Command & Conquer: Red Alert – Allied Units

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The Allied forces have lighter and cheaper units on the ground. They have excellent anti-infantry and anti-ship weaponry, but their anti-armour capabilities are somewhat lacking. They can infiltrate and disrupt enemy bases, uncover the entire battlefield, and even deny their enemies information on their own bases and armies.

 

Infantry

Rifle InfantryRifle Infantry
Cost:
$100 | Prerequisites: none
Armed with an M-16, this trooper deals reasonable damage to enemy infantry and is commonly used for early game scouting. Unless massed, Rifle Infantry is hardly useful for anything else.

Rocket InfantryRocket Soldier
Cost:
$300 | Prerequisites: none
Capable of damaging armoured units, these infantrymen make up for their lack of speed with a powerful punch. In addition to dealing with ground targets, their missiles are also effective against airborne attackers. While their rockets are ineffective against infantry, they deal splash damage in a small radius and suppress them.

EngineerEngineer
Cost:
$500 | Prerequisites: none
Engineers are used to capture enemy buildings or repair friendly ones. Since they carry no weapons, they are extremely vulnerable on the battlefield and must be directed very carefully. Engineers are very slow, so loading them into an APC is an ideal way to move them about the battlefield.

Field MedicField Medic
Cost:
$800 | Prerequisites: none
Any friendly infantry near the Medic will automatically be healed to full health. Although a Medic cannot heal himself, Medics working in teams make excellent additions to any infantry force.

SpySpy
Cost:
$500 | Prerequisites: Radar Dome
Master of disguise, the Spy can slip by enemy forces undetected, as he appears as a friendly Rifle Infantryman to the enemy. The Spy can gather many kinds of information on an enemy player – what they’re building, how much money they have, how many units they have, etc. If they enter certain buildings like Airfields or Submarine Pens, they can give the player some one-time bonuses. Attack Dogs are not fooled by the Spy’s appearance and will immediately recognize them and attack them.

ThiefThief
Cost:
$500 | Prerequisites: Tech Center
Any Thief that enters an enemy Ore Refinery or Silo will steal half the credits in that structure. However, unlike the Spy, they are completely visible and recognizable by the enemy.

Tanya AdamsTanya Adams
Cost:
$1200 | Prerequisites: Tech Center
Armed with two .45s, Tanya can mow through infantry like they weren’t there. Her C4 Explosives can destroy buildings instantly if she is able to get adjacent to them in order to plant the explosives. Unlike other units, Tanya can never be put in guard mode – you must manually target all enemies that you wish attacked.

Field MechanicField Mechanic (Aftermath only)
Cost:
$950 | Prerequisites: Service Depot
Similar to the Field Medic, this unit can repair vehicles for free in the field rather than having them return to base and use the Service Depot. He’s much faster in this job than the Service Depot, but is more vulnerable.

 

Vehicles

Ore TruckOre Truck
Cost:
$1400 | Prerequisites: Ore Refinery
This armour-plated vehicle seeks out and scoops up raw ore, then transports it to a Refinery for processing. It is slow and unwieldy and will need to be protected. However, it is well-armoured and can take a beating until reinforcements arrive, and can crush infantry if the need arises.

RangerRanger
Cost:
$600 | Prerequisites: none
Fast and lightly armoured, this unit is ideal for scouting an area quickly. Used as a support unit for an infantry squad, the Ranger can soften up the enemy before a direct confrontation occurs.

Light TankLight Tank
Cost:
$700 | Prerequisites: none
The basic Allied Tank. Fast and decently armoured, the Light Tank works well in mixed groups, and also in large divisions. What it lacks in firepower, it makes up for in speed and rate of fire.

Medium TankMedium Tank
Cost:
$800 | Prerequisites: none
The higher-grade Allied Tank, this unit is just as well armoured, faster, and less costly than the Soviet Heavy Tank, though armed with only a single barrel. Used in groups with Light Tanks, the Medium Tank can draw fire while the Light Tanks destroy the threat.

APCArmoured Personnel Carrier (APC)
Cost:
$800 | Prerequisites: Barracks
With the APC, the Allies can transport up to 5 infantry units quickly across land. A tracked vehicle, the APC is the lightest unit with the ability to crush sandbags and barbed wire fences. The turret-mounted M-60 helps keep infantry at bay while it goes about its mission.

ArtilleryArtillery
Cost:
$600 | Prerequisites: Radar Dome
Very effective, if somewhat inaccurate, Artillery can devastate infantry and structures from afar. Its slow speed and light armour require that it be protected.

