Facts about Command & Conquer.
GDI Units
| Unit Name | Tech Level | Description |
| Minigunner | 1 | The basic unit. These carry an M16 rifle. For maximum effect, use them in waves of 50 or more. |
| Grenadier | 1 | Much better than the Minigunner in both speed and firepower. Don't get Flamethrowers too close to them or you'll get a ground-shaking explosion! |
| Bazooka | 2 | These are nearly walking tanks with no armor. They can destroy almost any armor or aircraft with their rockets when used in packs, but be careful when attacking infantry. |
| Engineer | 3 | These are the most fun to use. They carry no weapon, but they can level a base in seconds. You simply send them into an enemy structure, and it becomes yours! You can't send them into structures such as Turrets, Guard Towers, and the Temple of Nod. |
| Commando* | 7 | The best infantry unit in the whole game. They kill any infantry unit with one shot at extreme range. Watch out for tanks, because his sniper rifle inflicts minimal damage to them! |
| Hum-Vee | 2 | GDI's fastest unit with the least armor. Simply a very fast minigunner with longer range. |
| APC | 4 | Similar to the Hum-Vee, but it has more armor, is a bit slower, can squish infantry and you can get 5 infantry units into them! |
| Medium Tank | 5 | GDI's basic tank. Fair armor, but watch out for Bazooka's! They are equipped with a single barrelled 105mm armor-piercing cannon. Because they're slow, back them up with infantry or use them in large packs of 10 or more. |
| Rocket Launcher | 7 | A very good but easily damaged unit. Their long range 227mm rockets have maximum effect against infantry, but is also effective against structures. Don't let the enemy near these, because they carry weak armor! |
| Mammoth Tank | 5 | The most devastating tank in the whole game. With their double-barreled 120mm cannon they can tear down any armor in no-time. And their Mammoth-Tusk missiles can take down aircraft very fast. Back these up with Rocket Launchers, because they can take down infantry extremely fast. |
| Transport Helicopter* | 6 | These are simply flying APC's with no weapon. |
| Orca | 6 | A good aircraft, but very weak armor. They can destroy anything with their rockets when used in packs (about 8). SAM Sites are a real nightmare, so unless you have an Ion Cannon trap waiting for them, don't get Orca's near them. |
| MCV | 7 | These bulks can transform themselves into a Construction Yard. Direct these very carefully, beacuse they have no weapons, and when they're damaged, and they deploy, the new Construction Yard is damaged, too! |
| Harvester | 2 | These are the most inportant in the whole game, because they carry Tiberuim from the field to the Refinery. Protect these, because they are slow and very vulnerable on the battlefield. |
* Buildable in multiplay only.
Nod Units
| Unit Name | Tech Level | Description |
| Minigunner | 1 | The basic unit. These carry an M16 rifle. For maximum effect, use them in waves of 50 or more. |
| Bazooka | 2 | These are nearly walking tanks with no armor. They can destroy almost any armor or aircraft with their rockets when used in packs, but be careful when attacking infantry. |
| Flamethrower | 1 | These are the best of the single-player infantry. With their single flame cannon yhey can waste HEAPS and HEAPS of infantry. Watch out when grouping them, because the one at the back could set the front one off! |
| Engineer | 3 | These are the most fun to use. They carry no weapon, but they can level a base in seconds. You simply send them into an enemy structure, and it becomes yours! You can't send them into structures such as turrets, guard towers, and the Temple of Nod. |
| Chem. Warrior* | 7 | These are basically super-flamethrowers. They are even more effective against tanks! And they're immune to Tiberium-effects! Just watch out, because they have the same "spread" problems as flamethrowers! |
| Commando* | 7 | The best infantry unit in the whole game. They kill any infantry unit with one shot at extreme range. Watch out for tanks, because his sniper rifle inflicts minimal damage to them! |
| Nod Buggy | 2 | These are faster but weaker Hum-Vees. If you use these as Minigunners, don't send them against tanks, because they can finish off Nod Buggies really fast! |
| Recon Bike | 2 | Simply a VERY fast armoured Bazooka. Use these to scout in earlier scenarios. But watch out for Airstrikes! |
| Light Tank | 3 | A fairly fast tank, but weakly armoured, and also less firepower. Back them up with infantry, Nod Buggies or Flame Tanks. |
| Artillery | 6 | An extremely slow but very powerful unit. It's ballistic charges can finish off structures or infantry in no-time. Just don't let the enemy get near them, because they carry VERY weak armor! Use these as back-up units with tanks. |
| Flame Tank | 4 | Just a very strong, double-firing flamethrower. These are well armoured, so you can use them as a Main Battle Tank. But beware of Tanks and Airstrikes! |
| Stealth Tank | 5 | A Recon Bike with a double rocket launcher. Though, their great advantage is, that the enemy can't see them until they attack! Great for attacking Harvesters wandering off! |
| Harvester | 2 | These are the most inportant in the whole game, because they carry Tiberuim from the field to the Refinery. Protect these, because they are slow and very vulnerable on the battlefield. |
| Rocket Launcher* | 7 | A very good but easily damaged unit. Their long range 227mm rockets have maximum effect against infantry, but is also effective against structures. Don't let the enemy near these, because they carry weak armor! |
| SSM Launcher* | 7 | An inaccurate, but extremely ranged unit. This unit can even take out Obelisks without being hit! Watch out, though, because they're slow, weakly armoured and inaccurate! |
| Transport Helicopter* | 6 | These are simply flying APC's with no weapon. |
| Attack Helicopter* | 6 | A flying Guard Tower. These can even destroy tanks in 5-packs! |
* Buildable in multiplay only.
