American units are typically very strong and deliberate. They have very few stealth units and their vehicles are extremely specialized, often performing poorly outside their given roles. However, their units are extremely varied and, with a good unit composition, can easily defeat any threat.
Most of their units require only credits in order to create. They are notable in that their strongest unit only requires large amounts of credits in order to field. This makes them extremely easy to play and quite forgiving, as they can easily field a powerful force with minimal aluminum and rare earth.
Infantry[edit]
Marine[edit]
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Role | Anti-infantry |
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HP | 6 |
Cost | ![]() |
Produced By | Barracks |
Upgrades | M249 SAW, Breaching Training |
Special Notes | Can capture prisoners, can enter neutral buildings |
Marines are cheap and affordable anti-infantry units equipped with M16A4 rifles. They do reasonably well in close quarters fighting, and excel at fighting enemy infantry from a distance. They also perform reasonably well against light vehicles, especially when backed by Javelin anti-tank units.
Once upgraded, Marines can suppress enemy infantry with their M249 SAWs. In doing so their maximum HP is improved from 6 to 8 and gain the ability to suppress enemy infantry, reducing their ability to move.
They also can prove very useful when dropped in the middle of an enemy base. Upon receiving the Breaching Training upgrade, they can quickly capture enemy structures, which is often faster than destroying them outright. Upon capture, the marine enters the structure and disappears.
Javelin[edit]
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Role | Anti-tank |
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HP | 5 |
Cost | ![]() |
Produced By | Barracks |
Upgrades | NLOS Guidance |
Special Notes | Can enter neutral buildings |
Javelins are anti-tank infantry equipped with powerful rocket launchers. Only slightly more expensive than default marines, Javelins work best en-masse and in structures. Although tanks will typically get the first shot off on Javelins and can beat them one-on-one, Javelins cost considerably less than a tank.
The NLOS Guidance upgrade is very powerful. It changes the Javelin's missile into a top-down attack missile that hits the weaker tops of enemy vehicles and ignores terrain. A Javelin's biggest problem is their lack of speed, which is helped by pairing them with Stryker ICVs and other transport vehicles. Use the unload unit hotkey to quickly deploy them close to a battle.
Light Mortar[edit]
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Role | Artillery infantry |
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HP | 10 |
Cost | ![]() ![]() |
Produced By | Barracks |
Special Notes | Can deploy smoke rounds. |
A light infantry artillery unit, mortars are best deployed at the rear of a firefight, or as an opening salvo into a large group of enemies. Though they are best against slow-moving infantry and stationary buildings, they can still cause damage to vehicles.
Despite the description, the MRSI Targeting upgrade does not appear to affect mortar teams.
Light mortars are also capable of firing smoke rounds into friendly ranks to obscure them from enemies. This makes them good at covering retreats or to provide an opening for shorter-ranged infantry to close a gap.
Compared to the Stryker MC, the light mortar is far more accurate and has greater range. The accuracy however can work against this unit as it is less effective at saturating a large area with mortars. It also can fire smoke rounds without requiring an upgrade. The light mortar causes less damage, but fires continuously; the Stryker MC, however, fires all of its shells at once.
Sniper[edit]
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Role | Anti-infantry |
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HP | 5 |
Cost | ![]() ![]() |
Produced By | Barracks |
Upgrades | Heavy Barrel, Breaching Training |
Special Notes | Can enter neutral buildings, stealthed, ignores cover, can capture prisoners |
Snipers are ideal at long distance elimination and harassment of enemy infantry. As one of the few stealthed units the Americans have to offer, snipers are equally at home spotting for artillery. As with all stealth units, they gain a heavy damage bonus when breaking stealth in order to attack. As infantry is often used en-masse, the elimination of a few enemy infantry is usually not a big impact. When micromanaged to fire and retreat, however, they become extremely annoying to an enemy.
Stinger[edit]
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Role | Anti-aircraft |
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HP | 5 |
Cost | ![]() |
Produced By | Barracks |
Upgrades | Stinger Block 2 |
Special Notes | Can enter neutral buildings |
Stingers are a solid and cheap defence against enemy helicopters. Although they can ward off aircraft, aircraft are generally too well armoured to cause damage to. Massed and with backup from Javelins and Marines, they can be difficult to counter when entrenched in a building.
