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Allied Units


 Infantry
  • GI
  • Attack Dog
  • Engineer
  • Rocketeer
  • Chrono Legionnaire
  • Spy
  • Tanya
  • Navy SEAL
  • Chrono Commando
  • Psi Commando
 Vehicles
  • Chrono Miner
  • IFV
  • Grizzly Tank
  • Prism Tank
  • Mirage Tank
  • MCV
 Navy
  • Transport
  • Dolphin
  • Destroyer
  • Aegis Cruiser
  • Aircraft Carrier
 Air Force
  • Transport
  • Harrier

 Special Units
  • Paratroopers
  • Sniper
  • Tank Destroyer
  • Black Eagle




GI

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Cost: 200
Armor: Light
Speed: Medium
Primary Weapon: Machine Gun
Secondary Weapon: Heavy Machine Gun
Range: Medium-Short/Medium-Far
Description: The average grunt soldier for the Allies, the GI is cheap, effective, and very useful. To deploy him, make sure he is selected, and either press "D," left-click on him once again, or use the appropriate button on the Advanced Command Bar. When deployed, the GI has increased range, firepower, and rate of fire. The only downside to this amazingly effective unit is that when deployed, the GI cannot move, and is therefore prone to being run over by large vehicles. GIs prove to be very useful in groups while placed in choke points, or when paradropped into an enemy's weakest location. Due to their low cost, GIs become elite very quickly. Just a few elite GIs can literally rip an unprotected base apart in seconds. Do not underestimate the power of this cheap yet effective unit.



Attack_Dog

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Cost: 200
Armor: N/A
Speed: Fast
Primary Weapon: N/A
Secondary Weapon: N/A
Range: Short
Description: These vicious K9s are definitely not man's best friend. They were born with a taste for blood, and it shows - Attack Dogs are cheap, fast, and useful solely against infantry. These Dogs are great for dealing with Yuri, as he has problems mind-controlling them. Attack Dogs are quite fast, making them an excellent candidate for scouting early on. Always keep a pack of them in your base for protection against Yuri, Engineers, and even paratroopers.



Engineer

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Cost: 500
Armor: Very Light
Speed: Medium-Slow
Primary Weapon: N/A
Secondary Weapon: N/A
Range: N/A
Description: With no weapons, some would say the Engineer is a waste of time to train. Alas, only fools make the mistake of ignoring the Engineer's abilities. Battles have been won or lost with only a group Engineers. They can repair your buildings, bridges, and garrisoned structures, as well as take over enemy buildings - all instantaneously. You can also put an Engineer in an IFV to create a Repair Vehicle, which can repair your damaged vehicles and remove Terror Drones from your armored units - all for free, unlike the Service Depot. To use an Engineer, select him and place your cursor on a building or IFV (whichever is appropriate for the situation), and you should get the enter cursor, meaning you can enter the building or IFV. Left-click and your Engineer will start to move toward the object. Once he enters a building, you cannot get him out, so be careful of where you send them. At 500 credits each, Engineers are not at all cheap, and should be protected by your combat units.



Rocketeer

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Cost: 600
Armor: Very Light
Speed: Fast
Primary Weapon: Machine Guns
Secondary Weapon: N/A
Range: Medium
Description: The Rocketeer brings fighting to the skies with its jet pack. Rocketeers have dual machine guns, which they use to kill infantry and annoy the enemy's tanks and buildings. En masse, Rocketeers can do some ample damage to enemy armor and structures. Built early in the game, Rocketeers can soar above all the mountains and other rough terrain, making them ideal scouts. When encountered with anti-air platforms, the Rocketeer can suffer a moderate amount of damage. Keep them away from flak - at all costs - or these useful units will go to waste.



Chrono_Legionnaire

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Cost: 1500
Armor: Very Light
Speed: Teleports
Primary Weapon: Neutron Gun
Secondary Weapon: N/A
Range: Medium
Description: The Allies have finally mastered chrono technology. To show their understanding of this powerful force, the Allies have created the Chrono Legionnaire. He can teleport himself across the map and erase enemies from time with his Neutron Gun. The only downside to the Legionnaire is when he teleports, he has to phase back into the current time, which leaves him vulnerable to enemy attack. The Chrono Legionnaire's gun also takes a bit of time to finish off its target, but while firing at an enemy, they are phasing in and out of time, which means they cannot move or fire. The phasing unit can also not be attacked by conventional weapons. Use Legionnaires to protect your buildings from nuclear weapons and iron curtained units.



