Kane's Wrath New GDI Units


Regular GDI Army

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.

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.

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.

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.

SUB-FACTION: Steel Talons

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.

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.

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.

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.

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.

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.

SUB-FACTION: ZOCOM

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.

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.

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.