Delta Force[edit]
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Role | Special forces |
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HP | 12 |
Cost | ![]() |
Produced By | Barracks |
Upgrades | M72 LAW, Breaching Training |
Special Notes | Can enter neutral buildings, detects stealth units, can capture prisoners |
Delta Force are extremely skilled at close quarters engagements, and can also harass enemy tanks when given the M72 LAW upgrade. They are extremely tough, having 50% more health than the standard Marine. They are also one of the only units which demands only rare earth to be built, and can be used if you have lots of rare earth but less of other resources. Their relatively short range, however, makes them vulnerable to longer-ranged anti-infantry units - particularly snipers.
Vehicles[edit]
Recon Team[edit]
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Role | Reconnaissance, Resource location |
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HP | 5 |
Cost | ![]() |
Produced By | Headquarters |
Upgrades | Long Range Recon Team |
Special Notes | Can locate resource fields. |
Recon teams are responsible for initial scouting on enemy positions and is the only US Army unit that can locate resources. Other units can scout, but resource fields will remain invisible. By default it is extremely easy to kill, but the Long Range Recon Team upgrade makes it more survivable by increasing its speed and health. Both the default machine gun (right) and the automatic grenade launcher upgrade (right) received from the upgrade are effective against helicopters, making it more than adequate at defeating enemy Recon K-MAXes deployed by the Cartel.
Shredder[edit]
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Role | Base construction |
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Produced By | Headquarters |
Upgrades | Grizzly Project |
Special Notes | Not directly controlled by the player. |
The Assault Breacher Vehicle, also known as the Shredder, is deployed from the headquarters in order to construct buildings. Once the HQ receives an order to build, it begins deducting resources from the player's stockpiles. Once the resources are spent, the Shredder is deployed and will automatically drive to the structure's site and build it in a few seconds.
The Shredder is not controllable by the player and will always take the fastest route to the construction zone, necessitating its defence. While it is armed with a Browning machine gun for self-defence, it relies on its speed in order to quickly get to the construction zone.
M993[edit]
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Role | Resource ferry |
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Cost | ![]() |
Produced By | Refinery, Processing Plant |
Upgrades | Turbocompressor, Improved Chassis |
Special Notes | Carries 400 units of resources. |
The M993 carrier is the American army's resource carrying unit. Unlike resource gatherers from other games, the carrier does not actively mine the resources: the refinery does.
Instead, the refinery automatically mines and stockpiles resources that are then picked up by the M993 and then transported either to a LEM, FOB, or Rare Earth LEM for use.
The M993 is reasonably fast, especially when using roads, and carries the most amount of cargo between the three armies. It carries 400 units of resources, which is 100 more than the Chimera's Crusher and 200 more than the Cartel's K-MAX. It can be upgraded to move even faster, and after the Hydrofracking upgrade is finished, the M993's capacity can be doubled to a highly impressive 800.
As such, very few M993s are necessary for each refinery. The nearest refineries will require only one, and only those extremely far from LEMs, FOBs, Rare Earth LEMs, or Headquarters will require more than three or four. To offset these benefits, the M993 is also the most expensive resource carrier.
Humvee[edit]
The Humvee is far from the most glamorous unit, but serves as the Americans' initial skirmisher against their opponents. It usually fights the Puma and the Scorpio for initial map dominance, and can carry four infantry. What it lacks in the power of the Scorpio and the carrying capacity of the Puma, it makes up for in versatility and cost.
The Humvee is capable of receiving upgrades, changing its role and effectiveness in combat. Each upgrade costs 500 credits. Only one may be selected and it may not be changed once the upgrade is applied. The upgrade applies only to the Humvee that took the upgrade, allowing players to mix various types of Humvees together or grab a kit quickly to adapt on the fly.
The first is the GAU-19 kit, which replaces the rooftop-mounted Browning machine gun with a far more powerful GAU-19 minigun. The GAU-19 can receive the CIWS system upgrade, allowing it to shoot down incoming missiles and protect other Humvees. It is also highly effective against enemy helicopters and infantry. Its range is equivalent to that of the default machine gun, but fires much faster and is a far superior weapon.
