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UNIT/STRUCTURES DISCRIPTIONS | ![]() |
| ALLIED UNITS/STRUCTURES INFANTRY GI Soldier ---------- Description: A well-trained infantryman with a powerful machinegun. He's more than a match for the Russian Conscript. He can deploy his machinegun and hold is ground, or you could place him in a building (yeah!!! Why not the Mac Burger King in the first missions?). When you "garrison" your GI, he will stay in the building and fire at anything that passes. This adds to the already massive strategic planning you need to do. This is especially handy as your infantrymen can take potshots at the marauding enemy forces, weakening them before they reach your base. And they aren't too expensive as well. What I'm trying to say is: DO NOT OVERLOOK THESE GUYS! Weapon: .50 Caliber Machinegun Attack Dog ---------- Description: These are the infantry killing machines. One attack and even Tanya will be toast. They are pretty fast compared to most infantry and they can sniff out spies for you (assuming your enemy is Allied or you are playing Unholy Alliance). Always keep some in your base. They'll kill the Engineers that try to sneak in and capture some buildings. I've had it happen once and it isn't pretty (lucky enough for me he took only my Power Plant, I was able to kill his 4 companions). Rocketeer --------- Description: You can call these guys the Jump Jet infantry of Tiberian Sun, there only a lot cooler if you ask me. I only found them useful in one department: to weaken approaching attack forces. Soviets mostly send heavy tank assaults to make you shiver. Just send a dozen Rocketeers to them, and half of them will be destroyed when they reach your base. Their weapons aren't impressive if you ask me, they're just good help. Weapon: Light Machinegun Chrono Legionnaire ----------------- Description: This one can be a real pain in the butt. What he does is wipe the enemy units you target from the map. The only problems are that he ain't strong and that he doesn't fire fast. So, keep these guys safe and victory might just be much easier... Weapon: Chrono Rifle (or something like that) Engineer -------- Description: This goon returns to the party, with some nasty upgrades. He hasn't gained the speed yet hehe, but he can do a butt load of things. First, he can take over an enemy building and turn it to your side. Secondly, he can repair your own structures. Just send him inside and he'll repair it for you. Thirdly, he can repair a destroyed bridge. You'll have to send him into the bridge control station. Once that is done, it will be safe to move along your units. Also, he can capture Tec buildings (airports, Oil Derricks, Outposts, hospitals, etc.), to help you in your efforts. This can prove very useful in the heat of battle. By supplying you with a steady flow of cash, paratroopers, free healing, repair etc. you could easily turn the tides on the enemy and kill him off. You can also capture normal houses and other civilian buildings. Lastly, he can defuse bombs. He has a Defuse kit with him to defuse any t explosive threats that you might encounter. This makes him the ideal weapon against Crazy Ivan's terrorism. The only drawback is that you will lose your engineers in most of these cases (except for the bomb defusing that is). Weapon: Defuse kit Tanya ----- Description: Your ideal special agent, Tanya will perform her duties quite nicely. She has a woopin' amount of firepower with her, and she can handle infantry attacks very well. Just don't use her against armored units, she'll probably die. Structures however, are very popular targets for Tanya. She just plants a C4 charge and destroys it in one blow. VERY EFFECTIVE. If you are lucky, the AI won't have much of defenses, and when the time comes that he threatens to destroy/harm you, just send Tanya in and clean out the super weapons. I've actually done it several times and it performs nicely! Weapon: Dual Colt45 pistols and C4 charges Spy --- Description: This one is vital to your strategy. In Red Alert, your spy could do a handful of things, but in my opinion it is much harder to discover a spy in RA2 than it was in the original. Still the best defense would be to place your dogs in Guard mode. A spy can do much more this time. Here's a rundown. 1) Get him into a refinery and he will steal some cash for you! 2) Get him into the Power Plant and he will shut off the power for 1 minute (VERY useful) 3) Get him into your enemy Radar Tower/Air Force Command GH and he will reset the shroud. 4) Get him into the Barracks/War Factory and he will make your units Veteran. 