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Command & Conquer - Red Alert 3 Uprising - Unit Comparison Guide
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TABLE OF CONTENTS
1. INTRODUCTION
2. VERSION HISTORY
3. DISCLAIMER
-----------------------------
4.0 COMPARISON METHOD + NOTES
5. UNITS
5.1 INFANTRY
5.2 VEHICLES
5.3 AIRCRAFT
5.4 NAVAL FORCES
5.5 PARTICULAR UNITS
-----------------------------
6. CREDITS
---------------
1. Introduction
---------------
Hello reader, my alias is Flare Blade Lord, and I'm also known as
Unknown One. My real name is Victor Wei Wang, and this is my third
attempt completing a FAQ/guide. Hope you'll get use of my guide.
Also, I recommend you to have been through the game to fully understand
this guide.
If there are any odd things in my guide, it's because I'm inexperienced
or made a mistake :P
------------------
2. Version History
------------------
0.0 - Started writing. Made the table of contents and looked at other
guides for a little help.
0.2 - Got the infantry-section completed.
0.4 - Got a part of the vehicle-section completed. A long pause
started.
1.0 - The rest was completed in one day. I plan to add some more data
though.
1.45 - Yes, more data has been stuffed. I think I won't add more to
this though.
1.5 - Uprising units have been added, though I don't have the Mammoth
Tank in this guide. More small stuff has been added too, and some
things has been changed due to new experiences of mine.
--------------
3. DISCLAIMER!
--------------
This guide is made for people who well, wants to check this guide out
or use it and for various other reasons, but beware;
This may be not rewritten under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise
distributed publicly without permission before so. Use of this guide on
any other web site or as a part of any public display is strictly,
indisputably prohibited, and a violation of copyright.
Failure to comply with the above terms can result in a lawsuit.
All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.
If you do not agree with the terms here, you should not use this guide
any further.
Also, if you wish to contribute to this submission by giving me some
more information to add on this one, send it to my e-mail address. I'll
reply as soon as possible.
E-Mail: flarebladelord@hotmail.com
Sites the guide is allowed on:
-GameFAQs
-Supercheats
-Neoseeker
-Gamesradar
-Cheatplanet
-Playhaven
-Cheatbook
Thank you. Now on to the guide.
----------------------------
4. COMPARISON METHOD & NOTES
----------------------------
I'm going to explain about little of the methods I'll use to compare
the units of the same type.
Nationality - Soviet Union, Allied Nations and the Empire of the Rising
Sun.
Type - Infantry, vehicles and such and what they are to be used for.
Terrain movement - Sea, ground or air (underground is strangely
possible in this game). Speed is included. Also, if "/" is added, it's
about the unit's second form.
Price - It's all about money, isn't it? Also, as the Soviets, there is
a support power which minimizes the units' price, and those are just
the normal prices, so don't forget that.
Weaponry - It's useful to know such, ya know.
Attack Rate - How often they attack.
Power - Power is important, and whether it's low or high is affected by
the attack rate. Alas, if power is low, a single shot is weak.
Attack Type - Explosions, bullets, beams, shells, you name it.
Explosions have area-effect. Missiles are homing, and WILL hit their
target, if not it's too fast like a retreating Apollo Fighter.
Range - Distance required to hit enemy.
Durability - It's useful to know how much they can take. But whether
it's low of high depends on the type of units they are.
Effectiveness - You'll have to know what they should be used for. It's
determined by the overall effectiveness against that type of unit.
Special Ability - They all have one, after all.
Performance - You need to know how to use them well, right?
Comparison - Hey, that's all this guide is about, rite?
Conclusion - Summary of the comparison.
Note 1: For example: medium fast is faster than fast medium (just to
make it clearer for you). Slow fast is faster than fast slow.
Note 2: "*" will be added in case there is something special with their
veterancy upgrade other than the standards.
Note 3: If I've written "--" somewhere, it's because there is nothing
of that thing which should be there. For example, if a unit doesn't
have any weaponry, I'll write "--".
Oh, about veterancy, it can be gained by destroying enemy
structures/units or taking veterancy crates. There are three levels,
and the third and final is a star. Veterancy will always upgrade the
unit's performance. It upgrades their:
Attack strength: How damaging their attacks are.
Firing rate: How often/quickly they can attack.
*This applies only for star- graded units.
HP / Defense / Durability: How much damage they can take.
Attack range: Star-Veterancy gives longer range. Not the other grades.
Also, when star-veterancy units attack their attacks are colored red in
some fashion. There are some exceptions though, other than just the
color of the attack.
Final note: If there is no conclusion / comparison, it's because it's
not needed. Just read the comparison / performance /conclusion.
--------
5. UNITS
--------
Here's a complete list of the types of units. I'll list them in way of
comparison. Also, the order of them is Soviets first, Allies second and
Imperials last.
I advice you to find the unit you want to look at by pressing CTRL+F
and paste the name of the unit. It's a very useful thing, I tell you.
INFANTRY:
-Scouts
War Bear
Attack Dog
Burst Drone
-Anti-Infantry / Mainline Infantry
Conscript
Peacekeeper
Imperial Warrior
-Anti-Air Infantry
Flak Trooper
Javelin Soldier
Tank Buster
-Engineers
Combat Engineer
Engineer (Allied)
Engineer (Imperial)
-Advanced Infantry
Tesla Trooper
Spy
Shinobi
-Special Infantry
Natasha Volkova
Tanya Adams
Yuriko Omega
Rocket Angel
VEHICLES:
-Transport Vehicles
Bullfrog
Riptide ACV
Sudden Transport
-Anti-Infantry Vehicles
Sickle
Multigunner IFV
Mecha Tengu
-Anti-Armor/Mainline Tanks
Hammer Tank
Guardian Tank
Tsunami Tank
-Anti-Air Vehicles
Bullfrog
Multigunner IFV
Striker VX
-Advanced Vehicles
Apocalypse Tank
Mirage Tank
King Oni
-Long-Range Vehicles
V4 Rocket Launcher
Athena Cannon
Wave-Force Artillery
-Mobile Construction Vehicles
Soviet MCV
Allied MCV
Imperial MCV
AIRCRAFT:
-Anti-Air Aircraft
MiG-Fighter
Apollo Fighter
Jet Tengu
-Choppers/Helicopters
Twinblade
Cryocopter
Chopper VX
-Bombardment Aircraft
Kirov Airship (Soviet)
Century Bomber (Allied)
-Other Aircraft
Vindicator (Allied)
Sky-Wing (Imperial
NAVAL FORCES:
-Scouts
Dolphin (Allied)
Yari Minisub (Imperial)
-Anti-Air Vessels
Bullfrog
Hydrofoil
Sea-Wing
-Anti-Ship/Armor Vessels
Akula Sub
Assault Destroyer
Naginata Cruiser
-Long-Range Heavy Bombardment Vessels
Dreadnought
Aircraft Carrier
Shogun Battleship
-Other Vessels
Stingray
Riptide ACV
Tsunami Tank
UPRISING ONLY UNITS:
-Anti-Air Infantry
Archer Maiden (Empire of the Rising Sun)
-Advanced Anti-Surface Infantry
Desolator Trooper (Soviet Union)
Cryo Legionnaire (Allied Nations
-Anti-Armor/Surface Vehicles
Grinder (Soviet)
Reaper (Soviet)
FutureTank X-1 (Allied)
Steel Ronin (Imperial)
-Bombardment Aircraft
Harbinger Gunship
Giga Fortress(-Core) (Sky Fortress form, Empire of the Rising Sun)
-Bombardment Naval Forces
Giga Fortress(-Core) (Sea-Fortress form)
------------
5.1 INFANTRY
------------
We'll start out with units of the same type, and it will always be like
this, alright? Good. Let's get going.
````SCOUTS创创
**********
*WAR BEAR*
**********
Nationality: Soviet Union
Type: Anti-Infantry Scouts
Terrain Movement: Ground and sea. Fast.
Price: 225 $
Weaponry: Claws
Attack Rate: Low. Pauses after having attacked.
Power: One-hit kill.
Attack Type: (Um, isn't that obvious?)
Range: In front of target.
Durability: Low
Effectiveness: Infantry only. Lethal, but ineffective.
Special Ability: Amplified Roar
Performance: Being able to attack infantry only proves them rather
useless, but as scouts, they might be worth something. They Amplified
Roar should be used if they come with a pack allies to set enemy
infantry out of function.
************
*ATTACK DOG*
************
Nationality: Allied Nations
Type: Anti-Infantry Scout
Terrain Movement: Ground and water. Faster than the War Bear, but not
much.
Price: 200 $
Weaponry: Jaws
Attack Rate: Low. Pauses after having attacked.
Power: One-hit kill.
Attack Type: Bite.
Range: In front of target.
Durability: Low.
Effectiveness: Infantry only. Low.
Special Ability: Amplified Bark
Performance: Just a slight bit better than the War Bear, but not much.
Pretty much the same. Cannot attack anything other than light-armored
infantry.
*************
*BURST DRONE*
*************
Nationality: Empire of the Rising Sun
Type: Flying Scout
Terrain Movement: Air. Slow flying unit (when it comes to air-units).
Price: 300 $
Weaponry: --
Attack Rate: --
Power: Low.
Attack Type: Self-Destruct. Explosion, area-effect
Range: --
Durability: Very low.
Effectiveness: --
Special Ability: Self-Destruct.
Performance: Nothing more than scouts. Extremely weak, and should not
at all enter enemy bases with defenses. Station them somewhere, and
they should serve you well (unless your opponent comes with anti-air
of some kind). They can latch on to enemy vehicles / aircraft / naval
units and slow them down, or self-destruct themselves in order to
damage / destroy weakened enemy units. Cannot attack infantry in any
kind though. And it bleeds for some reason.
COMPARISON: The War Bear has more vitality (HP) than the Attack Dog,
which makes it signifantly better, though it is not much more HP. Their
attack is the same, though the Attack Dog is faster. The Burst Drone is
a scout with easy access to all places, which makes it better for
scouting, but it also kinda doesn't compete against the others.
Conclusion: The War Bear is the better in case you meet enemy infantry
(though not by much), while the Burst Drone is of its own kind -
scouting only.
````MAINLINE INFANTRY创创
Note: Only these guys can empty garrisoned buildings except for the
Imperial Warrior.
***********
*CONSCRIPT*
***********
Nationality: Soviet Union
Type: Mainline Anti-Infantry / Anti-Garrison
Terrain Movement: Ground only. Medium speed only.
Price: 100 $
Weaponry: AVK-45 Assault Rifle / Molotov Cocktail
Attack Rate: Medium.
Power: Very low. Very powerful against garrisoned units.
Attack Type: Bullets. Damages target only. / Explosion. Area-effect.
Range: Medium. Cocktails require a distance away from target, and gives
longer range.
Durability: Medium.
Effectiveness: Infantry - low. Garrisoned units - Very high.
Other - low.
Unable to attack air.
Special Ability: Switches to AK-45-like assault rifle / Molotov
Cocktails
Performance: They would have been killed easily by other Anti-Infantry
infantry, but they are the best units when it comes to emptying
garrisoned structures. Preferrable to send them in numbers. Also,
their Molotov Cocktails are to be used on structures or vehicles or
nearby naval units and on garrisoned structures.
*************
*PEACEKEEPER*
*************
Nationality: Allied Nations
Type: Mainline Anti-Infantry / Anti-Garrison
Terrain Movement: Ground only. Their Riot Shield slows them down.
Price: 200 $
Weaponry: Shotgun / Riot Shield
Attack Rate: Low.
Power: High.
Attack Type: Bullets. Can make infantry fall on to the ground by
attacking in front of the enemy.
