"Command & Conquer" Units and Structures FAQ By: RunecraftReborn ( runecraftreborn@hotmail.com ) Version 1.0 ----------------- Table of Contents ----------------- 1. Version History 2. Intro 3. GDI 4. NOD 5. Legal Stuff ------------------ 1) Version History ------------------ -February 4, 2004 - Version0.5 I have completed the GDI half of this FAQ. -February 7, 2004 - Version1.0 I have added the NOD half of this FAQ and also the legal stuff. -------- 2) Intro -------- This is my units and structures FAQ for Command & Conquer. The purpose of this FAQ is to aid in the completion of this great game. It by no means is meant to give aid in the completion of missions. However, if you do have questions about the game feel free to e-mail them to me. Well, I hope you enjoy and benefit from this FAQ. ------ 3) GDI ------ ********Units********** Unit -Info -Range -Weapon -Armor -Buildings Needed -Cost =Minigun Infantry= -These are cheap, expendable troops that can be produced rather quickly. They are pretty decent as scouts and can really deal some damage in large groups. Minigunners are good against other infantry and light armor vehicles. Do not use them against any flame attackers or heavy tanks because they will be mercilessly mowed down. -Short -M16 Rifle -X -Barracks -$100 =Grenadier= -These guys are like super minigunners. They may cost more but they are worth it. Grenadiers can run faster and have a greater scouting range. The grenades that they use can wipe out infantry and deal a large amount of damage to armored vehicles. If they get close enough, flamethrowers can be a problem, and heavy tanks can squash grenadiers though. -Short -Grenade -X -Barracks -$160 =Bazooka= -Bazookas are not worth their cost. They are very slow and die rather easily. Bazookas are better against vehicles than infantry and cannot attack at short range. You should employ them as guards for your structures. They have a special ability to fire at enemy aircraft when they are in guard mode. -Medium -Light TOW Rocket -X -Barracks -$300 =Commando= -Commandos are, by far, my favorite soldier in the game. These bad boys can snipe enemy soldiers from a distance and destroy buildings in a matter of seconds. You can't actually buy these soldiers, but you do get to use them in certain missions. They are also tougher, faster and better scouts than any other foot soldier. -Long -Sniper Rifle/C-4 Explosive -None -X -X =Engineer= -Engineers really only have one purpose, to take over enemy buildings. These guys are horribly weak and very expensive. They also have no attack power, limited scouting capabilities, and are very slow. If they survive the trip to the enemy's base, they are well worth their price. -Short -X -X -Barracks -$500 =HMMWV= -This is the basic light armor attack vehicle. The HMMWV makes a good advanced scout for two reasons. First, these vehicles are very fast. Second, these vehicles can take out any infantry that they come across. The HMMWV is a cost effective vehicle. -Short -M-60 Chaingun -Light -Weapons Factory -$400 =Armored Personnel Carrier (APC)= -These are very tough vehicles. The APC can hold up to five soldiers and transport them, even across tiberium fields. They don't have any weapons but their armor is top notch. The APC can be used as a scout vehicle, but it may not be cost effective to do so. -Short -M-60 Chaingun -Heavy -Barracks+Weapons Factory -$700 =Medium Tank= -The medium tank is my favorite vehicle in the game. Its weapons work well against both infantry and vehicles and it can take a beating before it has to be repaired. It is not as fast as the HMMWV but it is by no means slow. The medium tank can also be used to squash enemy infantry. All in all it is a good vehicle in any situation. -Medium -105mm APDS -Heavy -Weapons Factory -$800 =Mobile Rocket Launch System= -This is one of the GDI's most powerful vehicles. The MRLS can launch very powerful, long-range attacks, but once enemies get in close it must either run them over or run away. It has the added ability of being able to shoot at enemy aircraft. The MRLS has the armor of a medium tank. It will cost you, but it doesn't take too many of these to bring down the enemy army. -Long -227mm Missile -Light -Weapons Factory+Advanced Comm. Center -$800 =Mammoth Tank= -This is the big boy of the GDI forces. Its main strengths are its firepower and defense. The mammoth tank is very slow and not very maneuverable. The draws for this weapon are the facts that it can regenerate its health and fire on enemy aircraft. These do carry a high price tag so only use them if you can afford them. -Medium -120m APDS/Missile -Heavy -Weapons Factory+Repair Facility -$1500 =Orca VTOL Assault Craft= -I personally do not like the Orca because of its limited amount of ammo. After only eight shots you must return to the helipad. The one good use for the Orca is destroying harvesters and flametanks. -Long -Dragon TOW Rocket -Light -Barracks+Helipad - $1200 =Transport Helicopter= -The transport helicopter is basically just the airborne equivalent of the APC. It has greater speed than the APC but it can't run over enemies and has less armor. It is also twice as much as the APC. So, if you need to get your troops somewhere fast, you should use this aircraft. If not, don't buy it. -Long -X -Medium -Barracks+Helipad -$1500 =Mobile construction Vehicle (MCV)= -This vehicle serves one purpose only and it is to establish your base. You will begin most missions with this vehicle. You can also establish second bases with the MCV. This is the most expensive of all the available forces. -Short -X -Medium -Weapons Factory+Advanced Comm. Center -$5000 =Harvester= -The harvester is your key money maker. Its job is to travel to tiberium fields and harvest it to be turned into money. The harvester just keeps on harvesting so you should have no need for a second one, and a harvester comes with every refinery that you build. -Long -X -Heavy -Weapons Factory+Tiberium Refinery -$1400 ********Structures******** Structure -Info -Armor -Power -Buildings needed -Cost =Construction Yard= -This is the core of your base. The construction yard is the first building that you can build and it allows you to build other structures. The construction yard is formed from the MCV. To get another construction yard, for a second base, you must build a MCV. -Light -30 -X -X =Power Plant= -The power plant is exactly as it sounds. It provides power to your base. You need power to run your buildings. These are relatively cheap buildings so you should buy as many as you need. -Medium -+100 -Construction Yard -$300 =Advanced Power Plant= -The advanced power plant is the normal power plant with an upgrade. These take up more space and cost more than the normal power plant, but they produce twice as much power as normal power plants. -Light -+200 -Power Plant -$700 =Infantry Barracks= -This is the place where you buy your infantry. You will begin with access to infantry only so this will become your friend very quickly. You can only buy one infantryman at a time so pick and choose wisely. -Medium -20 -Power Plant -$300 =Guard Tower= -The guard tower is a structure used to guard your base against infantry. Any enemies that come within a certain distance of the guard tower will be fired upon with machine guns, but the ammo does not do too much damage to armored vehicles. -Light -10 -Barracks -$500 =Advanced Guard Tower= -The advanced guard tower is just an upgraded version of the guard tower. These guard towers establish a wider perimeter, can fire on aircraft, and use missiles instead of machine guns. The advanced guard tower is effective against both infantry and armored vehicles. -Medium -20 -Communications Center -$1000 =Refinery= -The refinery is where you make your money to fuel your campaign. The refinery is a pretty big drain on your power supply. Each refinery comes with a harvester to harvest tiberium. The refinery can only hold 1000 credits worth of tiberium though. That is where silos come into play. -Medium -40 -Power Plant -$2000 =Silo= -Silos are used for storing tiberium processed by a refinery. These buildings are very cheap and do not take up much space, so you can buy and build many of them. -Light -10 -Tiberium Refinery -$150 =Communications Center= -The communications center allows you to use your radar screen. The communications center also allows you to build the advanced guard tower. Watch out though, because the communications center is a drain on your power supply. -Light -40 -Tiberium Refinery -$1000 =Advanced Comm. Center / Ion Cannon= -The advanced communications center does everything that the normal communications center does. At first glance it may just look like a waste of credits and energy, but the advanced communications center also controls the GDI's ion cannon. -Heavy -200 -Communications Center -$2800 =Weapons Factory= -The weapons factory is the equivalent of the barracks only with vehicles. It can only build one vehicle at a time, so budget your production wisely. -Medium -30 -Tiberium Refinery -$2000 =Helipad= -The helipad is needed to build and launch the Orca and transport helicopters. The Orca helicopter should take priority on the helipad due to the fact that the helipad is where the Orca must reload its missiles. -Medium -10 -Barracks -$1500 =Repair Facility= -The repair facility is where you take your damaged vehicles to repair them. The length of time required to fix each vehicle depends on how much damage the vehicle has taken. Beware though, the repairs cost you money, but the repairs are very cheap. -Light -30 -Power Plant -$1200 =Sandbag Barrier= -This is the cheapest of the deterrents. The sandbag is also the easiest to destroy. The sandbag doesn't last long against infantry fire and it lasts even less against tank fire. -Light -X -Construction Yard -$50 =Chainlink