GDI Nod Allies Soviet
GDI

*Hover over the icons on the right to view their descriptions.

Construction Yard
The Construction Yard is the foundation of a base and allows the construction of other buildings. You must protect this structure! Without it, you cannot build any new structures. The Construction Yard is fairly strong, but as with almost all structures, it is vulnerable to Engineers. Try surrounding your Construction Yard with walls to keep out unwanted guests.

Sandbags Wall
Used to deter the enemy from advancing. Sandbags provide limited cover and may slow units down. While only explosive weapons such as grenades, missiles, and shells can damage Sandbags, heavy vehicles can simply run over them.
Concrete Wall
Concrete walls are an effective barrier. They are much harder to destroy than other walls and will take the enemy much longer to blast through. Only explosive weapons such as grenades, missiles, and shells can damage Concrete Barriers.
Gate
This structure prevents enemy units and Tiberium growth from entering a base. The gate automatically opens to allow friendly units to pass but will not open for enemy units.
Power Plant
The standard Power Plant. Power output is directly related to the Power Plant's condition, so protect them during battles. If they get damaged, you must repair them quickly or else some of your base defenses may cease to function. Your production speed can also be severely lowered if you have too little power.

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Advanced Power Plant
This structure provides twice as much power as the standard power plant. If they get damaged, you must repair them quickly or else some of your base defenses may cease to function. Your production speed can also be severely lowered if you have too little power. The Allies and Soviets use older technology than GDI and Nod, because of which their advanced power plants occupy more space.
Barracks
This structure is a field training center for all available infantry units. You need a Barracks to be able to train infantry.
Refinery
This processes tiberium and ore into its component elements. Building the refinery immediately deploys a Harvester and each Refinery can handle an infinite number of Harvesters. Each refinery can store a limited amount of processed resources and once they're at maximum capacity you'll require more refineries or silos to be able to gain more credits. When destroyed or captured, all credits the refinery was storing will be forever lost, so defend it well.

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Guard Tower
Armed with a high-velocity machine gun, this structure provides manned defense against enemy ground attack. The Guard Tower is useful against infantry and other light units, and since it doesn't require any power, it will remain functional when your base loses power. It can also detect adjacent enemy Stealth units.

Role: base defense
Strong vs: infantry
Weak vs: tanks
Helipad
Building the Helipad allows the use of the ORCA/Longbow/Apache attack aircraft and it's also the rearming station for these aircraft. All aircraft can be rearmed on any Helipad you own.

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Silo
The silo stores a limited amount of credits of processed resources. You'll have to build more of these when all refineries and silos you own are at maximum capacity, or you'll stop gaining any more credits when a harvester unloads at the refinery. If destroyed or captured, the amount of credits stored in them is deducted from your account.
Weapons Factory / Airfield / War Factory
This structure is responsible for the building of all vehicles. It is well armored, but is also a favorite target for the enemy. If your War Factory is captured by an enemy Engineer, not only do you lose the ability to build vehicles, but the enemy is able to build your vehicles in addition to his own. Building multiple War Factories decreases the amount of time required to create a vehicle.
Communications Center / Radar Dome
Allows the use of the radar screen to glance over the entire battlefield as long as there is sufficient power. Building a Communications Center also gives a commander access to second-tier units and structures.

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Naval Yard / Submarine Pen
The Naval Yard is available on maps with a lot of water and is responsible for producing and repairing naval units. Ships are automatically repaired when they're moved to one of the cells adjacent to the top edge of the naval yard. Building multiple Naval Yards decreases the amount of time required to create a ship. In addition, the ship building speed is linked together with the vehicle building speed, meaning that building additional Naval Yards also makes vehicles faster to build from your War Factory and vice-versa.

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Repair Facility / Service Depot
The repair facility/service depot allows you to repair or sell any damaged vehicles or aircraft that are positioned on it. All repairs are deducted from your credits and repairs will immediately halt if you run out of credits while repairs are in progress.

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Advanced Guard Tower
Provides strong fortification against vehicles and air units. The Advanced Guard Tower fires missiles at considerable range, but it requires power. While the AGT does damage infantry, it's not great at it and thus it's wise to back up the AGT with another defense like the Guard Tower.

Role: base defense
Strong vs: vehicles, aircraft
Weak vs: infantry (when massed)
Technology Center / Research Facility
Required to access third-tier units and buildings.

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A-10 Runway
The A-10 runway allows construction of A10s. Aircraft must return to the runway to reload their weapons.

Build Limit: 3

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Ion Cannon Up-Link
Attaches directly to the Communications Center and upgrades it to an Advanced Communication Center, giving access to the Ion Cannon.

