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===Guardian Tank=== | ===Guardian Tank=== | ||
{{CnC unit|image=RA3.GuardianTank.jpg|requirements=Armor Facility|role=Anti-Tank|abilities=Laser|build=950 Seconds|dtype=90mm Cannon|cost=950}} | {{CnC unit|image=RA3.GuardianTank.jpg|requirements=Armor Facility|role=Anti-Tank|abilities=Targeting Laser|build=950 Seconds|dtype=90mm Cannon|cost=950}} | ||
The main Allied battle tank is an impressive anti-armor aggressor. It is the main tank and it is lighter, 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. | The main Allied battle tank is an impressive anti-armor aggressor. It is the main tank and it is lighter, 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. |
Revision as of 03:50, 11 April 2009
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
Attack Dog
Cost | 200 |
---|---|
Requirements | Boot Camp |
Abilities | Amplified Bark |
Role | Amphibious Anti Infantry scout |
Build Time | 0:02 |
Damage type | Melee |
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
Cost | 200 |
---|---|
Requirements | Boot Camp |
Abilities | Riot shield |
Role | Anti-Infantry/ Anti Garrison |
Build Time | Unknown seconds |
Damage type | Gun |
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
Cost | 400 |
---|---|
Requirements | Boot Camp |
Abilities | Unknown |
Role | Anti Tank and Anti Air |
Build Time | 0:04 |
Damage type | Rocket |
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
Cost | 500 |
---|---|
Requirements | Boot Camp |
Abilities | deploy into a tent |
Role | support |
Build Time | unknown |
Damage type | none |
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
Cost | 1000 |
---|---|
Requirements | Boot camp |
Abilities | Bribe |
Role | Amphibious Infiltrator |
Build Time | 0:10 |
Damage type | None |
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
Cost | 2000 |
---|---|
Requirements | Boot camp |
Abilities | Time Belt |
Role | Commando |
Build Time | 0:20 |
Damage type | Guns and C4 |
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 small 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
Tanja's pistols have shorter range than most infantry rifles and she is ineffective against aircraft. While she is effective against vehicles, she has to close the distance between them and usually will sustain considerable damage when attempting to blow the vehicles up.
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
Cost | 900 |
---|---|
Requirements | Armor Facility, Seaport |
Abilities | Unload Passengers |
Role | Amphibious transport |
Build Time | 0:09 |
Damage type | Gun |
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 at fighting armored vehicles because their torpedos cannot be used on land. While small groups can fend off attacks from the Tsunami tank, it is still not as effective since they are not heavily armored. They are not effective against enemy aircraft at all and if the vehicle explodes, all infantry inside will perish.
Multigunner IFV
Cost | 800 |
---|---|
Requirements | Armor Facility |
Abilities | Unload Passengers |
Role | Anti Air; Jack of all Trade units |
Build Time | 0:08 |
Damage type | Variable |
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 vehicle's use. A peacekeeper will turn it into an anti-infantry vehicle. A javelin troop will turn it into an anti-air and anti-armor vehicle. A dog inside will give it the sonic ability to stun infantry and an engineer inside will turn it into a mobile repair unit.
Weaknesses
These vehicles have weak missiles that only work on air targets unless a unit enters the vehicle and modifies its properties. These units have light armor and cannot take much damage so it is not suited for engaging most enemy units, especially alone. In addition, should these vehicles explode, the unit inside will also be lost.
Guardian Tank
Cost | 950 |
---|---|
Requirements | Armor Facility |
Abilities | Targeting Laser |
Role | Anti-Tank |
Build Time | 950 Seconds |
Damage type | 90mm Cannon |
The main Allied battle tank is an impressive anti-armor aggressor. It is the main tank and it is lighter, 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 and are faster than the Tsunami Tanks and the Hammer tanks but they suffer from light armor and often fall prey to an attack from higher tier enemy tanks or anti-ground aircraft. These tanks lack the versatility of the Tsunami tanks and the Soviet Hammer tanks.
Mirage Tank
Cost | 1600 |
---|---|
Requirements | Armor Facility |
Abilities | GAP Generator |
Role | Advanced Strike Tank |
Build Time | 0:20 |
Damage type | Spectrum |
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 suffers from attacks against aircraft as it cannot attack itself from above and can be spotted when moving or by scout units. They also have lighter armor than their counerparts at the third tier.
Athena Cannon
Cost | 1600 |
---|---|
Requirements | Armor Facility |
Abilities | Aegis Shield |
Role | Siege Artillery |
Build Time | 0:20 |
Damage type | Laser |
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
Cost | 1000 |
---|---|
Requirements | Armor Facility, Refinery, Seaport |
Abilities | deploy into command hubs |
Role | Resource Gatherer |
Build Time | 0:10 |
Damage type | None |
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.
Weaknesses
They cannot build units or buildings (these require an MCV) and they cannot move once they are in place. They also require the purchasing of individual upgrades for the technology branch in order to pass this benefit off to the surrounding areas. The ore collector itself is often a target for Soviet attacks (especially from the air).
Mobile Construction Vehicle
Cost | 5000 |
---|---|
Requirements | Seaport or Armor Facility |
Abilities | Deploy |
Role | Amphibious Construction unit |
Build Time | 1:00 |
Damage type | None |
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
Cost | 1200 |
---|---|
Requirements | Air Base |
Abilities | RTB on demand |
Role | Close air support Jet |
Build Time | 0:12 |
Damage type | Bomb |
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 a lot of AA.
Apollo Fighter Jet
Cost | 1000 |
---|---|
Requirements | Air Base |
Abilities | RTB on Demand |
Role | Anti Air Interceptor |
Build Time | 0:10 |
Damage type | Auto cannons |
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
Cost | 1600 |
---|---|
Requirements | Air Base |
Abilities | SHRINK BEAM |
Role | Support copter |
Build Time | 0:16 |
Damage type | none |
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
Cost | 2000 |
---|---|
Requirements | Air Base |
Abilities | Paradrop Infantry |
Role | Heavy Bomber/ Troop Transport |
Build Time | 0:20 |
Damage type | Bombs |
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.
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
Cost | 750 |
---|---|
Requirements | Seaport |
Abilities | Jump |
Role | Anti Ship scout |
Build Time | 0:05 |
Damage type | Sonar weapons |
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
Cost | 850 |
---|---|
Requirements | Seaport |
Abilities | Weapon Jammer |
Role | Anti Air Support unit |
Build Time | 0:10 |
Damage type | Anti air gun |
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
Cost | 1600 |
---|---|
Requirements | Seaport |
Abilities | Blackhole Armor |
Role | Amphibious Advanced Anti Armor |
Build Time | 0:16 |
Damage type | Cannon |
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
Cost | 2000 |
---|---|
Requirements | Seaport |
Abilities | Blackout missile |
Role | Capital Ship |
Build Time | 0:20 |
Damage type | 5 Planes |
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.