Editing Command & Conquer: Red Alert 3/Allied units
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===Peacekeeper=== | ===Peacekeeper=== | ||
{{CnC unit|image=RA3.Peacekeeper.jpg|requirements=Boot Camp|role=Anti-Infantry/ Anti Garrison|abilities=Riot shield|build=5 seconds|dtype=ShotGun|cost=200}} | {{CnC unit|image=RA3.Peacekeeper.jpg|requirements=Boot Camp|role=Anti-Infantry/ Anti Garrison|abilities=Riot shield|build=5 seconds|dtype=ShotGun|cost=200}} | ||
{{Quote| | {{Quote|What happened to peace?!|Peacekeeper}} | ||
The standard shotgun-wielding Allied infantry is effective against other infantry units. Their attacks knock back infantry at close range and deals 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. This ability gives them the chance to close in to deal more damage. They can also enter structures in this state, knocking out infantry from within, but die doing so. | The standard shotgun-wielding Allied infantry is effective against other infantry units. Their attacks knock back infantry at close range and deals 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. This ability gives them the chance to close in to deal more damage. They can also enter structures in this state, knocking out infantry from within, but die doing so. | ||
;Weaknesses | ;Weaknesses | ||
Generally their shotguns are not very effective against armored vehicles, they cannot attack airborne targets, and they | Generally their shotguns are not very effective against armored vehicles, they cannot attack airborne targets, and can they be mowed down by enemy vehicles. In groups, however, they can defeat enemy commandos and most infantry. Peacekeepers cost $200 so they are the most expensive of all grunt infantry. | ||
{{-}} | {{-}} | ||
===Javelin Soldier=== | ===Javelin Soldier=== | ||
{{CnC unit|image=|requirements=Boot Camp|role=Anti Tank and Anti Air|abilities=Laser Guided Mode|build=0:04|dtype=Rocket|cost= | {{CnC unit|image=|requirements=Boot Camp|role=Anti Tank and Anti Air|abilities=Laser Guided Mode|build=0:04|dtype=Rocket|cost=400}} | ||
{{Quote|Its go time!|Javelin Soldier}} | {{Quote|Its go time!|Javelin Soldier}} | ||
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;Weaknesses | ;Weaknesses | ||
Javelin Soldiers are ineffective against infantry thus making them especially vulnerable to commandos, Shinobis, or other anti-infantry vehicles as well as bears and dogs. | Javelin Soldiers cost more than Flak Troopers and are ineffective against infantry thus making them especially vulnerable to commandos, Shinobis, or other anti-infantry vehicles as well as bears and dogs. | ||
{{-}} | {{-}} | ||
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|role=support | |role=support | ||
|abilities=deploy into a tent | |abilities=deploy into a tent | ||
|build= | |build=unknown | ||
|dtype=none | |dtype=none | ||
|cost=500 | |cost=500 | ||
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{{Quote|I'm on it like a bonnet.|Spy}} | {{Quote|I'm on it like a bonnet.|Spy}} | ||
Spies can disguise themselves as enemy infantry units (including dogs/bears and commandos), 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, Steal up to $2000, 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 | Spies can disguise themselves as enemy infantry units (including dogs/bears and commandos), 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, Steal up to $2000, 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 | ;Weaknesses | ||
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{{CnC unit | {{CnC unit | ||
|image=RA3.Tanya.jpg | |image=RA3.Tanya.jpg | ||
|requirements=Boot camp | |requirements=Boot camp, Maximum Clearance and Defense Bureau | ||
|role=Commando | |role=Commando | ||
|abilities=Time Belt | |abilities=Time Belt | ||
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;Weaknesses | ;Weaknesses | ||
Tanja's pistols have shorter range than most infantry rifles and she is completely 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, requiring the use of her timebelt to recover some health. | |||
{{-}} | {{-}} | ||
