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.