Nod Side Information
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A large squad of rifle infantry. Good against other infantry, bad against mostly everything else.
Militant Rocket Squad:
Two rocket soldiers for anti-tank and anti-air power. They are also decent against buildings, but are slow and not as good to rush with.
Nod's Engineer renamed. Personally I don't think this name will stick, but it's job is quite useful. It will heal your damaged structures to full health instantly, or even better, capture enemy buildings for your own use! They can take over fallen Annihilator Tripods, Avatar Mechs, or Juggernauts. After one of those is destroyed, get an engineer in quickly and you'll have yourself a cool mech to play with!
Five infantry so loyal to Nod that they will blow themselves up FOR KANE!!!! Yes, it's a terrorist Squad. They tend to be effective against everything they reach, and move reasonably fast. Of course, their bad side is that once they detonate, you can't use them again.
Nod's Elite troops. They come in a squad of about 6. These guys are armed with flamethrowers, which make them good for taking out infantry and quite effective against buildings. In addition, they can clear garrisoned buildings. The "Confessor" upgrade gives these guys some confusion grenades to use against the enemy.
Shadow Squad :
My favorite Nod unit! These are a squad of 4 guys equipped with gliders. They can either walk along the ground or fly, your choice. What makes them so cool is their ability to attach bombs to buildings. The bomb will detonate in a very short time and then the building will either be destroyed or very damaged. When they become elite or heroic (not sure which) they become cloaked. Their bomb ability does recharge, and it takes out a Power Plant in one charge. The War Factory takes two. When on the ground they have quite good anti-infantry weapons, so when you sneak some of these guys into the enemy base, they can seriously disrupt the power grid or worse! When hit by an AA battery, they lost three of their guys, but the one guy remaining could still use the bomb.
Nod's hero unit. Good against infantry, possibly cloaked, her primary strength lies in her ability to destroy buildings. She reaches a building, places C4 explosives on it, then it explodes! Combined with her quick move speed, you can blow up an undefended base in no time.
Attack Bike :
Nod's Recon Bike/Attack Cycle. It is armed with one anti-vehicle missile, and I don't know if it can hit the air. It is decent against buildings, and very fast, making these good units for early hit and run attacks on GDI's Power Plants or Harvesters.
Raider Buggy :
Nod Buggy good against infantry. It has a light machine gun which excels against infantry, but does pretty much nothing to everything else. Take a few of these along with some Attack Bikes and hit the enemy in the start of the game, and you can really knock them off their feet. Late game, it can be upgraded with a laser as its weapon, and an EMP blast to make it very useful. Drive one of these quick vehicles to a group of GDI tanks, disable them and your other forces can take them out with ease.
Scorpion Tank :
Nod's Light Tank. Poor against infantry, but it can run them over. Good against armor and alright against buildings. Just what you would expect from a Light Tank. In late game, they can be upgraded with a laser as their weapon, and with Dozer Blades which allow them to run over uncrushable infantry.
Nod's version of the Harvester is quite unique. It is stealth! This really helped on the Tournament Desert map where the middle of the map were buildings and a bunch of Blue Tiberium. You could safely harvest the Tiberium even if the enemy had garrisoned all the buildings! This vehicle collects the Tiberium and drops it off at the Tiberium Refinery.
Build one of these for an extra building construction building. Mobile Construction Vehicles will drive to a site, deploy and then you can build off of them and with them. Nod's MCVs have legs and skitter away like a bug.
Nod's Flame tank is back! A constant stream of fire comes out of this evil unit. It is very effective against buildings and infantry, and can clear garrisoned buildings. Against vehicles, it isn't so effective, but if you can drive a few of these to the back of the enemy base, it is curtains for them!
Another of Nod's unique creations, the Stealth Tank's two missiles are capable of damaging buildings, vehicles and perhaps (didn't check) air units too. They are lightly armored, but they have the awesome ability to be cloaked until they fire. This allows them to sneak into the back of the enemy base, uncloak and destroy their Ion Cannon Uplink, and disappear back into thin air. These are also good units to take out the enemy Harvesters.
Beam Artillery :
Nod has no projectile artillery this game. Yes, it is sad, but I came to the realization that the special abilities of this were just plain good enough to replace the Artillery. It shoots a beam of damaging against anything, slowly eliminating the health of the unit/structure. It is able to outrange base defenses, but is rather weak, so be sure to back it up with units. When two (didn't try this with more than two) Beam Artillery are attacking the same target, they will shoot their beams together, the beams combine and then go lancing at the target. Sort of like a Y with the two artillery at the top. I don't know if this does more damage when they are combined, but it may increase their range. They have some special abilities too; They can target on the Obelisk of Light to give it increased damage and range, like the Tesla Trooper from RA2. Their last ability is that they can interact somehow with Venoms. I never got to try this out, so I'm not sure what it does. But it's got to be awesome, right?
Avatar War Mech :
Nod for the first time has a frontline unit! This seems to be the most powerful unit in the game. It is armed with a long range laser capable of decimating infantry, vehicles and buildings alike. In my experiences with these versus Mammoth Tanks, the Avatars always won. Some people tried 42 Avatars vs. 42 Annihilator Tripods, and the Avatars only lost three of their kind. Granted, the person controlling the Annihilators wasn't very good at it, but it gives you an idea of how effective they can be. Now, their only weakness is from the air. But, they can remedy that as well. The Avatar can combine other units of yours with itself to become more powerful! It destroys the unit, but give the Avatar a special ability. Take an Attack Bike and you get an AA missile to shoot. Take a Flame Tank and you get a flamethrower. Take a Beam Artillery, and you get another laser to shoot. Take a Stealth Tank and you get an invisible Avatar. Having fun yet?