Spy

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Cost: 1000
Armor: N/A
Speed: Medium
Primary Weapon: N/A
Secondary Weapon: N/A
Range: Unlimited
Description: The Spy has the ability to camouflage itself as any enemy infantryman. To use him, select the Spy and left-click on any enemy infantry unit. The unique unit will then look as if it were one of the enemy's own. Once camouflaged, the Spy can enter the enemy's base undetected and do a number of sneaky things while inside. When a Spy enters an enemy building, it can either give you increased abilities or disable certain features of your enemy. The Spy can: Reset the enemy's shroud by entering the Radar Dome; Make all your produced vehicles veterans when produced by entering the War Factory; Make all your produced infantry veterans when produced by entering the Barracks; Allow you to build a special unit by entering the Battle Lab; Reset the countdown timer on a special weapon by entering the Nuclear Silo, Iron Curtain, Weather Control Device, or Chronosphere; Shut down your enemy's power by entering the Power Plant. The only downside to the Spy is that he can be detected by Dogs - the only unit that can distinguish between friend and foe. Also, make sure none of the enemy vehicles accidently run over your Spy.



Tanya

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Cost: 1000
Armor: N/A
Speed: Medium-Fast
Primary Weapon: Dual Pistols
Secondary Weapon: C4 Explosives
Range: Pistols - Far; C4 - N/A
Description: Tanya represents all the feminists in the world, totting dual .50 caliber pistols and a whole lot of C4. She loves to dispose of the enemy, laughing as if it was nothing as she does so. The sadistic soldier was teleported with the Chronosphere to fight in the second Great War, and the beautiful soldier doesn't even look a day older then when she was blowing up bridges and mowing down hordes of infantry back in the day. Tanya can still kill infantry in a single shot and blow up buildings with ease. But this time around, she can also swim and plant C4 charges on ships. You better make sure you're on her good side.



Navy_SEAL

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Cost: 1000
Armor: N/A
Speed: Medium-Fast
Primary Weapon: MP5 Machine Gun
Secondary Weapon: C4 Explosives
Range: MP5 - Medium-Far; C4 - N/A
Description: A legend in the Navy, SEALs are the cream of the crop - representing the perfectly trained soldier. They carry a powerful MP5 to deal with infantry, and some C4 for buildings and ships. Their ability to swim makes them different from most all of the other infantry in the game. SEALs are only available in single player missions.



Chrono_Commando

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Cost: 2000
Armor: N/A
Speed: Teleports
Primary Weapon: MP5 Machine Gun
Secondary Weapon: C4 Explosives
Range: MP5 - Medium-Far; C4 - N/A
Description: Don't you wish you could combine a Chrono Legionnaire's teleporting ability with the Navy SEAL's weapons? With the Chrono Commando, you wishes have been granted. He can teleport around the map, place C4 on buildings, and make infantry bow down to his mighty MP5 (well, some may not consider it bowing, but rather an instant death). To acquire the ability to train the Chrono Commando, send one of your Spies into an enemy Allied Battle Lab. He is the real deal when it comes to building destruction and anti-infantry soldiers.



Psi_Commando

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Cost: 1000
Armor: N/A
Speed: Medium
Primary Weapon: N/A
Secondary Weapon: C4 Explosives
Range: C4 - N/A
Description: As an Allied commander, you don't have the ability to control units like Yuri. Normally, that is. By sending a Spy into an enemy Soviet Battle Lab, you gain access to the Psi Commando. These brainiacs can convert one enemy unit (that is, one mind-controllable unit - for example, Attack Dogs and Harriers cannot be mind-controlled) to your side. He can also blow up enemy buildings with his powerful C4 Explosives - just like Tanya.




Chrono_Miner

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Cost: 1400
Armor: Heavy
Speed: Medium-Fast; Teleports
Primary Weapon: N/A
Secondary Weapon: N/A
Range: N/A
Description: The Chrono Miner takes full advantage of the Allies' chrono-technology. After filling itself with Ore and/or Gems, the Miner automatically chronoshifts back to the Ore Refinery. Due to this ability, though, it can only carrier half the amount of Ore than that of the Soviet War Miner. Unfortunately, the Chrono Miner cannot teleport back to the field, so it must drive there.



