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Tip of the Week #57 - Fighting for the Spikes

By xlava - 27th April 2009 - 07:58 AM

Nod

The Brotherhood of Nod has no access to the meat shield units that GDI has, and therefore, especially when assaulting Spikes, must rely on unconventional tactics. The Scorpion Tank makes the best assault unit, as it is fast, reliable and can take out anything from a Seeker to a Mammoth Tank especially in relatively large numbers and upgraded. The Dozer Blades especially make a great upgrade, as they substantially increase the Scorpion's frontal defense.

Raider Buggies (as with the Scorpion, especially upgraded) make great assault units, especially with EMP Coils, and in conjunction with Scorpions, can obliterate any enemy units. While the Buggies EMP every mechanical unit out there, the Scorpions can roll over everything EMPed. This works even more effectively in conjunction with Avatars, as they are extremely powerful and can stomp over any tier one unit.

Avatars alone are great defenders, as they can absorb a huge amount of damage, and are functional for a very long time out in the field before they need to be repaired. They can also commandeer technology from Beam Cannons for example, to add a second laser. If you plan on using one or two Avatars to defend a spike, make sure that you upgrade them with the appropriate upgrades.

The Beam Cannon makes a terrific defense, but there is one critical aspect to mention. They must be used in large numbers, because one lone Beam Cannon will do virtually nothing against enemy units. Therefore, they must be used in large numbers, or in conjunction with other Nod units. Using them with Avatars makes an extremely potent combination, as when the enemy is focused on the "larger threat", those being Avatars, you can cook them with your Beam Cannons.

Because Nod has lesser vehicles than the two other factions, their armies must be supplemented with infantry. In fact, infantry are the backbone of the Nod defense and attack forces. Upgraded, Rocket Squads make for the best defense and attackers, as they are damage resistant and powerful.

Speaking of infantry, the Reckoner makes a great vehicle, as when unpacked, it can have three infantry in it and is "unclearable" by enemy garrison clearing units. This is probably the best possible defense price, efficiency and power wise when defending a spike, so if you are Nod, use it.

Saboteurs have the unique ability to Booby Trap a Tiberium Spike before capturing it. This way, after you capture it, any enemy that tries to capture it is automatically killed along with the spike.

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The booby trap ability


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What the Booby Trap looks like


Aircraft wise, the Venom (not the Vertigo, as it is too unreliable) makes the best assaulter, upgraded, it is extremely powerful and effective against infantry, vehicles (only in large numbers) and aircraft especially. Be careful when using Venoms, however, as they have paper armor and will not withstand much punishment. They also clump together, making them extremely vulnerable to enemy rocket attacks. So be careful when using them.


Marked of Kane

Further referred to as MoK, the Marked of Kane have an early game disadvantage when defending Spikes. This is because when you sell a base defense to get an early game scout, you only get one of the Awakened as opposed to all three in a squad. This means that it might be slightly harder and slower to get out to a spike before the enemy's full infantry squad gets there. However, you do get the massive benefit that the MoK infantry have EMP abilities, which means that they can disable any attacking vehicles and then take them out.

For middle game, there is nothing special about the MoK, but for the late game, they have the Enlightened and upgraded venoms, which can wreck havoc on enemy vehicles and infantry.


The Black Hand

As everyone knows, the Black Hand (BH) have no air units. However, that is balanced out by their incredibly powerful infantry, which can subsequently be upgraded to increase their devastating power. The Confessor Cabal, especially, is extremely powerful against enemy infantry, and when upgraded, vehicles too. Mix in some rocket militia and you have an anti everything infantry army. Additionally, it couldn't hurt to have some buggies and mantises (another BH only unit) for anti air.

The Black Hand also gain access to two Commandos, which means that they can run up close to enemy bunkers and detonate them with their explosive charges. This will make capturing spikes much easier. Make sure that when you use this strategy, that you send them at the same time, that way, even if one is taken out, you still have the other. They also have the mantises, which are very good at defending against air attacks. Other than this, there is nothing really special about the BH.