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NOD Units


Unit Description Uses

MINIGUN INFANTRY

Armor: NONE
Cost: 100
Seconds to produce: 7
Range: SHORT
Weapon: M-16 RIFLE

Equipped with the M-16 Machine Gun, this troop is the key player in Nod’s forces. En masse, this unit is very useful against slow-moving armored units like tanks. Just remember that large tanks can easily crush your infantry and flame-based weapons can quickly reduce entire squads to ash.

Minigunners are the cheapest Unit in the game.  You can build a quick army of 10 for 1000 dollars and have a quick early defense for your base.  10 Minigunners spread out can also be intimidating for an attacking opponent.  While in battle, a group of Minigunners can be the deciding factor in the outcome.  Include them in any attack force and come out with positive results.

ROCKET SOLDIER

Armor: NONE
Cost: 300
Seconds to produce: 17
Range: MEDIUM
Weapon: LIGHT TOW ROCKETS
These infantry units are slower and easier to kill then other infantry, but can tear through armor faster than any other infantry unit.  Their major advantage is the ability to attack airborne units.  Most effective as a support unit in diverse groups. The Rocket soldier is in many cases, the only way to save your base from a heli rush.  Just 3 of these guys can stop 4 nod apaches from destroying your construction yard.  These guys will buy you some time in the defense of your base and ultimately win you the game.  In addition, large groups of rocket soldiers are great in the middle of a tank battle.
FLAMETHROWER INFANTRY

Armor: NONE
Cost: 200
Seconds to produce: 13
Range: SHORT
Weapon: FLAMETHROWER
Effective for maximum close-range destruction. Produces fire which burns more slowly than normal, allowing more effective elimination of humans and armament. Be careful when using these troops in groups—if one unit gets in front of another, chances are that the unit in front will catch some of the damage from the back unit. Spread them out. Flamethrowers are convention infantry's worst nightmare.  They can literally turn an entire squad into ash in seconds.  In many cashes, they are the key infantry unit of Nod's arsenal and can be especially useful during a hand rush or for a sneak attack on the enemy's CY (hint hint).
ENGINEER

Armor: NONE
Cost: 500
Seconds to produce: 33
Range: N/A
Weapon: NONE

Engineers are used to capture enemy buildings. Since they carry no weapons, they are extremely vulnerable on the battlefield and must be directed very carefully. Loading them into an Chinook is an ideal way to move them about the battlefield. Dropping a Chinook full of Engineers in an enemy’s base is a commonly employed tactic.

The engineers serve less a purpose with Nod than they do with GDI, due to the fact that nod cannot build APCs.  On the other hand, a skilled hand rusher can use engineers to completely dominate their opponent and turn their key structures against them.
CHEM-WARRIOR

Armor: NONE
Cost: 300
Seconds to produce: 20
Range: SHORT
Weapon: CHEM-SPRAY
The Chem-Warrior is an advanced infantry unit immune to the effects of Tiberium. The chem-blast they carry produces a short-lived toxic cloud of Tiberium gas that will kill any infantry caught within its effects. The Chem-Warrior requires so much technology to build, its un-efficient to try and build them.  If by some chance you do get a hold of a few, in a crate or by other means.  Protect them, and use them to quickly take out infantry or key structures.
COMMANDO*

Armor: NONE
Cost: 1000
Seconds to produce: 67
Range: LONG
Weapon: SNIPER RIFLE AND C-4 EXPLOSIVE PACKS
The commando used a Raptor 50cal. assault rifle with suppressor that is able to take out infantry units from extreme range.  In addition, the commando also carries C-4 explosives.  When placed in enemy structures, these explosives will level the target structure in seconds. What else can I say.  The Commando pretty much explains itself.  Use it to kick ass!  but to get to your opponent's base I recommend using an APC or Chinook Transport chopper.
RECON BIKE

Armor: LIGHT
Cost: 500
Seconds to produce: 33
Range: MEDIUM
Weapon: DRAGON TOW ROCKETS
Mounting twin rocket launchers, the cycles have great flexibility, serving multiple roles in Nod’s forces. Learn to use these units in packs, hunting down lone units or harvesters. When in guard mode, they will shoot at enemy aircraft, making them ideal at destroying incoming aerial assaults. Their speed makes them an ideal scouting unit as well. Recon bikes can be devastating to both units and structures.  The key though, is to use them in numbers.  Also, when in combat, scatter these units to avoid them taking damage, as they are rather weak.  A skilled player can avoid damage and take out an entire armored division with a relatively small amount of recon bikes.
NOD BUGGY

