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    Epic Unit Guide by Minty Fresh Death

    Version: 1.00 | Updated: 05/16/08 | Search Guide | Bookmark Guide

    C&C 3: Kane's Wrath Epic Units Guide Version 1.00
    Completed on 16th May, 2008
    Written by Minty Fresh Death
    (1)             TABLE OF CONTENTS
    (1)     Table of Contents
    (2)     Introduction
    (2A)    Version Updates
    (2B)    Preface and Legalities
    (3)     The Epic Units
    (3A)    General Information
    (3B)    Redeemer
    (3C)    Mammoth Armed Reclamation Vehicle
    (3D)    Eradicator Hexapod
    (4)     Strategy  
    (4A)    How to conquer with Epic Units
    (4B)    How to kill Epic Units
    (4C)    Epic Units in Global Conquest
    (5)     Frequently Asked Questions
    (6)     The Final Word (Thanks Section)
    (2)               INTRODUCTION
    1.00 - The very first version. Updates to come. Maybe. :D
    Yo there. After feeling bored one Tuesday night, I decided 
    to write the lowdown on three very special attractions to
    the expansion pack for Command & Conquer 3, aptly titled
    Kane's Wrath - the Epic Units. My intention with this guide
    is to try and give you some tips on how to effectively use
    these incredibly powerful units to guarentee you Epic Wins
    rather than Epic Fails (sorry, I couldn't resist).
    This version of the C&C 3: Kane's Wrath Epic Units Guide 
    (Version 1.00) is exclusive to GameFAQs.
    You are NOT allowed to post any version of this guide on any 
    other websites WITHOUT my given permission. My e-mail is 
    under "The Final Word" section if you wish to contact me. 
    You also may NOT copy any of the things you see in any 
    version of this guide and stick it into your own. You are also 
    not allowed to plaguerise any versions of this guide (don't 
    steal the information and type it up in your own way) and 
    you are NOT allowed to use it in any way to gain profit.
    This guide is not property of Electronic Arts and is not 
    written or supported by them.
    All trademarks and copyrights contained in this document are 
    owned by their respective trademark and copyright holders.
    Copyright 2008 by Dan Gallagher, AKA Minty Fresh Death.
    (3)                THE EPIC UNITS
    In pretty much every C&C game I've played, there have always 
    been those single kick-ass units and structures that cost a 
    bundle of cash but will completely decimate the opposing army
    without breaking a sweat. In the original C&C, it was the 
    Mammoth Tanks and the Obelisk of Light. In Red Alert, it was 
    the Mammoths again and the Cruisers. In Tiberian Sun, the 
    Mammoth Mark II and Cyborg Commando took centerstage and were 
    so dangerous that you could only build one at a time. And in 
    Red Alert 2, the Kirovs were so powerful they couldn't help 
    but announce their presence to every commander on the 
    battlefield. Nonetheless, all of these units had weaknesses 
    (most of them revolving around speed) that allowed them to be 
    destroyed with the right combination of tactics and other 
    C&C 3 already had plenty of powerful units featured across all 
    it's 3 sides, so it was quite a shock to me when I heard that 
    the expansion pack would feature these so called Epic Units, 
    and thankfully they do not disappoint. Although incredibly 
    strong and durable, these units are not invulnerable and can 
    be defeated if you know their weaknesses, and likewise can 
    decimate an entire base on their own if you can play to their 
    The best place to start off when talking about the Epics is 
    their similarites across all nine factions. No matter what 
    army you chose, all Epic Units require a unique structure to 
    be placed on the map before they can be built. For Nod, the 
    Black Hand and the Marked of Kane this is the Redeemer 
    Engineering Facility, for GDI, ZOCOM and the Steel Talons 
    this is the Reclamator Hub and for the Scrin, Reaper 17 and 
    Traveler 59 this is the Warp Chasm. This structure can only 
    be built after you have a Tech Lab constructed, costs $3000 
    and cannot be built from a crane. The structure doubles as a 
    War Factory, meaning you can build other vehicles available 
    to your army from it and also repair damaged vehicles by 
    keeping them within it's perimeter.
    The Epic Unit itself costs $5000, takes 50 seconds to build, 
    announces it's presence to every player on the battlefield
    when completed and you can only build one at a time. Epic 
    Units cannot be crushed by other vehicles, can crush any 
    other unit or vehicle in it's path and cannot be blown up by 
    C4 charges from Commandos or mind controlled by Masterminds, 
    Cultists or Prodigies. Finally, all Epic Units come equipped 
    with a single powerful weapon (which varies with each Epic 
    Unit) which cannot be used on air units, and a variety of 
    infantry can be permenantly garrisoned (as in, you can't 
    remove them once they're in there) inside an Epic Unit to 
    give it furthur upgrades in firepower or other bonuses. 
