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.

Attack Dog
Fast moving amphibious scouts that can detect disguised or hidden enemies. They can also dispatch infantry in one melee strike. Their special ability is a bark that effectively paralyses enemy infantry in a considerable radius.

Weaknesses

They cannot attack vehicles at all and are often targeted first by enemy units. Also, the dogs are weaker than their Soviet counterparts and require two to three in order to properly take out a bear or to dispatch enemy infantry swiftly (since there is a short period of inactivity after using their barks). A small group can be used early in the game to harry the scouting enemies.

Peacekeeper
The standard shotgun-wielding Allied infantry is effective against other infantry units. Their attacks knock back infantry at close range and deal damage in a small radius. Their special ability is to use Riot Shields that increases their defenses significantly, even against Tesla and Wave Force weaponry, although they are slowed down. They can enter structures in this state, knocking out infantry from within.

Weaknesses

Generally their shotguns are not effective against armored vehicles and can be mowed down by enemy vehicles. In groups, however, they can defeat Natasha and most infantry. Peacekeepers cost $200 so they are the most expensive of all grunt infantry.

Javelin Soldier
Javelin Soldiers are effective against enemy armor, and are deadly to enemy aircraft. Their special ability is to Lock On their targets, which, after a short delay, they are able to unleash a barrage of attacks which deal significantly more damage than their regular attacks.

Weaknesses

Javelin Soldiers cost more than Tankbusters and Flak Troopers and are ineffective against infantry so silence them with Natasha or with Shinobis.

Engineer
Engineers can capture neutral or enemy structures, as well as repair allied structures. Their special ability is to deploy a make-shift medical hut which heals nearby Allied infantry units. They are arguably some of the most versatile and useful engineers the game has to offer. If placed inside an MCV, they act as a first aid station for vehicles and auto-repairs them.

Weaknesses

They are unarmed and defenseless. As such, they require careful use in order to maximize their potential. Deployment via vehicles or aircraft is the most effective method of utilizing engineers.

Spy
Spies can disguise themselves as enemy infantry units, which can only be detected by enemy scouts. They are defenseless otherwise. Spies can enter enemy structures causing various effects such as shutting down radar, planting explosive charges, and powering down bases. Their special ability is to Bribe nearby targets at the cost of 1000 credits, turning enemies against their former commander permanently.

Weaknesses

They cannot bribe animals, 100% robotic units, hero units and do not have weapons to fend off enemies. Always use your scouts to find the spy before these units cause damage. They can also be mowed down by enemy vehicles even when disguised, so always ensure they are away from moving enemy vehicles.

Tanya
Tanya is the ultimate special agent for the Allied forces, her rapid-fire twin pistols can dispatch infantry in a single shot, effectively allowing her to take down incoming mobs. She can enter structures and vehicles to plant C4 charges, which destroys targets in one shot. Her special ability is a Time Belt which allows her to travel back to her previous location and status 15 seconds in time.

Weaknesses

Her weakness is that her pistols have shorter range than most infantry rifles and she is ineffective against aircraft and fighting 5 Sickles and/or 5 Mecha Tengus will make mice meat out of her.

Vehicles
Allied Vehicles are fast, light and cheap and not to mention quite formidable. Their Ground power is one of the weakest compared to the Imperial and Soviet Ground Forces however.

Riptide ACV
Riptide ACVs are the primary transport units for Allied infantry. They are able to carry up to 5 infantry units, while their attacks are effective against enemy infantry. At sea, they are able to periodically use small torpedoes which are more effective against armor and structures.

Weaknesses

These Vehicles are not effective fighting the King Oni or Hammer Tanks because their Torpedos cannot be used on land and they are better fighting the Tsunami Tank than fighting the things on Land. Also they are not effective against Aircraft and any infantry inside it will die should the vehicle blow up.

Multigunner IFV
Multigunner IFVs are the most versatile vehicles; their attacks deal considerable damage to all types of units and structures, while their speed on the ground is unmatched. An infantry unit is able to garrison inside a Multigunner IFV, effectively altering the vehicles mode of attack, depending on the infantry inside.

Weaknesses

These vehicles have weak missiles that only work on air targets and these units have light armor so it is not suited engaging most enemies. Also these things will loose infantry inside it if it explodes.

Guardian Tank
The main Allied Battle Tank is an anti-armor aggressor, lighter but faster and stronger than its Soviet and Empire counterparts. Their special ability is a Focus Beam, which pin-points weaknesses, increasing the damage taken by their targets significantly.

Weaknesses

Guardian Tanks have better firepower than the Tsunami Tanks and the Hammer tanks but they have light armor and often fallen to an attack from Soviet apocalypse Tanks. These Tanks also move at high speed but at what cost? The cost of weakness against aircraft and Infantry thats what it is.

Mirage Tank
Mirage Tanks are essentially ambush vehicles, dealing lethal damage to all types of armor on the ground. Their attacks splash onto nearby enemy targets. While not moving, they are able to blend in their surroundings. Their special ability is projecting a Gap Field, cloaking nearby allied units that are not attacking. They are unable to attack or camoflage while using this ability.

