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1. 2. 3. 4.
1.The Simpsons 2.Golden Eye 3.The X-files
4.Mission Impossible

Infantry
Name:Rifle InfantryRifle
Cost:100
Side:Both
Range:Short
Armor:None
Prereq:BAR
Weapon:M-16 Rifle
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.

Name:Medic InfantryMedic
Cost:800
Side:Allied
Range:N/A
Armor:None
Prereq:BAR
Weapon:Bandages
A doctor heals 50 hit points at a time, but he can't heal himself.

Name:Rocket InfantryRocket
Cost:300
Side:Both
Range:Med
Armor:None
Prereq:BAR
Weapon:Dragon Rocket
They are excellent against both aircraft and armored vehicles. Unlike turrets or AA guns, they can be moved where they are needed most.

Name:SpySpy
Cost:500
Side:Allied
Range:N/A
Armor:None
Prereq:BAR & DOME
Weapon:Information
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.

If the enemy sells a building that your spies infiltrate, your spy will emerge.

Name:EngineerEngineer
Cost:500
Side:Both
Range:N/A
Armor:None
Prereq:BAR
Weapon:None
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.

Name:ThiefThief
Cost:500
Side:Allied
Range:N/A
Armor:None
Prereq:BAR & TECH
Weapon:Fast Fingers
Sneak them into an enemy building to steal half their credits.

Name:TanyaTanya
Cost:1200
Side:Allied
Range:N/A
Armor:Med
Prereq:BAR & TECH
Weapon:Dual Colt .45s
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.

Name:Attack DogDog
Cost:200
Side:Soviet
Range:N/A
Armor:None
Prereq:KEN
Weapon:Sharp Teeth
They can detect spies and kill any infantry unit instantly. If dogs are needed somewhere in a hurry, command them to attack a unit near the location they are needed, and they'll run 50 percent faster.

Name:GrenadierGrenade
Cost:160
Side:Soviet
Range:Short
Armor:None
Prereq:BAR
Weapon:Grenade
Grenadiers explode when they die, so keep injured grenadiers away from healthy units.

Name:Flame InfantryFlamer
Cost:300
Side:Soviet
Range:Med
Armor:None
Prereq:BAR & TECH
Weapon:Flame Thrower
Their flame-throwers have a wide splash area. Friendly fire isn't.

Tanks

Name:Light TankLight T
Cost:700
Side:Allied
Range:Med
Armor:Med
Prereq:WAR
Weapon:75mm Cannon
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.

Name:Medium TankMed T
Cost:800
Side:Allied
Range:Med
Armor:Heavy
Prereq:WAR
Weapon:90mm Cannon
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.

Name:Heavy TankHeavy T
Cost:950
Side:Soviet
Range:Med
Armor:Heavy
Prereq:WAR
Weapon:Twin 105mm Cannons
In packs of five or more, they are fearsome. The key to destroying heavy tanks is to either spread their weapons fire, or to blow them up with mines.

Name:Mammoth Tank
Cost:1500
Side:Soviet
Range:Med
Armor:Heavy
Prereq:WAR & TECH
Weapon:Twin 120mm & Missiles
The mammoth is armed with twin 120mm cannons, and if damaged, can self heal up to 50 percent of its hit points. It's mammoth tusk missile is effective against infantry and airplanes, but not very good against helicopters. It's a slow tank, and takes five seconds to reload. If you're trying to destroy a mammoth tank, make sure you kill the weaker tanks around it first. Mammoths are sitting ducks without their supporting units.

Other Land Units

Name:MCVMCV
Cost:2500
Side:Both
Range:N/A
Armor:Heavy
Prereq:WAR & SDPT
Weapon:None
Mobile construction vehicles are necessary to build construction yards.

Name:Ore TruckOrc
Cost:1400
Side:Both
Range:N/A
Armor:Heavy
Prereq:WAR & REFN
Weapon:None
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.

Name:RangerRanger
Cost:600
Side:Allied
Range:Short
Armor:Light
Prereq:WAR
Weapon:M-60 Machine Gun
Rangers are inexpensive and fast, making them good for quickly exploring dark areas of the map.

Name:APCAPC
Cost:800
Side:Allied
Range:Short
Armor:Heavy
Prereq:WAR & TECH
Weapon:M-60 Machine Gun
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.

Name:ArtilleryAtillery
Cost:600
Side:Allied
Range:Long
Armor:Light
Prereq:WAR
Weapon:155mm Gun
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.

Name:Mobile Gap GeneratorMGG
Cost:600
Side:Allied
Range:Med
Armor:Light
Prereq:WAR & TECH
Weapon:Shroud 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.