The Mk 19 automatic grenade launcher kit replaces the machine gun with an automatic grenade launcher. The grenade launcher has many similar attributes to the GAU-19, but sacrifices its CIWS upgrade in favour of additional firepower and a little more range. The high-explosive nature of grenades also make it very effective against buildings. It has the same advantages against infantry and helicopters that the GAU-19 has.
The TOW 2 launcher upgrade can make the Humvee extremely dangerous to enemy vehicles and buildings. While its rate of fire is suspect, the Humvee's cheap cost allows it to be deployed en-masse.
Blazer[edit]
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Role | Anti aircraft vehicle |
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HP | 12 |
Cost | ![]() ![]() |
Produced By | Light Vehicles Bay |
Upgrades | Active Radar, Stinger Block 2, CIWS systems |
The Blazer is the main anti aircraft vehicle of the US Army. Although it is quite effective against helicopters and infantry, it can have trouble destroying enemy planes on its own.
Equipped with both a gatling gun and a stinger missile system, the Blazer can quickly clear the skies of enemy planes. The missiles are key and are the Blazer's first choice in attacking enemies; in order for them to attack with their gatling gun they must close the distance considerably.
The gatling's power, however, comes into its own when the CIWS systems upgrade is obtained. This enables the gatling to quickly eliminate enemy missiles that come its way, allowing it to protect more vulnerable and expensive vehicles. This makes it pair very well with the M1A2 Abrams.
Stryker ICV[edit]
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Role | Personnel carrier |
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HP | 10 |
Cost | ![]() |
Produced By | Light Vehicles Bay |
Upgrades | TUSK 1 |
Special Notes | Can carry up to eight infantry |
The Stryker ICV is a thinly skinned personnel carrier. Its purpose is to transport infantry. While Humvees can transport units as well, the Stryker can carry more of them, sacrificing firepower and versatility while doing so.
The TUSK 1 upgrade unlocks the ability for TUSK 1 armour kits to be applied to each Stryker individually. Applying the Tank Urban Survival Kit to a Stryker adds cage and applique armour to it, doubling its hit points (from 10 to 20) and making it far more viable into the late game. The TUSK 1 kit also replaces the default machine gun with a grenade launcher, giving it a little extra firepower in a pinch. The TUSK 1 upgrade costs 300 credits for each Stryker that applies the package.
Stryker MGS[edit]
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Role | Light tank |
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HP | 10 |
Cost | ![]() ![]() |
Produced By | Light Vehicles Bay |
Upgrades | TUSK 1 |
The Stryker Mobile Gun System, or MGS, fulfills the role of the light tank in the US Army. It is quite thinly skinned and has the same amount of health as the Stryker ICV while costing considerably more. It does, however, pack a punch with its main cannon.
Like the Stryker ICV, the Stryker MGS is capable of applying the Tank Urban Survival Kit, or TUSK, once it is obtained from the Armoury. The TUSK 1 armour kit must be applied to each Stryker individually, costing 300 credits for each application. Doing so, however, not only doubles the Stryker's health from 10 to 20, but also improves the rate of fire of the main gun by about 50%. This allows it to get a second shot in while its non-upgraded counterpart is reloading.
While not often used, the Stryker MGS does have a heavy machine gun that assists the main gun in attacking lighter targets.
Stryker MC[edit]
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Role | Light artillery |
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HP | 10 |
Cost | ![]() ![]() |
Produced By | Light Vehicles Bay |
Upgrades | TUSK 1, White Phosphorous Shells |
The Stryker MC, or mortar carrier, is a light artillery unit similar to the light mortar infantry unit. While the light mortar fires regularly and causes less damage, the Stryker MC fires eight rounds in a large attack. It is also less accurate and is capable of saturating an area with mortars, causing considerable damage.
Despite the description, the MRSI Targeting upgrade does not appear to affect Stryker MCs.
The Stryker MC is capable of applying the Tank Urban Survival Kit, or TUSK, once it is obtained from the Armoury. For 300 credits, TUSK can be applied to each Stryker MC individually. This upgrade not only doubles the number of hit points the Stryker MC has, it also improves the mortar's range, damage, and allows it to fire smoke rounds to conceal friendlies.