    These final points are explained in more detail in the 
    chapters that follow.
    If you're playing as Nod, the Black Hand or the Marked of 
    Kane, your Epic Unit will be the gigantic quadruple walker 
    known as the Redeemer. It is similarly designed to the 
    Avatar although it's twice as big and supports itself on 
    four legs rather than two (like the Cyborg Reaper from 
    Firestorm). It's primary weapon is a tri-laser fired from 
    it's right arm that does devastating damage to vehicles 
    and decent damage to structures, but is poor against even 
    basic infantry. The Redeemer also has a slight problem when 
    targeting groups of infantry and fast moving vehicles - it 
    tends to stutter for a moment when it raises it's arm to 
    fire and it's target moves at the same time, which can cause 
    issues. If you manage to get your Redeemer to Heroic status 
    (veteran level 3, achieved when you destroy $15000 worth of 
    stuff with your Redeemer), the tri-laser turns bright blue 
    in color and fires twice as quickly, while the Redeemer
    becomes much more durable.
    Compared to the other Epic Units, the Redeemer is the fastest
    (but almost any non-Epic Unit in the game will outpace it) 
    and also the weakest. In a straight up fight against a 
    MARV or an Eradicator, the Redeemer will always lose. Not 
    only that, but the Redeemer has only two points available to 
    garrison infantry in compared to the MARV's four and 
    Eradicator's three. However, it has one unique ability that 
    the other Epics lack - the Rage Generator.
    The Rage Generator is activated by selecting the Redeemer and 
    then clicking on the icon (helpfully titled "Rage Generator") 
    that is displayed on it's stats in the lower right corner of 
    the screen. Once activated, it takes a second to charge and 
    then a huge red ripple of energy bursts out of the Redeemer 
    and travels for approximately one screen length in all 
    directions. Any infantry or vehicles (even other Epic Units) 
    in the vicinity of this blast will act as if they've just 
    been hit with a hallucenogenic grenade and will attack anyone 
    else (or even each other if they're grouped infantry) in their 
    range. As a bonus, your units or units under an ally's control 
    are unaffected by the blast. Note that any target locked units 
    (that is, units already shooting at a target) will not be 
    affected until they stop firing at their current target. In 
    other words, if the enemy is already firing on your Redeemer 
    when you activate the Rage Generator, they'll continue to
    attack it. The effects of the Rage Generator wear off after 
    a short time, and the ability takes 130 seconds (2 minutes, 
    10 seconds) to recharge. So more often than not, you only get 
    one shot.
    Provided you can get the first shot in, the Rage Generator is 
    brilliant at single-handedly annihilating an enemy army (as
    a certain Raj Joshi demonstrated on Episode 9 of Battlecast 
    Primetime :D) or overpowering a base defense that relies on 
    unit defense. Just remember that the Rage Generator is also 
    ineffective against structures (although structures will
    target friendly units affected by the Rage Generator), so 
    you'll have to take down those Sonic Emitters yourself.
    Now it's time to talk about those garrison points. As I wrote 
    earlier, the Redeemer only has two of these (one on each
    shoulder) and you cannot eject the infantry once they've 
    garrisoned themselves in the Redeemer, so you'll have to 
    chose which unit you put in them wisely.
    GUN TURRET = By putting in either a Militia Squad (for Nod),
    Confessor Cabal (Black Hand) or Awakened unit (Marked of 
    Kane) in a Redeemer, one of it's shoulders will upgrade to 
    this strictly infantry shooter. I'll cut right to the chase; 
    this weapon is poor. Although the range is better than other 
    anti-infantry options available to the Nod factions, there's 
    next to no stopping power on vehicles and structures, air 
    units just fly by and when faced with en-masse infantry this 
    turret even struggles against them. Don't waste a shoulder 
    with this.
    ROCKET TURRET = All three Nod factions have access to Rocket
    Militia, and dropping one of them inside a Redeemer gives
    it a turret that is effective against both vehicles and air 
    units. Even better, if you've researched the Tiberium Core 
    Missiles upgrade at your Tech Lab, your Redeemer's rocket 
    turret also benefits from the extra damage done by the 
    tib-rockets. While this upgrade is your best (and only)
    defense against air units, Firehawks and Vertigos will fly 
    by and bomb your Redeemer before you can get a shot off, 
    and the Scrin's heavy hitting aircraft will often shrug off 
    the rockets while pumelling you into dust. Keeping Stealth 
    Tanks or Mantises around your Redeemer will do a better job 
    of warding off air attacks (especially so as these units get 
    the tib-rocket bonus too) and the Redeemer's main weapon can 
    take care of any vehicles stupid enough to cross your path. 
    Use only if you can't afford vehicles around your Redeemer.
    REPAIR TURRET = Can't get that Saboteur into the enemy base?
