Command & Conquer: Red Alert 3/Allied units

Allied units are fast and cheap like Guardian Tanks, which cost $950. Their Naval Power is the weakest but in numbers the Allies are quite a foe. The Allies are a good all-around balanced force.

Infantry
One major advantage the allied infantry were the standard anti tank and anti infantry are well trained and were well armed. Allied troopers however are expensive especially spies and other high prices like $400 is pricier than the flak trooper.

Attack dog
The Allies' main scout unit. Dogs that are trained to swim to scout water-based expansions. In addition, they can use a biting attack that is lethal to enemy infantry. Their special ability is an amplified bark that paralyzes enemies.

Engineer
Like the other faction's engineers, the Allied engineer can capture enemy or neutral tech structures. Its special ability is to temporarily transform into a tent that heals nearby infantry.

Peacekeeper

 * Role: Tough Anti Infantry/Anti Garrison
 * Special Ability: Riot Shield
 * Weapon: Shotgun
 * Armor: Tough for standard infantry
 * Cost: 200
 * Speed: Medium

Peacekeepers are the Allies' tough main front-line infantry unit. Their main armament is a powerful shotgun, which can knock enemies back at close range. They can use a riot shield that increases defense and allows the unit to get closer to the enemy. To clear a garrison order your peacekeepers to activate the riot shield and order them to enter a garrison. This kills the peacekeeper but they clear 1 per peacekeeper enter the structure.


 * Weaknesses: the peacekeeper is not effective against tanks nor aircraft and the best way to counter their riot shields is Molotov cocktails or crushing them with tanks. You loose one peacekeeper per every time one peacekeeper clears one garrisoned soldier. They are more expensive than imperial warriors and conscripts.

Javelin Soldier

 * Role: Anti Armor-Anti Air Infantry
 * Armor: Medium
 * Speed: Medium
 * Cost: 400
 * Weapon: Rocket Launcher
 * Special Ability: A Lock on Laser

Javelin soldiers are the anti-air and anti-armor unit of the Allied Army. They can use a laser that takes longer to find a target, but gives the soldier a much faster firing speed.


 * Counters: Javelin Troopers were vulnerable to most anti infantry units especially dogs or Twinblades. They cost more than tankbusters and flak troopers.

Spy
Allied spies can infiltrate enemy structures to cause a variety of consequences. They can swim and can disguise themselves as other units. Allied spies under disguise will lose their disguise if detected by a Burst Drone, War Bear or Attack Dog. Their special ability is to spend 1000 credits to convert nearby units to the Allied side but it can't bribe naval, air or star ranked foes.

Tanya
The Allies' main commando unit. She carries 2 pistols that can easily remove an infantry threat. If faced with a vehicle or garrison, she can enter the target and destroy it using C4. She can use a time belt that restores her back to the location she was at a few seconds ago, and undoes any damage she has undertaken within that time.

Riptide ACV
A transport hovercraft that can traverse both land and sea. At sea they can use both their main machine gun and torpedoes while on land only the machine gun is used. Should you lose this unit, you also will lose all infantry inside it as well.

Multigunner IFV

 * Role: Anti Air Vehicle/Other
 * Weapon: Missiles
 * Armor: Light
 * Speed: Fastest of all ground vehicles
 * Cost: 900
 * Special Ability: Evacuate Passengers

Powerful AA Vehicles whose weapons change depending on what infantry unit is garrisoned inside.

Guardian Tank



 * Role: Main Battle Tank
 * Weapon: 90mm cannon
 * Armor: Weaker than Hammer Tanks
 * Speed: Medium
 * Cost: 950
 * Special Ability: Targeting Laser

The main battle tank of the Allied army. It can switch to using a laser that weakens health points of enemy vehicles, however it cannot fire in this state. It has a powerful main gun and it cost 950 dollars and must have Tier 2 available to build.


 * Weaknesses: these tanks put up good fights because their 90mm cannons are tougher than the Hammer tanks 85mm cannon. Jets are the best counter or use the king Onis bull rush.

Mirage Tank

 * Role: Advance Strike Tank
 * Weapon: Spectrum Cannon
 * Armor: Medium
 * Cost: 1600
 * Speed: Fast
 * Special Ability: GAP Generator

Allied tanks that disguise themselves as innocuous objects while immobile (rocks, trees, etc.) Their special ability is a camouflage field that hides adjacent units but not the tank itself. The tank cannot fire or hide in this state. These Mirage Tanks are armed with powerful Spectrum Cannons that can kill infantry and some vehicles in one hit. To build Mirage Tanks tier 3 must be unlocked.

