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Kane's Wrath Ladder Wars Finals Season 1
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Tip of the Week #7 - The Hammerhead

By FuumaMonou - 10th May 2008 - 22:31 PM

With the release of Kane's Wrath, GDI has obtained a rather versatile new unit in the Hammerhead. With the option of being upgraded with a few different upgrades and the option to garrison near any units you can think of, the possibilities are near endless for this unit.

Before we get started, it is good to note that you should always buy both upgrades for the Hammerhead, which are the Ceramic Armor upgrade (for all aircraft, researched at the Airfield) and AP Bullets (which is for all units that do Gun type damage, researched at the Operations Center). The Ceramic Armor will allow your Hammerhead to take more damage that it could before, and the AP Bullets will allow the Hammerhead itself to do more damage against units.

Now, we will try to decide what we want to garrison our Hammerheads with. Please note that all of these options are not available for all sub-factions...

Hammerhead + Rifleman Squad
Obviously, this choice is going to be an anti-infantry choice. You won't have to worry about extra upgrades here, since the AP Bullets will affect both the Hammerhead and the Rifleman Squad. Honestly, this is a nice choice for a cheap price; however, with the Hammerhead being good anti-infantry already, and being at the second tier, you will probably have better garrison options

Hammerhead + Missile Squad
The Missile Squad is always a good all-around unit to use in most any situation. Using them inside a Hammerhead is no different. With their already impressive range, being garrisoned in a Hammerhead not only gives them a nice range boost, but it gives them the aerial advantage. With enough of these, it is very easy to harass your opponent using the combination of the speed of the Hammerhead and the range of a garrisoned Missile Squad. In addition, with the combination of the Hammerhead's speed and the garrisoned Missile Squad's range, it is a very good unit for dogfights. This is definitely a good basic choice for a unit to garrison in the Hammerhead.

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Hammerhead + Engineer
Where Call for Transport + Engineer was marginally effective in Command and Conquer 3: Tiberium Wars, the Hammerhead + Engineer picks up on that and gives it a unique advantage. Even though there is now a delay before Engineers can capture buildings, they are not notified that a capture is in process, so it is still very viable for middle to late game harassment. The Hammerhead has more armor than the Ox Transport, moves much faster than the Ox Transport, and has the ability to take out any infantry or a light anti-infantry vehicle that could possibly hinder your plan. Also remember, however, if you want to be somewhat sneaky remember to set your Hammerhead to Hold Fire stance so that it won't attack anything and give your position away. The Engineer is always a viable choice for the Hammerhead.

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Hammerhead + Grenadiers
Grenadiers have two things going for them. They do very nice damage against infantry (and moderately nice against weaker structures and weaker armored units) and they are great at suppressing infantry. Now, unfortunately for Grenadiers, their aim and accuracy is pretty horrid, and this is only amplified inside of the Hammerhead, especially when on the move. To counter-balance this, you will have to force-fire on the ground in front, projecting where you think your opponent is going to move his forces. Unfortunately, even if you research the EMP Grenade, you will not be able to use that ability while in the Hammerhead, which is a big disadvantage. Sadly, the Grenadier falls in the same category as it does on the ground without the EMP Grenade upgrade. It is good to have maybe just ONE to suppress infantry or clear garrisoned buildings, but that is about it.