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Re: Is there a “best“ army or Nod and or GDI?

There is no „best“ deck in this game. Every deck has it‘s weaknesses. All you can get is a  „strong“ deck. 

For Nod a really often used deck is: Jade, militants, lasersquad, chem warrior, attackbikes, laserdrones, phantom.

This is a deck that is very common right now in the highest league. But since you are new I guess you are in the lower leagues for now. So for the beginning just play what you want and try stuff out. Repeat strategies that work and discard strategies that don‘t work. Try to make a deck that has answers against all unit types: infantry, vehicle and air. 

If you need an alliance you can join ours, there you can ask any question you want. Name: ChronoCommandos.

And btw, there is no single player C&C for iPad. You can get the ultimate C&C collection in the Origin store for like 15€, which includes all the other previous C&C games (PC only). And right now the original C&C is being remastered, so stay tuned for that.

10 Replies

  • the best deck is "Poor Network & disconnected" deck, if this "Poor Network & disconnected" deck come out on screen, you will be dead instantly...:P

  • EinarThePillager's avatar
    EinarThePillager
    Seasoned Ace
    7 years ago

    The best deck that one could use is a deck with a combination of cheap and expensive units, cheap units to deal with rushing, expensive ones to deal with tech. I would suggest including grenadiers/mutant marauders into your deck, they can deal with 70% of tech units if used properly. Just beware of confessors, flame tanks, disruptor, mammoths and avatars. Those units are too much for a pair of those squads.

  • Marine_CorporaI's avatar
    Marine_CorporaI
    7 years ago

    I use this deck below with only one harvester. If I get to the late game, I scrap my harvester since my deck is so cheap and the Tiberium flows faster which leaves room for an extra unit on the field. 

    Slot 1.  Militants.  You can scout with them, kill early missile and laser trooper harvester rushes and engage them later, kill scarabs, rush machine gunners, Use 2 on 1 vs zone troopers and cyborgs, 

    Slot 2. Laser Troopers. You can rush harvesters, protect your own harvesters and engage against bikes, pitbulls, tanks, orcas, banshees, drones, wheels, dogs, MLRS, MSV, Slingshots, and Sandstorms,. Sometimes you can get titans too in conjunction with other things. 

    Slot 3. Bikes. You can rush harvesters and use them against wheels, dogs, drones, orcas if done right, Pitbulls, hammerheads, talons, banshees, rhinos, venoms, all vehicles and air. 

    Slot 4. Scorpion Tank. Good for harvesters, anything in the war factories, widowmakers, and wolverines. Also good against the flame tank and  Disruptor. 

    Slot 5. Venom. Decimates all infantry. Can also be used against zones and cyborgs in conjunction with either militants or flame troopers. 

    Slot 6. Banshee. Good against all war factory units and good against all air including tech lab air like basilisks and kodiaks.  It isn’t good against a hammerhead or Phantom but those are easily taken out by 30 tib bikes and 20 tib lasers. Good against tech lab units like mammoth tanks, artillery, avatars, rock worms, and centurions. 

    Commander. Seth. Flame troopers attack bases, infantry when needed quickly, used to steal pads at the last second, good against cyborgs and zone troopers

    The only weakness to my deck that I have encountered are confessors. Usually what I do is send a tank to the pad they occupy and spam infantry and banshees at them. When people spam them I sometimes run into trouble. 

  • EinarThePillager's avatar
    EinarThePillager
    Seasoned Ace
    7 years ago

    @Marine_CorporaI wrote:

    The only weakness to my deck that I have encountered are confessors. Usually what I do is send a tank to the pad they occupy and spam infantry and banshees at them. When people spam them I sometimes run into trouble. 


    Um banshees? Ain't that venom's... normally you need two venom's with a tank to distract the confessor. You could also ditch the militant and replace it with flame troopers, start the match with a laser squad scout and proceed with vehicle and air units.

  • Marine_CorporaI's avatar
    Marine_CorporaI
    7 years ago

    @EinarThePillager wrote:

    @Marine_CorporaI wrote:

    The only weakness to my deck that I have encountered are confessors. Usually what I do is send a tank to the pad they occupy and spam infantry and banshees at them. When people spam them I sometimes run into trouble. 


    Um banshees? Ain't that venom's... normally you need two venom's with a tank to distract the confessor. You could also ditch the militant and replace it with flame troopers, start the match with a laser squad scout and proceed with vehicle and air units.