Stryker ATGM[edit]
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Role | Tank destroyer |
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HP | 10 |
Cost | ![]() |
Produced By | Light Vehicles Bay |
Upgrades | TUSK 1, NLOS Guidance |
The Stryker ATGM is an anti-tank guided missile launcher mounted on the Stryker chassis. Effectively an improved version of the Javelin, the Stryker ATGM is best close to the rear lines, firing missiles at enemy armour. While considerably more expensive than the Javelin, it is also much more capable on its own, using its speed and armour to avoid trouble.
The Tank Urban Survival Kit upgrade is available to the Stryker ATGM once obtained from the Armoury. The TUSK upgrade must be acquired for each Stryker ATGM individually, and costs 300 credits per application. Once applied, however, the unit's hit points are doubled from 10 to 20. The TUSK upgrade has the added benefit of granting the Stryker ATGM the ability to fire two missiles simultaneously.
Hercules[edit]
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Role | Mobile Vehicle Repair |
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HP | 20 |
Cost | ![]() ![]() |
Produced By | Logistical Center |
Special Notes | Repairs vehicles including itself |
The Hercules is an extremely useful vehicle that can repair other vehicles, including itself. It is also very durable, able to take a few hits from the front lines while it repairs the units surrounding it. In the event it is interdicted by enemy helicopters or enemy infantry on its own, it has an automatic grenade launcher to ward off minor threats. Having two or three as part of an attacking force is a must.
M1A2 Abrams[edit]
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Role | Main Battle Tank |
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HP | 30 |
Cost | ![]() |
Produced By | Heavy Vehicles Bay |
Upgrades | TUSK 1, TUSK 2 |
The Abrams is the strongest direct-firing unit available to the American Army, and is extremely tough to destroy. Its 120mm cannon can destroy all but the toughest units in a few volleys, and is capable of being upgraded to be stronger.
The Abrams is capable of equipping the Tank Urban Survival Kit, or TUSK, when it has been obtained from the Armoury. Each Abrams must be equipped with TUSK individually, requiring 500 credits each time. This upgrade equips the Abrams with a heavy machine gun adequate for warding off helicopters and infantry at close range. Equipping TUSK also improves the vehicle's hit points from 30 to 40.
Available only to the Abrams is TUSK 2, which bolsters the Abrams even further. TUSK 2 requires 850 credits to apply to each tank individually. As this TUSK upgrade requires the first, this TUSK upgrade effectively costs a total of 1350 credits. Adding the cost of the tank itself brings the total of a single fully upgraded Abrams to be 3350 credits - one of the most expensive units in the game (and 50 credits less than a Peacekeeper nuclear missile).
TUSK 2 brings the Abrams' hit points from 40 to 50 and adds two more heavy machine guns to the Abrams, bringing its total to three.
An end-game unit, the Abrams requires only oil to use but is far less versatile than the Terminator, and lacks the stealth of the Cartel's Spectre.
NLOS-C[edit]
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Role | Heavy artillery |
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HP | 20 |
Cost | ![]() ![]() |
Produced By | Heavy Vehicles Bay |
Upgrades | White Phosphorous Shells, MRSI Targeting, Excalibur Shells |
The Non Line of Sight Cannon, or NLOS-C, is the US Army's heavy artillery of choice. It packs a considerable punch over a great distance. Without the Excalibur Shells upgrade, its range is the equivalent of the TUSK upgraded Stryker MC. When upgraded with Excalibur Shells, it out-ranges the light mortar team and is beaten only by the HIMARS in this manner. The NLOS-C makes up for its high accuracy (limiting its saturation fire abilities) with incredible power and area of effect.
The NLOS-C's damage increases by an incredible margin when upgraded with the MRSI Targeting upgrade. Rather than firing one shell at a time, the NLOS-C fires a massive volley of six shells at once. It is a costly but a highly effective upgrade for players who enjoy using the NLOS-C. Excalibur Shells are also a must, as the increased range helps them perform counter-battery fire against enemy artillery.
Finally, the NLOS-C may use the White Phosphorous upgrade to set fire to the regions the shell hits.
