Brotherhood of Nod

Brotherhood of Nod

C&C: Remastered Collection

Units

Minigunner

These units, armed with M-16s, form the backbone of the Nod forces. When grouped together, they are highly effective against slow-moving enemy units, particularly armoured vehicles. But beware: Minigunners are no match for Heavy Tanks or Flame Tanks.

Rocket Soldier

These units are slower and more vulnerable than other infantry units, but no one is as quick at destroying enemy armoured vehicles. Their main advantage is their ability to attack airborne troops. Use them as reinforcements.

Engineers

Engineer units are used to capture enemy buildings. As engineers are unarmed, they are extremely vulnerable on the battlefield and must be commanded with the utmost caution. These units are particularly slow, so it is best to transport them by helicopter. For example, you can take control of an enemy base by sending a Chinook Transport full of Engineers there.

Flamethrower Infantry

These units are highly effective for close-quarters, high-intensity destruction missions. The searing jets from their flamethrowers burn more slowly than usual, enabling them to eliminate enemy Soldiers and destroy their weapons. Be careful not to set your own units alight if they get too close to the Flamethrowers.

Commando

The Commando units are armed with extremely powerful assault rifles: ‘Raptors’ fitted with a jamming system and a long-range infrared scope. They specialise in the remote elimination of enemy infantry. Their C-4 explosive is a formidable threat to GDI structures.

Chem-Warrior

These soldiers are immune to the effects of Tiberium. Their sprayers create chemical clouds capable of wiping out a GDI unit in a matter of seconds.

Harvester

This armoured vehicle searches for and collects raw Tiberium before transporting it back to its Tiberium Refinery for processing. This vehicle is relatively slow and not very manoeuvrable. It must be protected. However, it can withstand a great deal of damage before being destroyed, and is quite effective at crushing enemy infantry.

VCM

The Mobile Construction Vehicle allows you to establish a site for your bases. Once you have identified a site, deploy the MCV to set up your operational base and then build other structures. As this vehicle is slow, expensive and unarmed, it must be protected at all times.

Recon Bike

This extremely manoeuvrable motorbike is equipped with two rocket launchers. When used in a group, these motorbikes are perfect for launching surprise attacks on isolated units or Harvesters. During Guard missions, this motorbike can attack enemy aircraft with its rockets. You can also use the Recon Bikes to explore the combat zone.

Buggy

This off-road vehicle is equipped with turret-mounted assault weapons. Faster than the GDI Humvee, the Buggy has had to shed a few weapons to achieve its featherweight status. The Buggy is highly effective in guerrilla operations, but under no circumstances should you attempt to attack armoured units.

Mobile artillery

This enormous mobile gun has a long range and phenomenal ballistic power. However, these very slow and unwieldy units require protection. The barrages fired by these Artillery units are Desolators, but their accuracy is poor.

Rocket Launcher

This Mobile Rocket Launcher System (MLRS) is deadly. Not even aeroplanes can withstand it. However, the LMM needs close protection, as it has no short-range weapons. Its role is limited to attacking, so keep it at the rear and avoid letting the enemy get too close.

Scorpion Rocket Launchers

Capable of striking enemy targets from a very long range, this weapon uses napalm missiles that are Desolators to GDI defences and infantry. But don’t forget that this Scorpion Rocket takes a very long time to reload, so protect it with other units.

M2-F Bradley Light Tank

This highly manoeuvrable tracked vehicle can destroy enemy troops and their weaponry. Its laden weight, armament and maintenance requirements have been kept to a minimum. It is the fastest tank and can reach its target in record time. It is particularly formidable when used to support an air strike.

Stealth Tank

This highly manoeuvrable, lightly armoured Light Tank is equipped with the ‘Lazare’ shield, which renders it invisible. This shield must be deactivated in order to fire. Enemy structures and vehicles cannot see this tank whilst its shield is active, but infantry and Guard Towers can spot it if it gets too close.

Flame Tank

If your strategy involves total destruction with minimal risk, this Light Tank is exactly what you need. It is highly effective against infantry units.

Hovercraft

This heavily armoured unit is used to deploy troops and vehicles during amphibious assaults. You will not be able to build it in missions.

