hide results

    FAQ/Walkthrough by DiAbLoZZq

    Version: 0.90 | Updated: 04/18/07 | Printable Version | Search Guide | Bookmark Guide

    Command and Conquer 3: Tiberium Wars Walkthrough/FAQ
    By: Kasey (DiabloZZq)
    
    Table of Contents:
    1 Copyright Info
    2 Controls
    3 GDI Units, Structures, and Powers [GUSP]
    4 Nod Units, Structures, and Powers [NUSP]
    5 Scrin Units, Structures, and Powers[SUSP]
    6 Neutral Units and Structures [NUAB]
    7 Advanced Tactics * [TCTS]
    8 GDI Only Tactics * [TCTS]
    9 Nod Only Tactics * [TCTS]
    10 Scrin Only Tactics * [TCTS]
    11 Campaign Walkthrough * [CAMP]
    12 Contact Information [CNTC]
    13 Version History [VERS]
    
    *(under construction)
    
    Use the control + f function to find the sections much faster. The
    codes following the section are what you want to type.
    
    1.  Copyright Information: [COPY]
    
    I will allow anyone to copy anything here and put it on any site so
    long as they give me full credit for this work and do not change
    anything in this guide. You may not make a profit off of this work or
    charge money to view it under any circumstances.
    
    2. Controls [CTRS]
    
    The controls in CnC3 are quite simple, but they have changed a little
    bit since past CnC games.  The main things that have changed are the
    ability to formation preview and you must now right click to give units
    commands.  I suppose this was done to help micromanagement and most
    other RTS games use this system of right clicking.  At first this
    confused me, but I got used to it and found this to be a very effective
    control scheme.
    
    Note: These are the default controls. You may change them by going to
    settings in the game menu.
    
    Left Click: This controls basically everything in the game that
    requires a click of the mouse button.  Anything from selecting units,
    deploying structures, or building units require you to use this button.
    Right Click: This is used to give commands such as moving to your units
    and also to cancel and hold units and structures in the build tab.
    Mouse Wheel Up/Down:	 Zooms the in game camera in and out.
    A + Right Click: Attack move. Tells any units you have selected to move
    to the desired location attacking hostile base defenses and units along
    the way. They will not attack enemy buildings.
    S: Stop units.  Immediately stops the selected units.
    D + Right Click: Reverse move.  Forces the units to move to the desired
    location backwards.  This is used to prevent enemies from hitting your
    vehicles unarmored side and to speed up retreat.
    F + Right Click: Assault move.  This tells the selected units to move
    to the desired location while attacking any hostile buildings or units
    along the way.  This is useful to clear out entire bases without having
    to tell them what to attack.
    G + Right Click: Force move.  This forces your units to move to the
    location even if units happen to be in the way.  This is used to crush
    enemy units if possible.
    H: Primary construction yard camera. This is used to jump to your
    construction yard with the press of a button.  If destroyed, it will
    jump other construction yards then to cranes.
    Ctrl + J, K, L, or ; Sets a camera bookmark. By pressing both Crtl and
    one of the following buttons you may set a camera bookmark.
    J, K, L, or ; Jump to camera bookmark.  These jump to the set camera
    bookmark. Useful to jump back and fourth from key spots in the game
    easily.
    ' : Toggles unit health bars
    ~: Selected structure or unit tab (known as contextual tab).
    Q: Selects all combat units.  This is used to select everything you
    have.  Useful to throw everything you have at the enemy at once and to
    see how many units you have.  Double tapping Q selects everything on
    the map.
    W: Selects all units of the type currently selected. This is used to
    get all the units of a specific type or types together for an assault.
    Double tapping W selects all the units of the types currently selected
    across the entire map.
    E: Structure tab.
    R: Defense tab.
    T: Infantry tab.
    Y: Vehicles tab.
    U: Aircraft tab.
    I: Intel database (single player)/Messenger (multiplayer)
    O: Objectives (single player)/Player status (multiplayer)
    Z: Sell mode
    Ctrl + Z: Planning mode:  This mode allows you to make multiple
    commands to a unit.  Press it again to have the unit complete the
    commands in order.
    X: Power mode.  This turns off and on power to a structure.  Useful to
    direct power to vital structures.
    C: Repair mode.
    V: Voice chat.  Press this key to talk with a microphone.
    Ctrl + V: Toggle either global voice chat or team voice chat.
    B: Place beacon
    N: Next harvester. Used to jump between harvesters.
    >: Fast forward button (only during replays)
    0-9: Selects grouped units. Simply press the number to select your
    entire group without worrying about manually selecting all of them. It
    is very useful to group assault forces to control them much easier.
    Ctrl + 0-9:	Sets the selected units to a number.
    Backspace: Opens up chat to all teammates.
    Enter: Opens up chat to everyone.
    Alt + A: Changes stance to aggressive.
    Alt + S: Changes stance to guard.
    Alt + D: Changes stance to hold ground.
    Alt + F: Changes stance to hold fire.
    Ctrl + A: Uses unit power in slot one.
    Ctrl + S: Uses unit power in slot two.
    Ctrl + D: Uses unit power in slot three.
    Ctrl + F: Uses unit power in slot four.
    F1-F10: Selects the unit or building in slot 1-10 respectively.
    Ctrl + F1-F8: Uses support powers in slots 1-8 respectively.
    Delete: Deletes the beacon.
    Keypad 5: Reset camera.  Keypad 5 is on the right side of the keyboard.
    Hold Alt: Waypoint mode.  This allows you to select multiple commands
    for the selected unit(s). They will start the commands upon receiving
    the first one.
    Hold Ctrl + Right Click: Force fire.  This forces you unit to fire at
    the location no matter what.
    Hold Shift + Left Click: Adds unit/structure to selection.
    End: Toggle HUD.
    Tab: Next sub tab.
    Ctrl + Tab: Previous sub tab.
    
    3. GDI Units, Structures, and Powers. [GUSP]
    
    GDI is a powerful army that can be great in either late or early game.
    It has no real weaknesses in any point in a fight and can crush
    opponents with their advanced technology and powerful units. Although
    not as advanced as the Scrin, GDI can hold up against nearly anything
    and its units have plenty of armor to back them up.  Their units are
    more expensive then Nod's but they are also more powerful.
    
    GDI Units
    
    Rifleman Squad
    Rating: **
    Abilities: Dig a fox hole, Call for Transport.
    Upgrades: Composite Armor
    Summery: They are very weak to almost every unit in the game except the
    rocket infantry and the other rifle infantry.  The only real use for
    these is to counter early infantry rushes and scouting.  The reason
    these get a two star rating is because the fox hole ability and their
    ability to be upgraded.  With the upgrade they are still very weak
    though.  You should almost never have to use these guys unless you need
    a cheap counter to other infantry units.  The fox hole ability is quite
    useful in campaign and also in very rare circumstances in multiplayer
    where you need a defense structure that uses no power or you lost all
    ability to build structures.
    
    Missile Squad
    Rating: ***
    Abilities: Call for Transport
    Upgrades: Composite Armor
    Summery: Only useful against early game tank rushes, cheap anti air,
    taking down walker units, and to put in an APC.  These are very weak,
    but very useful as a cheap unit to back up your early game forces.
    Never use these in mass against any air units except the Orca and
    Firehawk.  Your money is better spent building other anti air vehicles
    and structures because most air units rip infantry to shreds really
    quickly.  Always remember to garrison them against tanks when possible
    and if that is not possible, make sure to micromanage them to make sure
    they don't get ran over.  This unit can be used in mass to take down
    walker units easily.  Followed up by an engineer, this can be very
    useful, cheap, and effective.
    
    Engineer
    Rating: *****
    Abilities: Call for Transport
    Summery:  These are the most useful early game infantry. They can be
    used to capture buildings which can turn the tides of any battle very
    quickly. Even during late game, these infantry are still used proving
    they deserve the five star rating. These can be a commander's worst
    nightmare if caught running into a base that is undefended.  Just
    remember, these guys are very slow and the weakest unit in the game so
    protect them if possible. Load them up in APCs and you can engineer
    rush them unlike any of the other factions in the game. Also, don't
    forget they can repair bridges, your structures, and resurrect fallen
    walkers.  They cannot repair garrisonable buildings as in the past
    games though.
    
    Grenadier Squad
    Rating: ***
    Abilities: Call for Transport
    Upgrades: Composite Armor
    Requirements: Command Post
    Summery: These guys would be more useful if infantry were more common
    in the game.  As it stands right now, Grenadier Squads are semi-useful
    against vehicles but they really shine as another superior anti
    infantry unit. Their grenades kill almost any infantry in one hit, and
    clear out garrisonable buildings with ease.  In urban combat areas,
    load one into an APC and start the rampage.  They will clear an entire
    city in seconds, reducing enemy infantry to bits and pieces.
    