Range: Medium.
Durability: Medium. Can become very high in case shield is equiped.
Effectiveness: Infantry - High. Can attack multiple infantry if in a
straight
line and in range.
Garrisoned units - Low.
Other - Low.
Unable to attack air.
Special Ability: Switches to Riot Shield / Shotgun.
Performance: Their distance to the enemy infantry matters much, since
they wield shotguns - which is the best gun in small distance. They
should never meet vehicles or naval units that can attack them. They
are effective anti-garrison, since their shield gives them that
oppurtunity, but they'll have to kill themselves in exchange of that.
******************
*IMPERIAL WARRIOR*
******************
Nationality: Empire of the Rising Sun
Type: Mainline Anti-Infantry
Terrain Movement: Ground only, medium speed, but can get a minor boost
by their
Beam Katanas.
Price: 150 $
Weaponry: Burst Assault Rifle?
Attack Rate: High.
Power: Low.
Attack Type: Wave-Force Bullets? Damages target only.
Range: Medium / In front of enemy. This applies for Banzai Charge.
Durability: Medium.
Effectiveness: Infantry - High.*
Other - Low.
Unable to attack air.
Special Ability: Banzai Charge
Performance: Exceedingly well against Conscripts, can get a problem
against Peacekeepers. Not at all well against vehicles or naval units,
but probably best garrisoned.
Note*: The Imperial Warrior can empty a garrisoned building by using
Banzai Charge into one, but has to kill himself too, and risk being
killed while running. Much like the Peacekeeper's way to empty one.
COMPARISON: The Peacekeepers win this contest. Garrisoned units can
avoid the Molotov Cocktails easily by simply evacuating the structure
and then get inside (though AIs probably won't do so), but even though
their shield slows them down, it gives them a significant defensive
boost. Also, war Bears, Attack Dogs and Shinobis can't attack them
while in that state. Can even clear out a garrisoned building from the
inside, but in exchange for their own life.
The Imperial Warriors are the most powerful one-on-one infantry,
rather effective too. They are strong, and their Beam Katana provides
them with a boost and a lethal melee-weapon.
The Conscripts catch up with their cocktails, and they are effective
against garrisoned units, but else they are really weak. Not easy to
say who is the best, really.
Conclusion: Peace is best.
````ANTI-ARMOR/AIR INFANTRY创创
**************
*FLAK TROOPER*
**************
Nationality: Soviet Union
Type: Anti-Air / Anti-Armor Infantry
Terrain Movement: Ground only. Medium speed.
Price: 400 $
Weaponry: Flak Cannon / Electromagnetic Mines
Attack Rate: Medium.
Power: Medium.
Attack Type: Explosion. Area-effect. / Explosion. Area-effect.
Range: Long.
Durability: Medium.
Effectiveness: Infantry - Low.
Vehicle - High.
Aircraft - High.
Structures - Very high.
Special Ability: Switches between Flak Cannon and Electromagnetic Mines
Performance: Best against aircraft, but their mines causes them to fall
in danger in case the target is a tank which can run down infantry.
Should always use the Flak Cannon unless the enemy is standing still.
Good long range, also. Their mines are extremely powerful, also.
*****************
*JAVELIN SOLDIER*
*****************
Nationality: Allied Nations
Type: Anti-Air / Anti-Armor Infantry
Terrain Movement: Ground only. Medium speed.
Price: 400 $
Weaponry: Missile Launcher
Attack Rate: High medium. Laser Guidance doubles firing rate.
Power: High medium.
Attack Type: Missiles. Explosion, area-effect.
Range: Long. Laser Guidance gives longer range.
Durability: Medium.
Effectiveness: Infantry - Low.
Vehicles - High.
Aircraft - Very high.
Structures - High. Laser Guidance heigthens
effectiveness.
Special Ability: Switches to Manual / Laser Guidance.
Performace: Better against air-targets, and with their Laser Guidance
which requires time, they can be used as base-destruction units. But
otherwise, they are doing well against vehicles and aircraft. Not well
at all against infantry, but their range gets extended with Laser
Guidance. Nice hit-and-run units if transports are nearby.
************
*TANK BUSTER*
************
Nationality: Empire of the Rising Sun
Type: Anti-Armor Infantry
Terrain Movement: Ground only. Medium speed.
Price: 300 $
Weaponry: Plasma Cannon
Firing Rate: Medium.
Power: High.
Attack Type: Laser? Damages target only.
Range: High medium.
Durability: Medium. Can be increased very much while in Spiderhole-
state.
Effectiveness: Vehicles - High.
Structures - high.
Others - low.
Unable to attack air.
Special Ability: Spiderhole (hides underground) / Leave Spiderhole.
Performace: Quite a shock isn't it? NOT Anti-air...But they are
specialists when it comes to demolishing tanks. Though exposed to
everything else, well against tanks. Their Spiderhole offers some
protection, and can be used as a hit-and-hide attack, which can be
effective against tanks.
COMPARISON: The Javelin Soldiers win. They have a more powerful weapon,
and with their Laser Guidance they are the preferred ones, since they
are also able to damage structures pretty hard. The Flak Troopers come
in second. All of them fits well if garrisoned.
Except for the Tankbusters. They should only attack vehicles,
otherwise they're dead men. Sad, but true. Except for if they come in
numbers. Their Spiderhole is pretty much useless, since you WILL see
them. Enemy units will automatically attack them, and when they
emerge, it may already be too late.
Conclusion: Javelin Soldiers beats Flak Troopers in all areas, while
the Tankbuster has its purpose in its name.
*************************
UPRISING UNIT ALERT
*************************
***************
*ARCHER MAIDEN*
***************
Nationality: Empire of the Rising Sun
Type: Anti-Air/Suface Infantry
Terrain Movement: Ground only. Fast medium.
Price: 500 $
Weaponry: Wave-Force Bow and Arrow?
Firing Rate: Low.
Power: High
Attack Type: Wave-Force Arrows. Area-effect against air.
Range: High medium.
Durability: Medium
Effectiveness: Infantry - Medium
Aircraft - High
Other - Low.
Special Ability: Barrage Shot (Area-effect)
Performance: Rather strong infantry, but not very useful. As anti-air
they are brilliant, but cannot take much of a punch. Not much to say,
really. But, they are a bit faster than common infantry. Not better
than the Javelin Soldier though, but maybe better than the Flak
Trooper.
**********************************
UPRISING UNIT ALERT DISABLED
**********************************
````ENGINEERS创创
*****************
*COMBAT ENGINEER*
*****************
Nationality: Soviet Union
Type: Base Repair, Enemy Base Capture
Terrain Movement: Ground and water. Slow.
Price: 500 $
Weaponry: Magnum
Firing Rate: Low
Power: High
Attack Type: Bullets. Damages target only.
Range: Low.
Durability: Low.
Effectiveness: --
Special Ability: Build Battlebunker.
Performance: They can build battle bunkers, which works like
garrisonable structures, which is very useful. The rest is Structure
Capture / Repair.
**********
*ENGINEER*
**********
Nationality: Allied Nations
Type: Base Repair, Enemy Base Capture, Heal Infantry
Terrain Movement: Ground and water. Slow.
Price: 500 $
Weaponry: --
Firing Rate: --
Power: --
Attack Type: --
Range: --
Durability: Low.
Effectiveness: Heals infantry only with First-Aid Tent.
Special Ability: First-Aid Tent / Pack up.
Performance: Healing allied infantry is a very good thing, and should
always be in numbers if their special ability is used (at least two of
them). The rest is Structure Capture / Repair. Also, they can not heal
themselves alone.
**********
*ENGINEER*
**********
Nationality: Empire of the Rising Sun
Type: Base Repair, Enemy Base Capture
Terrain Movement: Ground and water. Slow. Can get a temporary boost, in
exchange of a pause.
Price: 500 $
Weaponry: --
Firing Rate: --
Power: --
Attack Type: --
Range: --
Durability: Low
Effectiveness: Low
Special Ability: Sprint (Speed boost)
Performance: These are the most useless engineers ever made. Their
boost is rather useless, except for if you are trying to invade your
enemy AND capture some structures.
COMPARISON: Well, if you look at different situations, the Allied
Engineer is the better choice. The Soviet Engineers' gun isn't really
handy, since they will probably get killed before they get to use
them. And the Japanese...only for capturing and quick repairing.
Conclusion: The Allied Engineer is the better with their healing
ability, though it only affects other units, while the Soviet Engineer
is useful with his Battle Bunker. The Imperial Engineer is rather
useless compared to the others.
````ADVANCED INFANTRY创创
***************
*TESLA TROOPER*
***************
Note: Cannot be run over by mid-sized vehicles.
Nationality: Soviet Union
Type: Advanced Anti-Surface Infantry
Terrain Movement: Ground only. Medium speed only.
Price: 750 $
Weaponry: Tesla Coilguns / Electromagnetic Disruptors
Firing Rate: Low
Power: One-Hit kill to infantry. Otherwise high.
Attack Type: Electricity. Hits target only. EM Disruptors have area-
effect.
Range: Low.
Durability: Low high.
Effectiveness: Infantry - High
Vehicle - High
Other - Medium.
Special Ability: Switches to Tesla Coilguns / Turns on EM Disruptors
Performance: They are very effective against enemy vehicles, and they
can kill infantry in one blow. Though their firing rate is the
slowest, they are powerful. Very good infantry, but when it comes to
meeting Shinobis (Ninjas) they're as good as dead. Also, can charge
Tesla Coils if your base has been infiltrated, but should never go up
against defenses that can attack them. But their special ability lets
them disable enemy vehicles, and THAT can be useful. Aircraft however
can take them down pretty easily (if they can attack the surface).
*****
*SPY*
*****
Nationality: Allied Nations
Type: Base Infiltration
Terrain Movement: Ground and water. Medium speed.
Price: 1000 $
Weaponry: --
Firing Rate: --
Power: --
Attack Type: Bribe units. This differs, depending on what units are
bribed.
Range: Nearby units. The unit this unit is supposed to be disguised as
only has to be in sight and targeted.
Durability: Medium.
Effectiveness: Differs depending on the situation.
Special Ability: Bribe
Performance: They can disguise themselves, but their performace matters
on the situation, really. Since they have the ability to turn over
enemy units to allied, and they can also be used as cams within the
enemy base. Pretty useful if your enemy is a computer, but a player
might notice your spy. Beware enemy commander, the enemy is within
your borders!
*********
*SHINOBI*
*********
Nationality: Empire of the Rising Sun
Type: Anti-Infantry Infiltrator
Terrain Movement: Water and Ground. Very high speed on both.
Price: 1000 $
Weaponry: Sword & Shuriken
Firing Rate: Medium
Power: One-Hit kill
Attack Type: Sword & Shuriken. Sword is used up close, Shuriken at a
distance.
Damages target only.
Range: Medium & in front of target.
Durability: High
Effectiveness: Infantry only - high
Special Ability: Smoke Bomb
Performance: Now this is something. Oldfashioned warriors, effective
against modern infantry. Their weapons are one-hit-killing Shurikens,
or Katanas (Japanese swords with a weak curve) which they use up close.
BUT, they cannot attack vehicles, as a result. Nor can they attack
aircraft or structures, as a result, which is really bad. But they can
infiltrate building at least. It would be a good idea to infiltrate
power plants and such in an assault, taking out defenses.
COMPARISON: They are all of their own kind, really.
The Tesla Trooper is best used as a frontline infantry, while the
Shinobis
are infantry-killers. But the Spy are more of a tactical unit. But
Shinobis can kill Tesla Troopers in one blow, but the Tesla Troopers
are effective all around - except for Air-units.
