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  • Overview

Interim Apex (Typically referred to in the community as "IA") is an extensive modification to Command and Conquer Renegade that gives a massive addition of units, characters and weapons to purchase. Although the gameplay typically follows the same suit and characteristics of C&C Renegade the addition of new units and maps drastically increases the possibilities of carrying out gameplay. On September 18th, 2018 the game joined forces with W3Dhub and became available as a downloadable game on their launcher. Since the beginning, the game has been and is spearheaded by Dblaney1 and Kaskins with small updates being regularly released.


Table of Contents:


  • History

    *Note: Approved by Kaskins (The main founder of Interim Apex itself)

In 2010, ImperialKaskins made a popular map called Great Wall which was hosted on the MPF (Multiplayer Forums) Renegade server. The popularity of this map eventually resulted in Kaskins making more maps over the course of the next few years with the help of MPF staff members such as Zunnie (R.I.P). These maps eventually formed the base for what would become the Imperial Age mod for Renegade. With the team of Kaskins, Dblaney and KTTF, the Imperial Age mod became popular and had a good following alongside the MPF Newmaps server and Zunnie’s own TCW (Tiberium Crystal War) mod for Renegade. Kaskins began to single handily model and texture a multitude of different vehicles which can now be found in-game.

However, after some internal disputes with MPF, the team decided to leave and transfer the project to be hosted at W3D Hub in 2018 with the help of Jerad2142. At this point the mod was also renamed to Interim Apex (According to Kaskins, the most popular things in business start with an “I”) and greatly expanded upon. The release of the new and improved Interim Apex on the W3D Hub launcher and as a Renegade TTFS mod proved to be very popular and successful amongst the player base, gaining a lot of notoriety around the community. With Kaskins at the helm for visuals and Dblaney in the background with coding, the game came out the gates strong and was subsequently updated for balancing in 2019.

Right now the game can be played for free on the W3D Hub launcher and will also soon be joinable from W3D Hub’s new GSH (Game Server Hub) system that is due to go live later in 2019.

*Note: Kaskins would like it personally known that Interim Apex currently has no relation to MPF as the mod was wholly created by him and his teams efforts (Most namely KTFF and Dblaney). The project continues to be hosted and proudly part of the W3D Hub community.


  • Gameplay

Interim Apex as a whole follows suit the gameplay of Renegade for the most part, however a large role of the game is selecting a multitude of options previously unexplored. The game starts off in typical Renegade fashion with a GDI vs Nod multiplayer death match gameplay. Interim Apex offers the choice of over 40 different vehicles per team including dedicated Anti Air, 36 Inch Naval Cannon Mammoth Tanks, experimental Stealth Tanks and Nuclear Artillery. With this different variety the match will quickly evolve to be different from the last and guarantee that each battle is unique. Although a lot of the game is land based warfare as mentioned, Interim Apex has since refined the W3D engine to the point that Naval Warfare is another possible way to fight your enemies with a multitude of ships at disposal.

A predominant feature also in Interim Apex is the ability to acquire veteran points which will go towards a consistent upgrade system to your character/vehicle. In short, destroying your opponent will grant you more health, the ability to gain weapons or vehicles on spot and give you more armor.

In one of the more unique concepts of IA, some maps have a Construction Yard that will not only auto repair buildings but also allow you to purchase them back should they be destroyed. A player cannot buy back the Construction Yard itself however. Throughout some maps there are also capturable "Forgotten" buildings that will allow one to either stronghold a defense, build unique vehicles or even construct Naval ships.

Economy is still managed through credits although there are some additions that give a unique edge to the game. Players are now able to capture trucks filled with Tiberium to sell, purchase harvesters for different types (colors) of Tiberium and capture silos/ATM Machines on some maps that give extra credits. In typical Renegade fashion each match is decided by ether complete base destruction, point accumulation, or a pedestal beacon. It should be noted that most matches go on between 1-2 hours.



  • Current State

The game is monitored and updated by the staff at www.W3Dhub.com and being spearheaded by Dblaney1 and Kaskins with small updates being regularly released. The last major update included a massive overhaul of flight mechanics, the addition of a very powerful ICBM launcher, some changes to infantry health/ammo and most notably another map added to the rotation (Winter Assault).



  • Map Rotation w/ Strategies (Needs Complete List Update)


IA_OrcaHeights.mix

Tiberium Machines/Forg. Tiberium Silo/ATM? : No

Forgotten Hub? : No

Forgotten War Factory? : No

Forgotten War Naval Yard? : No


Strategies

Playing as Nod:

It will immediately become apparently in this map that whoever has the initiative will be at the advantage. With this said it is also noticeable that nod is at a slight disadvantage due to most of the airships being unable to pass through the holes in the walls. For Nod to win you are going to need to constantly hold the field and thus win by points and preventing GDI from hitting your base. This can be accomplish obviously through a variety of ways but there are some things that are unique to this map you can do.


Early Game Tips

  • Getting a Rocket Soldier early on in-game and climbing up the walls to GDI base will allow you to snipe the buildings and gain some $/Points. I recommend doing this at the beginning so GDI does not have time to place mines on the ladder.

  •  Crates are placed frequently and wide openly in this map. During the start of the game (if you can) grab one.

  • There are extremely few spots for vehicles to go which creates choke points. Almost always GDI will eventually make it to Nod Base on this map. It is therefor recommended early on while you can to get an Engineer and place Anti-Tank Vehicle mines. These will prove invaluable later on in the game. Do not put them close to your base however as Nod base is where most combat will occur along with tank shells landing. You can however put them in the ditches where they will be safe(r) from enemy fire.

  • A very effective strategy for the bold is to get a Wiesel 20mm Auto cannon tank and use it to hold the field early on. This small tank can go through tunnels small areas alike. Furthermore use the 20mm gun to hit infantry with deadly efficiency. The 20mm gun can also pierce through armor efficiently along with doing a number on Aircraft. The trick with the tank is to use it as an addition to an attacking force or as support.. with this said it is also a deadly weapon on its own. Lastly, you can hide behind the Apache wreckage in the field and just barely stick your gun out in the field for ultimate, impossible to hit cover. How long you decide to use this tank is up to you, but it can cause a very serious problem for any unit with time if you can keep it alive.

  • Another possibility is to use a Infiltrator to go into the tunnels described above and fire the rockets at tanks.


  • A well organized GDI team will typically purchase ORCA Escort Ships/Rocket Soldiers and hit the defenses from the cover of the Structures. Purge them with a MI-24 Hind. This badboy will rip apart infantry with it's main gun. Use the right click (Missiles) for massive splash damage along with burn damage to boot. Take care of the Hind and it'll provide incredible cover.. however do be aware that when your armor is gone you're one hit away from death so repair when you can. One last note is that you can use this thing to slip near the crack from your PP and hit GDI units in the field quickly.


Mid-Game Tips

  • At this point in the game you should have some credits to help out, GDI will also start rolling out their tanks along with maybe an Orca or two. It is important that you destroy any ORCA when you can as it will severely deplete GDI's economy quickly. Worse yet, these ORCA's will care a Rocket Soldier who will pick away (effectively) at your defenses. Kill both Vehicle and infantry or get steam rolled later on.

  •  If you have a large and competent team, I recommend getting an SA-8 Gecko as this thing will kill any Orca in 2 unavoidable hits. You can now not fear any air attack as long as you're covered in field. Having this inside your base is useless as ORCA's are going to be used to just fly into the tunnels above your base.

  • If by chance your defenses have failed and your team sucks then get a Anti Tank Comanche and use it only for defense. It is a very powerful tool when it pops up and shoots at vehicles but will get ripped to shreds outside of base in the open. Use at your own risk.

  • ASU-57 Anti Air Tank deployed will also grant a great defense/distraction for when GDI is outside your base. When deployed the armor on this thing becomes almost impossible to break without dedication.

  • Be especially alert when possible for a rush on Nod power plant through the walls. Towards the end of the game GDI may start to get desperate and this tactic becomes a reality more and more for them. A Brazilian X-90mm Tank can drive through your tunnels, survive all the defenses, unload people into your power plant and kill it. Make sure your Power Plant is mined.

  • If you're a good sniper then use this map to utilize your strength. All to often GDI will gain a foot hold with Sydneys or Rangers attacking units below. It should also be noted that using a Ramjet isn't always the best because it leaves behind an obvious blue line that can be traced to your position. Instead use the Black Hand Sniper or Dead eye as a head shot from these characters will 1 hit kill anyone as well.


Late-Game Tips

  • Come late game, it will become very apparent who is holding the initiative. If GDI is attacking your base and your points are close then Nod will easily win if you and your team can repeal every attack they give.

  • The map is incredibly good for hiding Goliath's. If you see a GDI 36 Inch Mammoth then simply find the likely route and wait.

  • Do not forget the importance of Anti Tank Mines. Though more difficult it is still recommended to place them when there is a lul in combat or your team has taken the field. Doing so will grant the needed points to win along with keeping GDI away from your base.

  •  If you have money to spare and the pathway is clear, you can sneak up the GDI wall with a Petrova and a nuclear beacon and plant the beacon near the GDI base. You will not kill the building but will get a lot of points, vet and $. Further more, the beacon when planted is very easy to camp and you can typically waste a lot of GDI time/resources with them trying to disarm it which is a win in of itself since they are not attacking your base.

  • Be aware that stealth units driving near GDI base can probably be detected with a good Mobile Sensor Vehicle placed inside GDI base.

  • The name of the game at this time is to win by points for time expiration. I would recommend getting a Strivsgwagon 155mm (2400 Credits) and a Nod Tank Ace (1350 Credits). This tank is nearly impossible to kill and the range on it is outstanding. Use this tank to camp outside Nod base and kill every GDI tank that comes across. Your points will quickly add up. The T-62 is another fantastic option.

  • It is possible as well if Nod is holding the field well to get a Peony Nuclear Artillery and hit GDI base from near the Nod Entrance. However, the skill, credit risk and situation will depend on you. Better utilized is a Koksan M1978 Arty and place it behind the tank wreckage near nod base tib field. This wreck will cover you greatly and you can splash damage GDI base a bit along with help defend your ba



Playing as GDI:

It will immediately become apparently in this map that whoever has the initiative will be at the advantage. GDI can win this map easily through what it does best, the annihilation of Nod. When playing as GDI it is recommended that you hit hard and hit often. When you are able to get a couple tanks in front of Nod base you'll be able to easily attack their power plant and harvester. Taking out the power plant and then harvester constantly will starve them of money that they cannot cope with.


Early Game Tips

  • Nod on this map will generally not be able to hold the field like GDI does, however a couple Anti Tank mines for insurance is always a good start.

  • Grab a crate if you can.

  • Getting into a Brazilian 90mm Tank (400 Credits) is a great way to hold the field initially. Furthermore, it will be able to go toe to toe with any early game tank.

  • A well organized GDI team will typically purchase ORCA Escort Ships/Rocket Soldiers and hit the defenses from the cover of the Structures. In a matter of minutes it's possible to completely take them all out.

Mid-Game Tips

  • At this point your team will start amassing credits and roll out tanks. It is highly recommended that you organize your team to get 120mm mammoth tanks as they are the best bang for the buck that GDI has. Your job will be to cover these tanks as Nod will be doing its best to repel the attacks and in turn gain valuable points. How you defend your team is up to you although a Prism tank covered is very invaluable. A 125mm Pendenkar is another tough tank that can go toe to toe but for an all around offense a good tank with an AA Specialist is a great option to.

  •  Your goal will be to starve Nod of its credits to prevent them from repelling your offense. Kill any vehicle that opposes you and your team. Do not let vehicles get away to fix themselves.

  • If credits are tough, a Sydney with a Personal Ion Cannon is a great way to help push back Nod. There are many places to hide and attacking tanks in the field will grant a lot of points.


  • If all is going well, look out for Goliath's. They may be lurking in the field.


  • Mid-Game it is absolutely critical that you deploy an MSA to detect Nod Stealth'd vehicles. There are actually some very good spots on the map which i'll list here. First off deploy an MSA in the corner next to your base where the Nod Light Tank Wreckage is near the AGT. This will be covered by AGT and very hidden. To deploy an MSA in the field drive it down hill to the bottom pit and deploy it alongside the wall in the corners. Very few units go down there anyways and if your team is holding the field you'll be good.


Late-Game Tips

  • At this point you should have alot of credits. Getting a Mammoth 36 Inch tank and parking it outside GDI base will allow to 1 hit kill alot of Nod Tanks along with ensure the field is yours. This will net alot of points and secure your victory if your team is competent. Furthermore the Rockets on this thing are 1 hit K/O for most Heli's that Nod has. Just don't let any stealth tank get behind you.

  • A good unit as well is the Mortar AVRE. You'll need to practice alot with the tank for it to reach its maximum potential honestly but with some time you can fire long range, 1 hit kill stealth tanks and even helicopters.


IA_Infinite_Isle.mix

Tiberium Machines/Forg. Tiberium Silo/ATM? : Yes (Forg. Silo x1 and Tiberium Machine x1)

Forgotten Hub? : Yes (x1 in pipe and x1 in Nod Caves)

Forgotten War Factory? : No

Forgotten War Naval Yard? : Yes


Strategies

Playing as Nod:

A brief overview of the situation while playing as nod will immediately reveal that they are at a disadvantage from above. The cliffs span above Nod base span a good view of everything along with a cave or two to boot where GDI can make small piercing attacks. To add to the dismay, the harvester is also at risk as the defenses (Most namely the Coastal gun) do not have a good viewpoint to help repel any attacks. The name of the game here for Nod is to repel GDI attacks for points along with making group rushes when applicable to take down a building.


Early Game Tips

  • Taking to the field you can get a Petrova which should help you balance out against any infantry. After you are in the field you're going to want to explore the sheds as there are stealth suits along with an obelisk gun there. Getting the Obelisk gun and taking out defenses will help later on.

  • Get a Nod Anti Tank Infantry man or Rocket Soldier to destroy GDI defenses. The Nod Anti Tank Infantry has a lower profile when firing compared to the rocket soldier and in turn can hide more than the Rocket Soldier. If you stay alive for a while with ether of these you can take out quite a few defenses on the GDI front and stall them while gaining some points.


  •  After you hold the middle field, capture and do your best to hold the forgotten Tiberium Silo to help get your team to tech up. 

  • A surefire way to make your life easier as nod is to gather as many Shock Troopers as you can and meet for a rush at the HON. Go through the tunnels until you get to the GDI Infantry Barracks tunnel. There, you and your team can blow up the wall and then hit the barracks hard, hopefully destroying it. Your chances of a successful rush go up as you gather more people to rush.

  • There are some Nod Tanks that can go through the tunnels because they are small enough. The Goliath is one of them.

  • There is a hidden Tiberium Machine in the Tunnel near where the Nod Harvester goes. Destroy it as GDI will have captured it and take it for yourself. Typically no one will notice with how hidden it is. It is unfairly placed closer to GDI at the moment but will ensure that it's more difficult for GDI to get an advantage if you keep destroying it.

Mid-Game Tips

  • Get ready because ORCAs are going to start appearing and quick. People will get these aircraft with a gunner and take out your defenses on the ridge.

  •  A general good unit if you can save up for it is the 9K22 Tunguska. The missiles this thing has will help fend off Orca's along with seriously damage vehicles that come through. survive with this vehicle for a while and the points will start to add up for you. Hit inf with the missiles for a 1 hit K/O To make things even sweeter use this monster to kill Sam Sites with its missiles.

  • There may be a person or two on the cliffs at nod base at this point. Hit them with the 9K22 Autocannons or a Sniper Rifle.

  • Typically at this point, GDI will start saving up or begin sending mammoth tanks to your base. Be aware and ready for it.


Late-Game Tips

  • The terrain due to the cliffs will really start to favor Infantry as they hide in the tunnels. Typically you'll get attacked by Sydney with a Personal Ion Cannon here and there so be weary whatever you do when attacking GDI base.

  • Use your Tunguska missiles to hit ships before they make it to your base. If you see a battleship, alert your team immediately.

  • Mammoth Tanks will begin to hit your base and hit hard. While terrifying at first, it must be remembered you have the advantage here. If you hide in your base, you can repair yourself quickly, you'll also gain massive points for killing said mammoth tanks. What you want to use to take out the mammoth tanks is up to you, but an infrared Stealth Tank or 120mm Tick Tank is always a good choice.

  • The number one thing stopping you and your team from victory is the defenses right outside GDI base. If you can destroy these with a group camping where GDI harvester does its business then you can win the game. This however requires AA (9K22 Tunguska) and an artillery unit to destroy the defenses. Furthermore mammoth tanks will be leaving GDI base quickly to rush. It's honestly just easiest to grab a Nod Anti Tank Rifle Soldier and use him to hit the weak defenses in the front if they are still up.
  • Depending on the amount of players will increase or decrease your success with this.. but you can purchase a MI-24 Hind and use it to blow up GDI refinery. Basically just fly over your base to the cliffs of the GDI base where their Refinery is and duck up/down using your right click missiles. It takes a little bit of practice.. but you can just barely hit the Refinery and if you upgrade your payload from the Com Center you'll be able to destroy Ref depending on if GDI bothers to repair it or not. Now all other things considered this Helicopter just kicks ass on this map because it is extremely hard to kill (the armor can reach up to 1100 and resist multiple AA Missiles), the left click machine gun will go head/head with any ORCA and the right click missiles do very good damage against anything armored. Use this unit, have fun and take cover behind the cliffs when you need to.


  • GDI Mammoth Tanks have a slow turret turn rate. Kick their ass with Ezekiel Stealth tanks.


Playing as GDI:

When playing as GDI it is important to take control of the field and hold it down so you can secure your tanks attacking later on. If for some reason this isn't working then attacking with a Personal Ion Cannon in the caverns is always a good alternative.


Early Game Tips

  • Place some Anti Tank mines in the field. These will go a very long way against Nods Stealth Tanks

  • Gain and absolutely hold the Tiberium Silo to help get your team on the early offense with good tanks.

  • It is going to be very easy to bring down Nods morale by yourself in the beginning. Simply get a Personal Ion Cannon suit and run to the Nod Tiberium Refinery Cave. Do not attack it so that people don't come running up to you. Go instead to the right and run up the cavern, throw a timed C4 behind your steps and keeping going up and you'll be on a cliff over looking Nod Base. You can run a little forward and hit the Hand of Nod. Run back, hide, reload and fire again. This will grant you a lot of points and if anyone attacks you then run down and attack the refinery. If you can get some people to follow you do it.

Mid-Game Tips

  • Nod may or may not have some helicopters out at this point. A good counter to them is attacking as inf while in the caverns.

  • If Nod has managed to park themselves outside your base, keep in mind the massive range of the coastal gun can hit vehicles for massive damage. Try to lure Nod vehicles to you by flanking.

  •  Your goal will be to starve Nod of its credits to prevent them from repelling your offense. Do everything you can to deny Nod the Forgotten Tiberium Silo.

  • Mammoth Tanks have a great bang for their buck value. At this point you're going to want to roll them out and attack Nod Base.

  • You can use a Hover MLRS to do a drive by on the Nod Power Plant from the water. This is assuming you have destroyed the coastal gun.

  • You can use a GDI Tank Ace or Commander to run up on the coastal gun and plant a dynamite. This will in turn blow it up and provide you a lot more freedom in your tactics.

Late-Game Tips

  • While a Mammoth 36 Inch will absolutely destroy Nod Base with ease it should be decided based on the situation. First you must get the 36 to Nod base, you will also be extremely exposed above by helicopters and there may or may not be Goliaths in the Caverns.

