GI
:: Engineer
:: Rocketeer
:: Spy :: Tanya
Attack Dog
:: Chrono Legionnaire
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Cost:
200 |
Armor: None |
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Strength: 125 |
Speed: 4 |
Weapons:
M60, Para |
Structure
needed to produce: Barracks |
Veteran Abilities:
Increased strength, firepower,
rate of fire, sight, healing |
Elite
Abilities: Increased
strength, firepower, rate of fire, Self-healing |
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This well-trained grunt is a cheap bread-and-butter
unit who has at least one advantage over his Soviet
counterpart: the ability to entrench himself behind
sandbags and become an instant mini-bunker . This gives
the GI more range, more power and a better defense
against attacks. Beware, however: GIs can't move while
sandbagged, and a cluster of sandbagged GIs are little
more than a quick lunch to a pack of attack dogs. For
defense, however, sandbagged GIs sprinkled throughout
your base can provide an excellent last-line defense
against vulnerable targets such as sneaky Engineers or
Terrorists.
The true power of GIs really come through, however,
in urban settings. Try garrisoning troops in key
buildings -- near vital passes or choke points -- where
they can quickly chew up enemy infantry and tanks with
startling efficiency. Garrisoning troops is also a great
way to rack up veterancy, which will give your troops
increased strength, firepower, rate of fire, and
eventually the ability to heal themselves.
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Cost:
500 |
Armor: None |
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Strength: 75 |
Speed: 4 |
Weapons:
Defuse kit |
Structure
needed to produce: Barracks |
Veteran
Abilities: None |
Elite
Abilities: None |
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Sure, his only weapon maybe a clipboard and pocket
protector, but the Engineer is not to be underestimated
as both an offensive and defensive unit. If you're low
on cash to repair your structures, send an engineer into
the building for a quick repair (note that the unit is
"lost"). More importantly, Engineers can help
turn the tide of battle by capturing neutral tech
building that often dot the battlefield. Capturing an
airport gives you the ability to produce paratroopers,
which you can drop every few minutes to a selected
location on the map. Capturing hospitals creates a
center at which to heal wounded infantry units.
Capturing an outpost turns it into a repair facility
with defenses against both air and ground attacks.
But perhaps the most important tech building to
capture is the oil derrick, which will boost your credit
flow while occupied (plus a "finder's fee"
upon first capture). An often overlooked way to ramp up
your base's finances, oil derricks can mean the
difference between biting your nails while you wait for
ore miners to come home and building that weather
control device. On maps with lots of oil derricks, scout
your Engineers early with a few tanks and attack dogs.
Best off all, however, is using the Engineer as an
offensive unit against your enemy's base. After taking
out perimeter defenses with tanks and ground units, try
sending in a detachment of engineers into enemy
structures. As soon as they've taken the buildings, cash
in in a frenzied sell-off.
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Cost:
600 |
Armor: None |
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Strength: 125 |
Speed: 8 |
Weapons:
20 mm |
Structure
needed to produce: Barracks |
Veteran
Abilities: Increased
strength, firepower, rate of fire, sight, speed |
Elite
Abilities: Increased
strength, firepower, rate of fire, Self-healing |
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An airborne version of the GI, the Rocketeer uses a
powerful jet pack to hover around the map with
incredible speed, making it an excellent scout units.
The ability to attack both ground and air targets makes
him one of the most versatile Allied units -- especially
as an early line of defense against Kirovs, which can
devastate even a base that's well-stocked with flak
cannons. Rocketeers are perhaps best used as a fast,
light defense rather than as offensive units, as flak
tends to turn these guys into flying barbecue. However,
a small squadron of them stationed outside your base's
perimeter can provide an early-warning defense against
attacks.
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Cost:
1000 |
Armor:
Flak |
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Strength: 100 |
Speed: 4 |
Weapons:
Makeup kit |
Structure
needed to produce: Barracks |
Veteran
Abilities: None |
Elite
Abilities: None |
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Armed with only some putty and rouge, the Spy is a
valuable unit for drawn-out conflicts when long-term
savvy will win out over short-term firepower. Noticeable
only to attack dogs, the Spy can infiltrate other
buildings, stealing credits, power and, most
importantly, technology to unlock new and more powerful
units. In longer games where resources have been mined
nearly to the max, a carefully deployed Spy can come
into play as a crucial piece in the match. Try sneaking
him in to an enemy refinery to steal credits, or to get
veterancy for infantry or vehicles, by sending him
respectively into Barracks or War Factories. One of the
best uses of the Spy is as a "stunning" unit
-- that is, send him into an enemy Power Plant
(temporarily shuts down his power supply) or Radar Dome
(resets the shroud) to bewilder your opponent as a
preamble to a larger offensive.
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Cost:
1000 |
Armor:
Flak |
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Strength: 125 |
Speed: 5 |
Weapons: Double
pistols, C-4, Sapper |
Structure
needed to produce: Barracks |
Veteran
Abilities: Increased
strength, firepower, rate of fire, sight, and scatter
ability |
Elite
Abilities: Increased
strength, firepower, rate of fire. Self-healing |
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The saucy vet with the two pistols is the most
versatile infantry unit for the Allied forces. She can
run, she can swim -- and oh can she destroy. While weak
against vehicles, Tanya is a terror to infantry units,
which she can kill in one shot. She's excellent as a
support unit, useful for handily picking off infantry at
the edge of a base before sending the heavy machinery
in; she's equally good as a defense). If you can fly her
in an enemy base, Tanya can instantly take out buildings
with C-4 charges.
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Cost:
200 |
Armor:
None |
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Strength: 125 |
Speed: 5 |
Weapons:
Teeth |
Structure
needed to produce: Barracks |
Veteran
Abilities: Increased
strength, firepower, rate of fire, sight, speed and
scatter ability |
Elite
Abilities: Increased
strength, firepower, rate of fire. Self-healing |
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Truly man's best friend, the Attack Dog is an
excellent defense against infantry units knocking on
your door, as they can take them out in one lunge. It
always pays to have a pack or two sprinkled around your
base to sniff out spies, take out pesky engineers and
pre-empt any infantry-based attacks. If an enemy has a
garrisoned building that's causing you grief, pound it
with tank or missile fire until the infantry flees. Then
send in a standby pack of attack dogs for lunch.
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Cost:
1500 |
Armor:
None |
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Strength: 125 |
Speed: 5 |
Weapons:Neutron
rifle |
Structure
needed to produce: Barracks |
Veteran
Abilities: Increased
strength, firepower, rate of fire, sight, speed and
scatter ability |
Elite
Abilities: Increased
strength, firepower, rate of fire. Self-healing |
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The Chrono Legionnaire doesn't walk around the map,
but rather teleports from place to place by warping the
space-time fabric. Rather than destroying units, he
erases them out of time; the more powerful the unit, the
longer it takes. Best used as a support unit, the Chrono
Legionnaire is a powerful piece when used in conjunction
with more meat-and-potato units, and can erase more
powerful vehicles like Apocalypse Tanks and V3 Rocket
Launchers while conventional forces mop up the rest. The
more Chrono Legionnaires you use on a target, the faster
it gets erased.
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