Luckily for the spies, the Shinobis can't un-disguise them.
Conclusion: Tesla Troopers are good all around, Shinobis should stay
Infantry- killers and infiltrate power plants / reactors / generators
while an assault is ongoing, and the Spies should to used to ambush
the enemy from within or stay as hidden cameras.
*************************
UPRISING UNIT ALERT
*************************
*******************
*DESOLATOR TROOPER*
*******************
Nationality: Soviet Union
Type: Advanced Anti-Surface Infantry
Terrain Movement: Ground only. Medium speed.
Price: 1500 $
Weaponry: Deathspray-Canon / Splattershot Launcher
Firing Rate: Constant / Low high.
Power: Medium, can be strengthened by Splattershot / Low
Attack Type: Flow of toxin / Corrosive balls, weakens structures and
vehicles.
Range: Low long / Long
Durability: Very High (Maybe even higher than Natasha?)
Effectiveness: Surface - Very high
Unable to attack air.
Special Ability: Switches to Deathspray/Splattershot-mode.
Performance: This guy is way too expensive. I feel he should cost like
1200 $ instead, but that's still much. But, you may get what you bought
him for, though you will surely not use this guy often. He takes too
much time to train, and you'll have to get a Battle Lab up too, which
makes this guy a pretty much unused unit. You don't want to use this
guy, really. I rarely use infantry, due to their low durability, but
this guy can actually take out a Sentry Gun, Multigunner Turret or even
a Defender VX, single-handedly. That, is a proof of his strength and
effectiveness.
******************
*CRYO LEGIONNAIRE*
******************
Nationality: Allied Nations
Type: Advanced Anti-Surface
Terrain Movement: Ground and water. Fast.
Price: 1500 $
Weaponry: Cryo Canon
Firing Rate: Constant flow of cold liquid
Power: Freezing infantry takes little time, vehicles maybe quintuple
the time, and structures take long time.
Attack Type: Freezing. Any freezed unit/structure only needs a single
bullet to be shattered into pieces.
Range: Low long
Durability: High.
Effectiveness: Infantry - High.
Vehicles - Medium.
Naval Forces - Low.
Defenses - Low.
Structures - Low.
Unable to attack air.
Special Ability: Boost Kick. Can be used to shatter frozen
units/structures)
**********************************
UPRISING UNIT ALERT DISABLED
**********************************
````SPECIAL INFANTRY创创
Note: Those units cannot be run over by vehicles.
*****************
*NATASHA VOLKOVA*
*****************
Nationality: Soviet Union
Type: Anti-Surface Commando
Terrain Movement: Ground and water. Medium fast.
Price: 2000 $
Weaponry: Sniper Rifle + Scope
Firing Rate: Low
Power: One-Hit kill/destruction
Attack Type: Lethal piercing bullets / Airstrikes
Range: Very long.
Durability: Highest of infantry (at least in Red Alert 3)
Effectiveness: Infantry - Very high
Vehicle - Low high
Naval forces - Medium
Structures - Medium
Special Ability: Pilot Snipe (empties ship/vehicle).
Performance: Rather well against infantry with her one-hit kill,
especially if they are positioned in a row, which gives her the multi-
kill option. If enemies get close, move her away and take a turn
around and shoot, but her firing rate is admittely medium. But, she is
not a very effective anti-tank and structure- destroyer. She has to
call for air-support, which does take some time. Best used as
garrisoned unit in a Battle Bunker with 4 Flak Troopers as defenses.
*************
*TANYA ADAMS*
*************
Nationality: Allied Nations (USA)
Type: Anti-Surface Commando
Terrain Movement: Ground and water. Low fast.
Price: 2000 $
Weaponry: Dual Pistols
Firing Rate: Very high. Constant fire.
Power: Very high.
Attack Type: One-Hit kill bullets / Explosives. Those destroy what they
are
attached to (no matter what)
Range: Medium
Durability: Very high.
Effectiveness: Infantry - Very high
Vehicle - Low high
Naval forces - Very high
Special Ability: Time Belt
Performance: She is the best to take down infantry, but her range
failes her, which leaves her exposed to enemy attacks, and if she were
to meet like three anti-infantry vehicles controlled by a player
manually, she would be sure to fall. And a anti-surface aircraft can
easily take her out. But other than that, the best way to use her (I
belive) is to Chronosphere her in to the enemy base with a transport,
and start wreaking havoc. If the enemy has built walls around every
single structure, however, that option is wrecked, due to the fact that
Tanya can ironacally not destroy walls.
**************
*YURIKO OMEGA*
**************
Nationality: Empire of the Rising Sun
Type: Anti-All Commando
Terrain Movement: Ground and Water. High fast.
Price: 2000 $
Weaponry: Psionic Powers (Mind)
Firing Rate: Constant damage to target.
Power: Low.
Attack Type: Psionic Powers (Mind-Powers, Telekinesis?)
Range: Medium
Durability: High
Effectiveness: Varies, depends of number of units.
Special Ability: Psionic Burst (Area-effect, damages infantry only. The
closer, the stronger)
Performance:
Dude...this girl rocks, so you'll have to take with you a strong group
in order to take her down. But, there are some easy ways though.
Being able to attack while making your enemy unable to attack sure is
helpful, and if you juggle your enemy (attacking one after one, making
them fly unable to attack and attack those who have regained the
ability to attack) you should be able to take down enemy units pretty
easily, but that requires you to do it manually.
Also, she can take down aircraft much easier. And when she destroys
structures, it happens in the blink of an eye.
COMPARISON: They are all different, so I won't add a conclusion on this
one.
Tanya should be used as an inside-invader and be transported to the
enemy base with the Chronosphere and then blow up the base, but if she
meets anti-surface aircraft things may get worse.
Natasha should always be at a distance, best at main defenses where
most attacks come to. As already said, best garrisoned in a Battle
Bunker with 4 Flak Troopers, which is a very strong defense. Yuriko is
the best one-versus-one unit, but you must be careful cuz she gets
easily overwhelmed by, for example, Twinblades, or three anti-infantry
vehicles. Also, she can also be used as a inside-invader by getting
inside a Sudden Transport, if the journey succeeds.
**************
*ROCKET ANGEL*
**************
Nationality: Empire of the Rising Sun
Type: Anti-Air, Anti-Surface
Terrain Movement: Air. Slow.
Price: 900 $
Weaponry: Photon Rockets (Light Rockets?) / Paralysis Whip
Firing Rate: High medium
Power: Medium
Attack Type: Homing rockets, area effect / Paralysis Whip, which stuns
the
targeted unit.
Range: Medium against air / Low against surface
Durability: Medium
Effectiveness: Infantry - Low
Other - Medium
Special Ability: Switches to Combat Mode / Paralysis Whip
Performance: This unit is of its own kind, but should always attack in
huge groups. Their Paralysis Whip can paralyze infantry, vehicles,
naval forces and landed aircraft. Their rockets are powerful, and if
you have an army of those, you have gotten yourself an invationforce.
Hopefully you won't meet too much anti-air(hehehe).
------------
4.2 VEHICLES
------------
Note: Not all vehicles can kill enemy infantry by running over them
(un-random car-accidents, LOL).
ORE COLLECTORS
Let's just take a quick summary:
They are obviously those who give you the money, but there are only a
few differences. The Allied Prospectors can transform to Command Hubs
(expansion bases), which cannot be reversed. The Soviet Collector can
activate a thick armor, but not very useful considering the situation
anyway. The Imperial Collectors can defend themselves by using their
special ability, but all of them can run over enemy infantry. They can
all go on ground and water, but none of them are fast.
********************************************
----MAINLINE TANKS / ANTI-ARMOR VEHICLES----
********************************************
Note: All of these can run over infantry.
*************
*HAMMER TANK*
*************
Note: The performance differs, by being affected by the secondary
weapon.
Nationality: Soviet Union
Type: Anti-Armor Tank
Terrain Movement: Ground only. Medium speed.
Price: 1000 $
Weaponry: Cannon / Leech Beam
Firing Rate: Medium
Power: Medium
Attack Type: Shells / Absorb enemy armor, perhaps enemy weaponry.
Damages
target only.
Range: Medium / Low long
Durability: Medium
Effectiveness: Infantry - Low. Can run over infantry.
Vehicles - Low high.
Structures - Low high.
Special Ability: Switches to Main Weapons (along with stealed ones) /
Leech
Beam
Performance: They are able to absorb the enemy's weapon if the enemy is
defeated, and their cannons are of medium strength and firing rate.
Just a mainline tank really. But their special ability also lets them
absorb HP, so you can use nearby structures to heal them if necessary.
***************
*GUARDIAN TANK*
***************
Nationality: Allied Nations
Type: Anti-Armor / Support Tank
Terrain Movement: Ground only. Medium speed.
Price: 950 $
Weaponry: Smoothbore Gun (canon) / Target Painter
Firing Rate: Low
Power: High
Attack Type: Shells / Weaken enemy. Damages / Weakens target only.
Range: Medium
Durability: Medium
Effectiveness: Infantry - Low. Can run over infantry.
Vehicles - High.
Structures - High.
Special Ability: Switch to Smoothbore gun / Target Painter.
Performance: Though their firing rate is slow, their attacks packs some
good punches, and their Target painter makes the enemy significantly
weaker. Structures also, but it probably doesn't affect infantry - at
least not much. But those are the best mainline tanks.
**************
*TSUNAMI TANK*
**************
Nationality: Empire of the Rising Sun
Type: Anti-Armor Tank
Terrain Movement: Ground and water. Medium speed. Nano-Deflectors give
a
temporary boost.
Price: 1000 $
Weaponry: Cannon
Firing Rate: High
Power: Low
Attack Type: Uh, Wave-Force shells? Damages target only.
Range: Medium
Durability: Medium. Can become significantly higher by using Nano-
Deflectors.
Effectiveness: Infantry - Low. Can run over infantry.
Special Ability: Nano-Deflectors
Performance: Their firing rate is quick, but their attacks aren't
really powerful. Their Nanodeflectors aren't really much of a help,
unless you're retreating - which you will surely not do. But
otherwise, they should always come in numbers.
COMPARISON: All of the tanks should come in numbers, but the Guardian
Tank wins this contest. By weakening the enemy in such a scale and
such powerful attacks, they are the winners. The Hammer Tanks come
second, since they can steal enemy weapons - which concerns vehicles'
weapons, and if you're lucky, you might even steal a long-range
weapon. If you're even luckier, you might steal a naval unit's weapon,
which might then be a long-range weapon. But the Tsunami Tanks loses
totally this one. Their rate is good, but their power is NOT good,
which makes them the worse.
Conclusion: All of the tanks should come in numbers, one (or more) of
the Guardian Tanks should always weaken the enemy, the Hammer Tanks
should steal weapons when the enemy is almost dead, while the Tsunami
Tanks should simply come in numbers.
*************************
----TRANSPORT VEHICLES----
*************************
Note: None of these can run over infantry.
**********
*BULLFROG*
**********
Nationality: Soviet Union
Type: Anti-Air Infantry-Transport Vehicle
Terrain Movement: Ground and Water. Medium fast.
Price: 900 $
Weaponry: Anti-Air Flak Cannons
Firing Rate: Constant fire - Allas, very high.
Power: Low medium
Attack Type: Anti-Air Flak Cannons, area-effect.
Range: Medium.
Durability: Low.
Effectiveness: Aircraft - High
Other - Can't attack
Special Ability: Man-Cannon
Performance: Those transports are powerful anti-air units, though they
can't resist much damage. What's bad about their Man-Cannon is that
you have to wait until the unit lands, AND the descending units are
exposed to anti-air units, which can be a bad thing. But, if you're
going to surprise your enemy with a shock, they should be able to do
the job when they are packed with five infantry each and comes as an
army.
