Atomic Red Alert |
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Site created on 11/25/00 |
Rifle Infantry- Yet very weak this unit proves very useful in big numbers. But only use them for rushes very early in the game. Do not use them against the computer. The computer has a way to build way faster and they already have flame towers up and can easily kill them. Only use rush in multiplayer Speed: 14 seconds Cost: $100 Build Time: 4 seconds Rocket Soldier- I think this type of infantry is better than the Sam sites but not better than the AA guns. They are good for taking out flame towers, pillboxes, and camo pillboxes. I only use them for attacking planes and tanks though. Speed: 21 seconds Cost: $300 Build Time: 7.5 seconds Engineer- Very useful. They can repair a building like that. If you�re construction yard is being rushed be sure that you have one of these or more next to all of you�re important building (e.g. Iron Curtain, Missile Silo). Speed: 15 seconds Cost: $500 Build Time: 15 seconds Medic- This unit can heal any of your infantry in one dose except tanya which takes two but you aren't going to have many infantry in the game and when you do (early in the game) you aren't going to have time to build the medic so I wouldn't buy this unit. Speed: 14 seconds Cost: $800 Build Time: 15 seconds Medium Tank- This is the basic tank for the allies. You are going to want this unit because the only other tank that is worth buying is the light tank and that is mostly used for rushes early in the game. Speed: 7.5 seconds Cost: $800 Build Time: 26 seconds Light tank- This is a very quick unit. It is almost the better than the medium tank if it had better armor and better fire power. But the light tank is faster in speed and is faster in fire rate which makes it good for rushing. Speed: 6.5 seconds Cost: $700 Build Time: 23.5 seconds Armored Personal Carrier (APC)- This unit is capable of carrying up to 5 infantry. It is just a bit faster than the ligaht tank and is the fastest ground unit. This can be used to your advantage by putting Tanyas or engineers and infiltrating your enemies base before they know you are in. Speed: 6 seconds Cost: $800 Build Time: 26 seconds Ranger- This unit is poorly equipped with armor and shot power. It is quick in speed but not the fastest and it cannot carry infanty like the APC so this unit is not worth it to buy. Speed: 8 seconds Cost: $600 Build Time: 18 seconds Ore Truck- This unit collects the ore that provides money for your base. I think that for every Ore Refinery that you have you should have at least 2 extra ore trucks so you have a total of 3 trucks per refinery. Speed: 9.5 seconds Cost: $1400 Build Time: 46.5 seconds Artillery- This unit has good fire power but most of the time it misses its target unless it is infantry which die almost instantly. This unit has very bad armor and turns very very very slowly. Speed: 9.75 seconds Cost: $600 Build Time: 18 seconds AT Mine Layer- This is a good unit to block an entrance to a base if the entrance is small. It can carry 5 mines before it has to be reloaded at the service depot. Speed: 6 Cost: $800 Build Time: 26 MCV- MCV- YOU WILL NEED THIS! If you like tesla coils or building a humungous base you are going to want this. It helps you build way faster. Do not build one until you�re base is safe though. Speed: 12 seconds Cost: $2500 Build Time: 87 seconds (one minute 27 seconds) Mobile Radar Jammer- The MJR disrupts enemy radar functions, shutting down transmissions and display. Speed: 6.5 seconds Cost: $600 Build Time: 18 seconds Mobile Gap Generator- This unit does the same as the regular Gap Generator does. It creates shroud around itself about 2 squares by 4. Speed: 8 seconds Cost: $600 Build Time: 18 seconds |
Allied Units |
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Order Red Alert 2, Red Alert, Aftermath, Counter Strike, or Tiberian Sun |
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Rocket Soldier- I think this type of infantry is better than the Sam sites but not better than the AA guns. They are good for taking out flame towers, pillboxes, and camo pillboxes. I only use them for attacking planes and tanks though. Cost: $300 |