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Let's get this party started!
- Commando

The commando is GDI's ultimate infantry unit in Tiberium Wars and Kane's Wrath.

Background[]

GDI Commando Corps emblem

Backed by 50 years of tradition, they are the results of a powerful training program, with a 22% fatality rate and a 97% drop-out rate for the survivors (even after starting with the very best of the best in all branches of service).[2] Typically, only one commando at a time will be allotted to a commander due to the high expense of equipping one, and in addition to the scarcity of such elite graduates.

Equipment[]

The next generation Commandos wear full suits of heavy body armour made of Kevlar5tm over a Mitsubishi elasticized polymer ceramic core, with a Data General Rugged System (DGRS) Sensor fusion helmet system and a hard point mounting system with an integrated Dai Nippon Skunk Works PCS/Jenner jump jet unit.[3]

They are also equipped with prototype high rate-of-fire assault railgun carbines which can tear infantry apart and, if given enough time, light vehicles like the Attack Bike. And, like their predecessors, they carry a large amount of det packs (based on an exotic new explosive) for demolition of buildings. One of their key abilities is destroying enemy mechanized walkers by planting explosives on their legs.

To maintain fitness, GDI commandoes usually do one handed push ups when idle, which is a testament to their physical prowess.[4]

Notable members[]

Lt. Fullerton, the commander of Stuttgart GDI forces was a Commando and was instrumental in retaking the city from the Scrin. Higgins and Conrad are commandos used extensively in GDI recruitment videos and posters.[5]

Game unit[]

GDI commandos are some of the deadliest infantry on the field of battle, and should never be ignored by either their commander or opposing commanders.

Commandos have superior range to most other infantry, and much like snipers, can eliminate an infantry soldier in a single hit. However, they fire extremely quickly and as a result can destroy many squads of enemy infantry all on their own. They are perhaps the best counter available to masses of enemy infantry.

Commandos can lay det packs on enemy walkers and builings, provided that they get right in front of them. Since there are no walker units that are particularly deadly to infantry, they can easily tear straight through unescorted walker groups. If a commando penetrates an enemy's defenses they are equally deadly, capable of destroying many buildings or even an entire base if left unchecked. GDI Commandos have jump jets identical to those equipped on Zone Troopers, allowing them to jump over otherwise impassable terrain and anti-surface defenses. The mobility this ability affords them makes GDI commandos especially good at getting into the weak spots of an opponent's base and, when combined with the aforementioned det-packs, can punish an enemy to the fullest for such an opening.

They are more difficult to kill than most infantry, though they are still very vulnerable to massed anti-infantry fire. Unlike most infantry, however, they can hope to take some fire from things like anti-infantry base defense turrets and survive the encounter, though charging or staying within range of said turrets is still not advisable. Commandos can even take small amounts of flamethrower fire and survive, as long as they retreat, jump jet away, or eliminate the perpetrator quickly.

Counters[]

However powerful they may be, they still have glaring weaknesses. Commandos are horribly ineffective against vehicles. With very excessive fire they can kill light vehicles such as Nod Attack Bikes, but engaging light vehicles isn't even advisable most of the time against a competent enemy commander. Firing at heavily armored vehicles like tanks is pointless; commandos cannot hope to noticeably damage them in any reasonable period of time, being even less effective than standard assault rifle-wielding infantry at the task. Units such as Hammerheads or Venoms can make quick work of commandos and intercept them quickly as well; commandos have no ability to defend themselves from aircraft and are still relatively fragile. Additionally, only one commando may be on the field at a time.

Nod commanders often use Shadow Teams to counter GDI commandos and rogue GDI commanders typically deploy Sniper Teams to eliminate him. Both are stealthed and highly effective against infantry, and if they manage to score the first hit, are virtually guaranteed to emerge victorious. Scrin Foremen can use Buzzers which instantly kill commandos as the latter are still infantrymen, though they possess the downside of needing to make physical contact with him in order to eliminate him, and the commando's ranged rifle can disperse them in one shot. To circumvent this issue, some Scrin Foremen opt to use the Buzzer Swarm power to summon Buzzers directly on top of a commando to kill him before he can react, or to move a Scrin unit with attached Buzzers near the commando (as he cannot deal significant damage to the vehicle, nor can he harm the Buzzers until the vehicle is destroyed).

Abilities[]

Development[]

Originally, the commando was supposed to have two versions - one for the Blue Zones, featuring short sleeves and an eyepiece and a Red Zone versions, with full body adaptable armour. However, eventually, the original rifleman model was used for the Commando, the riflemen were given a new one and the Blue Zone commando was recycled as the sergeant, guarding the barracks.

Changelog[]

Quotes[]

When created[]

  • Let's get this party started!
  • Okay boss, let's hear the plan! (unused)
  • Didn't miss anything, did I? (unused)
  • Load and lock and roll and rock! (unused)

When selected[]

  • Yeah?
  • I'm ready.
  • Whaddaya got for me?
  • So where are they?
  • Alright, waddaya got?
  • Yo!
  • Set 'em up and I'll knock 'em down!
  • Well, let's do this thing.

When moving[]

  • Right!
  • I know the routine!
  • I'm there!
  • Got it!
  • Yep!
  • Goin' there!
  • You got it.
  • Already there!

When using jump jet[]

  • Goin' up!
  • Hittin' it!
  • Oh yeah!
  • Here we go!

When garrisoning a structure[]

  • Going in!
  • Let's check it out!
  • How's the room service?
  • Hope the maids are cute!

When ordered to attack[]

  • Don't mind if I do...
  • Give 'em a runnin' start...
  • We'll start with them!
  • This oughtta be fun...
  • A little target practice?
  • All right!
  • Don't be shy!

When attacking[]

  • I'll put 'em down!
  • He's done!
  • Siddown!
  • Too easy!
  • Dismissed!
  • This shouldn't take long...
  • I'll give him special treatment!
  • I got his one!
  • I didn't forget you!
  • See ya!
  • He's goin' dirt-tastin'!

When ordered to plant explosives[]

  • Santa's comin' to town!
  • It's the thought that counts!
  • I got your present right here!
  • I've got a present for ya!
  • I'll put a little surprise under your tree!

In combat[]

  • Let's see who's left standing!
  • Like fish in a barrel!
  • Next!
  • Keep 'em comin'!
  • Real tough guy!
  • Bring it!
  • Keep the day job, buddy!
  • That was left-handed!
  • Hahaha...
  • Ah sweet! Like shootin' skeet!
  • Nice faceplant!
  • Goodnight, ladies!
  • C'mon girls, let's see what you got!
  • Step right up!

When retreating[]

  • Gotta go!
  • Outta here!
  • See ya!
  • We'll save 'em for later!
  • Later!

Trivia[]

  • Even with the commando's armour, he is vulnerable to Tiberium.
  • The commando inherits certain quotes with the commando from the original Command & Conquer, such as: "I've got a present for ya!", "Real tough guy!" and "That was left-handed!".
  • Rarely, the Commando will start dancing and will continue to do so until clicked on or engaged.

Idle animations[]

  • Rarely, the commando may dance until interrupted.
  • More commonly he'll dance for only a few seconds.
  • He will do a spin trick with his gun.

Gallery[]

See also[]

References[]

  1. Weapon.xml, Mod SDK
  2. Tiberium Wars Intel Database
  3. Duane Loose. 2006. "Block 10 Technical Bulletin #1: Design". File mirror.
  4. Idle animation in Tiberium Wars
  5. Tiberium Wars promotional materials
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