*************
*RIPTIDE ACV*
*************
Nationality: Allied Nations
Type: Anti-Surface Transport Vehicle
Terrain Movement: Ground and Water. High medium speed.
Price: 750 $
Weaponry: Machinegun Turret & Torpedoes (Torpedoes on water only, duh)
Firing Rate: Medium. Short brakes.
Power: Low
Attack Type: Bullets & torpedoes. Damages target only.
Range: Medium
Durability: Low
Effectiveness: Infantry - medium
Other - Low
Special Ability: Evacuate Passengers
Performance: They use torpedoes at sea as well as their machinegun, but
they aren't really powerful. They should mostly be used as a hit-and-
run transport. Not much to do with these guys really.
******************
*SUDDEN TRANSPORT*
******************
Note: Performance matters heavily on the situation.
Nationality: Empire of the Rising Sun
Type: Disguisable Infantry-Transport Vehicle
Terrain Movement: Ground and Water. Medium fast.
Price: 500 $
Weaponry: --
Firing Rate: --
Power: --
Attack Type: Disguise. Somehow a naval force-disguise like a sub can be
used as a disguise at the surface too.
Range: Indefinite. The unit this unit is supposed to be disguised like
just
has to be in view and targeted.
Durability: Low
Effectiveness: --
Special Ability: Evacuate Passengers
Performance: It matters on your enemy. If it's a computer, the Sudden
Transport will surely get a sudden shock itself becuase of scouts. But
if your enemy is a player, things may get different. The enemy player
will surely suspect this new unit coming from outside the base, so he
might try to order the unit around, which HE CANNOT, or alternatively
start the unit's explanation movie, which also reveals its true
identity. But, you can also disguise it to safety WHILE the enemy
attacks it. That is, if the enemy is a computer.
But those might be able to launch a sudden inside-attack.
COMPARISON: The Bullfrog can launch infantry far away, and is a
powerful anti- infantry unit. The Riptide is more a hit-and-run
transport if armed with Javelin Soldiers, though they can attack
underwater units, and the Sudden Transport can be used as a surprise
attack.
******************************
----ANTI-INFANTRY VEHICLES----
******************************
Note: None of these can run over infantry.
********
*SICKLE*
********
Nationality: Soviet Union
Type: Anti-Infantry Walker
Terrain Movement: Land. High medium speed.
Price: 900 $
Weaponry: Triple machineguns.
Firing Rate: Constant. Short pauses.
Power: Low
Attack Type: Bullets. Damages target only. Their Flea Jump can damage
infantry.
Range: Medium.
Durability: Low.
Effectiveness: Infantry - Low high
Other - Low
Special Ability: Flea Jump. Can be used to jump/down up cliffs, or past
small
rivers and etc. Can damage infantry too.
Performance: They can be a surprise to the enemy if they jump on them
(can also damage infantry that way, and they can fight multiple
enemies to, but if those enemies are anti-vehicle, your Sickle is as
good as dead (unless the anti- vehicle is an infantry. But, they can
jump over ledges, which gives them a quite advantagous special ability.
But they aren't too strong, so watch out.
*********************************************
*MULTIGUNNER INFANTRY FIGHTING VEHICLE (IFV)*
*********************************************
Nationality: Allied Nations
Name: Multigunner IFV (Infantry Fighting Vehicle)
Type: Multi-Purpose Vehicle
Terrain Movement: Ground only. Very fast.
Price: 900 $ (800 in Uprising)
Weaponry: Varies. Normally missiles.
Firing Rate: Varies. Normally medium.
Power: Varies. Normally medium.
Attack Type: Varies. Normally homing missiles with area-effect.
Range: Medium. May also vary.
Durability: Low
Effectiveness: Varies
Special Ability: Evacuate Passenger
Performance: It all matters on the enemy and the passenger (if there
are any). The weapons they can use with the infantry of the allies
inside them are:
1. Amplifiers (the dogs' Amplified Bark is seemingly recorded so they
can
paralyze enemy infantry)
2. Shotgun (higher firing rate than the passenger's)
3. More Missile Launchers (they fire faster, but after ten shots a long
pause
will begin)
4. Repairing Crane (to repair vehicles with)
5. Spy's Secret Gun (A special shot that kills infantry in one shot,
though
the firing rate is slow)
6. Anti-Infantry Guns (Tanya's guns, which kill in one/two shots, but
cannot attack vehicles though)
Their standard weapon is a common missile launcher, which has a medium
firing rate and well against air-targets, medium against vehicles.
Also, if both the Multigunner and the passenger has star-veterancy, the
attack will be at its maximum potential.
*************
*MECHA TENGU*
*************
Nationality: Empire of the Rising Sun
Type: Anti-Infantry... what is it?
Terrain Movement: Ground and Water / Air. Slow fast on both.
Price: 800 $
Weaponry: Rapid-Fire Autocannons
Firing Rate: High. Constant fire.
Power: Low
Attack Type: Wave-Force bullets? Anyways, damages only
target.
Range: Medium
Durability: Low
Effectiveness: Infantry - High
Aircraft - Medium
Other - Low
Special Ability: Switches to Jet Tengu / Back to Mecha Tengu
Performance: They're certainly the better against infantry, but as the
Jet Tengu they are the worse. If they were to fight vehicles than can
attack both air and ground units, those guys are done for. But against
Infantry they're doing a well job. I don't see why they should go on
water, but their air-form isn't their best form.
COMPARISON: The Multigunner IFV certainly is something of its own kind
(but it's the best anti-infantry vehicle with an Peacekeeper inside),
the Sickle a little different, and so is the Mecha Tengu. They are
pretty different all of them, so one cannot properly compare these
three vehicles. Also, none of them can run over infantry.
Conclusion: The Multigunner IFV has as the name implies multiple
purposes, and the Sickle can be used to surprise the enemy and cross
ledges and distances, and the Mecha Tengu can become an anti-air
aircraft or stay its anti-infantry form. None of them can tolerate
much damage either.
********************************************
----MAINLINE TANKS / ANTI-ARMOR VEHICLES----
********************************************
Note: All of these can run over infantry.
*************
*HAMMER TANK*
*************
Note: The performance differs, by being affected by the secondary
weapon.
Nationality: Soviet Union
Type: Anti-Armor Tank
Terrain Movement: Ground only. Medium speed.
Price: 1000 $
Weaponry: Auto-Reload Cannon / Leech Beam
Firing Rate: Medium
Power: Medium
Attack Type: Shells / Absorb enemy armor /structure durability, perhaps
enemy weaponry. Damages target only.
Range: Medium / Long
Durability: Medium
Effectiveness: Infantry - Low.
Vehicles - Low high.
Structures - Low high.
Special Ability: Switches to Main Weapons (along with stealed ones) /
Leech
Beam
Performance: They are able to steal the enemy's weapon if the enemy is
defeated, and their cannons are of medium strength and firing rate.
Just a mainline tank really. But their special ability also lets them
absorb HP, so you can use nearby garrisonable structures to heal them
if necessary.
***************
*GUARDIAN TANK*
***************
Nationality: Allied Nations
Type: Anti-Armor / Support Tank
Terrain Movement: Ground only. Medium speed.
Price: 950 $
Weaponry: Smoothbore Gun (canon) / Target Painter
Attack Rate: Low
Power: High
Attack Type: Shells / Weaken enemy. Damages / Weakens target only.
Range: Medium / Long
Durability: Medium
Effectiveness: Infantry - Low. Can run over infantry.
Vehicles - High.
Structures - High.
Special Ability: Switch to Smoothbore gun / Target Painter.
Performance: Though their firing rate is slow, their attacks packs some
good punches, and their Target painter makes the enemy significantly
weaker. Structures also, but it probably doesn't affect infantry - at
least not much. But those are the best mainline tanks.
**************
*TSUNAMI TANK*
**************
Nationality: Empire of the Rising Sun
Type: Anti-Armor Tank
Terrain Movement: Ground and water. Medium speed. Nano-Deflectors give
a
temporary boost.
Price: 1000 $
Weaponry: Single Canon
Attack Rate: High
Power: Low
Attack Type: Uh, Wave-Force shells? Damages target only.
Range: Medium
Durability: Medium. Can become significantly higher by using Nano-
Deflectors.
Effectiveness: Infantry - Low. Can run over infantry.
Vehicles - Low high.
Structures & Defenses - Low high
Special Ability: Nano-Deflectors
Performance: Their firing rate is quick, but their attacks aren't
really powerful. Their Nanodeflectors aren't really much of a help,
unless you're retreating - which you will surely not do. But
otherwise, they should always come in numbers.
COMPARISON: All of the tanks should come in numbers, but the Guardian
Tank wins this contest. By weakening the enemy in such a scale and
such powerful attacks, they are the winners. The Hammer Tanks come
second, since they can steal enemy weapons - which concerns vehicles'
weapons, and if you're lucky, you might even steal a long-range
weapon. If you're even luckier, you might steal a naval unit's weapon,
which might then be a long-range weapon. But the Tsunami Tanks loses
totally this one. Their rate is good, but their power is NOT good,
which makes them the worse.
Conclusion: All of the tanks should come in numbers, one (or more) of
the Guardian Tanks should always weaken the enemy, the Hammer Tanks
should steal weapons when the enemy is almost dead, while the Tsunami
Tanks should simply come in numbers.
*************************
----ANTI-AIR VEHICLES----
*************************
Note: None of these can run over infantry.
**********
*BULLFROG*
**********
Nationality: Soviet Union
Name: Bullfrog
Type: Anti-Air Transport
Terrain Movement: Ground and water. Fast.
Price: 900 $
Performance: A pretty good anti-air vehicle. Nothing more to say
really, other than it also is a transport. Look for the rest at
TRANSPORT VEHICLES.
*****************
*MULTIGUNNER IFV*
*****************
Nationality: Allied Nations
Type: Mult-Purpose Vehicle
Terrain Movement: Ground only. Very fast.
Price: 900 $
Performance: The more the better, and if they need to retreat, make
them drive backwards so they can still attack. Look for the rest at
ANTI-INFANTRY VEHICLES.
************
*STRIKER VX*
************
Nationality: Empire of the Rising Sun
Type: Anti-Infantry Walker
Terrain Movement: Ground / Air. Medium speed.
Price: 1200 $
Weaponry: Triple Missile Launchers
Attack Rate: Medium
Power: Low medium
Attack Type: Homing Missiles, area-effect
Range: Medium
Durability: Low
Effectiveness: Aircraft - Medium
Others - Can't attack
Special Ability: Switches to Striker VX/Chopper VX
Performance: You're not getting what you paid for. You're getting less.
Those guys aren't strong, and since they are exposed to ground units,
make them come with escorts. But as aircraft they are stronger.
COMPARISON: As Anti-Air, the Bullfrog and the Multigunner are equal.
They are both strong, but the other qualities about those two are not
worth anything in this comparison. The Striker is not very strong, and
is not a very preferred unit either.
CONCLUSION: Frogs should never be underestimated (Bullfrog), the
Multigunner has multiple purposes but still packs a punch, while the
Striker is unable to strike the ground.
*******************************
----BASE EXPANSION VEHICLES----
*******************************
Note: All of these units can run over infantry.
*********
*SPUTNIK*
*********
Nationality: Soviet Union
Type: Base Expansion Vehicle
Terrain Movement: Ground and water. Slow speed.
Price: 1200 $
Weaponry: --
Attack Rate: --
Power: --
Attack Type: --
Range: --
Durability: Medium
Effectiveness: --
Special Ability: Unpack to Expansion Base
Performace: Humble vehicles whose purpose lies fully in expanding one's
base. Can run over infantry for self defense. Also, sets up the base
in about five seconds.
