Creates a Special Forces Strike Force within your Area of Influence Only one Special Forces Strike Force may be used at any time NOTE: The "Spec Ops Squadron" Strike Force is composed of a GDI Commando, 2 Sniper Teams, 4 Zone Troopers and 2 Firehawks.
Sky Sentry
2000 credits
2 turns
A-SAT Defense Center
Reveals all stealthed Nod bases and Strike Forces
ZOCOM Infiltration
1000 credits
3 turns
Tiberium Processing Plant
Reduces the Tiberium Level within the targeted area Damages all bases and strike forces within the targeted area
Emergency Cleanup
1000 credits
3 turns
Tiberium Processing Plant
Reduces the Tiberium Level in target area
Media Blitz
1000 credits
3 turns
Intelligence Center
Reduces the Unrest in all Cities in the targeted area
Commando Strike
2000 credits
3 turns
Intelligence Center
Prevents one enemy entity from receiving (or executing already-given) orders until the beginning of the next action phase
Ion Cannon
5000 credits
4 turns
Ion Cannon Control Center
Fire a devastating Ion Cannon at any location on the map Heavily damages enemy bases and strike forces in the targeted area
Strategy[]
Orca Strike[]
Orca Strike will destroy a certain percentage of a Strike Force:
50% vs. Heavy Strike Forces
75% vs Medium and Ultra Heavy Strike Forces
100% vs. Light Strike Forces
The Orca Strike usually destroys at least half of an enemy's Strike Force's current amount of an individual unit (e.g. a targeted Nod Strike Force with 10 Raider Buggies will lose at least half of these). However, it can completely destroy specific type of units if there are 4 or below in amount.
This means that the Orca Strike is effective against Strike Forces with powerful units but few quantity (e.g. a Scrin Strike Force composing of a Mastermind and 3 Annihilator Tripods will likely only have 1 Annihilator Tripod remaining.
This also means that even MCV/Drop Ships can be destroyed in a Strike Force, preventing the enemy from building a Base.
Note that Orca Strike cannot destroy Epic Units and Planetary Assault Carriers.
Against Nod AI, they will only use Orca Strike against enemy Strike Forces that are within a Nod Base's Area of Influence.
Refugee Aid[]
Refugee Aid will decrease the Unrest Level of a single City by 50.
This support power, along with Media Blitz, is essential to prevent Nod from achieving their alternate victory condition.
Unlike other support powers that affect unrest, Refugee Aid does not require a Strategic Structure, so it is available for the entire game.
The effect of this support power is stronger than Media Blitz, so Refugee Aid is best used on cities with full Unrest, as it guarantees that 1 less City will have full Unrest.
Special Forces[]
Along with the other GDI reinforcement support powers, this can be used to stall and weaken an enemy Strike Force approaching a GDI Base.
Due to the Commando, this Strike Force can be deadly against Strike Forces with walkers.
Depending on the player's skill and the AI difficulty, one may also use this support power to destroy undefended Bases on Real-Time, including Tier 3.
Against GDI AI, they will only use Special Forces against enemy Strike Forces that are within a GDI Base's Area of Influence. If there are no more enemy Strike Forces, the AI will usually decommission them. The same applies to the other reinforcement support powers.
If there are multiple enemy Strike Forces approaching, the AI will only send one support power per threat.
Sky Sentry[]
Sky Sentry aids in finding cloaked Nod Bases that the player may forget. Note that Sky Sentry only lasts during the next Battle Phase.
If Sky Sentry is unavailable or on cooldown, the following are signs that a cloaked Nod Base is found in an area:
Cities with increasing or full unrest
Decreasing Tiberium levels in an area
New Nod Strike Forces appearing out of nowhere
Sky Sentry also reveals cloaked Nod forces if playing as Scrin, which is beneficial since the Scrin does not have a support power equivalent for stealth detection.
ZOCOM Infiltration[]
ZOCOM Infiltration destroys 25% of a Base or Strike Force, while it also reduces the Tiberium Level in its area by 250 (same as Emergency Cleanup).
This support power does plenty for its cheap cost. Its primary use is to weaken a single enemy Base, as it not only damages buildings (even removes Construction Yards/Drone Platforms if lucky), but also reduces the Base's income.
If an enemy Base is heavily damaged, this can be used as a cheap finisher.
Against GDI AI, they will often use this support power directly in the center of an enemy Base (usually Tier 3 with a superweapon).
Emergency Cleanup[]
Emergency Cleanup decreases the Tiberium Level by 250, which is the same value and effectiveness as a MARV Ultra Heavy Strike Force in one turn.
This support power is one way to reduce the income of enemies, especially Scrin, who relies on Tiberium more than Cities for long-term income. Therefore, it is best targeted on an enemy Base that is around a large amount of Tiberium.
Media Blitz[]
Media Blitz will decrease the Unrest Level of all affected Cities by 25.
Due to the way it is coded, the effect will not be immediately visible until the next turn.
This support power, along with Refugee Aid, is essential to prevent Nod from achieving their alternate victory condition.
As Nod Bases constantly decrease unrest of nearby cities, it is recommended to only use this support power when the nearby enemy Nod Base is destroyed.
Its cheap cost means one is able to use this support power freely, though its overall effect is weaker than Refugee Aid.
Commando Strike[]
Commando Strike has multiple uses, from delaying an enemy Base from repairing, allowing friendly Strike Forces to finish the job, to delaying an enemy Strike Force from approaching a friendly Base.
If used defensively in conjunction with Special Forces, these 2 support powers can stall a powerful enemy Strike Force for 2 turns (1 support power per turn), which buys time for heavier reinforcements to arrive.
Ion Cannon[]
Ion Cannon will destroy a certain percentage of a Base or Strike Force:
50% vs. Tier 3 Bases and Heavy Strike Forces
75% vs. Tier 2 Bases, Medium and Ultra Heavy Strike Forces
100% vs. Tier 1 Bases and Light Strike Forces
It is recommended to use this against a heavily fortified enemy Tier 3 Base just before a friendly Strike Force attacks it. That way, the friendly Strike Force will have an easier time to finish the job.
Be wary of enemy support powers that can stall the friendly Strike Force, allowing the enemy to repair the Base, wasting the Ion Cannon
For maximum efficiency, target Ion Cannon between nearby Bases or Strike Forces so all enemy entities take heavy damage.
Contrary to in-game logic, Ion Cannon, along with other superweapons, is able to completely destroy a Tier 1 Base. This can help prevent future enemy expansions, especially if the newly constructed Base is out of GDI's reach.
2-3 superweapon strikes can destroy a Tier 3 Base. If another enemy has used a superweapon against a Tier 3 Base with a dangerous Strategic Structure (such as a superweapon), it may be wise to also use Ion Cannon on the same Tier 3 Base to ensure its destruction if the enemy has not repaired it already.
As with other superweapons, the GDI AI often uses this support power directly in the center of an enemy Base (usually Tier 3 with a superweapon).