Armor: LIGHT
Cost: 300
Seconds to produce: 20
Range: SHORT
Weapon: M60 MACHINE GUN
These all-terrain vehicles are armed with an M60 Machine gun in a turret.  Faster than GDI's hum-vee, the Buggy has sacrificed some armor for this advantage.  Used in hit and run tactics on infantry and other lightly armored targets, the Buggy shines.  Against armor, it dies. Personally, the Nod Buggy is my favorite unit in Nod's arsenal.  Buggies are a snap to build and cost you only $300 a whack.  A group of these descending on an undefended, or lightly defended base, can end the game.  The nod buggy is also the key unit in Nod expansion tactics, which seem to be the most commonly employed.
LIGHT TANK

Armor: MEDIUM
Cost: 600
Seconds to produce: 40
Range: MEDIUM
Weapon: 75MM APDS
This highly-mobile tread vehicle, delivers maximum weaponry and personnel destruction with minimum weight, maintenance and weaponry.  Faster than any other tank on the battlefield, these units can reach a target quickly.  Used in conjunction with aerial assault, these units are very effective. The light tank is a great unit to take into combat mixed with nod buggies and recon bikes.  A mixed unit strike is actually one of the most effective strategies in the game.  The light tank should also be mass produced as a last ditch effort if you cant seem to halt your opponent's construction of armor.
MOBILE ARTILLERY

Armor: MEDIUM
Cost: 450
Seconds to produce: 30
Range: LONG
Weapon: 155MM BALLISTIC CHARGES
This massive cannon has great range and ballistic power.  This unit is very slow.  Any attacks using this unit have to be orchestrated carefully-just getting the unit to its target can be difficult.  however, once it gets in range little stands in the way of its firepower.  By nature, artillery is somewhat inaccurate. Its really not efficient to build artillery in game.  They are slow, weak, and inaccurate.  The only time they should really be used is in the start of a game, when you are given one.  Surround the artillery with all your other units and let it pound away at attackers from the protection of your other units.
FLAME TANK

Armor: MEDIUM
Cost: 800
Seconds to produce: 53
Range: SHORT
Weapon: TWIN FLAME CANNONS
Especially useful against infantry and structures, the Devil’s Tongue Flame Tank can mow through swarms of infantry with little or no damage to itself. To top off its destructive capabilities, the flame tank is fast, able to avoid some of the slower firing weapons and get close to its target quickly. Flame tanks are absolutely devastating...if you can get a hold of them.  Typically however, its not in your best interests to tech up and build them.  They are powerful, but also slow, and when they explode, friendly units near by take damage.  It's best to stay away from these.
STEALTH TANK

Armor: LIGHT
Cost: 900
Seconds to produce: 60
Range: MEDIUM
Weapon: DRAGON TOW ROCKETS
This lightly-armored tank is equipped with the Lazarus shield, cloaking it from enemy sight. This shield is neutralized during firing, giving the tanks the ability to “appear” out of thin air. Although vehicles and most structures are not able to see the tank while cloaked, infantry and Guard Towers will reveal the tank if it gets too close to them. The stealth tank is probably the best scout unit in the game.  Its fast, and of course...Invisible!  If you have the time, a great strategy is the build 5 or 6 stealth tanks, sneak into your enemy's base, surround the cy, and attack.  The construction yard will be gone in seconds.  At that point you can choose to leave, or to cause more damage.
SURFACE-TO-SURFACE MISSILE LAUNCHER (SSM)*

Armor: LIGHT
Cost: 750
Seconds to produce: 50
Range: EXTREME
Weapon: HONEST JOHN MISSILES
The SSM is Nod’s longest-ranged unit, able to fire on the enemy from a great distance. Its napalm rounds are useful at cracking through tough base defenses without any worry of retaliation. Infantry in a large group will also suffer from its high area of effect. The reload rate on this unit is extremely long, requiring other units to protect it during its lag-time. The SSM is another slow, hard to get unit that is really not needed to win most battles.  Its best just to use the ones your given to start with, and not to build any more.  A skilled player however, can use the SSM to take out a horde of enemy units and structures, without being hit himself.
APACHE ATTACK HELICOPTER