************
*PROSPECTOR*
************
Nationality: Allied Nations
Type: Funder / Base Expansion Vehicle
Terrain Movement: Ground and water. Slow speed.
Price: 1000 $
Weaponry: --
Attack Rate: --
Power: --
Attack Type: --
Range: --
Durability: Medium
Effectiveness: --
Special Ability: Unpack to Expansion Base
Performance: Can also run over infantry as well as the two other
expansion vehicles, but the expanding time (transformation to
expansion base) is quite long, and if you want the full arsenal of
units around you, you'll have to pay much money and wait for 1 min and
30 sec.
***********
*NANO CORE*
***********
Nationality: Empire of the Rising Sun
Names: Generator- / Dojo- / Refinery- / Mecha Bay- / Docks- /
Mainframe- /
Defender- / Tower- / Nanoswarm- / Decimator Core
Type: Structure / Defense Setup
Terrain Movement: Ground and water.
Price: 500 - 5000 $
Weaponry: --
Attack Rate: --
Power: --
Attack Type: --
Range: --
Durability: Low
Effectiveness: --
Special Ability: Unfurl to Structure / Defenses
Performance: These units set up your base, and they can go anywhere
you'd like, and they can run over infantry as well. Beware though, if
you lose one core, you've wasted quite a lot money. And we don't want
to waste money, do we? Money makes the world go around! (not)
List of prices:
- Generator Core: 1000 (800 on Uprising, :P)
- Dojo Core: 500 $
- Refinery Core: 2500 $
- Mecha Bay Core: 2000
- Docks Core: 1000
- Mainframe Core: 2500
- Defender Core: 800 $
- Tower Core: 1400
- Nanoswarm Core: 3000
- Decimator Core: 5000
Comparison: It depends on the way the structures take effect. For
example, the Soviets only need a Reactor, an Ore Refinery, a Super
Reactor and a Battle Lab, and then, no matter where you go, you have
the full arsenal of your army at your disposal! But as the the Allies
need to upgrade the expansion base's / Construction Yard's clearance,
and the Imperials need to upgrade EVERY SINGLE STRUCTURE WHICH CREATES
UNITS. So if you would like to have much energy
production as well as the easy access to the full arsenal everywhere,
pick the Soviets. They are also the more economical units as well,
especially with their Mass Production Upgrade.
*************************
----ADVANCED VEHICLES----
*************************
Note: All of these can run over infantry
*****************
*APOCALYPSE TANK*
*****************
Note: Can run over all ground-infantry except for commandoes and can
also run over mid-sized vehicles.
Nationality: Soviet Union
Type: Advanced Anti-Armor Tank
Terrain Movement: Ground only. Slow speed.
Price: 2000 $
Weaponry: Dual Cannons / Magnetic Harpoon
Attack Rate: Low.
Power: High
Attack Type: Powerful shells, damages target only.
Range: Low
Durability: Very high
Effectiveness: Infantry - Low
Vehicles - High
Structures - High medium
Unable to attack aircraft
Special Ability: Switches to Main Cannons / Magnetic Harpoon
Performance: Dude...DUDE!!! These guys pack really big punches, and can
run over any vehicle (there are some exceptions of course), but since
they are very slow, they can really have a hard time retreating. Also,
they can literally drag vehicles to them, to crush them with an extra
set of threads. Beware though, if this guy faces Javelin Soldiers, he
may be set out of the game (especially if the enemy commander is a
player).
* Their Star-Veterancy makes their shots become explosions, making them
stronger and more dangerous and more resistant to enemy infantry. That
way they can also damage multiple units, which also gives their shots
area-effect.
*************
*MIRAGE TANK*
*************
Nationality: Allied Nations
Type: Advanced Anti-Armor Tank
Terrain Movement: Ground only. Fast medium speed.
Price: 1600 $
Weaponry: Single Spectrum Canon
Attack Rate: Medium
Power: High
Attack Type: Uh, powerful beams of light? Damages target only.
Range: Medium
Durability: High medium
Effectiveness: Infantry - Medium
Vehicles - High
Structures - High
Unable to attack aircraft
Special Ability: Switches to Gap Generator (Not like in RA 2) / Strike
Mode
Performance: These guys can destroy any vehicle with ease, and can run
over infantry as most other tanks. They have to face the target
directly in order to attack, which makes their performace fall a huge
step. But, combined with the Chronosphere, they can assault an enemy
base at a huge scale, except for if it is well defended. Also, while
not taking orders, they become (rather make themselves) look like for
example a tree, while only you can see their true appearance. Beware
though, big vehicles may still run over them.
**********
*KING ONI*
**********
Nationality: Empire of the Rising Sun
Type: Advanced Anti-Armor Walker
Terrain Movement: Ground only. Fast medium speed.
Price: 2000 $
Weaponry: Dual Wave-Force Cannons placed in eyes
Attack Rate: Low medium
Power: High medium
Attack Type: Wave-Force beam? Damages target only.
Range: Medium
Durability: Very high
Effectiveness: Infantry - Very low
Vehicles - Low high
Structures - Low high
Unable to attack aircraft
Special Ability: Bull Rush
Performance: These guys actually walk, and their eyes are practically
blinding, due to the laserbeam (laser, shortened for Light
Ampification by the Stimulated Emission of Radiation) wave-force beam
they fire. They can also crush normal vehicles by using their Bull
Rush, but big vehicles are not so easily crushed (two Bull Rushes are
enough anyway). Their attacks are rather powerful when they get
stronger, and they can beat most enemy units with ease. Also, those
guys cannot be run over in any kind, except for if they get shrinked.
COMPARISON: Ugh, it's not easy comparing these guys you know. They are
all great, but how should I compare them? Anyways, the Mirage Tank
wins this contest, since they have the most powerful attack, they are
the most clever units, and probably the best assault army. The King
Onis beat the Apocalypse Tanks, since the King Onis are faster and
more effective. However, the Apocalypse Tank is the only one of these
which can run over fortress walls.
Conclusion: Appearances can be dangerously decieving (Mirage Tank),
especially if they come out of nowhere, big guys are badass guys (King
Oni), and the Powers That Be will be overpowered or call forth the
Apocalypse, aka Armageddon(Apocalypse Tank).
***************************************
----LONG-RANGE BOMBARDMENT VEHICLES----
***************************************
********************
*V4 ROCKET LAUNCHER*
********************
Nationality: Soviet Union
Name: V4 Rocket Launcher
Type: Long-Range Bombardment
Terrain Movement: Ground only. Slow speed.
Price: 1200 $
Weaponry: Missile Launcher
Attack Rate: Very low
Power: High
Attack Type: Missile, not 100% precise, area-effect. Multi-Warheads
cover an
area, but still has area-effect. Missile aims at target's
position.
Range: Very long
Durability: Low medium
Effectiveness: Infantry - Low. Can run over infantry.
Vehicles - Low high
Structures - High
Naval Forces - ?
Unable to attack aircraft
Special Ability: Switches to use Multi-Warheads / Precision Warhead
Performance: They can be used to block the path by using their split-
missiles on entries, but they aren't really effective. In armies
though, they can use the split-missile to make an area inaccesible.
Even though, their precision missile in really powerful (and precise).
Can run over infantry. The most clever way to use those are to
position them so that the target is in range, but (for example) at a
cliff above the V4. Pretty clever, eh? But sadly, they can also hit
allied units if they move to where the missile was designated to hit.
***************
*ATHENA CANNON*
***************
Nationality: Allied Nations
Type: Long-Range Bombardment
Terrain Movement: Ground only. Slow speed.
Price: 1400 $
Weaponry: Aimer & Proton Beam from space
Attack Rate: Low
Power: High
Attack Type: 3-sec lasting beam from space, aims at target's position.
Range: Very Long
Durability: Low medium
Effectiveness: Infantry - Low. Can run over infantry.
Vehicles - High
Structures - High
Naval Forces - ?
Can't attack - Aircraft
Special Ability: Aegis Shield (Huge barrier which shrinks over time, or
as it
gets damaged.
Performance: These vehicles aim at a point on the ground, not precisely
at the target. But at structures though, they can pack some punches.
Also, their shield cannot be penetrated, but it can become shrinked,
and if enemy units get inside the shield, Athena will lose one of her
high-tech vehicles. Can run over infantry.
*************************
UPRISING UNIT ALERT
*************************
****************************************
*PACIFIER FIELD ARTILLERY VEHICLE (FAV)*
****************************************
Nationality: Allied Nations
Type: Long-Range Heavy Bombardment / Anti-Infantry
Terrain Movement: Ground and water. High medium speed.
Price: 2000 $
Weaponry: Dual Miniguns / Dual Grand Canons
Firing Rate: Constant fire, short brakes / Medium
Power: High / VERY HIGH
Attack Type: Bullets / Proton Shell
Range: Low long / Extreme
Durability: High medium
Effectiveness: Infantry - High
Vehicles - Medium / Very high
Structures - Very high
Unable to attack aircraft
Special Ability: Deploy Grand Canons / Pack up
Performance: Seriously, this is THE long-range unit. With devastating
weapons and self-defence systems which are not weak, this guy is
exposed to air only. As for the attacks, they can also be used to crush
any enemy units in an entry, and with about 5 of this guy, a thin
passage can be barred. Anyways, this guy is seriously a big threat.
Walls can't stop the Pacifier, cuz it WILL, destroy its target once
designated. As defenses, it serves very well, becuase the enemy will
have to be on the run, and doesn't have the time to stop, so this guy
is great to panick your opponent.
**********************************
UPRISING UNIT ALERT DISABLED
**********************************
**********************
*WAVE-FORCE ARTILLERY*
**********************
Note: Cannot run over infantry
Nationality: Empire of the Rising Sun
Name: Wave-Force Artillery
Type: Long-Range Bombardment
Terrain Movement: Ground only. Medium speed.
Price: 1800 $
Weaponry: Single Wave-Force Canon
Attack Rate: Varies from high to low
Power: Varies from high to low
Attack Type: Wave-Force Beam, hits multiple targets if they are in a
row. Aims
at target itself.
Range: Very Long
Durability: Medium
Effectiveness: All - Varies
Unable to attack aircraft
Special Ability: Premature Discharge (Changes attack rate and power)
Performance: Those guys WILL hit their target as long as it's within
range, and if an enemy unit gets to close, just make your WFA-unit
fire behind the enemy, and fire. The result - the enemy is dead. That
is, if the enemy didn't kill the WFA by then. Also, the WFA can fire
weak-and-fast shots instead of its slow- and-powerful shot. And the
scandal about the WFA is that it cannot run over infantry.
Disappointing, eh? That big and not capable of running over
infantry...such a shame.
COMPARISON: None of these guys can take much damage, but the WFA has to
be the best. Every single one of these units should be escorted,
especially the WFA. If you plan to carpet-bomb the field, use the V4s.
The Athena Cannons are best used on non-moving objects (like
structures). Also, since the V4 only needs to have their target in
range, they can attack from various positions.
Conclusion: Long-Range vehicles are not tolerant to damage. V4s should
carpet- bomb entrances, Athena Canons has one purpose only (bombardment
from space), and the WFA is a sharp-shooter whose power is at a
terrific grade.
But, if the Pacifier was the join the contest, it would be another
immediate win for the clever Allies.
************************************
----MOBILE CONSTRUCTION VEHICLES----
************************************
Note: All of these are larger vehicles, and can run over mid-sized
vehicles or smaller.
************
*SOVIET MCV*
************
Nationality: Soviet Union
Type: Base Setup
Terrain Movement: Ground and water. Slow speed.
