Militant rocket squad
From Command and Conquer Wiki
| Rocket militant | |
|---|---|
| |
| Unit | |
| Affiliation |
|
| Role |
Anti-Air/Anti-Armor infantry |
| Armament | |
| Protection |
N/A |
| Production | |
| Cost |
400 |
| Build time |
4 seconds |
| Produced by |
Hand of Nod |
| Notes | |
| |
| “ | If it moves, Kill it! - Rocket militants | ” |
- You may be looking for the article about regular militants
Rocket militia are Nod's anti-aircraft and anti-tank infantry deployed in the Third Tiberium War, replacing traditional Rocket infantry.
[edit] Background
They are chosen based on former military training from state governments or partisan experience, but generally lack the refined training that GDI missile squads receive. They wield Airburst rocket launchers able to destroy aircraft and damage tanks, especially when garrisoned in civilian buildings.
The rocket squads are easily recognizable by their red ponchos with Nod's emblem, along with red hoods and white scarfs covering their faces. This stands in contrast to regular militants, who wear gray civilian clothes or TW2 Nod combat armour.
Their performance can be greatly improved with the aid of the Secret Shrine. The first upgrade is the Tiberium infusion, which provides all militiants with Tiberium-based biological enhancements, based on Nod's Divination technology. These stimulants have the permanent effect of enhancing the user's endurance, stamina and making him immune to Tiberium.
The second is the inclusion of a Confessor, a heavily armed Nod officer who coordinates the work of militia squads and provides additional firepower with his assault rifle and hallucinogenic grenades. This can help protect the Rocket Squad members effective against enemy infantry, at least to an extent-or until the Confessor is killed.
They are marginally effective against other infantry and can easily be killed by rifleman squads, grenadiers, or buzzers. Anti-Infantry specialists such as Sniper Teams can eliminate entire regiments of them without too much trouble. The best way to use them is in garrisoned buildings or from ambushes. Otherwise, they don't stand much of a chance.
[edit] In-game
Pros
- Cheap and effective anti-armor units, best results when attacking en-masse
- Can engage ground and aircraft hostiles
- An economic and useful support unit for tanks lacking anti-air capabilities
- Can provide a good defensive line if garrisoned inside buildings or a Reckoner
- When upgraded with Tiberium infusion, this allows performance exceeding of those of basic anti-armor units, also allows them to guard tiberium fields more effectively as it makes them immune to tiberium poisoning
- When upgraded with confessors, it gives them an edge against infantry
Cons
- Any anti-infantry unit can basically take them down with ease
- Rockets are not enough to efficiently engage fast moving or heavy aircraft such as the Vertigo and Devastator Warships unless grouped in large numbers
- Relies primarily on strength in numbers
- Lacks the ability to be an offensive unit, and best used as a support unit

