COMMAND & CONQUER ================= RED ALERT + RETALIATION ======================= Unit Health list & guide to "Specials" -------------------------------------- (c) Gunbladelad September/October 2002 -------------------------------------- Email : gunbladelad@yahoo.co.uk ------------------------------- Legal Stuff ----------- I'll get this out of the way first. At present, only GameFAQs has permission to display this guide to C&C Red Alert's units & structures I will also display it on my own website once I have completed my C&C : Retaliation walkthrough as a supplement. Anybody else who wishes to display this on their website MUST get explicit permission via email. The address is given at the top. ENSURE YOU GIVE A TOPIC OR THE EMAIL WILL BE ERASED WITHOUT BEING READ! Section 1 - Introduction Section 2 - Weapon charge times Section 3 - Units Statistics Section 4 - Structure Statistics Section 5 - Bonus crate contents Section 6 - The "Chronoquake" & "Chronal Vortex" Introduction ============ Although this is intended to aid playstation owners, the values have come from the "Rules.ini" file which is used on the PC version. As such, it may not be 100% accurate. This is only intended as a rough guide, rather than a definitive list. Full credit goes to "Machinegun" from the PC Red Alert board, as without me downloading the "INIPackage" from his website, this guide would not exist. Also, let me know if any of this information is seriously wrong, and I'll correct it ASAP. Hopefully I've got it all correct here. In-Game limits ============== As I mentioned before, this is the PC specific limits, but I don't think that the PSX version would be much different. This section is only a rough guide - not fact. Aircraft - 100 Animations - 100 Building - 500 Bullets - 50 Factories - 32 Infantry - 500 Projectile - 20 (projectile types, not actual projectiles) Team - 60 (Unit limit per team) Terrain - 500 (scenery) Vehicles - 500 Vessels - 100 Warheads - 10 (warhead types, not actual warheads) Weapons - 55 (weapon types, not actual weapons) Country Stats ============= Although I have listed the details for all the ingame stuff below, each country has an advantage over the others in some respects. There are other countries listed in the file, but they only have a standard deal. England has 10% more armour Germany's weapons have 10% more power France's weapons fire 10% faster Ukraine's units move 10% faster Russia gets a 10% discount on prices. Unit Statistics =============== This section, I've done in the form of a table so that I can cover the unit stats including the cost, HP, speed, and weapon. I have also included a brief comment beside each one, based on my personal opinion. I have split the units into types, with a horizontal line in between each section. That should hopefully make it easier to find the units you want to check up on. ---------------------------------------------------------------------------------------------- | Name | Cost | HP | Armour | Speed | Weapon | Note | |---------------+------+------+--------+-------+--------------+-----------------------------| | MAD Tank | 2300 | 300 | Heavy | 3 | Timequake | This does 40-45% damage | | | | | | | | opposed to the usual | | | | | | | | 33%. Range is 20 squares | | Tesla Tank | 1500 | 110 | Light | 8 | Tesla Zap | Also acts as a Radarjammer | | Chrono Tank | 2400 | 350 | Light | 5 | Rockets | Cannot teleport groups | | Demo. Truck | 2400 | 110 | Light | 8 | Demo Charge | Ideal suicide units | | Phase APC | 800 | 200 | Heavy | 10 | AP Tusk | Not buildable! | | Radar Jammer | 600 | 110 | Light | 9 | None | Jamming radius=15 squares | | A. Minelayer | 800 | 100 | Heavy | 9 | AV Mines | Mines do 1200hp damage | | S. Minelayer | 800 | 100 | Heavy | 9 | AP Mines | Mines do 1000hp damage | | V2 Launcher | 700 | 150 | Light | 7 | Scud | Very slow to reload - Keep | | | | | | | | behind your main forces | | Light Tank | 700 | 300 | Heavy | 9 | 75mm Cannon | Allied light tank. Go for | | | | | | | | for medium tanks instead. | | Med. Tank | 800 | 400 | Heavy | 8 | 90mm Cannon | Best standard Allied tank. | | Heavy Tank | 950 | 400 | Heavy | 7 | 105mm Cannon | Standard Soviet tank. | | Mammoth Tank | 1700 | 600 | Heavy | 4 | 120mm Cannon | Also has rockets and can | | | | | | | Mammoth Tusk | also repair itself to 50% | | Mob. Gap Gen. | 600 | 110 | Light | 9 | None | Creates "Shroud" covering | | | | | | | | a small area around itself | | Attilery | 600 | 75 | Light | 6 | 155mm Cannon | Allied long range weapon | | Harvester | 1400 | 600 | Heavy | 6 | None | Your link to the cash. Can | | | | | | | | also heal to 50% | | M.C.V. | 2500 | 600 | Heavy | 6 | None | Deploy to start your base | | Ranger (Jeep) | 600 | 150 | Light | 10 | Machine Gun | Allied scouting vehicle | | APC | 800 | 200 | Heavy | 10 | Machine Gun | Carries 5 infantry | | Convoy Truck | 500 | 110 | Light | 10 | None | Not buildable! | |---------------+------+------+--------+-------+--------------+-----------------------------| | Submarine | 950 | 120 | Light | 6 | Torpedo | Basic Soviet naval vessel | | Missile Sub | 1650 | 150 | Light | 5 | Sub