HIMARS[edit]
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Role | Rocket artillery |
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HP | 20 |
Cost | ![]() ![]() |
Produced By | Heavy Vehicles Bay |
Upgrades | ATACMS |
The High Mobility Artillery Rocket System, or HIMARS, is a very high-tier artillery and is the most powerful of its type. On its own it is capable of firing a barrage of six rockets several screens away, and the volley is more than enough to heavily damage anything caught in the blast. Specifically designed for punching through a fortified blockade, the HIMARS is limited chiefly by its high aluminum cost and the limited view range of other units.
To cause even more damage and for even further range, the Army Tactical Missile System, or ATACMS, is available. Like the TUSK upgrades on the Abrams, the ATACMS upgrade must be applied to each HIMARS vehicle individually for 750 credits once obtained from the Heavy Vehicles Bay. The range of the ATACMS is, depending on the map size, upwards of half the size of the whole map. It is however easily intercepted by anti-missile units.
Helicopters[edit]
Dustoff[edit]
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Role | Medical helicopter, infantry transport |
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HP | 15 |
Cost | ![]() |
Produced By | Field Hospital |
Upgrades | Countermeasures System |
Special Notes | Heals nearby infantry. Can carry eight infantry. |
The UH-60 Blackhawk appears in this game as the Dustoff helicopter. It is unarmed but has the ability to not only heal nearby infantry but transport them as well. These helicopters are therefore ideal when reinforcing and supporting an infantry push.
Notably, it is the only US Army helicopter not produced at the Helipad.
The infantry transport abilities of the Dustoff mesh very well with the healing radius the Dustoff provides. When encountering wounded infantry, it can very easily heal them, load them up, and get them home - or drop off reinforcements. Having one or two Dustoffs as part of any attacking force is a good idea, if for no other reason than to ferry downed pilots away from the battle and recoup some of the money.
Guardian[edit]
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Role | Attack helicopter |
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HP | 25 |
Cost | ![]() ![]() |
Produced By | Helipad |
Upgrades | Hydra Rocket Pods, NLOS Guidance, Countermeasure System |
This variant of the AH-64 Apache is a powerful and versatile unit. Equipped with decent armour and powerful anti-tank missiles the Guardian is well equipped to take on just about anything. It will have considerable difficulty attacking missile-armed infantry, but the range on its missiles allow it to out-range anti-aircraft vehicles. Most AA vehicles, however, will shoot down the missiles before they make their attack.
Helicopters can be easily engaged by enemies using machine guns and assault rifles, so be sure to avoid large groups of them. Against anti-tank infantry and other helicopters, the Guardian's autocannon causes significant damage. Helicopters to avoid include the Ninja, which has anti-aircraft missiles, and the Superhind, which has too much armour for the Guardian's autocannon to contend with.
Once equipped with Hydra rocket pods, the Guardian becomes a powerful anti-structure unit, capable of destroying buildings in a few volleys. It is best to withdraw after the Guardian fires, as the rate of fire on the rocket pods is slow.
Little Bird[edit]
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Role | Scout helicopter |
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HP | 10 |
Cost | ![]() |
Produced By | Helipad |
Special Notes | Detects stealth. Can carry four infantry. |
The American scout vehicle of choice, the Little Bird is a flexible observation helicopter. It pairs well with artillery such as the NLOS-C and especially the HIMARS, which can put enemies down from several screens away. It is also relatively cheap at 800 credits and is thus imminently replaceable if lost. While not as good at scouting as a stealth helicopter, the Little Bird acts well as both a forward scout and to detect the stealth enemies of the other two factions - especially the Cartel.
Osprey[edit]
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Role | Transport helicopter |
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HP | 30 |
Cost | ![]() |
Produced By | Helipad |
Upgrades | RGS Gatling, Countermeasures System, CIWS System |
Special Notes | Can carry vehicles and infantry. Has 12 cargo slots. |
One of two heavy lift helicopters in the game, the V-22 Osprey offers the American Army significant mobility at a premium. Capable of carrying 12 infantry units and any land vehicle, a wing of Osprey can deposit an army on the flanks of an enemy or bypass the defences of an entrenched opponent.
Compared to Chimera's Valor, the Osprey is easily outmatched for firepower. It is, by default, unarmed and can be upgraded to have gatling guns. However, the Osprey carries more units and can protect its cargo from missile attack with its gatling guns. While the Valor is cheaper for credits, the Osprey does not require aluminum to field.
