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New Unit Showcase: Cyberwheel

This week, we introduce the Cyberwheel, a fast and effective scout. Read on for tips, tricks and counters to master this new unit.


Perfect War Factory opener and scout

Reportedly designed by C.A.B.A.L., the Cyberwheels are intended as quick scouts and infantry harassment vehicles. They are an excellent opener for those who prefer building War Factory units.


  • Faction: Nod
  • Building: War Factory
  • Rarity: Common
  • Tiberium Cost: 10
  • Unlocks at Player Level 31

Deployment Tips:

The Cyberwheel is a great starter unit for a War Factory opener. Fast moving and inexpensive, they are great for early scouting and quick point captures. This is perfect for War Factory enthusiasts: you can easily build other War Factory units to counter the enemy’s opening gambit.

As a squad, their overall damage decreases each time a member is destroyed, so take care when engaging the enemy as members are lost. Use Cyberwheels to take down infantry such as Militants or Shockwave Troopers that are weaker against ground vehicles. At only 10 Tiberium, send two Cyberwheel units to deal with tougher opponents. Pair the Cyberwheel with Attack Bikes to deal with any unit type that the enemy throws at you.


  • Mohawk Gunship, Banshee, Basilisk
  • Scorpion tank, Pitbull, Rockworm

Unable to attack aircraft, any anti-vehicle air unit will utterly destroy a lonely Cyberwheel. Try to mitigate this by protecting the Cyberwheel with strong anti-air units. Send in tanks or Pitbulls to deal with the Cyberwheel as they will easily out damage it.

From the Devs:

“Like the War Dogs, Cyberwheels are intended to give additional opener options to Nod players.” - MrBlack

We Want Your Feedback: We’ll be aggressively tweaking and tuning all units, and this is a great chance to have a real impact on the game! Tell us what you think of the new unit on Twitter and Discord.

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