    Sniper Team
    Rating: ****
    Abilities: Call for Transport
    Requirements: Armory
    Summery: These guys kill infantry in nothing flat. They are useful to
    have around to keep pesky Engineers, Commandos, and Shadow Teams away
    from your base.  They have stealth capabilities and the ability to spot
    targets for Juggernauts. What more could you want from an anti infantry
    unit? Nothing really, except for the fact that you hardly ever see
    enough infantry in this game to build more then a couple of them.
    Their ability to spot for Juggernauts is great, except it can be tough
    to get close enough to an enemies base without getting detected with
    all the stealth detection in this game.  To use their ability to spot
    for Juggernauts, you simply move the sniper within sight of the target
    and then go to your Juggernauts and click the Bombard Target button.
    
    Commando
    Rating: **
    Abilities: Jump Jets and Call for Transport
    Requirements: Armory and Tech Center
    Summery: This unit is basically a waste of money. The only use of this
    infantry is to sneak into an enemy base and blow some stuff up.
    Although it is great against infantry and walkers, there are a lot
    better units that are more useful to take those down. I guess if you
    ever see an undefended side of a base you might be able to do a little
    damage.  Don't expect to do much because this unit is easily countered
    by a simple anti infantry turret or two.  It's a nice unit, but other
    units tend to be better for the job then this guy.
    
    Zone Trooper
    Rating: ****
    Abilities: Jump Jets, Call for Transport
    Upgrades: Scanner Packs, Power Packs
    Requirements: Tech Center
    Summery: These guys are the best late game infantry the GDI have. Their
    only true weakness is air, but with a couple of Mammoths backing these
    guys up, they are pretty much unstoppable against anything short of a
    Sniper Team or Shadow Team.  They can easily do more damage then a
    Commando if they find a cliff or river to Jump Jet across and they can
    do damage faster.  Their armor is superior for infantry units, and
    their rail guns can pierce through even the heaviest of armor.  When
    upgraded, they have the ability to regenerate health while idle and
    detect stealth units.  Basically, these guys are the infantry you want
    to be using at all times once you tech up to them.
    
    Pitbull
    Rating: ***
    Upgrades: Mortars
    Summery: This is the fast recon/anti air unit the GDI has.  It works
    wonders against aircraft (except Scrin's heavy aircraft) because of its
    speed and power.  These can easily be destroyed so don't use them
    versus Scrin's heavy aircraft, instead use other aircraft.  If your
    base is getting assaulted with air units, this is a great unit that is
    cheap and fast to build.  Other then scouting and anti air, it also has
    one more advantage, which is stealth detection.  Early game these are
    great against Shadow Teams.  Besides the uses mentioned before, there
    is not much reason to build these in mass.  A couple around the base
    will do quite nicely and other then that, these are horrible at
    assaulting the enemy.  Since it has quite a bit of speed, it can be
    used to effectively run over enemy infantry.
    
    Predator Tank
    Rating: ****
    Upgrades: Railguns
    Summery:  The main battle tank of the GDI is also the most powerful
    light tank in the game.  With its railgun upgrade, it can easily punch
    a hole in a base against light defenses and armor.  The downside to
    this is that they are not very good against late game units.  Use these
    if you plan on tank rushing early game, or if you just need a cheap
    diversion late game.  Although these cost more then the other light
    tanks, they are a lot stronger and more durable.  Also remember to run
    over any infantry you see, they don't stand a chance against a tank of
    this size.
    
    APC
    Rating: ** (without infantry) **** (with infantry)
    Abilities: Lay Minefield
    Summery: Without any infantry on board, this unit is more or less a
    waste of time. Early game it's not bad at taking out infantry, but even
    then I would prefer using a Predator and just crushing infantry.  It
    can also take on air units out even though a Pitbull does that job much
    more effectively.  As for with infantry, this unit can pack a serious
    punch.  Rocket infantry are the most effective overall to put in here.
    This makes the cost at exactly that of one Predator tank except that
    it's good against any unit.  Other infantry such as Engineers are also
    very useful to put in one and then rush the enemy base.  Zone Troopers
    also make this unit pack a serious punch with hit and run capabilities.
    A great unit if infantry are placed inside, otherwise this is just a
    below average unit. Also, their minefield ability is nice to deploy at
    choke points because most of the time it will kill several units before
    the mines are used up.
    
    Harvester
    Rating: *****
    Requirements: Refinery
    Summery:  Just another harvesting unit from the past games. These are
    vital to your economy so protect them at all costs.  GDI's harvesting
    unit happens to have an anti infantry weapon attached.  It is kind of
    useless since it could just run over infantry anyways, but it does help
    protect your harvester so I can't really complain.
    
    MCV
    Rating: *****
    Summery: Deploys into another Construction Yard. Great for base rushing
    and to have another one handy in case yours happens to get destroyed.
    
    Rig
    Rating: ***
    Requirements: Command Post
    Summery:  This is a great unit to send along with your troops to repair
    them during battle.  Another great use is for an expensive defense that
    uses no power and can repair you units.  These used with a Surveyor can
    create expansion bases that are immediately defended. These should
    never be used in mass and just one in an area holds that ground very
    effectively.
    
    Mammoth Tank
    Rating: *****
    Upgrades: Railguns
    Requirements: Tech Center
    Summery:  This is the mother of all tanks.  It can hit both ground and
    air targets and has TONS of armor.  The Mammoth is awfully slow so be
    prepared to take a few casualties just on the way to the enemies base.
    This tank is effective against everything in the game even infantry.
    Spamming them late game is often all people will do because of their
    might.  These combined with Zone Troopers make a VERY effective late
    game assault force that can take on even the heaviest of armor or
    defenses. Be sure to research the railgun upgrade as soon as you start
    building them because it increases their power against all ground units
    by a large margin.  If you spam any ground unit in the game, this is by
    far the best one.  Some go so far as to say people are noobs when they
    spam them because "they take no skill."  This is very true, unless he
    also has other units supporting them.
    
    Juggernaut
    Rating: ***
    Abilities: Bombard Target
    Requirements: Tech Center
    Summery:  This is a great unit to support your main forces with. These
    walkers are very slow and not heavily armored so remember to defend
    them.  Combined with a sniper, they can fire bomb something from
    anywhere on the map.  Unfortunately the hard part is actually getting
    the Snipers to the enemy's base without having them get killed.
    Building a couple of these and having them behind your main forces can
    really help if the enemy is heavily defended. Finally, they also leave
    walker husks so if they do get destroyed simply capture the husk with
    an Engineer.
    
    Surveyor
    Rating: **
    Summery:  These are slow, very weak, and defenseless.  Most of the time
    you only need to build one or two at the beginning to make expansion
    bases at the other Tiberium fields.  Other then that, these are
    horrible at rushing someone unless they can remain unseen.  They take
    20-30 seconds to deploy so be sure to defend them.
    
    Orca
    Rating: **
    Abilities: Deploy Sensor Pod, Pulse Scan
    Upgrades: Sensor Pods
    Summery:  Orcas are considerably less effective then other light
    aircraft.  The only thing that they can do better then Firehawks is
    take out vehicles.  These tend to be very weak to anti air and are slow
    to unload their missiles.  Orcas are very useful early game when your
    enemy might leave his harvesters open for attack.  Also they can be
    used to stop incoming tanks and walkers effectively.  Because it takes
    so long to unload their missiles, you should almost never bomb enemy
    bases with them unless they are undefended.  If they had a lot more
    armor Orcas might be useful, but since they are easy to take down, use
    Firehawks instead.  Orcas also have the added ability to detect stealth
    and drop sensor pods on enemy units and structures once upgraded.
    
    Firehawk
    Rating: ****
    Abilites: Missile Loadout, Bomb Loadout
    Upgrades: Stratofighter Booster
    Requirements: Tech Center
    Summery:  Firehawks are the best units in the game for taking out a
    super weapon.  The reason I say that, is because with the Stratofighter
    Booster upgrade then can actually teleport instantly across the map and
    then bomb their target.  Unfortunately this has a cool down so there
    won't be any coming back if you enemy has plenty of anti air.  They can
    also be loaded with anti air missiles at the Airfield for free.  Be
    sure to make 8 or so as an emergency attack force against heavy armor
    and super weapons.
    
