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)
6. Nod Units, Structures, and Powers.
Nod is a hit and run faction with cheap, but fast units. Most of their units are not very well armored and take more micromanagement then the other factions. If you are good at rushing or using hit and run tactics, then this is the faction for you. Never try to directly engage other units with Nod because they have less firepower and armor then other units. Make sure you attack vehicles backsides to get the 50% bonus to damage. Try to find ways around enemy defenses and hit them where it hurts the most. Always try to harass their economies otherwise you might drag the game on long enough that they can build up a huge army of heavy units that will wipe you out. Nod is great early game, but they start to show their weaknesses late game when the other sides get extremely powerful units while Nod still has to find ways to attack from where they have the least defense. To be successful with Nod, you must never let the enemy come to you with an army the size of Texas. Keep bombing them and harassing them and victory will be yours! Nod Units Militant Squad Rating: * Abilities: Call for Transport Upgrades: Tiberium Infusion, Confessor Summary: These guys are the worst unit in the game. You should never have to rely on these units for anything except as really cheap scouting units. If you need anti infantry this early in the game, simply build a Shredder Turret or if you have a War Factory just build a Raider Buggy. You shouldn't even have to build them to scout with. By selling your Refineries you should be able to get some of them for free. Don't bother with the upgrades for this unit, the upgrades are awful. Militant Rocket Squad Rating: ** Abilities: Call for Transport Upgrades: Tiberium Infusion, Confessor Summary: Worse then the GDI Missile Squads and the Scrin Disintegrators, they are still a decent unit for countering early vehicles. These guys have less armor then either of the two other early anti tank infantry. Although these do have a longer range then the Disintegrators, they are easily ran over and do not explode when ran over. The only advantage these guys have over the other anti tank infantry is speed. Another use is for anti air but it is better just to build Stealth Tanks for that. Don't build them unless you have no other options. Saboteur Rating: ***** Abilities: Call for Transport, Booby Trap 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. 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. Nods Saboteur can also plant booby traps on neutral buildings. Fanatics Rating *** Abilities: Call for Transport Upgrades: Tiberium Infusion Reqiurements: Operations Center Summary: Much better to use then Militant Rocket Squads against tank rushes in the early game. These guys are suicide bombers that are quite expensive considering you lose the unit no matter what. If enemy vehicles are packed together, Fanatics can take out a few of them with just one unit. It may appear to be cost inefficient, but actually they end up being about the same as building one Scorpion tank because they can take out at least one tank if they don't have any anti infantry. Don't use them too often, they are better to use to stop tank rushes and that's about it. Black Hand Rating ** Abilities: Call for Transport Requirements: Operations Center Summary: These are nearly useless in every way. By the time you have even one of these, you can have Shadow Teams or Flame Tanks. Flame Tanks do the exact same thing as these guys, but for a little more money you get a faster unit that has more armor and is less likely to die while clearing garrisoned buildings. For taking out infantry, Shadow Teams are much more useful, stealthed, and can fly around very fast. These would be worth building, but there are other units just as high up on the tech tree that are better. Shadow Team Rating: ***** Abilities: Call for Transport, Glider Pack, Explosive Charge Requirements: Secret Shrine Summary: This is the perfect unit for both anti infantry and taking out a base. These guys can take out infantry nearly as well as a sniper. Their stealth and gliders allow them to sneak into enemies bases unharmed and blow up buildings. Their only disadvantages are the long cool down on their explosive charges and it takes multiple charges to take down buildings. Use these every chance you have to harass your enemy into building worthless anti infantry defenses and blow up his refineries to slow down his economy. With all the money they are spending on stealth detection and anti infantry, you will have 20 Scorpions at their base. Make sure to take out expansion enemy bases also. Commando Rating ** Abilities: Call for Transport Requirements: Secret Shrine, Tech Lab Summary: Commandos in this game are much worse then in previous CnC games. The main reason being that they can't take out vehicles effectively. The Nod Commando is especially worthless because it can't even go over cliffs or other obstructions. Although it may be able to take out a building in one hit, it isn't stealthed (unless standing still) so it is extremely easy to take down. Shadow Teams are a superior unit that can do the same thing as a Commando better. Raider Buggy Rating: *** Abilities: EMP Burst, Call for Transport Upgrades: EMP Coils, Laser Capacitors Summary: The standard light anti infantry vehicle. Better