  •  If your team is rushing and has done well. A Iowa Class Battleship will level anything Nod has left and bring the game to an end. It's also not to bad 1v1 an Apache.

  • If you're going to use a spy to sneak into Nod Base, never forget that you have the ability to swim in the water there which will help you to avoid combat/mines.


IA_Winter_Assault.mix

Tiberium Machines/Forg. Tiberium Silo/ATM? : Yes (Forg. Silo's x3)

Forgotten Hub? : No

Forgotten War Factory? : Yes

Forgotten War Naval Yard? : Yes

Strategies

Playing as Nod:

The balance in this map is pretty fair due to defense placement and the size of the map. Victory for both teams will ultimately come down to which team can camp the Middle bridge the best or keep up the initiative by attacking the enemy base. Special advantages for Nod include being able to attack the GDI power plant easily through the tunnels with including vehicles.


Early Game Tips

  • This map is wide open but boasts a massive amount of capture buildings which can help guide your team to victory. Capture the Tiberium Silo first (In mid field, in the Tiberium fields). Then capture the GDI turret to help push them back. There is also a forgotten Tiberium Silo near Nod base next to the coastal gun.

  •  In addition to capturing the buildings, getting a Nod Pioneer will allow you to lay Anti Tank mines which will absolutely stop GDI dead in their tracks. Anti Tank mine placement is best placed on the roads as GDI will typically run these over.

  • If you do not feel like building, push early with a Fast Attack Buggy or a Petrova to help throw GDI off. The Tiberium in the field will help Petrova heal.

  • Some upgrades are bugged to where you have to jump to purchase them. This includes the Gizmo Repair Gun upgrade. To purchase you must jump up and click E (Purchase button) to put money into the upgrades.

Mid-Game Tips

  • If you're looking for an Ion Cannon there typically is one on the abandoned ships. This is important because if you gather an Ion Beacon you can get a Nuke Beacon as well. Keep theses and wait for the perfect moment to strike/deploy both.

  •  Again, a general good unit if you can save up for it (2800) is the 9K22 Tunguska. The missiles this thing has will help fend off Orca's along with seriously damage vehicles that come through. survive with this vehicle for a while and the points will start to add up for you. The long range distance this has is invaluable to this map and will give you a huge advantage.

  • Typically at this point, GDI will roll some Air Craft out to disrupt operations in the field. Ensure you have a good AA plan.

  • Keep in mind that vehicles such as the Infrared Stealth Tank can go through the tunnels near your Power Plant. Use this as an advantage and hit where they won't be expecting it. Using this vehicle to sit in the tunnels and hit the power plant is extremely effective and will add up points very very quickly. It will also allow your team to move up while GDI is repairing/dealing with you. Keeping GDI in their base while attacking helps to protect your base.


Late-Game Tips

  • If GDI is hammering your base, be extremely aware of your Forgotten Naval Yard as GDI capturing this will give you a really bad day. A Nod Battle Ship can destroy the Obelisk very quickly.

  • Pulling up to GDI base with a Tick Tank 120mm will give GDI a tough time and help stall to bring up your teams assault.

  • Never underestimate the value of the buildings around you. Hiding in one of the bombed out buildings with a Raveshaw Mutant will stall any GDI assault.

  • GDI aircraft cannot stealth like Nod's can. What this means is, if you get a destroyer with AA cannons galore you will easily dominate the seas against aircraft who think you're an easy target.

  • If you feel comfortable with it then go ahead, but I'd recommend against Banshees as they are slow easy moving targets in a large long field with capturable AA. For this map, they are not as easy to use.


  • A late game tactic that works very well is to gather a couple people in Comanches (invisible helicopters) with Shock Troopers and fly all around the map into the tunnel near GDI War Factory. Going inside this tunnel you'll then be able to hop out and attack their War Factory and possibly Power Plant/Barracks. Great end game tactic to really put you in the lead.


Playing as GDI:

Again. This map is fairly balanced and will come down to which ever team is able to score a building kill, keep up the offense or win by points. GDI has a kickass assortment of heavy firepower which all should be able to be unlocked due to how long the map typically goes on.


Early Game Tips

  • Place some Anti Tank mines in the field. Specifically the bridge.

  • Holding the Tiberium Silo won't affect the outcome to much but will definitely help get some credits for your team. Skip the forgotten WF and get fix the Tiberium Silos first.

  • Watch the power plant as Nod favors destroying it early through the tunnel.

  • If you'd like you can purchase a Zippo Flame Tank ($800) early game to hold the tunnels near your power plant. The tank will easily fit through and kill any infantry unfortunate enough to find you.

  • It's possible to go through a tunnel in the middle up to Nod Refinery for an early rush. However you have to swim through a narrow corridor to do so, avoid the Nod Obelisk quickly by taking cover, then running into the Nod Refinery and killing the guard, then destroying the ceiling gun which is can 1 hit kill easily and then blowing up the Nod Refinery. Not an easy task but possible still..

Mid-Game Tips

  • During mid-game, the battles will start to take place on the bridge. While nod is attacking, do no forget that the middle of the bridge can be destroyed. If for some reason Nod has a high armor unit, it may be easier to blow up the middle of the bridge than attack said unit.

  •  I'm gonna level with you here. The Forgotten WF is pretty useless unless your War Factory blew up. Don't bother wasting time fixing it.

  • Getting out of your vehicle for repairs here is going to be difficult as GDI due to Stealth Tanks, Stealth Aircraft, Narrow battle zone, Buildings hiding infantry near by and a lot of the map covered in Tiberium or water. Therefor if you're going to battle and need repairs I would recommend buying a GDI tank ace to help heal your tank by 12hp every 4 seconds or so passively.

  • Keeping the battle at the end of the bridge on Nods side will help allow your GDI units behind you to move across the bridge and continue your assault.

  • You can use a GDI Tank Ace or Commander to run up on the coastal gun and plant a dynamite. There are also a couple SAM sites along the way that can be blown up if you move fast enough.

Late-Game Tips

  • Late game a Mammoth 36 Inch Tank getting across the bridge will be able to hit the Nod Obelisk outside of its range if you park it near the ocean and keep firing. Furthermore it will encourage your team to keep pushing forward.

  • At this point you should have quite a bit of money saved up if your team has been competent. One way to utilize your credits is to purchase a GDI Pioneer and start placing defenses all around the map. Furthermore you can place mines on the bridge or place TOW missile sites behind buildings where tanks will pass through and not notice until they fire.

  • The most favorited tactic here is to gather a couple Personal Ion Cannons and hit Nod Power Plant. Having 3 to 4 People will allow you to destroy it in 10-15 seconds. There is a trick you can do as well to fire faster. When you call in !ammo it automatically reloads your weapon... so, fire your PIC, switch weapons, quickly pick up the ammo and then switch back to your PIC. This will allow you to skip the reload wait time and should instead be able to fire almost instantly. Use this for the final shot against the power plant as it can be the difference. 



IA_Suspense.mix

Tiberium Machines/Forg. Tiberium Silo/ATM? : No

Forgotten Hub? : No

Forgotten War Factory? : No

Forgotten War Naval Yard? : No

Strategies

Playing as Nod:

The map as a whole is fairly balanced and allows Nod to really use stealth units in a destructive fashion due to all the places to hide. Generally the game will end mostly by base destruction cased by a Harvester camping and the enemy team running out of credits. This can easily be accomplished by a smart player by going up the small cave outside of Nod base and overlooking the whole map along with having a good view point of the GDI harvester. Furthermore, going up the ridge and overlooking the map will allow you to attack GDI's typically massive units and help fend off any attacks or rushes.


Early Game Tips

  • Getting a Petrova early on in-game is played out but that is because this unit will do work and walk almost any early on threat. The map is perfect for this unit as it has vehicle roadblocks and Tiberium everywhere to heal.

  •  The map does have some hidden trucks filled with Tiberium you can sell back at base if you're into that. More specifically a $3,000 Red Tiberium Transport truck is located in the tunnels above.

  • There are extremely few spots for vehicles to go which creates choke points. It is therefor recommended early on while you can to get an Engineer and place Anti-Tank Vehicle mines. These will prove invaluable later on in the game. Do not put them close to your base.

  • An anti tank rifleman will really wreck GDI's day early on in-game. Their long range and small profile make them hard to kill.

  • The name of the game this map is to camp the harvester and establish your dominance outside of the enemy base. Do so early and find a way to kill the harvester to begin GDI's annihilation.

Mid-Game Tips

  • At this point in the game you should have some credits to help out. GDI will start to send vehicles and you may see a ranger or two. Be careful and rangers on this map are highly deadly.

  •  An RFI Light Tank (950 Credits) is a great hit and run tank that is perfect for this map. Simply attack, hide in the many places and continue the offense.

  • As said earlier, the best place to camp in this map is outside of Nod base there will be an uphill cave. Go up here and park your tank on the ridge. You'll have a view of the whole map along with GDI Harvester. You also get a spawned weapon.

  • Typically a Personal Ion Cannon and infantry will start to ruin your day while you're camping or attacking. Infantry on this map is very difficult to hit so it is recommended to either have someone on your team be anti infantry or to be aware.


Late-Game Tips

  • If GDI is outside of your base camping your harvester, then purchase a Raveshaw mutant and drive back the vehicles attacking. A double barrel T-62 will also help push anything back.

  • Any GDI 36 Mammoth Tank should be handled with either EMP Grenades, Dynamite, or a Goliath. Do not let them get to your base.

  • Typically the game ends or becomes a lot harder when someone looses a building. It's recommended to heavily mine the base to prevent infantry from Beaconing.

  •  If you can, get a Mutant Raveshaw and go above in the pipes to attack. It is extremely difficult to get returning fire when above so high.

  • Units will always go in the middle of the field to attack. It is worth placing some mines here and waiting nearby.

  • An Ezekiel Stealth tank is possibly one of the best vehicles on this map. The high massive damage, low profile and lots of hiding places will ensure absolute destruction of GDI forces.

  • The harvester pathing in this map is absolutely horrid. However it can be used to your advantage when pressing the attack on GDI base. Be smart and during a counterattack destroy the Harvester when you need to outside of GDI base.



Playing as GDI:

GDI has a slight disadvantage on this map due to no stealth vehicles, Tall High profile vehicles and typically slower vehicles. However this is made up for in Mammoth Tank Railguns along with Massive Range Prism Tanks. The key to victory here is to repel Nod Vehicles in the field to help move your team towards the Nod base. As soon as your team ends up at Nod base you can camp the harvester and slowly move in on their base or consistently destroy their vehicles.


Early Game Tips

  • Watch out for early Petrova Units and they will easily ruin your day.

  • Grab a crate if you can.

  • A lot of the GDI tanks that will be good on this map cost some money. Therefor I recommend exploring the map and grabbing some Tiberium Transport Trucks to help get some early game credits.

  • If you have the money, a early 120mm mammoth will really hold the field down and help establish control of the field. They are also extremely resilient.

Mid-Game Tips


  •  Your goal will be to starve Nod of its credits to prevent them from repelling your offense. Kill any vehicle that opposes you and your team. Do not let vehicles get away to fix themselves.

  • If credits are tough, a Sydney with a Personal Ion Cannon is a great way to help push back Nod. There are many places to hide and attacking tanks in the field will grant a lot of points.


  • If all is going well, look out for Goliath's. There are alot of places for them to hide and though they are uncommon due to the price increase recently they still could be lurking.


Late-Game Tips

  • At this point you should have a lot of credits. Getting a Mammoth 36 Inch tank and parking it outside GDI base will allow to 1 hit kill a lot of Nod Tanks along with ensure the field is yours. This will net a lot of points and secure your victory if your team is competent.

An almost guaranteed way to win (Or at the very least take down a building) is to convince at least 4 to 5 people to get rangers and simply fire at a Nod building all at once. If everyone fires their Rocket Launcher then the building will be destroyed extremely quickly. Getting together the teamwork however will prove difficult.
It is recommended to get a Mammoth Recovery Tank when mounting an assault due to the many natural places to hide for cover and also repair the main attack.




IA_Bog.mix

Tiberium Machines/Forg. Tiberium Silo/ATM? : No

Forgotten Hub? : Yes (Middle)

Forgotten War Factory? : No

Forgotten War Naval Yard? : No

Strategies

Playing as Nod:

The map has a generally good balance with a couple places to attack and poke your enemy although you need to immediately decide which type of warfare you're going to conduct. In the middle of the map is a constant point of competition with infantry warfare at an all time high in a close quarter combat environment. Through the middle of the map you can also fall down to a lower level where there are multiple tunnels that lead to the enemy base. There is also a pipeline that you can go through and take stabs at GDI structures. Using the middle effectively means racking up kills, and most importantly points through little but constant attacks on GDI structures. If you're able to take out defenses and make it past proxie mines than you'll be able to take down a building (although during med. to high player games it's very unlikely). You can also go through a tunnel to the GDI refinery in the middle of the map but as said earlier the whole map is usually proxie mined making it irrelevant. The next style of warfare is to engage in tank combat in the middle. Typically this is where nod will win most of its games after camping the harvester and taking out the AGT.


Early Game Tips

  • Getting a Petrova early on in-game is played out but that is because this unit will do work and walk almost any early on threat. The chemical grenades will wreck havoc in the middle with GDI infantry.

  •  The T-62 is a double barrel tank that deals heavy damage and has great armor. Saving up for one and saving it will help out in every situation in the middle.

  • Don't forget to Proxy Mine absolutely everywhere you can. A favorite tactic is to get an ion beacon all the way up top on the HON. It is nearly impossible to disarm if it happens as you'll be shot while climbing the ladder.

  • An anti tank rifleman will really wreck GDI's day early on in-game. Their long range and small profile make them hard to kill. Furthermore the pipeline in the middle of the field is a very hard to hit place for tanks and provides a great view.

  • This map has some of the best cover in the Tiberium field. If you're camping GDI harvester than be sure to utilize the cover in the Tiberium Field.

  • Blue Tiberium exists in this map and will allow you to gain an early economic advantage for your team should your harvest it.

  • Should you buy a backpack flamethrower, you can go underneath the middle section below and use the right click on the flame thrower to shoot fire balls. This splash damage will constantly destroy and hurt those above.

  • If you're having problems with Infantry in the middle then get a Nod Fanatic to suicide Vest himself and kill any infantry hitting your structures or camping the middle.

Mid-Game Tips

  • Mid game is where the field needs to be held or be taken. Holding the field allows you to make sure your harvester is safe and also allows your team to buy artillery. If you do not hold the field than do not buy artillery.

  •  GDI will typically have a mammoth tank or two come out which are very difficult to kill tanks. If you want to camp the middle than a mutant Raveshaw is a very hard to hit in tiberium, good damage dealing option.

  • GDI has a unique advantage on this map to deploy a bridge overhead near their base and in turn harvest the blue tiberium there. This happens 50/50 with GDI sometimes doing so and sometimes not. If you see a bridge deployed than immediately destroy it to reduce their credits and waste their time.

  • Goliath's hiding in the tiberium are almost invincible.

  • When and if you're using a sniper on this map you're going to want to do everything you can to hit Sydney's with Personal Ion Cannons. The Sydneys will take down a tank quickly and are hard to hit/kill in a vehicle. Help keep the field with your team by taking out these threats.

  • The map has a cliff out front of Nod base that defenses can be built on. Mortar Defenses here will prove useful all game.


  • A Tick Tank Firebug and Tank Ace combo camping the GDI Harv is a solid surefire way to kill GDI economy. Deploy your tick tank behind the Mammoth wreckage in the GDI Tib field for incredible hard to kill cover and a great view. 


Late-Game Tips

  • Do not let GDI amass their vehicles outside of your base and gain force because once the obelisk is down, the game is just about over for you.

  • A GDI 36 inch Mammoth tank is very obvious coming out of GDI base. Handle it by either ramming it with a Melta Infiltrator Cycle or pulling up in a stealth tank and throwing dynamite all the way on the top of it. This will severely hurt that persons economy.

  • Spies on this map are very frequent and heavy. Constantly be aware that an Ion Cannon Beacon may be heading towards your base at any second.

  •  GDI is going to have vehicles out in the field and they (the vehicles) are going to have a lot of armor and be hard to kill. If you find yourself alone in the field always get someone their with you and ask for help. You cannot attack or advance in the field without help from your team.

  • The Stridsvagn 103 155mm ($2,400 Tank that is thin) will be your go to on this map for Nod. This tank is an absolute U N I T and Game Ender is used correctly. First off the health is stupid high right off the bat and with upgrades gets even better, the armor is resistant against everything, the low profile is extremely hard to hit and impossible to kill camping in a Tiberium field while the gun has an absurd long range. Get this tank and camp in the field with it, then hit the Advanced Guard tower when your team is covering you. You'll be able to hit the AGT and any tank coming out of GDI base with no retaliation due to the range.

  • It is possible though a little difficult to get a SSM Missile Launcher ($1,250) on the pipelines in the middle field. Doing so will give you an advantage.

  • Be smart and during a counterattack destroy the Harvester when you need to outside of GDI base.


  • If you're really brave you can use an Ezekiel Stealth Tank to destroy the AGT by positioning yourself in-between the pipe in front of the the AGT. The AGT won't fire because that thing metal pipe is in front of it.



Playing as GDI:

The name of the game for GDI on this map is to amass vehicles outside of Nod base and take down the obelisk or get a spy into Nod base with an Ion Cannon. Should neither of those work for you the whole game due to teamwork or other reasons than amassing points will gain you victory.


Early Game Tips

  • Set up Proxy mines everywhere you can. There are a lot of entries into GDI base that are unseen and need to be covered.

  • Grab a crate if you can.

  • To help boost GDI economy you can grab a Deployable Bridge and deploy it above the cliff. This will lead to a Blue Tiberium Field that you can harvest.

  • If you have the money, a early 120mm mammoth will really hold the field down and help establish control of the field. They are also extremely resilient.

  • Use the GDI grenadier to help hold the middle. The damage from the grenades really bring on the hurt to almost every unit and it's quite cheap at $100.

  • If you have a little bit of money i would highly recommend putting some AT Mines outside of your base where you think Nod Tanks will go. After doing so hold the field the best you can. This will make it so if you loose the field Nod will have a hard time camping your base and it'll give you another chance.

  • In an early and typically low player count game it is very possible to be able to run into Nod Base will a teammate and blow up the Hand of Nod. There will likely be no proxie mines around and this will prove fatal. It will also completely destroy the Nod economy early on and give a significant bonus/advantage to your team.

  • To gain some points for your team, credits and traction you can camp outside Nod base through the middle infantry war zone and hit the Nod CY with a Personal Ion Cannon. This building does not auto repair and if you're lucky you can even take it down. Be aware that to camp here will attract attention and you'll eventually have to start dealing with incoming infantry.

Mid-Game Tips


  •  At this point I would recommend camping the Nod Harvester and doing your best to gather your team to amass outside of Nod base and attack it. This will net you points and if you destroy the obelisk will help end the game.

  • If credits are tough, a Sydney with a Personal Ion Cannon is a great way to help push back Nod. There are many places to hide and attacking tanks in the field will grant a lot of points.

  • A GDI Special Forces soldier has a rocket launcher called the FLASH. Right clicking fire on this bad boy will kill almost any infantry in one go due to the massive splash damage.