    GDI Structures
    
    Construction Yard
    Summery: Used to start your base. It can be undeployed and sent over to
    the enemy's base to rush him.  If you are planning to do this, you
    should build a Power Plant or Crane first.  This building also controls
    your radar, so if you lose it you won't have any radar.  Remember to
    protect this at all costs.
    
    Power Plant
    Summery:  Supplies power to your base. It can also be used to build a
    string of buildings to your enemy's base.  Don't forget to upgrade them
    once you get your Tech Center up.
    
    Crane
    Summery: Provides you with an additional structure build tab.  You
    should always have one handy.
    
    Refinery
    Summery: This building is the heart of your economy and its Harvesters
    supply it with plenty of Tiberium. Building an extra Refinery and then
    selling it once the harvester appears is a good way to get a free
    scouting unit and a Harvester early in the game.  Using this method
    does not cost additional cash though.  In fact this gives you 1 free
    infantry unit everything you do it.  Only build one per Tiberium field
    and keep 2-3 Harvesters per Refinery at all times.  Remember to protect
    these otherwise you might find your self with no money if you enemy
    keeps destroying them.  Also Refineries increase your maximum reserve
    of cash.
    
    Barracks
    Summery: Builds infantry units. Additional Barracks provide an
    additional infantry build tab.
    
    Armory
    Summery: Advanced infantry technology building.  Also it can heal your
    infantry that you send in.
    
    War Factory
    Summery:  Builds vehicle units (except the Surveyor, which is made in
    the Construction Yard.  Additional War Factories provide additional
    vehicle build tabs.  Make sure if you are spamming vehicles to build
    multiple of them.
    
    Command Post
    Summery: The lesser technology building that is a requirement to build
    late game units and structures.
    
    Tech Center
    Summery:  The greater technology building that allows for the most
    advanced units and structures the GDI has to be built.
    
    Airfield
    Summery:  Builds aircraft units. Additional Airfields provide
    additional landing pads and aircraft build tabs.  Each Airfield has 4
    landing pads that hold one Orca or Firehawk each.
    
    Space Command Uplink
    Summery: Allows the GDI to use Shockwave Artillery and call for Zone
    Troopers.  This is not a requirement for units or structures to be
    built.
    
    Watchtower
    Summery:  The anti infantry defense tower.  Great against infantry,
    useless against anything else.
    
    Guardian Cannon
    Summery:  The anti tank defense cannon.  Only useful against light
    vehicles.
    
    AA Battery
    Summery:  The only anti air defense structure GDI has.  Useful against
    all aircraft and make sure to keep some at your base at all times.
    
    Tiberium Silo
    Summery: Increases your maximum reserve of cash by about 2000 per silo
    built. Make sure to build these if you are stock piling money otherwise
    your Harvesters will stop until you spend some money.
    
    Sonic Emitter
    Summery: This is the ultimate ground defense system GDI has.  It can
    pierce multiple targets and continues until it cannot go any further.
    It is slow to reach its target and can be avoided by fast units so back
    these up.  Against massive armies these are the most effective defense
    in the game.
    
    Ion Cannon Control
    Summery:  The GDI super weapon that once built will start a countdown
    until it is ready.  Keep it well defended and use it to put a giant
    hole in the enemy's base.  Useful for ending matches that seem to have
    no end.  Don't worry about others opinions about them, build one if
    your enemy is being a turtle otherwise the game goes on forever.
    
    GDI Support Powers
    
    Radar Scan
    Deployed from: Command Post
    Summery: Allows you to reveal the shroud anywhere on the map.  Useful
    to reveal the shroud to use other powers or to spy on the enemy
    
    GDI Airborne
    Deployed from: Armory
    Summery: Several GDI Rifleman Squads and Missile Squads are delivered
    by air as veterans.  Probably the worst support power there is.  Being
    only useful when combined with the Bloodhounds power to give your APCs
    some rocket infantry.
    
    Sharpshooter Team
    Deployed from: Tech Center
    Summery: Drops a few Sniper Teams on the battlefield as veterans.
    Useful to put snipers near the enemy base for Juggernauts to bomb.  It
    is also useful if you see hordes of infantry being sent to your base or
    if you have a loose Commando running around your base.
    
    Orca Strike
    Deployed from: Airfield
    Summery: A few Orcas bomb the target.  Relatively weak, but it is cheap
    and can be used to finish off something you didn't kill.
    
    Bloodhounds
    Deployed from: Airfield
    Summery:  Some Pitbulls and APCs are deployed as veterans at the
    target.  When used in conjunction with GDI Airborne, this can be used
    to deploy an assault force anywhere on the map.
    
    Zone Trooper Drop Pods
    Deployed from: Space Command Uplink
    Summery:  A few squads of Zone Troopers as veterans come crashed down
    in drop pods.  Very useful to attack anywhere in the battlefield
    because it sends them to the target almost instantaneously.
    
    Shockwave Artillery
    Deployed from: Space Command Uplink
    Summery: Bombs the target with weak EMP artillery.  Very useful to stop
    late game assaults because it disables anything it hits.
    
    Ion Cannon
    Deployed from: Ion Cannon Control
    Summery: A massive ion cannon burst is unleashed wherever you please.
    This will easily destroy anything in the radius except for a
    Construction Yard.
    
    4. Nod Units, Structures, and Powers. [NUSP]
    
    Nod is a hit and run faction with cheap, but fast units.  Most of their
    units are not very well armored and take more micromanagement then the
    other factions. If you are good at rushing or using hit and run
    tactics, then this is the faction for you.  Never try to directly
    engage other units with Nod because they have less firepower and armor
    then other units.  Make sure you attack vehicles backsides to get the
    50% bonus to damage.  Try to find ways around enemy defenses and hit
    them where it hurts the most.  Always try to harass their economies
    otherwise you might drag the game on long enough that they can build up
    a huge army of heavy units that will wipe you out.  Nod is great early
    game, but they start to show their weaknesses late game when the other
    sides get extremely powerful units while Nod still has to find ways to
    attack from where they have the least defense.  To be successful with
    Nod, you must never let the enemy come to you with an army the size of
    Texas.  Keep bombing them and harassing them and victory will be yours!
    
    Nod Units
    
    Militant Squad
    Rating: *
    Abilities: Call for Transport
    Upgrades: Tiberium Infusion, Confessor
    Summery:  These guys are the worst unit in the game. You should never
    have to rely on these units for anything except as really cheap
    scouting units.  If you need anti infantry this early in the game,
    simply build a Shredder Turret or if you have a War Factory just build
    a Raider Buggy.  You shouldn't even have to build them to scout with.
    By selling your Refineries you should be able to get some of them for
    free. Don't bother with the upgrades for this unit, the upgrades are
    awful.
    
    Militant Rocket Squad
    Rating: **
    Abilities: Call for Transport
    Upgrades: Tiberium Infusion, Confessor
    Summery: Worse then the GDI Missile Squads and the Scrin
    Disintegrators, they are still a decent unit for countering early
    vehicles.  These guys have less armor then either of the two other
    early anti tank infantry.  Although these do have a longer range then
    the Disintegrators, they are easily ran over and do not explode when
    ran over. The only advantage these guys have over the other anti tank
    infantry is speed. Another use is for anti air but it is better just to
    build Stealth Tanks for that.  Don't build them unless you have no
    other options.
    
    Saboteur
    Rating: *****
    Abilities: Call for Transport, Booby Trap
    Summery: These are the most useful early game infantry. They can be
    used to capture buildings which can turn the tides of any battle very
    quickly. Even during late game, these infantry are still used proving
    they deserve the five star rating. These can be a commander's worst
    nightmare if caught running into a base that is undefended.  Just
    remember, these guys are very slow and the weakest unit in the game so
    protect them if possible. Also, don't forget they can repair bridges,
    your structures, and resurrect fallen walkers.  They cannot repair
    garrisonable buildings as in the past games though. Nods Saboteur can
    also plant booby traps on neutral buildings.
    
    
    Fanatics
    Rating ***
    Abilities: Call for Transport
    Upgrades: Tiberium Infusion
    Reqiurements: Operations Center
    Summery:  Much better to use then Militant Rocket Squads against tank
    rushes in the early game.  These guys are suicide bombers that are
    quite expensive considering you lose the unit no matter what. If enemy
    vehicles are packed together, Fanatics can take out a few of them with
    just one unit.  It may appear to be cost inefficient, but actually they
    end up being about the same as building one Scorpion tank because they
    can take out at least one tank if they don't have any anti infantry.
    Don't use them too often, they are better to use to stop tank rushes
    and that's about it.
    