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===Guardian Tank=== | ===Guardian Tank=== | ||
{{CnC unit|image=RA3.GuardianTank.jpg|requirements=Armor Facility at Heightened Clearance|role=Anti-Tank|abilities=Targeting Laser|build= | {{CnC unit|image=RA3.GuardianTank.jpg|requirements=Armor Facility at Heightened Clearance|role=Anti-Tank|abilities=Targeting Laser|build=950 Seconds|dtype=90mm Cannon|cost=950}} | ||
{{Quote|Keep at em Lads!|Guardian Tank}} | {{Quote|Keep at em Lads!|Guardian Tank}} | ||
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;Weaknesses | ;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 | 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=== | ===Mirage Tank=== | ||
{{CnC unit|image=RA3.MirageTank.jpg|requirements=Armor Facility | {{CnC unit|image=RA3.MirageTank.jpg|requirements=Armor Facility|role=Advanced Strike Tank|abilities=GAP Generator|build=0:20|dtype=Spectrum cannon|cost=1600}} | ||
{{Quote| | {{Quote|You now have access to Mirage Tanks. Our Mirage Tank assault forces have been stationed here all along. They are now under your control.|Advisor granting the player access to the Mirage Tank}} | ||
Armed with Spectrum Cannons and Stealth Generators the Mirage Tanks are essentially ambush vehicles, dealing lethal damage to all types of units 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 | Armed with Spectrum Cannons and Stealth Generators the Mirage Tanks are essentially ambush vehicles, dealing lethal damage to all types of units 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 | ;Weaknesses | ||
The Mirage tank weaknesses is they suffers from attacks against aircraft as it cannot attack air and can be spotted when moving or by scout units. They also have lighter armor than their counterparts at the third tier and can be crushed by the Apocalypse Tank and King Oni Bull Rushes. If used carefully however they can kill Commandos in one hit and light fighting vehicles in a matter of seconds | The Mirage tank weaknesses is they suffers from attacks against aircraft as it cannot attack air and can be spotted when moving or by scout units. They also have lighter armor than their counterparts at the third tier and can be crushed by the Apocalypse Tank and King Oni Bull Rushes. If used carefully however they can kill Commandos in one hit and light fighting vehicles in a matter of seconds. | ||
{{-}} | {{-}} | ||
===Athena Cannon=== | ===Athena Cannon=== | ||
{{CnC unit|image=|requirements=Armor Facility | {{CnC unit|image=|requirements=Armor Facility|role=Siege Artillery|abilities=Aegis Shield|build=0:20|dtype=Laser|cost=1600}} | ||
{{Quote|Systems are damaged!|Athena Cannon}} | {{Quote|Systems are damaged!|Athena Cannon}} | ||
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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. They also got the Uprising Exclusive Harbinger that rains death from above and all aircraft can be upgraded with the Advanced Aeronautics upgrade. | 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. They also got the Uprising Exclusive Harbinger that rains death from above and all aircraft can be upgraded with the Advanced Aeronautics upgrade. | ||
===Vindicator=== | ===Vindicator Bomber=== | ||
{{CnC unit|image=RA3.Vindicator.jpg|requirements=Air Base|role=Close air support Jet|abilities=RTB on demand|build=0:12|dtype=2-3 Bombs|cost=1200}} | {{CnC unit|image=RA3.Vindicator.jpg|requirements=Air Base|role=Close air support Jet|abilities=RTB on demand|build=0:12|dtype=2-3 Bombs|cost=1200}} | ||
{{Quote| | {{Quote|Siesta Already?|Vindicator}} | ||
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. | 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 | ;Weaknesses | ||
Vindicators fare | Vindicators fare poor against Aircraft and has light armor so don't send these things after areas with a lot of AA. | ||
{{-}} | {{-}} | ||
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{{CnC unit|image=RA3.ApolloFighter.jpg|requirements=Air Base|role=Anti Air Interceptor|abilities=RTB on Demand|build=0:10|dtype=Auto cannons|cost=1000}} | {{CnC unit|image=RA3.ApolloFighter.jpg|requirements=Air Base|role=Anti Air Interceptor|abilities=RTB on Demand|build=0:10|dtype=Auto cannons|cost=1000}} | ||
