The Allied Units
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Rifle Infantry |
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Armed with an M - 16, this infantry unit is at its best against other infantry or tanks (when in groups). |
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Medic |
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Any friendly infantry near the Medic will automatically be healed to full health. Although a Medic cannot heal himself, Medics working in teams make excellent additions to any force. |
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Rocket Soldier |
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Capable of rapidly damaging armored units, these infantry make up for their lack of speed with a powerful punch. In addition to dealing with ground targets, their missiles are also effective against airborne attackers. |
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Spy |
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Mater of diguise, the Spy can slip by the enemy forces undetected. A versatile unit, the Spy can gather many kinds of information on an enemy player - what there building, how much money they have, how many units they have, etc. Beware - Attack Dogs are not fooled by the Spy's appearance. |
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Engineer |
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An Engineer can fully repair any of your damaged buildings instantly. When sent to enemy buildings, an Engineer can damage or capture it. |
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Thief |
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Any thief that enters an Ore Silo or Refinery will steal half the credits in that structure. |
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Tanya |
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Armed with two .45's, Tanya can mow through infantry like they weren't there. Her C-4 Explosivescan destroy buildings... if you can get her to them. Unlike other units, Tanya can never be put into gurad mode - you must manualy fire at all enemies that you wish attacked. |
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AT Mine Layer |
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The Anti-Tank Mine Layer is one of the most effective units on the Allied side. Able to destroy most units with just one mine, a savvy commander can neutralize an enemy force before they get near a base. The Mine Layer carries 5 mines, and can be reloaded at the service depot. |
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Ore Truck |
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The Ore Truck collects raw unprocessed ore. Although slow, it is heavily armored, able to withstand a hammering attack and still escape intact. |
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Ranger |
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Fast and lighlty armored, this unit is ideal for scouting an area quickly. Used as a support for an infantry squad, the Rangercan soften up the enemy before a direct confrontation occurs. |
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Light Tank |
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The standard Allied Tank. Fast, with decent armor, the Light Tank works well in mixed groups, and also in large divisions. What is lacks in firepower, it makes up for in speed and rapid fire. |
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APC |
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With the armored personnel carrier the Allies can transfer up to 5 units quickly across land. A tracke vehicle, the APC is the lightest unit with the ability to crush sand bags and barbed wire barriers. The turret mounted M-60 helps keep infantry at bay while it goes about its mission. |
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Artillery |
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Very effective, if somewhat inaccurate, Artillery can devastate infantry and structures from afar. Its slow speed and light armor require that it be protected. |
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Medium Tank |
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The higher-grade Allied Tank, this unit is just as well armored, faster, and less costly than the Soviet Heavy Tank, though armed with only a single barrel. Used in groups with light tanks, the Medium Tank can draw fire while Light Tanks destroy the threat. |
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Mobile Gap Generator |
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The mobile version of the Gap Generator functions in much the same way the stationary one does. Although it projects a smaller fap field, you can hide several units under its cover, blocking the enemy from seeing what sending against them. |
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Mobile Construction Vehicle |
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The Mobile Construction Vehicle allows creation or expansion of a base. Although expensive, the MCV is usefuk to have around the baseif the original Construction Yard (a favorite target of the enemy) is destroyed or captured. As with any other construction facility, the more of them you have the faster construction will proceed. |
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Transport |
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The Landing Ship Transport allows transportation of up to ground based units across the water. Transports can be loaded / unloaded on shore terrain, and they are at their most vulnerable while unloading. |
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Gunboat |
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The fastest and the lightest of the Allied naval vessels, the Gunboat is good at scouting naval routes, and detecting subs before they can cause any mischief. Its depth charge launcher will fire at any submarine that is detected nearby. |
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Destroyer |
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The mid-level naval vessel, the Destroyer is effective against land, air, and sea-based threats. Its fast firing stinger missiles can hit air targets easily, and can also decimate nearby ground targets. If it detects a Submarine, its dual depth charge launcher ensures that the Sub will rapidly be taken out of commission. |
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Cruiser |
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Slow moving death. What the Cruiser lacks in speed it makes up for in firepower and range. Able to lob destruction onto targetsincredible distances away, this ship can decimate an enemy ship base in minutes. A favorite target of Submarines, these ships have no sea-based defense, relying on the faster moving Destroyer and Gunboat to protect them. |
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Apache Longbow |
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The Allies attack helicopter is loaded with hellfire missiles, allowinng it to destroy armored targets with ease. Used in conjuction with naval or ground attacks, the Longbow is an ideal support aircraft, able to rapidly inflict additoinal damage to a target - usually with little or no return fire. |
Global Positioning System Satellite |
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When launched from the Tech Center, the Global Positioning System (GPS) Satellite will provide free, unpowered radar to the player that launched it. In addition, because the Satellite can see much more of the Battlefield, the entire map will be revealed when it reaches orbit. |
Sonar Pulse |
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A special ability of the Allies, a Sonar Pulse will temporarily reveal all enemy Submarines on the map for a few seconds. This can be incredibly useful in planning your naval campaigns and devising countermeasures. The Sonar Pulse is acquired when a spy enters the enemy Sub Pen. |
Chronoshift |
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The Chronoshift creates the ability to transport a unit another position on the Battlefield without having to span the distance in between. |
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