    Black Hand
    Rating **
    Abilities: Call for Transport
    Requirements: Operations Center
    Summery: These are nearly useless in every way.  By the time you have
    even one of these, you can have Shadow Teams or Flame Tanks.  Flame
    Tanks do the exact same thing as these guys, but for a little more
    money you get a faster unit that has more armor and is less likely to
    die while clearing garrisoned buildings.  For taking out infantry,
    Shadow Teams are much more useful, stealthed, and can fly around very
    fast.  These would be worth building, but there are other units just as
    high up on the tech tree that are better.
    
    Shadow Team
    Rating: *****
    Abilities: Call for Transport, Glider Pack, Explosive Charge
    Requirements: Secret Shrine
    Summery: This is the perfect unit for both anti infantry and taking out
    a base.  These guys can take out infantry nearly as well as a sniper.
    Their stealth and gliders allow them to sneak into enemies bases
    unharmed and blow up buildings.  Their only disadvantages are the long
    cool down on their explosive charges and it takes multiple charges to
    take down buildings. Use these every chance you have to harass your
    enemy into building worthless anti infantry defenses and blow up his
    refineries to slow down his economy.  With all the money they are
    spending on stealth detection and anti infantry, you will have 20
    Scorpions at their base.  Make sure to take out expansion enemy bases
    also.
    
    Commando
    Rating **
    Abilities: Call for Transport
    Requirements: Secret Shrine, Tech Lab
    Summery:  Commandos in this game are much worse then in previous CnC
    games.  The main reason being that they can't take out vehicles
    effectively.  The Nod Commando is especially worthless because it can't
    even go over cliffs or other obstructions.  Although it may be able to
    take out a building in one hit, it isn't stealthed (unless standing
    still) so it is extremely easy to take down.  Shadow Teams are a
    superior unit that can do the same thing as a Commando better.
    
    Raider Buggy
    Rating: ***
    Abilities: EMP Burst, Call for Transport
    Upgrades: EMP Coils, Laser Capacitors
    Summery: The standard light anti infantry vehicle.  Better then the APC
    without infantry because of its speed, price, and upgrades.  The EMP
    burst ability is devastating when used in conjunction with a Cloaking
    Field to make it an anti vehicle unit also.  Great for a cheap scouting
    unit and I'm pretty sure it can even fire at air targets too.  Laser
    Capacitors upgrade its damage slightly and just increase its
    effectiveness against infantry.  When well micro'd, this has the
    ability to keep infantry out of range while firing on them.
    
    Attack Bike
    Rating: ***
    Abilities: Call for Transport
    Summery:  This is a versatile unit that is good against armor and
    aircraft.  It is the best scouting unit in the game due to its speed
    and it is very cheap.  Unfortunately with its speed comes its only
    disadvantage... lack of any armor.  These are probably the weakest
    vehicle in the game but they are also the fastest.  These are not to be
    used in head to head battles, only hit and runs.  Although the Attack
    Bike can take out aircraft, their weak armor allows most aircraft to
    kill them faster then they can be killed.
    
    Scorpion Tank
    Rating: ****
    Abilities: Call for Transport
    Upgrades: Laser Capacitors, Dozer Blades
    Summery: A great light tank. Faster then the Predator but weaker and
    cheaper, this unit is perfect for tank rushes.  Its dozer blades not
    only allow it to run over all infantry but also give it additional
    armor in the front.  Even though this tank is available the minute you
    get your War Factory, you will find you will still use them to absorb
    damage late game while you put your supporting units behind them such
    as the Avatar.  Because it is 300 cheaper then the Predator, this is
    the perfect unit to spam.
    
    Harvester
    Rating: *****
    Requirements: Refinery
    Summery: Just another harvesting unit from the past games. These are
    vital to your economy so protect them at all costs.  Nods harvesting
    unit happens to have stealth.  It is very useful in protecting you
    harvesters from enemy attack since they can't find them.
    
    MCV
    Rating: *****
    Summery: Deploys into another Construction Yard. Great for base rushing
    and to have another one handy at all times in case yours happens to get
    destroyed.
    
    Flame Tank
    Rating: ***
    Requirements: Operations Center
    Summery: This is a vehicle version of the Black Hand.  It's flame
    throwers can clear garrisonable buildings, kill infantry, and destroy
    buildings efficiently.  Unfortunately it has semi weak armor and a very
    short range so be prepared to back them up with Scorpions.  Also it
    cannot attack air units and its flame throwers are weak against armor
    so it is not a good idea to just spam these.  Back Flame Tanks up with
    Scorpions and all you will have to worry about are air units and
    Mammoths.
    
    Stealth Tank
    Rating: ****
    Requirements: Operations Center
    Summery: Stealth Tanks are the best anti air ground unit in the game.
    They can't serve as a main battle tank but they do hit and runs very
    well.  Don't take these head on with other battle tanks as these will
    die.  Most people complain that these are weak but if they had more
    armor then Scorpions would be useless and they would be very powerful.
    Build some of these to accompany your Flame Tanks and Scorpions for
    anti air.
    
    Beam Cannon
    Rating: ****
    Abilities: Reflector Beam, Charge Defenses
    Requirements: Tech Lab
    Summery:  This artillery unit is much better to take behind your main
    forces then the slow Juggernauts.  Not only do these fire instantly,
    they have the ability to reflect their beams off of Venoms to reach
    over cliffs and extend their range even further.  Also another useful
    ability is that these can charge your Obelisks of Light to increase
    both their power and range.  Always include these behind you army of
    tanks to help take out defenses and buildings.  These are fast moving
    artillery so you can use them to hit and run.  Beam Cannons also are
    great against vehicles.
    
    Avatar
    Rating: ***
    Abilities: Commandeer Technology
    Requirements: Tech Lab
    Summery:  A decent walker support unit.  Avatars have the ability to
    upgrade their weaponry by sacrificing other Nod units such as Flame
    Tanks and Beam Cannons.  This destroys the unit so it can be very
    costly to upgrade an Avatar.  The good thing is that the upgrades stack
    so that you can get some really powerful but expensive Avatars.  They
    have no anti air so be sure to protect them with some Stealth Tanks.  I
    would rate these higher but their price is too high for the amount of
    armor they have. Not much else to say except DON'T spam them.  They are
    a support unit, not an assault unit.
    
    Emissary
    Rating: **
    Summery: These are slow, very weak, and defenseless.  Most of the time
    you only need to build one or two at the beginning to make expansion
    bases at the other Tiberium fields.  Other then that, these are
    horrible at rushing someone unless they can remain unseen.  They take
    20-30 seconds to deploy so be sure to defend them.
    
    Venom Patrol Craft
    Rating: ****
    Abilities: Signature Generator
    Upgrades: Laser Capacitors, Signature Generators
    Summery: Venoms are a great light aircraft unit. They can reflect Beam
    Cannons beams and don't need to run back to base to reload.  Although
    their main gun is weak, they are cheap, don't take up an air pad, and
    their damage can be upgraded.  The signature generator is mostly
    useless, but can trick the enemy and is only $100 so you might as well
    get it.  These can be spammed very easily, but also have paper thin
    armor.  Just make sure to spread them out otherwise splash damage form
    anti air rockets will rip through your units very fast.  Venoms are
    also great for anti air, especially against Scrin.
    
    Vertigo Bomber
    Rating: ****
    Requirements: Tech Lab
    Summery: These are the ultimate bombers in CnC3. Vertigos often can
    remain unseen all the way to the enemy base, bomb them, and then return
    home without losing a unit.  Unless on a suicide mission, don't send
    them deep into an enemy base otherwise they won't come back home.
    Vertigos can also take out Mammoth tanks very well and are Nods #1
    counter unit against the Mammoth.  They can also attack other air units
    with a very weak machine gun but it is just better to build some Venoms
    to take care of air units.
    
    Nod Structures
    
    Construction Yard
    Summery: Used to start your base. It can be undeployed and sent over to
    the enemy's base to rush him.  If you are planning to do this, you
    should build a Power Plant or Crane first.  This building also controls
    your radar, so if you lose it you won't have any radar.  Remember to
    protect this at all costs.
    Power Plant
    Summery: Supplies power to your base. It can also be used to build a
    string of buildings to your enemy's base.  Don't forget to upgrade them
    once you get your Tech Lab up.
    
    Crane
    Summery: Provides you with an additional structure build tab.  You
    should always have one built.
    
