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Allied Units


 Infantry
  • Rifle Infantry
  • Rocket Soldier
  • Engineer
  • Medic
  • Tanya
  • Thief
  • Spy
 Vehicles
  • Ore Truck
  • Ranger
  • APC
  • AT Mine Layer
  • Light Tank
  • Medium Tank
  • Artillery
  • Radar Jammer
  • MGG
  • MCV
 Air Force
  • Apache
 Navy
  • Transport
  • Gunboat
  • Destroyer
  • Cruiser




Rifle_Infantry

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Cost: 100
Armor: N/A
Weapon: M-1 Carbine
Sight Range: 4
Production Time: 5 sec.
Speed: Slow
Description: This, the cheapest infantry unit, carries a small gun. Useful almost solely in groups, it is possible to kill a tank with a few Rifle Infantry, as long as they don't get run over. When a structure is destroyed, these infantry appear - as they were once operating the respective structure.



Rocket_Soldier

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Cost: 300
Armor: N/A
Weapon: TOW Rocket
Sight Range: 4
Production Time: 15 sec.
Speed: Slow
Description: Slow moving but quite powerful, their rockets can fire upon ground and air units, causing reasonable damage. Rocket Soldiers aren't much good against other infantry though, so you'll want to protect them. In a small group, Rocket Soldiers are the best kind of air defense, as they don't require power.



Engineer

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Cost: 500
Armor: N/A
Weapon: N/A
Sight Range: 4
Production Time: 25 sec.
Speed: Slow
Description: An often under-used, but very useful unit, the Engineer can repair all friendly structures to full strength - instantly. If they enter an enemy building, Engineers destroy around 25% of the respective building. If the building is already below 25% strength, the Engineer captures it. A captured building is treated as one of your own, as you now possess all the abilities of that structure.



Medic

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Cost: 800
Armor: N/A
Weapon: N/A
Sight Range: 4
Production Time: 40 sec.
Speed: Slow
Description: Medics bring the ability to heal your infantry for free to the battlefield. The trouble with this infantry unit is that he costs a lot, and is really too weak to be of any real use. You'll probably find it would be more cost-effective to train eight Rifle Infantry or two and two-third Rocket Soldiers in place of the controversial Medic.



Tanya

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Cost: 1200
Armor: N/A
Weapon: Dual Colt .45s & C4
Sight Range: 6
Production Time: 60 sec.
Speed: Slow
Description: The most powerful infantry unit, Tanya carries C4 explosives which can destroy structures in an instant. Her dual Colt .45 pistols also have deadly accuracy which is used to take out other infantry very quickly, and from long ranges. Her only weakness is her lack of a weapon that effectively destroys vehicles. Tanya cannot be put in guard mode, and won't fire unless told to do so by you.



Thief

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Cost: 500
Armor: N/A
Weapon: N/A
Sight Range: 5
Production Time: 25 sec.
Speed: Slow
Description: Relatively inexpensive for what they do, Thiefs can enter enemy Silos or Ore Refineries to steal half of all the credits in your opponent's account!



Spy

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Cost: 500
Armor: N/A
Weapon: N/A
Sight Range: 5
Production Time: 25 sec.
Speed: Slow
Description: To the enemy, this unique soldier appears as one of their own Rifle Infantry on both the battlefield and on the radar map. He carries no weapon, but if ordered to enter an enemy building, the Spy reveals information about the enemy situation. For example, entering an Ore Refinery reveals the amount of money the enemy has. This precious information can give you valuable indications of when to attack.




Ore_Truck

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Cost: 1400
Armor: Heavy
Weapon: N/A
Sight Range: 4
Production Time: 70 sec.
Speed: Medium
Description: Certainly the most important unit in the game, Ore Trucks are needed to collect raw Ore and Gems and take them to the Refinery - the only way that you are able to make money. They have good armor, but no defenses whatsoever - so keep this vital unit protected.



Ranger

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Cost: 600
Armor: Light
Weapon: M-60 Machine Gun
Sight Range: 6
Production Time: 30 sec.
Speed: Fast
Description: Cheap and fast, the Ranger's only real use is that of a scout. Buying an APC in its place is worth the slightly higher cost.



Armored_Personnel_Carrier

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Cost: 800
Armor: Heavy
Weapon: M-60 Machine Gun
Sight Range: 5
Production Time: 40 sec.
Speed: Fast
Description: The Armored Personnel Carrier, or APC, can carry up to five infantry units in relatively safe manner, and at a good speed. They are also useful for squashing enemy troops, along with scouting.



