$0Command & Conquer™ 3: Kane’s Wrath Command the Third Tiberium War
Lead new armies and towering Epic units through a story-driven campaign, then test your strategy against other commanders.
Is Command & Conquer™ 3: Kane’s Wrath worth it?
Command & Conquer™ 3: Kane’s Wrath is worth it if…
- you want a story-driven RTS with live action cutscenes and a villain who never stops monologuing
- you like fast, tactical battles where keeping your veteran units alive pays off
- you enjoy trying different faction builds and strategies in skirmish against the AI
- you already own Command & Conquer 3: Tiberium Wars and want more of it
Screenshots
Twenty years of Kane, in live action
The campaign follows the Brotherhood of Nod from its rebirth after the Second Tiberium War, through the Third Tiberium War and beyond. You play as LEGION, a combat AI carrying out Kane's orders across thirteen missions in three acts, from full base-building battles to smaller operations where a careful, well-planned strike matters more than a big army.
The story arrives the old way: high-definition live action video with a celebrity cast, led by Joe Kucan as the megalomaniac Kane himself. It is theatrical, it is dramatic, and it is a large part of why people keep coming back. One honest note: this is Nod's story alone, so GDI and Scrin sit this campaign out.
Global conquest, your war
Global conquest mode lets you fight the Third Tiberium War on your own terms. You position forces on a planetary map, decide where to strike and what to defend, then drop to the ground for the fast, fluid tactical battles the series is known for.
It adds a layer of planning on top of the real-time combat: a bad decision on the strategic map shows up on the battlefield, and a strong army built there can carry you through the war. Epic-units fit in here too. You position them on the global map, then bring them down to lay siege, upgrading and garrisoning them mid-battle to change what they can do.
New armies, sub-factions and very large units
Every faction gets new units, structures and abilities on land and in the air, and on top of that there are six sub-factions, each with exclusive units, powers and upgrades. Picking a sub-faction is picking a play style: the sheer number of strategies on offer is the game's strongest suit, and it keeps skirmish matches fresh long after the campaign is done.
Then there are the Epic-units: enormous machines with immense firepower that you can customize mid-battle through garrisoning and upgrades. Units also gain experience and rank up, which rewards keeping your veterans alive instead of trading them away.
Do you need the base game to play it?
Do you need the base game to play it?
Yes. Kane's Wrath is an expansion pack to Command & Conquer 3: Tiberium Wars, so you need the base game installed to play it. What you get in return is a full standalone campaign, the global conquest mode, six sub-factions, new units for all three factions and the Epic-units, so it adds far more than a few extra maps.
How hard is it to learn?
It has a steep learning curve at first. There is a lot to grasp: units, resources, counters and the differences between the factions and sub-factions. The campaign eases you in but gets genuinely difficult in places, and the AI in skirmish can be tuned from easy to hard. Once the basics click, the depth is the reward: the number of different strategies you can try is huge.
What is the campaign like to play?
Thirteen missions in three acts, all from Nod's side, mixing two mission types. Some are classic base-building battles where you grow an economy and roll out an army; others hand you a small force and ask for stealth or a well-planned attack, and those smaller operations are often the most fun. The story spans twenty years, from the Brotherhood's rebirth to the events after the Third Tiberium War.


















