Commando running around your base. Orca Strike Deployed from: Airfield Summary: A few Orcas bomb the target. Relatively weak, but it is cheap and can be used to finish off something you didn't kill. Bloodhounds Deployed from: Airfield Summary: Some Pitbulls and APCs are deployed as veterans at the target. When used in conjunction with GDI Airborne, this can be used to deploy an assault force anywhere on the map. Zone Trooper Drop Pods Deployed from: Space Command Uplink Summary: A few squads of Zone Troopers as veterans come crashed down in drop pods. Very useful to attack anywhere in the battlefield because it sends them to the target almost instantaneously. Shockwave Artillery Deployed from: Space Command Uplink Summary: Bombs the target with weak EMP artillery. Very useful to stop late game assaults because it disables anything it hits. Ion Cannon Deployed from: Ion Cannon Control Summary: A massive ion cannon burst is unleashed wherever you please. This will easily destroy anything in the radius except for a Construction Yard.