  • This map has great camping spots. One of which is running through Nod Pipes to where you can see their Hand of Nod. Using a Sydney with a Personal Ion Cannon you can stay in the pipe line and camp their Hand of Nod. There is no way for Nod to jump into the hole where you're at and attack you.. however be aware that Nod will start to throw C4's and if it comes down to it get artillery to kill you.


  • If Nod Vehicles are coming in masses to GDI Base you can get the FV005 Stage 2 and go above the ridge of GDI base (Above the Tiberium Monster.) When using this tank you need to realize you have a massive long range cannon and can hit all the way in the middle of the field from where I just told you to go. (Yes the range is that far). You can also deploy this bad boy to gain alot more of a defensive position along with zero recoil. However you need to be sure you're not under heavy fire or you'll die quickly during the deploying phase.


Late-Game Tips

  • At this point you should have a lot of credits. If you haven't taken the field or have it by this time frame then Nod is going to begin to steamroll you and build up units outside of your base. The problem is only furthered by if you lost your AGT. My recommendation for this point is to get a Mammoth 36 Inch and camp on the service depot. This will help you buy your team some time and also really put the hurt on any Nod Tanks if you hit them.

  • If you want to get a spy and go that route then it is recommend that you go to the middle, climb down the ladder and go down to where the tunnels/tiberium is. Then go through one of the tunnels into Nod base as this route will not be mined. Then if you are going to Ion Cannon a building, go into the Hand of Nod through the ladders on the left or right and go all the way up to the highest point you can in the HON. Basically you'll climb a very tall ladder to the roof and plant it here. If you're able to do so this beacon is basically un-defusable. It takes 30 seconds for a beacon to fire. It takes Nod team 5 seconds to realize where the beacon is, 10 seconds to get to the beacon in the Hand of Nod, 5 seconds to climb the ladder and 3 to 4 seconds to defuse the beacon. This is all assuming absolutely everything goes perfectly for Nod and typically this doesn't happen. To further prove this is a guaranteed HON kill you can just shoot anyone who climbs the ladder very very easily with no retaliation.
    If you take down a building in a high player game then it will severely affect Nod Economy. To help destroy it further it is imperative that after you destroy a Nod Building you push the advantage, or camp the Harvester. This map is made to be a drawn out long game and this will help you win.



IA_GreatWall.mix

Tiberium Machines/Forg. Tiberium Silo/ATM? :: Yes (Silo's x4 in the mountain outside of your base)

Forgotten Hub? : Yes (Inside the Forg. WF)

Forgotten War Factory? : Yes (On the right side for Nod, on the far Left for GDI)

Forgotten War Naval Yard? : No

Strategies

Playing as Nod:

This original map was one of the first to be created for this mod. The map has a lot of focus on Siege Warfare as it will become obviously known right off the bat. This map also has a secret to it where you can get a RA2 Kirov Blimp or two if you're knowledgeable. Probably of the biggest importance on this map however is that of economy. The Economy on this map is extremely slow unless you can capture the 4 Tiberium Silos located in the middle of the map. To win on this map as Nod will require you to get your team to push unto GDI base through the right side (GDI PP side) of their base or win by points (Typically this map is won by points). It should also be noted for this map that the loss of a building will have a higher and more severe affect on a team than most other maps. The loss of a power plant will absolutely choke the economy of either team while the loss of your infantry structure will make it impossible to hold the silos effectively. Destroying the War Factory or Airfield will cause the team to lose the game.


Early Game Tips

  • Early on in-game it will be impossible to make any push on an enemy base in this map. The defenses are too thick, most players will be in-base or will simply be in the middle or on the fortress part of the map (right side for Nod). Furthermore there is little to no income. The best tactic early on is to fight for the silos in the middle. Go outside of base and go to the right. You'll then find the silos inside a cave.

  • This map uniquely has 2 Kirov Airships. In order to get them you go to the left cave with a Petrova. Go through the cave and down the ridge. You'll be able to see the middle of the map on the right side. Go down the ridge and you'll then see sandbags in a small cave. Shoot these and then climb down the rope, after doing so be aware that there will be 7 to 9 Viscoroids that will attack you after you get off the rope. Climb down the rope and use your pistol to kill the first two. Then go down and wait for all the Viscoroids to come down to your position. Run in a Zig Zag to save yourself from their attacks all the way down to the end of the tunnel. After doing so you'll see a rope that you can climb to go all the way up to get the Kirov. You may take some damage from doing so be careful. If you want to move slower but more safely use a Black Hand Machine Gunner to kill all Visceroids with no problem.

  • It should be known that any successful attack will be a major pain for GDI due to the low economy. If you have the chance then absolutely kill any vehicle you see in field to delay GDI even more.

  • The "China Town" in the middle has some weapons hidden along with a crate.

  • To your right will be a capturable mini fortress that has a lot of defenses to it. Along with a service depot. Hold this position.

Mid-Game Tips

  • Typically 9/10 times when GDI wins through base destruction, GDI pushes through on the right side where the capturable fortress is. You need to hold this position not only to help secure your victory but also to help defend against defeat.

  • This is where the x4 Silos in the middle come into play. At this stage in the game if your team has not taken them or pushed then they will typically be bogged down in defenses build and repaired by GDI. Do your best to not let this happen. However, if it does happen then use the Kirov to fly all the way up in the air and drop bombs to help dislodge the defenses. It's also possible to use a 2S7 Pion Nuclear Launcher to consistently blow up defenses though you have to be covered constantly for this to work.

  • When you capture the Kirov airship you can fly all the way up in the air and tilt your Machine gun to hit GDI base defenses. It will be difficult to aim at first but if you sit outside of GDI base for a minute you can typically knock out their Silo, Gun Tower and Auto Cannon Turrets. The machine gun doesn't work against Main Structures like Power Plants so don't bother. With the Kirov at maximum altitude it is nearly impossible to hit. Scan the GDI base for defenses and shoot them with your machine gun.

  • Goliath's are effective in this map as with most. However it must be weighed on the situation. Money is tight on this map so decide if it's really worth the cost.

Late-Game Tips

  • Two things need to happen for Nod to loose. (1) The silos need to be in GDI hands or have been for the whole match. (2) The capturable fortress on your right needs to be captured. If you can prevent these two things and are winning by points then you'll be good.

  • A lot of times this map is won by points as it is a campers dream. Rack up points by camping GDI Power Plant or by killing vehicles.

  • Should you want to garnish some points and your team is on the attack on GDI base, you can get a Mutant Raveshaw and Nuclear Beacon then head to the Nod Tunnels on the left on Nod Base (In between HON and Airfield). Just keep going straight and you'll see another tunnel that leads to GDI base after a minute or so. This tunnel leads directly next to GDI barracks. Call !ammo but don't pick it up, plant a Timed C4, then plant the Beacon just absolutely barely outside of the tunnel. Throw Chemical Grenades at any infantry that comes out to 2 hit kill them, immediately pick up the ammo when you run out of grenades and repeat. With luck you should severely hurt the GDI barracks and rack up a few kills.


Playing as GDI:

For GDI to win on this map it is absolutely imperative that they capture the (On GDI's perspective) left side/middle silos. After accomplishing this and building in the position you'll want to the move to the left side and capture the fortress to help move through unto Nod base. It should also be noted for this map that the loss of a building will have a higher and more severe affect on a team than most other maps. The loss of a power plant will absolutely choke the economy of either team while the loss of your infantry structure will make it impossible to hold the silos effectively. Destroying the War Factory or Airfield will cause the team to lose the game.


Early Game Tips

  • Set up Proxie mines everywhere you can. There are a lot of entry's into GDI base that are unseen and need to be covered.

  • Grab a crate if you can.

  • To help boost GDI economy you can grab a Deployable Bridge and deploy it above the cliff. This will lead to a Blue Tiberium Field that you can harvest.

  • If you have the money, a early 120mm mammoth will really hold the field down and help establish control of the field. They are also extremely resilient.

  • Use the GDI grenadier to help hold the middle. The damage from the grenades really bring on the hurt to almost every unit and it's quite cheap at $100.

  • If you have a little bit of money i would highly recommend putting some AT Mines outside of your base where you think Nod Tanks will go. After doing so hold the field the best you can. This will make it so if you loose the field Nod will have a hard time camping your base and it'll give you another chance.

  • In an early and typically low player count game it is very possible to be able to run into Nod Base will a teammate and blow up the Hand of Nod. There will likely be no proxie mines around and this will prove fatal. It will also completely destroy the Nod economy early on and give a significant bonus/advantage to your team.

  • To gain some points for your team, credits and traction you can camp outside Nod base through the middle infantry war zone and hit the Nod CY with a Personal Ion Cannon. This building does not auto repair and if you're lucky you can even take it down. Be aware that to camp here will attract attention and you'll eventually have to start dealing with incoming infantry.

Mid-Game Tips


  •  At this point I would recommend camping the Nod Harvester and doing your best to gather your team to amass outside of Nod base and attack it. This will net you points and if you destroy the obelisk will help end the game.

  • If credits are tough, a Sydney with a Personal Ion Cannon is a great way to help push back Nod. There are many places to hide and attacking tanks in the field will grant a lot of points.

  • A GDI Special Forces soldier has a rocket launcher called the FLASH. Right clicking fire on this bad boy will kill almost any infantry in one go due to the massive splash damage.

  • This map has great camping spots. One of which is running through Nod Pipes to where you can see their Hand of Nod. Using a Sydney with a Personal Ion Cannon you can stay in the pipe line and camp their Hand of Nod. There is no way for Nod to jump into the hole where you're at and attack you.. however be aware that Nod will start to throw C4's and if it comes down to it get artillery to kill you.


Late-Game Tips

  • At this point you should have a lot of credits. If you haven't taken the field or have it by this time frame then Nod is going to begin to steamroll you and build up units outside of your base. The problem is only furthered by if you lost your AGT. My recommendation for this point is to get a Mammoth 36 Inch and camp on the service depot. This will help you buy your team some time and also really put the hurt on any Nod Tanks if you hit them.

  • If you want to get a spy and go that route then it is recommend that you go to the middle, climb down the ladder and go down to where the tunnels/tiberium is. Then go through one of the tunnels into Nod base as this route will not be mined. Then if you are going to Ion Cannon a building, go into the Hand of Nod through the ladders on the left or right and go all the way up to the highest point you can in the HON. Basically you'll climb a very tall ladder to the roof and plant it here. If you're able to do so this beacon is basically un-defusable. It takes 30 seconds for a beacon to fire. It takes Nod team 5 seconds to realize where the beacon is, 10 seconds to get to the beacon in the Hand of Nod, 5 seconds to climb the ladder and 3 to 4 seconds to defuse the beacon. This is all assuming absolutely everything goes perfectly for Nod and typically this doesn't happen. To further prove this is a guaranteed HON kill you can just shoot anyone who climbs the ladder very very easily with no retaliation.

  • If you take down a building in a high player game then it will severely affect Nod Economy. To help destroy it further it is imperative that after you destroy a Nod Building you push the advantage, or camp the Harvester. This map is made to be a drawn out long game and this will help you win.

  • The Mammoth 36 Inch cannot fit through any of the castle walls to attack Nod Base. Unless you're defending with it, don't bother wasting your money


IA_Cold_Valley.mix

Tiberium Machines/Forg. Tiberium Silo/ATM? : Yes (Red Forg. Silo x1 next to Forg. WF)

Forgotten Hub? : No

Forgotten War Factory? : Yes (Go outside base to the front for Nod, Go across bridge to the left as GDI)

Forgotten War Naval Yard? : No

Strategies

Playing as Nod:

This well balanced map has a great deal of ways to go about when it comes to winning as Nod. There are as it should be noted 2 ways out of your base and you must do your best to protect these and ensure they remain open so you're constantly pushing. Towards the end of the game GDI will really start to bring out heavy weapons so it's imperative you keep on the attack by boosting your economy with the Forgotten Tiberium Silo and destroying any GDI attack. Typically these games are won by base destruction with some games by points. The losing team generally has had one of their buildings (Any) destroyed.


Early Game Tips

  • You start out with a Mobile Track Repair vehicle which you should use immediately to capture not only your Silo but also the Forgotten Tiberium Silo. Get your team to follow you outside the front Obelisk entrance and keep going forward. You'll then see a Tiberium Silo and Abandoned Service Depot. Capture these and convince your team to hold this position. You'll be able to effectively stop 1/3 of GDI Attacks with this entrance and also boost your economy early on in-game which will be critical. Furthermore the Service Depot will make your position solid. You can also use a normal Stealth Tank to hold this position.

  • If your team is holding the Silo and doing good you can also use the Mobile Repair Tracked vehicle to get a Sapper and start immediately laying down Anti Tank Mines. They cost $200 so should be placed tactically.

  • There are 3 points where vehicles will go. On GDI Bridge, on Nod Bridge and in the middle ridge/ice bridge. Use good judgment and place Anti Tank defenses very quickly with the Mobile Tracked Repair Vehicle and a Sapper. If you can, place the Anti-Tank defenses so that you force vehicles to the edge of the middle bridge towards you base. This is going to make it so the Obelisk can attack GDI vehicles, furthermore their position will be exposed.

  • When placing mines in the middle Ice Bridge, place the mines on Nod Side because when GDI tanks drive up their turrets will not be able to shoot the mines. Furthermore they cannot destroy the mines without being exposed. However, you must warn your team because if one of the mines blow up and your team is fighting on the bridge it will kill their (Nod) vehicle. It should also be noted that GDI Railgun Titans are very good at destroying Anti Tank Mines. If you can, do not let this thing live long or you'll have wasted alot of money on mines.

  • If you're really brave, you can get a Mutant Petrova to go run off near GDI base and hide in the bunker located in front of GDI base. This bunker I believe not only provides cover but also has a Rocket Launcher and health inside. Use this to help provide recon and help take off a little health from GDI vehicles before they go attack.

Mid-Game Tips

  • During this time GDI will start to acquire higher armor vehicles. To counter these threats, you can purchase (if you save your money enough) a Hyper Velocity Gun Tank ($2800). This tank has 3 shots that are instant firing, armor piercing shells. They will 1 to 2 hit kill any vehicle with armor other than heavy. Use the vast fields to long range hit your target and control the map. Be aware however that an Orca can very very quickly ruin your day and you should prepare for the eventuality of having them attack you.

  •  Mid Game is when GDI will start to roll out medium to heavy armor vehicles and aircraft. This is the perfect time to use an often overlooked unit called the 9K22 Tunguska. This badass AA Tank will turn the tide of absolutely any battle it finds itself in. First off, you can use the missiles to 2/3 Hit Kill an ORCA Aircraft or use the missiles to cause about 1/5th damage to a GDI Titan. Furthermore the long range of the missiles help to ensure that you can retreat until you reload. The 30mm Auto Cannons rip every single GDI infantry to shreds along with helps to deter ORCAs with little health left or farther out. Utilize this vehicle in the support role at first and when you've gained a little experience with how it can be used and when to retreat, use it as a one man army against any other unit on the field. While this vehicle kicks ass it must be noted that you will die if an ORCA catches you while reloading or you cannot escape a GDI Sydney (Personal Ion Cannon), furthermore the loss of a 2,800 credit vehicle will be a big decrease for your economy.

  • There is a shed outside of Nod base you can camp with a Raveshaw Railgun should GDI be camping your base.

  • Though the cost is initially high, saving/spending your credits for a Ezekiel early on can really hurt GDI if used correctly. Utilize your Ezekiel stealth tank to finish off any GDI vehicle with low health. Due to the vast open terrain, the missiles will track their target and ensure a kill.

  • Please park a Mobile Tracked Repair Vehicle outside of the Obelisk to repair it. It will be attacked eventually and typically it's to late to repair it when people start to arrive.


Late-Game Tips

  • Late game this map typically goes into a standstill if either team hasn't gained the advantage yet. What i'd do if I were you is focus heavily on killing any GDI vehicle in the field and defend your base by camping the mid field. GDI is going to attempt to send vehicle after vehicle at you but they will not be in a rush because the team hasn't done any rushing all game. This means that you'll be dealing with typically one vehicle at a time that if you can kill will gain your team points and also defend your base. If you find yourself on low health simply retreat and the GDI vehicle attacking you will have to retreat as well or attack by himself while he has lowered health.

  • Any GDI 36 Mammoth Tank should be handled on this map with dynamite or by using a (very) long range, covered unit. These things will kill Obelisk with 3 to 4 hits and lose the game for you.

  • If you're having a problem with aircraft I'd highly recommend getting the SA-8 Gecko. This vehicle is dedicated to purely Anti Aircraft and an excellent edition to any fighting force. However, if your team isn't doing anything and sucks then just get the 9K22 Tunguska so you can fight aircraft, vehicles and infantry alike.

  • Use a unit with extreme range (Such as the SSM Launcher) to go near the Forgotten Tiberium Silo and hit GDI base off the cliff. If your team is useless and you have the credits then get a pioneer to build Kornet Anti Air Turrets to help protect you while you're camping this position launching missiles at their Advance Guard Tower or Power Plant.

Playing as GDI:

It should be noted this map that GDI has two Advance Guard Towers that will help to deter enemy units, however these must be protected at all costs through having constant offense operations or a solid defense. To win this map as GDI it is imperative that you destroy the Nod Obelisk first and foremost. It will collapse moral on Nod and grant huge points to your team. After that you can basically camp outside of Nod base to kill any vehicle coming out. If you fail to lead your team on taking out the obelisk, Nod will gain too much money and push back any attack you make with Ezekiel stealth tanks and the sort, furthermore any steam will be lost and forming a rush together will get harder and harder the longer the game goes on. The game is in your hands this map.


Early Game Tips

  • Early game it's extremely important that you take control of the Forgotten Tiberium Silo and gather your team to do so. If you fail to take the silo, your economy will hurt, Nod will get stronger and it will be impossible to fight/gain the lead as you're loosing units and money in a never ending cycle. Get a gunner and Repair Vehicle, get your team involved and go capture that silo. Expect fierce Nod resistance.

  • The whole entire early game should focus around capturing/holding the Forgotten Tiberium Silo.

  • Be prepared to adopt a scorched earth tactical mindset if you can while on this map. (Destroying everything you can if you have to retreat). For example, if you're in a tank with the weapon "Dynamite" and see a huge Nod force knowing you have to retreat then throw a Dynamite on your Forgotten silo somewhere that's very hard to find.
    1. - Nod will blow up the Silo and recapture it while you retreat.
    2. - The dynamite you placed will blow up and help stall for time while you counter attack. If you're lucky, Nod won't realize the silo they captured got blown up.
    Another scorched earth tactic I'd recommend while protecting the captured silo is when you see a Nod attack to hide behind cover and do your best to attack the Silo. Do not make it easy for them to take it and ensure it becomes a problem for them rather than an asset.

  • If you have the money, a early 120mm mammoth will really hold the field down and help establish control of the field. They are also extremely resilient. This unit should immediately be placed where the forgotten Tiberium Silo is. The reason it's so important is because it will afford your whole entire team the High price vehicles it needs and also ensure Nod doesn't get Ezekiel Stealth Tanks, Hyper Velocity Guns, or any of the $2,800 units that seem to be very proficient on this map.

Mid-Game Tips

  • If you don't have control of the Silo at this point then the game just got a bit harder for you and your team.

  • Infantry on this map isn't as useful as other maps due to the very long vast open fields. Save your money for a good vehicle rather than a good infantry unit.

  • Holding the middle bridge will prove very beneficial to GDI. However, please be aware that the Nod Obelisk will hit any GDI vehicle near the end of the middle bridge, near Nod base.