Price: 5000 $
Weaponry: --
Attack Rate: --
Power: --
Attack Type: --
Range: --
Durability: Very high
Effectiveness: --
Special Ability: Set up Construction Yard
Performance: This is a big vehicle, so it can run over mid-sized enemy
vehicles if necessary. Also, its arsenal of units can be unlocked
easily to all of your expansion bases.
************
*ALLIED MCV*
************
Nationality: Allied Nations
Type: Base Setup
Terrain Movement: Ground and water. Slow speed.
Price: 5000 $
Weaponry: --
Attack Rate: --
Power: --
Attack Type: --
Range: --
Durability: Very high
Effectiveness: --
Special Ability: Set up Construction Yard
Performance: Another huge vehicle, which can run over mid-sized
vehicles. However, you'll have to get Max Clearance in order to get
the full arsenal, which means you'll have to pay more. The more
expansion bases, the more expensive it will be to have the full arsenal
everywhere.
**************
*IMPERIAL MCV*
**************
Nationality: Empire of the Rising Sun
Name: Mobile Construction Vehicle
Type: Base Setup
Terrain Movement: Ground and water. Slowest unit in the game.
Price: 5000 $
Weaponry: --
Attack Rate: --
Power: --
Attack Type: --
Range: --
Durability: Very high
Effectiveness: --
Special Ability: Set up Construction Yard
Performance: The Imperial MCV can set up bases rather quickly, but when
it comes to getting the full arsenal the Imperials suck. You'll have
to upgrade every single structure in order to get the full arsenal,
which can be quite a waste of money. Also, these guys are the slowest
units in the game, so you'll have to bring with you escorts if you
want this guy moving. But, since they have no limits of area for
setting up the base, they get a bit better. But, the Nano Cores are
(sadly) vulnerable, and can't take much damage. But, the Nano Cores can
run over enemy infantry, at least.
Conclusion: When it comes to sparing money and get the full arsenal
(which is the primary thing here), the Soviets are the best spenders.
The Allies and the Imperials are (almost) even.
*-OTHER-*
Nationality: Soviet Union
Name: Terror Drone
Type: Anti-Armor Scout
Terrain Movement: Ground and water. Fastest ground/water-unit.
Price: 600 $
Weaponry: Claws / Electrostasis Ray
Attack Rate: Low, otherwise none
Power: ?
Attack Type: Destroy vehicles from the inside, or use the claws to
kill infantry in one blow.
Range: None / Low high
Durability: Very low
Effectiveness: Infantry - One-hit kill
Vehicles - Varies
Special Ability: Switches to Dismantling Claws / Electrostasis Ray
Performance: These guys are seriously terror-bringing. Once inside an
enemy vehicle, they can only be taken care of by having the infected
vehicle repaired. Also, they can take care of infantry quickly, but
they can't take much damage, but what is really good with them is that
they can also take submerged subs, which is commonly impossible.
Also, they can stop enemy vehicles / naval forces from moving, but
the Terror Drone itself cannot move while doing so, but the target
can still attack nearby units though. Also, it cannot be repaired by a
Repair drone. Opposites, after all.
The Terror drone is a one-of-a-kind unit, which is not much of a
vehicle either, but it's built from the Soviet War Factory, so...
*************************
UPRISING UNIT ALERT
*************************
*********
*GRINDER*
*********
Nationality: Soviet Union
Type: Anti-Surface Vehicle
Terrain Movement: Ground and water. Medium speed, Turbo Charge boosts.
Price: 1600 $
Weaponry: Grinder?
Firing Rate: Constant.
Power: Low
Attack Type: Crushing enemies. Damages target only.
Range: In front of enemy.
Durability: Low high
Effectiveness: Surface - Low high
Unable to attack aircraft
Special Ability: Turbo Charge
Performance: Uh, well, these guys seem to be rather couragous, perhaps
too couragous. Anyways, these guys literally disable their target's
functions completely once the target is being crushed. They are strong,
but they have to ram into the enemy, which could be a burden. I rarely
use these guys, and I do not recommend to use them, as the only way for
them to stop attacking is to put them in that stance where they don't
attack anybody.
********
*REAPER*
********
Nationality: Soviet Union
Type: Anti-Surface / Anti-Air
Terrain Movement: Land only, medium speed.
Price: 1200 $
Weaponry: Missile Pad + Triple Grenade Launchers
Firing Rate: High
Power: Low
Attack Type: Missiles, grenades, both have area-effect
Range: Air - Low long
Ground - medium
Durability: Medium
Effectiveness: Infantry - high medium
Vehicles - high medium
Aircraft - high
Can't attack - Naval Vessel
Special Ability: Proto Jump (Turns into Reaper Turret)
Performance: Well, uh, this guy is rather odd. Besides, it is not a
good mass-production unit either. The big thing is - if it launches a
grenade, and an ally or an object is in the path, the target will not
get hit. For instance - one Reaper is protected by eight Hammer Tanks
around it. The attacking enemies are within range, but the grenades and
the rockets can't get past, making the Reaper damaging you own units.
Very downside, eh? Anyways, if mixed with other units and put on the
front, it may not be that bad. But still, I don't take many risks, and
that Proto Jump is a risky thing as well, although it can crush any
vehicle upon landing, and it can be upgraded even as a Reaper Turret.
All in all, be careful with this guy.
*****************
*FUTURETANK X-1*
*****************
Nationality: Allied Nations
Type: Anti-Surface Tank
Terrain Movement: Ground only, slow.
Price: 3000 $
Weaponry: Neutron Canons / Riot Beam Canons
Firing Rate: Medium
Power: High
Attack Type: Fires a small globe of neutrons, which expands and damages
all enemy units / structures within it. Riot Beam are dual beams which
are extremely powerful and can almost destroy anything.
Range: Long medium.
Durability: Very high.
Effectiveness: Surface - High
Aircraft - low (Surprised?)
Special Ability: Riot Beam
Performance: First of all, this guy is rather slow, but makes up for it
with its power. As for their neutron globes, they expand upwards too,
so aircraft above the globe can be attacked if the globe reaches them.
But else than attacking aircraft as well, a single FutureTank may be
able to destroy ten Hammer Tanks. As for Apocalypse Tanks, just use the
Riot Beam.
Simply put, this guy is really powerful, and a big threat to the enemy.
Aircraft however is its critical point. Infantry may be able to take up
to three Neutron Globes, but if the enemy will be damaged only within
the globe.
****************************
*DEATHCOAT SUIT*/STEEL RONIN*
****************************
Note*: Deathcoat was the original name in the story of Red Alert 3
Uprising, but in the story the name became Steel Ronin later on.
Nationality: Empire of the Rising Sun
Type: Anti-Armor Robot (controlled by barely-conscious men inside)
Terrain Movement: Ground only. Fast.
Price: 1600 $
Weaponry: Wave-Force Glaiel / Chinese Spear
Firing Rate: Low
Power: Low high
Attack Type: Wave-Force slash, damages targets in a row.
Range: In front of enemy / High medium long.
Durability: High
Effectiveness: Infantry - Low
Vehicels - High
Structures - Low medium
Unable to attack air
Special Ability: Power Wave (Damages all enemy units/structures in
the line)
Performance: Well, I rarely use these guys, due to the burden of being
in front of the enemy and weak against infantry. You probably won't use
them often either, and I suggest you not use them often, due to that
enemies can attack them at a distance. Even so, the Steel Ronin lives
up to its name - it can take quite a few punches.
------------
2.3 AIRCRAFT
------------
Yes, aircraft. Air-power is damn important, and as history states it,
air dominance leads to victory. Not alone, of course. Also, I'll sort
those types in a different way.
----FIGHTER AIRCRAFT----
*************
*MiG-FIGHTER*
*************
Nationality: Soviet Union
Type: Anti-Air Aircraft
Terrain Movement: Air only. Second-fastest unit in game.
Price: 1000 $
Weaponry: Six Missile Luanchers
Firing Rate: Medium. Must reload at Airfield.
Power: Medium
Attack Type: Homing Missiles, area-effect
Range: Medium
Durability: Low
Effectiveness: Aircraft - Low high
Others - Can't attack
Special Ability: Return to Base
Performance: These are constructed to attack units close to each other,
which Apollo Fighters tend to do, so these are well armed. But, they
use missiles, which gives them a slower firing rate, but more powerful
attacks. As most air- craft, they can't take much damage. But, their
special ability lets them fly back at a very high speed, so no need to
worry. Just make sure they get repaired.
****************
*APOLLO FIGHTER*
****************
Nationality: Allied Nations
Type: Anti-Air Aircraft
Terrain Movement: Air only. Fastest unit in game.
Price: 1000 $
Weaponry: Dual Machineguns
Firing Rate: Constant fire. Must reload at Airbase.
Power: Low
Attack Type: Bullets, damages target only
Range: Medium
Durability: Low
Effectiveness: Aircraft - Very high
Special Ability: Return to Base
Performance: The best anti-air aircraft, and the quickest. The allies
prove themselves powerful once again. There isn't any bad things about
those guys really, but as most aircraft, they can't take too much
damage. But, those are the best anti-air aircraft, no doubt about
that. Their special ability lets them boost at an incredibly speed back
to the airfield they were docked on.
***********
*JET TENGU*
***********
Nationality: Empire of the Rising Sun
Type: Anti-Air Aircraft
Terrain Movement: Ground and water / air. Slow fast speed.
Price: 800 $
Weaponry: Wave-Force Autocanons?
Firing Rate: Constant fire.
Power: Low
Attack Type: Wave-Force bullets?
Range: Medium
Durability: Low
Effectiveness: Aircraft - Medium
Unable to attack others.
Special Ability: Switches to Mecha Mode / Jet Mode
Performance: *cough* These guys *cough* are crappy *cough* versions of
*cough* Apollo Fighters *cough*. Simplified - These guys suck.
COMPARISON: The MiG Fighter and the Apollo Fighter are almost even,
since the MiG's missiles can hit multiple enemies at once, while the
Apollo Fighter can shred an aircraft to bits in seconds. The Jet Tengu
is a pretty crappy version of the Apollo Fighter.
----CHOPPERS / HELICOPTERS----
Note: These units can attack surface-units only.
***********
*TWINBLADE*
***********
Nationality: Soviet Union
Type: Anti-Surface Aircraft Transport
Terrain Movement: Air only. Medium speed.
Price: 1200 $
Weaponry: Machineguns and missiles launchers
Firing Rate: High. The machineguns require short breakes, while the
missile
launchers require long pauses.
Power: Low
Attack Type: Bullets and homing missiles
Range: Short
Durability: Low
Effectiveness: Infantry - High
Vehicles - Low high
Naval Forces - Low high
Structures - Low high
Special Ability: Evacuate Passengers
Performance: They are the most potential anti-surface aircraft, and
since they can carry vehicles too (can also carry the Apocalypse
Tank), these are the best choppers in this game. Watch out for anti-air
though.
************
*CRYOCOPTER*
************
Nationality: Allied Nations
Type: Surface Support Aircraft
Terrain Movement: Air only. Medium speed.
Price: 1600 $
Weaponry: Cryocanons? / Shrinker
Firing Rate: Constant beam
Power: --
Attack Type: Freezes target. Once the target is frozen, a single bullet
is all
that is needed to destroy it.
Range: High low
Durability: Low medium/Medium/High Medium, depends on Support Powers
acquired.
Effectiveness: Infantry - Almost instant freeze
Vehicle - differs
Naval Forces - differs
Special Ability: S.H.R.I.N.K. B.E.A.M.
Performance: These guys are also quite potential, but they are support
aircraft, but sure, they do a good job if they survive. They can freeze
infantry, vehicles, ships (and if with luck, subs) and even structures.