 

 

 

Minigunner / Rifle Infantry
Minigunners/Rifle Infantry are the basic unit of all factions. They are very cheap to produce, but have very little longevity. In masses they can take down any target, but fall quickly to anti-infantry fire. Just remember that large tanks can easily crush your infantry and any flame-based or explosive weapons can quickly reduce entire squads to ash.

Role: all-purpose
Strong vs: infantry, light vehicles, buildings (when massed)
Weak vs: tanks, aircraft
Grenadier
Though more damaging and faster than Minigunners, grenadiers have less health and explode when killed; this harms all units nearby, including friendlies. They are most effective when used in small groups or combined with other infantry.

Role: anti-infantry, anti-structure
Strong vs: infantry, buildings
Weak vs: light vehicles
Bazooka / Rocket Soldier
Rocket soldiers are slower than other infantry, but are the only ones capable of effectively fighting vehicles and aircraft. They also have extra range, making them decent at fighting most basic defenses as well. Most effective as a support unit in diverse groups.

Role: anti-tank, anti-air
Strong vs: vehicles, aircraft, buildings
Weak vs: infantry
Engineer
Engineers do not have any combat capability, but are still invaluable units. When ordered to enter an enemy structure, they can instantly take control of it (or first inflict severe damage before taking control of it, depending on the "multi engineer" multiplayer option). They also fill a defensive role, as they can instantly repair any friendly structure to full strength. The unit is lost when performing either action.

Role: building acquisition, repairing buildings and low bridges
Strong vs: buildings
Weak vs: everything

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Jump Jet Infantry
The airborne divisions of GDI's infantry, Jump Jet soldiers are able to perform surgical hits on targets normally inaccessible to standard infantry. Armed with a Vulcan cannon, these flying soldiers can quickly respond to poorly defended targets. They are far more maneuverable than other infantry, but generally fall in direct combat.

Role: scout, support
Strong vs: infantry, aircraft
Weak vs: anti-air weapons

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Commando
Commandos can be ordered to place C4 on an enemy structure, which will instantly destroy it when the C4 is detonated moments later. Against infantry they use a sniper, which is the longest ranged weapon of any infantry and it can kill any soldier with one shot. While their sniper rifle is only effective against infantry and thus leaves them vulnerable against vehicles, when promoted to the elite status commandos do acquire a grenade launcher that does a decent job at fending vehicles off.

Role: anti-infantry, anti-structure
Strong vs: infantry, buildings
Weak vs: vehicles
Build Limit: 1

 

 

 

Hum-vee
Hum-vees are basic vehicles armed with a light machine gun. They are the fastest GDI vehicle, and are generally used for early scouting. They become invaluable when used to protect other vehicles from infantry and can soften up the enemy base before a direct confrontation occurs.

Role: scout, anti-infantry
Strong vs: infantry, light vehicles
Weak vs: tanks, base defenses
Medium Tank
The tank "standard". From its single barrel, the GDI Medium Tank fires armor-piercing shells. It is more powerful than light tank varieties and matches the Nod light tank in speed. This is one of the best all-around vehicles in the game, excelling at nothing, yet effective against both vehicles and structures, but can be countered by groups of rocket infantry or aerial units.

Role: anti-vehicle
Strong vs: vehicles, buildings
Weak vs: rocket infantry
Harvester
This armor-plated vehicle seeks out and scoops up raw tiberium/ore, then transports it to refineries for processing to credits. It is slow, has no weapons, and needs to be protected. Its good points are that it can take a beating before being destroyed, it is capable of self-healing, and it can crush enemy infantry.

Role: gathering resources

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Armored Personnel Carrier
The standard Armored Personnel Carrier (APC) transports and protects up to five infantry units heading to and from battle locations. Its heavy armor, fast speed, and machine gun make it an ideal scouting unit.

Role: transportation, scouting
Strong vs: infantry, light vehicles
Weak vs: tanks, base defenses
Passengers: 5

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Rocket Launcher
Mobile devastation. GDI's longest-range attacker fires 227mm rockets and is effective against just about everything, including aerial threats. With no short-range fighting ability due to its low hitpoints, this unit needs close-quarter backup. Keep it in the background and don't let enemies close in to it.

Role: support, artillery, anti-air
Strong vs: infantry, vehicles, buildings, aircraft
Mobile Sensor Array
When deployed, the MSA detects units and structures in unexplored areas (which are then revealed on your minimap), and reveals cloaked and subterranean units on your tactical view. The range of the MSA is shown by a large green circle when selected.

Role: support, non-combat
Mobile Construction Vehicle
The Mobile Construction Vehicle lets you search for suitable base sites. Once one is found, convert the MCV into a full-service Construction Yard by deploying it and use it to build other structures. Since this vehicle is slow, unarmed, and expensive, you will want to keep it well guarded with other units.