5) Get him into the Battle Lab and he will offer you a new unit to build. Just don't come to close to enemy Guard Dogs, as they will sniff out your spies pretty quickly. Vehicles -------- Chrono Miner ------------ Description: Without this, you'll die. That is the simplest description that I can give you. for old-school Command & Conquer players, you can call it the Harvester, but with extra teleportation ability. It has to drive to the Ore fields but it can teleport back to your base. This spares a lot of time, and you don't have to build that many to have a steady flow of cash! It doesn't have any weapons like its Soviet counterpart. It can crush infantry of course. Grizzly Battle Tank ------------------ Description: This is the main armor unit of the Allies. It has heavy armor, good strength and good firepower, however the Soviets Heavy Tank is better in every aspect but speed. It will certainly be the bulk of your forces in the whole game. In my opinion, it goes pretty fast for a tank. The nice thing is, because of its cheapness, you can send wave after wave of them to assault the enemy base. While you're first wave is attacking, you start building another wave. It should be almost or even completely finished when your tanks are destroyed. You must make sure that you have a constant flow of cash though. Capture an Oil Derrick, or build a bunch of extra Ore Miners to give fast money. Weapon: 105mm Cannon Infantry Fighting Vehicle (IFV) ------------------------------ Description: Just your plain old APC. But this time, there are some special forms of the IFV. You can produce regular IFV that you pump full of infantry. These have some weapons (including the infantry's weapons of course), but you can also produce a Repair IFV, which functions a little like the MRV in TS. You send it to a unit and your IFV will repair it. It has its uses, but personally, I'd go with the Chopper. Just for those who can't figger it out, you have to put an Engineer in the IFV to make it a REpair IFV. Also, I've received some very nice tips from Scott Batass about what you can do with an IFV (I usually only use them to transport infantry to the destination, unload and then use them as support fire). He has the following combinations: - IFV +TeslaTrooper (if you can manage it) =Tesla Tank (acording to him, it has better range, but I didn't really feel like that, anyaways..) - IFV + Crazy Ivan =Demolition Truck (YEAH BABY!!!!!) - IFV + Yuri =IFV taht fires a Psychic wave (not all that useful) - IFV + Desolator =fires radiation weapon (good anti-infntry weapon, otherwise its just crap!!) IFV + Flak Trooper =Well, I'd like to call it the Golakeeper. It fires flak very quicly, and it gives the feeling of having a real anti-aircraft weapon that is used on Carriers (yeah! Where's the Goalkeeper on the Carrier for the Allies!) - IFV + Chrono Legionaire =Chrono IFV. They fire the Chrono Rifles and indeed fire a little faster then the normal Legionaires. - IFV + Attack Dog =These kill spies you know, looks like those dogs have good noses hehehe. Major thanks to Scott for this one! Weapon: Missiles +infantry fire Prism Tank ---------- Description: You could describe it as "a Prism Tower on wheels". It isn't very strong, but it is very destructive. They are best used as heavy defense, or as supporting unit in the assault on the enemy base. They pack quite a punch, but heavy units can still destroy it. Weapon: Mobile Prism Cannon Mirage Tank ----------- Description This one is pretty interesting, I like to refer to it as the Shape shifting Tank. It can mask itself in things like a tree for example. This is the best ambush-unit in the game in my opinion. Just have a group of them mask themselves, let the enemies strike force go by and do some backstabbin'! It's gun is quite powerful, but I didn't find its offensive capabilities very good. They can be used as a last line of defense if you wait. Weapon: Mirage Gun MCV (Mobile Construction Vehicle) --------------------------------- Description: This slow but strong unit is something you wouldn't want to lose in the beginning of a match. It probably won't happen but it is still a very painful thing... thrust me on this one. It is wise to build a second MCV and even a third, just in case the enemy turns nasty. The best thing is to make multiple, individual bases. I had an interesting strategy for TS. I haven't had a lot of time to test it here, but I think it will work out just fine. I'll cover it in the appropriate section. Weapon: NOTHING!!! Air Units --------- Harrier ------- Description: Ahhh, one of my favorite units in the game. They are pretty fast, they are very destructive and the Flak Cannons sometimes have a hard time shooting at 'em. They are the Harriers. to ensure your success you'll have to build a ton of them. A full squadron of 12 would be advisable, you never know what kind of resistance you run into. There Air-to-ground missiles are very powerful, bringing a structure down in about 2 hits. Be sure to break your squadron in groups of about 4, and let them attack individual targets. This works most of the time, for me at least. Follow up your air strike with a large taskforce and your enemy will be powerless. Weapon: Maverick Air-to-Ground missiles Night Hawk Transport Helicopter ------------------------------- Description: My favorite transport. I usually attack approaching vehicles with them, as they have unlimited bullets, and in packs they can pack quite a punch (man I'm getting sick of that "pack"). They can hold up to 5 infantry units and deliver them anywhere you want (if he can land anywhere near it that is). This is handy if you want to give your enemy a "Tanya Rush". Just load her into the Chopper together with some GIs or Engineers, deliver her just outside the most undefended part of your enemy's base, and blow up/capture some stuff! Be advised however, as there seems to be something wrong with the game. Once I attacked an enemy group of Conscripts and suddenly they began to fire at me. It is logical that people with machineguns can fire at