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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.


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