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Rifle Infantry |
Information |
|
The rifle infantry
is the backbone of the army. Not strong, true, but deadly in numbers. |
Cost
(in credits): |
100 |
Medic |
Information |
|
The medic heals
allied troops across the battlefield. He is unarmed, but a need. |
Cost
(in credits): |
1000 |
Rocket Soldier |
Information |
|
The rocket soldier
is the Anti Armor unit by exellence, firing with a medium range
bazooka. |
Cost
(in credits): |
300 |
Engineer |
Information |
|
The engineer
is able to capture enemy structures as well as repair its own. |
Cost
(in credits): |
500 |
Spy |
Information |
|
The spy has the
ability to infiltrate enemy structures to unreveal new tchnologies |
Cost
(in credits): |
500 |
Tanya |
Information |
|
Tanya is the
allied Hero. Her abilities lay on her dual pistols with which her
mows through infantry, and her C4 Explosive charges. |
Cost
(in credits): |
1000 |
Thief |
Information |
|
The thief can
infiltrate refineries to steal part of the cash they contain. |
Cost
(in credits): |
500 |
Ranger |
Information |
|
The Ranger is
the lightest vehicle, and the fastest scout of allied forces. |
Cost
(in credits): |
400 |
Light Tank |
Information |
|
The Light Tank
is a little weaker than the Medium Tank, however its speed is clearly
superior |
Cost
(in credits): |
600 |
Ore Truck |
Information |
|
The Ore Truck
is in charge of collecting minerals to refine, in order to build
up the army. |
Cost
(in credits): |
1400 |
APC |
Information |
|
APCs are troop
transports with an Anti Personnel Gun on them |
Cost
(in credits): |
700 |
Mine Layer |
Information |
|
Mine Layers can
deploy Mines in the battlefield. They must reload at a Service Depot. |
Cost
(in credits): |
800 |
Medium Tank |
Information |
|
The Medium Tank
is the Basic Tank for Allies, slightly weaker than the Soviet Heavy
Tank |
Cost
(in credits): |
800 |
Artillery |
Information |
|
The Artillery
can fire at a longer range for massive damage on buildings and infantry |
Cost
(in credits): |
450 |
MCV |
Information |
|
The MCV deploys
into Construction Yards, being slow and defenseless, their escorting
is imperative. |
Cost
(in credits): |
5000 |
Mobile Gap Generator |
Information |
|
Mobile Gap Generators
work as the structure, except that the gap, well, is mobile. |
Cost
(in credits): |
600 |
Mobile Radar Jammer |
Information |
|
Mobile Radar
Jammers block the enemy radar when targeted, letting him blind. |
Cost
(in credits): |
600 |
Longbow |
Information |
|
Longbows are
the allied attack helicopters. They must reload at a Helipad, and
should be watched carefully, as enemy AA can shoot them down with
ease. |
Cost
(in credits): |
1200 |
Transport |
Information |
|
Yet one more
transport, thisne has the ability to beach, so it can travel from
coast to coast. |
Cost
(in credits): |
300 |
Gunboat |
Information |
|
The gunboat is
a light allied unit that fires with a cannon, as coastal defense,
or support |
Cost
(in credits): |
300 |
Destroyer |
Information |
|
The Destroyer
fires missiles for impressive damage, specially good versus aerials. |
Cost
(in credits): |
500 |
Cruiser |
Information |
|
The Cruiser fires
from long range for incredible damage, specially interesting to
dismantle enemy bases from the high seas. |
Cost
(in credits): |
2000 |
Rifle Infantry |
Information |
|
The rifle infantry
is the backbone of the army. Not strong, true, but deadly in numbers. |
Cost
(in credits): |
100 |
Grenadier |
Information |
|
Grenadiers produce
splash damage on medium rang, and are excellent anti troops. |
Cost
(in credits): |
160 |
Rocket Soldier |
Information |
|
The rocket soldier
is the Anti Armor unit by exellence, firing with a medium range
bazooka. |
Cost
(in credits): |
300 |
Engineer |
Information |
|
The engineer
is able to capture enemy structures as well as repair its own. |
Cost
(in credits): |
500 |
Flamethrower |
Information |
|
Flamethrowers
are capable of shooting fireballs, which can burn enemy infantry
in mass |
Cost
(in credits): |
300 |
Attack Dog |
Information |
|
Attack Dogs can
detect spies, plus are infalible guards |
Cost
(in credits): |
200 |
Ore Truck |
Information |
|
The Ore Truck
is in charge of collecting minerals to refine, in order to build
up the army. |
Cost
(in credits): |
1400 |
Mine Layer |
Information |
|
Mine Layers can
deploy Mines in the battlefield. They must reload at a Service Depot. |
Cost
(in credits): |
800 |
Heavy Tank |
Information |
|
The Heavy Tank
is the Basic Tank for Soviets, slightly stronger than the Allied
Medium Tank |
Cost
(in credits): |
950 |
V2 Rocket Launcher |
Information |
|
V2 Rocket Launchers
are long range units that can fire highly destructive rockets into
bases. |
Cost
(in credits): |
600 |
MCV |
Information |
|
The MCV deploys
into Construction Yards, being slow and defenseless, their escorting
is imperative. |
Cost
(in credits): |
5000 |
Mammoth Tank |
Information |
|
Mammoth Tanks
have dual cannons and missile tusks, they are ground terror in tracks. |
Cost
(in credits): |
1500 |
Yak |
Information |
|
Yaks are propeller
strafers, good against singled out infantry |
Cost
(in credits): |
800 |
MiG |
Information |
|
MIGs are strong
messile firing jets, excellent for quick airstrikes |
Cost
(in credits): |
1200 |
Hind |
Information |
|
Hinds are the
soviet attack helicopters. They must reload at a Helipad, and should
be watched carefully, as enemy AA can shoot them down with ease. |
Cost
(in credits): |
1200 |
Transport |
Information |
|
Yet one more
transport, thisne has the ability to beach, so it can travel from
coast to coast. |
Cost
(in credits): |
300 |
Submarine |
Information |
|
The submarines
are stealth units, only detctable by sonar pulses and nearby units,
that can fire medium range torpedoes. |
Cost
(in credits): |
500 |
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