    No Tiberium Spikes to swipe? Then drop him in a Redeemer
    to ensure that _he_ can ensure your Epic Unit heals itself
    when it's not being shot at. In fact, make it a priority to
    fill up a shoulder shot on your Redeemer with this ability, 
    because it will save you a ton of cash in the long run.
    Because Nod units cannot repair themselves when isolated from
    the War Factories back at base, ensuring your Redeemer 
    survives the trek across the map to the enemy base becomes a 
    huge issue. With a repair turret on it's shoulder, that issue
    is greatly lessened. One thing to note though; it's unwise
    to fill _both_ shoulders with repair turrets. Your Redeemer
    may heal twice as fast outside of battle, but it doesn't help
    when you're facing a swarm of elite infantry such as Zone 
    Raiders or Shock Troopers, who will tear the Redeemer's health 
    down faster than it can regenerate. And in a situation like 
    that, you're going to regret not having a weapon turret in 
    that spot. So always make sure it's just one shoulder that 
    has this great ability stuck on it.
    FLAME TURRET = Behold the power of the flame! Available only
    to Nod and the Black Hand, garrisoning a squad of those 
    relatively useless Black Hand infantry into a Redeemer turns
    one of it's shoulder turrets into one mother of a 
    flamethrower that's capable of burning even the most power
    armoured infantry into piles of ash within seconds. Yes, the
    range may be short but this is hands down your number one 
    choice for not only ensuring enemy infantry swarms will die 
    before your Redeemer, but those annoying enough to garrison
    themselves inside buildings will be burned out without issue.
    As another bonus, this weapon is also effective against
    structures, making it your choice of weapon when assaulting
    enemy bases. The only real con is the Purifying Flame upgrade
    available to the Black Hand does not carry over to your
    Redeemer's weapon. But that's nothing a good patch from EA
    can't fix, is it, hint hint? :D
    TIBERIUM TURRET = Like all those numerous sequels that are
    inferior to the original film, the Marked of Kane's unique 
    Redeemer upgrade, available when a Tiberium Trooper is placed
    inside the Epic Unit, pales in comparison to the power of the 
    flame. While still strong against infantry and garrisons, the
    liquid tiberium spray fails to do as much damage as it's
    incendiary counterpart when it faces off against structures.
    But even so, this is still the best choice you have as MoK
    when it comes to buffering your Redeemer with a weapon, as it
    still ensures swarms of the most elite infantry die at your 
    For more information on strategies to use with the Redeemer,
    please view Section 4.
    As is the case with GDI and it's subfactions ZOCOM and the 
    Steel Talons, bigger is always better. To that extent, their
    Epic Unit has the single biggest name out there - the Mammoth
    Armed Reconnaissance Vehicle, or MARV for short.  
    As it's full name might suggest, the MARV is of a similar 
    design to the Mammoth Tank but is twice as large (see a 
    running theme here?) and it's duel cannons are replaced 
    with one, single tri-barrel. This shoots out it's primary 
    weapon - a sonic blast that, upon impact, spreads out across 
    the immediate area doing damage to anyone not directly 
    caught in it's blast. The MARV fires in bursts of three, then 
    takes slightly longer to fire again. It's weapon is most 
    effective against vehicles and groups of weaker vehicles, 
    slightly less so against structures, and much less so against 
    infantry, while aircraft simply laugh from overhead. A 
    Heroic MARV shoots a red tinted version of it's sonic blast 
    with the firing rate sped up by double, while the MARV itself
    gains even more durability.
    The MARV is the strongest out of all the Epic Units, and will 
    almost always prevail in a straight up shoot out against
    an Eradicator or a Redeemer. However, it's primary weakness
    is it is the slowest of the Epic Units as well, leaving it
    especially vulnerable to swarms of faster units or aircraft.
    You must be able to counter these threats effectively or
    face the prospect of forking out another $5000.
    The MARV's unique ability is the Tiberium processer on it's 
    underside. What this does is allows any MARV that tramples 
    over a Tiberium field to instantly scoop up a crystal patch 
    and convert it into cash on the spot (maximum $350 per patch 
    for green Tiberium and $700 for blue), wiping out the patch 
    in the process. While you'll ultimately get more money from 
    your Harvesters at the same field, running a MARV over 
    an enemy patch on the way to their base is a great way to 
    scoop up more money for your coffers quickly while denying 
    precious resources for them.