Late-Game Tips

  • At this point you should have a lot of credits. Get a Mammoth 36 Inch tank and ensure that someone on your team is covering you. A simple Stealth Tank will ruin your day and there will be nothing you can do about it. After getting a Mammoth 36, drive near the middle bridge and start to lob those 360mm shells at the Obelisk. This will gain you a lot of points and force Nod to rework their strategy abandoning everything they were doing. Take out the Obelisk using this unit.

  • A overlooked unit is the Titan Railgun. While it is dreadfully slow it has the ability to accurately hit on target with a hyper fast shell and some long range to boot. Use the primary fire for vehicles because it reloads faster and will do more damage in the long run, use the super charged shell against infantry for massive splash damage and because you don't have to be extremely precise with it. Furthermore use the Supercharged shell against a vehicle that you're not going to be able to hit anymore. If a vehicle is retreating behind cover (Which happens a lot outside GDI base) you can fire the supercharged shell to deal more damage and then reload longer without having to worry about being attacked.

  • If your team is taking up arms and going out in the map then make sure they cover you. Get an AMX Artillery and do everything you can to destroy the Obelisk.

  • When there are 30 minutes left you need to then decide what your endgame strategy is going to be. If your team is working well together and points are in your favor then keep trying to take out Nod structures. If points are close or your team sucks then you need to focus on winning by points. Winning by points means destroying every Nod vehicle you find and ensuring that you don't take damage much less get blown up yourself. Do not let Nod destroy any of your buildings in this mode other wise it'll be to late to rebound.





IA_BlazenSands.mix

Tiberium Machines/Forg. Tiberium Silo/ATM? : Yes (Tiberium Machines x4, Go up the hill with the town and it's in the middle, go to the town itself and there will be a big cave with the other x2)

Forgotten Hub? : No

Forgotten War Factory? : No

Forgotten War Naval Yard? : No


                                                                     



Strategies

Playing as Nod:

This fan favorite and highly balanced map can go either way for either team. However Nod is only going to win this map if it denies GDI the Tiberium Silos and keeps constant pressure. In order to accomplish this, you can either fight for the silos or help your team establish a position where it can camp. Using the terrain in this map while determine each and every single battle that you engage in and you should be highly aware of where you're at and what kind of terrain your vehicle needs. After you have silos secured the game typically ends in base destruction assuming that team gets the initiative.


Early Game Tips

  • Getting a Petrova early on in-game is played out. So lets do something different. Get a Nod Grenadier and climb up the ridge on the right outside of your base. Start throwing M3 Grenades ahead of you to hopefully get a hit. Once you encounter an enemy on radar then start throwing incendiary grenades as this will not only cause damage but also burn your enemy for at least 30hp. This ensures that even if you die, there is a chance they will to. You're going to want to use this (cheap) unit very tactically because if you can hide behind buildings and throw grenades you'll kill basic infantry and stay alive no problem. Your target upon climbing up the cliff will be for a small tunnel on the right that will have the tiberium Machines. Don't let GDI capture these no matter what. As soon as they capture these bad boys then they will build defenses/barbed wire and you're going to have a very shitty game ahead of you. If you want to go hard use the Grenadier to hide behind a rock and kill GDI turret, then hit their Power Plant or War Factory with incendiary grenades to hurt infantry inside and also damage the building.

  • If you look closely in the picture at the right in the middle you'll see a building with some Yellow Icons inside of it. Go to this building at the start of the game to get 2 Cash Icons which will give you $2000 instantly. This can be a game changer in the right hands allowing you to get a powerful vehicle to mount an great offense or defense! If there are alot of players (above 20) and you manage to gather the cash icons I would advise against an offense maneuver with your early vehicle as it may be easily killed depending on what it is. Of course if you hold both Silos then it may be worth it. It's up to you. Keep in mind there are no service depots on this map so make your decision wisely.


  • The first thing you do should always be to fight for the Tiberium Machines. They will be located in the middle of the map all the way to the left or the right in small tunnels.

  • If you have at least x2 Tiberium Machines secured then you can go forth with a vehicle and begin the attack. However, if you don't have any Tiberium Machines then you need to fight for them or you'll lose very quickly.

  • An anti tank rifleman is fairly useful on this map but should always be combined with a vehicle for more damage. Fire your Anti Tank Rifle, get in a vehicle and fire. Repeat.

  • Getting a Wiesel 20mm Tank is very useful early on in this map. For one it heals anyone that gets in. Even better is you can use this fucker to hide in between the buildings granting almost impossible to penetrate cover. This unit will eat almost any infantry unit up along with destroying medium armor vehicles.. but you have to keep it alive.

  • Use proxie mines when you're above GDI base whoring with your vehicle. GDI will get infantry to rush up their cliff and kill you, get a Nod Tech and put proxy mines there to hold them off. Call in ammo to replenish.

Mid-Game Tips

  • Mid game comes around quickly and so do GDI vehicles/infantry. If you bought a Wiesel 20mm, it's more important than ever that you keep it alive and destroy these fast, lightly armored GDI threats. Kill these GDI tanks and their economy will be wasted along with any momentum. To help keep your Wiesel 20mm alive i'd hide it behind the Nod C-130 wreckage because it will be perfect to ambush and attack GDI units. Furthermore you can take the ridges to your left and hit GDI tanks from above. If your team is facing off with vehicles of their own then you will be the difference in battle and ensure victory.

  •  You NEED to have at least x2 Tiberium Silos in your teams possession by this point or it is game over.

  • As said earlier, the best place to camp in this map is outside of GDI base. Get your team if you can to perch themselves above GDI base on the ridge and start lobbing shit at them. If your team (Nod) has the field then get a SSM and go up the cliffs on the left. After driving up the cliffs you'll then be able to drive near GDI base where you can fire missiles at their War Factory. This is where the game typically ends for either team. Whoever can camp outside their base is going to be victorious.

  • Don't bother with a Goliath unless there is a Mammoth 36 Inch out in field or a GDI Titan Railgun. There is to much to do on this map and not enough defenses to stay in a position for a couple minutes hoping to kill a vehicle.

  • There are no Vehicle Repair Depots on this map which means two things that are very important.
    1. You need to get a Nod Tank Crew/Tank Ace to auto heal your vehicle or be skilled at repairing your vehicle in combat.
    2. If you get a mobile tracked repair vehicle then it will undoubtedly heal any push or attack that your team makes. However if your team really sucks or just won't get vehicles then you need to focus on accomplishing things by yourself rather than support.


Late-Game Tips

  • This is where the map really comes together. If you don't have at least x2 Tiberium Silos by now then good luck. GDI is going to steamroll your base at this point with Railgun Titans, Mammoth 36 Inch tanks, AMX Artillery and Shield Generators. It is of course possible to hold them off, but the point gap will be to much and any loss (vehicle or Infantry wise) to Nod will be extremely hard to make up as you have no credits or cannot replenish them as much.

  • The Mammoth 36 inch on this map is an absolute game ender.. however you can use it to your advantage! First and foremost don't let it get to the middle of the map because will start hammering your buildings very quickly. Kill this massive tank by using a Goliath or firing from the cliff. Simply put this will give you an advantage because GDI will be busy repairing the tank forcing players to focus on the tank, when you kill this tank it will be $6,000 wasted down the drain, there are so many places to attack this unit and so much cover you can distract and render it useless.

  • If you're taking up the infantry route/battle on the ridges/cliffs then i would highly recommend a Raveshaw Mutant or Petrova. If GDI is playing very vehicle heavy then get a Raveshaw. If GDI is playing Infantry heavy then get a Petrova. Which ever you choose use chemical grenades against any infantry threat you come across. Then use your main rifle or Railgun to hit vehicles from above. While playing as infantry your primary concern should be to hit or save the Tiberium Machines at all costs.

  •  Get a Stingray Hyper Velocity Tank ($2,800) to hit tanks above on the cliffs. If you can stay alive, you won't regret it. Be aware that the turret cannot depress/look down from certain cliffs because they are to high.

  • Use the 9K22 Tunguska to deter vehicles away from your base and long range anti infantry support.

  • Defenses are not worth building in this map despite how much $ you have. They will be killed long range and the buildings to hide behind render them fairly useless. However if you must, you can place a hard hitting railgun or Melta defense in between the buildings to help ambush GDI vehicles. I would only recommend this when you ether have the field or are fighting for it and winning.

  • If your team is camping GDI base then stick your knife in the heart and grab a Tesla Tank. Get this bad boy to hide above the ridge on where GDI base is and fire at their buildings. You can reverse a little bit on this ridge to camp with deadly efficiency. What's going to happen is a lot of GDI players are going to be busy repairing and not attacking which means you can bring your team up with you. Further more you can capture the Tiberium Machines if you haven't already. Now, while you're attacking you also have the ability to attack any vehicle coming out of GDI War Factory... with no service depot it's going to start being really infuriating for GDI to do anything against you.

  • I'll let you be the judge but be aware buying an Ezekiel stealth tank may not be the best choice for this map. Their flat and wide profile means it's very easy to hit it from above. Furthermore the cover on this map that a flat wide tank can hide behind is very minimal as there is an open field. I would only get this unit on this map if you're about win and need to clear the defences or hit from long range.


Playing as GDI:

This map is a wet dream for GDI if they can get their economy in order. To win this map as GDI you're going to have to pledge a full scale battle against these Tiberium Machines to gain the money you need to get more powerful vehicles. Furthermore you will have to encourage your team to carry out attacks on Nod to help keep the pressure up. If you fail to keep attacking Nod, they will eventually start to camp the ridge directly above your base and even with the Tiberium Machines it will be very difficult to recover while you're being constantly bombarded.


Early Game Tips

  • As soon as you start, get a GDI grenadier (The $100 unit that throws grenades) and go up the ridge. Start throwing M3 Grenades very far to help possibly get some early damage. Once you encounter a Nod unit then use incendiary grenades to damage and burn them to death. Incendiary grenades will also revel any Stealth Black Hand. Ensure you stay alive no matter what by throwing and hiding behind buildings. Typically another GDI player will run with an engineer and capture the silos. Your job is to make sure at all costs Nod doesn't do the same. Once you get the machines make sure that your team secures it by building barbed wire into the tunnel. Then start throwing grenades at people below you in the middle of the field to help ruin Nod Infantry day.

  • If you fail to capture the silos, get a Combat Engineer and go right back up. Start placing proxy mines everywhere you can behind the buildings so that people walk into them and die. Then start throwing Timed C4's on any Nod defenses they built in the tunnel and take back that ridge.

  • If your team has taken control of the ridge and you find yourself as an engineer. Build a barricade inside of the tunnel as much as you can and capture the Tiberium Silos.

  • The silos on the right side of the map (from GDI's perspective) is a little easier to capture should you get there first due to it being a little hidden behind buildings. But be aware if you capture this tunnel it is a commitment. What this means is you need to hold it down with defenses to help fend off nod from taking it back.

Mid-Game Tips


  •  Nod cannot win in this map without the Tiberium Machines. Your whole warfare should focus on defending these spots while your team does their thing.

  • If you have the Tiberium Machines this map, it is worth making certain that any Nod vehicle you encounter is destroyed. Simply put, Nod cannot afford to loose vehicles because their economy is trash compared with yours. Ensure that every vehicle they loose will be a major economic loss. Furthermore the absence of Repair Depots make it extremely difficult to rebound quickly from any damage taken. If you have to sacrifice a Mammoth 120mm against a T-62, do it.

  • Goliath's are a fan favorite on this map due to all the good locations for them to hide. However, it should be noted that having a Mobile Sensor Array nearby your base will help alleviate any worries of being sneaked up on. Goliath's typically come out from Nod when a Mammoth 36 inch or Titan makes its presence. Therefor you should keep your combat in these vehicles mid field in the wide open and behind your forces to help minimize the risk of being killed.

  • If your team has not secured the Tiberium Machines by this point it's going to be a very tough uphill battle. However there are things you can do to buy you time before Nod Steam Rolls your base. First and foremost, buy an Argus Shield Generator ($2,800) and park it where it's covering your War Factory and Power Plant. This is going to help prevent Nod from camping your base uphill on the ridge.

    Next get some proxy mines and mine the area by the Ridge/Power Plant/Mid field. There is a little pathway here which means Nod will drive a Goliath straight through here sneaking into your base and blow your shield generator up. Mine all your buildings with proxy mines, don't bother with Anti Tank Mines because they will just get destroyed by splash damage from camping SSM missile launchers.

    Now that you have your base secured and your team is helping to keep the campers busy, go up the ridge next to your base and start doing everything in your power to take back the Tiberium Machines in the tunnel. Use the Bangalore torpedoes from the GDI engineer to destroy any defenses or a dynamite. Assuming all goes well and you capture the Machines above, defend these with your life to allow your team to get the credits they need to push back.


Late-Game Tips

  • At this point you should have a lot of credits. Purchase a Mammoth 36 Inch tank and finish the game by killing Nod Power Plant. After killing Nod Power Plant everything becomes that much harder to purchase and it's GG. If they are heavy infantry for some reason then purchase a GDI titan railgun and use your supercharged shot against Infantry in the field.



  • IA_Cold_Wall.mix

    Tiberium Machines/Forg. Tiberium Silo/ATM? : Yes (Tiberium Machine x2 in the middle castle)

    Forgotten Hub? : No

    Forgotten War Factory? : No

    Forgotten War Naval Yard? : No


Strategies

Playing as Nod:

This map is a campers dream map with capturable defenses all around and only 2 points of exit for vehicles. It's honestly anyone's game and comes down to if your team can camp better/earn more points, get their shit together and organize a rush or destroy a building through being a one man army. That being said there are some distinctive advantages to each side with can help tip the scale of battle if used effectively. Here are Nods.


Early Game Tips

  • If you're an experienced player you should first/foremost size up the enemy team and try to think about which tactics each player will use. There are some players that only use certain vehicles or tactics frequently which should weigh into how you will approach the battlefield and what units you'll use for this map. The reason this is important for this map is because it's small and there are very few ways of attacking the enemy base. For example, if there is a player on GDI team that loves to use a Zippo Flame Tank and camp then you probably shouldn't use an infantry unit as your main offense against GDI base.

  • GDI is going to rush your power plant with Home Guards/Engineers at the begging of the game. Use Remote C4 on the doors when they rush in the Power Plant.


  • An interesting fact about this map is that it has about 8 cannons (4 for each side) all the way on the top of the Castle. You can use these medieval cannons to hit GDI base structures and inflict a good amount of damage. However, the reload time is quite slow so grouping them together will yield better results.

  • Though I normally recommend mines for maps, it is not worth it for this one as they'll be quickly destroyed in the lower part of the map through friendly fire or artillery. However, if you'd like to place some mines.. then placing Anti Tank mines in the middle tunnels for vehicles is the prime spot before it gets crowded.

  • There are 2 Tiberium Machines inside the middle castle/fortress. This area is likely to be highly contested throughout the map as it's where a lot of infantry will go. Economy on this map is pretty fair off and frequent.. however capturing the Tiberium Machines (Even if they keep getting destroyed constantly) can help to make up some losses your team will inevitably receive in their economy. If anything... there are quite a few high powered weapons inside the tunnels you can utilize.

  • Beacons sometimes spawn in the tunnels. If you aren't going to beacon the enemy base then it's at least worth it to plant inside the middle castle where you found it. It will help destroy vehicles inside, destroy any GDI Tiberium Machine and also kill any infantry in the middle castle.

  • If you're going to get an infantry, it should be a Petrova. You're going to encounter a lot of combat and need every advantage you can. Use the chemical grenades for units behind cover and the Mantis Tiberium Rifle to heal yourself (By firing at the ground). Then use the weapons you find in the middle castle to help kill vehicles. With enough practice you can hold this position and the silos by yourself. Later on in-game you can throw EMP grenades to disable vehicles in the tunnels and help stall GDI.

  • There is no getting around the fact that this is a campers map. However, just use it to your advantage and purchase an artillery. While Nod artillery is pretty potent in this map it should be noted that the Koksan ($2,400) Artillery is quite the go to for any Siege. Basically, save up for this bad boy and deploy it on your Repair Depot. Start laying unto the castle and the massive splash damage this vehicle has will quickly flush out any and all GDI infantry along with destroy the Tiberium Machines.

Mid-Game Tips

  • Depending on the skill level of each team, the various tactics for this map will start to show their colors.. Around this time and throughout the game you should highly expect fast tanks to rush into your power plant with a dynamite or explosives and try to score a quick building kill. Do not let this happen or else it's a game over. To help prevent this, you can place anti tank barriers nearby and a anti tank mine or two near Nod Power Plant. Make sure that building is always proxy mined no matter what.

    Sydney Personal Ion Cannons will start to attack your base from long range as well inside the castle walls. Get an Artillery to kill them with splash damage or go in, finish the job yourself with a Petrova Mutant.

  • If you can gather 3 to 4 people on your team, it's worth to rush in with Flame Tanks and destroy GDI power plant. These will make short work of any enemy building but will need to not take damage on your way to GDI base to ensure survival. Keep in mind the Black Hand Flame tank carries more armor but is slower.

  • The tunnel where are the fighting will occur has a dip which presents a problem for aiming with vehicles. Keep in mind that this also applies for your enemy.

  • If infantry and vehicles are presenting a non-stop problem in the middle of the castle then it is absolutely worth purchasing a Pion ($6,000) Nuclear Launcher to cause mass destruction and a huge headache for GDI forces. The massive splash damage will discourage anything from passing through again. If you're really feeling evil then get two, park them on Repair Depot and switch between them.

  • A Mobile Tracked Repair Vehicle will be invaluable during this match for buildings and friendly units alike.


Late-Game Tips

  • At late game if either team hasn't lost a building yet you should turn your efforts towards racking up as many points as you can. 30 Minutes left will typically mean that the round will end with which team has more points.

  • Below the map where the underside tunnel is.. there will be two caves with one leading towards your base and the other towards GDI. It should be noted that you can find a Ion Cannon or Nuclear Beacon here.

  • Spies late game will start to pick up and suicide rushes will become more frequent. As said earlier, cover your base and remine those proxie mines.

  • To gain points you can purchase a Mutant Raveshaw and hit GDI Power Plant from the mid castle.
  • Ezekiel rush GDI Power Plant of War Factory.

Playing as GDI:

Playing as GDI is almost the same as playing with Nod. This section will be shorter because alot of the tactics for Nod can be applied for GDI. There are some distinct advantages however for GDI that can be utilized. Don't get down if your team hasn't destroyed a building all match.. this map is a campers dream and will typically come down to how effectively units where used which translates into points.


Early Game Tips

  • There are two walls on the outside of the castle that can be blown and typically will later on in-game to make way for infantry.

  • Early game you can purchase a Ranger and use the Carl Gustav Launcher to hit Nod buildings. This will help point gain for your team and also may knock out a vehicle or two if you stay here. Be smart and use the !am (Ammo $250) command to refill right before you run out of ammo.

  • Nod has a habit of rushing your Power Plant this map. If you have some extra credits and time, it's worth building some Anti Tank Defenses alongside your Power Plant to stall them. Worth even more if you can funnel tanks into Anti Tank mines you've built.

  • Nod sometimes rushes the Power Plant at the very start of the game with 4 Engineers in a Truck. Keep your eyes open.

