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)
7. Scrin Units, Structures, and Powers.
The Scrin are a very powerful faction with many heavy hitter units. They have the most powerful air force I have ever seen in any Command and Conquer series. Their aircraft are very heavily armored and the Devastator can even outrange anti air. The Scrins main weakness is their early game. If you can make it past the rushes and manage to tech up then you should easily be able to crush the enemy. Rushing with the Scrin is a lot more risky because they have weak early game units. The Scrin are the only faction with another tier of units then the others. The Planetary Assault Carrier and the Mothership show off Scrins dominance of air. Scrin's ground units are also very powerful with the Tripod being the best walker unit in the game. Also note that all of Scrins aircraft defense goes up in an Ion Storm and their units can heal using Tiberium. Scrin Units Buzzers Rating: **** Abilities: Combine with Vehicle Summary: The best of the tier 1 infantry in the game. These can take out infantry in one hit, are only 200 a piece, very fast, and can even combine with vehicles! For only 200, you couldn't want a better unit! These are easily spammable and great scouting units. The only downsides to this unit are its horrible armor and it cannot kill anything but infantry effectively. This has the least amount of armor in the game out of any single unit so be sure to make them in mass. Buzzers ability to attach to vehicles makes it a great unit to use with vehicles such as Devourers to make them also great against infantry. Disintegrators Rating: *** Summary: These are the early game anti tank infantry of the Scrin. They explode when ran over so they are better to use against tanks then the others. Their only downside is that they have a much shorter range then the other anti tank infantry making them easy to avoid. Make sure to make some of these in the early game if you see tanks headed your way. Assimilator Rating: ***** 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. Scrins Assimilators also have the advantage of being stealthed while standing still. 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. Shock Troopers Rating: ***** Upgrades: Plasma Disc Launchers, Blink Packs Requirements: Nerve Center, Stasis Chamber Summary: This is a very powerful late game infantry unit. Shock Troopers with their Plasma Disc Launchers can even target air units! These guys should always accompany your main forces and you should always produce some to protect your base. They are good against any unit in the game but they are very weak to Snipers, Commandos, and Shadow Teams. I can't stress enough how great these infantry are. Blink Packs allow your Shock Troopers to teleport short distances around anything. If you force fire your Mothership on them, you can teleport into the enemy base and start the super chain reaction. Mastermind Rating: **** Abilities: Manipulator Device, Teleport Units Requirements: Stasis Chamber, Technology Assembler Summary: This is the best of the best when it comes to the commando type units. It can not only mind control both structures and units, it can also teleport your units across the map in single player. In multiplayer it can also teleport your units short distances. Using this together with the Signal Transmitter can nearly instantly put a Mothership in the heart of the enemy's base. Simply mind control a building, build a Signal Transmitter in the build space, sell your old one, and summon the Mothership. Masterminds can also teleport some Assimilators into the enemy's base past defenses and beyond cliffs. Seeker Rating: *** Abilities: Combine with Buzzers Summary: The Seeker isn't really even a tank although that is what the game calls it. This is more of a powerful APC with more armor, cannot hold infantry, detects stealth, and is much better against armored units. This is a fast unit that cannot battle head to head with other tanks. Because of this, it has both stealth detection and can fire at anti air units making it a very useful unit. Although you can spam these, I recommend that you only build them as some backup forces kept around your base. Gun Walker Rating: ** Abilities: Combine with Buzzers Summary: This is a decent unit made useless by the fact that Seekers are better against aircraft and Buzzers are better against infantry. Rather then making these, simply outfit some Seekers with a few Buzzers. You shouldn't have to make any, but if you do keep in mind that these are only good against infantry and aircraft. Harvester Rating: ***** Abilities: Combine with Buzzers Requirements: Nerve Center Summary: Just another harvesting unit from the past games. These are vital to your economy so protect them at all costs. Scrin's Harvesters happen to leave behind deadly Ion Storms when destroyed to destroy the forces that killed them. Devourer Tank Rating: **** Abilities: Combine with Buzzers Requirements: Nerve Center Summary: These are a great medium tank. They can charge their cannons with Tiberium making them much stronger. Unfortunately this depletes Tiberium and also only lasts for 10 shots. Make sure that when you enter an enemy's base