ALLIED ARMY


2.2.1 Rifle Infantry Most useful in numbers. They can take a lot of fire from tanks and turrets before dying. They are cheap, and can be used as fodder to lure enemy tanks and soldiers into ambushes.
2.2.2 Rocket Infantry They are excellent against both aircraft and armored vehicles. Unlike turrets or AA guns, they can be moved where they are needed most.
2.2.3 Engineer Only structures that have over 75 percent structural damage can be taken over by an engineer. If the arrows are red, the engineer can only damage the building. When it is green, it's okay to take it over. Engineers can repair friendly structures back to full health.
2.2.4 Spy Spies look like the enemy's own infantry. A human player will certainly be suspicious of a unit that he can not control, so some subtlety is called for in multiplayer games. They make great scouts since they can pass unmolested by enemy units, but guard dogs will sniff them out with messy results. Spies can infiltrate various buildings and pass along a steady stream of intelligence. The information they can collect is as follows: Barracks, weapon factory, construction yard: Find out what units the enemy is building. Subpen: Get a sonar pulse that shows enemy subs. Refinery, silos: Learn the financial status of your enemy. Radar dome: Track the movement of every enemy unit, seeing what they see. In multiplayer games, you'll hear the conversations of the enemy you infiltrate If the enemy sells a building that your spies infiltrate, your spy will emerge.
2.2.5 Thief Sneak them into an enemy building to steal half their credits.
2.2.6 Tanya You can only train Tanya if you are in a multiplayer game. Otherwise, she's assigned to you. If Tanya ever dies in a single player mission, your mission will fail. She can kill 3 soldiers every second.
2.2.7 Medic A doctor heals 50 hit points at a time, but he can't heal himself.
2.2.8 Mine Layer The best weapon against tanks is a mine layer. Mine the routes used by the enemy. The best places for mines are river crossings and narrow passes. If you mine an ore patch, an ore truck is almost guaranteed to stumble onto one.
2.2.9 Ore Truck The ore truck is the most important unit in the game. If you destroy your enemy's ore truck, he'll starve to death, and the same also applies to you. The computer gives high priority to defending its ore trucks, but a quick, decisive strike will destroy the ore truck before reinforcements arrive.
2.2.10 Ranger Rangers are inexpensive and fast, making them good for quickly exploring dark areas of the map.
2.2.11 APC The APC was meant to ferry supporting troops along with tanks. Their speed and maneuverability means they can rush through many base defenses intact to unload engineers, saboteurs, and thieves. Shove rocket infantry into an APC and escort your ore truck. If enemy airpower attacks, unload the APC to give them a nasty surprise. The speed of an APC makes it just as good for crushing personnel as it is for carrying them.
2.2.12 Light Tank Light tanks have a high rate of fire. In the long run, it will deliver more damage in the same amount of time than a medium tank, but light tanks seldom last that long.
2.2.13 Medium Tank The main battle tank of the Allies. It lasts a third longer in battle, and can thus squeeze off at least two more rounds than a light tank.
2.2.14 Artillery The long range and power of their shells give artillery a role in destroying stationary base defenses and ranks of infantry, but their weak armor and slow movement make them easy targets.
2.2.15 Mobile Gap Generator A mobile gap generator will hide nearby units under a shroud of darkness. Surprise is a paramount strength in a multiplayer game, and denying an opponent from knowing the nature of your attack will leave him with an exploitable weakness.
2.2.16 Mobile Radar Jammer If you move a radar jammer within 15 squares of the enemy radar dome, you will shutdown his communications and radar. This interference appears as static on the radar display. Use the confusion to launch a surprise attack, or to prevent an enemy from communicating with any allies.
2.2.17 MCV Mobile construction vehicles are necessary to build construction yards.
2.3 NAVY 2.3.1 Transport Its high speed and armor make it very effective at charting unexplored waters. It can hold five land units of any type. If you stick your infantry into APCs before loading, you can transport 25 of them.
2.3.2 Gunboat The gunboat is fast, and has a gun range of 5 and a half squares. Since three direct hits from a submarine will kill it, keep it moving during ASW operations. Two depth charge hits will cripple, if not destroy, a submarine.
2.3.3 Destroyer The Stinger missiles aboard destroyers fire twice as quickly at enemy air units than land or sea targets. A destroy can attack a Tesla coil at a distance without casualty. Smart submarine commanders will attack destroyers from maximum distance.
2.3.4 Cruiser Each shot a cruiser fires has three times the destructive power of an artillery shell. Cruisers can shoot at the water around submarines in hopes of hitting them with stray shells, but have no defenses against air targets.

2.4 AIR FORCE 2.4.1 Longbow An empty Longbow helicopter can pick up a full load of ammo in 15 seconds. If you target an enemy helicopter, the Longbow will chase it around firing missiles. Each of its six heat-seeking missiles is equivalent to a shot from a mammoth tank, making it a good tank buster.