

The Juggernaut fires off a salvo of three high explosive rounds.

Once upon a time, GDI decided to mount a triple-barrel battleship-calibre cannon battery to a pair of two legs and call it a day. Requires: GDI Tech Center and GDI War Factory. They deal no splash damage, so pair them with Flame Tanks when destroying bases in raids. Their hitscan beams makes them effective tank busters, provided there is enough distance between them and their targets. They can also call for transport to sneak them behind impassable terrain. They should be kept in the rear and used to support an attacking force with their beam cannons, charging Obelisks of Light and sniping high value targets with their long range such as Mammoth Tanks due to their light armour. Lastly, they can charge Obelisks of Light to increase their fire rate and range and be Commandeer fodder for Avatars to gain an additional arm laser.
COMMAND AND CONQUER FREE THE PRISONERS MAP HOW TO
However, anyone with half a brain would know how to take out Venoms if their base is on a cliff, rendering the reflector attack underused. The second ability is underused however due to it's need for Venoms and it basically involves Beam Cannons bouncing their beams off the underside of the Venoms to hit targets on cliffs. With time, they can even deal tremendous damage to even the heaviest ground unit such as the Mammoth Tank.

But wait, there's more to this humble vehicle! Firstly, just like the power of friendship, multiple Beam Cannons attacking the same target and nearby to each other can combine their beams into one powerful beam that is more than capable of slagging a structure into rubble. A fast vehicle with weak armour (like most Nod vehicles), it uses a particle laser cannon to slag vehicles and structures alike. Some artisan scientists of the Brotherhood of Nod found Kane's flashlight and after some experiments involving slagging POWs captured by the Brotherhood, created the Beam Cannon. They cannot attack air and must travel with units that can shoot at aircraft to make up for the disadvantage such as Seekers, Stormriders, PACs and Gun Walkers. Keep them away from Stealth Tanks, Venoms, Attack Bikes, Pitbulls, Firehawks, enemy Stormriders and PACs. Use Devastators to deal with structures, infantry blobs and bombarding from unexpected angles with their weaponry and flying attributes. They have decent armour and can be upgraded with Forcefield Generators to withstand more damage and a EMP attack and benefit from self-healing in a Storm Column or PAC's Ion Storm. They deal decent damage to vehicles, provided that they don't dodge the plasma discs, so don't try hitting Pitbulls or Attack Bikes. Their plasma discs deal heavy damage to structures and are as lethal to infantry units as something falling from the highest floor of a HDB flat and have no minimum range, meaning that a Devastator can fire directly underneath it. They require a Technology Assembler and Gravity Stabilizer to be brought into the battlefield. But this is no ordinary lobster special as it contains a battery of plasma discs that deals splash damage to anyone stupid enough to be on the ground. The only flying T3 artillery piece, the Scrin Devastator Warship looks like a flying version of your usual zi-char lobster dish at a Singaporean seafood restaurant. Requires: Technology Assembler and Gravity Stabilizer While all of them do a decent job of turning bases into parking lots and structures into slums, they all have unique characteristics that help distinguish them from each other. This is a review of the T3 artillery units in vanilla Command and Conquer 3: Tiberium Wars.