Mid-Game Tips

  • Mid-Game is where Nod will explore other methods for attacking you and that means infantry in the castle. Utilize an AMX Artillery to camp at your service depot and fire shells with big splash into the Castle to flush out infantry.
  • A massively overpowered unit on this map is the AVRE Mortar Tank (1,400 Credits). Basically this bad boy can 1 hit Stealth/Infrared Tanks and sometimes Ezikels/T-62's. This is important because when you're driving in the middle of the castle in this vehicle you'll be face to face with every Nod tank and can quickly retreat away after you blow them up ensuring you dominate Nod. After you secure the middle you can then hit Nod Power Plant with this tank to earn 50/60 points quickly then retreat and do it again. With this tactic you'll have Nod on the defensive, pick up a shit ton of points from killing vehicles and also hold the middle. To further my point, get your team to deploy an MSA directly outside of the castle walls and surprise.. you'll have nearly map wide stealth detection which means on your radar you can now see when stealth tank is about to come into the castle and plan accordingly. I say plan accordingly because your AVRE Tank has a very very long reload. A last note.. if you're skilled enough you can hit the Nod Service Depot from where you're at. Use the tank on this map every time and you'll gain the initiative for your team along with place first every time. Counters to watch out for are EMP Grenades and Invisible Golaiths (Which is why it's so important to get an MSA to detect them on Radar quickly).


  • Use a Sydney with a Personal Ion Cannon to hit the Hand of Nod or Power Plant from inside the Castle Tunnels. This will be very hard to kill and help get you some points.

  • If you get a spy then you're in luck. First off (if you have time or want to) look for a Beacon around the map and pick up some weapons. Next get one or two of your team mates to cover you outside Nod Power Plant. Plant the beacon and make sure that artillery isn't going to kill you while you do. Next have your team mates cover the area that you planted the beacon.. with luck they should defeat almost anything that comes their way within the 30 seconds you're waiting. Stay there as well to ensure any infantry doesn't slip through.


Late-Game Tips

  • Unless you're camping the inside of your base or ending the game. It's not worth it to purchase a Mammoth 36 inch Tank.

  • Use the Titan Railgun Supercharged round to splash damage any infantry inside the middle castle. Be careful with this unit because it's very easy to tilt over on this map however.. also it's so tall that Nod has a very easy time shooting it when you're going towards their base. To make matters worse you cannot go in the middle castle with it and have a very difficult time shooting while charging towards Nod base. Honestly you're better off getting a cheaper Mammoth Railgun.

  • A Zippo Flamethrower Tank will end any Infantry in the castle tunnels that you're having problems with. This includes the Mutant Raveshaw.





  • IA_Cold_River.mix

    Tiberium Machines/Forg. Tiberium Silo/ATM? : No

    Forgotten Hub? : No

    Forgotten War Factory? : No

    Forgotten War Naval Yard? : No



Strategies

Playing as Nod:

The begging of the match will dictate how things will go for a while if you have less than 20 players. In short destroy the enemy harvester and slowly pick off GDI tanks to hurt their economy. If you can ensure GDI tanks that make it to the field are destroyed and GDI has no economy your team will start to pick up the slack with artillery/stealth tanks. You can then begin to hit GDI buildings from mid field and really begin your victory.


Early Game Tips

  • First and foremost, there is a Obelisk Gun power up that must be picked up before GDI gets it. Get a Nod Buggy, Nod grenadier and head out into the middle of the field where the wall starts on the left. Inside the water there will be a floating red power up. Even if you die, at least GDI didn't pick it up.

  • After you've handled that Obelisk Gun business you can then focus on killing GDI harvester. Inside the bunker right outside your base near the Tiberium Field there will be an armor, health and Rocket Launcher power ups which you can use to kill GDI harvester and camp there. Hold this position early on and it will really help you out the whole entire match.

  • When you kill GDI harvester and defend your own you can then use the rocket launcher to hit GDI power plant or Refinery. Hitting these will help divert troops from attacking you to repair their base. Furthermore it will help you and your team gain points.

  • Your first vehicle this map should be a good all around cost effective machine because your primary purpose is going to be killing GDI harvester, hitting GDI base when your done and preparing to take hits from enemy units trying to get their economy back including a constant camping rocket launcher infantry from their bunker. The best vehicles I've found for this is the $600 Nod M6 Linebacker. This unit not only kills aircraft but will eat infantry alive with skillful aiming from VERY long range. Hop out with your rocket launcher, kill Nod Harvester and use the long range to harass GDI Vehicles/Buildings. Use a Nod Tank Crew or Nod Tank Commander to auto repair your vehicle because snipers will kill you on GDI if you hop out and repair. You'll also need to be on the move constantly.

  • Another good vehicle is the stealth tank as it's fast, stealth'd and can hit things very long range. Harass the GDI Power Plant with your unguided missiles (The fire farther than the guided) from mid field after killing the GDI Harvester.


  • You can also purchase a Nod Anti Tank Rifleman to hold the field early on. This guy will really be annoying for GDI in any situation and provides a great early economic solution to their tanks.


  • Stuff at this point should be going pretty steady and you're hopefully getting your harvester back to make some money. If not then keep defending and try to save your harvester.

  • If you're going to get an infantry, it should be a Petrova. You're going to encounter a lot of combat and need every advantage you can. Use the chemical grenades for units behind cover and the Mantis Tiberium Rifle to heal yourself (By firing at the ground). Though I really do recommend using a vehicle because Petrova costs a lot, can be sniped/artillery, runs out of ammo, not as good against vehicles.

  • If your team is holding the field and you just feel like doing your own thing then you can get a rocket soldier to go solo and take out GDI base defenses. Just be careful of snipers. Use the bottom of the Reticle Circle to aim long distance and hit your target.

  • Get someone from your team to mine your base or suffer the consequences early on. These buildings are very easy to enter and destroy.


Mid-Game Tips

  • Mid game when you can, trade your M6 Line Back for a T-62 Double Barrel Tank. Use this baby to absolutely wreck every single vehicle GDI sends at you. Basically stay at the entrance of your base and hit any GDI vehicle that comes out of their base and keep killing that harvester. You're going to have to contend now with Mammoth Tanks and how you deal with these tanks will dictate which team gains the momentum. If GDI starts to gain ground and you can't hold the field then you're going to want to use your T-62 to hit GDI vehicles from a distance and your rocket launcher you picked up from the bunker.

  • A rush below 5 people is not worth it with GDI defenses still up. What will happen is GDI will see you quickly due to size of the map/layout. The GDI will be mid field hitting you on your way and when you get into GDI base everything will be hitting you. Therefor before you attempt any rush, hit those base defenses and knock them out for a better attack.

  • If your team has the field then go up on the bridge and hit GDI defenses along with having a perfect vantage point of the field to help your team.

  • If you have $2,400 and your team is halfway decent/good. Then get a Koksan Artillery piece to deploy on your hill and hit GDI Power Plant. The splash damage will just absolutely destroy the GDI base, infantry and defenses. This seriously if not taken care of will be a game ender for GDI along with helping you get in the lead.


Late-Game Tips

  • Late game GDI will be taking the field and Harvester destruction will begin to matter less and less as an amass of vehicles rolls out from both sides. Your primary mission now is to help your team move up to destroy GDI Power Plant and how you're going to do that is hitting GDI vehicles out in the middle of the field. Use the T-62 due to it's range and a Nod Tank Ace.

  • If you want to just be an all around unit then go with the infrared tank and help patrol the outer rim of your base, hitting those GDI tanks in the middle.

  • GDI in large player games will purchase ORCA Bombers and then go kamikaze style to blow up your airstrip. The way you can prevent this from happening is by keeping constant contact with your team on the status as to what GDI is doing, killing GDI Harvester/Silo to slow down production and constantly harassing their buildings. If you let GDI's economy build up and don't harass them then they will use this tactic and win. Once the ORCA bombers are airborne it'll be to late to do anything because of how hard they are to kill.

  • If you're very skilled you can use a Stealth Comanche Anti Tank Helicopter ($2,750) to just take out every GDI vehicle in the field. If you can avoid the Mammoth Tank Rocket Pods, Ramjet's and 1 shot Railgun Titans then you can completely decimate GDI and hold the field while camping your base. Being a Nod Tank Ace is crucial as you won't be able to repair while retreating in mid air. This can be the difference between life/death along with helping repair yourself a tinny bit after taking a hit. You can also use this vehicle to kill ORCA's of any caliber. A very very good all around vehicle if you have the skill and balls to use it correctly.

Playing as GDI:

Playing as GDI is on this map is a good time if you know what you're doing and your team is halfway decent. You can get a good number of units on your ridge to hit Nod Base and camp their harvester but should be on the watch for Nod Stealth Tanks as they can take the field early on to get the lead and possibly rush. Your goal here will be to of course hit Nod Harvester but also to organize a rush on Nod Buildings once your economy gets going. Read on to find out which vehicles you can use to hit long distance and really hurt Nod.


Early Game Tips

  • First and foremost, there is a Obelisk Gun power up that must be picked up before Nod gets it. Get a GDI Humvee, GDI grenadier and head out into the middle of the field where the wall starts on the left. Inside the water there will be a floating red power up. Even if you die, at least Nod didn't pick it up.

  • Use the obelisk gun to hit the Harvester, then go camp inside the bunker where you'll find a Rocket Launcher to hit vehicles with. You can really hold the field with this thing if you're halfway decent. Use the Rocket Launcher to also hit Nod Power Plant.

  • You harvester will probably die as well if the game is competitive. If so save up your money and destroying that Nod Harvester. When you hit 1200 Credits get the AMX-13/30mm. This bad boy has a MASSIVE secondary range 30mm auto cannon. Use the auto cannon to stay outside your base and kill Nod Harvester, after you're done with that then hit Nod Power Plant with the secondary gun. This 30mm auto cannon does more damage long term than the main cannon itself.. furthermore it will splash, burn damage and 1 hit infantry in the head if you learn to aim it correctly. A powerful great tank early on that can hold it's own. When you get an enemy unit to low health use the main tank cannon to finish them off quickly.

  • Nod sometimes rushes the Power Plant at the very start of the game with 4 Engineers in a Truck. Keep your eyes open.

Mid-Game Tips

  • If you haven't gotten a GDI vehicle by now you're going to want to as Nod will be rolling out some vehicles of their own to deal with you. Any GDI infantry is just way to slow at this point to help against what's going to happen.

  • You can get some different vehicles to hold the field. Most namely is the one above (AMX-13/30mm), Mammoth Tank 120mm, or the $1,400 AVRE Mortar Tank (This tank requires a bit of skill to get right long distance wise)

  • This map is so short and dynamic that getting out to repair your vehicle will take you out of the fight to long. Get an Auto Repairing Infantry (Tank crew or Ace) and retreat to the GDI repair pad if you ever need repairs. This will get you back in the game quicker, make sure your tank doesn't get stolen and also let you hold the field way better.


  • Use a Challenger Stage 2 ($1,800) to set up above the ridge and destroy vehicles from above. You can hit Nod Power Plant all the way from this location with some skillful aiming.


Late-Game Tips

  • Purchase a Mammoth 36 inch Tank. Park this bad boy outside the front of your base and hit Nod Power Plant constantly. Retreat if you need repairs to the Service Depot.

  • Use the Titan Railgun to march straight to Nod Base and kill their Power Plant. Use the left click as if fires faster and is meant for buildings/vehicles. You'll make quick work of anything leaving or staying in their base.


  • If all else fails and your team has some extra money then you can try and organize an ORCA Bomber Rush to go all out. You'll need about 3 to 4 ORCA Bombers for it to have a chance of success. Good luck.




  • IA_Industrial_Strength.mix

    Tiberium Machines/Forg. Tiberium Silo/ATM? : Yes (x1 ATM on each side inside the Apartments on the first floor, x1 Forgotten Silo in the middle)

    Forgotten Hub? : No

    Forgotten War Factory? : No (However there are abandoned free vehicles inside the buildings.)

    Forgotten War Naval Yard? : No



Strategies

Playing as Nod:

An interesting map where strategy for each side really comes into play and both sides have to use their strengths to win. The map flow typically goes with either team starting an attack and continuing upon that or hold the initiative. To win as Nod you'll have to gather up a competent rush of Ezekiel Stealth Tanks to destroy the AGT's then building or go up the ridge and blow up the War Factory. You can also Beacon somewhere on GDI base or just fly/drive around the map by yourself putting up a vicious defense and winning by points. Whatever you choose to do (Defend by yourself/Offensive with your team) it's possible win by both way but you'll need to have a good knowledge of every Nod Unit, predict the field/what GDI will do and adjust your plans accordingly or you'll be steamrolled by a GDI rush in the hour of Map play.


Early Game Tips

  • There is an ATM inside the apartment complex outside of your base. Capture this immediately as it's difficult for GDI to capture and usually forgotten but will lead a significant role the sooner you have it. Hell capture GDI's as well while you're at it (inside their apartment complex on the first floor as well).

  • You can instantly start gaining the lead on GDI by purchasing an Anti Tank Rifleman/Buggy and hitting GDI Turrets/SAM Sites. This will prove invaluable for better vehicles later on and it'll be hard to kill you are it's early on in-game still.

  • Go inside the "Factories". Shoot the silver doors surrounding it. There are vehicles in there you can capture and sell if you don't like them.

  • An absolutely perfect vehicle for this map is the M6 Linebacker. Early on the armor will be difficult to kill, the AA missiles are great and the long range 20mm Cannon can kill defenses easily.

  • Another good vehicle is the stealth tank as it's fast, stealth'd and can hit things very long range.
  • You can also purchase a Nod Anti Tank Rifleman to hold the field early on. This guy will really be annoying for GDI in any situation and provides a great early economic solution to their tanks. Hit the GDI Sam Sites with this guy and defenses early on.


  • If you're going to get an infantry, it should be a Petrova. You're going to encounter a lot of combat and need every advantage you can. Use the chemical grenades for units behind cover and the Mantis Tiberium Rifle to heal yourself (By firing at the ground). Petrova will be able to hide in the middle and really hold the field properly/support your team.

  • If your team is holding the field and you just feel like doing your own thing then you can get a rocket soldier to go solo and take out GDI base defenses. Just be careful of snipers. Use the bottom of the Reticle Circle to aim long distance and hit your target.

  • Get someone from your team to mine your base or suffer the consequences early on. These buildings are very easy to enter and destroy.


Mid-Game Tips

  • Mid game you're going to have to read the field and decide what's going to happen to help your team best. For example if GDI is rolling out a lot of tank then get a T-62 to help push them back, earn points and take the field. If GDI has a lot of aircraft then a M6 Linebacker is going to be your best bet.. you can help your team on the ground with this along with launching missiles in the air at ORCA's to ensure your tanks survive. If you have a lot of money and are skilled then get a Anti Tank Comanche and stay alive at all costs. You'll rack up vehicle kills and stall GDI economy. No matter what, mid game you need to get out there and do something as GDI will build up strength and steamroll you if you stay in base.

  • A big risk but big reward is getting a Koksan Artillery up in the middle to destroy the GDI Advanced guard tower. Assuming you can get the arty up there you have to ensure that your team will support you in the middle because you're exposed on all side (with Aircraft especially). Do note however you have a massive splash damage that you'll be able to use against people repairing AGT.

  • Remember, destroy the GDI ATM inside their apartment complex. Don't let them hold it any longer.

  • If you are feeling risky still, you can get an Infiltrator with a Black Hand Engineer to drive around the rear of GDI base. There will be a little ledge that this bad boy will fit through and a TOW missile Tower you will need to kill. Kill it and then repair your vehicle. Keep driving and to the left will be a tunnel. Drive through the tunnel and you'll be right next to GDI Ref where you can then blow it up... but be careful not to get killed by the GDI Auto Cannon Tower. Once you're inside the Refinery call for !am (Ammo) and start placing proxie mines like crazy around you. Place timed C4 and remote C4, then pick up the ammo and do it again and then blow up the GDI Refinery.


Late-Game Tips

  • Late game GDI will be sending out the big guns with Titans, Railgun Mammoths and fast moving vehicles becoming frequent. Constantly remind your team to re-mine the base over and over when you see mines be activated. Also be prepared to slug it out with these tanks using a T-62 tank or Ezekiel Stealth Tank as the fact that these vehicles are even out in the field shows that your team has not picked up the initiative and there is no decisive winner currently.


  • If you want to just be an all around unit then go with the infrared tank and help patrol the outer rim of your base. Join any rush your team plans immediately.

  • It is possible to gather 3 to 4 Ezekiel Stealth Tanks and drive up the GDI War Factory Hill. Use your team to just hammer the hell out of the GDI War Factory and blow it up. Assuming you get to the hill undetected you have a good chance of being successful. If you're getting attacked before you get to the hill get your team to retreat and do it again from the other side. It's not worth it to loose all those vehicles trying to fight against the defenses, Tanks, aircraft and GDI Team. Trust me. 

  • If you're very skilled you can use a Stealth Comanche Anti Tank Helicopter ($2,750) to just take out every GDI vehicle in the field. If you can avoid the Mammoth Tank Rocket Pods, Ramjet's and 1 shot Railgun Titans then you can completely decimate GDI and hold the field while camping your base. Being a Nod Tank Ace is crucial as you won't be able to repair while retreating in mid air. This can be the difference between life/death along with helping repair yourself a tinny bit after taking a hit. You can also use this vehicle to kill ORCA's of any caliber. A very very good all around vehicle if you have the skill and balls to use it correctly.

Playing as GDI:

GDI's sole victory here depends on gathering your team to hit Nod Base hard. The obelisk makes it very difficult to rush Nod Base effectively so the only way you can is by hitting Nod's refinery. Next up for GDI, if you cannot gather your team together for a rush then your other option is to take out the obelisk yourself which can be done with a variety of units. This map ends typically in base destruction rather than point deadlock.


Early Game Tips

  • Go out to the middle of the field and capture the GDI ATM/Forgotten Silo. These two things will help boost your economy early and get things going.

  • After fighting for the middle a bit you can up the gameplay a bit by getting a AVRE Mortar tank. This bad boy right here will be able to one hit kill Nod Stealth Tanks, take a good beating and also outrage the Nod Obelisk. Combine with a GDI Tank Crew for auto repairs. The Nod Obelisk attack range is near the edge of where the Nod Apartment Complexes are so watch yourself. Basically if you can stay away out of range then you can hit the Nod Obelisk from a distance and at the very least rack up some points along with guard the Forgotten Silo. Watch out for infantry in the apartment complex!

  • When you hit 1200 Credits get the AMX-13/30mm. This bad boy has a MASSIVE secondary range 30mm auto cannon. Use the auto cannon to stay out of Range from the obelisk and instead deal damage to it. This 30mm auto cannon does more damage long term than the main cannon itself.. furthermore it will splash, burn damage and 1 hit infantry in the head if you learn to aim it correctly. A powerful great tank early on that can hold it's own. When you get an enemy unit to low health use the main tank cannon to finish them off quickly.

  • If you'd like you can get a Rocket Soldier Office to hit defenses early on.

Mid-Game Tips

  • Mid game the Mortar Tank idea above is really going to be your best bet on this map due to all the cover you can utilize. Update that tank crew with a Tank Ace for higher Auto Repairs. Keep hitting the Obelisk with this tank or even the Hand of Nod while you're in the middle hill. You're going to be racking up points and making sure Nod has to stay on the defense which will allow your economy to grow and your team to purchase more powerful vehicles.

  • You can get some different vehicles to hold the field. Most namely is the one above (AMX-13/30mm), Mammoth Tank 120mm, or the $1,400 AVRE Mortar Tank (This tank requires a bit of skill to get right long distance wise)

  • This map is so short and dynamic that getting out to repair your vehicle will take you out of the fight to long. Get an Auto Repairing Infantry (Tank crew or Ace) and retreat to the GDI repair pad if you ever need repairs. This will get you back in the game quicker, make sure your tank doesn't get stolen and also let you hold the field way better.


