Act of Aggression/USA Units

American units are typically very strong and deliberate. They have very few stealth units and their vehicles are extremely specialized, often performing poorly outside their given roles. However, their units are extremely varied and, with a good unit composition, can easily defeat any threat.

Marine
Marines are cheap and affordable anti-infantry units. They do reasonably well in close quarters fighting, and excel at fighting enemy infantry from a distance. They also perform reasonably well against light vehicles, especially when backed by Javelin anti-tank units.

Once upgraded, Marines can suppress enemy infantry with their M249 SAWs (right). In doing so their maximum HP is improved from 6 to 8. They also can prove very useful when dropped in the middle of an enemy base. Upon receiving the Breaching Training upgrade, they can quickly capture enemy structures, which can then be either sold or used to produce enemy units in their own base.

Javelin
Javelins are anti-tank infantry equipped with powerful rocket launchers. Only slightly more expensive than default marines, Javelins work best en-masse and in structures. Although tanks will typically get the first shot off on Javelins and can beat them one-on-one, Javelins cost considerably less than a tank.

The NLOS Guidance upgrade is very powerful. It changes the Javelin's missile into a top-down attack missile that hits the weaker tops of enemy vehicles and ignores terrain. A Javelin's biggest problem is their lack of speed, which is helped by pairing them with Stryker ICVs and other transport vehicles. Use the unload unit hotkey to quickly deploy them close to a battle.

Light Mortar
A light infantry artillery unit, mortars are best deployed at the rear of a firefight, or as an opening salvo into a large group of enemies. Though they are best against slow-moving infantry and stationary buildings, they can still cause damage to vehicles. As with most artillery units, they can be used to great effect when punishing enemies who do not move.

Light mortars are also capable of firing smoke rounds into friendly ranks to obscure them from enemies. This makes them good at covering retreats or to provide an opening for shorter-ranged infantry to close a gap.

Sniper
Snipers are ideal at long distance elimination and harassment of enemy infantry. As one of the few stealthed units the Americans have to offer, snipers are equally at home spotting for artillery. As with all stealth units, they gain a heavy damage bonus when breaking stealth in order to attack. As infantry is often used en-masse, the elimination of a few enemy infantry is usually not a big impact. When micromanaged to fire and retreat, however, they become extremely annoying to an enemy.

Stinger
Stingers are a solid and cheap defence against enemy helicopters. Although they can ward off aircraft, aircraft are generally too well armoured to cause damage to. Massed and with backup from Javelins and Marines, they can be difficult to counter when entrenched in a building.

Delta Force
Delta Force are extremely skilled at close quarters engagements, and can also harass enemy tanks when given the M72 LAW upgrade. They are extremely tough, having 50% more health than the standard Marine. They are also one of the only units which demands only rare earth to be built, and can be used if you have lots of rare earth but less of other resources. Their relatively short range, however, makes them vulnerable to longer-ranged anti-infantry units.

Recon Team
Recon teams are responsible for initial scouting on enemy positions and is the only US Army unit that can locate resources. Other units can scout, but resource fields will remain invisible. By default it is extremely easy to kill, but the Long Range Recon Team upgrade makes it more survivable by increasing its speed and health. Both the default machine gun (right) and the automatic grenade launcher upgrade (right) received from the upgrade are effective against helicopters, making it more than adequate at defeating enemy Recon K-MAXes deployed by the Cartel.

Shredder
The Assault Breacher Vehicle, also known as the Shredder, is deployed from the headquarters in order to construct buildings. Once the HQ receives an order to build, it begins deducting resources from the player's stockpiles. Once the resources are spent, the Shredder is deployed and will automatically drive to the structure's site and build it in a few seconds.

The Shredder is not controllable by the player and will always take the fastest route to the construction zone, necessitating its defence. While it is armed with a Browning machine gun for self-defence, it relies on its speed in order to quickly get to the construction zone.

M993
The M993 carrier is the American army's resource carrying unit. Unlike resource gatherers from other games, the carrier does not actively mine the resources: the refinery does.

Instead, the refinery automatically mines and stockpiles resources that are then picked up by the M993 and then transported either to a LEM, FOB, or Rare Earth LEM for use.

The M993 is reasonably fast, especially when using roads, and carries the most amount of cargo between the three armies. It carries 400 units of resources, which is 100 more than the Chimera's Crusher and 200 more than the Cartel's K-MAX. It can be upgraded to move even faster, and after the Hydrofracking upgrade is finished, the M993's capacity can be doubled to a highly impressive 800.

As such, very few M993s are necessary for each refinery. The nearest refineries will require only one, and only those extremely far from LEMs, FOBs, Rare Earth LEMs, or Headquarters will require more than three or four. To offset these benefits, the M993 is also the most expensive resource carrier.