to make a quick stop by his Tiberium fields instead of using them on your Tiberium fields. The Devourer is great against vehicles and decent against infantry. This is the unit that you should be spamming as a light tank rather then the much weaker Seeker. You should put some of these in your mix of a late game assault force. Corrupter Rating: *** Requirements: Nerve Center Summary: This is exactly like a Flame Tank except that it can also heal your own units. It has a short range and is not good against armored vehicles so back them up with Devourers and other units. Corrupters can destroy enemy infantry and buildings with ease. To heal your units with the Corrupter, just force fire them on your own units. Their main weakness is that you must micro them a ton to heal your own units. Annihilator Tripod Rating: ***** Upgrades: Forcefield Generators Abilities: Combine with Buzzers Requirements: Technology Assembler Summary: Like the Mammoth Tank, this can crush enemy vehicles under its three feet. It has three beam weapons but only two can fire at one target. The third one will fire at another enemy unit while the first two are attacking the target in front of it. The Tripod can crush small vehicles underneath it so if you see a line of enemy light tanks, force move it on top of them to easily destroy them all. This has a massive amount of armor that is increased even further with the Forcefield Generators. It is great against all ground units but has no anti air so back this up with some Shock Troopers and aircraft. Explorer 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 Drone Ship Rating: ***** Summary: Deploys into another Drone Platform. Great for base rushing and to have another one handy in case yours happens to get destroyed. This version of the MCV flies instead of moving on the ground. Stormrider Rating: ** Summary: This is a constantly moving version of the Venom. It can hit both ground and air units but isn't great against either. The only real use of this is to harass the enemy in the early game and to take down other Scrin PACs fast. Because they take up a landing pad, it is impossible to spam them so they are quite useless anyways. Fortunately, they don't have to return to base for ammunition so you can keep harassing the enemy until he gets some anti air up. Also note that all Scrin aircraft increase their defense in Ion Storms. Devastator Warship Rating: ***** Upgrades: Forcefield Generators Requirements: Technology Assembler Summary: This is the heaviest bomber in the game and it doesn't' even have to reload! The Devastator can outrange all anti air defenses plus it fires more bombs then can hit the target so it causes damage to nearby units and structures. With the upgrade it can take loads of anti air bullets before it even will be destroyed! In packs of 10+ units it can rip apart bases with ease. Backed up with PACs, Shock Troopers, and Tripods this can make an unstoppable force of units. Devastators can also rip through Mammoth tanks armor easily. Although Devastators are heavily armored, they cost a lot and are slow. Also note that all Scrin aircraft increase their defense in Ion Storms. Planetary Assault Carrier (PAC) Rating: ***** Abilities: Ion Storm Upgrades: Forcefield Generators Requirements: Signal Transmitter Summary: A PAC is probably the most powerful unit in the game that is can be spammed. It is great against all types of units and structures and has heavy armor! Their small fighters will regenerate over time and like all of Scrins aircraft, they increase their defense in Ion Storms. You can create Ion Storms with these making them extremely potent when coupled with Devastators. With just a couple PACs I have been able to destroy entire bases without losing a single unit. The only downside to this unit is that it is slow and expensive. Other then that, PACs do just about anything and can even detect stealth on top of all that! Mothership Rating: ***** Requirements: Signal Transmitter Summary: This is by far the most powerful unit that has ever existed in a CnC game. Only one Mothership is all that can be deployed at a time and you must have 5000 to purchase it. If you have less then 5000, you cannot purchase one because it is considered a power. Once deployed, it will spawn at your Signal Transmitter and you can send it to wherever you wish. It is the slowest unit in the game so be sure to clear any anti air along the way. The Mothership is easy to take down provided the enemy has some decent anti air so try to avoid any anti possible. Its attack causes a chain reaction that can level entire bases if the buildings are close enough together. If hit by the blast, your units will start to glow until they explode releasing another shockwave that can turn other buildings and units glowing white. Make sure you contain the shockwaves by selling any buildings that will be hit by the shockwave to save your base and money. A cheap tactic is to capture an enemy building, plop a Signal Transmitter next to it, and sell the one in your base to spawn a Mothership in the enemy base instantly. Another cheap tactic is to use it on Buzzers then portal those glowing Buzzers over into the enemy base starting the chain reaction. Scrin