Allied Forces

Allied Forces

C&C: Red Alert

The Allied Forces comprise the European nations united against Soviet expansion: Britain, France, Germany, Greece, Spain and Turkey. Although they are less powerful in terms of heavy weaponry than the USSR, they make up for this with technology, mobility and espionage.

Units

Minigunner

Armed with an M-16, this unit is ideal for fighting other infantry and tanks (when operating in groups).

Rocket Soldier

Capable of inflicting damage on armoured units quickly, these units make up for their lack of speed with a powerful weapon. As well as taking out ground targets, their missiles are also effective against airborne attackers.

Engineer

An engineer can fully repair all your damaged buildings immediately. When sent into an enemy building, he can damage or capture it.

Field Medic

All Allied infantry units located near the Field Medic will be automatically treated and fully healed. Although Field Medics cannot treat themselves, when organised into teams they represent an invaluable additional asset to any infantry force.

Field Mechanic

A new Soldier in the Allied Forces, the Field Mechanic can repair vehicles in the field. Slow and unarmoured, he is an easy target for Soviet infantry and tanks. However, his vulnerability is more than made up for by his ability to repair any neighbouring Allied unit. Just like the Field Medic, it takes the Field Mechanic some time to fully repair a unit.

Spy

A master of camouflage, the spy can slip unnoticed amongst enemy forces. A highly skilled unit, the spy can gather a wealth of information about an enemy player: what they are building, how much money they have, how many units they possess, and so on... Be wary: guard dogs aren’t fooled by the spy’s appearance.

Thief

Any thief who enters an enemy Ore Silo or Tiberium Refinery steals half the credits from that structure.

Tanya

Armed with two .45s, Tanya can move amongst infantry units as if they weren’t there. Her C-4 explosives can destroy any building or Turret if you can move her close enough to them. Unlike other units, Tanya can never be set to Guard mode. You must manually target any enemies you want her to attack.

Ore Truck

The ore collector gathers raw, unprocessed ore. Although it is slow, it is heavily armoured and capable of withstanding an attack whilst remaining intact.

VCM

The Mobile Construction Vehicle enables you to set up or expand a base. Although expensive, the MCV is very useful if the original Construction Yard is destroyed or captured. As with all construction equipment, the more you have, the faster construction proceeds.

Ranger

Fast and lightly armoured, this unit is ideal for quickly reconnoitring an area. Used as a support unit for an infantry group, the Ranger can weaken the enemy before a direct engagement.

VBT

Thanks to this armoured personnel carrier, the Allied Forces can rapidly transport up to 5 infantry units across the country. A tracked vehicle, the VBT is the lightest unit, capable of breaching sandbag barriers and barbed wire. The mounted M-60 turret keeps the infantry at a safe distance whilst they carry out their mission.

Artillery

Although imprecise, Artillery is highly effective and can wreak havoc on infantry units and structures from a distance. Due to its limited speed and light armour, it requires protection.

Light Tank

Standard allied tank. Fast and with decent armour, the Light Tank performs well in mixed formations and also within large divisions. It makes up for its lack of firepower with its rate of fire.

Medium Tank

A high-quality allied tank, this unit is just as well-armoured, faster and less expensive than the Soviet Heavy Tank, although it is armed with only a single gun. When used in groups alongside Light Tanks, the Medium Tank can fire whilst the Light Tanks eliminate the threat.

M.A.D. Tank

The M.A.D. Tank, or Mutually Assured Destruction Tank, is a weapon of last resort which, once activated, generates a powerful chronoportative shockwave. Once it reaches full Charge, it explodes, damaging all units and structures on the map. The unit emits a gradually increasing audible signal before the explosion, giving each player the chance to prepare for the impending destruction. If the unit is destroyed before it explodes, its destructive effects are neutralised.

Anti-Tank Mine Layer

Anti-tank mine layers are among the most effective units in the Allied Forces. Capable of destroying most units with a single mine, a shrewd commander can neutralise an enemy force before it even approaches a base. The mine-layer carries 5 land mines and can be reloaded at the Service Depot.

Mobile Gap Generator

The mobile Gap Generator works in much the same way as the stationary one. Although it casts a less opaque shadow, you can conceal several units within its shadow, preventing the enemy from seeing what you are sending their way.

Chrono Tank

The ChonoTank is the result of the latest technological breakthroughs by the Allied Forces. When fully charged, the unit has the unique ability to chronoport, allowing it to appear anywhere on the battlefield to take the enemy by surprise. Its missile launchers are accurate and rapid, adding firepower to any tank assault or rapid attack. Unlike the Chronosphere’s ability, the Chrono Tank does not automatically return to its original pre-teleportation point.

Demolition Truck

Carrying a Nuclear Missile Strike set to detonate on impact or upon destruction, these remote-controlled units add significant firepower to the Allied offensive. Send a Demolition Truck towards any unit, structure or active force on the battlefield. The truck will move towards it and explode. Use it with caution – many reckless commanders have lost their base following an attack by Soviet MiGs on the unit before it managed to leave the Allied base perimeter.

Gunboat

The fastest and lightest of the Allied Forces’ vessels, the gunboat is ideal for patrolling sea lanes and detecting Submarines before they can attack. Its torpedo launcher will automatically fire at any Submarine detected in the vicinity.

