Allied Units
General Info: The Allies' units focus more on being sneaky and faster over power however the allies do have their own share of powerful units. Allied armies should usually outnumber the soviet vehicles only infantry is where the soviets can outnumber the allies. The Allied navy is still strong like in the original Red Alert however they no longer dominate.
GI
Cost: $200
Effective against: Infantry, structures, armour(to a lesser extend)
Description: This is basically the allies basic infantry he is stronger than soviet conscripts. The GI's specialty over his soviet counter part is the ability to deploy. When the unit has deployed the GI will have sandbags around him and he will have a machine gun nest laid out. This will give him more power, it will add to the unit's toughness making it harder to kill him, it will give him more range than the soviet conscript. The drawbacks to this ability is once deployed he cannot move unit he undeploys which will amke him easy to get crushed by speedy flak tracks. due to his cost he will not be able to outnumber conscripts either when a soviet player gets a cloning vats it makes it a 4-on-1 easily wasting the GI even when deployed. The GI's strngth comes from power if they are in large numbers even large conscript armies will fall.
Attack Dogs
Cost: $200
Effective against: Infantry
Desciption: This is an anti-infantry unit Attack dogs are rather hard to kill for infantry especially when they attack a group of infantry it makes they harder to target. However this unit is very specialized making it only able to kill infantry thats all it can do but it does its task quite well. Attack dogs are useful for guarding you buildings from spies.
Engineer
Cost: $500
Desciption: He is a slow, unarmed and cannot fight but he is dangerous nonetheless. Engineers are useful for capturing enemy buildings. When he captures a building it will come under your command an example: An Allied engineer caputures a soviet war factory you will now have the ability to produce soviet vehicles as well as allied vehicles. The Engineer can capture any building without the worry of it being a cheap building since barracks are the cheapest buildings and cost $500. The Engineer can also repair you buildings like your Construction yard to full health no matter how much damage it took as long as it isn't destroyed it can be fixed by the engineer. The Engineer can repair bridges if the bridge has a repair hut. The Engineer can also diffuse Crazy Ivan bombs so it will not destroy your buildings like a C4 charge. When the engineer has been used to do any of the tasks from above he will be lost and you will need to train a new one in order to capture another building or repair a building.
Tanya
Cost:$1200
Effective against: Infantry, Structures and Ships
Desciption: You elite commando for the Allied side she has the ability to erase and finish off a base. Her twin Colt 45s can erase as many infantry around and her C4 charges will demolish buildings immediately however her price tag and the fact that she can be crushed or killed by vehicles makes her a risky investment. Tanya now has the ability to swim she can use her C4 charges to destoy ships like she can to structures just watch out for  squids. In single player missions you must keep Tanya alive or you lose the mission.
Sniper (Britain)
Cost: $600
Effective against: Infantry
Description: Well his name says it its a man who uses his sniper rifle and is able to kill infantry from the longest distances. He is able to kill Tanya rather easily due to his range. He is a one shot kill man however his sniper rifle takes time to reload only when he gets to elite ability will he just kill infantry like Tanya can. Snipers are also helpless against vehicles and he can barely scratch a structure. Although specialized he is useful especially to annoy people.
Chrono Legionaire
Cost: $1500
Effective against: All ground units/structures and naval unit if they are close
Description: This unit doesn't walk anywhere instead he chrnos to different locations. He can travel across the map immeidately however the longer distance he goes the longer it takes for him to phase back. He is unable to due anything when phasing back making him an easy target. His weapon doesn't destroy anything but it erases the unit/struction as if it has never been built. The stronger the unit/structure the longer it takes to erase. When erasing a unit the unit becomes invulnerable to all other fire but it will become inactive not movine/shooting. This weapon makes it an ideal weapon to erase nuclear reactors so you won't lose any units trying to get rid of it.
