Command & Conquer - Red Alert 3 Uprising - Unit Comparison Guide 123123123412312312341231231234123123123412312312341231231234123123123 _____ _____ / ____|___ / ____| | | ( _ ) | | | | / _ / | | |___| (_> < |____ ________//_____| _____ ______ _____ _ ______ _____ _______ ____ | __ | ____| __ / | | | ____| __ __ __| |___ | |__) | |__ | | | | / | | | |__ | |__) | | | __) | | _ /| __| | | | | / / | | | __| | _ / | | |__ < | | | |____| |__| | / ____ | |____| |____| | | | ___) | |_| _______|_____/ /_/ _______|______|_| _ |_| |____/ _ _ _ _ | | | | (_) (_) | | | |_ __ _ __ _ ___ _ _ __ __ _ | | | | '_ | '__| / __| | '_ / _` | | |__| | |_) | | | __ | | | | (_| | ____/| .__/|_| |_|___/_|_| |_|__, | | | __/ | |_| |___/ _ _ _ _ _____ _______ | | | | | |_ _|__ __| | | | | | | | | | | | | | | . ` | | | | | | |__| | | |_| |_ | | ____/|_| _|_____| |_| _____ ____ __ __ _____ _____ _____ _____ ____ _ _ / ____/ __ | / | __ / | __ |_ _|/ ____|/ __ | | | | | | | | | / | |__) / | |__) | | | | (___ | | | | | | | | | | | | |/| | ___/ / | _ / | | ___ | | | | . ` | | |___| |__| | | | | | / ____ | | _| |_ ____) | |__| | | | _________/|_| |_|_| /_/ __| ______|_____/ ____/|_| _| _____ _ _ _____ _____ ______ / ____| | | |_ _| __ | ____| | | __| | | | | | | | | | |__ | | |_ | | | | | | | | | | __| | |__| | |__| |_| |_| |__| | |____ _____|____/|_____|_____/|______| 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!!