  • Use a Challenger Stage 2 ($1,800) to set up above the middle and destroy vehicles that drive up along with siege Nod Base.. You can hit Nod Obelisk all the way from this location with some skillful aiming. Be sure to choose your location carefully as it should be close to GDI base but just enough to hit Nod Obelisk maybe even the Hand of Nod. Should anyone attack you then you should be supported by your team coming into the middle for backup. Combine with Tank Ace for auto repairs.


Late-Game Tips

  • Purchase a Mammoth 36 inch Tank. Park this bad boy outside the front of your base and hit Nod Power Plant constantly. Retreat if you need repairs to the Service Depot.

  • Use the Titan Railgun to march straight to Nod Base and kill their Power Plant. Use the left click as if fires faster and is meant for buildings/vehicles. You'll make quick work of anything leaving or staying in their base.


  • If all else fails and your team has some extra money then you can try and organize an ORCA Bomber Rush to go all out. You'll need about 3 to 4 ORCA Bombers for it to have a chance of success. Good luck.







---Interim Apex Unit Guide---

This unit guide will help show all the strengths/weakness of every individual unit along with help get a better insight on how to use them. The format for the unit description is as follows.                                                                                                                        Written and edited by Threve 


Unit Title will go here along with a picture of the unit in-game.

Health(Max Upgraded)/Armor(Max Upgraded): Basic Health when purchased will go here (Max Upgraded means the health this unit has when all health upgrades at the Com Center have been purchased. For example Will of Kane adds 25 hp to every infantry)/Basic Armor when purchased will go here (Max Upgraded means the armor this unit has when all armor upgrades at the Com Center have been purchased for example Ablative Armor or Alloy Armor increases the strength of the vehicles armor and health respectively)

Armor Class: (Vehicle use only. Special Infantry Armor will be listed in special abilities)


Special Abilities: Anything note worth that the unit can do that others normally cannot will go here or special features the unit have that should be noted. Please note that all special abilities will not be beneficial in this guide but should be noted (for example, this unit has a slower walking speed than normal or cannot pilot vehicles). (Largely Infantry use only)

Weakness (Rating of Danger): In here will be a description of what the unit is truly awful against/should fear. These are things that can kill this unit with no question. In addition a rating is given so you can determine how risky it is to go through with your plan if you come across said thing. While other things are not listed here they are common sense, for example a sniper is weak against ships but you shouldn't need to worry about them for obvious reasons. Furthermore while alot of infantry are weak against mammoth tank rocket pods it will not be listed here unless the unit will typically go to combat with it. For vehicles it should be implied that anything listed is great/good against it and should be avoided at all costs.

Strengths (Rating against): In here will be a description of what the unit excels against and what you truly should use it for. For example, while you can use a unit against buildings, some are better off against defenses instead. Furthermore units may be very good against vehicles but only if used correctly and in a special way (Ex: Tunguska or Mammoth 36 inch). Any special notes like this will be listed below. It should also be noted that infantry against buildings implies you have reached the MCT and are hitting that weak point.. not the outside.


Special Notes/Tactics: As stated above, this is where descriptions will go into how to properly use the unit if it's not immediately obvious. Furthermore, a unit may have a special ability that has to be utilized a certain way for it to work or on a map where it's critical for victory.. This is where it will go if a description is needed. 


Speed: (Vehicle use only. Infantry speed differences are noted or minimal. Measured in-game using m/s)


Interim Apex Unit Guide (Cont.)



Nod Units Overview

Nod's arsenal consists of specialized units to help ensure victory and with distinctive, careful usage can seriously help turn the tide in combat. However, with Nod units it is more of when, where and how to use the units rather than a blazing through with firepower and massive rushes like GDI. Nod Infantry highlights include Stealth Black Hands, Heavily armored elite Black Hand Infantry and mutant units that can heal in tiberium. Nod Vehicle highlights include powerful stealthed units with fast capabilities, flamethrower vehicles that can level buildings in seconds and the most powerful artillery in the game. Read on the unit guide to find out each strength and weakness to help ensure you're using your favorite Nod unit to its fullest capabilities.

Nod Infantry


Black Hand Sniper

Price: 500 Credits

Armament: R69 Pierce Sniper Rifle, (x2) M3 Grenades, (x9) Throwing Knifes, (x1) Timed C4, (x1) CZ-75 Pistol, (x1) Combat Knife

Health(Max Upgraded)/Armor(Max Upgraded):  100 hp ( hp) /  200 Armor ( Armor)


Special Abilities: Radar Invisible, able to swim 

Weakness (Rating of Danger): Direct Heavy Combat (7/10) , Tanks (10/10) , Counter Snipers (5/10)

Strengths (Rating against): Infantry (8/10) , Aircraft (2/10)


Special Notes/Tactics: Typically seen as a bargain and go-to sniper, this unit will provide instant 1 hit kill headshots if used against normal infantry. M3 Grenades can be used to help with escape from a bad situation.


Black Hand Designated Marksman

Price: 650 Credits

Armament: Dragunov SVD, (x2) M3 Grenades, (x1) Timed C4, (x1) CZ-75 Pistol, (x1) Combat Knife

Health(Max Upgraded)/Armor(Max Upgraded):  100 hp ( hp) / 200 Armor ( Armor)


Special Abilities: Radar Invisible, able to swim 

Weakness (Rating of Danger): Direct Heavy Combat (7/10) , Tanks (10/10) , Counter Snipers (5/10)

Strengths (Rating against): Infantry (8/10), Aircraft (2/10)


Special Notes/Tactics: While this sniper sports a higher rate of fire it also has a lag/time between firing and when the actual bullet hits. This means that if the target is moving and you fire at the head then it won't hit. While the intention was purposed for more close range fighting this unit fails to utilize its fire rate advantage because the range it needs in combat to hit more accurately (The bullet from the SVD is not instant) is to close.. This unit will be hit by normal infantry weapons. An additional disadvantage that should be considered with this unit is that the projectile that is fired is not invisible.Typically skipped for in favor of the cheaper and 1 hit instant headshot Black Hand Sniper that also fires an invisible projectile.


Raveshaw (Mutant)

Price: 1750 Credits

Armament: Scorpion Railgun, Beretta .93R Auto, (x1) Timed C4, (x2) Chemical Grenades, Combat Knife

Health(Max Upgraded)/Armor(Max Upgraded):  hp ( hp) /  Armor ( Armor)


Special Abilities: Uncrushable, Heals in Tiberium, Death instant Spawns an Adult Visceroid, Auto Heals Health, Cannot Pilot Vehicles

Weakness (Rating of Danger): Zippo Flame APC (10/10) , Ramjet Headshots (10/10) , AMX-130 30mm Coaxial Machine Gun (7/10) , Mammoth Tank Rocket Pods (7/10) , Volt Rifle (6/10)

Strengths (Rating against): Heavy Combat Situations/Tank Battles (10/10) , General Infantry (8/10) , Defenses (7/10) , Buildings (5/10) , Aircraft (4/10) 


Special Notes/Tactics: This interesting unit will lend itself useful during heavy tank battles as the low profile and high damage railgun helps to provide that extra punch for your rush. Furthermore on the battlefield you'll be able to hold your own and stay alive while doing so. If you encounter any normal infantry without specialized armor immediately use your Chemical grenades to 1 or 2 hit kill anyone who opposes you. Keep this unit alive and you'll quickly be able to help out in any situation your team finds itself in.. just avoid those proxies and snipers. Heavy Combat Situations is to help dictate that this unit is good while moving forward with a Nod Rush and will lend its hand best in that situation.


Petrova (Mutant)


Price: 900 Credits

Armament: Mantis Tiberium Rifle, Talon Flechette Gun, (x2) Timed C4 , (x2) Chemical Grenades , (x2) EMP Grenades , Combat Knife

Health(Max Upgraded)/Armor(Max Upgraded):  hp ( hp) /  Armor ( Armor)


Special Abilities: Heals in Tiberium, Death instant Spawns a Baby Visceroid, Auto Heals Health, able to swim, Increased speed/jumping abilities

Weakness: (Rating of Danger): Zippo Flame APC (10/10) , Ramjet Headshots (10/10)  , Power Suit Armor (9/10) , Volt Rifle (8/10) , Mammoth Tank Rocket Pods (8/10)

Strengths: (Rating against): Unarmored Infantry (9/10) , Light Armored Tanks (6/10) , Heavy Armored Tanks (5/10) , Base Defenses (4/10)


Special Notes/Tactics: Previously 500 credits this Nod Char. has always been an absolute unit to the fullest providing a variety of roles at once. For starters any unarmored infantry should be met with chemical grenades and finished off instantly. Lightly Armored Tanks will require an EMP Grenade to hold them in position during which 2 timed C4's, Chemical Grenades (Use these against light armor vehicles) and the long range of your rifle will help kill them if not severely damage. Against heavy armored tanks you can again use your EMP grenades to halt them and provide small but annoying covering fire while your team moves to eliminate the GDI threat. You can use your Mantis Tiberium Rifle to shoot on the ground as well to help heal yourself back up. How you use this unit is up to you, but be aware it is ready for almost any situation you throw at her.. just avoid those damn Zippos and Power Armor.


Black Hand Lancer


Price: 1750 Credits

Armament:  M10-R Lancer

Health(Max Upgraded)/Armor(Max Upgraded):  hp ( hp) /  Armor ( Armor)


Special Abilities: Immune to Tiberium (Black Hand Armor) , Cannot Pilot Vehicles , Uncrushable , Slower

Weakness: (Rating of Danger): Zippo Flame APC (10/10) , Ramjet Headshots (8/10) , Mammoth Tank Rocket Pods (8/10)  , Volt Rifle (7/10) ,  Power Suit Armor (6/10)

Strengths:  (Rating against): Heavy Armor Vehicles (10/10) , Light Armor Vehicles (9/10) , Infantry[Any] (7/10) , Beacon rush (7/10)


Special Notes/Tactics: Considered the heaviest unit on Nod this bad boy has the task of going into hard combat and destroying the hell out of GDI vehicles which it does effectively to say the least. Use this unit by going into hiding spots or in a vehicle with a teammate, jump out and hit the enemy in the rear or sides for max damage! Your teammate should then finish off the enemy unit (due to you having a long reload time). In short this unit will destroy tanks all day assuming you can get close enough or lucky to hit them (there is a 2 second delay for firing and also a small random spread of where it will fire leading to long range inaccuracy). Light Armor vehicles will fall to this unit but again you have to hit them first. As for infantry you'll sometimes be able to 1 hit kill them assuming you can hit them. When the game is coming to a close and you want to go for it all you can use this unit to run through proxy mines and not take a 1 hit kill damage then place a beacon to destroy a building. In terms of things you should fear stay the hell away from a Zippo because if you miss shooting that thing you'll be dead real quick. Mammoth Tank Rocket pods will also end your day.


(Free) Sharpshooter


Price: Free!

Armament: 1 M14 SSC (Silenced) , (x2) M3 Grenades , HK45 Pistol , (x1) Timed C4 , Combat Knife

Health(Max Upgraded)/Armor(Max Upgraded): 100hp (180hp) / 100 Armor (150 Armor)


Special Abilities: Able to Swim

Weakness: (Rating of Danger): Infantry (8/10) , Armored Vehicles of any kind (10/10)

Strengths: Infantry (4/10)


Special Notes/Tactics: Unit is free so don't expect much. Rarely used due to the fact that there is a half second delay from firing to hitting the actual target leading to frustrating gameplay. Furthermore a headshot does not always guarantee an instant kill depending on the armor class of the unit you're hitting.


Chemical Warrior (Backpack)


Price: 600 Credits

Armament: V2 Venom Chem Sprayer (Unlimited Ammo)

Health(Max Upgraded)/Armor(Max Upgraded):  hp ( hp) /  Armor ( Armor)


Special Abilities: Immune to Tiberium , Unlimited Ammo (Backpack) , Death instant Spawns a Baby Visceroid

Weakness: (Rating of Danger): Infantry (6/10) , Vehicles (8/10) , Base Defences (10/10)

Strengths (Rating against): Infantry (6/10) . Buildings (5/10)


Special Notes/Tactics: This unit has an unlimited ammo capability but is just unfortunately limited back by its small range. If you're able to get in close range to spray infantry then you will be in luck but you should always be on the look out for any and all vehicles as they will crush/kill you quickly.


Red Tide Sharpshooter


Price: 300 Credits

Armament:  Bolt-Action Rifle (x1) Timed C4 , Machete

Health(Max Upgraded)/Armor(Max Upgraded): 100hp ( ) / 200 Armor ( )


Special Abilities: Able to Swim

Weakness: (Rating of Danger):  Tanks (10/10) , Direct Heavy Combat (8/10) , Counter Snipers (8/10)

Strengths (Rating against): Infantry (7/10) , Scout Vehicles (2/10)


Special Notes/Tactics: The first unit you can buy that can actually 1 hit instant kill infantry with a headshot.. this unit lends itself helpful in early games with non-specialized GDI infantry units taking the field along with hitting some damage on Humvee's. Do be aware and careful of the large tracer that fires from the rifle along with the long 2 second firing delay between rounds. The white uniform doesn't help against counter sniping as well.


Mendoza (Firesuit)


Price: 1000 Credits

Armament:  Volt Rifle , Beretta 93R Auto Pistol , (x2) EMP Grenades , (x2) M3 Grenades , (x1) Timed C4 , Combat Knife

Health(Max Upgraded)/Armor(Max Upgraded):  HP ( HP) /  Armor ( Armor)


Special Abilities: Firesuit (Higher protection against flames and proxy mines)

Weakness: (Rating of Danger): Mammoth Tank Rocket Pods (8/10) , Snipers (8/10) , Zippo APC (6/10) 

Strengths (Rating against): Proxy Mines (10/10) , Infantry (9/10) , Light Armor Vehicles (8/10) , Heavy Vehicles (6/10)


Special Notes/Tactics: A direct heavy combat unit that is versatile if only fighting is your thing.. the Mendoza Firesuit finds its strength going out and attacking the good old fashion way with a high damage Volt Auto Rifle and EMP grenades to help against vehicles. The firesuit also helps to lend great protection from the Zippo APC letting you not die in one shot from it. Use this guy to push the offensive forward. One last thing that should be mentioned and what makes this unit important is that it's able to run through proxy mines like crazy, if you're going to rush have this guy go first into the building.


Chemical Warrior


Price: 300 Credits

Armament: V2 Venom Chem Sprayer , HK45. Pistol , (x2) M3 Grenades , (x1) Timed C4 

Health(Max Upgraded)/Armor(Max Upgraded):  HP ( HP) /  Armor ( Armor)


Special Abilities: Immune to Tiberium , Death instant Spawns a Baby Visceroid

Weakness: (Rating of Danger): Vehicles (9/10) , Base Defenses (9/10) , Infantry (7/10)

Strengths (Rating against): Infantry (5/10) . Buildings (4/10)


Special Notes/Tactics: Gaining slightly lower marks for damage and higher for weaknesses this is the standard chemical warrior that does not sport a backpack full of unlimited ammo. Without unlimited ammo you'll be forced to reload marking down combat effectiveness. Do be careful when firing as you'll be largely visible on the field.


Black Hand Machine Gunner


Price: 650 Credits

Armament:  Tarantula Laser Machine Gun, CZ-75 Auto Pistol, (x2) M3 Grenades, (x1) Timed C4

Health(Max Upgraded)/Armor(Max Upgraded):  HP ( HP) /  Armor ( Armor)


Special Abilities: Uncrushable, Slower Speed

Weakness: (Rating of Danger): Mammoth Tank Rockets (8/10) , Ramjet Rifle (7/10)

Strengths (Rating against): Infantry (9/10) , Power Suit Armor (9/10) , Viceroids (9/10) , Vehicles (7/10) , Buildings (3/10)


Special Notes/Tactics: Possibly the best all around unit in Interim Apex. The Black Hand Machine Gunner (BHMG) , is an absolute beast of a unit chopping down infantry after infantry. Besides the fact your gun (Laser Machine Gun) has 150 bullets and reloads extremely fast, it also does incredible burn damage. In short if you hit your opponent you'll not only damage your enemy but also do -20 to -30 hp of damage as they burn to death. This lends itself to really be helpful against GDI Power Armor suits. In terms of fighting against vehicles this unit will shred light armor and also lend itself useful against heavy armor slowly draining away health until you're dealt with. To help deal with threats behind walls and such you can throw M3 Grenades. Just watch out for the Mammoth Tank HUSK Missiles or your large profile/slower speed will get yourself killed.


Nod Technician


Price: 400 Credits

Armament: Gizmo Repair Gun Mk.III, Beretta 93R Auto, (x4) Proxie Mines, (x2) Timed C4 , (x2) Timed C4 , Knife

Health(Max Upgraded)/Armor(Max Upgraded):  HP ( HP) /  Armor ( Armor)


Special Abilities: Faster Speed, Can Swim

Weakness: (Rating of Danger): Long Range Combat (10/10) , Vehicle Combat (9/10), Medium Range Infantry Combat (8/10)

Strengths (Rating against): Buildings MCT (10/10) , Defenses (7/10),  Infantry Close Quarter Combat (7/10)


Special Notes/Tactics: Straight Forward this unit is used often to place mines or repair buildings quickly. Quite a bargain for what's offered. Use the Repair Gun's "Disassemble" (Right Click) against infantry close range as it'll burn them along with unlimited ammo. When placing mines never forget that placing them under stairs will also allow them to activate without ever being seen due to their activation radius. Furthermore a tactic personally used is to throw mines unto the sides of the door if you can't aim above the door. Doing so on the sides will mean there will be twice as many mines covering that building along with ensure you don't accidentally throw any mines out the door.


Nod Grenadier


Price: 100 Credits

Armament:  (x40) HE Grenades, (x40) Incendiary Grenades, HK.45, (x1) Timed C4 , Combat Knife

Health(Max Upgraded)/Armor(Max Upgraded): 100 HP (180 HP) / 150 Armor (230 Armor)


Special Abilities: Slightly Faster, Can Swim

Weakness: (Rating of Danger): Vehicles (9/10), Direct Infantry Combat (7/10) , Snipers (7/10), Base Defenses (7/10)

Strengths (Rating against): Urban Infantry Combat (10/10) , Power Armor (8/10), Medium Range Inf. Combat (7/10) , Light Armor (6/10)


Special Notes/Tactics: This speedy boi is a diamond in the rough and a total gem no matter what situation you're in. The Incendiary Grenades do massive splash damage along with burn damage good for up to 40 hp (in combination with the initial damage when you hit someone). In short you can throw your Incendiary and 2 hit to 3 hit kill someone. The grenades also do a good amount of damage against light vehicles. The most effect use of this char. is to stay back and throw grenades far from behind cover. You'll stay alive, help your team and burn people to death after a while. I haven't found much use for the HE Grenades besides a lucky 1 hit kill every so often.. in which case I would honestly stick to Incendiary Grenades as they kill people more reliably. If you can hide behind cover you can knock of a base defense or two as well.


