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Command and Conquer 3 Tiberium Wars: Nod Strategy Guide

General strategies and tips to command Nod army offensively and defensively. Strategies and tips to use your unit effectively. Strategies and tips to deal with GDI, another Nod and the Scrin.

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In this article I will try to explain strategies and tips about how to play with the Nod. At the first section I will explain to you how to construct and expand your base and how to use Nod's army effectively. At the later section I will explain some tips about rushing, and turtling strategies, how to deal with the GDI, another Nod and the Scrin.

Nod General Strategies

For any player, the most important part of any game is the initial build que. Building a crane, one or two Refineries, Hand of Nod, and a few Power Plants is necessary for anybody. Once you have those basic buildings up, you should start expanding, claiming another tiberium field. Be careful when you do this however, always protect your surveyor well.

You should take advantages of Nod's stealth capabilities during the game, and that means cloaking units, using hit and run tactics and going around to the back of the enemy base instead of pummeling through the front door like GDI. Strike your enemy's construction and economy, it will hurt them most.

Raider Buggies are units with the most potential during the game, upgrade them with EMP packs they will play important role in almost all attacks. Raider Buggies can knock out key points in defenses, or disable an attack so it can be destroyed by your own defenses. The EMP blast is large enough to take out a number of enemies, or buildings such as power plants.

Avatars are expensive, so you should know how to use them. You should decide the best upgrades for your Avatars. For example, on a non urban map, you don't really need a flamethrower, since they most likely won't run into any infantry. Invisibility is almost always a good option. It is a good idea to keep a few of them around each War Factory, they can be an incredibly strong and versatile base defense that auto-repairs thanks to the factories repair drones.

Capturing a building is better than destroying it. Saboteurs are suitable for this task, they can also trap a structure, so they can turn the tight passageways into deathtraps. Use your saboteurs on the wreck to capture GDI's juggernaut.

Vertigo bombers are tough, use them together with an EMP to knock out anti-air sites. A large group of Venom's work just as well, as they serve as fodder while the Vertigo dismantles the enemy base. Also, use their stealth abilities to your advantage.

Veteran your units, if you can. Two fully veteran Attack Bikes can take down a PAC.

Nod Rushing Strategies

Because Nod units quickly get outclassed in the late game, rushing is one of the strongest strategic options available for the Nod. Nearly all Nod units have rushing capability, even though some are more effective than others, shadow teams for example.

The first option for Nod's rush is Scorpion rush. You start out by building a power plant and then proceeding to buy a refinery. After you have done this, build 4 war factories and then create anywhere from 6-10 Tanks. While your tanks are building, you can choose to go for the laser upgrade, but you are wasting precious time. The general rule is by the first 5 Minutes, you should already have between 10-15 Scorpion Tanks completed. After you've done this, rush your opponent from the side not the front. Rush him where you feel he will have weak defenses. Go for the MCV's and War Factories.

You should never forget the Raider buggy. Send them in along with Scorpions to take out enemy units in case you run into someone with a horde of anti-tank infantry, since this is the most common effective counter to the tank rush. Since the Raider's won't have their EMP abilities this early, just keep them in the back and use them to fight off any infantry that is around.

You can also try Venom Rush. Venom takes slightly longer time to develop than the scorpion tank rush, but it pays off if you have enough money. You should start by building a power plant, followed by a refinery, hand of Nod, another refinery and a war factory. Then Build another power plant, and then follow up with the Op center and a air station then create a lot of venoms. If you want to and have the cash, build another air station. While all this is going, build a tech center. You might need an extra harvestor, depending on the map. Once your tech center is done, and you have around 15-20 venoms, upgrade them with lasers. Send your venoms to destroy harvestors, and come at the enemy from the sides. With Lasers they can make short work of enemy pitbulls and gun walkers.