Scud | Soviet First strike ship | | Gunboat | 500 | 200 | Heavy | 9 | 2 Inch Guns | Light Allied attack ship | | Battleship | 1000 | 400 | Heavy | 6 | Stingers | Allied Medium attack ship | | Cruiser | 2000 | 700 | Heavy | 4 | 8 Inch guns | Allied Navy beast. Can | | | | | | | | destroy whole bases! | | Transport | 700 | 350 | Heavy | 14 | None | Can carry up to 5 units | |---------------+------+------+--------+-------+--------------+-----------------------------+ | Mig Jet | 1200 | 50 | Light | 20 | Mavericks | Best used on structures | | Yak Fighter | 800 | 60 | Light | 16 | Chaingun | Best used for infantry. | | Hind | 1200 | 225 | Light | 16 | Chaingun | Soviet Atteck Helicopter | | Longbow | 1200 | 225 | Light | 16 | Hellfires | Allied Attack helicopter | | Chinook | 1200 | 90 | Light | 12 | None | Infantry transporter | |---------------+------+------+--------+-------+--------------+-----------------------------| | Attack Dog | 200 | 5 | None | 4 | Dog Jaws | Ideal for killing spies. | | Rifleman | 100 | 50 | None | 4 | M1 Carbine | Basic footsoldier | | Grenadier | 160 | 50 | None | 5 | Grenades | Explodes when he dies | | Rocket Inf. | 300 | 45 | None | 3 | Redeye / | Only infantry able to give | | | | | | | Dragon | AA defence | | Flamethrower | 300 | 40 | None | 3 | Flamethrower | Keep them seperate, as they | | | | | | | | go out in a blaze of glory! | | Engineer | 500 | 25 | None | 4 | None | Captures buildings when the | | | | | | | | damage is over 66% | | Spy | 500 | 25 | None | 4 | None | Allows you to find out some | | | | | | | | things from the enemy. | | Thief | 500 | 25 | None | 4 | None | Steals about 50% of enemy's | | | | | | | | cash from refineries | | Tanya Adams | 1200 | 100 | None | 5 | Twin Colt.45 | Can destroy buildings. | | Field Medic | 800 | 80 | None | 4 | None | Heals your infantry. | | Civilians | N/A | 25 | None | 5 | Pistol | Technicians fall into this | | | | | | | | category. | ---------------------------------------------------------------------------------------------- Structure Statistics ==================== As above, this part is in the form of a table. I just decided to separate the 2 bits so that you wouldn't be reading one giant table. Makes things easier to find too. I haven't yet included the fake structures that the Allies can build on some missions. I will if it's requested by anyone, however. Post to the message boards if you want them. ---------------------------------------------------------------------------------------------- | Name | Cost | Armour | HP | Note | |------------------+-------+--------+------+------------------------------------------------| | Pillbox | 400 | Wood | 400 | Allied defensive structure using miniguns | | Camo. Pillbox | 600 | Wood | 600 | Harder to see verion of the pillbox | | Gun Turret | 600 | Heavy | 400 | Allied defense against vehicles. | | Flame Tower | 600 | Heavy | 400 | Soviet anti-personnel defenses | | Tesla Coil | 1500 | Heavy | 400 | Ultimate defense - Needs LOADS of power | | AA Gun | 600 | Heavy | 400 | Allied AA Defensive structure | | SAM Site | 750 | Heavy | 400 | Soviet AA Defensive Structure | | Gap Generator | 500 | Wood | 1000 | Creates an area of shroud to block the enemies | | | | | | view of that area. Useless with all map code! | | Iron Curtain | 2800 | Wood | 400 | Allows you to make a vehicle/structure | | | | | | invincible for a short time | | Chronospere | 2800 | Wood | 400 | Allied teleportation device. Causes the | | | | | | Timequake / Chronal Vortex 20% of the time | | Nuke Silo | 2500 | Wood | 400 | Allows launching of a Nuclear Missile. | | Command Centre | N\A | Wood | 400 | Available pre-built in some campaigns. | | All. Tech Centre | 1500 | Wood | 400 | Allied Advanced Weapons research Facility. | | Sov. Tech Centre | 1500 | Wood | 600 | Soviet Advanced Weapons research Facility. | | War Factory | 2000 | Light | 1000 | Vehicle construction factory. | | Shipyard | 650 | Light | 1000 | Allied Naval Shipyard | | Subpen | 650 | Light | 1000 | Soviet Naval shipyard | | Construction Yd. | N/A | Heavy | 1000 | A deployed MCV. The centre for your base. | | Refinery | 2000 | Wood | 900 | The centre of your cashflow. Defend this well | | Ore Silo | 150 | Wood | 300 | Holds 1500 credits, the refinery holds 2000. | | Helipad | 1500 | Wood | 800 | Each side's allows construction of different | | | | | | helicopters. Soviet=Hind, Allies=Longbow | | Radar Dome | 1000 | Wood | 1000 | Allows you to see the areas you've explored on | | | | | | the map. | | Airstrip | 600 | Wood | 1000 | Allows the construction of soviet planes | | Power Plant | 300 | Wood | 400 | Supplies power to the base. | | Adv. Power Plant | 500 | Wood | 700 | Twice the power, but is it worth the risk? Two | | | | | | of these can supply power for 3 Tesla Coils | | Barracks | 300 | Wood | 800 | Produces infantry. Although they may look | | | | | | different they have the same stats. | | Kennel | 200 | Wood | 400 | Allows you to train Attack Dogs. | | Service bay | 1200 | Wood | 800 | To fully repair a unit, it will cost 20% | | | | | | of the originmal cost. 10hp is restored