helicopters, it just never happened to me in a command & Conquer game yet; Weapon: Blackhawk Chaingun F/A-18 Hornet ------------- Descriptions: You won't actually be able to control them, but they will be your best friends on the battlefield. You'll have to build an Aircraft Carrier (assuming there is water on the map you're currently on), and give it a target to attack. The Carrier will launch its Hornets, and they will move to the target at a nice speed, and demolish it. It is best if you have multiple carriers, because the hornets have to return and rearm before you can launch them again. You can target their Construction Yard and Service Depot at the same time (probably destroying them), making your enemy mad. He will not be able to build another MCV (if he didn't do that already). Weapon: Some kind of Rocket Pots. Naval Units ----------- Amphibious Transport -------------------- Description: A must-have if you are stuck, having to sail over ships to attack your enemy. They're not incredibly fast like in the original Red Alert, but they can deliver wave after wave of tanks, that if co-coordinated well, will eventually destroy your enemy. This combined with support fire from your warships, will without a doubt destroy your foe(s). Not that they're not useful over land. There just as useful. It's just not remarkable, I just overlooked them the first few time I could build them! Dolphin -------- Description: I overlooked these at first, but they ideal when fighting over water. They can destroy Giant Squids and subs easily, but are also ideal for freeing ships of the grip of the Squids. They have a weird sonic device that you could resemble a bit with the Disruptor from TS. Weapon: Sonic Pulse Destroyer --------- Description: This is your basic warship. Or not eh. It has a heavy cannon and to combat those annoying typhoons, the Destroyer is equipped with anti-submarine warfare helicopters. These do the job of killing the subs quite well if you ask me. It is a good vessel to assault defensive structures as well as infantry. I found it less effective against tanks and heavily armored units. Weapon: 155mm cannon +ASW helicopters Aegis Cruiser ------------- Description: This one can be very effective. It fires SAMs in a rapid rate, it has good strength compared to the Destroyer, too bad it has no other weapons. I found it both handy in destroying marauding Hercules planes, bringing those paratroopers, as well as destroying those tough Airships. This is a must have to protect yourself from long-range Soviet missiles. You can destroy both V3 rockets and the missiles of Dreadnoughts. Weapon: Surface-to-Air missiles Aircraft Carrier ---------------- Description If there is one thing I build after my Shipyard is deployed, it is this baby. It is strong, and it has some impressive friends on its decks. Look at the description of the F/A-18 Hornet to find out what I mean. You can attack both ships and ground units/structures with it, no air units (that's where the cruisers come in). This is the command vessel for your fleet. The main thing you will want to do is to destroy any flaks in sight with your Destroyers, while the Hornets destroy any heavy defenses with their deadly weapons. The Cruisers meanwhile, defend the Carrier from any assaults from both V3s and Dreadnoughts, not forgetting the airships of course. Structures ---------- Construction Yard ----------------- Description This is the main building of your base. Be unfortunate enough that an enemy destroys both your Construction Yard AND your Service Depot, and you're screwed. This building allows you to construct the buildings that you'll need. When destroyed you lose the ability to build any more defenses, go further up the Tech Tree and reduces your chances of winning the game. Defend it at all cost. Also, be sure to make a second or even a third Mobile Construction Yard so that you are sure that you are playing on the safe side. Take my advice boys and girls, you'll need it. Ore Refinery ------------ Description: This is where all the ore is stored and where the Ore Miner docks to deliver the harvested ore. This is the second most important structure in the game, the first being the Construction Yard. Do not leave it undefended, it is expensive to rebuild, and if you are unfortunate to not have enough funds for it, you might end up having to sell off important buildings. Power Plant ----------- Description: You cannot survive without a few Power Plants. They supply your whole base with power and most importantly, they power your defensive structures as well. The superb strategy is to first destroy the enemy's Power Plants and then destroy him, taking advantage of the absence of his heavy defenses. Using a spy to shut of the base power, while a special unit (like Tanya) moves through the base and destroys anything of importance, is crucial. If you just built a structure which needed a lot of power and you lost main power until you can build another power plant, there may be occasions where just then, the enemy decides to attack. This is very painful, as your Ore Miners could just be busy while your enemies are pouring into your base. The best strategy to do (the fastest btw) is to sell off the power-sucking building. Base power will be immediately restored and your heavy defenses will rip apart the unsuspecting