MRJMobile Radar Jammer (MRJ)
Cost:
$600 | Prerequisites: Radar Dome
The Mobile Radar Jammer disrupts enemy radar functions, shutting down transmissions and display. The range of this unit allows it to hide a good distance away from the enemy base while other forces use the radar blackout to attack.

Mine LayerAnti-Tank Mine Layer
Cost:
$800 | Prerequisites: Service Depot
The Anti-Tank Mine Layer is a defence-oriented unit. Able to destroy most units with just one mine, a savvy commander can neutralize an enemy force before they get near a base. The Mine Layer carries up to 5 mines, and can be reloaded at the Service Depot.

MCVMobile Construction Vehicle (MCV)
Cost:
$2500 | Prerequisites: Service Depot
As you will see in the section on Allied buildings, the heart of every base is the Construction Yard. When deployed, this vehicle becomes a Construction Yard, providing you with all of the benefits of that building. To deploy an MCV, select the vehicle and hold the cursor over it. If the cursor changes to a white circle with four arrows, left-clicking on it will deploy the vehicle. If the cursor has a red circle with a line through it, there is either not enough room to deploy or something is in the way. Move the vehicle (or the offending object) to find a suitable deployment site. The MCV must be protected at all costs.

MGGMobile Gap Generator
Cost:
$600 | Prerequisites: Tech Center
The mobile version of the Gap Generator functions in much the same way the stationary one does. Although it projects a smaller gap field, you can hide several units under its cover, blocking the enemy from seeing what you’re sending against them, even while it’s on the move.

Chrono TankChrono Tank (Aftermath only)
Cost:
$2400 | Prerequisites: Tech Center
The latest advancement to the Allied space and time experiments. When charged up, this tank can chronoshift itself anywhere on the map. While fragile and expensive, it can pack quite a punch. Unlike the Chronosphere, it does not create chrono vortices.

Demolition TruckDemolition Truck (Aftermath only)
Cost:
$2400 | Prerequisites: Missile Silo
A drone truck carrying a nuclear payload. This truck can be targeted at buildings or detonated in specific areas (Ctrl+click). When it reaches its target or is otherwise destroyed, its payload detonates and destroys anything nearby. Its poor armour calls for careful handling.

Phase TransportPhase Transport (Aftermath campaign only)
Cost:
$800 | Prerequisites: Tech Center
An experimental APC variant which is cloaked when not firing. It can carry one infantry unit and has twin rocket launchers which are effective against structures. It will be detected when firing or if it is very close to enemy infantry or base defences. Field Mechanics are unable to repair the Phase Transport while it is cloaked.

 

Aircraft

ChinookChinook Transport
Cost:
$1200 | Prerequisites: none
Able to transport 5 infantry units through the air, the Chinook is ideal for landing engineers and other assault squads in an enemy base.

LongbowLongbow
Cost:
$1200 | Prerequisites: none
The Longbow attack helicopter is loaded with Hellfire missiles, allowing it to destroy armoured targets with ease. Used in conjunction with naval or ground attacks, the Longbow is an ideal support aircraft, able to rapidly inflict additional damage to a target – usually with little or no return fire.

 

Ships

TransportTransport
Cost:
$700 | Prerequisites: none
This unit allows transportation of up to 5 ground-based units across the water. Transports can only be loaded/unloaded on shores, and they are at their most vulnerable while unloading.

GunboatGunboat
Cost:
$500 | Prerequisites: none
The fastest and lightest of the Allied naval vessels, the Gunboat is good at scouting naval routes and detecting Submarines before they can cause any mischief. Its depth-charge launcher will automatically fire at any Submarine that is detected nearby.

DestroyerDestroyer
Cost:
$1000 | Prerequisites: none
The mid-level naval vessel, the Destroyer is effective against land, air, and sea-based threats. Its fast-firing Stinger missiles can hit air targets easily, and can also decimate nearby ground targets. If it detects a Submarine, its dual depth-charge launcher ensures that the Sub will be rapidly taken out of commission.

cruiserCruiser
Cost:
$2000 | Prerequisites: Tech Center
Slow-moving death. What the Cruiser lacks in speed, it makes up for in firepower and range. Able to lob destruction onto targets incredible distances away, this ship can decimate an enemy base in minutes. A favourite target of Submarines, these ships have no sea-based defences, relying on the faster-moving Destroyers and Gunboats to protect them. Their mighty cannons are rather imprecise, however.

 

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