    Refinery
    Summery: This building is the heart of your economy and its Harvesters
    supply it with plenty of Tiberium. Building an extra Refinery and then
    selling it once the harvester appears is a good way to get a free
    scouting unit and a Harvester early in the game.  Using this method
    does not cost additional cash though.  In fact this gives you 1 free
    infantry unit everything you do it.  Only build one per Tiberium field
    and keep 2-3 Harvesters per Refinery at all times.  Remember to protect
    these otherwise you might find your self with no money if you enemy
    keeps destroying them.  Also Refineries increase your maximum reserve
    of cash.
    
    Hand of Nod
    Summery: Builds infantry units. Additional Hand of Nods provide an
    additional infantry build tab.
    
    War Factory
    Summery: Builds vehicle units (except the Emissary, which is made in
    the Construction Yard.  Additional War Factories provide additional
    vehicle build tabs.  Make sure if you are spamming vehicles to build
    multiple of them.
    
    Operations Center
    Summery: The lesser technology building that is a requirement to build
    late game units and structures.
    
    Secret Shrine
    Summery: Advanced infantry technology building.
    
    Tech Lab
    Summery: The greater technology building that allows for the most
    advanced units and structures the Nod has to be built.
    
    Air Tower
    Summery: Builds aircraft units. Additional Air Towers provide
    additional landing pads and aircraft build tabs.  Each Air Tower has 4
    landing pads that hold one Vertigo Bomber each.
    
    Tiberium Chemical Plant
    Summery:  This allows Nod Power Plants to be upgraded and gives Nod
    additional support powers.  This is not a requirement for any unit or
    structure to be built.
    
    Tiberium Silo
    Summery: Increases your maximum reserve of cash by about 2000 per silo
    built. Make sure to build these if you are stock piling money otherwise
    your Harvesters will stop until you spend some money.
    
    Shredder Turret
    Summery: The anti infantry defense turrets.  Great against infantry,
    useless against anything else.
    
    Laser Turret
    Summery:  The anti tank defense turrets.  Only useful against light
    vehicles.
    
    SAM Turret
    Summery:  The only anti air defense structure Nod has.  Useful against
    all aircraft and make sure to keep some at your base at all times.
    
    Disruption Tower
    Summery: This generates a massive area of stealth covering anything in
    its radius. This is great to prevent enemies from seeing what units
    your buildings or where and what your defenses are.  Always cover your
    base in these.
    
    Obelisk of Light
    Summery: This large spike fires a laser beam that kills most units in a
    single hit.  Its range is much greater then that of normal defenses and
    can be increased further with Beam Cannons charging it.  When Beam
    Cannons are charging it, the power of the laser beam also increases
    considerably.  The more Beam Cannons charging a single Obelisk of
    Light, the greater and more noticeable the effect will be.  Make sure
    to build these to defend you base against ground units with.
    
    Temple of Nod
    Summery: This is the home of Nods nuclear missile.  Build this
    structure and a countdown will appear until its ready to launch.  It
    doesn't leave any radiation and acts the same as the other super
    weapons in that it destroys everything in its radius. Be sure to follow
    this up with units to finish them off.  Also unless you have a great
    computer, never have your screen over the target while the nuclear bomb
    hits or for about 10 seconds afterwards.  During this time it will
    cause major lag on any normal computers.
    
    Nod Support Powers
    
    Radar Jamming Missile
    Deployed from: Operations Center
    Summery:  This is a cheap power that simply shuts down the enemy's
    radar for 10 seconds.  During this time you should roll in your forces
    to attack to prevent him from be able to react fast.
    
    Decoy Army
    Deployed from: Operations Center
    Summery:  This creates a mirror imaged of your units that you selected.
    
    Cloaking Field
    Deployed from: Operations Center
    Summery:  This will make all units in the radius of the target become
    stealth.  This is very useful to use on Raider Buggies so that you can
    drive them close to enemy vehicles and use the EMP burst to shut them
    down.  This power also kills all infantry it is used on.
    
    Shadow Strike Team
    Deployed from: Secret Shrine
    Summery:  This deploys several Shadow Teams at the selected location.
    They fly their on their gliders so they will be shot at by any stealth
    detecting anti air before they reach their target.
    
    Mine Drop
    Deployed form: Air Tower
    Summery:  An aircraft will deploy a mine field at the targeted area.
    This aircraft is very vulnerable so be sure not to deploy it near any
    anti air.
    
    Tiberium Vapor Bomb
    Deployed form: Tiberium Chemical Plant
    Summery:  This will bomb the targeted area with the Tiberium Vapor
    Bomb.  The bomb causes only slight damage to everything in its radius
    and kills infantry.  This is a power that should be used on an area
    that is concentrated in enemy troops for maximum effect.
    
    Seed Tiberium
    Deployed form: Tiberium Chemical Plant
    Summery: This drops Tiberium at the selected target and speeds up the
    Tiberium growth rate across the map.  Seed Tiberium can be used with a
    Catalyst Missile to cause massive damage.
    
    Catalyst Missile
    Deployed form: Tiberium Chemical Plant
    Summery: This missile detonates any Tiberium instantly destroying
    Harvesters, Refineries, and Tiberium Silos.  Anything near Tiberium
    when the missile hits will also take massive damage.
    
    Master Computer Countermeasures
    Deployed from: Temple of Nod
    Summery: This is a back up power supply.
    
    Nuclear Missile
    Deployed form: Temple of Nod
    Summery: This launches Nods Nuclear Missile destroying anything but a
    Construction Yard that is caught in the blast radius.
    
    5. Scrin Units, Structures, and Powers [SUSP]
    
    The Scrin are a very powerful faction with many heavy hitter units.
    They have the most powerful air force I have ever seen in any Command
    and Conquer series.  Their aircraft are very heavily armored and the
    Devastator can even outrange anti air.  The Scrins main weakness is
    their early game.  If you can make it past the rushes and manage to
    tech up then you should easily be able to crush the enemy.  Rushing
    with the Scrin is a lot more risky because they have weak early game
    units.  The Scrin are the only faction with another tier of units then
    the others.  The Planetary Assault Carrier and the Mothership show off
    Scrins dominance of air.  Scrin's ground units are also very powerful
    with the Tripod being the best walker unit in the game.  Also note that
    all of Scrins aircraft defense goes up in an Ion Storm and their units
    can heal using Tiberium.
    
    Scrin Units
    
    Buzzers
    Rating: ****
    Abilities: Combine with Vehicle
    Summery: The best of the tier 1 infantry in the game.  These can take
    out infantry in one hit, are only 200 a piece, very fast, and can even
    combine with vehicles!  For only 200, you couldn't want a better unit!
    These are easily spammable and great scouting units.  The only
    downsides to this unit are its horrible armor and it cannot kill
    anything but infantry effectively.  This has the least amount of armor
    in the game out of any single unit so be sure to make them in mass.
    Buzzers ability to attach to vehicles makes it a great unit to use with
    vehicles such as Devourers to make them also great against infantry.
    
    Disintegrators
    Rating: ***
    Summery: These are the early game anti tank infantry of the Scrin.
    They explode when ran over so they are better to use against tanks then
    the others.  Their only downside is that they have a much shorter range
    then the other anti tank infantry making them easy to avoid.  Make sure
    to make some of these in the early game if you see tanks headed your
    way.
    
    Assimilator
    Rating: *****
    Summery: These are the most useful early game infantry. They can be
    used to capture buildings which can turn the tides of any battle very
    quickly. Even during late game, these infantry are still used proving
    they deserve the five star rating. These can be a commander's worst
    nightmare if caught running into a base that is undefended.  Just
    remember, these guys are very slow and the weakest unit in the game so
    protect them if possible. Scrins Assimilators also have the advantage
    of being stealthed while standing still. Also, don't forget they can
    repair bridges, your structures, and resurrect fallen walkers.  They
    cannot repair garrisonable buildings as in the past games though.
    
    Shock Troopers
    Rating: *****
    Upgrades: Plasma Disc Launchers, Blink Packs
    Requirements: Nerve Center, Stasis Chamber
    Summery: This is a very powerful late game infantry unit.  Shock
    Troopers with their Plasma Disc Launchers can even target air units!
    These guys should always accompany your main forces and you should
    always produce some to protect your base.  They are good against any
    unit in the game but they are very weak to Snipers, Commandos, and
    Shadow Teams.  I can't stress enough how great these infantry are.
    Blink Packs allow your Shock Troopers to teleport short distances
    around anything. If you force fire your Mothership on them, you can
    teleport into the enemy base and start the super chain reaction.
    
