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Regular GDI Army |
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Slingshot:
(Regular GDI Army) This
puppy fills a much needed deficiency in the GDI's line-up, which
is vulnerability vs. aircraft. The Slingshots are a fast ground
based lightly armored anti-air hovercraft that can destroy air
forces pretty easily if protected from ground troops. |
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The M.A.R.V.:
(Regular GDI Army) This is GDI's 'epic' unit. Think of a
Mammoth tank on steriods. I comes with a triple barreled cannon.
You can garrison four infantry units inside this behemoth. It
also has a special feature. It can eat tiberium and give your
economy a boost, or take it to your enemies fields and deny them
their economy. |
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Shatterer:
This
mobile sonic emitter is another hover tank that has taken the
sonic emitter turret from C&C 3 and strapped it onto a mobile
platform which becomes a very strong siege weapon. Because these
tanks can hit multiple targets, micromanagers should be able to
be very successful maneuvering units to get the greatest impact. |
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Hammerhead:
(Regular GDI Army) This flying unit never needs to reload the twin auto cannons
that can rain hell down on infantry. However, it's still fairly
defenseless against anti-air units and can only hit ground
targets. Hammerheads also have one garrison slot, which is
especially important because whatever infantry unit is
garrisoned inside will be able to fire as well. |
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SUB-FACTION: Steel Talons |
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Behemoth:
(SUB-FACTION: Steel Talons)
Basically a juggernaut with a loading bay for GDI infantry, and
it's a more powerful and versatile alternative because it can be
loaded with sniper infantry or rocket squads to further
customize its use in battle. |
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Combat Engineer:
(SUB-FACTION: Steel Talons)
The combat engineer is armed with a pistol that may not be a
tremendously powerful firearm, but will be useful against enemy
engineers, saboteurs, and assimilators. |
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Heavy Harvester:
(SUB-FACTION: Steel Talons)
This is a glorified tiberium collector whose turret gun has been
replaced with an infantry pod. This lets players garrison their
heavy harvesters with specialized infantry squads, much like the
hammerhead and behemoth units, which may help especially
aggressive players branch out into new tiberium patches and
defend them fiercely. |
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Repair APC:
(SUB-FACTION: Steel Talons)
This new-and-improved version of the GDI APC now lets onboard
infantry fire their weapons, and it's also equipped with a
sporty and stylish repair arm to work on damaged allied
vehicles. A fully loaded repair APC can truly be a powerful
utility player in your armies by providing repairs in the field
and shielding specialized infantry as they unload their weapons. |
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Titan:
(SUB-FACTION: Steel Talons)
The titan assault walker originally appeared in other Tiberium
wars (such as the second tiberium war), and remains in service
thanks to its solid design, heavy armor, and even heavier
payload. This unit isn't as fast as the GDI predator tank, but
it can take more punishment. It can also be upgraded with
additional armor and weapon options to keep it competitive even
in later stages of battle. |
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Wolverine:
(SUB-FACTION: Steel Talons)
The wolverine is another battle walker held over from previous
Tiberium wars, though this one is a faster mover with lighter
armor. This swift unit works well as a scout, as well as an
anti-infantry counter to the foot soldiers of Nod. It can be
upgraded with antipersonnel ammo to remain a competitive
anti-infantry unit throughout an entire match. |
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SUB-FACTION: ZOCOM |
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Zone Raider:
(SUB-FACTION: ZOCOM)
The Zone Raider has evolved from its original role as a lighter
antiair unit that functioned well alongside the powerful Zone
Trooper unit. It's now an early scouting unit equipped with
stealth detection and a sonic grenade launcher, which is useful
against tight formations of enemy vehicles and infantry. The
unit can still fill out an antiair support role, thanks to its
shoulder-mounted missile launcher. |
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Zone Shatterer:
(SUB-FACTION: ZOCOM)
This
is a 'variant' of the mobile sonic emitter exclusive to ZOCUM.
It can fire a second powerful sonic wave by drawing on it's
reserve power. It was designed for use in Red Zones. |
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Rocket Harvester:
(SUB-FACTION: ZOCOM)
This unit is basically a standard harvester with a rocket
launcher turret that acts as a powerful anti-air weapon against
enemy scouts in the air. |