Barrier= -The chainlink fence is more expensive than the sandbag but it lasts longer. It can take infantry fire but it is weak against tank fire. -Medium -X/section -Construction Yard -$75/section =Concrete Barrier= -The concrete barrier is the most expensive of the barriers, but it is also the strongest. The concrete barrier can withstand multiple tank hits. -Heavy -X -Construction Yard -$100/section ------ 4) NOD ------ ********Units******** Unit -Info -Range -Weapon -Armor -Buildings Needed -Cost =Minigun Infantry= -These are cheap, expendable troops that can be produced rather quickly. They are pretty decent as scouts and can really deal some damage in large groups. Minigunners are good against other infantry and light armor vehicles. -Short -M-16 Rifle -X -Hand of NOD -$100 =Bazooka= -The bazookas are the best infantry to use against armored vehicles. Against infantry though, they are not very accurate and are killed very easily. They are lacking in speed too, so they cannot even outrun other infantry. -Medium -Light TOW Rocket -X -Hand of NOD -$300 =Flamethrower Infantry= -The flamethrowers are the ultimate counterparts to the bazookas. They deal out damage to infantry like it is nobody's business. They have to be up close to be effective, but when they are, they can cut down enemy infantry. -Short -Flamethrower -X -Hand of NOD -$200 =Engineer= -Engineers really only have one purpose, to take over enemy buildings. These guys are horribly weak and very expensive. They also have no attack power, limited scouting capabilities, and are very slow. If they survive the trip to the enemy's base, they are well worth their price. -Long -X -X -Hand of NOD -$500 =Commando= -Commandos are, by far, my favorite soldier in the game. These bad boys can snipe enemy soldiers from a distance and destroy buildings in a matter of seconds. You can't actually buy these soldiers, but you do get to use them in certain missions. They are also tougher, faster and better scouts than any other foot soldier. -Long -Sniper Rifle/C-4 Explosive -X -X -X =Recon Bike= -Recon bikes are good for making specific hits on isolated targets. They combine speed and firepower. They can drive in quickly and destroy packs of infantry. The recon bike lacks armor but it doesn't need it for what it should be used for. The recon bike can also be used to protect your base against aircraft too. -Medium -Dragon TOW Missile -Light -Airstrip -$500 =NOD Buggy= -The NOD buggy is a quick vehicle that is good as an advance scout. The buggy is lacking in the armor department, but at 300 credits, it is expendable. The NOD buggy can still fight back against infantry but must rely on speed to get away from armored vehicles. -Short -M-60 Machine Gun -Light -Airstrip -$300 =Light Tank= -The light tank is the best all-around NOD vehicle. It is a combination of speed and power. There is one drawback. The light tank is not very accurate against infantry at close range. This can be overcome by simply running over the infantry. -Medium -75mm APDS -Medium -Airstrip -$600 =Mobile Artillery= -The mobile artillery is great for destroying enemy bases. It has loads of fire power and can attack from far away. The mobile artillery is terribly slow, so you can send other attackers out and clear the base before the artillery arrives. -Long -150mm Ballistic Charge -Medium -Airstrip -$450 =Flame Tank= -This is one of the most devastating weapons in the NOD arsenal. The flame tank works well as a second-wave attack vehicle with its ability to slaughter infantry by the bunch. The only drawback is the flame tank's lack of speed, but it more than makes up for it with brute force. -Short -Twin Flame Cannons -Medium -Airstrip+Communications Center -$800 =Stealth Tank= -The stealth tank is a perfect forward attack vehicle. It can drive right by GDI guard towers without being detected. Ground troops can see the stealth tank, but it is one of the fastest vehicles in the game and can outrun all infantry and most vehicles. -Medium -Dragon TOW Rocket -Light -Airstrip+Communications Center -$900 =Mobile Construction Vehicle (MCV)= -This vehicle serves one purpose only and it is to establish your base. You will begin most missions with this vehicle. You can also establish second bases with the MCV. This is the most expensive of all the available forces. -Short -X -Medium -Airstrip+Temple of NOD -$5000 =Harvester= -The harvester is your key money maker. Its job is to travel to tiberium fields and harvest it to be turned into money. The harvester just keeps on harvesting so you should have no need for a second one, and a harvester comes with every refinery that you build. -Long -X -Heavy -Airstrip+Tiberium Refinery -$1400 ********Structures******** Structure -Info -Armor -Power -Buildings Needed -Cost =Construction Yard= -This is the core of your base. The construction yard is the first building that you can build and it allows you to build other