With the arrival of Command and Conquer 3: Kane\’s Wrath, we were introduced to a new class of units called \”Epic Units.\” Epic Units are slow, super heavy vehicles that can take and deal massive amounts of damage and even run over tier 3 vehicles. Each Epic Unit also has a special ability that further complements your army.
In addition to their abilities, Epic Units have a number of garrisonable hard-points. When you put certain infantry into these hard-points a permanent upgrade will appear depending on the type of infantry you add. This makes Epic Units very customizable.
Epic Units are very unique in their own right, and they all have advantages and disadvantages. This guide will elucidate these differences and how to exploit them.
Mammoth Armed Reclamation Vehicle (MARV)
The MARV is GDI\’s Epic Unit, and a beast of an Epic Unit at that. It is armed with an area of effect Sonic Cannon that does massive damage to units in a small area. This makes the MARV extremely powerful against masses of smaller units. As powerful as it is, this weapon only constitutes a fraction of the MARV\’s potential.
In addition to its regular weapon, the MARV can be garrisoned with up to four infantry squads, each of which has its own advantages and disadvantages.
Rifleman Squad – This creates an anti-infantry machine gun on one of the hard-points of the MARV. Now, this will probably be one of, if not the last option you would want to use for your MARV. While it is useful in theory, there are still much better options.
Missile Squad – This will evolve an anti-vehicle and anti-air missile launcher on your MARV. This is a nice all-around choice for your MARV. Where Missile Squads are so very useful in their own rights, it has the same effect on the MARV. Remember when you are selecting what to upgrade your MARV with that it doesn\’t have any anti-air defenses of its own initially.
Engineer/Combat Engineer – Using these will generate a slow auto-repair for your MARV. The more of these that you upgrade your MARV with, the faster the rate of healing. This is definitely one of the better upgrades, however, the repair rate is fairly slow with lower numbers. Also, remember that this won\’t help you much in a fight, so it is a waste if your MARV is fighting a whole lot of units, or fighting an opponent that won\’t let up on it.
Grenadier Squad – This will create an anti-structure grenade launcher on your MARV that has the ability to clear garrisons. While it is a good idea in theory, it is situational at best, and other hard points will serve effectively as garrison clearer while serving other purposes as well.
Sniper Team – This will create an anti-infantry Sniper Rifle on your MARV. This is obviously great against infantry units that are pretty durable but have a smaller squad size, but beyond that, it will probably not serve as well against infantry as a couple of Hammerheads supporting your MARV would. Might as well not waste these hard points, right?
Zone Troopers – This will give you an anti-vehicle rail gun on your MARV. For pure power, this is what you are looking at. Zone Troopers are great, but are hindered by the fact that they are weak against infantry, but garrisoned in a MARV, this problem is mitigated. Remember that these can\’t attack air units, so it might be a good idea to mix it up instead of having four Zone Troopers.
Zone Raiders – This will give you a Sonic Grenade launcher, an area of effect weapon just like the MARV\’s initial weapon, but not as powerful. It is basically a Zone Trooper except with anti-air, so if you know how good they are, then you\’ll know this will be your unit of choice if you are ZOCOM (since only ZOCOM get the Zone Raider). Again, remember that you will have no anti-air, so it would be nice to either support them, or supplement them with Missile Squads.
重装mm —— 这将给你提供一架超声波榴弹发射器，这是和MARV初始武器一样的小范围杀伤武器，不过没有主炮的威力大。她基本上就是带防空的重装机兵，所以如果你知道她们有多强大，你就知道这就是你的首选单位（当然只有ZOCOM子阵营才可以使用）。再次重申，进驻后你没有防空能力，因此用防空单位支援或是混编一些火箭兵都是不错的选择。
Now, if that wasn\’t enough for you, the MARV also has its very own special ability whereby it can harvest tiberium, process it, and deposit it in your bank account instantly. You would think that there\’s a catch to this, such as not giving you the full funds that a regular harvester brings in, however, this is not the case. It will give you the full amount of funds regularly, but only up to your credit limit. If you don\’t have enough silos or refineries the rest will go to waste. Beware, over-harvesting your fields and mis-using your funds just because you need to get rid of them. It is best used on an opponent\’s tiberium field or a neutral field that you aren\’t in the position to harvest regularly. This way you don\’t overextend your economy and then fizzle out with nothing left.
These combinations are good all round combinations that should be able to deal with vario