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All Information regarding Twisted Dawn's Nod Vehicles.
Posted by Aro on Dec 4th, 2013
This is a complete list of the Twisted Dawn Nod Vehicles assigned to your command during Twisted Insurrection. Each unit has it's own introductory during the campaign progression so you can figure out what unit is best for what roles. Please note that changes will more than likely occur over time and some unit/cameos are still using placeholder images as we are still in our beta stages.
These all-terrain vehicles are armed with an M60 machine-gun in a turret. Faster than GDI's Hum-vee, the Buggy has sacrificed some armor for this advantage. Used in hit and run tactics on infantry and other lightly armored targets, the Buggy shines. Against armor, it dies.
Mounting twin rocket launchers, the cycles have great flexibility, serving multiple roles in Nod's forces. Learn to use these units in packs, hunting down lone units or harvesters. When in guard mode, they will shoot at enemy aircraft, making them ideal at destroying incoming aerial assaults. Their speed makes them an ideal scouting unit as well.
This highly-mobile tread vehicle, delivers maximum weaponry and personnel destruction with minimum weight, maintenance and weaponry. Faster than any other tank on the battlefield, these units can reach a target quickly. Used in conjunction with aerial assaults, these units are very effective.
The Ratel-20 Armored Personnel Carrier (APC) transports and protects up to five troops heading to and from battle locations. Its heavy armor, fast speed, and long sight range make it an ideal scouting unit. It is also useful for crushing infantry.
Especially useful against infantry and structures, the Pyradon Flame Tank can mow through swarms of infantry with little or no damage to itself. To top off its destructive capabilities, the flame tank is fast, able to avoid some of the slower firing weapons and get close to its target quickly.
This massive cannon has great range and ballistic power. This unit is very slow. Any attacks using this unit have to be orchestrated carefully-just getting the unit to its target can be difficult. However, once it gets within range, little stands in the way of its firepower. By nature, artillery is somewhat innacurate.
This lightly-armored tank is equipped with the Lazarus shield, cloaking it from enemy sight. This shield is neutralized during firing, giving the tanks the ability to "appear out of thin air". Although vehicles and most structures are not able to see the tank while cloaked, infantry and Guard Towers will reveal the tank if it gets too close to them.
The SSM is Nod's longest-ranged unit, able to fire on the enemy from a great distance. Its napalm rounds are useful at cracking through tough base defenses without any worry of retaliation. Infantry in a large group will also suffer from its high area of effect. The reload rate on this unit is extremely long, requiring other units to protect it during its lag-time.
This armor-plated vehicle seeks out and scoops up raw Tiberium, then transports it to refineries for processing. It is slow and unwieldy and will need to be protected. Its good points are that it can take a beating before being destroyed and it is proficient at crushing enemy infantry.
The mobile construction vehicle lets you search for suitable base sites. Once one is found, convert the MCV into a full-service Construction Yard 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.
Nod's Apache Helicopter is fast, mobile, and carries a large quantity of ammunition. Used primarily against infantry and structures, the Apache can take down armored units when en-masse. Use them to soften up bases before a nuclear weapon is dropped, or gun through a horde of engineers coming towards your base.
Provides field transportation for all infantry, rapidly deploying new troops into, or out of battle. This unit is basically an aerial version of the A.P.C. without the weapon.