|Tiberium Vapor Bomb|
Tiberium Chemical Plant
The bomb is excellent at destroying vehicles, infantry and structures, perfect for clearing outposts or destroying vital areas of enemy bases. Using it on buildings that had already been damaged would increase the destructive power of the bomb.
The bomb is relatively straightforward; it does a lot of damage to whatever is in its blast radius, regardless of what the target is. Regular buildings like power plants, light defenses, and infantry-training buildings are prone to being destroyed instantly. Infantry and light vehicles are almost guaranteed to be destroyed too.
Well protected buildings, such as construction yards, refineries, or buildings that produce vehicles, will probably survive if they are at full health, so they should be damaged before or immediately after the bomb is dropped on them for best effect. However, it is less effective against heavily armored units. Most tanks, at full health, can survive the attack though they will probably have lost a good chunk of their health (so if an enemy commander moves them back to base, they could be repaired).
It is a very expensive weapon to deploy for Nod commanders at 3500 credits, so caution must be taken to ensure that the bomb hits its targets and that its targets are worth the considerable expenditure. In order to gain access to it a Nod Commander must also have a Tiberium Chemical Plant, which is also an expensive building to procure. The bomber must travel to its target as well, so as a general rule, the longer away the target is from the deploying commander's base, the longer it will probably take to reach its target. This means that some targeting compensation must be made if its used against enemies who are moving. The Armageddon bomber can be shot down en-route as well, so there should be a minimal amount of enemy AA on the bomber's path to its target, otherwise the 3500 credits spent on deploying the bomb will be pointless.