Command & Conquer: Red Alert 3/Multigunner IFV Infantry Effects: Difference between revisions
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Command & Conquer: Red Alert 3/Multigunner IFV Infantry Effects (edit)
Revision as of 20:31, 11 January 2009
, 11 January 2009Update
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{{Header Nav|game=Command & Conquer: Red Alert 3}} | {{Header Nav|game=Command & Conquer: Red Alert 3}} | ||
The Multigunner IFV is a quick but weak unit that can change its weapon according to the unit inside it. Its default weapon is a Rocket Launcher that can be both anti-air and anti-personnel. Only the Allies have this unit, and can be trained at the armour factory. There are turrets called multigunner turrets that are stationary, and have the same effect. | The Multigunner IFV is a quick but weak unit that can change its weapon according to the unit inside it. Its default weapon is a Rocket Launcher that can be both anti-air and anti-personnel. Only the Allies have this unit, and can be trained at the armour factory. There are turrets called multigunner turrets that are stationary, and have the same effect. Should you loose the ifv you loose any infantry inside it as well. | ||
;Attack Dogs/War Bears | ;Attack Dogs/War Bears | ||
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;Javelins/Rocket Soldiers | ;Javelins/Rocket Soldiers | ||
When Javelins enter, the weapon | When Javelins enter, the weapon gains more missiles and be able to take on a few heavier units. | ||
;Spies/Engineers | ;Spies/Engineers |