Command & Conquer: Tiberium Alliances – Nod Defenses

tiballiances_new

 

Infantry

ta_blackhandBlack Hand
Army Points: 10 | Prerequisites: Defense Facility Level 6
The Black Hand is the powerful anti-armour infantry of the Brotherhood. When any incoming tanks approach, they’ll fry the tank with their flamethrowers, destroying it, along with the driver inside.

Upgrades:

ta_conflagration

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

 

 

ta_militantrocketMilitant Rocket Squad
Army Points: 5 | Prerequisites: Defense Facility Level 8
The Militant Rocket Squad is a basic and cheap anti-air defence for the Nod base. As an added bonus, they also defend against ground armour, but they’ll reposition themselves in order to shoot down any incoming aircraft.

Upgrades:

ta_militantrocketmatrix

Defense Matrix
Enables Militant Rocket Squads to sustain more damage.

 

 

ta_confessorConfessors
Army Points: 10 | Prerequisites: Hand of Nod Level 12
Similar to the GDI Sniper Team, the Nod Confessors are a lightly-armoured infantry unit capable of eliminating enemy infantry quickly and efficiently while maintaining a safe distance. Unfortunately, they’re pretty much weak against anything else.

Upgrades:

ta_confessormatrix

Defense Matrix
Enables Confessors to sustain more damage.

 

 

Vehicles

ta_scorpionScorpion Tank
Army Points: 0 | Prerequisites: none
If you want a good, strong, mobile defence against incoming armour, the Scorpion Tank is the perfect unit to use. It serves as an anti-armour weapon, and it will actively reposition to engage incoming vehicular threats.

 

 

ta_attackbikeAttack Bike
Army Points: 5 | Prerequisites: Defense Facility Level 4
The Attack Bike is being used defensively as an anti-air unit. It will engage incoming vehicles and possibly infantry, but its intended purpose is to eliminate aircraft, much like the GDI Pitbull.

Upgrades:

ta_attackbikeshield

Shield
Creates an energy shield around the Attack Bike which absorbs damage, the quantity of which depends on the unit level.

 

 

ta_reckonerReckoner
Army Points: 10 | Prerequisites: Defense Facility Level 10
The Reckoner is the anti-infantry defence of Nod. It is fast moving and will quickly move across the defensive line to eliminate any incoming soldiers, and in some cases, light vehicles.

Upgrades:

ta_reckonertransport

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

 

 

Structures

ta_nodwallWall
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_shreddermgShredder Machine Gun (MG)
Army Points: 10 | Prerequisites: Defense Facility Level 3
The Shredder MG 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.

Upgrades:

ta_shrapnelammo

Shrapnel Ammo
Improves the Shredder MG’s accuracy and attack damage against infantry.

 

 

ta_laserfenceLaser Fence
Army Points: 3 | Prerequisites: Defense Facility Level 5
Where GDI has Barbwire, Nod has Laser Fencing. This deadly light wall will quickly eliminate any enemy infantry unit that dares pass through. If they’re not dead, they’re well on their way.

Upgrades:

ta_laserfencedrones

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

 

 

ta_nodantitankbarrierAnti-Tank Barrier
Army Points: 3 | Prerequisites: Defense Facility Level 8
The Anti-Tank Barrier is essentially Nod’s caltrop, protecting their base from light and heavy vehicles alike. Any vehicle that passes over the barrier is severely damaged, and in some cases, destroyed.

Upgrades:

ta_nodantitankdrones

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

 

 

ta_beamcannonBeam Cannon
Army Points: 15 | Prerequisites: Defense Facility Level 9
The Beam Cannon takes the form of a structure in this case. It is a very powerful structure that combines the turret of three Beam Cannon tanks to form one powerful beam meant for assaulting and destroying vehicles.

Upgrades:

ta_beamcannonstealth

Stealth
Outfits Beam Cannons with a stealth generator which hides the structure until it fires. The stealth generator can not be reactivated until the end of the battle.

 

 

ta_obeliskartilleryObelisk Artillery
Army Points: 30 | Prerequisites: Defense Facility Level 10
The Obelisk is a long range anti-vehicle structure, this time positioned on an immobilized vehicle platform. Stronger than the Beam Cannon, the Obelisk has a minimum range, but will likely destroy any vehicles before they have a chance to get too close.

Upgrades:

ta_obeliskartillerysrarms

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

 

 

ta_nodsamsiteSurface-to-Air Missile (SAM) Site
Army Points: 30 | Prerequisites: Defense Facility Level 11
The SAM site is a turret-based missile system which protects a vast portion of the base with a powerful anti-air defence. It will defend your base from even the most powerful air attacks.

Upgrades:

ta_nodsamsitesrarms

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

 

 

ta_gatlingcannon.pngGatling Cannon
Army Points: 30 | Prerequisites: Defense Facility Level 12
The Gatling Cannon is Nod’s most powerful long-range anti-infantry machine. It does to infantry what the Obelisk Artillery does to tanks, and because of its elevation and power, it too has a minimum range.

Upgrades:

ta_gatlingcannonsrarms

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

 

 

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