| UNIT |
WHAT IT IS |
MY NOTES |
| Disc Thrower | Infantry that lobs exploding discs | Wrecks infantry in groups and hurts buildings. The best infantry in the game. Three of them at home stop most engineer rushes. |
| Medic | Heals infantry | Put one or two behind your Disc Throwers and they last twice as long. |
| Jump Jet Infantry | Infantry that flies | Fun, and great for going over walls. Anything that shoots at aircraft shoots at them too, so don't fly them over SAM Sites. |
| Wolverine | Small, fast walker with machine guns | Eats infantry. Paper armor, so keep it away from anything with a real gun. |
| Titan | GDI's main battle walker, big cannon | The backbone. Build lots. Babysit their pathfinding. |
| Amphibious APC | Carries infantry, crosses water | GDI's answer to "how do I get Engineers over there." Water maps only, mostly. |
| Disruptor | Sonic beam that hits everything in a line | EVERYTHING in a line, including your own guys. Strong. Park it where your army isn't standing in front of it. |
| Mammoth Mk. II | Giant four-legged walker | Huge, slow, expensive, and it can shoot at aircraft too. If one shows up and you don't have a plan, you lose. Ask me how I know. |
| Orca Fighter | Fast attack aircraft with missiles | Hit and run. Flies home to the Helipad to reload. My favorite harvester hunter on GDI. |
| Orca Bomber | Heavy bomber | Slow, hits hard, dies to SAMs. Later in the game when they're busy elsewhere. |
| Component Tower | Defense tower you finish with an add-on | Vulcan for infantry, RPG for vehicles, SAM for aircraft. I mix all three around the Refinery. |
| Firestorm Generator | Powers an energy wall around your base | Nothing gets through while it's on. It can't stay on forever. Turtle players love it. I hate playing against it. |
| Ion Cannon | The superweapon | Same as the first game: the sky opens and something stops existing. Most of my games are over before it's ready. |
| UNIT |
WHAT IT IS |
MY NOTES |
| Cyborg | Half man, half machine gun | Tough, and Tiberium doesn't hurt it, so it can fight in the fields where your normal infantry would melt. |
| Cyborg Commando | Big cyborg with a plasma cannon | Scary on paper. Haven't seen enough of him yet to say more. |
| Attack Buggy | Fast car with a machine gun | For running down infantry and scouting. Don't let it near tanks. |
| Attack Cycle | Motorcycle with rockets | Fastest thing I've seen on the ground. Born to kill harvesters. Send four, lose two, cost them a fortune. |
| Tick Tank | Light tank that can dig itself in | Deployed, it turns into a little bunker with a gun and gets a lot tougher. Dug in at a bridge, it's a wall. |
| Artillery | Long-range gun that deploys to fire | Out-ranges almost everything once it's set up. Helpless up close. Always behind something. |
| Stealth Tank | Rocket tank you can't see | Cloaked until it fires. Perfect for hitting harvesters and leaving. |
| Subterranean APC | Carries infantry underground | Drives under the map and comes up wherever it wants. With a load of Engineers inside, it's the most annoying thing in the game. Respect it. |
| Devil's Tongue | Flame tank that travels underground | Pops up in the middle of your infantry and cooks them. Mean. |
| Banshee | Fast attack aircraft | Quick strikes on power plants. Knock out the power and the whole base sits there blinking. |
| Obelisk of Light | Giant laser tower | Still the scariest building in Command & Conquer. Needs a lot of power. Kill the power and it's a statue. |
| Laser Turret | Smaller laser defense | Cheaper than the Obelisk. A couple by the Refinery keep the cheap stuff out. |
| SAM Site | Anti-aircraft | Build them before the Orcas come, not after. |
| Stealth Generator | Cloaks everything around it | Hides your base. GDI has to come find you. Very Nod. |