Spy
Cost: $1000
Desciption: This is a man who is able to disguise himself as your enemy's own infantry including dogs however you must select the spy and target an enemy infantry in order to take his look otherwise it he will look like your own infantry allowing everthing to attack him. The Spy no longer is useless. In fact when he enters a enemy barracks he makes your infantry become veteran status when they are trained. However the infantry all ready trained will not get this bonus. The same for war factories you vehicles will become veterans which can turn the tide of the battle. When he enters power plants he shuts them down for 1 minute enough time to break down an enemy's defenses. When he enters refineries he steals money from them its either half or all depending on patches. When he enters a Soviet Battle lab you can create psychic commandos whoare able to mind control units as well as using C4s to demo structures like tanya however he can teleport to different areas like the chrno legionaire with all the same draw backs. Entering an Allied Battle lab gives you the option of creating chrono commandos who are like chrono legionaires teleporting to different locations with the same drawbacks hes like tanya who is able to kill off any infantry army alone. Pyschic commandos cost $1500 while Chrono commandos cost $2000
Navy seal (Single player only except for Yuri's Revenge)
Costs: $1000
Effective against: Infantry, Structures and Ships
Description: Another unit like Tanya he can destroy lots of infantry although hes slower and uses C4 charges. He is the only unit other than Tanya who can swim watch out for subs and squids hes easy meat for them. vehicles also create a problem for seals.
Chrono Miner
Costs: $1400
Description: This is the Allied Miner it mines ore like its soviet counterpart however it carries less ore and also it has no weapons. This makes this miner defenseless being slow it has a hard time crushing infantry so if danager arises tell it to head to the refinery ASAP and it will chrono back to the refinery it does not phase back like legionaires but it will only chronos back to the refinery only the ability to chronos lets it get ore back to the refinery quickly without it creating traffic jams. When you add an ore purifier it makes this miner give more cash than it normally does. Without the purifier it gives you $500 with it the miner will give $1000.
Grizzly Battle Tank
Costs: $700
Effective against: Amour and structures
Description: This is the basic Allied tank it has less armour and firepower than its soviet counter part however it excels in speed and cost. This is an excellent unit for attacking war miners able to catch up to it and pound away it is also great for base assaults making it able to destroy structures and armour easier than other units. Its speed allows it to crush infantry easier than the rhino can however tesla troopers cannot be crushed so beware of them. The Grizzly should make up the bulk of your army alone it is helpless with the help of support untis it will do better.
Mirage tanks
Costs: $1000
Effective against: Infantry and lightly armoured units/structures
Description: This tank is more of a anti-infantry tanks however it can damage lightly armoured units too. Heavy armoured units can waste this tank. the tank's specialty is the ability to take shape of a tree when it is not moving when there is few forests/trees this tank cannot hide still it is an excellent inti-infantry weapon and it should be used to take out tesla troopers for your grizzlies.
IFV
Costs: $600
Effective against: Pending which form
Description: IFV is short for Infantry Fighting Vehicle. However this unit has the ability of taking many different forms. Although it carries only 1 infantry unit this unit will enhance the fighting ability of the infantry. Adding an engineer will making it able to repair units like the Mobile Repair Vehicle in Tiberian sun. Adding GIs will make it stronger against infantry. The true IFV form is the rocket IFV which fires rockets that can damage air units and infantry. This form will help you fight off air units so you should keep some in this form. Soviet units can also be placed in the IFV making interesting results.
Rocketeer
Costs: $600
Effective against: Infantry, Structures, armoured units(lesser extent)and naval units(lesser extent)
Description: This is a flying infantry. He is always airborne and will never come down to ground except for glitches. The Rocketeer is an inexpensive air unit however he is rather fragile making him only useful for attacking poorly defended bases. He can also attack air units however the rocketeer doesn't pack much of a punch just flying gives him an edge over other infantry.
Prism Tank
Costs: $1200
Effective against: Infantry, Armour, Structures
Description: This is the mobile version of the Allies prism tower it packs power much like the tower however it is rather weak on armour making it an easy snack for both soviet tanks. This tank is slower than the others but it can fire at fixed defenses staying out of range from them including prism towers. However the soviets tesla coils can shoot them if they are chraged by tesla troopers. When this tank fires it will hit its target as well as spreading damage making it an awesome weapon to destroy multiple targets.