    As well as being the strongest of all the Epic Units, the 
    MARV also allows the most customization when it comes to
    infantry garrisons, thanks to a whopping four slots being 
    available for usage. Note that the front two corners on your
    MARV are filled out first by your infantry squads (left
    one first, to be more precise), followed by the rears. I say
    this because you may wish to have certain turrets covering
    certain areas of your MARV. Here's all the turret options 
    available to you:
    GUN TURRET = All GDI factions have access to machine gun 
    infantry and garrisoning a squad inside the MARV nets you 
    this turret for use. I'm just gonna repeat what I said for
    the Redeemer's gun turret - this sucks. GDI and ZOCOM have
    a much better infantry killer I'm going to describe below and
    even the Steel Talons have more powerful anti-infantry 
    options available to them. Even with the upgrade to 
    machine gun firepower, the damage done is negligable to 
    vehicles and structures. Don't even bother with this.
    ROCKET TURRET = Again, almost identical to the Redeemer's 
    version in that rocket infantry are available to all GDI
    factions and slotting one in your MARV nets you this. And
    just like the Redeemer, all the GDI factions have vehicles
    that can defend better against aircraft than this can 
    (namely, the Slingshot). If you insist on taking your MARV 
    to crush the enemy base by itself, you may want to consider 
    applying this in symmetrical corners to ward off aircraft. 
    Otherwise, just back it up with anti-air vehicles.
    REPAIR TURRET = The MARV may be tough, but it's not 
    indestructible. Keeping an Engineer or two garrisoned inside 
    it make it considerably closer to that mark though. Again,
    if you want your MARV to survive out on the field, you've got 
    a helluva lot more of a chance with it healing itself over 
    time. Just remember not to become over-reliant on the healing
    factor - even with the MARV's four garrisonable slots, swarms 
    of infantry and aircraft will get the better of it, and the 
    MARV needs the extra slots to take care of those problems.
    One or two repair turrets is fine, and try and put them on
    last if you can - you'll probably want the front turrets
    free for other weapons.
    GRENADE TURRET = As one might expect, stocking a bunch of 
    those rarely used Grenadier squads inside a MARV gives it a
    turret that launches grenades at it's foes. These are 
    effective against infantry, clean out garrisoned buildings
    with ease but are less effective against structures and 
    vehicles. GDI and ZOCOM Commanders might want to pass on 
    this, but for the Steel Talons this is going to be your main
    infantry killer, so learn to work with it. Still, even if
    you are GDI or ZOCOM this is a good option for dealing with
    swarms of infantry.
    SNIPER TURRET = A turret option available to GDI and ZOCOM
    only, the sniper turret works by - you guessed it - sticking 
    a sniper team inside your MARV. The result is a turret that
    kills an infantryman for every shot fired and has a killer
    range to boot. "Sounds great!" you say. Well, it certainly is 
    for Commandos and elite infantry. Against groups of infantry, 
    you're in for a bit of a challenge, thanks to the snipers 
    being able to kill only one man at a time. This means you
    face the danger of being swarmed, so it might be an idea
    to either back this up with a grenade turret or a second
    sniper turret, or simply back up your MARV with Hammerheads 
    and put a different squad in your Epic. Pick and choose.
    RAILGUN TURRET = Unique to GDI, plonking a squadron of Zone
    Troopers inside your MARV will net you this powerful and
    accurate turret. It deals heavy damage to vehicles and
    structures and can kill infantry almost as well as sniper
    rounds (albeit with less range). Any C&C3 player knows
    Zone Troopers are awesome, and their primary weakness
    (killed easily by infantry) is removed when they're hunkered 
    up in a MARV. Just remember you can't blast aircraft out of 
    the sky with these guys, so have some backup in that regard.
    SONIC GRENADE TURRET = Unique to ZOCOM, bunking up a Zone
    Raider squad inside the MARV nets you this powerful turret.
    Like the railgun turret, it specialises in dealing damage
    to vehicles and structures, except with a bigger area 
    effect. As any ZOCOM Commander will tell you, Zone Raiders 
    are awesome, and they're even more awesome when you're in 
    a huge supertank that only a nuclear warhead can take down 
    in one hit. Unfortunately, you don't get the anti-air 
    rockets that Zone Raiders have on your shiny new turret, 
    and their sonic grenades aren't as effective as normal 
    grenades on swarms of infantry. But if you've got 
    sufficient anti-infantry and anti-air vehicles flanking
    your MARV, then this turret helps you cut through other
    threats like a flaming knife through melting butter.
    For more information on strategies to use with the MARV,
    please view Section 4.
    What's scarier than aliens? Large aliens. And if your
    enemy has already seen these? Alien warships. But what if 
    they've dealt with them? Then unleash the Eradicator
    Hexapod and watch them soil themselves. Unlike other Epic
    Units, the Eradicator doesn't appear to resemble any other
    Scrin units; instead, it looks like a giant friggin'
    six-legged insect. It's primary weapon shoots out plasma
    discs that look similar to those fired from Devestator
    Warships, only they're green and twice as large. While the 
    rate of fire is more consistant than that of the weapons
    for the other Epic Units and is great against swarms of 
    vehicles or congested structures, the weapon lacks accuracy 
    on single units and the overall damage done by each
    disc is weak compared to the MARV and Redeemer's weapons.
