Predator tank (Tiberium Wars)

The MBT-6 Predator tank is GDI's main battle tank in Tiberium Wars and Kane's Wrath.

Background
"You'll find the Predator tank effective against Nod's vehicles and structures."

- EVA detailing the tank

After the Second Tiberium War, GDI retired most of its walkers, such as the Titan Mk. I, due to cost and reliability issues. They were replaced by more conventional vehicles, which were durable, reliable, and maintainable. One such vehicle was the Predator tank.

The 65 ton tank is armed with a 150 mm cannon effective against vehicles and structures, which can be upgraded to a high velocity railgun. It is also fast and quite maneuverable for a large armored vehicle. Its hull is protected by thick composite armor plates for increased survivability during urban operations, but lacks anti-personnel weapons and requires support from anti-infantry vehicles.

It has a crew of four: a commander, a driver, a gunner, and a combat engineer.

Legacy
After the Third Tiberium War, the Predator remained in use up until the Incursion War, where its inability to deal with the Nod Separatists' hit and run tactics led to a number of the tanks being retrofitted at the Battle of Waukesha. The resulting tanks eventually led to the creation of the new AT-22 Hunter: a vehicle that combines the speed and maneuverability of a wheeled vehicle with the power and armor of a tank.

Game unit
"Light 'em up!"

- A Predator tank on the assault

The Predator is GDI's Tier 1 tank appearing in the Third Tiberium War. It is GDI's basic counter-armor armored unit and an all-rounder, with tough armor, a powerful weapon and good speed. It is one of the costliest Tier 1 units at $1100, but it is also one of the strongest overall as well.

In the early game, Predators are an excellent way for GDI commanders to try and directly attack enemy assets. Any vehicle an opponent is fielding is likely not to have the firepower or armor to withstand a head on engagement with a Predator, which possesses enough speed to outrun masses of rocket infantry, should they be fielded by the enemy as a response. Against small groups of infantry, the Predator has enough armor and mobility to simply close the distance and safely crush them, or draw fire for anti-infantry support to bring them down. If an opponent tries to establish an expansion base early—such as a forward refinery, Predators are ideal for breaking them and getting away before enemy reinforcements arrive.

Approaching the mid game, and when up against Nod, Predators prove pivotal to deterring Flame Tank assaults, as the Flame Tanks take especially severe amounts of damage from the Predator's formidable main cannon. Throughout the majority of the mid game, the Predator's potent anti-tank capability should work to lethal effect against Nod's mostly fragile early to mid game armor choices.

If up against Scrin, Predators should be prepared for possible Devourer Tank harassment. Should Devourer tanks be given time, they will most likely charge up with Tiberium to gain a major firepower advantage - becoming capable of knocking out Predators from a distance with just a few shots. On the flipside, Predators do possess a slight speed, rate of fire and armor advantage. Whilst this advantage wouldn't be enough to chase down harassing Devourers, it gives value to any close-up engagements Predators can find against them. Wether by using structures as cover to close the distance, or rushing Scrin vehicle facilities: their armor, fire rate and cost advantage means they'll trade well, while their speed advantage ensures the Devourers won't be able to escape the head-to-head engagement.

By the late game, GDI commanders may prefer to use Predators in limited numbers supporting alongside their Mammoth Tanks. The Predators are faster - capable of pursuing fleeing targets such as Harvesters and weakened units, and yet possess enough firepower and armor to withstand and even threaten common late game flanking strategies such as Stealth Tank strikes or Attack Bike swarms. Though for most of it, the Mammoth Tanks should be far better suited to doing most of the heavy fighting.

Whilst the Predator's main armament is a monstrous 150mm cannon that packs a serious punch against any and all enemy armor, with the Railguns upgrade in effect, Predators gain even more firepower: making them a formidable ground unit, and giving them pinpoint accuracy - even against infantry.

Changelog

 * Tiberium Wars patch 1.05: now cannot miss against moving enemy vehicles.

When created

 * Predator, rolling out!

When selected

 * Predator!
 * Tank division!
 * Predator crew, ready to roll!
 * Loaded and ready!
 * Standing by!
 * We hear you!
 * Predator ready for battle!

When moving

 * Area confirmed!
 * Heading out!
 * Confirmed!
 * Predator en route!
 * Move out armored division!

When ordered to attack

 * Proceeding to target!
 * Entering combat zone!
 * Cleared for engagement!
 * We have their position!
 * Target zone confirmed!

When attacking

 * Fire zone confirmed!
 * Confirming target!
 * Engaging enemy!
 * Fire!
 * Light 'em up!
 * Clear a path!
 * Take them out!
 * Let's hit 'em!

In combat

 * Reload! Reload!
 * They're in our scope!
 * Targeting enemy!
 * We have contact!
 * Assault in progress!

When retreating

 * Pull back, pull back!
 * Return to base!

Trivia

 * Originally, the Predator was to be outfitted with a rocket pod. For unknown reasons (presumably balance), this feature was removed.