Tiberian Coalition Units
Infantry:
No Prerequisites:
Minigunner:
A basic solider, the Minigunner is simply good to have around. Equivalent of a Red
Guard or Conscript. Cost 100
Bazooka:
Useful against tanks and aircraft, the Bazooka is one step up from a Minigunner.
Not effective against infantry. Cost 300
Flamethrower:
Rather self-explanatory, the Flamethrower is very good against infantry and lightly
armored vehicles. Cost 300
Engineer:
The Engineer is helpless in any combat situation, but he can turn the tide of battle
if used correctly. His ability to capture buildings both by entering and seizing
them and by the conventional flag-capture method can make him a serious threat.
Cost 500
Requires Comm Center (or Advanced Comm Center):
Jumpjet
Infantry: Hovering above the battlefield, the Jumpjet Infantry is safe
from most anti-infantry weapons. His heavy cannon is effective in dealing with small
groups of infantry or light vehicles. However, anti-aircraft fire will tear him
to pieces. Cost 500
Requires Tech Center
Cyborg
Commando The legendary Nod commando, he is armed with a plasma gun
which is extremely effective against infantry, vehicles, and structures alike. Cost
2000
Vehicles:
No Prerequisites:
Nod
Buggy: The basic anti-infantry vehicle from Nod. Effective against
infantry, it is cheap and fast. It can also hold a soldier which can fire from it.
Cost 500
APC:
Moderately armored, the APC can carry 5 infantry units. Extremely fast and armed
with a light gun comparable to the Humvee. Cost 750
Titan:
The basic mech tank. Medium Armor, medium damage, medium speed. Effective in groups.
Cost 800
Harvester:
Similar to the Supply Truck, the Harvester can carry $700 worth of supplies. Heavily
armored but somewhat slow. Cost 1400
MCV:
The MCV can be deployed into a Conyard. Cost 2500
Requires Comm Center (or Advanced Comm Center):
Hover
MRLS: Can traverse both land and water. Fires 2 homing rockets a fairly
long distance. Able to target aircraft. Cost 900
Mobile
Sensor Array: Scans a wide radius for enemy activity, including stealth.
Supports Sensor Sweep General's Power. Cost 800
Artillery:
Fires explosive shells over vast distances. An effective siege unit. Cost
600
Requires Tech Center:
Flame
Tank: Self-explanatory, the Flame Tank shoots a squirt of flame at
its target. Effective against infanry and light vehicles. Cost 900
Stealth
Tank: The Stealth Tank is the perfect ambush weapon. By remaining out
of the enemy's sight when not attacking, it can go anywhere without arousing suspicion.
Cost 1200
Mammoth
Mk II: Immense, slow, and powerful. Not effective against dispersed
groups of infantry or aircraft. Slow reload time. Only 1 may be deployed at a time.
Cost 3000. Requires General's Point
Aircraft:
No Prerequisites:
Harpy:
Armed with a powerful mounted machine gun, it is effective against infantry and
lightly armored vehicles. Cannot match the Comanche against tanks. Cost 1000
Carryall:
Transports a vehicle to another location quickly. Cost 750
Requires Tech Center:
Orca
Bomber: The Orca Bomber drops 3 very powerful bombs on its targets.
Slow, but has good armor. Cost 1600