They can also shrink vehicles / ships / subs to a smaller size, making
them weaker and making them needing to come closer in order to attack.
As for vehicles, they can be run over by a normal-sized vehicle. But
once the Cryocopter's target is freezed, and single bullet is all that
is needed to crush the unit / structure. Electricity doesn't count as
a bullet (duh).
************
*CHOPPER VX*
************
Nationality: Empire of the Rising Sun
Type: Anti-Armor Aircraft / Walker
Terrain Movement: Ground / Air. Medium speed.
Price: 1200 $
Weaponry: Missile Launchers
Firing Rate: High. Short pauses come now and then.
Power: Very Low
Attack Type: Homing missiles, area effect.
Range: Short / Medium
Durability: Low
Effectiveness: Infantry - Low
Other - Low medium
Special Ability: Switches to Striker VX/ Chopper VX
Performance: Well, it does alright against surface units, but not anti-
air units. Escort these guys too. Also, their weapons are not
particularly strong, nor can they take much damage. Not worth the
price.
----BOMBARDMENT AIRCRAFT----
***************
*KIROV AIRSHIP*
***************
Nationality: Soviet Union
Type: Heavy Bombardment-Aircraft
Terrain Movement: Air only. Slowest air-craft.
Price: 2500 $
Weaponry: Bombs
Firing Rate: Medium
Power: High
Attack Type: Bombs, area-effect
Range: Must be over target
Durability: Extremely high
Effectiveness: Structures - Very high.
Other - Depends on the situation
Special Ability: Switches to self-damaging Gastroburners / to safe
propellers
Performance: ...You just never expected to see this monster, did you?
If you ever see this guy with ten brothers, and they are not yours and
they are heading straight towards your unprotected base, you know
you're screwed. These guys WILL destroy an enemy base if their number
is huger than about fifteen, and since they tolerate terrifying much
damage, you'll need some pretty strong units / many units to take down
this terrifying monster. But if those guys are yours... you'll
understand why there is evil in this world.
*Evil laughter with lightning in the background*
****************
*CENTURY BOMBER*
****************
Nationality: Allied Nations
Type: Hit-And-Run Bombardment Aircraft
Terrain Movement: Air only. Fast Medium. Flies in circles if not
active.
Price: 2000 $
Weaponry: Five bombs (Eight if upgraded with Advanced Aeronautics)
Firing Rate: Slow. Must reload at Airbase.
Power: High
Attack Type: Carpet-bombing, area-effect
Range: Has to be over target
Durability: High
Effectiveness: Surface-units - High. Depends on whether the target has
been
hit or not.
Structures - High. Depends on what structure and which
direction it comes from.
Special Ability: Paradrop
Performance: These guys can destroy any structure if there is more than
eight of them (discounting enemy defenses/defenders), and while landed
they can be loaded with infantry and let them out somewhere completely
else. They should mainly be used to hit structures, and if possible,
crowds of units. Anyways, make sure they don't get hunted by an anti-
air aircraft.
COMPARISON: Yes, you are correct, the Imperials don't have such
aircraft. Pretty lame. Anyways, the Kirovs has gotta win this one.
It's all about numbers and pure power here, so the Kirovs win totally.
The Allies are more hit-and-run when it comes to aircraft. And the
Imperials...such a shame.
Conclusion: Kirovs literally scares the life out of you if in huge
numbers, and the Allies hits and runs. The Imperials... what dishonor.
But, there is something in Uprising only, however. Not only the
Imperials however have something more powerful up their sleve...
*************************
UPRISING UNIT ALERT
*************************
*******************
*HARBINGER GUNSHIP*
*******************
Nationality: Allied Nations
Type: Anti-Surface Bombardment Aircraft
Terrain Movement: Air only. Slow.
Price: 3600 $
Weaponry: Dual Proton Collider Canons / Single 25 mm Anti-Personnel
Chain Gun (That's gotta hurt a lot)
Firing Rate: Medium / Constant fire with short brakes.
Power: High on both
Attack Type: Mini-Proton Collider explosions, area effect / Bullets
Range: Low Long
Durability: Very high
Effectiveness: Surface - Destructor
(Sadly) unable to attack air.
Special Ability: Switches to 25 mm Anti-Personnel Chain Gun / Collider
Cannons
Performance: ... The Allies never stop impressing us, do they? All that
would be needed to make this aircraft the perfect unit would be anti-
air systems too. But hey, you have Apollo Fighters at you disposal too,
so that problem is already out of the way.
Simply put, Armageddon comes by air too.
***********************
*GIGA FORTRESS (-Core)*
***********************
Nationality: Empire of the Rising Sun
Type: Heavy Assault Vessel / Long-Range Heavy Bombardment Aircraft
Terrain Movement: Air / Water. Slow on both.
Price: 6300.
Weaponry: Quadruple (four) Wave-Force Canons (like those on the Shogun
Battleship) & quadruple Missile Launchers / God's Breath Device
Firing Rate: Medium & Constant fire with pauses
Power: Very high
Attack Type: Wave-Force Shots & Photon Missiles / God's Breath (All
have area effect)
Range: Low Long / Very Long
Durability: Extreme
Effectiveness: At waters - Very high
In air - Devastator
Special Ability: Switches to Sea-Fortress / Sky Fortress / Unfurl to
Giga Fortress
Performance: Dude... If you ever see ten of those heading straigth
towards your base, you better damn well have over twelve anti-air
aircraft or over twenty Harbinger Gunships to finish them off without
too huge risks, or else you can say bye-bye.
And as the Harbinger Gunship, Armageddon comes with the air too.
----OTHER AIRCRAFT----
************
*VINDICATOR*
************
Nationality: Allied Nations
Type: Hit-And-Run Anti-Surface Aircraft
Terrain Movement: Air only. Slow fast. Flies in circles if not active.
Price: 1200 $
Weaponry: Two bombs (Three if upgraded with Advanced Aeronautics)
Firing Rate: All bombs drops in an instant. Must be reloaded at
Airbase.
Power:
Attack Type:
Range:
Durability:
Effectiveness:
Special Ability:
Performance: Can kill normal infantry with one hit, and in a group of
four they can destroy any normal defenses, normal energy producers and
infantry-spawning structures.
**********
*SKY-WING*
**********
Nationality: Empire of the Rising Sun
Type: Anti-Infantry Aircraft
Terrain Movement: Underwater / Air. Slow Fast. Flies in circles if not
active.
Price: 1100
Weaponry: Wave-Force Machineguns?
Firing Rate: Constant fire
Power: Low
Attack Type: Wave-Force Bullets? Damages target only.
Range: Flies around target.
Durability: Low
Effectiveness: Infantry - high
Other - Low
Special Ability: Switches to Sea-Wing mode / Sky-Wing mode
Performance: They are certainly pretty good anti-infantry units, and
since they can escape all kinds of common attacks by using Sea-Wing
Submerge, they are pretty good units.
Conclusion: Sky-Wings are infantry-killers, and the Vindicators are
another hit-and-run aircraft made by the Allies.
----------------
2.4 NAVAL FORCES
----------------
And here they are, the naval forces. Among those guys, you'll find the
units with the longest range and the most powerful attacks.
Note: The submarines will come to the surface when they are attacking,
which makes them vulnerable to all attacks. Certain over-water units
can attack submerged units.
----SCOUTS----
Nationality: Allied Nations
Name: Dolphin
Type: Anti-Ship Scout
Terrain Movement: Water only. Fast speed.
Price: 750 $
Weaponry: Sonic waves, or just waves?
Attack Rate: Medium
Power: Low
Attack Type: Waves, hits all targets in the line
Range: Medium
Durability: Low
Effectiveness: Ships - Low medium
Special Ability: High Jump
Performance: Not very powerful, and their special ability is
practically useless, and they should be used as scouts or come in huge
packs to destroy an enemy base. Pretty much worthless, since they
can't be repaired. They'll have to get a star-rank, or you'll have to
capture a Dry Docks (I think.)
Nationality: Empire of the Rising Sun
Name: Yari Mini-Sub
Type: Anti-Ship Scout
Terrain Movement: Underwater. Fast.
Price: 800 $
Weaponry: Single Torpedo-Launcher
Attack Rate: Medium
Power: Low
Attack Type: Torpedo, area-effect. Last Voyage hits the first thing to
be hit
in its path.
Range: Medium
Durability: Low
Effectiveness: Ships - Low
Structures - Low
Special Ability: Last Voyage (Kamikaze). VERY powerful attack, but also
its
last. A last resort attack.
Performance: Rather weak submarines, and should only be used as scouts.
But their kamikaze ability (Last Voyage) is rather powerful, though
they die in the process. And if you are unprecise, you may just about
bring with your own units to death as well.
COMPARISON: Well, you would rather like an radar-invisible scout than
just a simple mammal, right? None of them are powerful, and they
aren't very durable either. The Yari Minisub wins.
----ANTI-AIR VESSELS----
Nationality: Soviet Union
Name: Bullfrog
Type: Anti-Air Transport
Terrain Movement: Ground and water. Fast.
Price: 900 $
Performance: The Bullfrog takes the scene once again. It has multiple
purposes, and is a certainly strong unit. But beware though, it can't
take much damage. Look for the rest on the other sections. Just search
through for "Bullfrog" in the other sections.
***********
*HYDROFOIL*
***********
Nationality: Allied Nations
Name: Hydrofoil
Type: Anti-Air/Support Ship
Terrain Movement: Water. Slow fast.
Price: 900 $
Weaponry: Heavy Machinegun / Weapon Jammer (Disarmer)
Attack Rate: Constant Fire
Power: Low
Attack Type: Bullets, damages target only / Disable weapons
Range: Medium
Durability: Medium
Effectiveness: Aircraft - Very high.
Can't attack others. Can stop them from attacking
though.
Special Ability: Switch to Heavy Machinegun / Weapon Jammer
Performance: This guy is the strongest anti-air unit, and it can also
disarm both aircrafts' and other vessels' weaponry, making the unarmed.
This is very useful, but make sure that not every Hydrofoil disarms the
same unit/defense structure. If they come in packs, one should disarm
the target and the rest should finish the battle.
**********
*SEA-WING*
**********
Nationality: Empire of the Rising Sun
Type: Anti-Air Sub / Anti-Infantry Aircraft
Terrain Movement: Underwater. Fast.
Price: 1100 $
Weaponry: Missile Launchers / Wave-Force Autocannons?
Attack Rate: High
Power: High low
Attack Type: Homing missiles, area-effect / Wave-Force bullets, damages
target
only
Range: Long medium / circling above target
Durability: Medium
Effectiveness: Aircraft - High
Infantry - High
Others - Low
Special Ability:
Performance: It's a rather strong anti-air vessel, and it's a strong
anti- infantry aircraft, but it can't take much damage, especially not
in air-form. Look for the rest in the aircraft section.
COMPARISON: As anti-air unit the Sea-Wing is a nice unit, since it can
also be used as a scout. The only submerged unit the Soviets have is
the Akula Sub, so you should be safe if this unit doesn't attack but
rather stays in a safe area, but the Bullfrog has its many other
functions, which makes it a pretty useful unit. But the Hydrofoil is
damn strong, and with its Weapon Jammer it's a great unit. All of them
wins, really.
CONCLUSION: They're all good. Naval anti-air are the best of anti-air.
----ANTI-SHIP/ANTI-ARMOR VESSELS----
***********
*AKULA SUB*
***********
Nationality: Soviet Union
Type: Anti-Ship Sub
Terrain Movement: Underwater. Fast slow.