Replacing Nod's Apache and Harpy is the Venom. Armed with a machine gun which is very effective against infantry, it can also harm vehicles and is somewhat good against structures. At least it was when the AI used it against me! It has some interaction with the Beam Artillery, and can be upgraded to use a laser.
Vertigo Bomber :
Nod's fast attack bomber. Flies to the target, drops a bomb and gets out of there! It may be cloaked, I am not sure.
This building constructs all structures for Nod! It can be re-deployed into an MCV if you wish to move it away. For each Construction Yard you have, you can build 1 additional building at a time.
This building provides your base with 10 power. Good for keeping your units building quickly and your base defenses online.
This building is where your harvesters bring the Tiberium to unload it and turn it into cash for you to use! It comes with one Harvester to get you going.
Hand of Nod:
The classic infantry producing structure of Nod. For each Hand of Nod you have, you can train an additional infantry at the same time.
Nod's vehicles are produced underground and an elevator lifts them to the surface in this structure. For each War Factory you have, you can construct an additional vehicle at the same time.
This provides terrain, units, structures to be shown on the radar display. Also, certain powers are unlocked from this building.
The place for four Nod aircraft to land and reload. All aircraft are built here, and it also allows access to some extra powers for Nod.
Secret Shine :
The Secret Shrine is Nod's Advanced Infantry Tech Center. In addition to allowing you to build the Commando (and maybe the Shadow Squad) it houses upgrades for your infantry.
Tech Assembly Plant :
Nod's Advanced vehicle "Tech Center" housing the plans to build the Avatar mech and other advanced vehicles. Plus, this has upgrades for vehicles!
Tiberium Liquidation Facility :
Access to more Powers including Seed Tiberium and Catalyst Missile.
A building which constructs other buildings. In fact, you can construct every building except another crane with it. It allows an additional building to be built at once.
A rather powerful anti-infantry defense. Something special about Nod's first tier of defenses is that they are built in "squads." You first place the base station, then you click on the ground 3 more times to place the defenses themselves. The defenses have to be built in a certain radius around the base station. If a defense is destroyed, wait for 10 seconds and another one pops out of the ground to take its place! If they destroy the base station though, all the defenses around it fall.
Nod's early laser defense. Good against vehicles, but also somewhat effective against infantry. It is built in threes.
Nod's AA defense. And you got it, it shoots rockets! Like the others, this is built in threes.
A hub for walls! Walls are built similarly as they were in RA2, with one corner stone for $100, then the next $100 buys you an entire wall.
You can only store so many credits worth of Tiberium in your Refineries at a given time. To increase the amount of total cash available to you, simply build some Tiberium Silos!
Nod's new Stealth Generator. This cloaks your buildings and units in a large radius around itself. It takes quite a bit of power, but the effect of the enemy not knowing what you have is easily worth every penny.
Obelisk of Light
Nod's classic defense has returned! It looks more similar to the TD obelisk than to the TS one. The Obelisk can have its range and damage increased by a Beam Artillery. This is good against ground units only, but it is extremely effective against them.
Temple of Nod
Nod's Superweapon. This building launches a devastating Nuclear Missile, more powerful than the Multi Missile from Tiberian Sun.
A Vehicle (yes, a vehicle) built from the CY. It drives most anywhere on the map, deploys and then you've got a place in which to build base buildings! Good for expanding to more Tiberium patches and the like.
Superweapons / Powers:
Decoy Army :
A rather interesting power, this takes some of your units and makes damage less replicas of them. I am not sure if they die in one hit like in Emperor: The Battle for Dune, but they didn't do any damage. About 4 vehicles or more infantry can be decoyed. This would be useful to distract the enemy and make him think twice about attacking your large force, or make him rush over to defend a non-existent threat.
Radar Jam :
I never used this, but I think it puts the enemy radar offline for a bit of time to let you surprise him.
Burrow Mines :
A Dropship deploys mines at the target location, not unlike China's mine drop.
Red Shadow Strike Team :
Two veteran Shadow Squads are inserted into battle. They are either dropshipped or float in, I don't remember.
Cloaking Field :
Cloaks units in the target radius. Like the GPS Scrambler.
Catalyst Missile :
This missile had the most awesome looking effect. Shoot it into a Tiberium field, and watch the Tiberium grow! It has the most awesome lightning effects too.
Seed Tiberium :
A cool little missile which plants Tiberium to harvest wherever you target it! Used with the Catalyst Missile, this can give you plenty of cash in the late game.
Air Dispersion Bomb :
A Fuel Air Bomb which is effective against most anything caught in its radius.
Nuclear Missile :
Your main superweapon, the Nuclear Missile has enough power to take out major chunks of a base. The explosion is less than that of the Tiberian Dawn nuke, but it does recharge this time. The only free superweapon.
Liquid Tiberium Core :
A per-Power Plant upgrade. That Power Plant now has double the output!
Tiberium Infusion :
From Secret Shrine. Some infantry do more damage. (if I remember correctly)
From Secret Shrine. Not sure what it does, but I believe it gives confusion grenades to the Black Hand Squads.
Dozer Blades :
Tech Assembly Plant. Scorpion tanks can now run over Zone Troopers and other heavy infantry.
Laser Capacitors :
Tech Assembly Plant. The Raider Buggy, Scorpion Tank, and Venom have lasers as their primary weapon (I think)
Tech Assembly Plant. The Raider Buggy can use an EMP Burst ability to disable vehicles in the smallish radius for a longish time.
[Community Summit Part 1 | Community Summit Part 2 | GDI Info | Nod Info | Alien Info | Extra Info]
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