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Wolverine: A little one-man unit that charges around at a good clip and shoots at enemies. Only uses bullets, though. Deadly in a group, great for taking out Infantry.
Titan: Power plus. It moves slow (much slower than a Wolverine), but packs a punch. It fires a 120 mm cannon and can...yes!...strafe! It also takes a lot to bring down, so a couple dozen of these can easily assault a base.
Also crushes any enemies that get underfoot.
Amphibious APC: An Armored Personnel Carrier capable of traveling under ground and water. Heavily armored and holds up to five soldiers, which can be whatever you want (specifically, Light Infantry, Disk Throwers, Rocker
Infantry, and Cyborgs). To pack 'em up, just select the units you want to have go in the APC, move the cursor over it so it becomes a bunch of arrows, and click. To get them out, just click on the APC and then click on it after it has been selected.
Hover MLRS: Deadly. This Multi-Launch Rocket System will fire off a salvo of rockets at any enemies that come near, including planes. A somewhat less effective alternative to SAMs, though. The launchers pivot and the missiles seek, so it's effective, nonetheless, in being an invaluable tool to anyone who plays for the GDI. Build about a dozen of these, pronto.
Disruptor: *_WHOA!!_* This is *_the_* most (and I would've put "the" in size
27 font with bold, italics, and double underscore if I could) powerful unit in the game. Period. It moves slow, but packs a wallop. Think of it as the
Death Star- it doesn't move at the speed of light, but when it shoots, it scores. This thing is ridiculously powerful. It fires a harmonic resonance wave that will almost always take anything out in one hit. The only thing more powerful is a Hunter Seeker, and even then, that's random. The catch: crossfire. Any unit in the wave will be annihilated. It takes a lot to blow up, too. Excellent for attacks on bases fortified with Artillery and 9 essential vitamins and minerals.
Mammoth MK II: Check that. The Disruptor is ALMOST the most powerful unit in the game. This one takes the cake. Unfortunately, only one (1) can be on the battlefield on any given time, but oh well. Regardless, it is death incarnate- move over Mr. Grim Reaper. It fires at anything that comes into range. For ground units, it gives them rail guns. For aircraft, missiles.
An all-around death machine.
Mobile Sensor Array: An occasionally underlooked but valuable unit. It detects cloaked and subterranean units (Devil's Tongues and APCs). Put it near your opponent's base to see them on radar if they have a cloak. Put it at the edge of _your_ base to catch any units before it's too late. However, it doesn't "uncloak" them; it shows their location on radar, indicated by a large yellow square, so you can tell where they are.
Orca Fighter: A plane that zooms around, launching missiles at whatever you tell it to. Not as heavily armored as the Orca Bomber, it's still a good option. It doesn't take much to go down, though. Great for harassing defenses or taking out SAM sites so that the bombers that (if you use any, which you should) are making their way to the base can arrive safely. Needs a helipad to land on to reload.
Orca Bomber: An ever-so-slightly better alternative to the Orca Fighter, provided the enemy isn't paranoid about an air attack and hasn't gone absolutely nuts with air defense, in which almost anything will be taken down (unless you have 30 bombers attack the base at once- I've seen it done).
What the bomber does is fly over your target and rain down the bombs in a straight line, which accounts for collateral damage as well. A nasty tip: use the Ctrl+mouse click method to attack a field of Tiberium with this, especially in Dragon's Lair, so you can blow it up and cause a chain reaction.
Orca Carryall: Picks units up and carries them wherever. Works very well when carrying a Mammoth MK II. Just select the Carryall and click on the unit you want to pick up. Select the Carryall again, and then fly to wherever. To put a unit down, select the Carryall when it is on the ground and then click again when the arrows appear. Pretty hard to shoot down.
Hunter Seeker: Pretty random, but pretty powerful. When launched, it picks out a random enemy (including Infantry, unfortunately) and goes after it. It will go through any terrain, as well as walls. When it hits the unit, it detonates, taking it out. Not a bad thing to launch as soon as it's ready.
Harvester: Harvests Tiberium. That's it. Just a regular Harvester. Runs over any enemies in its way. Can be used as a bomb: Have it fill itself up with Tiberium and then put it next to an enemy structure. When it blows up, it releases a massive explosion, due to the Tiberium inside.
Mobile Construction Vehicle: An MCV identical to the one you start with.
Double click to deploy.
E.M. Pulse: The electromagnetic pulse that goes with the EMP Cannon. Click on the icon for this and then select your target area. The target area is limited, but can be increased if you place EMP Cannons further out. There is about a 10-second delay between the time you tell it to fire and the time it fires. Once it fires, it disables anything electronic in the blast radius, including Stealth Generators.
Ion Cannon: Heh. When people think "GDI," they think "Ion Cannon." A pretty quick response time between the time you click on the target area and the time it fires. When fired, a powerful energy beam shoots down from a satellite (the Ion Cannon) and heavily cripples or destroys the target. It also leaves a dent in the terrain, too.
Firestorm Defense: This will show up only if you have a Firestorm Wall up.
Once activated, it puts an invisible wall up along the guides set by the wall sections. Anything that tries to penetrate the wall is instantly destroyed.
-The Brotherhood of Nod
-Buildings
Nod Power Plant: A power plant, as you probably guessed. It's a bit more efficient than the GDI Power Plant, but get an Advanced Power Plant up
A.S.A.P.
Hand of Nod: Identical to the Barracks. Nothing new here.