Armor: MEDIUM
Cost: 1200
Seconds to produce: 80
Range: MEDIUM
Weapon: HIGH-SPEED GATLING CANNON
Nod’s Apache Helicopter is fast, mobile, and carries a large quantity of ammunition. Used primarily against infantry and structures, the Apache can take down armored units when en-masse. Use them to soften up bases before a nuclear weapon is dropped, or gun through a horde of engineers coming towards your base. The Nod apache is absolutely devastating.  No matter if you attacking units or structures, the apache is bound to get the job done.  A quick heli rush with the apache is next to impossible to stop.  Build 4 apaches right away and attack your opponent's conyard.  Game over.
TRANSPORT "CHINOOK" HELICOPTER

Armor: MEDIUM
Cost: 1500
Seconds to produce: 100
Range: N/A
Weapon: NONE
Provides field transportation for all infantry, rapidly deploying new troops into, or out of battle.  This unit is basically an aerial version of the APC without the weapon. The airborne version of the APC.  This is great if you cant get into an enemy base on the ground.  Load them up with Engineers or commandos.  I have played a few Chinook rushers, but I cant say that any of them have worked.  If you DO want to Chinook rush build power, barracks, helipad, chinook, refinery, etc.
MCV

Armor: MEDIUM
Cost: 5000
Seconds to produce: 333
Range: N/A
Weapon: NONE
The mobile construction vehicle lets you search for suitable base sites.  Once one is found, convert the MCV into a full-service Construction Yard and it to build other structures.  Since this vehicle is slow,  unarmed, and expensive, you will want to keep it well guarder with other units. I can't say much for the use of this vehicle except for fact on where to deploy it.  In many cases and with many strategies just deploy it where you get it.  For some however, you need to be closer to the tiberium of the map so you will want to move it.  I recommend deploying where you start foe newbies so as not to waist time.
HARVESTER

Armor: HEAVY
Cost: 1200
Seconds to produce: 93
Range: N/A
Weapon: NONE
This armor-plated vehicle seeks out and scoops up raw tiberium, then transports it to the refineries for processing.  It is slow and unwieldy and will need to be protected.  Its good points are that it can take a beating before being destroyed and it is proficient at crushing enemy infantry. Keep these protected, don't let them venture off to other tiberium fields away from your base where they can easily be attacked.  It is a good idea to keep a force or fast units at ready to assist your harvesters if needed.
HOVER CRAFT

Armor: HEAVY
Cost: N/A
Seconds to produce: N/A
Range: N/A
Weapon: NONE
This heavily-armored unit deploys men and vehicles during amphibious assault.  It is not buildable in any missions, including multiplay. You cannot build or use this this in single or multipllayer mode.
CARGO PLANE

Armor:
HEAVY
Cost:
N/A
Seconds to produce: N/A
Range: N/A
Weapon: NONE

This carrier ships purchased units to the Brotherhood of Nod via the Airfield. Any units ordered will be shipped in as soon as possible. Only one transport plane can be on the board (per Airfield) at any one time. The cargo plain cannot be built.  It is used to transport units build by nod players to their airstrips.  These planes can also not be shot down.
MOBILE ROCKET LAUNCH SYSTEM (MRLS)*

Armor: LIGHT
Cost: 800
Seconds to produce: 53
Range: LONG
Weapon: 227MM MISSILES
Mobile devastation.  GDI's longest range attacker fires 227mm rockets and is effective against just about everything, including aerial threats.  With no short-range fighting ability, this unit needs close-quarter backup.  This is an attack only vehicle.  Keep it in the background and don't let enemies get close to it. I don't recommend building an MRLS in a game but if you are given one at the start of a battle use it to quickly take out oncoming enemy infantry.  The MRLS can also shoot at air units and does well on many Light armored vehicles.  Keep it close to your base if your playing defense.

*Multiplay only.  May be available in single-play missions as a unit given to you at the start of a mission or as a mission objective for capture.