Price: 1800 $
Weaponry: Dual Torpedo-Launchers
Attack Rate: Slow
Power: High
Attack Type: Torpedoes, small area-effect
Range: Short
Durability: Very high
Effectiveness: Naval Forces - High
Structures - Medium
Others - Can't attack
Special Ability: (Two) Ultratorpedoes
Performance: These guys are really powerful, though their firing rate
sucks. They can also launch even more devastating torpedoes, and these
goes non-stop until they hit something. If you would like them to use
a long-range underwater attack, try to aim with these guys. But
otherwise, they can take a lot of damage, and are the most powerful
anti-ship vessels. Anti-ship ship would sound a little bit wierd.
*******************
*ASSAULT DESTROYER*
*******************
Nationality: Allied Nations
Type: Anti-Ship/Anti-Armor Vessel
Terrain Movement: Ground and water. Medium on water, slow on ground.
Price: 1500 $
Weaponry: Single Main Gun
Attack Rate: Low
Power: High medium
Attack Type: Shell, damages target only
Range: Medium
Durability: Low high, Black Hole Armor boosts up to very high
Effectiveness: Infantry - Low. Can run over infantry
Vehicles - Medium. Can crush mid-sized vehicles or
smaller ones
Naval Forces - Low medium
Structures - Medium
Can't attack - Aircraft
Special Ability: Switches on/off Black Hole Armor
Performance: If you station these around your defenses, your defenses
will get strengthened, especially if the Assault Destroyer is
constantly getting repaired. They serve well as defense-support, and
while they draw incoming fire with their Black Hole Armor, they take
less damage than usual. Trusty, but if struck by aircraft things may
worsen. Also, if this thing moves on to land, it can crush normal-sized
vehicles under its threads.
******************
*NAGINATA CRUISER*
******************
Nationality: Empire of the Rising Sun
Type: Anti-Ship Vessel
Terrain Movement: Water only. Fast medium.
Price: 1800 $
Weaponry: Dual Torpedoe-Launchers
Attack Rate: High medium
Power: Medium
Attack Type: Torpedoes, small area-effect
Range: Medium
Durability: High, very high if Fortified Fleet Upgrade has been
acquired
Effectiveness: Naval Forces - High
Structures - Low medium
Can't attack others
Special Ability: Torpedo Type-S (Multiple torpedoes launcher in
different
directions)
Performance: I'm not sure whether the price is worth it, but their
special ability sure is useful. Anyways, these guys are rather
powerful, can take a punch, and sure does pack a punch.
COMPARISON: The Akula Sub is gotta be the best, since they are
submerged and really powerful, which has to be good. The Naginata
serves well too, but one- on-one with an Akula would sink this ship. As
for the Assault destroyer, it's not that strong. Its firing rate is
way to slow, and it isn't a particularly strong unit either, but its
defensive strength is what makes it good.
CONCLUSION: Subs will stay the best units, Cruisers are a little bit
weaker and more exposed, and so is the Assault Destroyer, but it
should be used as defensive unit.
----LONG-RANGE HEAVY BOMBARDMENT VESSEL----
*************
*DREADNOUGHT*
*************
Note: On Uprising, their aim is less accurate.
Nationality: Soviet Union
Type: Long-Range Heavy Bombardment Vessel
Terrain Movement: Water only. Slow.
Price: 2000 $
Weaponry: Triple V4 Missile Launchers
Attack Rate: Medium
Power: Very high
Attack Type: Missiles (not 100% precise), area-effect,
Range: Extremely long
Durability: High
Effectiveness: All - High
Can't attack - Aircraft
Special Ability: Switches to Sacrifice Launchers / Safe Mode
Performance: Aah, yes. These guys are the real deal, and the best
combination used with those are Sacrifice Launchers combined with Iron
Curtain, which makes these units formidable for assaults. As defenses
they can be a real threat to the attacker too. The classic way of
bombardment is onboard, but if the target is moving with a high speed,
this guy ain't accurate enough.
******************
*AIRCRAFT CARRIER*
******************
Nationality: Allied Nations
Type: Long-Range Aircraft Bombardment Vessel
Terrain Movement: Water only. Fast slow.
Price: 2000 $
Weaponry: Aircraft, each carrying a single bomb
Attack Rate: Six aircraft per run, slow
Power: High
Attack Type: Aircraft, each carrying a single bomb (not 100% precise).
The
aircrafts can all be shot down by anti-air, but will
pursue the
target until it falls or drops the bomb.
Range: LONGEST IN GAME
Durability: High
Effectiveness: Surface - high.
Special Ability: Blackout Missile (disables both allied and enemy
vehicles / naval forces / landed aircraft / structures)
Performance: Their weaponry can be easily taken out, since these
hangars use small ships, each armed with a single Vindicator-bomb.
They are not particularly powerful, these ships, but can also be used
as support by using their Blackout Missile. Also, the aircraft onboard
will pursue the target all the way until their bomb falls - or until
they fall. So, the chances of damaging a moving target may not look
too good if anti-air is around.
*******************
*SHOGUN BATTLESHIP*
*******************
Note: On uprising, their aim isn't accurate.
Nationality: Empire of the Rising Sun
Type: Long-Range Heavy Bombardment Vessel
Terrain Movement: Water only. Medium speed.
Price: 2200 $
Weaponry: Six Long-Range Wave-Force Cannons
Attack Rate: High
Power: High
Attack Type: Wave-Force Shots, area-effect. Turn it around in order to
fire
with all cannons.
Range: Extremely Long
Durability: High
Effectiveness: Surface - High
Can't attack - Aircraft
Special Ability: Ramming Speed
Performance: These guys are really worth their price, since they are
pretty accurate. They can also use their Ramming Speed in case some
threat is too close, but they should be escorted, at least. Anyways,
these guys are really powerful, and make sure you adjust their
position so that all of their six canons may fire on the target. They
can also fire two directions at the same time, as a result of having
three canons on each end.
COMPARISON: The Shogun Battleship carries what is most needed about
long-range bombardment: power, high firing rate and accuracy. The
Dreadnought are proud missile-launchers whose missiles are devastating
- in fact less powerful than the V4 Rocket Launcher - and the Aircraft
Carrier comes last, with less accuracy and balance of strenght and
firing rate than any of the other ones.
CONCLUSION: High-tech guns are really the best, aircraft is quite
exposed, and missiles are as always - devastating and accurate.
----OTHER VESSELS----
These guys aren't really of any particular type, but they are naval
forces built from the Seaport / Naval Yard / Imperial Docks, so...
**********
*STINGRAY*
**********
Nationality: Soviet Union
Name: Stingray
Type: Anti-Surface Vessel
Terrain Movement: Ground and water. Fast on water, slow on ground.
Price: 1000 $
Weaponry: Dual Tesla Coils (Work as one)
Attack Rate: Medium
Power: Medium
Attack Type: Electricity, damages target only
Range: Medium
Durability: Low
Effectiveness: Infantry - One-Hit kill
Vehicles - Medium
Naval Forces - Low medium
Structures - Low medium
Special Ability: Tesla Surge (On water only)
Performance: They're definitely not worth the price, and as ground-
units/walkers they aren't too strong either. Just not worth it, with
their little power and rate.
*************
*RIPTIDE ACV*
*************
Nationality: Allied Nations
Type: Anti-Surface Transport
Terrain Movement: Ground and water. Fast on both.
Price: 750 $
Weaponry: Machinegun + Dual Torpedo-Launchers
Attack Rate: High + Medium
Power: Low + Low
Attack Type: Bullets (damages target only) + Torpedoes (small area-
effect)
Range: Medium
Durability: High low
Effectiveness: Infantry - Low high
Vehicles - Low
Naval Forces - Low medium
Structures (on land) - Very low
Structures (on water) - Low medium
Special Ability: Evacuate Passengers
Performance: It can attack submerged units with their torpedoes, and
its machinegun is weak. 'Nuf said, look for the rest in other
sections.
**************
*TSUNAMI TANK*
**************
Nationality: Empire of the Rising Sun
Type: Anti-Armor Vehicle/Vessel
Terrain Movement: Ground and water. Medium speed on both.
Price: 1000 $
Performance: They are not really worth the price, though they have a
clever retreat maneuver. Look for the rest in the vehicle-section.
*************************
UPRISING UNIT ALERT
*************************
***********************
*GIGA-FORTRESS (-Core)*
***********************
Nationality: Empire of the Rising Sun
Type: Anti-Surface/Air Heavy Assault Vessel
Terrain Movement: Sea/Air, slow speed.
Price: 6300 $
Why don't you take a proper look at it on the HEAVY BOMBARDMENT
AIRCRAFT-Section?
----MOBILE CONSTRUCTION VEHICLES----
Just look for it at the vehicles-section.
--------------------
4.5 PARTICULAR UNITS
--------------------
These units are not-bought units, in other words, these can't be bought
with money. Just take a look at the list, it's the only thing I can
provide here.
\\ Tesla Tank //
How to acquire: Can only be acquired at the final Soviet mission, but
if Natasha uses Pilot Snipe on a Tesla Tank on second-final chapter,
they may be acquired.
Another way is to capture one of War Factories in that chapter, and buy
the tank. This is the only exception-unit here.
Nationality: Soviet Union
Type: Advanced Anti-Armor Tank
Terrain Movement: Ground only. Medium speed.
Price: 2200 $
Weaponry: Dual Tesla Coils (Work seperately)
Attack Rate: High medium
Power: High
Attack Type: Electricity, damages target only
Range: Medium
Durability: High medium
Effectiveness: Infantry - High. Can run over infantry.
Vehicles - High
Structures - High
Can't attack - Aircraft
Special Ability: Switches to EM Disruptors / Tesla Coils.
Performance: Well, they are very strong, and one can probably say that
this is a better version of the Mirage Tank.
\\ Ultra/Super/(nothing) Magnetic Satelite //
How to acquire: By getting security points, and choosing this support
power. It can be upgraded to Super-Mag. Sat., and finally to Ultra-
Mag. Sat..
Performance: This can be a really useful ability, especially if you
pick up a huge number of vehicles, and if combined with Orbital
Drop/Dump/Downpour, it can finish of even a Construction Yard, which
not even an Ultimate Weapon can do alone. Very useful, I tell ya. Just
make sure you move it.
\\ Shogun Executioner //
How to acquire: This monstrosity (as Moskvin adresses it) can only be
used during the third and second-final mission in Campaign mode in Red
Alert 3 (absolutely not in uprising), and if the enemy sees this big
machine, his/her Apocalypse has come.
Nationality: Empire of the Rising Sun
Type: Surface Dominator
Terrain Movement: Water and ground. Slow.
Price: --
Weaponry: Triple Swordarms armed with Wave-Force Swords
Attack Rate: Slow
Power: EXTREME
Attack Type: Wave-Force Slash, hits everything in a row.
Range: Medium
Durability: HOLY ****, THIS GUY'S A MONSTER!!!
Effectiveness: Surface - Dominator
Can't attack - Aircraft
Special Ability: Surface Destruction (It's not the proper name). Ruins
all in an area, the closer the enemy is the more damage he/she will
recieve.
Performance: Do I even have to tell you? It's a SURFACE DOMINATOR.
Also, all Tesla-weaponry will only repair this monstrosity.
\\ Ballon Bombs //
How to acquire: By using Security Points, and choosing this support
power. It can be upgraded to Ballon Bomb Blowout, and finally to
Ballon Bomb Barrage. They WILL fulfill their purpose.
----------
5. CREDITS
----------
Credits goes to:
-Electronic Arts, for making this brilliant game,
-Me, for making this guide,
-and finally you, the reader, for reading my home-made guide.
And finally, a message to you, the reader. RECOMMEND THIS, NAO!!
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