Harrier
Costs: $1200
Effective against: Amour and Structures
Description: The Allies fast air unit is dangerous to any base poorly defended against air attacks. Although they cannot be repaired by the repair depot they speed and damage helps it to damage their target. They will never replace a good tank army but they will make a tank army's job easier.
Destroyer
Costs: $1000
Effective against: Amour, Infantry, Structure and Naval units
Description: This is the Allies best naval unit due to the fact it can do many tasks however there are other units that do things better than this unit but it this unit can clean up beaches for an amphibious assualt. Where the destroyer excels at is destroying subs and squids however make sure the squid does grab your destroyer. From the last Red Alert it losses its AA ability its anti-infantry ability makes up for it.
Aegis Cruiser
Costs: $1200
Effective against: Air units
Description: This is the AA ship for the allied navy and it is the best AA unit in the entire game. It does better than your pariot missiles unfortunately it needs water. It kills air unit perhaps too easily it does well for defending you base from dreadnoughts, V3s and Kirovs it also protects your navy from air assualt. It is specialized but it is worth every penny when it prevents air assualts from harming you base ever again.
Aircraft Carrier
Costs: $2000
Effective against: All ground units and some navy units
Description: The strongest ship in the allied navy it has the most armour, power and range of all allied ships. However it is slow and vunerable to submarines and squids which will need destroyers to help it. It can assualt units and bases at extreme ranges where nothing can fire back except dreadnoughts. They release 3 hornet fighters although they can be shot down the fighters are replaced for free the more carriers the easier it is to destroy a base it still needs the help of the other allied navy units to keep it safe.
Dolphin
Costs: $500
Effective against: Squids
Description: The Dolphin has the ability to destroy squids quickly and protect your ships from becoming the squid's food by using some sort of sound wave. If a squid grabs on to one of your ships tell the dolphin to attack the ship being attacked although it looks like your ship will be damaged its much better to save it and kill the squid than let your ship get destroyed and another ship waits to suffer the same fate. Don't worry about dolphins damageing your own ships while doing this since dolphins are weak against anything but squids. They also help detect subs for you but they suck at fighting subs.
Black Eagle(Korea)
Costs: $1200
Effective against: Armour and Structures
Description: they are just like harriers with added firepower and armour what is really great about these fighters is that they don't sacrifice speed and costs for this bonus. Unfortunately this is a Korea exclusive which means you need to be Korea in multiplayer to use these beautiful aircraft.
Paratroopers(America)
Costs: N/A
Effective against: Infantry, Structures and Amour (to a lesser extent)
This ability will make it possible for you to get 8 free GIs to any location as long as the plane doesn't get shot down. THis is an America only ability unless you cature a tech airport. This allows soviets to get 8 free conscripts. An annoying ability it can also supply to your forces saving you $1600 on GIs. For the soviets they can send the conscripts to the cloning vats to get free cash
Tank Destroyer(Germany)
Costs: $900
Effective against: Amour
Description: This is an anti-tank unit as its name suggests. It also is good for destroying light vehicles and miners. However it is practically useless on structures and infantry although if you know a player who only uses tanks against you and nothing else use these units and shell them. A great way to change people's strategy of all tank armies
Nighthawk Transport
Costs: $1000
Effective against: Infantry
Description: This is probably the most useless unit in the Allied arsenal. Although it has the ability to shoot infantry it does about the same damage as a conscript and it cannot shoot target after target like rocketeers it lands than it flies again in order to do it. For transporting it only carries infantry thats all it can do although IFVS are faster...sigh. Now its only ability is that fact it doesn't show up on radar big deal. This unit stinks so don't use it
Amphibious Transport
Costs: $900
Effective against: N/A
Description: This is a transport unit it has the ability to cross seas and deploy units on beaches use this unit over the nighthawk since it carries more and can survive lots of abuse plus it can ship tanks.
Back
Hosted by www.Geocities.ws

1