Name:MRJMRJ
Cost:600
Side:Allied
Range:Long
Armor:Light
Prereq:WAR & DOME
Weapon:White-noise Generator
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.

Name:AP Mine LayerAP
Cost:800
Side:Soviet
Range:N/A
Armor:Med
Prereq:WAR & SDPT
Weapon:AP Mines
Anti-infantry mines are destroyed by vehicles passing over them. Use them to lay personnel mines around your sub pens or other structures prone to infiltration.

Name:AT Mine LayerAT
Cost:800
Side:Allied
Range:N/A
Armor:Med
Prereq:WAR & SDPT
Weapon:AT Mines
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.

Name:V2 Rocket LauncherV2
Cost:700
Side:Soviet
Range:Long
Armor:Light
Prereq:WAR & DOME
Weapon:V2 Rocket
These rockets have a range of ten squares. Two rockets can destroy camouflaged pillboxes. Three rockets will take out turrets and AA guns. Slow units like infantry and cruisers are also easy to hit with V2 rockets. The launchers themselves are only lightly armored, so keep them out of close combat.

Air Units

Name:Longbow ApacheApache
Cost:1200
Side:Allied
Range:Short
Armor:Heavy
Prereq:HELI
Weapon:Hellfire Missiles
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.

Name:YakYak
Cost:800
Side:Soviet
Range:Short
Armor:Light
Prereq:AFLD
Weapon:Twin Machine Gun
An empty Yak fighter can reload in 40 seconds. Yaks are good for strafing infantry and destroying light vehicles and structures. The strafing run begins one square in front of the target. The Yak will open fire and walk the bullets to the target.

Name:ParatroopersParatroop
Cost:N/A
Side:Soviet
Range:N/A
Armor:None
Prereq:AFLD
Weapon:AK-47 Rifle
Charges every seven minutes. You can drop paratroopers anywhere on the map, even in place you've not yet explored. Use paratroopers to scout a distant area of map, or to destroy power plants and other critical buildings in an unprotected area of an enemy camp.

Name:Parachute BombsParabomb
Cost:N/A
Side:Soviet
Range:N/A
Armor:N/A
Prereq:AFLD
Weapon:High-Explosive Bombs
Charges every 14 minutes. Parabombs are really inaccurate, and unless your target is fairly large, you can forget about scoring any direct hits. Each time you drop parabombs, the plane will arrive from a different direction, making it almost impossible to predict the path of destruction. Each of the five bomblets has the explosive power of two artillery shells.

Name:Spy PlaneSpy Plane
Cost:N/A
Side:Soviet
Range:N/A
Armor:Light
Prereq:AFLD
Weapon:Camera
Charges every three minutes. The spy plane can take a lot of AA damage, so don't be afraid to send it downtown. You can use it to spot enemy air defenses by using it this way.

Name:MIGMIG
Cost:1200
Side:Soviet
Range:Med
Armor:Light
Prereq:AFLD
Weapon:Heat-Seeking Missiles
An empty MiG can reload in eight seconds. They are very fast, but delicate. Six MiG fighters together will destroy any structure or unit in the game.

Name:HindHind
Cost:1200
Side:Soviet
Range:Short
Armor:Heavy
Prereq:HELI
Weapon:Vulcan Chain-Gun
An empty Hind chopper can reload in 30 seconds. Hind choppers carry the same chaingun as the Yak, but instead of walking their fire, they hover over a fixed vantage point.

Name:Transport Helicopter (Chinook)Chinook
Cost:1200
Side:Soviet
Range:N/A
Armor:Med
Prereq:HELI
Weapon:None
Transport helicopters only appear in multiplayer games. A transport helicopter can carry five infantry units.

Water Units

Name:Submarine
Cost:950
Side:Soviet
Range:Long
Armor:Med
Prereq:SPEN
Weapon:Torpedo
Submarines work best in packs. They can fire at ships 9 squares away and are invisible when submerged. Submarines in guard mode will attack any ships that come into range.

Name:LSTLST
Cost:700
Side:Both
Range:N/A
Armor:Med
Prereq:NYRD
Weapon:None
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.

Name:GunboatGunboat
Cost:500
Side:Allied
Range:Short
Armor:Light
Prereq:NYRD
Weapon:2-inch Deck Gun
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.

Name:DestroyerDestroy
Cost:1000
Side:Allied
Range:Med
Armor:Med
Prereq:NYRD
Weapon:Stinger Missle Pod
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.

Name:CruiserCruiser
Cost:2000
Side:Allied
Range:Extream
Armor:Heavy
Prereq:NYRD & TECH
Weapon:8-inch Artillery Cannons
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.

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