Remember that units like the Stryker ICV and the Humvee can carry infantry units, and that these units can fit into the Osprey. This method of nesting transports, with transports carrying transports, can let you insert a massive squad of Delta Force operatives and other units into the back of an opponent's base, with additional firepower from the Strykers or Humvees. Have a Dustoff follow the Osprey when it drops its cargo off to keep your infantry healed up.
Various vehicles have different sizes for transport. Check the Appendix for vehicle transport information.
Aircraft[edit]
F-35B Lightning II[edit]
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Role | Attack aircraft |
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HP | 10 |
Cost | ![]() |
Produced By | Air Control Center |
Upgrades | AACS, Countermeasures System |
Special Notes | Stealthed |
The F-35 Lightning is a powerful aircraft that is called into the fray from an air control center. Unlike other games where aircraft can fly and hover, aircraft are instead called in from off-map. They will fly in, make their attacks, and then attempt to withdraw once their ordnance or fuel is expended.
The F-35 uses missiles to destroy tanks and other targets on the ground. Chiefly used against enemy vehicles as opposed to buildings, the F-35 is sturdy enough to survive moderate amounts of ground fire and attacks quickly enough to get out of the way.
Its weakness, as with all other aircraft, is against the Chimera's PAK FA and the Cartel's Berkut. While it is equipped with a gatling gun for defence against enemy aircraft, it is only effective as a harassment tool against helicopters. The AIM-9X upgrade, researched at the Armoury, gives the F-35 some close-range assistance against enemy fighters, it is rarely enough to destroy them.
F-22A Raptor[edit]
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Role | Air superiority fighter |
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HP | 25 |
Cost | ![]() ![]() |
Produced By | Air Control Center |
Upgrades | AACS, Countermeasures System |
Special Notes | Stealthed. Attacks aircraft only. |
The F-22 Raptor is used by the US Army to lock down the skies. Unlike other games where aircraft can fly and hover, aircraft are instead called in from off-map. The Raptor will fly in and circle the area, searching for enemy aircraft until its fuel is depleted, or it deploys its weapons.
Capable of easily dispatching ground attack aircraft and other fighters, the F-22 is a good investment to protect your ground columns from enemy air attack. While considerably less effective, it can also target enemy helicopters.
The F-22 Raptor requires timing to be successfully deployed. If deployed too early, it can get shot down or intercepted by enemy air superiority fighters. The Raptor can only attack enemies from the front, so if an enemy air superiority fighter gets behind it, the Raptor is in trouble. If deployed too late, the Raptor's target will fly away. Raptors are usually best deployed alongside Lightnings and especially B-2s, which make tempting targets for enemy air superiority fighters.
The AACS upgrade at the Armoury gives the F-22 a good boost in effectiveness against enemy aircraft. While chiefly a close-quarters weapon, the research also improves the weapons of the Raptor itself, allowing them to be fired off-center and with greater speed.
B-2 Spirit[edit]
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Role | Strategic bomber |
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HP | 22 |
Cost | ![]() ![]() |
Produced By | Air Control Center |
Upgrades | Rotary Bomb Bay, Countermeasures System |
Special Notes | Stealthed. Attacks ground targets only. |
A devastating strategic bomber, the B-2 Spirit is equally at home bombing structures as well as enemy columns. Unlike other games where aircraft can fly and hover, aircraft are instead called in from off-map. The Spirit will enter the combat zone, fly to where the player has clicked, and drop its bombs there. It will then attempt to withdraw.
As most vehicles, especially when ordered to move long distances, will attempt to crowd on roads when possible, the B-2 can easily turn the tide. By dropping a string of bombs on an enemy column, a single bomber can easily destroy the whole group. It is equally at home bombing large clusters of enemy buildings, particularly enemy refineries. For maximum effectiveness, bomb single buildings diagonally so that more bombs hit the target.
The Rotary Bomb Bay upgrade does not improve the number of bombs dropped by the B-2, but does cause each of these bombs to cause even more damage and have a larger radius.
Unlike the bombers of the other two factions, the B-2 has no defence against enemy aircraft and requires an escort of Raptors.