Command & Conquer – Red Alert 3 Uprising – Unit Comparison Guide

Command & Conquer - Red Alert 3 Uprising - Unit Comparison Guide

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|  __ |  ____|  __       /   | |    |  ____|  __ __   __| |___  
| |__) | |__  | |  | |    /    | |    | |__  | |__) | | |      __) |
|  _  /|  __| | |  | |   / /  | |    |  __| |  _  /  | |     |__ < 
| |  | |____| |__| |  / ____ | |____| |____| |    | |     ___) |
|_|  _______|_____/  /_/    _______|______|_|  _ |_|    |____/ 

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| |  | |          (_)   (_)            
| |  | |_ __  _ __ _ ___ _ _ __   __ _ 
| |  | | '_ | '__| / __| | '_  / _` |
| |__| | |_) | |  | __  | | | | (_| |
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| |  | |  | |_   _|__   __|
| |  | |  | | | |    | |   
| |  | | . ` | | |    | |   
| |__| | |  |_| |_   | |   
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 / ____/ __ |  /  |  __  /   |  __ |_   _|/ ____|/ __ |  | |
| |   | |  | |   / | |__) /    | |__) | | | | (___ | |  | |  | |
| |   | |  | | |/| |  ___/ /  |  _  /  | |  ___ | |  | | . ` |
| |___| |__| | |  | | |  / ____ | |   _| |_ ____) | |__| | |  |
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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´´´´


**********
*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´´´´

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´´´´

**************
*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´´´´


*****************
*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´´´´


***************
*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´´´´


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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