    And of course, it can't hit units flying overhead. At Heroic 
    level, the discs explode in red, the rate of fire is pretty
    much constant and the Hexapod itself becomes even stronger.
    In comparison with the other Epic Units, the Eradicator sits
    squarely in the middle. It's faster than the MARV, but not
    as fast as the Redeemer, it can garrison 3 infantry units
    within itself and while stronger than a Reedemer, will come
    up short in a shootout with a MARV.
    The Eradicator's special ability comes in the form of it's
    Lifeform Recycling System. Essentially, any enemy unit or 
    structure that you destroy with the Eradicator that's within
    it's range (denoted as a circled area around the Eradicator
    when you select it) will give you a fraction of it's 
    original cost when it dies. The amount given and the ratio
    for the fraction vary with the unit or structure destroyed;
    rifle infantry typically give up to 4 credits per person
    (so 30 credits for one squad) while a Construction Yard
    usually gives out 525 credits. If you're Scrin, you should
    have little trouble collecting resources, which makes this
    bonus pretty much useless compared to the other Epics.
    Now onto the extra weapons available for your Hexapod when
    you upgrade it with infantry. Like the MARV, the front
    legs will be filled first, so make sure your hardest hitting
    weapons go in before the backup:
    LASER TURRET = Dropping a squad of Disintegrators into your
    Eradicator nets you their weapon, a 100% accurate laser
    that does the most damage against vehicles and structures,
    but less so against infantry. Now, you may think I'm gonna
    say this is as useless as GDI and Nod's gun turret, but it
    ain't. It's accuracy makes it great when dealing with
    fast, lightly armoured vehicles and for doing extra damage
    against powerful foes and structures as well. Plus, although
    the weapon isn't great on infantry, it at least manages to
    hit them and soften them up for your primary weapon. The
    range may not be great, but you could do far worse when
    facing swarms.
    REPAIR TURRET = You should know the drill by now. Drop an
    Assimilator in your Hexapod, BAM! Health Regeneration
    ability gained. And yes, it's as essential as it is with
    the other Epic Units if you want it to survive in those
    big, bad bases you'll be taking down. But as with the
    other Epics, adding more than one may leave a gaping hole
    in your Hexapod arsenal that may be better suited
    for an anti-infantry weapon. Never leave home without it,
    but make sure it's just the one.
    DISC TURRET = What's that? Doesn't the Eradicator already
    fire discs? Ah, but sticking in those fancy Shock Troopers
    in your Eradicator provides you with anti-air discs to take
    down those aircraft that previously laughed at you and 
    bombed away, which also do damage to ground forces as a 
    bonus. Unfortunately, while the range is better than the 
    standard Eradicator discs, this upgrade sucks. Compared to 
    other anti-air attacks, the discs do poor damage and don't 
    fire quickly enough to compensate. Besides, all the Scrin 
    factions have a much better choice for taking down aircraft 
    I'm gonna talk about below. Don't bother with this at all.
    SHARD TURRET = It's all about the Ichor with the Scrin, and
    none demonstrate it better than the new Ravager unit.
    Garrisoning one of these units inside your Eradicator will
    upgrade it with a weapon that shoots out highly accurate
    Tiberium shards that are effective against enemy infantry, 
    lightly armoured vehicles and aircraft, but far less so 
    against heavy vehicles and structures. If you insist on 
    taking your Hexapod to destroy the enemy base on it's own, 
    you'll want a shard turret lodged in it to ward off aircraft 
    and infantry. It's range, while not as far as the standard 
    disc weapon, far outreaches the laser turret. A fine choice.
    TELEPORT TURRET = And finally, the single greatest reason
    to use the Eradicator is here. Available only to the Scrin 
    and Traveler 59 factions, depositing a Mastermind or Prodigy
    inside your Eradicator gives it the ability to teleport
    itself across the map. You can do so by selecting your
    Eradicator and then clicking on the icon titled "Teleport
    Eradicator" that is greyed out until your psychic unit
    enters the Hexapod. Once highlighed, the mouse cursor
    turns into a blue targeting icon and by left-clicking
    your destination, the Eradicator will face the direction
    you click and after a few moments, teleport to that exact 
    spot in the blink of an eye. The recharge time for the 
    teleport is 30 seconds, which means you can teleport this 
    baby around 4 times while the Redeemer is still waiting to 
    recharge it's Rage Generator.
    Ok, that's the good stuff out of the way. Now it's time
    for the heartbreaker - teleportation is limited to the
    Eradicator's line of sight. That's right - no teleporting
    it direct from your base next to your enemies Construction
    Yard (that's what wormholes are for). You'll only be able
    to teleport approximately one screen length away from
    your Eradicators current position. But still, that's 
    normally enough once in range of your enemy's base to nip 
    from in front of his defenses to the back of his power 
    plants in one teleport.