    Yeah. Lol. Venoms. 

  • Marine_CorporaI's avatar
    Marine_CorporaI
    7 years ago

    @EinarThePillager wrote:

    @Marine_CorporaI wrote:

    The only weakness to my deck that I have encountered are confessors. Usually what I do is send a tank to the pad they occupy and spam infantry and banshees at them. When people spam them I sometimes run into trouble. 


    Um banshees? Ain't that venom's... normally you need two venom's with a tank to distract the confessor. You could also ditch the militant and replace it with flame troopers, start the match with a laser squad scout and proceed with vehicle and air units.


    Militants are cheap and faster and I can occupy the pads quickly with them. . I need them for scarabs immediately when the game starts and for  other infantry. I already have flames with Seth and use those for zones and cyborgs in conjunction with militants and venoms if they are already out on the map at the same time. 

  • EinarThePillager's avatar
    EinarThePillager
    Seasoned Ace
    7 years ago

    @Marine_CorporaI wrote:

    Militants are cheap and faster and I can occupy the pads quickly with them. . I need them for scarabs immediately when the game starts and for  other infantry. I already have flames with Seth and use those for zones and cyborgs in conjunction with militants and venoms if they are already out on the map at the same time. 


    Well, if your having trouble with scarabs, I have all sorts of strategies against them. I could use a laser squad and flame trooper combo and sacrifice the laser squad while the flame trooper attacks unopposed. A venom going diagonally will also work. Its worth a try switching the militants for flame trooper. I have a very similar deck except the militants are replaced with flame troopers, the scorpion for the tick tank and the attack bike for the buggy. I don't use it as often compared to my other aggro decks.

    The best deck I've used was laser squad, flame trooper, mutant marauder, cyber-wheel, buggy and tick tank. A few seasons after I used that deck, I switched the cyber-wheel and buggy for stealth tank and chem buggy. I switched it since I lack firepower.

  • Marine_CorporaI's avatar
    Marine_CorporaI
    7 years ago

    @EinarThePillager wrote:

    @Marine_CorporaI wrote:

    Militants are cheap and faster and I can occupy the pads quickly with them. . I need them for scarabs immediately when the game starts and for  other infantry. I already have flames with Seth and use those for zones and cyborgs in conjunction with militants and venoms if they are already out on the map at the same time. 


    Well, if your having trouble with scarabs, I have all sorts of strategies against them. I could use a laser squad and flame trooper combo and sacrifice the laser squad while the flame trooper attacks unopposed. A venom going diagonally will also work. Its worth a try switching the militants for flame trooper. I have a very similar deck except the militants are replaced with flame troopers, the scorpion for the tick tank and the attack bike for the buggy. I don't use it as often compared to my other aggro decks.

    The best deck I've used was laser squad, flame trooper, mutant marauder, cyber-wheel, buggy and tick tank. A few seasons after I used that deck, I switched the cyber-wheel and buggy for stealth tank and chem buggy. I switched it since I lack firepower.


    No trouble with Scarabs. Militants kill them easily and cheaply for 10 Tiberium. Flames are too expensive at 40 Tiberium. I can spam out Militants with no harvester if need be. They do the same as flames against infantry just slightly slower. 

    Don’t like the Tick Tank. It isn’t a good micro unit in my opinion . They have no armor when moving unless burrowed so they are essentially park and forget units. I like to move things around. I can chase wolverines and widowmakers that run away from the Scorpion tank. 

  • EinarThePillager's avatar
    EinarThePillager
    Seasoned Ace
    7 years ago

    @Marine_CorporaI wrote:

    Don’t like the Tick Tank. It isn’t a good micro unit in my opinion . They have no armor when moving unless burrowed so they are essentially park and forget units. I like to move things around. I can chase wolverines and widowmakers that run away from the Scorpion tank. 


    Have you tried using the tick tank to harass harvesters? Most players can't handle it especially if there's a flame trooper nearby. I understand the scorpion's mobility, but the tick tank is meant for holding pads and preventing them from falling into the wrong hands. A tick tank with a flame trooper can survive against a zone trooper compared to that of a scorpion.

    And I don't get it why they added 2 MBT for Nod and only one for GDI. That MBT for GDI is quite slow, to the point that you've rather have escorts to help it.

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