Command & Conquer: Tiberium Alliances – GDI Offensive Units

tiballiances_new

 

Infantry

ta_riflemanRifleman Squad
Army Points: 5 | Prerequisites: Barracks Level 1
The rifleman squad is the basic infantry unit. They are strong against all infantry units, but are weak against anything with a machine gun or any form of artillery.

 

Upgrades:

ta_smokegrenade

Smoke Grenade
Temporarily disables a defensive structure from firing. Has a weaker effect on targets with a higher level.

 

 

ta_gdimissilesquadMissile Squad
Army Points: 5 | Prerequisites: Barracks Level 3
The missile squad, when on offense, is a basic anti-tank unit. Send it to destroy enemy tanks, but be wary of any enemy infantry or machineguns, as these units are really susceptible to enemy fire of this sort.

Upgrades:

ta_missilestorm

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

 

 

ta_zonetrooperZone Troopers
Army Points: 5 | Prerequisites: Barracks Level 7
Zone Troopers are armoured anti-tank units. Capable of withstanding a bit more enemy fire, these units can brave machine guns for a bit longer, and they can pack a powerful punch to destroy vehicles and defenses to clear the way for more units in your next wave of attacks.

Upgrades:

ta_zonetroopercharge

Charge
Allows Zone Troopers to move faster when injured. The effect is interrupted by main targets, base buildings, or blocking structures, but can be resumed.

 

 

ta_gdicommandoCommando
Army Points: 10 | Prerequisites: Barracks Level 9
The Commando is a one-man killing machine. Meant as a structure buster, the Commando can withstand a significant amount of firepower, while at the same time being capable of quickly eliminating infantry-based defenses and sneaking through to destroy an enemy base.

Upgrades:

ta_gdicommandocharge

Charge
Allows Commandos to move faster when injured. The effect is interrupted by main targets, base buildings, or blocking structures, but can be resumed.

 

 

ta_gdisniperSniper Team
Army Points: 10 | Prerequisites: Barracks Level 12
These guys are slow, expensive to upgrade, and have very little in the name of defense, but they out-range all enemy infantry and can pave the way for your other units to move in for the attack. Sniper teams will eliminate enemy infantry quickly, and they’ll usually stay out of the warzone until their path is clear.

Upgrades:

ta_laserscope

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

 

 

Vehicles

ta_guardianGuardian
Army Points: 10 | Prerequisites: Factory Level 1
The Guardian is a speedy anti-infantry unit that zips up close to the battlefield. While it has little in the name of armour, the Guardian is strong against basic infantry. Good luck sending it against anti-tank infantry, but if there aren’t any around, you’re pretty safe with this unit.

Upgrades:

ta_guardiantransport

Transport
Allows Guardians to transport one infantry unit to the first row of the enemy base. The infantry unit is released safely if the Guardian is destroyed.

 

ta_pitbullPitbull
Army Points: 10 | Prerequisites: Factory Level 3
A basic rocket vehicle, the Pitbull is a significant threat on the battlefield. While weak against infantry, the Pitbull is a master at destroying enemy vehicles and structures alike. Vehicles are a formidable prey for the Pitbull, and any walls will barely slow you down if you have a few of these units driving around.

Upgrades:

ta_flashbang

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

 

 

ta_predatorPredator Tank
Army Points: 10 | Prerequisites: Factory Level 5
The Predator is a slower, yet stronger anti-tank and anti-structure vehicle. It’s probably a good idea to send these guys in last, because you’re better off using them to finish off enemy structures, after your weaker units have taken care of the enemy defenses. These guys have quite a lot in the name of firepower.

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_juggernautJuggernaut
Army Points: 15 | Prerequisites: Factory Level 7
While it may be slow, the Juggernaut provides a very strong offense to opposing structures. Not to be used as a front line of attack, the Juggernaut is best off staying in the back, lest you want to slow down your entire attacking line.

Upgrades:

ta_barrage

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

 

 

ta_mammothMammoth Tank
Army Points: 15 | Prerequisites: Factory Level 10
If you can afford to raise just one of these, you have yourself a powerful attacking unit. The Mammoth Tank is a powerful anti… well… anti-everything unit. Watch your enemy run for cover as you roll a few of these out, destroying all of his defenses and base in a steady mammoth attack. While you should probably send a few units to help start your attack, don’t be surprised if the Mammoth decimates the base in their footsteps.

Upgrades:

ta_batteringram

Battering Ram
Adds a crystal ram to the front of the Mammoth Tank, allowing it to crush any walls it passes through.

 

 

Aircraft

ta_paladinPaladin
Army Points: 10 | Prerequisites: Airfield Level 1
The Paladin is a tough anti-tank aircraft that can fly over most enemies, attacking them on the way, and it is a decent offense against the structures in the back of the base while most of the battle is still happening on the defensive line.

Upgrades:

ta_paladintransport

Transport
Allows Paladins to transport one infantry unit (up to the cost of 5 Army Points) to the first row of the enemy base. The infantry unit is released safely if the Paladin is destroyed.

 

ta_firehawkFirehawk
Army Points: 10 | Prerequisites: Airfield Level 5
A step up from the Paladin, the Firehawk is capable of delivering a more powerful bomb attack that will cripple enemy structures in the base. Send a few of these fast flyers into enemy territory, and you’ll be left wondering why your resources have suddenly been boosted, and why the enemy base is a heaping mess.

Upgrades:

ta_firehawknanotech

Nano Tech
Cheapens Firehawk repairs after the battle and consumes 25% less repair time.

 

 

ta_orcaOrca
Army Points: 10 | Prerequisites: Airfield Level 7
Yes, the classic Orca. If you feel like harassing enemy infantry units from the sky, this is the perfect unit for you. A fast aircraft as well, the Orca will swoop in and mow down the infantry with its powerful weapons, and then be gone just as quickly.

Upgrades:

ta_empmissile

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

 

 

ta_kodiakKodiak
Army Points: 15 | Prerequisites: Airfield Level 10
Feel like going all out? The Kodiak, flown by Captain McNeil in the Second Tiberium War, is now at your disposal to destroy… well… everything. The Kodiak, an anti-everything aircraft, is the strongest unit available, and if you feel like sitting back and watching your money do your work for you, then this is the aircraft to spend it all on.

Upgrades:

ta_aegisaura

Aegis Aura
Shields friendly units in a 2.5 radius around the Kodiak until its energy is depleted.

 

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