Weaknesses

The mirage tank weaknesses were they were ineffective against Aircraft, they have light armor than Assault Destroyers and finally they cost 1600 and only allowed to build at Tier 3.

Athena Cannon
Athena Cannons are long range bombardment vehicles that pin-point enemies for an orbital strike. They are slow moving and are lightly armored. Their special ability is the Aegis Shield, which renders allied ground forces in the vicinity invulnerable to most attacks.

Weaknesses

They are unable to attack while projecting the shield, and the shields radius decreases over time. Also attack the center Athena Cannon to lower the shield and always attack it up close or from the air.

Prospector
The Prospector collects Ore from Ore Mines to fund the Allied cause. Their special ability is to deploy into Command Hubs so structures can be built near them.

Mobile Construction Vehicle
Large defenseless vehicles that deploy into the Construction Yard, necessary for establishing a base. They can crush almost all vehicles in the game, save for Apocalypse Tanks and King Oni.

Aircraft
The Allies rule the sky with their versatile and powerful air force. Apollos are formidable foes defeating Jet Tengus and MiGs while Vindicators and Century Bombers do strategic bombardment from the air. Also Cryocopters quell any threats that are big and freezable.

Vindicator Bomber
Vindicator Bombers are tactical strike aircraft best suited at dispatching enemy ground armor. They must re-arm at an Airfield as they have limited ammunition. Their special ability is an RTB order, allowing them to retreat to an Airfield at rapid speeds.

Weaknesses

Vindicators fare poor against Aircraft and has light armor so don't send these things after areas with alot of AA.

Apollo Fighter Jet
Apollo Fighter Jets are fast, air-to-air combatants. Their shredder guns are effective against all types of aircraft. They must re-arm at an Airfield as they have limited ammunition. Their special ability is an RTB order, allowing them to retreat to an Airfield at rapid speeds.

Weakness

Apollos cannot retaliate against Ground forces and have a limited ammo supply. Always attack with groups of Striker VXs or MiGs.

Cryocopter
Cryocopters are experimental aircraft that can freeze enemy units, eventually forcing them to a halt. Targets are unable to perform any action, and are brittle enough that they can be shattered when any form of damage is sustained. Multiple Cryocopters focusing on one target will decrease the time needed to freeze them. Stronger units tend to be more resistant, and will take longer to succumb, while special structures including Superweapons are not affected by the vulnerability but they will cease to function. Their special ability is a S.H.R.I.N.K. ray which reduces a vehicle's size, significantly increasing its movement speed, while reducing its attack potential. Larger units that are shrunk can be crushed.

Century Bomber
Century Bombers are large durable aircraft best suited at carrying a payload of bombs and a score of 5 infantry units. They are best suited at base assaults. They must re-arm at an Airfield as they have limited ammunition. Their special ability is to paradrop the infantry they are carrying onto the battlefield.

Weaknesses

These Bombers unlike Kirovs have limited ammo and must reload at an airfield. It also cannot fight Interceptors including Rocket Angels and MiGs. Centurys are expensive and take a long time to fill one Airfield with 4 Century Bombers and maintain them.

Navy
The Allies had a weak navy but made up for Assault Destroyers and Riptide ACVs can go up on land to execute Amphibious assaults.

Dolphin
Dolphins are fast-moving combat-bred mammals capable of shaking apart enemy naval units and structures. They are succeptible to most attacks including anti-infantry. Their special ability is to jump a considerable distance, even over ground permitting that there is water where they land.

Hydrofoil
Hydrofoils are fast-moving surface-to-air ships that deal significant damage to enemy aircraft. Their special ability is a Weapon Jammer that can target ground and naval forces, rendering them unable to attack.

Weaknesses

These things cannot attack other ships nor surface targets and has light armor. Their Weapon Jammers cannot jam infantry weapons and the worst part is they cannot out run the Yari nor stingray.

Assault Destroyer
Assault Destroyers are tough amphibious units, able to withstand sustained damage for a period of time. They are more effective as tanks, absorbing damage for other less durable units. Their special ability is projecting a Black Hole Armor, which draws in all incoming enemy fire in a radius around the Assault Destroyer.

Weaknesses

Assault Destroyers are not very effective against most naval units and aircraft including Akula Subs and Naginata Ships. Also on land the Assault Destroyer is weaker than Mirage Tank Spectrum Cannons and inferior to Apocalypse Tanks one on one. Use this ship carefully as its blackhole armor is meant for shielding not for offensive purposes.

Aircraft Carrier
Serving as capital ships to the Allied fleet, the Aircraft Carrier is a long range bombardment ship lethal against all ground and sea forces caught in its sight. Carriers launch 5 aircraft to strike at their targets. They are able to move as soon as the aircraft are launched. Their special ability is a Blackout Missile, which disables the movement and attack of all mechanical units caught in its radius.

Weaknesses

Its special ability affects all friends and foes and the Carrier is defenseless without its 5 planes. Always attack with the Yari or Akula Subs up close.