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Comments (14)
#1 by Matt, May 31, 2007
Thanks heaps man. works really good!
#2 by Steve, May 31, 2007
Your the one
#3 by John, May 31, 2007
How long did it take you to figure out these strategies?
#4 by Neil0655, May 31, 2007
Thanks
#5 by Nick, Jun 3, 2007
wow thanks a billion bud!!!
#6 by Zach, Jun 7, 2007
dude thanks a lot, i always get stuck with nod and get run over. this helps a lot. thanks
#7 by john, Dec 10, 2007
hi dude i saw my friend in 5 minutes he had 80 scorpion and double or triple income than me.. i seen his base have alots warfactory. i did same as his way but always run out off money... and at the end (result) i saw he always sold 2 building.. i have no idea what kind of building.. give me advice please
#8 by Medrake, Jan 24, 2008
There\'s a major problem with the \"first option\" Building a power plant and one refinery is hardly enough to allow the construction of four warfactories and 6-10 tanks. You\'ll just hit the 0 and be dead. It\'s better to go Refinery > powerplant > warfactory > refinery > powerplant > refinery > refinery > warfactory.
Also you can\'t get the laser upgrade unless you go all the way to the tech tree, by that time it\'s not considered a rush.
Also you can\'t rush with raider buggies with the hope of using the emp, the emp is only unlocked if you reach the top of the tech tree.
The final venom rush would be good except for the fact that it\'s useful for minor harassments, to get the laser upgrade you the tech center (mentioned in the strat) but that\'s reaching the top of the tech center. By then if your opponent is good, they\'ll have scouted, seen your venoms and put up anti air turrets (which tear up any venoms)
#9 by Medrake, Jan 24, 2008
In the shadow team rush, it's better to build 2 shadow teams from your hand of nod, call in 2 vets, and sell your secret shrine for a total of 5 shadow teams. 5 teams can take out your enemies refineries which will greatly damage his/her economy.
#10 by Brett, Feb 6, 2008
What if the other player has got a strong turret line along hes base for the rush,use scorpians as a meat sheild to block the anti-inf turrets fire,then when they busy send youre fanatics round the back?
#11 by SunnySunnyX, Apr 6, 2008
I got a good strategy for beginners at NOD .. it can be used for maps wid 1 or more Tiberium Spikes .
If its a map like Brastow Badlands..
Go power plant ( SELLL .. garrison riflemen near spike ) . another plant > barracks > refinery > war fact > refinery plant > pump 3-5 harvesters . and enjoy .
Or something like tournament arena or tower or dustbowl ..
Follow the same build as above.. but make 8 harvesters wid 2 warfactories and before pumping the 8 harvesters make 5 - 8 scorpion tanks for defense.
#12 by djdex, Jun 4, 2008
heres a lil tip for ya guys, and an answer for you john.
Quote:

\"hi dude i saw my friend in 5 minutes he had 80 scorpion and double or triple income than me.. i seen his base have alots warfactory. i did same as his way but always run out off money... and at the end (result) i saw he always sold 2 building.. i have no idea what kind of building.. give me advice please\"

the buildings he would sell is refineries ;) if u build a crane first, then powerplant and refinery, sell refinery while having one qued up, u get free riflemen and an extra harvester ;) usually i will have built 6-7 refineries but have only 3 left :P its a way of getting harvesters and riflemen, without wasting your building time pumping harvesters, that way u can pump your tanks/bikes
#13 by Destroyer, Nov 11, 2008
thx but i think u forgot to mention about the greatness of stealth tanks taking out the harvesters/and 1 more tip dont go head to head in tank battles with gdi,ur scorpions dont stand a chance againts large numbers of pred,mammoth tanks...instead,use them as a divesion while you send in stealth tank/cloak avatars from the back to cut them off also using shadows to infitrate there base n cause some hevoc in early game can really irritat them just remember to cloak all of ur base(S)
#14 by Paladin, Dec 14, 2008
I played a guy that within min of starting the game sent a unit to come and take over my command center. How is that possible? How did he do it? How can you defend it?
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