then the APC without infantry because of its speed, price, and upgrades. The EMP burst ability is devastating when used in conjunction with a Cloaking Field to make it an anti vehicle unit also. Great for a cheap scouting unit and I'm pretty sure it can even fire at air targets too. Laser Capacitors upgrade its damage slightly and just increase its effectiveness against infantry. When well micro'd, this has the ability to keep infantry out of range while firing on them. Attack Bike Rating: *** Abilities: Call for Transport Summary: This is a versatile unit that is good against armor and aircraft. It is the best scouting unit in the game due to its speed and it is very cheap. Unfortunately with its speed comes its only disadvantage... lack of any armor. These are probably the weakest vehicle in the game but they are also the fastest. These are not to be used in head to head battles, only hit and runs. Although the Attack Bike can take out aircraft, their weak armor allows most aircraft to kill them faster then they can be killed. Scorpion Tank Rating: **** Abilities: Call for Transport Upgrades: Laser Capacitors, Dozer Blades Summary: A great light tank. Faster then the Predator but weaker and cheaper, this unit is perfect for tank rushes. Its dozer blades not only allow it to run over all infantry but also give it additional armor in the front. Even though this tank is available the minute you get your War Factory, you will find you will still use them to absorb damage late game while you put your supporting units behind them such as the Avatar. Because it is 300 cheaper then the Predator, this is the perfect unit to spam. 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. Nods harvesting unit happens to have stealth. It is very useful in protecting you harvesters from enemy attack since they can't find them. MCV Rating: ***** Summary: Deploys into another Construction Yard. Great for base rushing and to have another one handy at all times in case yours happens to get destroyed. Flame Tank Rating: *** Requirements: Operations Center Summary: This is a vehicle version of the Black Hand. It's flame throwers can clear garrisonable buildings, kill infantry, and destroy buildings efficiently. Unfortunately it has semi weak armor and a very short range so be prepared to back them up with Scorpions. Also it cannot attack air units and its flame throwers are weak against armor so it is not a good idea to just spam these. Back Flame Tanks up with Scorpions and all you will have to worry about are air units and Mammoths. Stealth Tank Rating: **** Requirements: Operations Center Summary: Stealth Tanks are the best anti air ground unit in the game. They can't serve as a main battle tank but they do hit and runs very well. Don't take these head on with other battle tanks as these will die. Most people complain that these are weak but if they had more armor then Scorpions would be useless and they would be very powerful. Build some of these to accompany your Flame Tanks and Scorpions for anti air. Beam Cannon Rating: **** Abilities: Reflector Beam, Charge Defenses Requirements: Tech Lab Summary: This artillery unit is much better to take behind your main forces then the slow Juggernauts. Not only do these fire instantly, they have the ability to reflect their beams off of Venoms to reach over cliffs and extend their range even further. Also another useful ability is that these can charge your Obelisks of Light to increase both their power and range. Always include these behind you army of tanks to help take out defenses and buildings. These are fast moving artillery so you can use them to hit and run. Beam Cannons also are great against vehicles. Avatar Rating: *** Abilities: Commandeer Technology Requirements: Tech Lab Summary: A decent walker support unit. Avatars have the ability to upgrade their weaponry by sacrificing other Nod units such as Flame Tanks and Beam Cannons. This destroys the unit so it can be very costly to upgrade an Avatar. The good thing is that the upgrades stack so that you can get some really powerful but expensive Avatars. They have no anti air so be sure to protect them with some Stealth Tanks. I would rate these higher but their price is too high for the amount of armor they have. Not much else to say except DON'T spam them. They are a support unit, not an assault unit. Emissary 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. Venom Patrol Craft Rating: **** Abilities: Signature Generator Upgrades: Laser Capacitors, Signature Generators Summary: Venoms are a great light aircraft unit. They can reflect Beam Cannons beams and don't need to run back to base to reload. Although their main gun is weak, they are cheap, don't take up an air pad, and their damage can be upgraded. The signature generator is mostly useless, but can trick the enemy and is only $100 so you might as well get it. These can be spammed very easily, but also have paper thin armor. Just make sure to spread them out otherwise splash damage form anti air rockets will rip through your units very fast. Venoms are also great for anti air, especially against Scrin. Vertigo Bomber Rating: **** Requirements: Tech Lab Summary: These are the ultimate bombers in CnC3. Vertigos often can remain unseen all the way to the enemy base, bomb them, and then return home without losing a unit. Unless on a suicide mission, don't send them deep into an enemy base otherwise they won't come back home. Vertigos can also take out Mammoth tanks very well and are Nods #1 counter unit against the Mammoth. They can also attack other air units with a very weak machine gun but it is just better to build some Venoms to take care of air units. Nod 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 Lab up. Crane Summary: Provides you with an additional structure build tab. You should always have one built. 