{{Quote| | {{Quote|Wheres the eject?!!|Apollo}} | ||
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 | 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. | ||
;Advanced Tactics | ;Advanced Tactics | ||
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{{CnC unit | {{CnC unit | ||
|image=RA3.CenturyBomber.jpg | |image=RA3.CenturyBomber.jpg | ||
|requirements=Air Base | |requirements=Air Base | ||
|role=Heavy Bomber/ Troop Transport | |role=Heavy Bomber/ Troop Transport | ||
|abilities=Paradrop Infantry | |abilities=Paradrop Infantry | ||
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}} | }} | ||
{{Quote| | {{Quote|Just give us the target and we're on our way.|Century}} | ||
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. | 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 | ;Weaknesses | ||
These Bombers unlike Kirovs have limited ammo and must reload at an airfield. It also cannot fight Interceptors including Rocket Angels and MiGs. | 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. Like Man Cannons do not paradrop infantry at areas full of Anti Air. | ||
{{-}} | {{-}} | ||
==Navy== | ==Navy== | ||
The Allies have a weak navy | The Allies have a weak navy but make up for it with Assault Destroyers and Riptide ACVs, which can go up on land to execute Amphibious assaults and the top tier unit, the aircraft carrier, is great as a long range harrassment unit. | ||
===Dolphin=== | ===Dolphin=== | ||
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{{CnC unit|image=RA3.Hydrofoil.jpg|requirements=Seaport|role=Anti Air Support unit|abilities=Weapon Jammer|build=0:10|dtype=Anti air gun|cost=900}} | {{CnC unit|image=RA3.Hydrofoil.jpg|requirements=Seaport|role=Anti Air Support unit|abilities=Weapon Jammer|build=0:10|dtype=Anti air gun|cost=900}} | ||
{{Quote| | {{Quote|Hey man you're scratching my boat!|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. | 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. | ||
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{{CnC unit|image=RA3.AssaultDestroyer.jpg|requirements=Seaport|role=Amphibious Advanced Anti Armor|abilities=Blackhole Armor|build=0:16|dtype=Cannon|cost=1500}} | {{CnC unit|image=RA3.AssaultDestroyer.jpg|requirements=Seaport|role=Amphibious Advanced Anti Armor|abilities=Blackhole Armor|build=0:16|dtype=Cannon|cost=1500}} | ||
{{Quote| | {{Quote|Hey check it out. Those Assault Destroyers are just the kind of thing to pull off an amphibious assault.|Tanya talking about the 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. They can crush almost all the vehicles in the game except MCVs, Apocalypse Tanks and the King Oni. | 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. They can crush almost all the vehicles in the game except MCVs, Apocalypse Tanks and the King Oni. | ||
;Weaknesses | ;Weaknesses | ||
Assault Destroyers are not very effective against most naval units and aircraft including Akula Subs and Naginata | 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. | ||
{{-}} | {{-}} | ||
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{{CnC unit|image=RA3.AircraftCarrier.jpg|requirements=Seaport at Maximum Clearance|role=Capital Ship|abilities=Blackout missile|build=0:20|dtype=5 Planes|cost=2000}} | {{CnC unit|image=RA3.AircraftCarrier.jpg|requirements=Seaport at Maximum Clearance|role=Capital Ship|abilities=Blackout missile|build=0:20|dtype=5 Planes|cost=2000}} | ||
{{Quote|Aircraft Carrier leaving port | {{Quote|Aircraft Carrier leaving port.|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. | 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 | ;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 or hit them with Aircraft | 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 or hit them with Aircraft. | ||
{{Footer Nav|game=Command & Conquer: Red Alert 3|prevpage=Soviet Top Secret Protocols|nextpage=Allied Structures}} | {{Footer Nav|game=Command & Conquer: Red Alert 3|prevpage=Soviet Top Secret Protocols|nextpage=Allied Structures}} |