    This is also great for getting away from swarms, 
    particularly because the Eradicator out-ranges nearly all 
    infantry on the map. Because the charge up time for the 
    teleport is relatively short, you can zip from one point 
    to another before getting shot up too badly, all the while 
    damaging units from flanking positions (remember that all 
    vehicles have weaker armour on their rears). Use it wisely 
    and your teleporting Eradicator can reek havoc and be gone 
    before anyone realises what went on.
    For more information on strategies to use with the 
    Eradicator, please view Section 4.
    (4)                  STRATEGY
    Coming in the next update.
    First thing to note - whenever you can, take on an Epic 
    Unit with an Epic Unit of your own. Even if it's a
    Redeemer versus a MARV, that Redeemer is one hell of a 
    meat shield while you either get some backup or build
    some defenses. And yes, if you're facing a Heroic Epic
    that can heal itself and has some air defenses, 
    you are SCREWED. :D
    NOD - Nod's Vertigo Bombers are one of the best anti-Epic
    Unit units in the game. They're fast, stealthed until
    they attack and their bombs are fast enough to do full
    damage to any of the slow moving Epics. Unfortunately,
    they're expensive, and you'll need about 20 to destroy an 
    Epic in one go - not practical. Therefore, your strategy 
    should be one of gradual bombardment.
    Make researching EMPs for your Raider Buggies a priority -
    this doubles as a last resort if the Epic gets too close
    to base and also helps for immobilising an Epic for a 
    bombing run. When you spot an Epic, charge in with both
    buggies and Vertigos. Use the EMP attack to disable the
    Epic and any escorts it may have, then bomb away. Throw
    in some Venoms with the laser upgrade if you want some
    extra harrassment between bombing runs, but be wary of 
    anti-air units around. Note this when facing Steel Talons
    though; their Adaptive Armour upgrade won't work with a
    MARV, but it will for their escorts. It may be wise to
    bomb the EMP-protected (and slower moving) escort tanks
    around a Steel Talon MARV before you take out the big
    bad itself.
    And another thing: Nod's Mine Drop Power isn't just for 
    deterring minor threats to your base. If you can keep an
    Epic Unit stationary long enough to drop a shower of mines 
    around it, the instant it moves, KA-BLOOEY! All the mines 
    will detonate at once, dealing either devestating damage 
    or outright killing it if you're lucky. 
    BLACK HAND - Because of the idiotic Brother Marcon deciding
    to abandon not just Nod's single greatest asset (stealth) but
    also it's greatest anti-Epic counter (air units), the Black
    Hand have their work cut out for them when it comes to
    dealing with these bad boys. But don't fret! It is possible
    to beat them - you'll just need to be cunning and diversive
    with your units.
    Get a Tech Centre up as soon as you can and research EMPs 
    for your Raider Buggies and Tiberium Core Missiles in that 
    order. Next, pump out Raider Buggies, Attack Cycles, Rocket 
    Militia and Purifiers if you have the cash. When you see the
    Epic, charge your Buggies in and let loose their EMP attack.
    Try to distance them out so they're not all affected by
    the blast, as you'll need at least one to follow up with
    another blast shortly. With the Epic disabled, send in the 
    Attack Cycles, Rocket Troops and Purifiers. The cycles will
    get there first and do light damage, but not enough to kill
    the Epic. When the EMP wears off, retreat the cycles and have 
    the Buggies you have still active use their EMP. Go back
    in with the cycles, and the other units if they're there yet.
    This strategy also works well against vehicle and air escorts
    provided you can out-swarm your opponent. But note this,
    you'll have an especially hard time against the Steel Talons,
    because their Adaptive Armored escorts are the perfect
    counter to your EMP buggies. Target vehicle escorts first 
    with your anti-vehicle units, then finish off the MARV.
    And if the enemy tries to outsmart you with infantry escorts, 
    throw in a Black Disciple upgrade to your Rocket Militia 
    alongside Purifying Flame and watch them burn.
    MARKED OF KANE - It's a good thing Kane made sure his chosen
    children were equipped with EMP attacks as a secondary 
    weapon, because you can use even basic infantry to take down 
    Epic Units with the MoK. Essentially, you're using the same 
    tactics as Vanilla Nod when it comes to dealing with Epics,
    except you have the option to use the Awakened, the 
    Enlightened or EMPed up Raider Buggies for disabling Epics,
    then finishing them with the Vertigos. Don't forget to
    throw in some Venoms with the Particle Beam upgrade for
    additional damage between airstrikes as well. Oh, and yes, 
    you will still have trouble with Steel Talon Adaptive 
    Armoured escorts. Target them on your first bombing run.
