From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
needimage
needimage

This article needs images! If you have any images of the things detailed in this page(need images to see what does mirage tanks look like), please add them to this page.

If you need help with wiki markup, see the wiki markup page. If you want to try out wiki markup without damaging a page, why not use the sandbox?

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

Cost200
RequirementsBoot Camp
AbilitiesAmplified Bark
RoleAmphibious Anti Infantry scout
Build Time0:02
Damage typeMelee

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.

Peacekeeper

Anti-Infantry/ Anti Garrison
Cost200
RequirementsBoot Camp
AbilitiesRiot shield
RoleAnti-Infantry/ Anti Garrison
Build TimeUnknown seconds
Damage typeGun

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 Sickles nor Mecha Tengus but in groups they can defeat Natasha and most infantry in one attack. Peacekeepers cost $200 so they are the most expensive of all grunt infantry.

Javelin Soldier

Cost400
RequirementsBoot Camp
AbilitiesUnknown
RoleAnti Tank and Anti Air
Build Time0:04
Damage typeRocket

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.

Engineer

Cost500
RequirementsBoot Camp
Abilitiesdeploy into a tent
Rolesupport
Build Timeunknown
Damage typenone

Engineers can capture neutral or enemy structures, as well as repair allied structures. They are unarmed and defenseless. Their special ability is to deploy a make-shift medical hut which heals nearby Allied infantry units.

Spy

Amphibious Infiltrator
Cost1000
RequirementsBoot camp
AbilitiesBribe
RoleAmphibious Infiltrator
Build Time0:10
Damage typeNone

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.

Tanya

Commando
Cost2000
RequirementsBoot camp
AbilitiesTime Belt
RoleCommando
Build Time0:20
Damage typeGuns 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 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 10 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

Riptide ACV

Cost900
RequirementsArmor Facility, Seaport
AbilitiesUnload Passengers
RoleAmphibious transport
Build Time0:09
Damage typeGun

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.

Multigunner IFV

Anti Air Jack of all Trade units
Cost800
RequirementsArmor Facility
AbilitiesUnknown
RoleAnti Air Jack of all Trade units
Build Time0:08
Damage typeDepending on infantry

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.

Guardian Tank

Anti-Tank
Cost950
RequirementsArmor Facility
AbilitiesLaser
RoleAnti-Tank
Build Time950 Seconds
Damage typeCannon

The main Allied Battle Tank is an anti-armor aggressor, lighter but faster 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.

Mirage Tank

Advanced Strike Tank
Cost1600
RequirementsArmor Facility
AbilitiesGAP Generator
RoleAdvanced Strike Tank
Build Time0:20
Damage typeSpectrum

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.

Athena Cannon

Cost1600
RequirementsArmor Facility
AbilitiesAegis Shield
RoleSiege Artillery
Build Time0:20
Damage typeLaser

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. They are unable to attack while projecting the shield, and the shields radius decreases over time.

Prospector

Cost1000
RequirementsArmor Facility, Refinery, Seaport
Abilitiesdeploy into command hubs
RoleResource Gatherer
Build Time0:10
Damage typeNone

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

Amphibious Construction unit
Cost5000
RequirementsSeaport or Armor Facility
AbilitiesDeploy
RoleAmphibious Construction unit
Build Time1:00
Damage typeNone

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

Vindicator Bomber

Close air support Jet
Cost1200
RequirementsAir Base
AbilitiesRTB on demand
RoleClose air support Jet
Build Time0:12
Damage typeBomb

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.

Apollo Fighter Jet

Anti Air Interceptor
Cost1000
RequirementsAir Base
AbilitiesRTB on Demand
RoleAnti Air Interceptor
Build Time0:10
Damage typeAuto 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

Support copter
Cost1600
RequirementsAir Base
AbilitiesSHRINK BEAM
RoleSupport copter
Build Time0:16
Damage typenone

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

Heavy Bomber/ Troop Transport
Cost2000
RequirementsAir Base
AbilitiesParadrop Infantry
RoleHeavy Bomber/ Troop Transport
Build Time0:20
Damage typeBomb

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.

Navy

Dolphin

Cost750
RequirementsSeaport
AbilitiesJump
RoleAnti Ship scout
Build Time0:05
Damage typeSonar 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

Anti Air Support unit
Cost850
RequirementsSeaport
AbilitiesWeapon Jammer
RoleAnti Air Support unit
Build Time0:10
Damage typeAnti 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.

Assault Destroyer

Amphibious Advanced Anti Armor
Cost1600
RequirementsSeaport
AbilitiesBlackhole Armor
RoleAmphibious Advanced Anti Armor
Build Time0:16
Damage typeCannon

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.

Aircraft Carrier

Capital Ship
Cost2000
RequirementsSeaport
AbilitiesBlackout missile
RoleCapital Ship
Build Time0:20
Damage type5 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.