Black Hand Engineer


Price: 650 Credits

Armament:  Vulture Shotgun, Gizmo Repair Gun MK.II, (x4) Proxy Mines , (x2) Timed C4 , (x2) Remote C4, Combat Knife

Health(Max Upgraded)/Armor(Max Upgraded):  HP ( HP) /  Armor ( Armor)


Special Abilities: Slower, Black Hand Armor, Uncrushable, Immune to Tiberium

Weakness: (Rating of Danger): Mammoth Tank Rocket Pods (10/10), Artillery (9/10) , Ramjet (7/10) , Power Armor Volt Rifle (7/10)

Strengths (Rating against): MCT (10/10) , Urban Infantry Combat (9/10)


Special Notes/Tactics: A VERY hardy version of the Engineer. This badass will survive for a while in the field which should allow him to sneak into a building and blow it up or stay out to fix up vehicles. This unit will be able to survive the roughest of situations so decide what ultimately you want to do with your strategy and include this guy whenever you can. Just be careful because while this unit is hardy he still will succumb to proxy mines and be killed by any Mammoth Tank that uses it's Anti-Infantry missiles.


Flame Thrower (Backpack)


Price: 300 Credits

Armament:  Dragon Flamethrower (Backpack)

Health(Max Upgraded)/Armor(Max Upgraded): 100 HP ( HP) / 150 Armor ( Armor)


Special Abilities: Firesuit , Slightly slower , Backpack

Weakness: (Rating of Danger): Vehicles (9/10) , Base Defenses (9/10) , Infantry (6/10)

Strengths (Rating against): Infantry (7/10) , Light Vehicles (7/10) , Buildings (4/10)


Special Notes/Tactics: An often overlooked but great economical unit if your funds are in the lower end.. the Flame Thrower is a great unit to use as support in a rush more than anything. First and foremost your fire suit will allow you to run into proxy mines with minimal damage which means in a rush you should be going first to clear them. Next up, the Flame Thrower right click will launch a massive splash damaging fireball that can everyone around you helping during a building rush and deterring people will your friends place C4 or do their business. Finally, the main fire on the flame thrower actually has quite a long range for what it is and surprisingly shreds light armor down quickly. The only problems you're going to encounter is the payoff of using this unit compared with others.. what this means is if you're going to rush with your friends then it's best to use this unit for that as it's really the only reason you would compared with other chars. Oh yeah, the range is low as well because it's a flame thrower... so there's that to consider. Considered a better bargain than the Chemical Thrower Backpack due to being half the price and having fireballs from the flame thrower.


Nod Anti Tank Infantry


Price: 200 Credits

Armament:  Anti-Tank Rifle, (x1) Timed C4 , Combat Knife

Health(Max Upgraded)/Armor(Max Upgraded): 100 HP ( HP) / 150 Armor ( Armor)


Special Abilities: Can swim

Weakness: (Rating of Danger): Direct Combat (9/10 , Ramjet Rifle (9/10) , Artillery (8/10)

Strengths (Rating against): Defenses (9/10) , Light Armor (8/10) , Heavy Armor (8/10) , Sniping (6/10)


Special Notes/Tactics: An overlooked but critical starting unit. The Nod Anti Tank Rifleman will be able to destroy anything in no time with its long range rifle that does high damage to low armor objects. Use this Rifle against Guard Towers, Light Armor and to finish off ORCA Aircraft. With sometime you'll be able to help change the tide of the game at the start. An added advantage of getting this unit over the rocket soldier is that the shot is instant and has little trail to help make you a bit more harder to find in comparison. Do not use this unit to snipe unless you have to as a headshot will not 1 hit kill most infantry w/ armor (You will however do some pretty good burn damage and initial damage so snipe at your own risk). In close combat your reload time and 1 shot handicap will get you killed.


Rocket Soldier Officer


Price: 200 Credits

Armament:  Salozchry Rocket Launcher 66mm, HK Pistol,  (x1) Timed C4

Health(Max Upgraded)/Armor(Max Upgraded): 100 hp ( hp) / 150 Armor ( Armor)


Special Abilities: Can Swim

Weakness: (Rating of Danger): Mammoth Rocket Pods (10/10) , Sniping (9/10) , Infantry (8/10) , Aircraft (8/10)

Strengths (Rating against): Defenses (10/10) , Light Armor (9/10) , Heavy Armor (9/10) , Power Armor (5/10)


Special Notes/Tactics: The ultimate starting unit and defense killer. The Rocket Soldier Officer can make great use of itself in low income situations and also later on in-game should you be under attack. At the start of the game buy this unit. I don't care what map just get him. Go near the enemy base and use the Rocket Launcher to destroy base defenses. Start with SAM sites, then Guard towers, then A.A. Guns, then Coastal Guns. To aim at long range use the bottom circle part of the reticle to hit your target. Use right click for Anti-Aircraft purposes although it should be noted you can 1 hit K/O any infantry assuming you hit them on the head or even body. Next up on this beast, don't forget when firing to hit the rear of the tanks for more damage. The AA Rockets are tracking for vehicles as well though they do less damage.. so if you see a vehicle with almost zero health use this to kill it quickly.


Red Tide Warrior


Price: 100 Credits

Armament:  Lee Enfield (Scopeless), (x5) Sticky Bombs

Health(Max Upgraded)/Armor(Max Upgraded):


Special Abilities: Bayonet (Right click for melee)

Weakness: (Rating of Danger): Defenses (9/10) , Vehicles (9/10) , Infantry Combat (7/10)

Strengths (Rating against): Buildings (10/10)


Special Notes/Tactics: Seemingly useless at first, this unit can be used to rush into buildings are the beginning to throw sticky bombs at the enemy MCT. Throw 4 and you'll blow the building up. Just be careful not to kill yourself as the sticky bombs have a large 1 hit K/O exploding radius. The Lee Enfield is just about useless except against Aircraft and lucky headshots. If you're in close combat use the right click melee to fire faster, not have to reload and also get a headshot kill.



Black Hand Elite


Price: ???

Armament:  AK-107, CZ-75 Pistol, (x1) Combat Knife, (x3) Throwing Knifes, (x1) Timed C4

Health(Max Upgraded)/Armor(Max Upgraded): 100 hp ( hp) / 150 Armor ( Armor)


Special Abilities: Can Swim

Weakness: (Rating of Danger): Vehicles (10/10) , Power Armor (10/10) , Aircraft (8/10), Sniping (7/10)

Strengths (Rating against): Infantry (10/10)


Special Notes/Tactics: A peculiar unit. The Black Hand Elite has an incredibly powerful Assault Rifle that can 1 hit kill any infantry with a headshot. In addition, you have 3 throwing knifes that deal incredibly high damage upon hitting someone. The main usage of this unit is going to be to support an infantry assault or defend planted beacons from being disarmed. While incredible against infantry the Black Hand Elite is just unable to compete initially in any way against vehicles, buildings or Power Armor unless sporting other weapons. Great for infantry only maps.


Nod Fanatics


Price:

Armament:  Suicide Bomb

Health(Max Upgraded)/Armor(Max Upgraded):


Special Abilities: Kamikaze

Weakness: (Rating of Danger): Anything that attacks it (10/10)

Strengths (Rating against): Any infantry in close range (10/10) , Vehicles (5/10)


Special Notes/Tactics: The ultimate unit to stop any infantry in its tracks. The Nod Fanatics is an easy to use suicide bomber dedicated to stopping GDI Power Armor or some annoying unit that you deemed has been living way to long. To use this unit the best you're going to need to sneak up to your target. This can be done by getting a buggy, hopping out and left clicking explode or staying inside your friends vehicle (Like a stealth tank) and hopping out when you're close to your target. Be aware that you have zero armor and will die in 3-4 shots. You also need to be right next to your target or the game will calculate that you're behind cover, the damage won't kill enemy or something of the sort. It's often speculated that using this unit with a Goliath will increase suicide damage.. this is untrue as you die immediately upon exploding the Goliath therefor not giving you the chance to use your fanatic kamikaze.



Rocket Soldier Officer


Price: 200

Armament:  Salozchry Rocket Launcher 66mm, HK Pistol,  (x1) Timed C4

Health(Max Upgraded)/Armor(Max Upgraded): 100 hp ( hp) / 150 Armor ( Armor)


Special Abilities: 

Weakness: (Rating of Danger): Mammoth Rocket Pods (10/10) , Sniping (9/10) , Infantry (8/10) , Aircraft (8/10)

Strengths (Rating against): Defenses (10/10) , Light Armor (9/10) , Heavy Armor (9/10) , Power Armor (5/10)


Special Notes/Tactics: The ultimate starting unit and defense killer. The Rocket Soldier Officer can make great use of itself in low income situations and also later on in-game should you be under attack. At the start of the game buy this unit. I don't care what map just get him. Go near the enemy base and use the Rocket Launcher to destroy base defenses. Start with SAM sites, then Guard towers, then A.A. Guns, then Coastal Guns. To aim at long range use the bottom circle part of the reticle to hit your target. Use right click for Anti-Aircraft purposes although it should be noted you can 1 hit K/O any infantry assuming you hit them on the head or even body. Next up on this beast, don't forget when firing to hit the rear of the tanks for more damage.


Petrova (Mutant)


Price:

Armament:  (x1) Timed C4 , Combat Knife

Health(Max Upgraded)/Armor(Max Upgraded):


Special Abilities: 

Weakness: (Rating of Danger):

Strengths (Rating against): 


Special Notes/Tactics:



Rocket Soldier Officer


Price: 200

Armament:  Salozchry Rocket Launcher 66mm, HK Pistol,  (x1) Timed C4

Health(Max Upgraded)/Armor(Max Upgraded): 100 hp ( hp) / 150 Armor ( Armor)


Special Abilities: 

Weakness: (Rating of Danger): Mammoth Rocket Pods (10/10) , Sniping (9/10) , Infantry (8/10) , Aircraft (8/10)

Strengths (Rating against): Defenses (10/10) , Light Armor (9/10) , Heavy Armor (9/10) , Power Armor (5/10)


Special Notes/Tactics: The ultimate starting unit and defense killer. The Rocket Soldier Officer can make great use of itself in low income situations and also later on in-game should you be under attack. At the start of the game buy this unit. I don't care what map just get him. Go near the enemy base and use the Rocket Launcher to destroy base defenses. Start with SAM sites, then Guard towers, then A.A. Guns, then Coastal Guns. To aim at long range use the bottom circle part of the reticle to hit your target. Use right click for Anti-Aircraft purposes although it should be noted you can 1 hit K/O any infantry assuming you hit them on the head or even body. Next up on this beast, don't forget when firing to hit the rear of the tanks for more damage.


Petrova (Mutant)


Price:

Armament:  (x1) Timed C4 , Combat Knife

Health(Max Upgraded)/Armor(Max Upgraded):


Special Abilities: 

Weakness: (Rating of Danger):

Strengths (Rating against): 


Special Notes/Tactics:



Rocket Soldier Officer


Price: 200

Armament:  Salozchry Rocket Launcher 66mm, HK Pistol,  (x1) Timed C4

Health(Max Upgraded)/Armor(Max Upgraded): 100 hp ( hp) / 150 Armor ( Armor)


Special Abilities: 

Weakness: (Rating of Danger): Mammoth Rocket Pods (10/10) , Sniping (9/10) , Infantry (8/10) , Aircraft (8/10)

Strengths (Rating against): Defenses (10/10) , Light Armor (9/10) , Heavy Armor (9/10) , Power Armor (5/10)


Special Notes/Tactics: The ultimate starting unit and defense killer. The Rocket Soldier Officer can make great use of itself in low income situations and also later on in-game should you be under attack. At the start of the game buy this unit. I don't care what map just get him. Go near the enemy base and use the Rocket Launcher to destroy base defenses. Start with SAM sites, then Guard towers, then A.A. Guns, then Coastal Guns. To aim at long range use the bottom circle part of the reticle to hit your target. Use right click for Anti-Aircraft purposes although it should be noted you can 1 hit K/O any infantry assuming you hit them on the head or even body. Next up on this beast, don't forget when firing to hit the rear of the tanks for more damage.


Petrova (Mutant)


Price:

Armament:  (x1) Timed C4 , Combat Knife

Health(Max Upgraded)/Armor(Max Upgraded):


Special Abilities: 

Weakness: (Rating of Danger):

Strengths (Rating against): 


Special Notes/Tactics:



Rocket Soldier Officer


Price: 200

Armament:  Salozchry Rocket Launcher 66mm, HK Pistol,  (x1) Timed C4

Health(Max Upgraded)/Armor(Max Upgraded): 100 hp ( hp) / 150 Armor ( Armor)


Special Abilities: 

Weakness: (Rating of Danger): Mammoth Rocket Pods (10/10) , Sniping (9/10) , Infantry (8/10) , Aircraft (8/10)

Strengths (Rating against): Defenses (10/10) , Light Armor (9/10) , Heavy Armor (9/10) , Power Armor (5/10)


Special Notes/Tactics: The ultimate starting unit and defense killer. The Rocket Soldier Officer can make great use of itself in low income situations and also later on in-game should you be under attack. At the start of the game buy this unit. I don't care what map just get him. Go near the enemy base and use the Rocket Launcher to destroy base defenses. Start with SAM sites, then Guard towers, then A.A. Guns, then Coastal Guns. To aim at long range use the bottom circle part of the reticle to hit your target. Use right click for Anti-Aircraft purposes although it should be noted you can 1 hit K/O any infantry assuming you hit them on the head or even body. Next up on this beast, don't forget when firing to hit the rear of the tanks for more damage.


Petrova (Mutant)


Price:

Armament:  (x1) Timed C4 , Combat Knife

Health(Max Upgraded)/Armor(Max Upgraded):


Special Abilities: 

Weakness: (Rating of Danger):

Strengths (Rating against): 


Special Notes/Tactics:



Rocket Soldier Officer


Price: 200

Armament:  Salozchry Rocket Launcher 66mm, HK Pistol,  (x1) Timed C4

Health(Max Upgraded)/Armor(Max Upgraded): 100 hp ( hp) / 150 Armor ( Armor)


Special Abilities: 

Weakness: (Rating of Danger): Mammoth Rocket Pods (10/10) , Sniping (9/10) , Infantry (8/10) , Aircraft (8/10)

Strengths (Rating against): Defenses (10/10) , Light Armor (9/10) , Heavy Armor (9/10) , Power Armor (5/10)


Special Notes/Tactics: The ultimate starting unit and defense killer. The Rocket Soldier Officer can make great use of itself in low income situations and also later on in-game should you be under attack. At the start of the game buy this unit. I don't care what map just get him. Go near the enemy base and use the Rocket Launcher to destroy base defenses. Start with SAM sites, then Guard towers, then A.A. Guns, then Coastal Guns. To aim at long range use the bottom circle part of the reticle to hit your target. Use right click for Anti-Aircraft purposes although it should be noted you can 1 hit K/O any infantry assuming you hit them on the head or even body. Next up on this beast, don't forget when firing to hit the rear of the tanks for more damage.


Petrova (Mutant)


Price:

Armament:  (x1) Timed C4 , Combat Knife

Health(Max Upgraded)/Armor(Max Upgraded):


Special Abilities: 

Weakness: (Rating of Danger):

Strengths (Rating against): 


Special Notes/Tactics:



Rocket Soldier Officer


Price: 200

Armament:  Salozchry Rocket Launcher 66mm, HK Pistol,  (x1) Timed C4

Health(Max Upgraded)/Armor(Max Upgraded): 100 hp ( hp) / 150 Armor ( Armor)


Special Abilities: 

Weakness: (Rating of Danger): Mammoth Rocket Pods (10/10) , Sniping (9/10) , Infantry (8/10) , Aircraft (8/10)

Strengths (Rating against): Defenses (10/10) , Light Armor (9/10) , Heavy Armor (9/10) , Power Armor (5/10)


Special Notes/Tactics: The ultimate starting unit and defense killer. The Rocket Soldier Officer can make great use of itself in low income situations and also later on in-game should you be under attack. At the start of the game buy this unit. I don't care what map just get him. Go near the enemy base and use the Rocket Launcher to destroy base defenses. Start with SAM sites, then Guard towers, then A.A. Guns, then Coastal Guns. To aim at long range use the bottom circle part of the reticle to hit your target. Use right click for Anti-Aircraft purposes although it should be noted you can 1 hit K/O any infantry assuming you hit them on the head or even body. Next up on this beast, don't forget when firing to hit the rear of the tanks for more damage.


Ballistic Sniper


Price: 650

Armament: SAKO TRG-42 Rifle , (x1) Timed C4 , SIG Pistol

Health(Max Upgraded)/Armor(Max Upgraded): 100 hp ( hp) / 150 Armor ( Armor)


Special Abilities: Can Swim , Radar Invisible

Weakness: (Rating of Danger): Any type of armor (10/10) , Titan Railgun (10/10) , Power Armor (8/10) , Light Vehicles (7/10)

Strengths (Rating against): Infantry (9/10) , Aircraft (7/10)


Special Notes/Tactics: The Ballistic Sniper is a very specfic unit that requires a heavy dedication to be effective. This unit has the power to 1 hit kill normal infantry anywhere on the body, destroy aircraft and sneak around the map without being detected. The rifle is extremely powerful, but you have to land a hit first. This means that when using this at close range you should be incredibly aggressive and stealthy at the same time.. ensuring all your battles are one on one. If you shoot someone and they're low health, finish them off with your pistol. You can also hit ORCA Aircraft and blow them up very easily when and if you hit them. However it should be noted that the rounds fired from the SAKO sometimes will have a spread to them at long range and may not always land on your target. This makes long range combat a bit infuriating.. but with some dedication and luck, you can turn the battlefield into a graveyard. Avoid heavy armor at all costs.. you can't do anything. Most importantly though, 2 supercharged splash blasts from a Titan Railgun will kill you. Don't be seen.


Petrova (Mutant)


Price:

Armament:  (x1) Timed C4 , Combat Knife

Health(Max Upgraded)/Armor(Max Upgraded):


Special Abilities: 

Weakness: (Rating of Danger):

Strengths (Rating against): 


Special Notes/Tactics:



Nod Vehicles/Armor




M6 LineBacker 25mm

Price: 600 Credits

Armament:  25mm Auto Cannon (x90 Rounds per Magazine), A.I. AA Rocket Launcher (x4 Rounds per Magazine)

Health(Max Upgraded)/Armor(Max Upgraded):

Max Speed (k/h):

Armor Class: Heavy

Weaknesses: Mammoth Railgun Tanks, Titan Railguns, Heavy Armored Vehicles, 2500 Credit ORCA Fighters ,

Strengths (Rating against): Defenses (10/10) , Lightly Armored Infantry (9/10) , Aircraft (9/10) , Light Armor Tanks/APCs (9/10)


Special Notes/Tactics: One of the absolute best starting units. This beast packs the most bang for the buck in IA. Use this tank very very aggressively and you'll help your team get a better start than GDI ever could. To start off, the range on the 25mm is immense.. use it to take out defenses early going hard on those SAM Sites, Gun Towers etc. Slaughter any infantry you see by capping them on their forehead with the explosive shells (from long range to..). Help your team later on in the match by harassing vehicles and the harvester. A great tip is to press T up in the air very quickly then press T again. This will aim the AI AA Launcher a little upwards so that when you see an aircraft you'll be able to hit it immediately without delay. After you destroy the aircraft, make sure you have 4 missiles inside your launcher.. If you have 3 then fire all 3 by pressing T and your gun will reload. Set that bad boy to auto (press T again while it's reloading) and now you'll have 4 shots for the next aircraft. I've tried to use the right click HEFI-I Rounds but have found they do less damage vs everything.. don't bother with them.