with | | | | | | each animation cycle | | Sandbag Wall | 50 | None | 1 | Only able to block most basic infantry. | | Chainlink Fence | 75 | None | 1 | Another basic barrier | | Concrete Wall | 100 | None | 1 | Strongest out of the 3 basic barriers avalable | ---------------------------------------------------------------------------------------------- Bonus Crate Contents ==================== This is a completel list of the bonus crates you may pick up in a skirmish / Linkup battle. Watee crates always hold the money bonus. I've simply put "Unknown" where I haven't seen the ingame logo for the crate. These are the Timequake (Rare in the game anyway), and the invisibility powerup. All crates that give a benificial effect to your units have a radius of 3 squares. There is also a 20% chance of a water crate on levels that have water on them. ------------------------------------------------------------------------------------------------- | Bonus | Pickup Logo | Notes | |------------+------------------+--------------------------------------------------------------| | Armour | Steel plate | Doubles the unit's armour strength | | Cloak | Unknown | Makes units within a set perimeter invisible. I have only | | | | seen this personally twice on map 51 while playing | | | | Retaliation on the PSX, but missed the logo both times. | | Shroud | Broken Globe | Replaces the shroud over the entire map | | Bang | None | Nasty. Does 500 hp damage each time | | Napalm | None | Another nasty. Like the bang, but only with flames doing an | | | | extra 100 HP damage bringing it to 600 hp damage. | | Firepower | Diagonal missile | Doubles the unit's firepower | | Heal | Atom | Completely heals units/structures in a set area. | | Nuke | ICBM | A one shot Nuke. Charges as normal first | | Money | Dollar symbol | An instant 2000 credits | | Parabomb | Skull (I think) | A "Parabomb" strike. Very poor compared to the original C&C | | | | airstrike. It's mainly useful against infantry on a linkup. | | All Map | Globe | Removes the shroud from the entire map, just like the Allied | | | | side's GPS | | Sonar | Sonar Screen | A one shot Sonar Pulse. Useless unless you're chasing Subs! | | Speed | Lightning bolt | Almost doubles the unit's speed. Only affect the unit that | | | | collected it. | | Squad | None | A squad of 5 Random infantry | | Unit | None | A random vehicle. This can change with your circumstances | | Invincible | Iron Curtain | Instant Invincibility lasting exactly 1 minute | | Timequake | Unknown | The "Cronoquake". Does 33% of full damage to units / | | | | structures within a set radius | ------------------------------------------------------------------------------------------------- Glossary -------- Allies - A group of countries that have joined forces against the massive soviet invasion. The senior officers come from separate countries, and volunteers such as Tanya Adams are held in high regard. Gen. Carville - An american General. The US joined the war against the soviets late on in the - war, and are helping push back the soviet aggressors. Chronal Vortex - A lightning storm produced by the time disruptions that the Chronosphere causes. Chronosphere - A time travel device created by Einstien. In the game itself, it basically teleports a unit to another location. The unit will teleport back to it's original location after a set amount of time. Chronotank - A tank that has been modified to teleport without causing time disruptions or the requirement to teleport back to the original position after a set time. Einstien - A world famous scientist. In the C&C universe he alters time by going back and "removes" Hitler from time itself shortly after World War 1 simply by shaking hands. I am currently unsure of the theory about this, but apparantly things transported in time apparantly cannot touch things in the target time or that thing will be destroyed. Kane - The leader of Nod in C&C Tiberian Dawn, and C&C Tiberian Sun. He is one of the main advisors of Stalin, and has Stalins explicit trust. Does he have his own agenda? Soviets - The soviet army. Centred in russia, Stalin (unopposed by Hitler in the C&C universe) has decided to make the whole of Europe into the "Continent of Soviet Union", despite the wishes of the other countries. Stalin - The soviet leader. His wish is to make all of Europe into one Soviet state. He is extremely ruthless, and does not hesitate to kill any he suspects may be disloyal to his rule. Tanya Adams - A mercenary working for the Allies. Her weapon of choice is 2 Colt .45 pistols. She has extensive training including demolition skills. An excellent soldier. Prof. Tesla - A scientist who dicovered certain aspects of electricity. In the C&C universe his work has been used in the creation of weapons. In real life his findings have lead to the creation of strip lights, and energy-saving lightbulbs. Timequake - An Earthquake that is also caused by the Chronosphere time disruptions. Tupelov - A soviet General. He's dissatisfied with his job, and currently seems to be losing the taste for war. Rumour has it he is looking for a worthy successor.