    Mastermind
    Rating: ****
    Abilities: Manipulator Device, Teleport Units
    Requirements: Stasis Chamber, Technology Assembler
    Summery:  This is the best of the best when it comes to the commando
    type units.  It can not only mind control both structures and units, it
    can also teleport your units across the map in single player.  In
    multiplayer it can also teleport your units short distances.  Using
    this together with the Signal Transmitter can nearly instantly put a
    Mothership in the heart of the enemy's base.  Simply mind control a
    building, build a Signal Transmitter in the build space, sell your old
    one, and summon the Mothership.  Masterminds can also teleport some
    Assimilators into the enemy's base past defenses and beyond cliffs.
    
    Seeker
    Rating: ***
    Abilities: Combine with Buzzers
    Summery: The Seeker isn't really even a tank although that is what the
    game calls it.  This is more of a powerful APC with more armor, cannot
    hold infantry, detects stealth, and is much better against armored
    units.  This is a fast unit that cannot battle head to head with other
    tanks.  Because of this, it has both stealth detection and can fire at
    anti air units making it a very useful unit. Although you can spam
    these, I recommend that you only build them as some backup forces kept
    around your base.
    
    Gun Walker
    Rating: **
    Abilities: Combine with Buzzers
    Summery: This is a decent unit made useless by the fact that Seekers
    are better against aircraft and Buzzers are better against infantry.
    Rather then making these, simply outfit some Seekers with a few
    Buzzers.  You shouldn't have to make any, but if you do keep in mind
    that these are only good against infantry and aircraft.
    
    Harvester
    Rating: *****
    Abilities: Combine with Buzzers
    Requirements: Nerve Center
    Summery: Just another harvesting unit from the past games. These are
    vital to your economy so protect them at all costs.  Scrin's Harvesters
    happen to leave behind deadly Ion Storms when destroyed to destroy the
    forces that killed them.
    
    Devourer Tank
    Rating: ****
    Abilities: Combine with Buzzers
    Requirements: Nerve Center
    Summery: These are a great medium tank.  They can charge their cannons
    with Tiberium making them much stronger.  Unfortunately this depletes
    Tiberium and also only lasts for 10 shots.  Make sure that when you
    enter an enemy's base to make a quick stop by his Tiberium fields
    instead of using them on your Tiberium fields.  The Devourer is great
    against vehicles and decent against infantry.  This is the unit that
    you should be spamming as a light tank rather then the much weaker
    Seeker.  You should put some of these in your mix of a late game
    assault force.
    
    Corrupter
    Rating: ***
    Requirements: Nerve Center
    Summery:  This is exactly like a Flame Tank except that it can also
    heal your own units.  It has a short range and is not good against
    armored vehicles so back them up with Devourers and other units.
    Corrupters can destroy enemy infantry and buildings with ease.  To heal
    your units with the Corrupter, just force fire them on your own units.
    Their main weakness is that you must micro them a ton to heal your own
    units.
    
    Annihilator Tripod
    Rating: *****
    Upgrades: Forcefield Generators
    Abilities: Combine with Buzzers
    Requirements: Technology Assembler
    Summery: Like the Mammoth Tank, this can crush enemy vehicles under its
    three feet.  It has three beam weapons but only two can fire at one
    target.  The third one will fire at another enemy unit while the first
    two are attacking the target in front of it.  The Tripod can crush
    small vehicles underneath it so if you see a line of enemy light tanks,
    force move it on top of them to easily destroy them all.  This has a
    massive amount of armor that is increased even further with the
    Forcefield Generators.  It is great against all ground units but has no
    anti air so back this up with some Shock Troopers and aircraft.
    
    Explorer
    Rating: **
    Summery: These are slow, very weak, and defenseless.  Most of the time
    you only need to build one or two at the beginning to make expansion
    bases at the other Tiberium fields.  Other then that, these are
    horrible at rushing someone unless they can remain unseen.  They take
    20-30 seconds to deploy so be sure to defend them
    
    Drone Ship
    Rating: *****
    Summery: Deploys into another Drone Platform. Great for base rushing
    and to have another one handy in case yours happens to get destroyed.
    This version of the MCV flies instead of moving on the ground.
    
    Stormrider
    Rating: **
    Summery: This is a constantly moving version of the Venom.  It can hit
    both ground and air units but isn't great against either.  The only
    real use of this is to harass the enemy in the early game and to take
    down other Scrin PACs fast.  Because they take up a landing pad, it is
    impossible to spam them so they are quite useless anyways.
    Fortunately, they don't have to return to base for ammunition so you
    can keep harassing the enemy until he gets some anti air up.  Also note
    that all Scrin aircraft increase their defense in Ion Storms.
    
    
    Devastator Warship
    Rating: *****
    Upgrades: Forcefield Generators
    Requirements: Technology Assembler
    Summery:  This is the heaviest bomber in the game and it doesn't' even
    have to reload!  The Devastator can outrange all anti air defenses plus
    it fires more bombs then can hit the target so it causes damage to
    nearby units and structures.  With the upgrade it can take loads of
    anti air bullets before it even will be destroyed!  In packs of 10+
    units it can rip apart bases with ease.  Backed up with PACs, Shock
    Troopers, and Tripods this can make an unstoppable force of units.
    Devastators can also rip through Mammoth tanks armor easily.  Although
    Devastators are heavily armored, they cost a lot and are slow.  Also
    note that all Scrin aircraft increase their defense in Ion Storms.
    
    Planetary Assault Carrier (PAC)
    Rating: *****
    Abilities: Ion Storm
    Upgrades: Forcefield Generators
    Requirements: Signal Transmitter
    Summery: A PAC is probably the most powerful unit in the game that is
    can be spammed.  It is great against all types of units and structures
    and has heavy armor!  Their small fighters will regenerate over time
    and like all of Scrins aircraft, they increase their defense in Ion
    Storms.  You can create Ion Storms with these making them extremely
    potent when coupled with Devastators.  With just a couple PACs I have
    been able to destroy entire bases without losing a single unit.  The
    only downside to this unit is that it is slow and expensive.  Other
    then that, PACs do just about anything and can even detect stealth on
    top of all that!
    
    Mothership
    Rating: *****
    Requirements: Signal Transmitter
    Summery:  This is by far the most powerful unit that has ever existed
    in a CnC game.  Only one Mothership is all that can be deployed at a
    time and you must have 5000 to purchase it.  If you have less then
    5000, you cannot purchase one because it is considered a power.  Once
    deployed, it will spawn at your Signal Transmitter and you can send it
    to wherever you wish.  It is the slowest unit in the game so be sure to
    clear any anti air along the way.  The Mothership is easy to take down
    provided the enemy has some decent anti air so try to avoid any anti
    possible.  Its attack causes a chain reaction that can level entire
    bases if the buildings are close enough together.  If hit by the blast,
    your units will start to glow until they explode releasing another
    shockwave that can turn other buildings and units glowing white.  Make
    sure you contain the shockwaves by selling any buildings that will be
    hit by the shockwave to save your base and money.  A cheap tactic is to
    capture an enemy building, plop a Signal Transmitter next to it, and
    sell the one in your base to spawn a Mothership in the enemy base
    instantly.  Another cheap tactic is to use it on Buzzers then portal
    those glowing Buzzers over into the enemy base starting the chain
    reaction.
    
    Scrin Structures
    
    Drone Platform
    Summery: Used to start your base. It can be undeployed and sent over to
    the enemy's base to rush him.  If you are planning to do this, you
    should build a Reactor or Foundry first.  This building also controls
    your radar, so if you lose it you won't have any radar.  Remember to
    protect this at all costs.
    
    Reactor
    Summery: Supplies power to your base. It can also be used to build a
    string of buildings to your enemy's base.  Cannot be upgraded like the
    other power plants.
    
    Extractor
    Summery: This building is the heart of your economy and its Harvesters
    supply it with plenty of Tiberium. Building an extra Refinery and then
    selling it once the harvester appears is a good way to get a free
    scouting unit and a Harvester early in the game.  Using this method
    does not cost additional cash though.  In fact this gives you 1 free
    infantry unit everything you do it.  Only build one per Tiberium field
    and keep 2-3 Harvesters per Extractor at all times.  Remember to
    protect these otherwise you might find your self with no money if you
    enemy keeps destroying them.
    
    Portal
    Summery: Builds infantry units. Additional Portals provide an
    additional infantry build tab.
    
    Warp Sphere
    Summery: Builds vehicle units (except the Explorer, which is made in
    the Drone Platform.  Additional Warp Spheres provide additional vehicle
    build tabs.  Make sure if you are spamming vehicles to build multiple
    of them.
    
