Command & Conquer: Tiberium Alliances – GDI Defenses

tiballiances_new

Infantry

ta_gdimissilesquadMissile Squad
Army Points: 5 | Prerequisites: Defense Facility Level 4
The Missile Squad has two functions as a defensive unit. The first one is to defend against enemy aircraft. They will actively move left and right to defend from air attacks. The second function is to defend against incoming vehicles. While not as effective, they still have a strong assault against vehicles on the ground.

Upgrades:

ta_missilestorm

Missile Storm
Damages enemy units and structures within a 1.5 radius around the main target.

 

 

ta_gdisniperSniper Team
Army Points: 10 | Prerequisites: Defense Facility Level 9
Similar to being on the offense, the Sniper Team is a unit capable of staying far back on the battlefield while still being able to eliminate any incoming infantry with great ease. If you’re looking for a good infantry defense, this is the unit for you.

Upgrades:

ta_laserscope

Laser Scope
Adds a laser scope to sniper rifles, which increases accuracy and attack damage against infantry.

 

 

ta_zonetrooperZone Troopers
Army Points: 5 | Prerequisites: Defense Facility Level 10
Zone Troopers are strong infantrymen capable of defending from enemy tanks and infantry all alike. A couple of these in well placed positions (behind walls) will give you a well-armoured defense for your base.

Upgrades:

ta_smokegrenade

EMP
Temporarily disables an enemy vehicle. Has a weaker effect on targets with a higher level.

 

 

Vehicles

ta_predatorPredator Tank
Army Points: 10 | Prerequisites: Defense Facility Level 3
Predators are capable of moving back and forth on the battlefield, and they are a strong defense against incoming vehicles. Good luck getting anything past more than one of these guys.

Upgrades:

ta_heatmpt

HEAT-MP-T
Changes the Predator Tanks’ ammunition type, which increases their attack damage. The damage dealt depends on the unit level.

 

 

ta_guardianGuardian
Army Points: 10 | Prerequisites: Defense Facility Level 6
The Guardian is a mobile form of the Machine Gun Nest. It is capable of mowing down incoming infantry, while at the same time, it has a reasonable attack force against incoming air attacks.

Upgrades:

ta_guardiantransport

Transport
Allows Guardians to transport one infantry unit until destroyed. The infantry unit is released safely if the Guardian is destroyed, but cannot fire from within the vehicle.

 

 

ta_pitbullPitbull
Army Points: 10 | Prerequisites: Defense Facility Level 10
The Pitbull is a mobile version of the Missile Squad. It will actively move across your defensive line to deal with incoming air units, while at the same time, it will actively defend against any vehicles that stand in its way.

Upgrades:

ta_flashbang

Flashbang
Temporarily disables one enemy infantry unit. Has a weaker effect on targets with a higher level.

 

 

Structures

ta_gdiwallWall
Army Points: 0 | Prerequisites: none
A basic defensive structure, the wall is specifically meant to stop opposing units dead in their tracks. It will essentially delay the enemy from advancing, while your units can attack them from behind your wall if they’re within range.

 

 

ta_gdimgnestMachine Gun (MG) Nest
Army Points: 0 | Prerequisites: none
The Machine Gun Nest is the basic anti-infantry defensive structure. It will mow down infantry, but is susceptible to enemy machine gun fire. A few of these placed side by side will create a huge threat. They can also defend against incoming aircraft.

 

 

ta_gdiantitankbarrierAnti-Tank Barrier
Army Points: 3 | Prerequisites: Defense Facility Level 5
The Anti-Tank Barrier won’t stop vehicles, but they’ll certainly slow them down while imposing a significant amount of damage. You’re best off sending in infantry to destroy these before sending in your main units.

Upgrades:

ta_gdiantitankdrones

Repair Drones
Restores 100% of the Anti-Tank Barrier’s hitpoints after the combat is over.

 

 

ta_guardiancannonGuardian Cannon
Army Points: 15 | Prerequisites: Defense Facility Level 7
The Guardian Cannon is a decently sized cannon meant for defending against incoming vehicles. It does a great job at it, too. It is weak against infantry, and can’t attack air units.

 

Upgrades:

ta_guardiancannongarrison

Garrison
Allows Guardian Cannons to hold one infantry unit until destroyed. The infantry unit is released safely if the Guardian Cannon is destroyed, but cannot fire from within the structure.

 

 

ta_barbwireBarbwire
Army Points: 3 | Prerequisites: Defense Facility Level 8
Like the Anti-Tank Barrier, the Barbwire will instead slow infantry, but all while causing significant damage. You’ll probably see a few men stuck in the wire while the rest of the attacking force is already moving on, assuming they even made it past that point.

Upgrades:

ta_barbwiredrones

Repair Drones
Restores 100% of the Barbwire’s hitpoints after the combat is over.

 

 

ta_gdiflakFlak
Army Points: 10 | Prerequisites: Defense Facility Level 9
Flak will protect your base from any and all incoming air units. It’s got a bit of power, too, so this structure, while expensive, will easily cover for a number of cheaper anti-air units.

 

Upgrades:

ta_guidedmissiles

Guided Missiles
Improves the Flak’s accuracy and attack damage against aircraft.

 

 

ta_watchtowerWatchtower
Army Points: 30 | Prerequisites: Defense Facility Level 10
The Watchtower is the most powerful anti-infantry defense at your disposal. It requires a minimum range to be effective, but with power like this, you don’t have to worry too much about infantry getting too close.

Upgrades:

ta_watchtowersrarms

Short-Range (SR) Arms
Reduces the Watchtower’s minimum range, allowing it to fire at enemies from up close.

 

 

ta_titanartilleryTitan Artillery
Army Points: 30 | Prerequisites: Defense Facility Level 11
Like the Watchtower, this is the most powerful anti-vehicle defense in your inventory. It too needs minimum range to attack, but any vehicle that comes within its aim is likely to be destroyed very quickly.

 

Upgrades:

ta_titanartillerysrarms

Short-Range (SR) Arms
Reduces the Titan Artillery’s minimum range, allowing it to fire at enemies from up close.

 

 

ta_gdisamsiteSurface-to-Air Missile (SAM) Site
Army Points: 30 | Prerequisites: Defense Facility Level 12
The most expensive and most powerful structure available for defense, the SAM Site is capable of destroying incoming aircraft within seconds. It also has a long range, so one or two of these should do a good job of defending your base entirely from air attacks.

Upgrades:

ta_gdisamsitesrarms

Short-Range (SR) Arms
Reduces the SAM Site’s minimum range, allowing it to fire at enemies from up close.

 

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