Allied Infantries
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.
NEVER:
Assign ONLY Infantries to attack heavy vehicles.
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.
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.
NEVER:
Assign then to attack Rifle Infantries.
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.
NEVER:
assign Spies near to Attack Dogs.
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.
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.
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.
Assign an APC loaded with few Tanyas to opponents' structure.
NEVER:
Assign Tanya to attack 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.
Put him on the Ore Refinery.
Assign a Field Medic to follow him.
Group 2 of Field Mechanics with 2 Field Medics in an APC.
NEVER:
Leave him unguarded.
Related Topic:
Service Depot
APC (Armoured Personnel Carrier)
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