Destroyer

A ship of average quality, the destroyer is effective against land, air and sea attacks. Its rapid-firing Hellfire missiles can easily hit aerial targets and can also decimate surrounding land targets. When it detects a Submarine, its torpedo launcher ensures that it is quickly neutralised.

Cruiser

A slow-moving, deadly vessel. The cruiser’s slowness is offset by its firepower and quality. Capable of destroying targets at long range, this ship can decimate an enemy base in a matter of minutes. A favourite target for Submarines, these ships have no naval defences and rely on the faster destroyers and Gunboats to protect them.

Transport

Can transport up to 5 land-based units across water. Transport units can only be loaded or unloaded on land, and are particularly vulnerable whilst being unloaded.

Chinook Transport

Capable of carrying five infantry units through the air, the Chinook Transport helicopter is ideal for dropping Engineers and other assault teams onto an enemy base.

Longbow helicopter

The Apache Longbow is armed with Hellfire missiles, enabling it to easily destroy armoured targets. Used in naval or ground attacks, the Attack Helicopter is an ideal aerial support craft, capable of rapidly inflicting additional damage on a target, generally with little or no retaliation.

Buildings

Construction Yard

The Construction Yard forms the foundation for a base and enables other buildings to be constructed.

Power Plant

Standard Power Plant. The power output depends directly on the condition of the Power Plant, so make sure you protect it during battles.

Advanced Power Plant

Available from a certain point in the campaign, it provides even more energy than a standard Power Plant.

Ore Refinery

The Tiberium Refinery smelts ore into its constituent elements. Building a Tiberium Refinery immediately deploys an Ore Truck. The Tiberium Refinery can store up to 2,000 credits’ worth of smelted ore.

Ore Silo

This Ore Silo can hold up to 1,500 credits’ worth of smelted ore. Keep a close eye on it. If it is destroyed or stolen, the amount stored will be deducted from your credits.

Barracks

The Barracks is where all the Allied Forces’ infantry are trained. Some advanced or specialist infantry units may not be available until other structures have been built.

Weapons Factory

This facility is responsible for the construction of all ground vehicles for the Allied Forces. The construction of several Weapons Factories reduces the time required to build a vehicle.

Pillbox

Equipped with a rapid-fire Vulcan Cannon Upgrade, the Pillbox is ideal for defending your base against enemy infantry attacks.

Camouflaged Pillbox

Equipped in the same way as the Pillbox, this defensive structure offers the advantages of better armour and almost perfect Camouflage. It blends in with the surrounding terrain, making it virtually invisible.

Turret

105mm turret gun. Heavily armed and with a long range, this turret is effective against armoured attacks.

Anti-Aircraft Gun

Although their range is not very great, any enemy aircraft flying over these guns is guaranteed to be severely damaged, if not destroyed. These guns are accurate and formidable.

Helipad

The helipad allows you to build all your helicopters, as well as recharge them. Each new helipad automatically comes with a Longbow.

Naval Yard

The Naval Yard builds and launches all the Allied Forces’ ships. Damaged vessels moored at the Naval Yard can be repaired. Building several Naval Yards reduces the time taken to build a ship.

Service Depot

The Service Depot repairs any damaged vehicle. Land Mine Laying Units can be reloaded if you drive them to the block. Repairing a vehicle is much quicker than building one from scratch, and costs only a fraction of the original price. It is a worthwhile investment.

Radar Dome

When operating at full power, the Radar Dome gives you a bird’s-eye view of the battlefield.

Gap Generator

The Gap Generator allows the Allied Forces to conceal a base from their enemies’ view. Enemies conducting reconnaissance in an area will only reveal themselves to one another. The shade reforms as soon as the invading unit is destroyed or leaves the area.

Fake Structures

The Allied Forces have four Fake Structures: a Construction Yard, a Weapons Factory, a Radar Dome and a Naval Yard. These represent only a fraction of the attack points of a normal structure, but can be used to create the illusion that crucial structures are located elsewhere.

Tech Center

Allows you to create High Technology units such as the Cruiser and the Gap Generator; building a technology centre also enables you to create a GPS Satellite. Once built, the satellite is automatically launched.

The Chronosphere

The evolution of the Philadelphia Experiment, the Chronosphere, allows the Allied Forces player to move a unit from one location to another without having to travel through the space between them. However, the unit will only exist at its new emplacement for a short time before returning to its point of origin. This technology is still unstable. Using it constantly or on certain units could result in unusual and undesirable effects.

Superweapons

Chronoshift

The evolution of the Philadelphia Experiment, the Chronosphere, allows the Allied Forces player to move a unit from one location to another without having to travel through the space between them. However, the unit will only exist at its new emplacement for a short time before returning to its point of origin. This technology is still unstable. Using it constantly or on certain units could result in unusual and undesirable effects.

Sonar Pulse

A weapon unique to the Allied Forces, the Sonar Pulse temporarily reveals all enemy Submarines on the map (for a few seconds). This is very useful for planning your naval campaigns and devising your Countermeasures. The Sonar Pulse is obtained when a spy enters a Submarine Pen.

GPS Satellite

Launched from the Tech Center, the Global Positioning System (GPS) satellite provides the player who launched it with a radar that consumes no energy, free of charge. Furthermore, as the satellite has a wider view of the battlefield, the entire map will be revealed once it has reached its orbit.

Forces Alliées · C&C : Alerte Rouge | CnCSaga