    And don't forget about your Magnetic Mine power. If you
    can keep an Epic Unit still long enough to drop mines
    directly on it, that sucker's gonna be in a REAL world of
    hurt once he moves an inch.
    GDI - GDI rule the ground when it comes to fighting with
    vehicles, but against an Epic Unit you're going to be
    hitting it with everything you have. First and
    foremost, research EMP Grenades for your Grenadiers and
    stick them in APCs. Send a pack of them in first to 
    confront and disable the Epic and it's escorts. Follow
    through with a few Mammoths to act as meat shields, but
    have your main attack be Hammerheads loaded with Zone 
    Troopers and Firehawks. The Firehawks are less effective 
    than Vertigo Bombers but can still do good damage to an 
    Epic if it's motionless. Nonetheless, your Hammerheads 
    will be dealing the most damage and are your main 
    anti-teleporting Eradicator defense. Try to avoid using 
    too many vehicles as decoys - one Rage Generator will be 
    all it takes for them to turn on each other.
    STEEL TALONS - The guys who refuse to move on from
    Tiberian Sun only make it harder on themselves by lacking
    Zone Troopers to stick in their Hammerheads and EMP
    Grenades for their Grenadiers. Fortunately, they have 
    tougher vehicles to make up for it. Make sure you've 
    researched Adaptive Armour and Railgun upgrades. Build up 
    a squadron of Mammoths and Titans and back them up with 
    Repair APCs. Put some Rocket Troops in your Hammerheads, 
    and maybe a Behemoth or two if you have the cash spare 
    (again, put Rocket Troops in them). Charge the Epic Unit 
    with your ground vehicles (especially if it's a Redeemer, 
    as you'll need to target lock it before it sets off it's 
    Rage Generator) and slap on Adaptive Armour once you get in 
    range. Follow up with the Railgun Accelerator power and 
    move in with your air units to finish the job. This'll 
    take out anything bar teleporting Eradicators - that's a 
    job for your aircraft and base defenses.
    ZOCOM - What ZOCOM lacks in railguns, they make up
    for with sonic grenades. You're gonna be using a 
    deriviation of the GDI tactic to take out Epics, simply
    substituting Zone Troopers in your Hammerheads for 
    Zone Raiders. Because ZOCOM has the Ceramic Armour
    upgrade for their aircraft, it might be an idea to let
    the Firehawks swoop in around the same time as your
    Grenadiers throw their EMP Grenades, which may provide
    a timely distraction and some decent damage against the
    Epic right off the bat. Again, Mammoths will be the meat
    shields while your helicoptoring Zone Raiders dish out
    the damage.
    SCRIN - The Scrin rule the air, and an Epic Unit's bane 
    is aircraft, so simple logic dictates your main attack
    strategy should revolve around Devestator Warships and
    Planetary Assault Carriers. Yes, they're slow, but
    Epics are slower and your fancy ground units often can't 
    hold a candle to them. Unfortunately, the new anti-air
    units introduced in Kane's Wrath make the "Victory Fleet"
    as it were much less effective, so you'll have to get a
    bit creative.
    Keep some Devestators, Mechapedes and Tripods on
    the ground as escort destroyers. As soon as you sight an 
    Epic, take out all the anti-air units you can around it
    with your ground troops while bombarding the crap out of 
    the Epic itself with your Devestators. Keep them in the 
    proximity of the PACs and use their Ion Storm ability to 
    keep everyone healthy. If you've researched shields, 
    charge in the PACs to kill them all the faster. 
    One main problem is teleporting Eradicators, but remember
    they can only teleport one screen away and take 30 seconds
    to do it again. The answer - keep your aircraft spread
    out, and at least one of them will be in range of it
    when it teleports. Or even better, wait for it to
    teleport, then trap it in a Stasis Field and surround
    it with your aircraft. Then sit back and watch the
    REAPER 17 - Oh Cult of the Reaper, your brutality on the 
    ground is only matched by your foolishness in scrapping
    the Scrin's air units. But you do have some neat Tripod
    upgrades which are the main way you'll ever take down
    Epics. Research Conversion Reserves and get some Tripods
    built up. Suck up the nearest Tiberium field you can find
    and get some Shock Troopers and Devestators on the 
    battlefield as well. Throw in some Mechapedes and 
    upgrade them with lasers if you've got the cash.
    When an Epic comes in range, charge in with the Troopers
    and Tripods. While they absorb and dish out some damage,
    send in the Mechapedes and Devestators up close and 
    personal to really dish out the dirt. Don't forget your
    Shard Walkers either - with the Blue Shard and Shield
    upgrades, these guys can do a surprising amount of
    damage. Just don't try using them as meat shields.