Role: support, non-combat

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Mammoth Tank
Armed with dual cannons and Mammoth Tusk Missiles, this giant is a slow, but versatile and very powerful attack unit, second only to the Soviet counterpart. It deals high damage to land and air targets and has very heavy armor. When this unit takes a lot of damage, it will slowly regenerate its health back up to 50%. Because of their speed, Mammoth tanks are completely unable to retreat or pursue enemy units, so they are very vulnerable when on the move, especially to artillery.

Role: all-purpose, anti-air
Strong vs: everything
X-O Power Suit
This is the most powerful individual unit in GDI's arsenal. It uses a powerful, experimental rail gun to obliterate vehicles and buildings, then switches to a Gatling cannon to mop up infantry. However, it's not indestructible. Artillery and aircraft are able to easily destroy it, and massed enemy units will eventually wear it down. The XO is best used in combination with other GDI units, but be careful not to damage your own units with it; the powerful railgun deals damage to not only its primary target, but also to all objects between the XO and its primary target. This effect makes the XO especially useful for destroying multiple structures at once, and on large enemy unit groups it is also possible to damage multiple targets with each shot.

Role: all-purpose
Strong vs: all land targets
Build Limit: 1

 

 

 

Gunboat
Gunboats are similar to the Medium Tank in that they excel at nothing but are capable of just about anything. Their primary usage is to provide support for GDI's Aircraft Carriers and Missile Cruisers against enemy naval units, but they can still be used to bombard enemy objects near the shoreline.

Role: all-purpose, anti-air
Strong vs: everything

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Missile Cruiser
The GDI Missile Cruiser fires missiles from the bow and aft; the bow missiles are fired directly towards the target, while the aft missiles fly towards their target in a high-arc. While the bow missiles hit reliably, the aft missiles are easily dodged by moving enemy ships. Together with the Missile Cruiser's low armor, this means that it should always be protected by Gunboats. When properly used, they excel at base siege and are capable of striking other ships from long distances, providing great support for Gunboats in naval battles.

Role: support, artillery
Strong vs: ships, buildings

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Aircraft Carrier
Large and slow, but a feared sight by commanders. Aircraft carriers launch small drones from afar that fire napalm on enemy targets. Once deployed, up to five inexpensive Carrier Drones can be constructed to assist with attacks; these can be manually controlled. Each deployed Carrier can dock one air unit (including GDI A-10s) for ammo reload, and the deployed Carrier also functions as a Mobile Sensor Array, detecting nearby submarines. Aircraft Carriers are very vulnerable to other ships/submarines and require Gunboat support.

Role: support, artillery
Strong vs: buildings
Weak vs: ships

 

 

 

ORCA
This vertical takeoff and landing (VTOL) craft carries six TOW rockets. ORCAs excel in hit-and-run attacks. They can fly in, fire their payload, and get out before the enemy knows what hit them. They re-arm very quickly at helipads, and can attack again in a matter of seconds. They are best used for surprise attacks against undefended buildings and for harassing enemy vehicles, like harvesters.

Role: anti-vehicle
Strong vs: vehicles, ships
Weak vs: anti-air units and defenses, infantry
Chinook
Chinooks give extreme mobility to both infantry and vehicles. They are capable of carrying 1-5 infantry or a single vehicle of any kind quickly across vast distances. They are very vulnerable to AA defenses, so be careful to maneuver around them. Use them to transport MCVs to other islands on naval maps.

Role: transport
Weak vs: anti-air units

 

 

 

A-10 Warthog
A-10 Warthogs are fast and deal incredible damage to groups of units and unguarded buildings. Their speed allows them to outrun many AA weapons, but they still fall quickly when facing a line of anti-air defenses. A group of three A10s can destroy a Construction Yard in a single run, but only if it is undefended.

Role: all-purpose
Strong vs: land units; excels vs buildings or groups of units
Weak vs: massed anti-air units
Build Limit: 3

 

 

 

Carrier Drone
Up to 5 manually controllable drones can be produced from aircraft carrier, which unlike the automatic drones can attack targets at any distance. Although they do close to no damage against infantry, vehicles and most base defenses, they barely cost anything and are useful for harrassing or even destroying undefended structures or capital ships.

Role: anti-structure
Strong vs: structures, ships
Weak vs: anti-air units, infantry, vehicles
Build Limit: 5

 

 

 

Ion Cannon
A satellite ionizes the particles in the air and then releases a powerful burst onto its target. Although it has a small blast radius, the Ion Cannon hits instantly, allowing it to also take out moving targets.

Role: super weapon
Strong vs: everything

 
 

 

 

 

 

 

 

Credits:
Bittah Commander: webpage design, coding, fact-checking, editing and adding to Rhob's descriptions.
Rampastring: fact-checking, editing and adding to Rhob's descriptions.
Rhob: wrote the original draft for the descriptions.