Allied Units

If you’re good, you can take down a Volkov with it. It’s a decent unit, but really only at the start of the game for rushes; after that, it’s useless except for defending your base against enemy infantry (or helicopters, but it’s not very effective).Don’t use a Rifle against vehicles – it’s pointless (except against light vehicles). Note: the Allied Rifle is less powerful but more accurate than the Soviet Rifle.

The Techie is used to repair buildings and, if you’re good, to kill the people attacking you with his pistol. I don’t think I’ve got anything else to say about him, have I?

The Sergeant, mind you, is strong against buildings – particularly when attacking the Master Control Terminal from inside – and against close-range infantry.

The Captain, with his heavy machine gun, is very powerful against infantry. We can conclude that vehicles aren’t afraid of him.

The RS is effective against vehicles, less so against infantry, and very effective against air targets! Apart from that, he is fragile but powerful. Note: Very effective when in cover.

The Sniper must aim for the head to kill an enemy in one shot. Tip: press V to move the crosshairs without shifting your field of view, which is more convenient (only works in third-person view; press F to switch). Useless against vehicles, but invisible to Radar!

The Engineer has an explosive for use against buildings, a repair tool and a key to repair buildings and instantly defuse beacons or C4! Warning: you must use the key at very close range whilst aiming at the Master Control Terminal; otherwise, it won’t fully restore the building’s health. He has a small pistol for self-defence.

The Thief really gets on the Soviets’ nerves: he steals enemy resources and can defend himself with his pistol. Explanation: - Stealing from a silo is very simple; you just need to stand next to it to steal the Soviet money. Not all of it, but a good portion. - Stealing from the Tiberium Refinery is more difficult: you must go to the 3rd floor of the building and you’ll hear ‘Credits Stolen’. The Soviets will lose a huge amount of money.

The spy is invisible to radar, has low health and is armed with a pistol for self-defence. He can: - Reset the Missile Silo’s countdown, which will delay the Soviets’ acquisition of the Signal Flare.- Send the Allied team information on the number and types of enemy vehicles by infiltrating the WF, the type and number of infantry by infiltrating the Barracks, and the number of credits by infiltrating the Tiberium Refinery.- Halt the automatic repair of buildings for 30 seconds by infiltrating the Soviet Construction Yard.

The Field Medic heals the men near him and can defend himself with his pistol. This unit is mainly useful on infantry-only maps.

The Mech is good at frustrating the Soviets by constantly emerging from its Medium Tank to repair it, thereby gaining the upper hand against a Mammoth. Otherwise, it has a pistol for self-defence. Its worst enemy is Volkov, unless you manage to hit him with Tesla weapons, which slow down his repairs.

If you’re just starting out, Tanya is the unit for you, as she’s very good at taking out infantry (aiming assistance) and she has two explosives that can destroy a building if you place them on the Master Control Terminal. Her explosives are also effective against V2s, but not against tanks.

The Ranger is a very good unit; it’s very fast and can even dodge tank shells. It has a good range, but it is not very durable and can only withstand Rifle fire for 30–40 seconds. It is primarily used for movement.

The Radar Jammer is, for the moment, completely useless. It has low durability and disables enemy radar when it is near their Radar Dome. In the Gamma version, it will serve a wider range of purposes.

Artillery is very effective against infantry, vehicles and buildings. Unfortunately, its durability and speed are very low, so it needs to be protected.

The Gap – a great unit – is used to cover Allied units by making them invisible and creating a giant distortion zone. When enemy units enter this huge sphere, they can no longer see anything. This opens up a wide range of strategies.

The LT is often used early in the game for rushes. It is powerful, fragile and fast, but you should stop buying it once the Soviets start fielding Mammoths.

The APC is a very good anti-infantry vehicle. It can carry four people in addition to the Conductor, which is a lot. It’s often used for rushing and ‘killwhoring’ (a rather unsportsmanlike tactic that involves slaughtering enemies to boost your kill-death ratio rather than destroying buildings, meaning the game drags on for too long and becomes utterly tedious for the Soviets).

The Med is the Allies’ most widely used unit and is known for the Med+Mech combo. Powerful, durable and fairly fast, it is indispensable against the Soviets’ monstrous tanks. Volkov is its worst enemy, capable of destroying it very quickly.

The Mine Layer lays extremely powerful anti-vehicle Land Mines. It is a tank’s worst enemy, provided it remains unseen.

If you want to collect resources and earn more money for your team, choose this unit. It is used to absorb damage during the ‘OT+DEMO+GAP’ rush on the Tesla Coil, although collecting resources is less dangerous. It is the Allies’ most durable vehicle.

The Phase Tank is the Allies’ most powerful vehicle. Its 8 missiles can severely damage a Mammoth Tank and destroy a Tesla Tank. Unfortunately, it’s not durable at all, but it’s very fast!

The Demo, known to the biggest APB noobs who’d spawn it in their base whilst the enemy was attacking and BOOM (this is forbidden and punishable by a ban on the official server). Before buying a Demo, make sure the enemy is properly boxed in within their base! It’s very powerful against buildings, but unfortunately not at all durable – though it is fast.

The LB is a powerful unit that inflicts serious damage on vehicles and is also effective against buildings. The problem is that SAM Sites prevent it from going where it wants.

The Gunboat is really only useful when you can’t buy a Destroyer or when the enemy has set up a V2 Barrage. It has low durability, is fast, and is powerful against vehicles and Submarines.

The Destroyer is very powerful and durable; the problem is its speed, which prevents it from dodging V2 missiles. It’s effective against everything (we don’t yet know how it fares against air units, as there are no maps that combine air and sea combat), but in short, it’s great!

The Naval Transport is the amphibious version of the APC. Vulnerable to everything and not very durable, it allows you to cross the map more quickly.