AT_Mine_Layer

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Cost: 800
Armor: Heavy
Weapon: N/A
Sight Range: 5
Production Time: 40 sec.
Speed: Fast
Description: The Anti-Tank Mine Layer plants mines on the battlefield, those of which are especially lethal against vehicles, as you might expect. The planted mines can only be seen by the player who planted them, and can seriously damage an incoming enemy column who is unlucky enough to drive through the minefield.



Light_Tank

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Cost: 700
Armor: Heavy
Weapon: 75mm Cannon
Sight Range: 4
Production Time: 35 sec.
Speed: Fast
Description: Fast and relatively cheap, the Light Tank can catch enemies by surprise if used effectively. It doesn't stand a chance against a Heavy Tank, but the speed of the Light Tank allows it to quickly find safety.



Medium_Tank

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Cost: 800
Armor: Heavy
Weapon: 90mm Cannon
Sight Range: 5
Production Time: 40 sec.
Speed: Medium-Fast
Description: This, both the standard and best Allied ground unit, isn't really a match for any of the Soviet tanks you'll encounter on the battlefield. Thus, many Medium Tanks are needed to protect yourself against, and eventually defeat, a Soviet opponent.



Artillery

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Cost: 600
Armor: Light
Weapon: 155mm Cannon
Sight Range: 5
Production Time: 30 sec.
Speed: Medium
Description: Slow and with light armor, Artillery units only have one thing going for them - their powerful weapon, but even this is inaccurate. Its only real use is the quick destruction of enemy buildings, but be sure no mobile enemy units surround it, or else your Artillery will be no more.



Radar_Jammer

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Cost: 600
Armor: Light
Weapon: N/A
Sight Range: 7
Production Time: 30 sec.
Speed: Fast
Description: Very weak, this versatile unit can actually cause a lot of problems for the enemy. If it gets within fifteen tiles of the enemy's Radar Dome, their radar map will appear as static, which can stop the opponent from seeing where your attack is coming from.



Mobile_Gap_Generator

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Cost: 600
Armor: Light
Weapon: N/A
Sight Range: 7
Production Time: 30 sec.
Speed: Fast
Description: A mobile version of the Allied Gap Generator, this unit blocks out a smaller area than it's stationary counterpart, but still works excellent in helping to disguise your attack force.



Mobile_Construction_Vehicle

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Cost: 2500
Armor: Heavy
Weapon: N/A
Sight Range: 4
Production Time: 120 sec.
Speed: Medium
Description: Deploying one of these slow and bulky units will create a Construction Yard; the MCV has no other purpose, but, even so, it is one of the most useful units around.




Longbow_Apache

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Cost: 1200
Armor: Heavy
Weapon: Hellfire AG Missiles
Sight Range: 0
Production Time: 40 sec.
Speed: Fast
Description: The only unit that makes up the Allied air force, Longbow Apaches are similar to the Soviet Hinds, but instead use Hellfire missiles. These missiles are more powerful against vehicles and structures, but infantry are usually left almost unharmed after being fired upon with this type of ammunition. A group of Apaches can take out a structure easily if there are few air defenses to be found in the vicinity. One Longbow is included with an Allied Helipad, but they can land anywhere on the map.




Transport

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Cost: 700
Armor: Heavy
Weapon: N/A
Sight Range: 6
Production Time: 35 sec.
Speed: Fast
Description: This naval unit can carry up to five land units (including tanks) at a great speed and in a relatively safe manner. Though it can only load and unload on shores, the Transport is very useful for surprise attacks from where the opponent wouldn't expect them.



Gunboat

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Cost: 500
Armor: Light
Weapon: 2 in. Cannon & Depth Charges
Sight Range: 7
Production Time: 25 sec.
Speed: Medium
Description: The Gunboat is a rarely used unit, only put into action where the map contains a vast amount of water - something you'd like control over. It has a short range and very light armor, making the Gunboat quite fast.



Destroyer

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Cost: 1000
Armor: Medium
Weapon: Stinger Missiles & Depth Charges
Sight Range: 6
Production Time: 50 sec.
Speed: Slow
Description: The standard Allied naval vessel. The Destroyer is quite fast, not too expensive, and can fire at submarines, boats, ground units, and air units over a reasonable range. It is very useful for protecting the slow and vulnerable Cruisers.



Cruiser

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Cost: 2000
Armor: Heavy
Weapon: Dual 8 in. Cannons
Sight Range: 7
Production Time: 100 sec.
Speed: Very Slow
Description: The Cruiser possesses the most powerful and longest-ranged weapons in the game. It fires two deadly eight inch shells over a very long range - more than the width of a screen. These powerful shells will destroy most buildings in just a few shots, but they are incredibly inaccurate. Also, the Cruiser cannot defend itself against aircraft or other naval units, so it will need protection to be of any help in a battle.