Chinook Transport

The Chinook Transport helicopter can transport all infantry units and deploy or evacuate them rapidly. It is the airborne equivalent of the VBT, but it is unarmed.

Apache

This helicopter is fast, manoeuvrable and carries a large amount of ammunition. It is primarily intended for attacking enemy structures and infantry. A group of several Apaches can also attack armoured units. They are also useful for weakening a base before dropping a Nuclear Missile Strike on it, or for stopping a pack of enemy Engineers in their tracks as they attempt to invade your base.

Antonov AN-22 cargo plane

This fairly fast Cargo Plane can transport newly deployed units to the destination airstrip, which can only accommodate one Dropship at a time.

Buildings

Construction Yard

The Construction Yard is one of the essential elements of a base, as it enables you to build other buildings and structures. It is vital to protect it, as without it you will not be able to build anything. The Construction Yard is relatively sturdy, but like many structures, it is vulnerable to Engineers. Build protective walls around your Construction Yard.

Power Plant

A Power Plant supplies energy to neighbouring structures. The construction of new buildings sometimes requires a new Power Plant. The amount of energy supplied depends directly on the overall condition of the Power Plant. You must therefore protect it from attacks, otherwise your defence system may shut down. A power plant produces 100 units of energy.

Advanced Power Plant

This high-efficiency structure makes it possible to meet the energy requirements of certain highly sophisticated but more energy-intensive facilities. The advanced power plant costs more than a standard one, but it produces twice as much energy (200 units).

Tiberium Refinery

This structure processes Tiberium to extract its essential components. A Harvester is built immediately once the Tiberium Refinery becomes operational. A Tiberium Refinery can employ as many Harvesters as you wish and can store the equivalent of 1,000 credits’ worth of processed Tiberium.

Silo

This structure can store the equivalent of 1,500 credits’ worth of processed Tiberium. Silos take over from Tiberium Refineries once the latter have reached their maximum storage capacity. Silos must be well protected. If a silo is destroyed, the value it contained will be deducted from your account.

Hand of Nod

This building allows you to recruit infantry units for the Brotherhood of Nod. By building more of these barracks, you can reduce the time it takes to train Soldiers.

Airstrip

The Brotherhood of Nod must purchase all its units. This runway allows Cargo Planes to land safely and deliver vital supplies to us. Please note: An Airstrip does not produce units; they must be transported by air. By increasing the number of airstrips, you can obtain more units at once.

Communications Center

This centre allows you to use the radar screen, provided you have enough power to run it. The radar enables you to see the entire combat zone and issue orders to units at a distance.

Helipad

Building a Helipad enables you to use Apache-type Attack Helicopters. This is where they are rearmed after each attack. Without a Helipad, an Apache cannot be rearmed. An Apache can use any Helipad under your control.

Repair Facility

This Repair Facility allows you to repair damaged vehicles. Simply take the vehicles to the repair bay. The total cost of the repairs will be deducted from your account. If you run out of credits, repairs will be suspended. If these facilities are damaged during combat, repairs will take much longer.

Turret

For very wide-ranging coverage and close-range protection against heavy assault vehicles. This is the key element in the defence of Nod bases. Place several of them around your base’s access points. In terms of firepower, a Turret is equivalent to a Medium Tank (minus the mobility).

Obelisk of Light

This Desolator beam cannon can destroy enemy armaments and units from a distance. It is the most powerful weapon in the game. As it consumes 150 units of energy, you must have a sufficient energy reserve to be able to use it safely. It reloads relatively slowly.

SAM Site missiles

This unit can fire SAM upgrades at GDI air units. When buried, it is virtually indestructible, but it will be easily damaged if attacked whilst exposed. Place 3 SSM launchers in a triangle around your base for best results.

Temple of Nod

This facility houses the computer’s central memory, which manages all the Brotherhood’s communications. This Command Hub is equipped with highly resistant armour and Nuclear Missile Silos.

Superweapons

Nuclear Missile Strike

Designed at the heart of the Temple of Nod, this weapon can destroy several enemy buildings and wipe out an army in a matter of seconds.