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Rifle Infantry Field Medic Rocket Soldier Spy Engineer Thief Tanya Adams Field Mechanic

Rifle Infantry
Cost : 100
Endurance Point : 50
Visibility (in square) : 4
Speed : 4
Armour : none
Weapon : M-16 Rifle
Best against : Infantries, structures
Prerequisites : Barracks

Rifle Infantry is the cheapest unit in the game. They can take a lot of fire from tanks and turrets before they died. They works best in groups.

HINTS & TIPS:
Assign them all over the map.

  • In the early stage of game, Rifle Infantry is the ideal unit to send for scouting the entire map. Even though might not scout the entire map, but at least must know where is the opponents' bases are.
  • NEVER:
    Assign ONLY Infantries to attack heavy vehicles.

  • The opponents love the "Squishing" sound when vehicles run over them.

  • Field Medic
    Cost : 800
    Endurance Point : 80
    Visibility (in square) : 3
    Speed : 4
    Armour : none
    Weapon : none
    Purpose : Heal wounded infantries
    Prerequisites : Tent Barracks

    The "Angel" of the game. Any friendly infantry near to him will automatically be healed to full health. Although a Medic cannot heal himself, but two Medics can heal each other.

    HINTS & TIPS:
    Place them among Rocket Soldiers which are in guard mode.

  • You will find that the Rocket Soldiers are almost invulnerable.
  • Related Topic:
    Rocket Soldier


    Rocket Soldier
    Cost : 300
    Endurance Point : 45
    Visibility (in square) : 4
    Speed : 3
    Armour : none
    Weapon : Dragon TOW rocket
    Best against : Aircraft, structures and vehicles
    Prerequisites : Barracks

    Rocket Soldiers function best in an anti-aircraft role. They process same weapon as SAM Site. One anti-aircraft structure costs two Rocket Soldiers. Unlike anti-aircraft structure, they are flexible, no power required, and cheaper than anti-aircraft structures, but they are unarmoured.

    HINTS & TIPS:
    Place them to guard major structures.

  • MIGs and Longbows are best against structures, and Rocket Soldiers are best unit to counter aircraft. You will find that 300 credit infantry can shoot down 1,200 credit aircraft.
  • NEVER:
    Assign then to attack Rifle Infantries.

  • Rifle Infantry has higher firing rate than Rocket Soldier.

  • Spy
    Cost : 500
    Endurance Point : 25
    Visibility (in square) : 4
    Speed : 4
    Armour : none
    Weapon : none
    Purpose : infiltrate enemy structures
    Prerequisites : Tent Barracks & Radar Dome

    "For King and country!" - The "007" in Red Alert. Spies fool opponent because they look just like his own Rifle Infantry. But opponent will discover them when they cannot control "their own unit". Spy can discover what opponents are building, how much they have, where there Submarines are, and where their other units are. The following table is the usage of Spy when infiltrated the buildings.

    Infiltrated Building Functions
    Barracks,
    War Factory,
    Construction Yard
    Shows what the opponents are building.
    Ore Refinery,
    Silo
    Shows opponents' financial status.
    Radar Dome Shows movement of each opponents' unit
    Sub Pens Brief look at opponents' Submarines (Sonar Pulse)

    HINTS & TIPS:
    Watch for suspicious infantry movement around your base.

  • They might be an opponent's Spy.

    NEVER:
    assign Spies near to Attack Dogs.

  • Attack Dogs will attack Spy automatically.
  • Related Topic:
    Sonar Pulse
    Attack Dog


    Engineer
    Cost : 500
    Endurance Point : 25
    Visibility (in square) : 4
    Speed : 4
    Armour : none
    Weapon : none
    Purpose : Repair, damage or capture structure
    Prerequisites : Barracks

    The "MacGuyver" in Red Alert. An Engineer can fully repair any of the damaged building instantly.

    The opponents' structures that have over 75% structural damage can be taken over by an Engineer. If it is below 75%, Engineer will only damage it.

    HINTS & TIPS:
    Assign an APC loaded with 5 Engineers to opponents' structure.

  • Will capture the structure without warning.

  • Thief
    Cost : 500
    Endurance Point : 25
    Visibility (in square) : 5
    Speed : 4
    Armour : none
    Weapon : none
    Purpose : Steal 50% of opponent's credit
    Prerequisites : Tent Barracks & Allied Technology Centre

    Thief can steal 50% of opponents' credit when sent him into opponents' Ore Refinery or Ore Silo. This will make a good instant economic boost.

    HINTS & TIPS:
    Assign an APC loaded with 5 Thieves to opponents' Silo.

  • Will steal 96.875% of opponent credit.
  • Related Topic:
    Ore Silo


    Tanya Adams
    Cost : 1,200
    Endurance Point : 100
    Visibility (in square) : 6
    Speed : 5
    Armour : none
    Weapon : Dual Colt .45s & C-4
    Best against : Structures, infantries
    Prerequisites : Barracks & Technology Centre

    The "Rambo" in Red Alert. The most powerful infantry. Tanya has the fairest visibility, highest endurance points and the fastest among all infantries. Unfortunately, Tanya can never put in guard mode. She does not shoot enemies unless they shoot at her, or you target enemies for her.

    HINTS & TIPS:
    Build a few more barracks.

  • To decrease the time spend on training her.
  • Assign an APC loaded with few Tanyas to opponents' structure.

  • Will blow structures without warning.
  • NEVER:
    Assign Tanya to attack Attack Dog.

  • Most probability she will be a supper for Attack Dog.

  • Field Mechanic
    Cost : 950
    Endurance Point : 60
    Visibility (in square) : 3
    Speed : 4
    Armour : none
    Weapon : none
    Purpose : Repair damaged vehicles
    Prerequisites : Barracks & Service Depot

    Field Mechanic is one of the new infantries available only in The Aftermath. He will automatically repair any friendly vehicles near him. 100 endurance points will added to the vehicles which he repaired each time. It costs 250 credits less than a Service Depot. Unlike Service depot, Field Mechanic is cheap, flexible, and cost nothing for repair vehicles. A group of tanks with a few mechanics will make the group like invulnerable.

    HINTS & TIPS:
    Put him to an APC.

  • To increase his slow moving speed.
  • Prevent any attack unto him.
  • Put him on the Ore Refinery.

  • Repair damaged Ore Trucks every time it came back from harvesting (If the Ore Truck being hammered).
  • Assign a Field Medic to follow him.

  • Mechanic do the repairing, and Field Mechanic do the healing.
  • Group 2 of Field Mechanics with 2 Field Medics in an APC.

  • Make them almost invulnerable.
  • NEVER:
    Leave him unguarded.

  • He is one of best target to opponents.
  • Related Topic:
    Service Depot
    APC (Armoured Personnel Carrier)


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