Thanks to their burst-firing prototype rail carbines, Commandos are unmatched when fighting enemy infantry. Increases Zone Troopers’ hit points by 50% and allows them to self-heal when idle.Ĭost: $2000 | Squad size: 1 | Prerequisites: Armoury, Tech Center Increases Zone Troopers’ firing and sight range by 20% and allows them to detect stealth in a small radius. They can also not enter garrisonable buildings.Ĭost: free | Cooldown: 0:10 | Prerequisites: noneĮnables Zone Troopers to jump over relatively large distances, going over otherwise impassable obstacles. They are immune to the effects of Tiberium and can not be crushed in normal circumstances. The team is comprised of a sniper and a spotter, with the latter being nervous and helpless if the former is killed.Ĭost: $1300 | Squad size: 4 | Prerequisites: Tech CenterĬapable of surviving in otherwise uninhabitable environments, Zone Troopers are highly mobile, well-protected and trained to destroy enemy vehicles and structures with their heavy duty railguns. They are also able to spot targets for Juggernauts to fire from very long range. They are stealthed, but can also detect other stealthed units. Sniper Teams can kill most infantry from long range with a single well-placed shot. They are difficult to suppress and can quickly clear enemy squads out of garrisoned structures with their high-powered grenades.Ĭost: $1000 | Squad size: 2 | Prerequisites: Armoury Grenadier Squads serve as GDI’s close assault infantry. Note that with each of these actions, the Engineer is lost.Ĭost: $800 | Squad size: 4 | Prerequisites: Command Post They can be used to capture civilian structures and repair destroyed bridges or to repair friendly structures. Tactical use of Engineers is considered an art among many commanders. Engineers are the only units able to capture enemy structures, and now they can take over downed large mechs including the Juggernaut, the Avatar, and the Annihilator Tripod. Slow and unarmed, the Engineer is nonetheless important in his own right. Their heavy anti-armour/anti-air weapons make them slower than Riflemen.Ĭost: $500 | Squad size: 1 | Prerequisites: none Missile Squads, the natural complement to Riflemen, provide essential support fire. Increases armour and hit points of Riflemen, Missile Soldiers, and Grenadiers.Ĭost: $400 | Squad size: 2 | Prerequisites: none When it is finished, they automatically garrison it. The Rifleman Squad drops their rifles in favour of shovels and builds a Foxhole in the selected location. Once the unit exits the transport, the V-35 Ox will leave the battlefield.Ĭost: $100 | Cooldown: 1:00 | Prerequisites: none They are effective against other infantry, and perform reasonably in scouting and anti-scouting.Ĭost: $200 | Cooldown: 2:00 | Prerequisites: AirfieldĬalls a V-35 Ox Transport in order to transport this unit anywhere on the battlefield by air. Rifleman Squads are the basic GDI infantry unit. They are the easiest faction for newcomers to learn.Ĭost: $300 | Squad size: 6 | Prerequisites: none While their arsenal is comprised largely of high-tech weaponry, their upgrades and special abilities allow them to adapt to different situations. The Global Defense Initiative is an all-around balanced faction with decent firepower and armour across all unit types.
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