enemy, hahahahahahaha! Barracks -------- Description: This is very simple: BUILD and ENJOY. This building is used for the creation of infantry and is also required to build the War Factory. It is pretty cheap for a building eh. War Factory ----------- Description: This, in my opinion at least, the third most important building in the game. It is used to build the heavily armored units, not the advanced ones. Things like tanks and heavy transports are built here. Air Force Command HQ -------------------- Description: This is a multi-role building. Firstly, it is a radar. It gives you a main view on the map. However there is a second function. This building is used to build the Harriers, and is needed to build the cruisers. Service Depot ------------- Description This is very important to build fast and to maintain. "Why?!" you ask? Well, it is very useful to repair your units, and the most important thing is this: in the event that your Construction Yard is destroyed, you will be in deep shit. However, if you have a service depot, you will be able to build a new MCV. Let this be your first priority once your main structures are up. Battle Lab ---------- Description: This building allows you to build the advanced structures/units and gives you access to the superweapons... NICE, I hear you screaming, hahaha. Gap Generator -------------- Description: You can take this as your average Stealth Generator, but that's incorrect. They hide any structure and unit in its radius in a big shroud. Units and structures that fire at enemy units will "declaim" so that they can open fire. Keep your power above nominal, or everything will shut down (NOT NICE!!). It can be pretty handy in the earlier stages (remaining hidden from your enemies), but don't really use it when your enemy has already scouted out your base, a good superweapon strike will still be imminent. Ore Purifier ------------- Description: Not all the ore you mine is usable to convert into cash. But now there is a solution to this problem: the Ore Purifier. They allow you to get all the resources you harvest into cash, this gives a huge bonus. The Allies already mine faster than the Soviets, now they even get more credits than them. Great, you gonna need it. Spy Satellite Uplink ------------------- Description: This little bastard allows you to unveil the whole map which is pretty useful if you ask me. Just be sure you have enough power, or the whole thing will shut down... And at that moment, an enemy invasion force arrives. You laugh at them, typing in the chat window "YOU WILL NEVER GET BY MY 15 PRISM TOWERS!!!", when you suddenly discover that they aren't working at all! Be warned! Chronosphere ------------ Description: The chronosphere has returned once more, and he's better than ever. First off, this structure sucks out power, so be warned. Secondly, it is actually kind of tricky to use IMO. When charged up to full, it allows you to teleport a certain unit/group to a location of your choosing HOWEVER, they will only stay there for a few minutes, so good planning is crucial! This can be handy to send swift attacks, or to reinforce your main taskforce with some extra supplies. You can't send infantry into an enemy base, but if you put them in an IFV, there shouldn't be any problems. Weather Machine --------------- Description: One of my favorite superweapons ever in the world of RTS. This Weather Machine creates a lightning storm, which approaches the targeted area. It is very deadly to enemy structures and infantry. This is of course the superb moment to bring in your heavy forces (NO! Not while the storm is busting them up!!!), or even chronoshifting an IFV with Tanya inside, hoping most of their defenses are destroyed/their power is down. Pillbox ------- Description: This is my favorite defensive structure in the game, especially the sound is very cool! What this is? Well, it is a bunker with a machinegun inside, firing at any incoming forces. While it is pretty strong, it is the weakest of the Allied defensive structures, and it is also the weakest of them all. You will always find them in my defense though... They are real infantry shredders, they aren't really effective against vehicles. Patriot Missile System ---------------------- Description: This is another of my favs, it's just so damn powerful... against the right stuff. It fires the famous Patriot surface-to-air missiles (for those who know them), they will knock every V3 and Dreadnoughts missile out of the air. You know that the Kirov Airships are very heavy. Just place enough systems and they will destroy them. Don't even dear to attack these systems with Harriers or Hornets, they will be knocked out of the sky before they even reach their base... units aren't really balanced to fight themselves you know... Prism Tower ----------- Description: These are the armor shredders for the Allies. They fire some weird type of laser. They are stronger than Pillboxes, but they aren't as strong as Patriots. They are essential to your defenses, never leave any base without them. Fortress Wall ------------- Description: These are the standard Concrete Walls. They are needed for your defensive needs. They'll keep out those pesky Terror Drones, as well as prevent any direct engineer attacks.
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SOVIET UNIT/STRUCTURES |