|
Aegis
Cruiser
Naval ship that is the mobile version of the Patriot Missile.
Can prevent against aircraft and missile attacks, especially from Dreadnoughts,
Aircraft Carriers and V3 Rockets. |
|
Aircraft
Carrier
A powerful, slow moving naval unit that uses 3 airplanes to attack.
Planes fly out of the aircraft carrier and will automatically reload and
continue attacking target until destroyed. Destroyed planes are replaced
for free.
|
|
Chrono
Legionnaire
This is the cream of Allied units. Fires a chronobeam that
chronoshifts enemies out of time. Enemies caught by the beam are
paralyzed until he stops firing or finishes the chronoshifting process.
Travels around the map by chronojumping. After chronojumping, it takes a
while to recover depending on the distance. He is at the most vunerable
at this time. Tip: Try cheering ( Press "C" ) and see this guy
dance... Thanx Jeremy. |
|
Chrono
Miner
Collects ore and returns them to refineries in exchage for credits.
Travels normally when leaving refineries but it chronoshifts itself back
to the refinery when full (within a certain radius from the refinery ).
It can also be manually commanded to chronoshift itself back to
refineries. |
|
Destroyer
Effective against Soviet's subs. Releases an airplane that shoots
missiles. Be careful not to lose it, or the Destroyer goes down with it
too! |

|
Dolphin
Dolphins are the only effective units against the terrible Soviet
Giant Squids. Invisible to the enemy unless an enemy unit is close by.
Fires sonic waves during attack. |

|
Engineer
Unarmed but dangerous. An engineer can take over enemy buildings by
entering them. Repairs owned structures as well as bridges. |

|
GI
Simple ground units that are better than Soviet's Conscripts. The
ability to deploy to set up machine guns that offer increased range and
higher damage. |

|
Grizzly
Battle Tank
Standard, medium armored ground battle tank. |
|
Harrier
Fast aircraft that shoots missiles on ground and water units.
|
|
Infantry
Fighting Vehicle (IFV)
The IFV noramilly acts as a mobile Patriot Missile, but can it's
weapon type as the infantry it carries changes. A list of combinations
are listed below.
Chrono Legionnaire + IFV = Chrono
IFV [ A fast
moving non-chronojumping version of the Chrono Legionnaire ]
Conscript + IFV = GI
IFV [ A GI
in a truck.]
Crazy Ivan + IFV = Nuclear
Truck [This
can be used as an extremely fast nuke truck. All you do is fire at
something with this and a small nuclear explosion occurs.]
Cuban Terrorist + IFV = Nuclear
Truck except
it's radiation stays for a longer time and is more powerful. Still
not as powerful as the Nuclear Truck however.
Desolator + IFV = Nuclear
Truck
Engineer + IFV
= Repair IFV [
Repairs vehicles that are damaged. Can be set to automatically fix
vehicles if in Guard mode. ]
GI + IFV =
GI IFV
Sniper + IFV = Sniper
IFV [This
tank is long-ranged and is great for taking out Yuris.]
Tanya + IFV= Sniper
IFV only
shorter ranged.
Yuri + IFV = Mind
Control Vehicle This
variation uses Yuri's psychic wave attack, but unlike Yuri, the IFV can
send the mid control waves without stopping.
|
 |
Landing
Craft
This naval transport can carry men or tanks, and are especially
useful in beach rushes. |
|
Mobile
Construction Vehicle ( MCV )
The undeployed mobile version of the Construction Yard. Essential
for building structures. |
|
Mirage
Tank
Camoflauges itself as a tree or rock at random once deployed.
Fires secretly from camouflaged state. |
|
Night
Hawk Transport
The Night Hawk Transport is invisible to the enemy's radar. Used to
transport infantry, especially useful in Engineer rushes.
|
 |
Prism
Tank
Uses a focused, far-ranged prism light beam like Prism Tower to
attack. The light beam can reflect and hit enemy units nearby the main
target. |
|
Rocketeer
Uses a jet pack and hovers above the ground. Acts like flying
infantries. Extremely useful against Kirov Airships (darn they suck,
don't they...) |
|
S.E.A.L.
The Navy S.E.A.L is effective against naval units. Can swim as well. |
|
Spy
Camoflauges himself as one of the enemy's units. His job is to
infiltrate the enemy base. Does different things depending on the type
of structure he infiltrates. The only thing that sniff out spies are
attack dogs, so keep an eye on them. The advantages a spy gives after
infiltrating a certain enemy structure are as listed below:
Enemy Barracks - Player's
infantry are all created as veterans.
Enemy War Factory
- Player's
vehicles are all created as veterans.
Enemy Refinery - Player acquires all the money in that refinery.
Enemy Power Plant - Shuts down power for approx 1 min 10 sec.
Enemy Tech Center - Ability to create secret units. See Allied
Tips
Enemy Radar - Resets enemy's shroud.
|