Tiberium Refinery: Same as always.
Tiberium Silo: A mirror of the GDI's.
EMP Cannon: Identical to the previous one.
Nod Radar: Radar is radar, OK?
Nod War Factory: Same as last time, but this one produces Nod units.
Laser: Ah-HAH! Something new! As an enemy approaches, it fires a laser at them. Not much, but good enough to use until you get an Obelisk of Light.
Obelisk of Light: Since I just mentioned it, it would only be fair to talk about it now, right? It's like a Laser, only with a larger "trigger radius" until it fires, a much more powerful beam, and it takes longer to be destroyed.
Stealth Generator: The real meat and potatoes as playing as Nod. Well, base- wise, that is. When built, all buildings in the protective area are covered in a cloak. In other words, they are invisible. This applies to units, as well. However, anything that fires (e.g. SAM sites) or is hit will temporarily lose the cloak. If anyone places a Mobile Sensor Array in range and activates it, they will get the same radar readout as they would when a subterranean vehicle approaches. Definitely a good choice, though, and often required to stay alive.
Advanced Power Plant: A better version of the Nod Power Plant. It can withstand a bit more damage and produces much more power.
Missile Silo: The ultimate in long-range destruction. By default it allows you to fire a Multi Missile ("Cluster Missile," as the computer calls it.)
After you build a Tiberium Waste Facility, you can collect more and more of the patches of weeds growing on the map with a Weed Eater (if there are any fields of weeds on the map), ultimately allowing you to build and fire a
Chemical Missile.
Tiberium Waste Facility: The building block of mayhem on the battlefield.
When you build one, you get a Weed Eater, which immediately goes out and looks for fields of weeds to harvest. After it has collected a certain amount, a Chemical Missile is placed in your Missile Silo. Note that only one of these buildings can be up at a time.
SAM Site: Fires a SAM at any aircraft, like the SAM Upgrade on the Component
Tower, but faster to set up and cheaper (due to the cost of the Component
Tower + SAM Upgrade).
Nod Tech Center: Same as the GDI Tech Center. Allows you to build better stuff.
Nod Helipad: A helipad is a helipad. Period.
Temple of Nod: Pretty neat structure. Allows you to build a Hunter Seeker,
Cyborg Commando, and a Mutant Hijacker. Definitely worth it.
Nod Wall: A basic wall to try and keep out the enemy.
Laser Fencing: Your best wall choice if you have the cash. Keeps out units and infantry, but it takes more to destroy. The drawback: requires a ton of power. The solution: build more than one Advanced Power Plant, which you should do anyway.
Gate: The same as the GDI Gate- keeps enemies out while letting you and your allies in and out.
Pavement: Same as last time: keeps out subterranean units, lets yours move faster, and prevents craters.
-Units
Light Infantry: Same as the GDI Light Infantry.
Rocket Infantry: Like a Light Infantry, only it's a tad slower but packs a rocket launcher.
Cyborg Infantry: A tiny bit, more efficient than human infantry, but more expensive. Be warned that it, unlike the humans, is susceptible to EMP.
Engineer: Same as the GDI Engineer.
Cyborg Commando: The best Cyborg of them all. Shame you can only have one on the field at a time. It makes short work of enemies with its chain gun and flamethrower. Susceptible to EMP.
Mutant Hijacker: Like an Engineer on steroids. However, he only works on vehicles. Use him in the same manner as you would an Engineer, but on vehicles. Gains health from taking a stroll through Tiberium.
Subterranean APC: Another Armored Personnel Carrier. Use as you would the
Amphibious APC.
Attack Cycle: A fast-moving cycle that fires rockets at aircraft and ground units. Takes moderate-high damage.
Tick Tank: A slow-moving but pretty powerful tank. It can also become a stationary unit. To do this, select it, and then click on it. To move it, select it and then choose where you want it to go.
Stealth Tank: An invisible tank that treads up to its target undetected.
After that, it fires rockets, but only while uncloaked. Can be seen by a
Mobile Sensor Array. Takes quite a bit to take down.
Hunter Seeker: Same as the GDI Hunter Seeker.
Artillery: A big part of offensive defense. It moves slowly, because it was not meant for traveling, but once it's deployed, it packs a punch. Just move it to the desired deployment point, select it, and then click on it again, like a Tick Tank. To move it, select it and click on the desired location.
Line a bunch of these up to cause mayhem on your enemy when they come into range. Affected by EMP.
Mobile Repair Vehicle: Allows you to repair vehicles, like a Repair Depot, only this is mobile. Putting it in Guard mode makes it do automatic repairs.
Harvester: Same as GDI's.
Mobile Construction Vehicle: Same as GDI's.
Attack Buggy: Like an Attack Cycle, only in a Buggy packing a machine gun.
Harpy: A combat helicopter that flies around and sprays the target with bullets. Can be shot down fairly quickly, unless in great numbers. Go with the Banshee.
Banshee: Downright deadly. It fires its plasma cannons at the target each time it makes a pass at it. 6 of these can easily destroy anything. (I saw an ally of mine send out about 30 at once one time, with 15 on each target.)
EMP: Same as GDI.
Devil's Tongue: Run for your life! This is raw power. It's a flamethrower built into an extremely resilient tank. Often used in groups of a dozen or more. Most people use this when they absolutely _have_ to eliminate a target.
Multi Missile: A "breadbasket" sort of weapon. After clicking on this,
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