A booby trap will cause the building to explode not a bad deal considering the enemy just captured it. In the event the enemy drives you back, past a key structure like an EMP, the enemy may attempt to capture it rather than destroy it. The fourth and final ability makes Saboteurs quite annoying on maps with a lot of neutral structures. Thirdly, they can reclaim fallen walker units and turn them against their former owners (or allow you to use them again if they were yours to begin with). Secondly, they can capture enemy structures if they can get close.
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Firstly, they can repair any non-garrisonable building they enter to full health immediately. The Nod response to GDI Engineers, Saboteurs perform four (not three) major functions. Regardless, any form of infantry will work. In large numbers, they can take down APCs as well as aircraft, so Venoms and APCs are not always the best choice, depending on the circumstance. Still, they take reduced damage from cannon fire, making them useful against most forms of vehicles.Īny anti-infantry weapon will work snipers, in particular, will have an easy time eliminating rocket troopers due to their small squad size. Nod lacks a powerful Zone trooper-like anti-tank infantry, so these guys will likely be the core of your anti-armour operations until you manage to get Avatars or another high-tier unit. It also provides them a small range bonus, like with any units in a garrison. Rocket militants can also be garrisoned inside structures to protect themselves from being squished. Tanks will have a difficult time shooting them, and if garrisoned, will find themselves be unable to be squished as well.
The Tiberium Infusion and Confessor upgrades carry onto these rocket troopers as well, so these upgrades will benefit them greatly, especially the Confessor which improves their anti-infantry capabilities.Įven without a Confessor, these units should not be taken lightly, especially if you are reliant on tanks. If garrisoned, then simply use one of the many units capable of clearing enemy garrisons to eliminate them single-handedly. Any anti-infantry vehicle will work, as will most infantry units once the Confessor has been eliminated. Predators can make roadkill out of infantry quite easily due to their near-immunity to small-arms fire and good speed.
While they cannot create foxholes, they can still garrison inside structures like most infantry.Īs with most infantry, they can easily be squished by tanks. The Confessor wields a slightly more powerful weapon than normal, but also throws powerful hallucinogenic grenades which incite friendly fire among infantry squads. Although initially weak, they can be upgraded twice first with a Tiberium Infusion which toughens them up considerably and renders them immune to Tiberium exposure, then with a Confessor unit as a leader. Their weapons and armour are not as good as GDI Riflemen, but they're capable of holding their own under most cases. The Militant squad is the rifle squad of the Brotherhood.