GDI support powers (Global Conquest)

The following is a list of all GDI support powers in Global Conquest.
==Support Powers==
Name 	Icon	Cost 	Cooldown	Requirement 	Description
Orca Strike 	 	3000 credits	2 turns 	Tier 2 Base 	Damages an enemy Strike Force
Refugee Aid 	 	3000 credits	2 turns 	Tier 2 Base 	Reduces unrest in target City
Special Forces 	 	1000 credits	2 turns 	Tier 3 Base 	Creates a Special Forces Strike Force within your Area of InfluenceOnly one Special Forces Strike Force may be used at any timeNOTE: 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 areaDamages 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 mapHeavily 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 increase 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).
Category:Kane's Wrath GDI support powers