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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

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9K-22 Tunguska

Price: 2800 Credits

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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

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(Aircraft) MI-24 Hind

Price: 2400 Credits

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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)

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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 and speed , 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 gun 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

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(Aircraft) RAH-66 Comanche Anti-Tank

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


Weakspot(s): Tail Rotor , Undercarriage , Rear

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M-1978 Koksan 170mm Artillery

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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

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Stealth Tank

Price: 800 850 Credits

Armament:  Dragon TOW Missiles

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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

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Ezekiel's Wheel Stealth Tank

Price: 2800 2850 Credits

Armament: Quad-Dragon TOW Missile Launchers

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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: The most powerful all around Nod Unit, it is guaranteed Guaranteed you will see at least one deployed every single game. Breaking down the 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, extremely 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.There really isn't much more to say about this unit other than if you don't use it in it's current irritation you'd better be planting a beacon or something because this unit has the same destructive effect when it enters the battle field in almost any players hands. . 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

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(Aircraft) Banshee

Price: 3,000 Credits

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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

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Tick Tank 120mm

Price: 2,800 Credits

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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.

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

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Goliath

Price: 800 1550 Credits

Armament:  Dragon TOW MissilesSuicide Bomb

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

Speed (k/h):

Armor Class: LightNone

Weaknesses: AVRE Mortar Tank (1 Hit K/O) , Mammoth Tank Railguns , Titan Railguns , Mobile Sensor Arrays Anything that attacks it , EMP Grenades

Strengths (Rating against): Defences Heavy Armor (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 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

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Tick Tank Firebug

Image Added

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

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SSM Launcher

Image Added

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

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Stealth Tank

Image Added

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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Stealth Tank

Image Added

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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Stealth Tank

Image Added

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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