Weakspot(s): Rear Armor


9K-22 Tunguska

Price: 2800 Credits

Armament:  30mm Auto Cannons (x952 Rounds per Magazine), 69mm AA Rockets (x8 Missiles if fired after reloading)

Health(Max Upgraded)/Armor(Max Upgraded):

Speed (k/h):

Armor Class: Light

Weaknesses: AVRE Mortar Tank , attacked while reloading , Mammoth Tank Railguns , Titan Railguns , $2500 ORCA Fighter Jets , Personal Ion Cannons , Power Armor

Strengths (Rating against): Light Armor Vehicles (9/10) , Unarmored Infantry (9/10) , Long Range AA (9/10) , Short Range AA (7/10) , Heavy Armor (5/10)


Special Notes/Tactics: A very versatile powerful unit if used correctly. The Tunguska lends its hand to taking care of almost any Aircraft Threat that GDI can throw at it. However it's so much more powerful when used in combination with other units. Use your missiles to hit vehicles long range and then retreat to reload, with skill you can destroy almost any light tank from distance or seriously harm them. If you see any infantry then cut them down with your bullets. Be careful of power armor and being attacked while reloading or you'll be dead quickly. The armor on this thing isn't to good at all.. Always use your missiles first on aircraft with full health. Use your bullets on half health aircraft if you can. With some practice you can be a one man army and go hard but you have to stay alive and watch your ammo at all times or it'll be 2800 down the drain.

Also, don't bother using "t" to deploy as you'll gain higher damage + Tracking but sacrifice movement (And also be forced to immediately reload when you deploy). It just isn't worth it and you'll die.


Weakspot(s): Rear Armor , Top


(Aircraft) MI-24 Hind

Price: 2400 Credits

Armament:  30mm Vulcan (x10 Rounds per shot, x240 in reserve.. Upgradable to x300) , 40mm Rockets (Uses x10 Rounds per shot)

Health(Max Upgraded)/Armor(Max Upgraded):

Speed (k/h):

Armor Class:

Weakness: (Rating of Danger): Consistent AA fire , Mammoth 36 Rockets , Long Range AA Fire , Carl Gustov Recoiless Rifle , $2500 Orca Fighter , M113 SIDAM

Strengths (Rating against): Infantry (10/10) , Light Armor (10/10) , Power Armor (10/10) , Defenses (10/10) , Aircraft (10/10) , Buildings (9/10) , Heavy Vehicles (6/10)


Special Notes/Tactics: An often overlooked but incredibly powerful unit when flown with care. To start, the Armor on this thing is immense (comparable to a Mammoth Tank) it's able to take about 5-7 Direct Hits from AA Stinger Missiles. You can even drive up directly to a SAM site and take it out without losing half your armor if you're brave enough. Next up the Vulcan chain gun cuts down infantry in 1-3 shots.. however the best strategy is to fire 8-9 shots and then right click as you'll use the same ammo but do twice if not three times the damage with the missiles. Infantry = Dead. Light Armor = Dead. Power Armor using missiles = Dead. Defenses = Dead. Aircraft = Dead. Buildings using missiles = Dead. Upgraded and with Vet Points this unit becomes god. If you can learn to navigate the controls, speed and when to risk/when not to, then there is nothing that this unit cannot do.

Just be aware that once you lose the armor you yourself will = Dead. The range of the missiles on the Hind is also lacking a bit so you'll have to be tactful. M113 SIDAM's will shred this unit down to pieces.


Weakspot(s):Tail-rotor , Undercarriage


(Aircraft) RAH-66 Comanche Anti-Tank

Price: 2750 Credits

Armament: Anti-Tank Missiles (x8 Rounds)

Health(Max Upgraded)/Armor(Max Upgraded):

Speed (k/h):  (Fastest in the game)

Armor Class: Light

Weaknesses: Mammoth Tank Rockets , AA Stinger Missiles (1 Hit K/O/), Ramjet Rifles , Titan Railguns , Anything that attacks it longer than 4 seconds

Strengths (Rating against): Heavy Armor (10/10) , Light Tanks (10/10) , Crushing Infantry (10/10)


Special Notes/Tactics: If piloted in skillful hands this unit can turn the tide of a game, stop rushes or destroy GDI's morale. The Anti Tank Comanche is very fast but extremely weak. 1 Hit from a AA Stinger will destroy it if not Upgraded and Vet'd. Therefor to use this unit you'll need to strategically decide every single engagement you do by scanning the battlefield, knowing what infantry is sitting in what GDI vehicle and evaluating how fast you can retreat after you fire your missiles. Although difficult at first, you'll be able to destroy Mammoth Tanks in one sortie and fly away unscathed wasting GDI money and gaining you immense points. The best tactic is to duck behind cover, fire, retreat. Bonus points if you can convince your team to EMP your enemy target. Just be aware that once you take fire you have to retreat or you'll die. Guaranteed.

Use this Helicopter with practice and you'll be at the top of the scoreboard everytime.


Weakspot(s): Tail Rotor , Undercarriage , Rear


M-1978 Koksan 170mm Artillery

Price: 2400 Credits

Armament:  170mm Artillery Cannon

Health(Max Upgraded)/Armor(Max Upgraded):

Speed (k/h):

Armor Class: Medium

Weaknesses: AVRE Mortar Tank , Mammoth Tank Railguns , Titan Railguns , ORCA Aircraft , Personal Ion Cannons , Ramjet Rifles , Fast Moving Vehicles

Strengths (Rating against): Infantry (10/10) , Buildings (10/10) , Power Armor (9/10) , Light Defenses (9/10) , Heavy Armor (5/10)


Special Notes/Tactics: Pound for pound this is the most hard hitting artillery in the game. While not the most powerful per shot it barely falls short. The Koksan has a faster deploying speed than the 2S-7 Pion Nuke Arty, Faster Reload, 360 Degree Firing, and the same is not larger splash damage... Go with the Koksan. Other info includes the firing range is about half of any map, the splash damage burns + has a 1 mile radius and the armor is quite decent on this. Infantry will die quickly due to splash and with skill you can hit tanks and deal good damage. Use left click (AP Rounds) for typical firing and use Right Click (HESH Rounds) for very close range heavy armor threats. Be aware that right clicking against heavy armor will yield a longer reload. Avoid deploying close to combat and Aircraft.


Weakspot(s): Rear , Top , Arty Cannon


Stealth Tank

Price: 850 Credits

Armament:  Dragon TOW Missiles

Health(Max Upgraded)/Armor(Max Upgraded):

Speed (k/h):

Armor Class: Light

Weaknesses: AVRE Mortar Tank (1 Hit K/O) , Mammoth Tank Railguns , Titan Railguns , Mobile Sensor Arrays

Strengths (Rating against): Defences (10/10) , Buildings (9/10) , Light Armor Vehicles (7/10) , Anti-Aircraft (7/10) , Heavy Armor (5/10)


Special Notes/Tactics: The stealth tank has always been a Renegade favorite and for good reason. The Interim Apex stealth tank is fast and a great addition to any rush that Nod may be organizing. You should use this unit to kill light GDI vehicles while scouting the field giving info to your team. If not GDI Vehicles are present then rack up some points by using your TOW Missiles to hit defenses and buildings. Always use left click (tracking) missiles against any target you encounter. Only use right click (non-tracking) missiles against buildings. Non-Tracking missiles have a little farther range than the tracking missiles. This range bonus can be used for targets just out of your range. Another tactic to bear in mind is that you can hop out of your stealth tank and use your infantry weapon then hop back in and not be seen. This bears extreme usage when you have an AGT or ADATS gun as you can deal massive damage then move away with little resistance.


Weakspot(s): Rear , Top Armor


Ezekiel's Wheel Stealth Tank

Price: 2850 Credits

Armament: Quad-Dragon TOW Missile Launchers

Health(Max Upgraded)/Armor(Max Upgraded):

Speed (k/h):

Armor Class: Medium

Weaknesses: AVRE Mortar Tank (2 Hit K/O) , Mammoth Tank Railguns , Titan Railguns , Mobile Sensor Arrays , ORCA Aircraft , Short Range Combat , Infantry

Strengths (Rating against): Buildings (10/10) , Heavy Armor (10/10) , Defenses (9/10) , Light Armor Vehicles (9/10) , Anti-Aircraft (7/10)


Special Notes/Tactics: Guaranteed you will see at least one deployed every single game. The EWST (Ezekiel's Wheel Stealth Tank) the armor is fairly decent but irrelevant due to its stealth ability.. if you just stay off radar and attack when you know you'll be fine then you will rack up points quickly. The EWST armament is 4 tracking, long range, high damage dealing, fast reloading Missiles that strike fear into any GDI Vehicle or Aircraft. Unavoidable in most situations you can quickly stop a whole entire rush if you have cover or are smart about it. If you gather a group of 3 or more you can destroy any GDI building a matter of seconds from long range with zero detection so you should probably get on that. Don't use the unguided missiles ever unless you're suicidal. I.A. was updated on November 20th, 2019 bringing down the damage a little bit on this unit along with taking longer to turn around. However, it is still a very powerful unit that is great in groups, as support or in defense. Just avoid those Mobile Sensor Arrays.


Weakspot(s): Rear , Top armor


(Aircraft) Banshee

Price: 3,000 Credits

Armament:  Plasma Beams (x4 per shot, upgradable to x6) (x16 Rounds in Reserve, upgradable to x24)

Health(Max Upgraded)/Armor(Max Upgraded):

Speed (k/h):

Armor Class: Medium

Weaknesses: Continuous AA Fire , SIDAM-26 , Mitsubishi SPAAG

Strengths (Rating against): Buildings (9/10) , Defenses (9/10) , Mammoth 36 Inch (7/10) , Ships (7/10)


Special Notes/Tactics: A unit that was previously over powered beyond belief.. the banshee fires non-tracking Plasma Rounds which now makes it extremely difficult to target moving vehicles but deal high damage to buildings and defenses alike. Of note is the fact that the banshee can survive a couple hits from AA rounds which should be considered when you're evaluating any risk you're about to take. Use this unit when you're purely on anti-building duty and there is little AA resistance. Effective against ships if you're brave enough.


Weakspot(s): Undercarriage


Tick Tank 120mm

Price: 2,800 Credits

Armament:  x2 120mm Cannons

Health(Max Upgraded)/Armor(Max Upgraded):

Speed (k/h):

Armor Class: Medium (mobile) , Extremely Heavy (Deployed)

Weaknesses: Mammoth Tank Railguns , Titan Railguns , ORCA Aircraft , Power Armor , Infantry , Hover MLRS

Strengths (Rating against): Buildings (10/10) , Heavy Armor Vehicles (10/10 must be deployed and in cover)


Special Notes/Tactics: The Tick Tank 120mm is an incredibly effective tank when pit against any slow moving GDI vehicles... however you have to ensure a couple things before going into the fray or you'll die quickly. First and foremost you need to deploy this tank because when you do it'll be nearly impossible to destroy, you gain an armor bonus that is retarded high. Second look for the perfect place to deploy.. this can be behind a destroyed Helicopter, behind logs, behind a wall. Whatever you choose you'll not only make yourself harder to hit but also be harder to kill with your deployed armor bonus. This will also negate the fact your opponent can move and you cannot. Third, practice firing with the weird off-set cannons. It will be difficult at first but if you can aim your shots then you can hit heavy GDI Vehicles from long range and hold up anything thrown at you. If you encounter any infantry with half a brain you'll need to call on your teammates to kill them as your cannons are worthless against them. If you really kick ass, you can press T then E quickly to deploy the tank and hop out at the same time. When you do this the person will try to get in the tank but can't because it's deploying. Quickly kill your opponent and then hop back in the tank while they are distracted.


Weakspot(s): Rear , Tick Tank Turret , Unable to fire at infantry directly on the sides of it


Goliath

Price: 1550 Credits

Armament:  Suicide Bomb

Health(Max Upgraded)/Armor(Max Upgraded):

Speed (k/h):

Armor Class: None

Weaknesses: Anything that attacks it , EMP Grenades

Strengths (Rating against): Heavy Armor (10/10) , Light Armor Vehicles (7/10)


Special Notes/Tactics: Always a fun unit to use. This suicide tank has the special ability to turn invisible when it stays still for about 5 seconds. Assuming you are not detected, you can run behind units and detonate to do massive damage to any tank you stumble upon. Best used with a gap generator or hiding out in field for a Mammoth 36 Inch/Disruptor, it's invaluable for stopping units that are larger than itself. When Nod needs to save itself from destruction or buy some time, use the Goliath. Note, you can run infantry over with this unit and also drive it off cliffs to ambush GDI units. A common misconception is that you can purchase a Suicide Fanatic to deal extra damage when you explode. However this is untrue as you die before you can activate your Infantry suicide bomb.

It should also be mentioned that you can stop a Low Health Mammoth 36 inch tank from advancing by ramming it, have your team finish the 36 off and still live to help with your team assault. This of course depends on the situation and how brave you are to do so.


Weakspot(s): None


Tick Tank Firebug

Price: 1,800 Credits

Armament:  1 Charged Laser Beam (left side turret) , Canister Shotgun with Incendiary rounds (x5 per round) (Right Side Turret)

Health(Max Upgraded)/Armor(Max Upgraded):

Speed (k/h):

Armor Class: Light (Undeployed) , Very Heavy (Deployed)

Weaknesses: Mammoth Tank Railguns , Titan Railguns , Dynamite/Timed Demolition Bombs , Mammoth 36 Inch , Aircraft , Hover MLRS

Strengths (Rating against): Infantry (9/10) , Light Armor Vehicles (9/10) , Power Armor (9/10) , Heavy Armor (8/10) , Buildings (7/10)


Special Notes/Tactics: Vastly different from the Tick Tank 120mm. This time we are taking things up a notch by having a tick tank with a Charged up laser (like the Infrared Tank) and a Canister Shotgun that can spit out 5 rounds of burning incendiary rounds. The tactics remain for using this tank in cover like the 120mm Tick Tank but your targets are vastly different. Use this tank as a support tank first and formost. Your charged up laser will help your team to decimate heavy vehicles and destroy light armor in seconds. Next up, use your shotgun rounds against infantry to burn them to death. While this unit is overlooked mostly, it is incredible for an assault and helps to gain a huge foothold in the battlefield against all targets minus aircraft. If you're a team player looking for a new tank to bring it home for Nod, try this bad boy out.


Weakspot(s): Rear , Turret , Unable to fire at infantry directly on the sides of it


SSM Launcher

Price: 1,250 Credits?

Armament:  x2 Honest John Long Range Missiles (Non-Tracking)

Health(Max Upgraded)/Armor(Max Upgraded):

Speed (k/h):

Armor Class: Light

Weaknesses: Titan Railguns , Mobile Sensor Arrays , Ramjet/Long-Las Rifles , Carl Gustav Recoiless Rifle , Personal Ion Cannon

Strengths (Rating against): Defences (10/10) , Buildings (10/10) , Heavy Armor (8/10) , Light Armor (5/10)


Special Notes/Tactics: Picking up on the artillery doctrine of Nod, the SSM Launcher really lends its hand to help push the game in Nods favor when they're next to GDI Base. Use this unit to hit buildings or defenses as the long range missiles will pound them into submission. On the battlefield you can assist your team in going against the Mammoth 36's or Titan's that are charging against you. While in theory an easy to use unit that can just destroy everything, you have to remember that your missiles are not tracking. This comes into play because there is a 3 to 5 second delay between you firing and hitting your target resulting in a lot of misses if you aren't careful. Most importantly, note that the missiles fired from this unit have a pretty decent splash damage so if you have some skill you can hit infantry from far away or become an annoyance for GDI units.

Don't waste your time with fast moving light vehicles as you'll just get frustrated missing them. Watch out for long range rifles as well, with constant hits they will destroy your vehicle in time.


Weakspot(s): Everywhere but the front



Stealth Tank

Price: 800 Credits

Armament:  Dragon TOW Missiles

Health(Max Upgraded)/Armor(Max Upgraded):

Speed (k/h):

Armor Class: Light

Weaknesses: AVRE Mortar Tank (1 Hit K/O) , Mammoth Tank Railguns , Titan Railguns , Mobile Sensor Arrays

Strengths (Rating against): Defences (10/10) , Buildings (9/10) , Light Armor Vehicles (7/10) , Anti-Aircraft (7/10) , Heavy Armor (5/10)


Special Notes/Tactics: The stealth tank has always been a Renegade favorite and for good reason. The Interim Apex stealth tank is fast and a great addition to any rush that Nod may be organizing. You should use this unit to kill light GDI vehicles while scouting the field giving info to your team. If not GDI Vehicles are present then rack up some points by using your TOW Missiles to hit defenses and buildings. Always use left click (tracking) missiles against any target you encounter. Only use right click (non-tracking) missiles against buildings. Non-Tracking missiles have a little farther range than the tracking missiles. This range bonus can be used for targets just out of your range. Another tactic to bear in mind is that you can hop out of your stealth tank and use your infantry weapon then hop back in and not be seen. This bears extreme usage when you have an AGT or ADATS gun as you can deal massive damage then move away with little resistance.


Weakspot(s):


Stealth Tank

Price: 800 Credits

Armament:  Dragon TOW Missiles

Health(Max Upgraded)/Armor(Max Upgraded):

Speed (k/h):

Armor Class: Light

Weaknesses: AVRE Mortar Tank (1 Hit K/O) , Mammoth Tank Railguns , Titan Railguns , Mobile Sensor Arrays

Strengths (Rating against): Defences (10/10) , Buildings (9/10) , Light Armor Vehicles (7/10) , Anti-Aircraft (7/10) , Heavy Armor (5/10)


Special Notes/Tactics: The stealth tank has always been a Renegade favorite and for good reason. The Interim Apex stealth tank is fast and a great addition to any rush that Nod may be organizing. You should use this unit to kill light GDI vehicles while scouting the field giving info to your team. If not GDI Vehicles are present then rack up some points by using your TOW Missiles to hit defenses and buildings. Always use left click (tracking) missiles against any target you encounter. Only use right click (non-tracking) missiles against buildings. Non-Tracking missiles have a little farther range than the tracking missiles. This range bonus can be used for targets just out of your range. Another tactic to bear in mind is that you can hop out of your stealth tank and use your infantry weapon then hop back in and not be seen. This bears extreme usage when you have an AGT or ADATS gun as you can deal massive damage then move away with little resistance.


Weakspot(s):


Stealth Tank

Price: 800 Credits

Armament:  Dragon TOW Missiles

Health(Max Upgraded)/Armor(Max Upgraded):

Speed (k/h):

Armor Class: Light

Weaknesses: AVRE Mortar Tank (1 Hit K/O) , Mammoth Tank Railguns , Titan Railguns , Mobile Sensor Arrays

Strengths (Rating against): Defences (10/10) , Buildings (9/10) , Light Armor Vehicles (7/10) , Anti-Aircraft (7/10) , Heavy Armor (5/10)


Special Notes/Tactics: The stealth tank has always been a Renegade favorite and for good reason. The Interim Apex stealth tank is fast and a great addition to any rush that Nod may be organizing. You should use this unit to kill light GDI vehicles while scouting the field giving info to your team. If not GDI Vehicles are present then rack up some points by using your TOW Missiles to hit defenses and buildings. Always use left click (tracking) missiles against any target you encounter. Only use right click (non-tracking) missiles against buildings. Non-Tracking missiles have a little farther range than the tracking missiles. This range bonus can be used for targets just out of your range. Another tactic to bear in mind is that you can hop out of your stealth tank and use your infantry weapon then hop back in and not be seen. This bears extreme usage when you have an AGT or ADATS gun as you can deal massive damage then move away with little resistance.


Weakspot(s):




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