A Commander is more than just an additional effect you can trigger in battle, they also are the skeleton on which you and your opponent construct your decks. It’s also the first thing you see when versing an opponent, giving you an idea of your opponents possible deck even before scouting.
Knowledge is power, so in this article, we will look over each Nod Commander; List their strengths and weaknesses, and theorize what you may be up against when facing a particular Commander on your road to Tiberium League.
From God, to Kane, to pretty much every early deck. Seth’s adaptability is perhaps his greatest strength. He can fit into almost every deck. His Drill Pod can be deployed as an anti-infantry measure or to harass the opponent’s base with the Flame Trooper’s respectable structure damage.
- Has access to an infantry unit without needing a Hand of Nod building.
- Difficult to immediately counter when well placed.
- Can be deployed almost anywhere on the map.
- Adds to Population cap, slowing production of units.
- Usefulness is limited against opponents with minimal infantry.
- Whilst being deployed, the drill takes increased structure damage, leaving it momentarily weak to units like tanks.
What to expect:
Seth synergizes well with most Agro decks, particularly War Factory decks. If the opponent over-commits to Missile Troopers, Seth can punish them with a well-placed drill on the field without sacrificing a unit slot.
Kane (allegedly) lives. You won’t be seeing much of this charismatic chum on the ladder. His Obelisk of Light, once placed on your side of the map, can seriously maim enemy vehicles before they get close.
- Attacks up to two tiles away.
- On the right map, can be devastating.
- Fire and forget ability.
- High cost.
- Deals minimal damage to infantry. Completely ignores aerial units.
- If placed badly, the enemy can simply avoid it until it expires.
What to expect:
Kane suits Tech decks well, so expect either a harvester rush or a double harvester. Some Kane decks may rely on cheaper high-risk high reward units like scarabs to snatch an early advantage, or to dig in. The best tactic will be to suffocate the Kane player and not allow them to gain the Tiberium to build their obelisk in the first place.
Determined to feel the glow, this GDI researcher turned to the Brotherhood of Nod. She brought with her the ability to fire a ‘Catalyst Missile’. Costing 90 Tiberium and dealing decent damage to one hex, she appears underwhelming at first glance. But don’t sleep on her, as if the Catalyst missile strikes a source of Tiberium, it can cause a potentially devastating chain reaction.
- Amazing synergy with Chem Buggies and Chem Troopers.
- Has a distinct advantage on maps with prominent Tiberium sources.
- As long as a Chem unit is present in a deck, Jade usually works well.
- Amazing at shutting down infantry focused decks.
- Can be difficult to use, as she requires resource management and adequate setup.
- Without Chem units, Jade is borderline useless.
- Chem units, along with the Catalyst Missile, add up quickly in Tiberium cost.
- Powerful, yet overly specialized.
What to expect:
Due to both Hand of Nod and the War Factory possessing a Chemical unit, it can be difficult to determine what deck a Jade user will use, with this in mind, both units are weak to Aerial units. If you’re having trouble with Jade decks, air units may be a good investment. A common strategy used with Jade decks is a War factory start, transitioning into Chem Buggies if the opponent commits to Missile or Laser squads, so be aware.
If a Jade player manages to move her Chemical units to your base and sprays enough hexes, a lone catalyst missile can take half of your bases HP. This technique can be almost impossible to stop if discovered too late, so exercise caution.
Chief of Propaganda and the last on our list, Oxanna possesses the ‘Fanaticism’ ability. For as little as 30 Tiberium, she can temporarily increase a unit’s attack and movement speed by 75%, whilst also causing them to take 25% more damage.
- Cheap and incredibly effective if used correctly.
- Very adaptable, being able to both play Agro and Tech.
- Amazing at rushing.
- The increased damage negates the abilities usefulness to sway trades in a 1v1 situation.
- One of the more involved abilities, requiring effective micro to truly receive benefit.
- Not that great defensively.
What to expect:
Oxanna pairs incredibly well with ranged units such as the Giga-cannon, so try to not let an Oxanna player set their Giga up near your base or harvesters. Bike rushing with Fanaticism to damage your economy is also another popular tactic with Oxanna, therefore be prepared to spot this stratagem in advance.
And that’s it for the Nod Commanders. Next time, we will look at the GDI side. If you have any questions or suggestions for what I should cover next, please feel free to leave a comment below.
Until then, Godspeed and Goodluck Commander.