Major weaknesses: It is not the best counter for aircraft nor long range bombardment ships. Its spectrum cannon is best against infantry and vehicles but it has a medium rate of fire.

Athena Cannon
Satellite assisted artillery vehicles. They can target anything except aircraft. The special ability is a force field that protects units in its radius for a very short period of time. Only use this thing against things that don't fight back or can't move.

Prospector
The Ore Collector for this faction, these vehicles are amphibious and unarmed and must be protected. They can deploy into command hubs to allow base expansion.


 * Counters: Being unarmed these things can be countered by any unit especially the Mecha Tengu.

MCV
Vehicles that either deploy into construction yards, or pack up into MCVs and move. These vehicles can deploy on water as well. Cost 5000 credits and has a crush level equal to heavy tanks such as apocalypse tanks and assault destroyers.

Aircraft
The allies are the best when it comes to ruling the skies. Their weakness of aircraft is they require an Airfield to refuel.

Vindicator
A close support bomber effective against vehicles, less effective against structures.


 * Counters: They are easy to counter with MiG Fighters, rogue Apollo Fighters, and the Jet Tengu.

Cryocopter
An experimental helicopter that can freeze enemy units and structures. Frozen objects can be destroyed easily. Its special ability is the S.H.R.I.N.K beam which makes a target much smaller and easily crushed. The SHRINK beam cannot be used on infantry, but can be used on MCVs while in packed state. The same applies for Nanocores.


 * Counters: Their main weakness is where they have no harmful weapons and are vulnerable to MiG Fighters, Jet Tengus, and rogue Apollo Fighters.

Apollo Fighter



 * Role: Interceptor
 * Special Ability: Return to Base
 * Cost: 1000
 * Weapon: Duel Machine Guns
 * Armor: Weak
 * Speed: Fast

The Allied Air Force's air superiority jet. Best used in numbers to deal with certain durable aircraft like Kirovs.


 * Counters: Apollo Fighters have no way to attack surface targets and also MiG Missiles were stronger than its Duel Machine Guns.

Century Bomber



 * Role: Heavy Bomber/Troop Carrier
 * Weapon: 6 to 9 bombs
 * Cost: 2000
 * Speed: Slow but faster than Kirovs
 * Armor: Thick don't send Surface to Air Anti Air Units
 * Special Ability: Paradrop Infantry

The Allied heavy-duty bomber-transport. It can carpet bomb enemy bases to dust and can paradrop units behind enemy lines or onto the front line.

Weaknesses: It does not fight back against Jet Fighters and the Bomber has limited ammo. Destroy the airfield before they rearm.

Navy
The allied Navy is one of the most weakest in the Allied arsenal. Riptide ACVs can be built at the Seaport or the Factory.

Dolphins

 * Role: Scout
 * Cost: ????
 * Armor: Weak
 * Speed: Fast
 * Weapon: Sonic Weapons
 * Special Ability: High Jump

Specially trained dolphins armed with sonic weapons. These dolphins can jump high out of water to avoid a dangerous situation.

Hydrofoil
Allied Hydrofoils slice through enemy aircraft with their AA guns. They can switch to using a weapon jammer that prevents a target from firing but not moving.

Assault Destroyer

 * Role: Advanced Anti-Armor
 * Weapon: Powerful main guns that hit submerged targets and crush tanks
 * Armor: Heavy armor with blackhole armor
 * Cost: 1,800
 * Speed: Slow on land but faster at sea
 * Special Ability: Blackhole Armor

Amphibious, sturdy warships that can travel onto land. They can activate their Black Hole Armor which supercharges defensive strength and draws incoming fire onto the Assault Destroyer.


 * Weaknesses: These ships are weaker than Naginata ships and Akula subs in terms of anti-ship warfare. On land they are not as effective as Apocalypse Tanks or as King Onis. Their special ability does not draw Tesla or Laser attacks but they can still crush Tanks under their Threads.

Aircraft Carrier

 * Cost: 2000
 * Role: Capital Ship
 * Weapon: 5 Planes
 * Speed: Slow
 * Armor: Heavy
 * Special Ability: Blackout Missile

Essentially naval artillery platforms, these ships can destroy a target from a safe distance using their attack drones. The Aircraft Carrier can fire the "Blackout Missile" which deactivates everything in its blast radius.


 * Weaknesses: Their drone planes can be shot down and are vulnerable to subs and jets.