» Tiberian Coalition
The Tiberian Coalition is the result of the alliance
of GDI, Nod and the Forgotten. Using weapons as varied as the Mammoth MK II, Stealth
Tanks, and Reapers, the Tiberian Coalition is a powerful choice in this war. Bringing
units and structures from Tiberian Dawn, Tiberian Sun and Firestorm, and Renegade
together, the Tiberian Coalition is a well-rounded side that relies on a mix of
brute force and deception to succeed. A Tiberian Coalition general has the choice
of three subarmies: GDI, Nod, or the Forgotten, each with their two unique units,
upgrade, and 3-Star General's Power.
Tiberian Coalition Subarmies
Subarmy-specific units & structures
The Disruptor's sonic beam can easily cut through large groups of enemies. Especially
effective against buildings. Cost 1200
A long range artillery unit that fires three shells a great distance. Because of
its inaccuracy, it's best for targeting groups of units.
Increases the damage done by energy weapons by 25%.
Dispatches 3 A-10s to attack a target location with napalm
Nothing is better for repairing vehicles on the field
than the Mobile Repair Vehicle. Automatically heals any nearby unit. Cost 900
The Chem Warrior is an excellent anti-infantry unit. Armed
with a gun shooting pure toxin, he is capable of taking out large groups of enemy
personnel. Cost 300
Allows all Nod vehicles (except the Stealth Tank, for obvious
reasons) to cloak when remaining still and not attacking.
Fires a Tiberium-tipped missile at a target. The initial explosion
is weak, but the Tiberium gas released is deadly and corrodes armor.
The Reaper is a powerful support unit that can fire a volley of missiles at vehicles
and aircraft or use a net to stun infantry. Cost 1100
Two Tiberium Fiends spawn (for free) every two minutes at each
Waste Facility built by a Mutant Player. These units are fast and lightly armored,
but excellent against infantry and light vehicles.
Grants all infantry the ability to auto-heal.
Bombards a location with meteorites from outer space.