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 everything 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 you enemy keeps destroying them. Also Refineries increase your maximum reserve of cash. Hand of Nod Summary: Builds infantry units. Additional Hand of Nods provide an additional infantry build tab. War Factory Summary: Builds vehicle units (except the Emissary, 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. Operations Center Summary: The lesser technology building that is a requirement to build late game units and structures. Secret Shrine Summary: Advanced infantry technology building. Tech Lab Summary: The greater technology building that allows for the most advanced units and structures the Nod has to be built. Air Tower Summary: Builds aircraft units. Additional Air Towers provide additional landing pads and aircraft build tabs. Each Air Tower has 4 landing pads that hold one Vertigo Bomber each. Tiberium Chemical Plant Summary: This allows Nod Power Plants to be upgraded and gives Nod additional support powers. This is not a requirement for any unit or structure to be built. 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. Shredder Turret Summary: The anti infantry defense turrets. Great against infantry, useless against anything else. Laser Turret Summary: The anti tank defense turrets. Only useful against light vehicles. SAM Turret Summary: The only anti air defense structure Nod has. Useful against all aircraft and make sure to keep some at your base at all times. Disruption Tower Summary: This generates a massive area of stealth covering anything in its radius. This is great to prevent enemies from seeing what units your buildings or where and what your defenses are. Always cover your base in these. Obelisk of Light Summary: This large spike fires a laser beam that kills most units in a single hit. Its range is much greater then that of normal defenses and can be increased further with Beam Cannons charging it. When Beam Cannons are charging it, the power of the laser beam also increases considerably. The more Beam Cannons charging a single Obelisk of Light, the greater and more noticeable the effect will be. Make sure to build these to defend you base against ground units with. Temple of Nod Summary: This is the home of Nods nuclear missile. Build this structure and a countdown will appear until its ready to launch. It doesn't leave any radiation and acts the same as the other super weapons in that it destroys everything in its radius. Be sure to follow this up with units to finish them off. Also unless you have a great computer, never have your screen over the target while the nuclear bomb hits or for about 10 seconds afterwards. During this time it will cause major lag on any normal computers. Nod Support Powers Radar Jamming Missile Deployed from: Operations Center Summary: This is a cheap power that simply shuts down the enemy's radar for 10 seconds. During this time you should roll in your forces to attack to prevent him from be able to react fast. Decoy Army Deployed from: Operations Center Summary: This creates a mirror imaged of your units that you selected. Cloaking Field Deployed from: Operations Center Summary: This will make all units in the radius of the target become stealth. This is very useful to use on Raider Buggies so that you can drive them close to enemy vehicles and use the EMP burst to shut them down. This power also kills all infantry it is used on. Shadow Strike Team Deployed from: Secret Shrine Summary: This deploys several Shadow Teams at the selected location. They fly their on their gliders so they will be shot at by any stealth detecting anti air before they reach their target. Mine Drop Deployed form: Air Tower Summary: An aircraft will deploy a mine field at the targeted area. This aircraft is very vulnerable so be sure not to deploy it near any anti air. Tiberium Vapor Bomb Deployed form: Tiberium Chemical Plant Summary: This will bomb the targeted area with the Tiberium Vapor Bomb. The bomb causes only slight damage to everything in its radius and kills infantry. This is a power that should be used on an area that is concentrated in enemy troops for maximum effect. Seed Tiberium Deployed form: Tiberium Chemical Plant Summary: This drops Tiberium at the selected target and speeds up the Tiberium growth rate across the map. Seed Tiberium can be used with a Catalyst Missile to cause massive damage. Catalyst Missile Deployed form: Tiberium Chemical Plant Summary: This missile detonates any Tiberium instantly destroying Harvesters, Refineries, and Tiberium Silos. Anything near Tiberium when the missile hits will also take massive damage. Master Computer Countermeasures Deployed from: Temple of Nod Summary: This is a back up power supply. Nuclear Missile Deployed form: Temple of Nod Summary: This launches Nods Nuclear Missile destroying anything but a Construction Yard that is caught in the blast radius.