    TRAVELER 59 - The Scrin on steroids is only a good
    thing when it comes to taking down Epics, although your
    ground forces will suffer if you apply the basic Scrin
    strategy due to lacking health in general. Therefore,
    use a variation; in addition to the Scrin strategy above, 
    research Traveler Engines and when you spot an Epic and 
    it's escorts, trap them with the Temporal Wormhole power.
    With the anti-air escorts slowed, target them with your
    air units and let them assist the ground units in taking
    them out. Then follow up on the Epic.
    Finally, if worse comes to worse, you can always use a
    superweapon on the damn thing and try for a one hit kill.
    This strategy isn't recommended if the Epic Unit is already
    in proximity of your base, or capable of teleporting.
    So, you wanna take over the world, huh? Well, your Epic Units
    will help immensely in this regard. Some quick pointers to
    When putting Epic Units in a squad, don't forget your
    anti-air units! Nothing is more humiliating than having a
    Heroic Epic single-handedly destroy an enemy base, but you
    having to surrender the match because a single Hammerhead /
    Venom / Stormrider continues to attack you and you have
    no way to kill it.
    Like all members of a squadron, Epic Units will retain
    any veterancy upgrades they gain in a battle. But in addition,
    Epic Units also retain all the abilities of the units that 
    they have been garrisoned with, but (and here's the really 
    awesome news) the slots they have are reopened with every new 
    What that means is, in Battle #1, you can stick four engineers 
    in a MARV and make sure it survives, then in Battle #2 your 
    MARV will retain it's super-healing capacity while allowing 
    more infantry to enter. As far as I can tell, this strategy 
    can be repeated an infinite number of times, although slotting 
    in more infantry with the same weapons in the same slots won't 
    make your Epic Unit any stronger.
    The strategy you should employ, therefore, is obvious:
    Create a custom squadron using whatever subfaction has the
    strongest choice of infantry (in other words, Nod, Black Hand,
    GDI, ZOCOM, Scrin or Traveler 59) and put in this squad an Epic 
    Unit and all the various infantry you can stick in it (make 
    sure you create multiple squads of each in case you get 
    bombed before battle). Make sure your first battle is against 
    a weaker squadron, and when it's battle time, go into Real 
    Time and stick your selection of infantry into the Epic. Win 
    the battle, then move onto another battle with another 
    squadron, and stick the infantry you didn't put in the first 
    time round into your Epic. Keep repeat this strategy and 
    you'll soon have a Heroic Epic Unit with all the firepower it 
    can't muster in a normal game, and you can then Auto Resolve 
    any battle it gets into and be guarenteed victory each time.*
    * = I don't actually mean that. The Tactical AI can even 
    screw up with Heroic Epics. Don't leave anything to chance.
    Coming whenever people ask me some questions. :p
    (6)               THE FINAL WORD
    Well, I know writing guides usually takes some time, but
    for such a specialised subject I didn't quite realise
    how much there was to write! And I haven't even finished
    this guide yet! :D
    Feedback is welcome provided you can write in good English. 
    My e-mail address, as it has now stood for over 6 years now, 
    is keepinitfresh@hotmail.com.
    Unfortunately, my Hotmail account can get quite filled with 
    junk as well, so PLEASE ensure that any mail you wish to 
    send me has the words "Kane's Wrath Epic Units guide" clearly 
    printed in the subject title somewhere, otherwise I might 
    mistake it for spam mail and delete it.
    And while I'm at it, unless I've talked to you in the past
    or know you in real life, please do NOT add me to your 
    contacts on MSN Messenger. If you want to talk to me about 
    this guide, shoot me an e-mail. I'm not online very often and 
    when I am I'm usually doing something important and will not 
    want to be bothered. If you add me anyway, I'll just block
    you when I find out who you are or aren't, which will waste
    your time and my time, so please just don't do it.
    Thanks go out to the following people:
    Me (no one reads this bit, so why not) for taking what spare
    time I have in this world to constantly update this guide /
    Walkthrough. :)
    Electronic Arts for producing this great game (but boo hiss
    for disbanding Westwood).
    The guys at Commandandconquer.com for their awesome website,
    and more specifically the guys behind the Tacitus Thursday
    section for some great information on the Epic Units.
    Raj Joshi for showing the world the awesomeness of a Rage 
    Generator blast. :D
    GameFAQs for allowing me to put the initial version of this 
    guide on their site.
    And finally I give thanks to YOU, the adoring C&C fan 
    who decided to read all the way through this guide of mine.
    I hope that in reading this guide, you will learn how to use 
    the Epics strengths and powers to completely annihilate your
    C&C opponents, rather than wasting $5000 credits on a slowly
    moving Epic Fail.
    So then, all that's left to say is "Ciao for now."
    Daniel James Gallagher
    AKA Minty Fresh Death

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