GDI Structures
| Structure Name | Tech Level | Description |
| Construction Yard | 1 | The most essential structure in the whole game. This structure is used to build other structures. It's fairly armoured, but vulnerable to Airstrikes and Engineers. |
| Power Plant | 1 | This structure provides power to the base. When power is low, Ion Cannon nor Nuclear Strike will charge, and high-tech base defences such as Obelisks and Advanced Guard Towers won't work. Also, construction will go slower, and the base will start to damage. |
| Advanced Power Plant | 5 | These are the same size as normal Power Plants, but produce twice the power. |
| Barracks | 1 | This structure provides infantry. |
| Tiberium Refinery | 1 | This is the place where Harvesters unload. They can store up to 1000 credits. When destroyed, you lose the amount stored in it. |
| Tiberium Silo | 1 | These provide storage for 1500 credits. Protect them, because they are weakly armoured. |
| Communications Center | 2 | This structure provides radar capabilities for all revealed terrain. When power is low, the radar goes down. |
| Weapons Factory | 2 | This structure provides vehicles. |
| Repair Facility | 5 | This structure is used to repair damaged vehicles and aircraft. Credits are charged accordingly to the type of unit and the damage extent. |
| Helipad | 6 | This is the landing, building and loading center for helicopters. When a helipad is built, you automatically get the appropriate helicopter (Orca for GDI, Attack Helicopter for Nod). |
| Advanced Communications Center | 7 | This structure is an upgrade to the standard Communications Center. It is also the uplink center for the Orbital Ion Cannon. |
| Guard Tower | 2 | This structure, equipped with a high-velocity machine gun, provides anti-infantry and limited anti-armor defence. |
| Advanced Guard Tower | 4 | This structure is equipped with a high-powered rocket launcher. It's highly effective against infantry and aircraft, but also effective against tanks. This structure doesn't work when power is low. |
| Sandbag Wall | 1 | Provides limited cover to all ground units. |
| Chain Link Fence | 1 | Twice as strong as a Sandbag Wall. |
| Concrete Wall | 1 | Twice as strong as a Chain Link Fence. Also, cannon-based weapons cannot fire over it. |
Nod Structures
| Structure Name | Tech Level | Description |
| Construction Yard | 1 | The most essential structure in the whole game. This structure is used to build other structures. It's fairly armoured, but vulnerable to Airstrikes and Engineers. |
| Power Plant | 1 | This structure provides power to the base. When power is low, Ion Cannon nor Nuclear Strike will charge, and high-tech base defences such as Obelisks and Advanced Guard Towers won't work. Also, construction will go slower, and the base will start to damage. |
| Advanced Power Plant | 5 | These are the same size as normal Power Plants, but produce twice the power. |
| Hand of Nod | 1 | This structure provides infantry. |
| Tiberium Refinery | 1 | This is the place where Harvesters unload. They can store up to 1000 credits. When destroyed, you lose the amount stored in it. |
| Tiberium Silo | 1 | These provide storage for 1500 credits. Protect them, because they are weakly armoured. |
| Communications Center | 2 | This structure provides radar capabilities for all revealed terrain. When power is low, the radar goes down. |
| Airstrip | 2 | This structure provides vehicles. |
| Repair Facility | 5 | This structure is used to repair damaged vehicles and aircraft. Credits are charged accordingly to the type of unit and the damage extent. |
| Helipad* | 6 | This is the landing, building and loading center for helicopters. When a helipad is built, you automatically get the appropriate helicopter (Orca for GDI, Attack Helicopter for Nod). |
| Temple of Nod | 7 | This structure provides a Nuclear Strike. |
| Turret | 2 | This structure, equipped with a single 105mm cannon, can be used very effective when used as "shooting walls". Beware of Bazookas and Grenadiers, because they can finish off turrets very fast! |
| Obelisk Guard Tower | 4 | As long as power is on, these provide practically invincible base defence. Their laser can even blow up Mammoth Tanks in seconds! |
| SAM Site | 6 | SAM Sites provide AA-defence. Group them in a "triangular" way for maximum effect. |
| Sandbag Wall | 1 | Provides limited cover to all ground units. |
| Chain Link Fence | 1 | Twice as strong as a Sandbag Wall. |
| Concrete Wall | 1 | Twice as strong as a Chain Link Fence. Also, cannon-based weapons cannot fire over it. |
* Buildable in multiplay only.
Special Weapons
| Weapon | Owner | Description |
| Ion Cannon | GDI | The Ion Cannon can blow up any unit and some structures in one blast. Very effective against Obelisks. |
| Airstrike | GDI | In single play, the airstrike comes available when all enemy SAM Sites are destroyed. Then, an A-10 bomber comes and levels the target square with napalm. Most effective against infantry and light-armoured units and structures. |
| Nuclear Strike | Nod | An extremely powerful weapon. When detonated, It causes a powerful blast all around the target in a large raduis. Has the same effectivity as Airstrikes. |