Structures Drone Platform 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 Reactor or Foundry 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. Reactor Summary: Supplies power to your base. It can also be used to build a string of buildings to your enemy's base. Cannot be upgraded like the other power plants. Extractor 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 Extractor at all times. Remember to protect these otherwise you might find your self with no money if you enemy keeps destroying them. Portal Summary: Builds infantry units. Additional Portals provide an additional infantry build tab. Warp Sphere Summary: Builds vehicle units (except the Explorer, which is made in the Drone Platform. Additional Warp Spheres provide additional vehicle build tabs. Make sure if you are spamming vehicles to build multiple of them. Nerve Center Summary: The lesser technology building that is a requirement to build late game units and structures. Gravity Stabilizer Summary: Builds aircraft units. Additional Gravity Stabilizers provide additional landing pads and aircraft build tabs. Each Gravity Stabilizer has 4 landing pads that hold one Stormrider each. Stasis Chamber Summary: Advanced infantry technology building. Technology Assembler Summary: The greater technology building that allows for the more advanced units and structures the Scrin has to be built. Signal Transmitter Summary: This allows additional Scrin powers and units to be built. This is required to build the most advanced aircraft the Scrin have. Foundry Summary: Provides you with an additional structure build tab. You should always have one built. Buzzer Hives Summary: The anti infantry defense tower. Great against infantry, useless against anything else. Growth Accelerator Summary: This structure is built in the center of Tiberium fields and increases the Tiberium growth rate of that field. Also this requires no build radius to be built. Storm Column Summary: This creates a massive Ion Storm that tears apart any enemy units that might get in range. As with all Ion Storms, it increases the defense of all Scrin aircraft in the radius. This is the only one of the top ground defenses that can attack aircraft also. Photon Cannon Summary: The anti tank defense turret. Only useful against light vehicles. Plasma Missile Battery Summary: This can only target enemy aircraft. Make sure to keep some at your base at all times. Rift Generator Summary: When you build the Rift Generator a countdown timer will appear until it is ready. Once the Rift Generator is ready to use, target the enemy's base and watch as it blows up everything in its radius except Construction Yards and other super weapons. Remember to protect it because it will be the enemy's number one priority once built. Scrin Support Powers Reconstruction Drones Deployed from: Warp Sphere Summary: Deploy repair drones anywhere on the battlefield that you target. It is very useful to use while your forces are engaging enemy forces to help keep your units alive. Lightning Spike Deployed from: Nerve Center Summary: This drops a Lightning Spike defense anywhere that you have revealed on the map. It is useful to deploy these behind enemy forces or near enemy Harvesters to distract them while your main forces attack somewhere else. Also it is a defense that can be immediately deployed to stop units that may be behind where your normal defenses can't reach. The Swarm Deployed from: Nerve Center Summary: This instantly deploys Buzzers at the target. Very useful to take out any infantry that may be headed your way or that is bunched together. Vibration Scan Deployed from: Never Center Summary: The Vibration Scan instantly reveals all Tiberium fields, units, and structures. This includes Refineries, Harvesters, and other units and structures that have Tiberium. Stasis Shield Deployed from: Stasis Chamber Summary: The Stasis Shield shuts down everything caught in its radius. This also makes the structures and units immortal to everything while shutdown. It is best used to shutdown enemy units that are assaulting your base to thin their numbers for its duration. If built early enough, it is very useful to stop tank rushes. Phase Field Deployed from: Technology Assembler Summary: Phase Fields make the units caught in its radius unable to attack and immortal. I'm not sure if this can only be used on your units or not. It is very useful to send you units behind enemy defenses unharmed. Wormhole Deployed from: Signal Transmitter Summary: The Wormhole instantly creates a two way portal between the selected points for a short time. Very useful to send glowing units from the Motherships blast directly into the enemy's base starting a powerful chain reaction. Also it is useful to send Assimilators and Masterminds behind enemy lines. Remember this is a two way portal so the enemy's can use it against you. Mothership Deployed from: Signal Transmitter Summary: This spawns a Mothership at your Signal Transmitter. Rift Deployed from: Rift Generator Summary: This creates a giant Rift at the target. Once the Rift Generator is ready to use, target the enemy's base and watch as it blows up everything in its radius except Construction Yards and other super weapons.