Infantry_Fighting_Vehicle

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Cost: 600
Armor: Light
Speed: Medium-Fast
Primary Weapon: Rocket Launchers
Secondary Weapon: Varies
Range: Medium/Medium-Far
Description: The Infantry Fighting Vehicle, or IFV, is a unique unit, in that it will change its weapon according to what infantry unit is currently occupying the vehicle. The combinations are: Rocket IFV (standard, Attack Dog); Machine Gun IFV (GI, Spy, Tanya); Sniper IFV (Sniper); Chrono Tank (Chrono Legionnaire); Repair IFV (Engineer). When empty, the IFV fires standard dual rocket launchers. As is, it is very useful for its anti-air capabilities, both around the base and in combat.



Grizzly_Battle_Tank

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Cost: 700
Armor: Medium
Speed: Medium-Fast
Primary Weapon: 105mm Cannon
Secondary Weapon: N/A
Range: Medium-Far
Description: The standard Allied tank, the Grizzly has the ability to handle most threats, as well as dish out a good amount of damage to the enemy. Though the Allies may produce more powerful units later on, Grizzly Tanks are found on every Allied battlefield - be it for base protection or assault, the Grizzly will get it done.



Prism_Tank

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Cost: 1200
Armor: Light
Speed: Medium-Slow
Primary Weapon: Light Beam
Secondary Weapon: N/A
Range: Far
Description: The Prism Tank is best at demolishing enemy structures. The mobile version of the Allies' Prism Tower, it has a very long range - useful for knocking out enemy defenses from far beyond their own range. When firing against enemy units, though it does not fair well against other heavily-armored units, its beam will spread amongst any surrounding units, causing minimal damage to them. While a great unit, the Prism Tank does have many vulnerabilities, and must be protected during any battle.



Mirage_Tank

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Cost: 1000
Armor: Light
Speed: Medium
Primary Weapon: Mirage Cannon
Secondary Weapon: N/A
Range: Medium-Far
Description: This unique Allied unit has the ability to camouflage itself as trees. So, while not on the move, the Mirage Tank appears as a tree to the enemy. When it fires, though, it will briefly be seen by the enemy before transforming back into a tree. A very pesky unit, the Mirage Tank is best at destroying other tanks along with infantry (turning them into helpless balls of fire), and should be used in crucial choke points. The enemy won't even know what hit them.



Mobile_Construction_Vehicle

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Cost: 3000
Armor: Heavy
Speed: Slow
Primary Weapon: N/A
Secondary Weapon: N/A
Range: N/A
Description: The Mobile Construction Vehicle (MCV) is the most valuable unit in the game. When deployed, it builds into the Construction Yard - the heart of every base. You can also re-pack the Construction Yard into a MCV so as to move your base, or construct a second one, in a different location on the map. While on the move, protect the slow and bulky vehicle with everything you have - you're battle depends on this unit. It may even be useful to have two MCVs, one hidden away, just in case your main Construction Yard gets leveled.




Amphibious_Transport

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Cost: 900
Armor: Medium-Heavy
Speed: Medium
Primary Weapon: N/A
Secondary Weapon: N/A
Range: N/A
Description: Because of its ability to hover, the Amphibious Transport can carry up to twelve infantry units across both land and water. It can also carry vehicles, though these take up more space inside the craft. The amount of vehicles that can fit inside the Amphibious Transport vary depending on the size of each unit. Boasting no weapons, this naval unit must be protected by other means.



Dolphin

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Cost: 500
Armor: Light
Speed: Fast
Primary Weapon: Sonar Amplification Device
Secondary Weapon: N/A
Range: Medium-Short
Description: The Dolphin is arguably one of the most useful Allied naval units. It cannot be seen normally, only visible to the enemy when firing or being fired upon. Its powerful sonar amplification device, when used with groups of Dolphins, can be lethal, possibly even to an entire Soviet navy.



Destroyer

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Cost: 1000
Armor: Light
Speed: Medium-Fast
Primary Weapon: Osprey with Depth Charges
Secondary Weapon: 155mm Deck Gun
Range: Osprey - Long; Deck Gun - Short
Description: Destroyers are most useful at hunting and obliterating Soviet Submarines. Working best in large groups, these boats use the Osprey Attack Aircraft (landed on the back of the unit while not in use) to shoot depth charges at an enemy unit (Submarine or Giant Squid). Its Deck Gun fires at all other naval units, as well as ground units, but is rarely used - or useful, for that matter.