structures. The construction yard is formed from the MCV. To get another construction yard, for a second base, you must build a MCV. -Medium -30 -X -X =Power Plant= -The power plant is exactly as it sounds. It provides power to your base. You need power to run your buildings. These are relatively cheap buildings so you should buy as many as you need. -Light -+100 -Construction Yard -$300 =Advanced Power Plant= -The advanced power plant is the normal power plant with an upgrade. These take up more space and cost more than the normal power plant, but they produce twice as much power as normal power plants. -Light -+200 -Power Plant -$700 =Hand of NOD= -The hand of NOD is the equivalent of the GDI barracks. This is where you buy your troops. In the early missions you will have limited access to other buildings, so you will need to take full advantage of this building and its troops. -Medium -20 -Power Plant -$300 =Turret= -The turret is a defense post that uses a M-16 to deal out damage. It does not have the range of the obelisk, but it costs half as much and uses a fraction of the power. The turret can cut down infantry and has good armor but is not very effective against armored vehicles. -Heavy -20 -Hand of NOD -$600 =SAM Site= -SAM site are used for defense against enemy attacks from the air. These include air strikes, Orca attacks, and even transport helicopters. SAM sites take up very little space and energy, but they must be connected to your base so they do not provide very advanced defense. -Heavy -20 -Hand of NOD -$750 =Tiberium Refinery= -The refinery is where you make your money to fuel your campaign. The refinery is a pretty big drain on your power supply. Each refinery comes with a harvester to harvest tiberium. The refinery can only hold 1000 credits worth of tiberium though. That is where silos come into play. -Medium -40 -Power Plant -$2000 =Silo= -Silos are used for storing tiberium processed by a refinery. These buildings are very cheap and do not take up much space, so you can buy and build many of them. -Light -10 -Tiberium Refinery -$150 =Communications Center= -The communications center allows you to use your radar screen. The communications center also allows you to build the advanced guard tower. Watch out though, because the communications center is a drain on your power supply. -Medium -40 -Tiberium Refinery -$1000 =Airstrip= -The airstrip is NOD equivalent of the weapons factory. Armored vehicles are flown in. Vehicles can only be flown in one at a time, so watch your time and wallet. -Heavy -30 -Tiberium Refinery -$2000 =Repair Facility= -The repair facility is where you take your damaged vehicles to repair them. The length of time required to fix each vehicle depends on how much damage the vehicle has taken. Beware though, the repairs cost you money, but the repairs are very cheap. -Light -30 -Power Plant -$1200 =Obelisk of Light= -The obelisk is the ultimate defense structure. It easily destroys infantry at long range and deals significant to armored vehicles. The obelisk has a very wide scope radius. The main negative to the obelisk is that it is a big drain on your power supply. All-in-all, the obelisk is well worth the added drain on your power due to its excellent defensive power. -Medium -150 -Communications Center -$1500 =Temple of NOD= -This is the center of the NOD regime. The Temple of NOD has two important purposes. First, it is the symbol of the Brotherhood of NOD's power. Second, it allows you to launch nuclear missiles against the GDI. Sweet! -Heavy -150 -Communications Center -$3000 =Sandbag Barrier= -This is the cheapest of the deterrents. The sandbag is also the easiest to destroy. The sandbag doesn't last long against infantry fire and it lasts even less against tank fire. -Light -X -Construction Yard -$50 =Chainlink Barrier= -The chainlink fence is more expensive than the sandbag but it lasts longer. It can take infantry fire but it is weak against tank fire. -Medium -X -Construction Yard -$75 =Concrete Barrier= -The concrete barrier is the most expensive of the barriers, but it is also the strongest. The concrete barrier can withstand multiple tank hits. -Heavy -X -Construction Yard -$100 ----------- Legal Stuff ----------- 1) Copyright 2004 Joseph Hicks -This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site except Gamefaqs or otherwise distributed publicly without advance written permission by me. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. If you want permission to use this, please e-mail me at ( runecraftreborn@hotmail.com ) 2) All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. 3) Credits -First, I would like to thank Westwood Studios for making such an awesome game. -Second, I would like to say that I did use the instruction booklet for some info. -Last, I would like to thank myself for making this FAQ. In making this FAQ I have unintentionally become proficient at this game.