    Nerve Center
    Summery: The lesser technology building that is a requirement to build
    late game units and structures.
    
    Gravity Stabilizer
    Summery:  Builds aircraft units. Additional Gravity Stabilizers provide
    additional landing pads and aircraft build tabs.  Each Gravity
    Stabilizer has 4 landing pads that hold one Stormrider each.
    
    Stasis Chamber
    Summery:  Advanced infantry technology building.
    
    Technology Assembler
    Summery: The greater technology building that allows for the more
    advanced units and structures the Scrin has to be built.
    
    Signal Transmitter
    Summery:  This allows additional Scrin powers and units to be built.
    This is required to build the most advanced aircraft the Scrin have.
    
    Foundry
    Summery:  Provides you with an additional structure build tab.  You
    should always have one built.
    
    Buzzer Hives
    Summery:  The anti infantry defense tower.  Great against infantry,
    useless against anything else.
    
    Growth Accelerator
    Summery:  This structure is built in the center of Tiberium fields and
    increases the Tiberium growth rate of that field.  Also this requires
    no build radius to be built.
    
    Storm Column
    Summery:  This creates a massive Ion Storm that tears apart any enemy
    units that might get in range.  As with all Ion Storms, it increases
    the defense of all Scrin aircraft in the radius.  This is the only one
    of the top ground defenses that can attack aircraft also.
    
    Photon Cannon
    Summery:  The anti tank defense turret.  Only useful against light
    vehicles.
    
    Plasma Missile Battery
    Summery:  This can only target enemy aircraft.  Make sure to keep some
    at your base at all times.
    
    Rift Generator
    Summery:  When you build the Rift Generator a countdown timer will
    appear until it is ready.  Once the Rift Generator is ready to use,
    target the enemy's base and watch as it blows up everything in its
    radius except Construction Yards and other super weapons.  Remember to
    protect it because it will be the enemy's number one priority once
    built.
    
    Scrin Support Powers
    
    Reconstruction Drones
    Deployed from: Warp Sphere
    Summery:  Deploy repair drones anywhere on the battlefield that you
    target.  It is very useful to use while your forces are engaging enemy
    forces to help keep your units alive.
    
    Lightning Spike
    Deployed from: Nerve Center
    Summery: This drops a Lightning Spike defense anywhere that you have
    revealed on the map.  It is useful to deploy these behind enemy forces
    or near enemy Harvesters to distract them while your main forces attack
    somewhere else.  Also it is a defense that can be immediately deployed
    to stop units that may be behind where your normal defenses can't
    reach.
    
    The Swarm
    Deployed from: Nerve Center
    Summery: This instantly deploys Buzzers at the target.  Very useful to
    take out any infantry that may be headed your way or that is bunched
    together.
    
    Vibration Scan
    Deployed from: Never Center
    Summery:  The Vibration Scan instantly reveals all Tiberium fields,
    units, and structures.  This includes Refineries, Harvesters, and other
    units and structures that have Tiberium.
    
    Stasis Shield
    Deployed from: Stasis Chamber
    Summery:  The Stasis Shield shuts down everything caught in its radius.
    This also makes the structures and units immortal to everything while
    shutdown.  It is best used to shutdown enemy units that are assaulting
    your base to thin their numbers for its duration.  If built early
    enough, it is very useful to stop tank rushes.
    
    Phase Field
    Deployed from: Technology Assembler
    Summery:  Phase Fields make the units caught in its radius unable to
    attack and immortal.  I'm not sure if this can only be used on your
    units or not.  It is very useful to send you units behind enemy
    defenses unharmed.
    
    Wormhole
    Deployed from: Signal Transmitter
    Summery: The Wormhole instantly creates a two way portal between the
    selected points for a short time.  Very useful to send glowing units
    from the Motherships blast directly into the enemy's base starting a
    powerful chain reaction.  Also it is useful to send Assimilators and
    Masterminds behind enemy lines.  Remember this is a two way portal so
    the enemy's can use it against you.
    
    Mothership
    Deployed from: Signal Transmitter
    Summery: This spawns a Mothership at your Signal Transmitter.
    
    Rift
    Deployed from: Rift Generator
    Summery:  This creates a giant Rift at the target.  Once the Rift
    Generator is ready to use, target the enemy's base and watch as it
    blows up everything in its radius except Construction Yards and other
    super weapons.
    
    6. Neutral Units and Buildings [NUAB]
    
    Mutant Marauder
    Rating: ****
    Requirements: Mutant Hovel
    Summery: This is a very powerful infantry unit that can target both air
    and ground units.  They are moderately armored and semi fast so they
    are great all around infantry.  These can also heal in Tiberium like
    Scrins units.
    
    Tiberium Spike
    Summery: Provides a steady flow of cash.
    
    Expansion Point
    Summery: Provides build radius.
    
    Reinforcement Bay
    Summery: Provides additional reinforcements.
    
    Subway Hub
    Summery: This allows your infantry to travel instantly through Subway
    Entrances across the map.
    
    Subway Entrances
    Summery: Allows 3 infantry at a time to travel through to other Subway
    Entrances across the map.
    
    EMP Control Center
    Summery:  Capturing this provides you with EMP strike capabilities.
    
    Mutant Hovel
    Summery:  This allows Mutant Marauders to be built.
    
    Defensive Tower
    Summery:  This defense once captured requires no power and defends the
    location from enemy forces.
    
    Tiberium Silo
    Summery:  By capturing this, you will gain a bonus of funds that is
    only one time.
    
    7-10 All the tactics are here for now [TCTS]
    
    For now I'll just copy my forum post for a few days while I have time
    to finish the rest of the strategies section.
    
    "Alright, I'm tired of seeing so many people obviously confused about
    how to start out their economy and just plain survive in CnC3.  This
    thread is to help all those people who just can't seem to get their
    stuff together for the first 5 minutes and also to help those late game
    rushes and or turtles.
    
    First off I'm going to list a common way to get your economy up ASAP.
    Feel free to modify this or specify what you believe to be a better
    one.
    
    Crane --> Power Plant/Refinery --> Refinery/Refinery -->
    Refinery/(usually a Barracks, war factory, or another refinery) -->
    whatever you wish.....
    
    With the troops gained from selling the refineries use to scout around
    the map and counter his tactics. Selling refineries is an easy way to
    jump start your economy early. Also build a mini-construction vehicle
    to get to Tiberium fields that are out of reach of your build radius.
    You deploy your first refinery and second refineries at the nearest
    Tiberium field and sell the second refinery then proceed to deploy the
    third and fourth refineries near the second Tiberium field and sell the
    fourth.  Also, you should almost never need to build the Tiberium silos
    because you should always being producing units.
    
    The perfect ratio of harvesters and refineries is 3 harvesters per 1
    refinery.  This is if and only if the refinery is right next to the
    Tiberium field. You will require more harvesters as the distance
    between the field and refinery increases to make sure you have a
    constant supply of cash to that refinery. This prevents an idle
    refinery but also prevents too many harvesters trying to use the same
    refinery. You should build one refinery next to each field that you
    control and at the very minimum have a spare harvester per field. I
    sell refineries since I mainly play Scrin I don't build war factories
    to build harvesters to save money.  It also helps production speeds
    because if you aren't teching up or building other buildings as it
    frees up your war factories to pump out units.  Also selling refineries
    has two more benefits which are increasing your economy fast early game
    and giving you scouting units to use even though you may not have a
    barracks built.
    
    The build order I always use online and works with great efficiency if
    I don't make a mistake is this:
    
    Crane (with Outpost if necessary) --> Power Plant --> Refinery -->
    Refinery --> Barracks --> Refinery --> Nerve Center --> Refinery -->
    Stasis Chamber --> Power Plant.
    
    Usually then I build another Barracks if I have scouted that he is tank
    spamming and I begin to spam Shock Troopers while making sure I build
    the Technology Assembler and get the Plasma Disc upgrade from the
    Technology Assembler ASAP.  As soon as you get that upgrade even a few
    Shock Troopers decimate all tanks even Mammoths.  Remember adjust if
    necessary and this is not a one size fits all strategies build order,
    it's only meant for anti tank spam.
    
