Welcome Commanders to a quick overview for Renegade X.
As foot soldiers you will have to pick a side to fight for. Will you choose the noble Global Defense Initiative, or the ruthless terrorist organization Nod? Choose wisely commander, as each side has its own unique playstyle and armaments. GDI favors heavy weapons and crushing Nod baddies with overwhelming force in a shock and awe doctrine, as where Nod prefers hit and run tactics. Nod focuses on stealth units and flame tanks to burn out their enemies.
Building Overview:
Each map may have one of the following buildings, and each one plays its own unique role. So make sure to keep them functional. Once a building is fully destroyed, it is gone for the rest of the match.
Power Plant (PP) - Powers the Obelisk (Nod) and the Advanced Guard Tower (GDI). Losing this structure will disable the Obelisk and Advanced Guard Tower. Further more all prices of all purchasable items such as advanced characters and vehicles will be doubled!
Refinery (REF) - The back bone of your economy. A refinery will generate 2 credits per tick if alive and if your harvester returns from a tiberium field will generate an additional 800 credits and will distribute it evenly amongst the players of your faction. Losing this structure will hinder your teams ability to generate credits. The only way to generate credits afterwards is to destroy or kill the enemy or to capture a silo if one is present on the playfield.
Barracks (BAR) - Allows players to purchase advanced characters for the GDI Faction. Every time the player dies though, the advanced character will have to be repurchased. Losing this structure will mean your team can no longer buy advanced characters for the duration of the match.
Hand of Nod (HON) - Similar to GDIs Barracks, the Hand of Nod allows players to purchase advanced characters for the Nod Faction. Every time the player dies though, the advanced character will have to be repurchased. Losing this structure will mean your team can no longer buy advanced characters for the duration of the match.
Weapons Factory (WF) - Allows players to purchase vehicles for the GDI Faction. Losing this structure will mean your team can no longer purchase vehicles for the duration of the match. However a free harvester will continue to be made, as long as your teams Refinery is still alive.
Airstrip (AIR) - Allows players to purchase vehicles for the Nod Faction. Losing this structure will mean your team can no longer purchase vehicles for the duration of the match. However a free harvester will continue to be made, as long as your teams Refinery is still alive.
Advanced Guard Tower (AGT) - The main base defense for GDI. Can detect enemy stealth units, and can deal with both ground and air units with its powerful tomahawk missile and four mounted machine guns. Losing this building will render your base open for enemy attacks. The AGT can also detect enemy Nod stealth units!
Obelisk of Light (OB) - The main base defense for Nod. Is capable of dealing with both ground and air units with its powerful laser that can cut through enemy armor like a hot knife through butter. However the Obelisk has a charge up time and as such is supported by two Nod defense gun battery turrets.
Basic Unit Overview;
Engineer: The workhorse of any army. The engineer can repair any structure, unit or vehicle with their repair tool, they can also disarm enemy C4 and Beacons.
The engineer is equipped with;
A silenced pistol, 1x timed C4 (30sec Timer), 2x Remote C4 and a repair tool.
Cost: Free
Advanced Engineer ( GDI: Hotwire, Nod: Technician ): These advanced engineers can do everything a regular engineer can do, just more efficiently, and come equipped with anti-personal mines.
The advanced engineer is equipped with;
A silenced pistol, 2x timed C4 (30sec Timer), 2x Remote C4, 3x Anti-Personal mines and a advanced repair tool.
Cost: 350 credits
Stealth Black Hand (Nod): The stealth black hand (SBH) character is almost completely invisible to the enemy. The SBH will decloak if they fire any weapon, plant C4 or a beacon or is low on health. They are perfect for those you like to stalk their enemies, slip into the enemy compound un-noticed or to "borrow" a ride from the enemy team.
SBH come equipped with;
A pistol, Laser Rifle, and 1x Timed C4.
Cost: 500 credits
Stealth Tank (Nod): Similar to its infantry counterpart in everyway, the Stealth Tank or STANK, is a silent killer that can fire off two hellfire missiles and recloak before the enemy even knows where the attack is coming from. The STANK has weak armor, but packs one hell of a punch!
Cost: 900 credits
Heavy Sniper ( GDI: Havoc, Nod: Sakura ): The ultimate snipers, both equipped with a .50 cal Ramjet Rifle. These master snipers can easily dispatch any infantry unit.
The heavy sniper comes equipped with;
1 silenced automatic rifle, 1 Ramjet Rifle, 1x Timed C4 and a Smoke Grenade.
Cost: 1000 Credits
Mammoth Tank ( GDI ): The Mammoth tank or Mammy, slow as a turtle but boasts a commanding 2x 105 cannons and 6x rocket pods to devastate the Nod vermin on the battlefield. The Mammy also comes equipped with a self repair device that will repair the Mammy for 50% of its total HP outside of combat.
Cost: 1500 credits
Tactics;
The best way to destroy an enemy building is from within, to maximize the damage dealt to enemy structures fire directly on the master control terminal (MCT), or place C4 charges! With that in mind, the best way to repair a building is to use your repair tool on the MCT.
As a general deterrent to keep those pesky enemy infantry out of your buildings is to use Hotwire / Technician to place mines in the door way. 3 mines per door is usually the best defense against infantry. Once you place your mines head over to any Purchase terminal and use the rearm or "R" to quickly restore health and items. But be warned! Each map has a set number of mines you can use! Going over the limit will disarm the first one placed! Mines will have to be replaced when detonated or disarmed.
Mines just like C4 and beacons can be disarmed by enemy engineers.
The APC rush: Gathering a few souls together and packing into an APC full of engineers is the zerg tactic of Renegade, where the APC rushes the enemy base defenses, in the hopes of getting close enough to any enemy structure for the engineers to pile out and place their C4 on the MCT for a quick and decisive kill.
Flame rush: Saving money quickly or donating to other players, 3 flame tanks can quickly burn down any GDI structure or vehicle that gets in their way.
Mammy Rush: The show stopper of the GDI forces. Three mammies are next to unstoppable. You'll hear them coming, and before you even see them coming, your already dead.
Field Control: The best way to hinder your opponent is to starve them of their money. Controlling the field allows your team to rack up the credits and the points for your team by destroying the enemy teams harvester. This is usually done early game with light tanks ( Nod ) and Medium Tanks ( GDI ), who fight it out to control the center. For those who purchase vehicles its best to a engineer class, so when your vehicle gets destroyed you can repair the tank next to you. If your the last one alive you can find a safe spot to hop out and repair your own vehicle, before resuming the fight.
Tiberium SIlo: Engineers can capture these structures if one is present on the battlefield. Silos give your team extra income.