Aegis_Cruiser

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Cost: 1200
Armor: Heavy
Speed: Medium
Primary Weapon: Anti-Air Missiles
Secondary Weapon: N/A
Range: Long
Description: The ultimate in air defense, the Aegis Cruiser fires anti-air missiles at any airborne unit within its range. Deadly by itself, groups of these powerful craft are impossible (and no, we're not joking - it really is impossible) to pass over with air units. An elite Cruiser in itself is a nightmare, firing an endless stream of missiles at the enemy until they are disposed of. The only feasible way to take out these craft is by naval measures.



Aircraft_Carrier

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Cost: 2000
Armor: Heavy
Speed: Slow
Primary Weapon: Intruder Aircraft
Secondary Weapon: N/A
Range: Long
Description: Aircraft Carriers dispatch three Intruder Aircraft to do their dirty work, each of which fire multiple missiles at their target. Very vulnerable to anti-aircraft fire, hordes of planes will be needed against a well-defended base. Expect many losses, but don't be too worried about them - the Aircraft Carrier repairs, reloads, and rebuilds its aircraft.




Nighthawk_Transport

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Cost: 1000
Armor: Medium
Speed: Medium-Fast
Primary Weapon: Vulcan Cannon
Secondary Weapon: N/A
Range: Short
Description: The Nighthawk Transport can carry up to five infantry units to any part of the map. Useful for covert operations (as it does not show up on the enemy's radar screen), packing one full of Tanyas, Spies, or other powerful units can spell disaster for the enemy. But watch out for air defenses - the Nighthawk is only moderately armored, and cannot withstand much punishment. Small threats found where you wish to land can be dealt with through the Transport's Vulcan Cannon.



Harrier

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Cost: 1200
Armor: Light
Speed: Medium-Fast
Primary Weapon: Maverick Missile
Secondary Weapon: N/A
Range: Short
Description: The Harrier is the Allies' only powerful air force unit. It cannot withstand much damage from anti-aircraft fire, and its missiles are not powerful enough alone - Harriers must be used in groups. They land at the Air Force Command Center, which can hold four of these aircraft. There, the Harriers are repaired and reloaded for their next sortie. If the AFCC is destroyed, so are the Harriers that its landing pads once parked.




Paratroopers

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Cost: N/A
Armor: Light
Speed: Med.
Primary Weapon: MG
Secondary Weapon: Heavy MG
Range: Medium-Short/Medium-Far
Description: America's special units, Paratroopers are perhaps the most valuable of all the special units in the game. Every three minutes (varies depending on game speed), eight GIs can be paradropped onto any location of the map. They can prove to be powerful reinforcements in times of combat, great defenders when you are under attack, or a threat the enemy has a hard time dealing with. Any way you look at it, the Paratroopers are a very precious addition to the Allied army. Be careful, though, as the plane that transports them to the field is lightly armored, and cannot withstand much damage.



Sniper

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Cost: 600
Armor: N/A
Speed: Medium
Primary Weapon: Sniper Rifle
Secondary Weapon: N/A
Range: Far
Description: Britain's special unit, Snipers are useful against enemy infantry alone. Their long range and powerful weapon make them the perfect anti-infantry weapon, especially when in an area inaccessible to tanks and protected with a few anti-air units. It only takes one shot from the Sniper Rifle to take out an enemy infantry.



Tank_Destroyer

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Cost: 900
Armor: Medium-Light
Speed: Medium-Fast
Primary Weapon: Anti-Tank Cannon
Secondary Weapon: N/A
Range: Medium-Short
Description: Germany's special unit, Tank Destroyers specialize in, surprisingly, anti-tank maneuvers. Commonly not used, the Tank Destroyer must be used in groups because of their light armor. When controlled properly, a whole enemy column can be eliminated solely by these potentially lethal units.



Black_Eagle

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Cost: 1200
Armor: Medium-Light
Speed: Medium-Fast
Primary Weapon: Maverick II Missile
Secondary Weapon: N/A
Range: Short
Description: The Republic of Korea's special unit, Black Eagles replace the standard Allied Harrier, in favor of this more heavily armed, more heavily armored, and quicker unit. As with the Harrier, it lands at the Air Force Command Center for parking, as well as to reload and repair.