    LIGHT TANK SPAM
    Nod: Scorpions > Fanatics > Anti tank infantry > Anti tank turrets. It
    seems that fighting tanks with tanks is the best defense coupled with
    the other counters.
    GDI: Predators >APC (loaded with a Missile Squad) > APC mines > Anti
    tank infantry > Anti tank turrets. It seems that fighting tanks with
    tanks is the best defense coupled with the other counters.
    Scrin: Shock Troopers > Tanks > Anti tank infantry > Anti tank turrets.
    Shock Troopers are an easy way to counter them, just tech up fast and
    use the Stasis Shield on their tanks. Shock Troopers absolutely
    decimate anything. In my opinion they are the best infantry in the game
    with their upgrade.
    Tank spam is the MOST complained about spam in the game. It's not hard
    to counter but you have to make sure that you build a great economy.  I
    don't know how many people I have seen just sit there with one refinery
    and wonder how they heck they build that many tanks that fast. Also
    another key is to keep your anti tank infantry AWAY from his tanks at
    all costs, and if possible garrison them.  Anti tank turrets get
    destroyed far too easily for their cost, consume power, and are sitting
    ducks if they decide to go around them and aim for your power.  Rocket
    infantry do need some improvements in the next patch though and I have
    a feeling that's all that needs improving to change the balance of the
    game significantly.
    
    MAMMOTH SPAM
    Nod: Vertigo Bombers > Fanatics > Scorpion Tanks > Obelisk of Light >
    Avatars
    All I can say is use TACTICS when dealing with mammoths. Attack from
    behind; harass their early game economy, and most of all USE COMMON
    SENSE. Nod doesn't fight tank to tank, they fight in the shadows using
    hit and run tactics. Don't let the GDI just sit their and build tanks
    HARASS them, BOMB them, and most of all do NOT put yourself in a
    position where there is 20 mammoths headed your way, that's not EAs
    fault, it's yours. Also Avatars are NOT a good weapon to use against
    them, just support your other units with them.
    GDI: Mammoths > Zone Troopers > Firehawks > Emitter. GDI can fight
    Mammoths quite well just remember to use the Shockwave Artillery and
    bomb them with your Firehawks.
    Scrin: PAC > Shock Troopers > Devastators > Devours > Storm Columns.
    Scrin are VERY effective using a combination of Planetary Assault
    Carriers, Shock Troopers, and the Stasis Shield.
    
    SCRIN DEVASTATORS
    Nod: Venoms > well.... pretty much anything else isn't good if they
    micro manage them right, but Venoms SLAUGHTER the Devastators. Just
    build Venoms and you will be safe.  Make sure you have at least four on
    hand though, the more the better.
    GDI: Fire Hawks > Mammoth Tanks > Pit Bulls. GDI Fire Hawks absolutely
    OWN these things. Use Mammoths and Pitbulls with heavy casualties.
    Scrin: Strom Riders > Planetary Assault Carrier.  Along with the other
    2 factions, the most effective anti air in the game is air.
    
    SCRIN PLANETARY ASSAULT CARRIERS
    The same as above applies for the PACs.  The only difference is that
    your air units might incur some casualties because PACs can attack air
    units.  Also ground anti air units and structures work much better
    against PACs then they would a Devastator.  This is because PACs must
    get in range of anti air to attack them and can't do as much damage to
    ground units.
    
    ENGINEER RUSH
    This is basically the same for each side in that you scout early and if
    you see an engineer rush build an anti infantry turret or unit and your
    100% safe. They catch you by surprise that's your fault for not
    scouting early. Also, engineer rushes are quite fun =) and semi hard to
    scout against. But most of the time it is quite predictable where they
    might be coming.
    
    SHADOW TEAM RUSH
    Basically the same as above, be smart about placement of anti infantry
    objects though.... good micro managers can get past a lot of misplaced
    defenses.  But as always, if you weren't scouting and weren't
    prepared.... that's not balance issues its YOU. Scout early, and if you
    lose watch the replay and see what you did wrong. Most of the time it's
    you, not an overpowered unit. There is always something you could have
    done to prevent the defeat.... ALWAYS (except for cheaters/exploiters
    but those are another story.....
    
    I forgot to mention, most shadow team build orders revolve around not
    building any refineries and getting a secret shrine ASAP. If you see
    the shrine with scouting, simply deploy some spread out stealth
    detecting anti infantry and they cannot win.  Also counter rush this
    and they will be defenseless and will often quite because of their
    terrible start.
    
    BASE RUSHES
    Like I have said before early scouting is key to victory.  Chances are
    if their base is right next to yours, you should have the advantage.
    First, you know that their economy is much weaker by spamming defenses,
    and thus if you get some units and get past their defense they will
    retreat.  Second, their base is obviously very vulnerable because it
    takes tons of extra build time to make their base next to yours.  Tier
    1 defenses in this game are very weak and can be countered easily by
    tanks or artillery units.  Finally, unless they have anti infantry up,
    use engineers to capture their undefended Tiberium refineries which
    absolutely cripple his economy.
    
    MCV BASE RUSH
    This base rush is slightly different then using the normal mini MCV to
    build an expansion base.  But this one is the hardest to counter if you
    get caught by surprise.  As with all things make sure you scout early.
    If you see this coming build 1 engineer and a anti infantry turret.
    This way you should be able to capture his very command center
    delivered to your base.  Just keep in mind, MCV rushes cripple his
    economy, sell your buildings before being destroyed or captured.  A
    true MCV rush only builds a single power plant before coming into your
    base.  He has NO extra money, NO way to build constantly, and NO way
    out.
    
    SCOUTING 101
    Learning to scout properly and starting a good economy are two of the
    most important things you can possibly learn while playing this game.
    Scouting requires you to simply send a really cheap unit to his base
    ASAP.  This is most easily done if you use my early economy method
    because you get two free units to scout with.  One unit should be used
    to scout his base and the other should be at his Tiberium fields then
    use them to scout around places you might think his real base is if
    it's not actually in his base.  If you see a base rush or a very odd
    build order, keep having them scout, but pull back one to scout the
    shroud nearest your base.  One other thing you need to keep in mind, if
    using infantry to scout avoid GDI harvesters and try to hug the side of
    his base to get past any defenses he might have.  If you have a good
    economy while scouting, it's much harder to be defeated early game.
    
    SCRIN ADVANCED STRATEGIES
    You can use the mastermind or engineers in combination with the
    Mothership to achieve a massive blast in a base. First tech up to the
    Mothership, then build another Signal Transmitter but don't deploy it
    yet, wait for your engineer/mastermind to capture an enemy building
    then sell your old Signal Transmitter and deploy your second in their
    base. You should also be able to just not make the first Signal
    Transmitter and be able to immediately deploy the one you have built in
    their base.  I'm unsure if this works because I think you have to wait
    for the Mothership to be ready.   Finally summon the Mothership and
    attack the nearest target to decimate their forces.
    
    Another Mothership tactic is to use the mother ship on your own Shock
    Troopers and then teleport them into their base. I haven't tested this
    out though so use it at your own risk.
    
    Devastators can out range enemy defenses to make them obsolete.  If you
    build up enough of them, you can wipe out bases extremely fast with
    little attacks from anti air units or structures.  Make sure you build
    some PACs to support them; it also doesn't hurt to build some Shock
    Troopers to help take out air defenses.
    
    Devourers can charge up their main cannon with Tiberium, always
    remember to do this to massively upgrade their power.  Also Buzzers can
    be used to combine with your tanks and other vehicles to make them
    great against infantry, they will auto attack any infantry so don't
    worry about micromanaging them.
    
    Scrin's powers can devastate the enemy if used right.  Use the stasis
    shield to stop tank rushes and the Mothership as a secondary super
    weapon.  The buzzer swarm also is the best anti infantry
    power/unit/structure in the game because it can be deployed anywhere
    you need it and it will instantly PWN all infantry in the area
    including snipers, commandos, and Shadow Teams. Just make sure the
    units aren't stealthed otherwise this may not work.  The Tiberium
    scanner is VERY effective at finding where the enemy's supplies are
    immediately.  Use it to know where to plan strikes to harass their
    economy.  Also the Phase Field can protect units your units long enough
    to get past enemy defenses unharmed to get to their vital structures.
    Finally don't forget to use the Reconstruction Drones to regenerate
    tanks that are taking heavy damage.
    
    Look at replays and find out what he did to beat you (by the way...
    tank spam at the 4 minute mark or so begins to increase significantly."
    
    11. Campaign Walkthrough (under construction)[CAMP]
    
    
    12. Contact Information [CNTC]
    
    You may contact me through the following e-mail address:
    big_bad_slayer@yahoo.com. Make sure to put CnC3 or something similar so
    I can be sure to read it.  For the next few weeks I will check my e-
    mail daily until the final version is posted.
    
    13.	Version History [VERS]
    
    Version: 0.90 This is the first version with Campaign to start and
    Tactics sections to finish.