Post feature Report RSS Western Allies Army List

A short summary of the current Western Allies Army list.

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As of the current Alpha Build, the army resembles the following state:

Infantry

Guardian

The Guardian is the primary go-to infantryman of the Allies. While he isn't particularly effective against vehicles or infantry, his versatility makes him an inexpensive option to fall back on.

Weapons: Assault Rifle and Hand Grenades.
Cost: $200

Attack Dog

It's an Attack Dog. Nothing new, except now they can detect Cloaked Units as well as Disguised Units, making them more important to base defense.

Weapons: Claws, Teeth and a bad attitude.
Cost: $200

Engineer

It's an Engineer. Nothing new to see here.

Weapons: None.
Cost: $500

Rocketeer

The Rocketeer is in current builds. However, could possibly be replaced at a future notice. For now, serves as a light Allied raiding/CAS unit.

Weapons: Pair of 20mm Cannons.
Cost: $600

Spy

It's an SPAH. Nothing new to see here.

Weapons: Holographic Disguise, Sean Connery impersonation.
Cost: $1000

Commando

It's the Navy SEAL. Commando's still work in the same way, and have some excellent synergy with transports - load them in a Fennec, sneak them behind enemy lines and watch them go to work demolishing an enemy expansion. Improved ballistic fibres have made them tougher, and they still carry their infamous Submachine Guns, able to cause serious damage to even ExoSuit armored infantrymen.

Oh, and as of the current build, they're the Allied Paradrop Support. This is likely to get replaced however.

Weapons: Submachine Gun, Lots of Explosives.
Cost: $1000

Sniper

It's the Sniper. The Sniper is now available as standard, and his long range rifle has seen little retrofitting. The Sniper himself however gains access to the American manufactured Barrett .50 Anti-Material Rifle upon reaching Elite Status, giving him a light Anti Vehicle attack.

An ability that was cut was the ability to (like the Mirage Tank) camouflage itself as a tree. This didn't work due to a bug which stopped this ability from working.

Weapons: Sniper Rifle, Beret.
Cost: $600

Defender ExoSuit
Allied Assualt infantry, equipped with a 1.21 Gigawatt Phaser. The Defender is the most durable infantryman the Allies have, and can rip tanks and heavily armored infantry to shreds. He is however vulnerable to concentrated Anti Infantry fire, and can be disabled with anything carrying an Electromagnetic Charge (e.g: New models of Tesla Weaponry).

Weapons: 1.21 Gigawatt Phaser.
Cost: $600

Chrono Legionnare

Yes, he's still around. The Chrono Legionnare now has a small AOE to help deal with infantry swarms (but it takes longer to erase his target), a toughness boost thanks to breakthroughs with the Defender ExoSuit, but cannot occupy Buildings - the consequences of teleporting directly into a solid object does not bear thinking about!

Weapons: Chrono Cannon model II
Cost: $1500

Infantry

Enforcer Battlesuit

The Enforcer is the standard Allied BattleSuit, carrying a 30mm Autocannon that uses Depleted Uranium ammunition. It's speed makes it pretty fast on it's feet, and it's gun has a decent range, allowing it to serve as a Raider as well as a Main Battle Tank for the Allies.

Weapons: 30mm Autocannon
Cost: $700

Fennec Infiltration Vehicle
This vehicle was designed to troll the enemy. While it packs no weapons and has armour a sneezing Gnat would destroy, the Fennec is stealthed. Enemies who do not have adequate Stealth Detection will find one of these slipping a team of Commandos or Engineers into their base, and the ensuring carnage can begin.

Alternatively, load with infantry of your choice and go park on an expansion point. When the enemy expands, quickly dismount and attack him, and then pack away and roll on as he sends reinforcements.

Weapons: Stealth Armour Plating.
Cost: $1000

Robot Tank
It's a Robot Tank. Beep Boop. It gains Veterancy now, meaning it can steal American Jobs.

Beep Boop son, Beep Boop.

Weapons: Single 75mm gun.
Cost: $600

Mirage Tank Destroyer
The Classic Mirage Tank received a facelift. It can be placed in either Observation Mode, or Tank Hunter mode. In Tank Hunter mode, it now has the ability to disguise as any terrain object, and still keeps it's Disintegration Cannon for ripping Tanks apart, plate by plate. In Observation Mode, it looses it's abilities to move and attack (which includes picking a new disguise), but will retain it's disguise, allowing you to overwatch areas of the Battlefield.

This feature would be more useful if I cound re-enable Fog of War as I planned to do.

Oh, and it's had an Armour boost.

Weapons: Large Scale Holographic Generator, Disintegration Cannon
Cost: $1000

Amplifier Tank
Allied Artillery, the Amplifier Tank uses a powerful Sonic Cannon to destroy buildings from range. It can even deal with large enemy vehicles, such as Apocalypse Tanks. It cannot however harm infantry much.

Weapons: Sonic Cannon, with a wide choice of Music. Pilots prefer to use "Bass Cannon" as their Musical Weapon of choice.
Cost: $1200

Judicator
Judicator is the first of the three Allied Hero units. Judicator is armed with a 2.41 Gigawatt Phaser Cannon, allowing it to dismantle Vehicles from a distance. In the current build, it also carries a Repair Protocol it can use in a radius around it to repair friendly vehicles.

Weapons: 2.41 Gigawatt Phaser Cannon.
Cost: $1200
Build Limit: 1

MCV
It's an MCV. Now requires the Battle Lab rather than the Service Depot.

Weapons: None.
Cost: $3000

Navy

Airforce

UAV

The UAV is the replacement for the Allied Harrier. It fires two missiles and has a nice jiggling effect ingame, making it able to perform Anti Tank runs better.

The UAV is supposed to have Robot Tank-esque Power Logic. It mysteriously doesn't seem to apply to Aircraft however. This unit may be replaced due to this.

Weapons: 2 "Skyhammer" Air to Ground Missiles.
Cost: $700

Fortress Bomber
When something needs to be absolutely, completely leveled, call in the Fortress. These massive bombers carry a payload of 50 Kiloton bombs they carpet the target with. Only the heaviest of buildings can withstand more than a single pass from these expensive aircraft.

The Fortress Bomber is supposed to have Robot Tank-esque Power Logic. It mysteriously doesn't seem to apply to Aircraft however. This unit however is not going to be replaced for the time being.

Weapons: a dozen 50 Kiloton "Mjolnir" Bombs.
Cost: $2500

Dragonfly Dropship

The Dragonfly is the sister VTOL to the Firefly. The Dragonfly however is designed to carry infantry over long distances quickly. It has a larger capacity than the Fennec, can transport ExoSuits and ignores terrain, but is extremely vulnerable to AA Fire.

Weapons: 20mm Machine Gun.
Cost: $800

Firefly Gunship

The Firefly is the sister VTOL to the Dragonfly. Unlike it's cousin however, the Firefly gives heavy Close Air Support to ground units, with a rapid firing (but inaccurate) rocket pod, designed to deal with hordes of infantry, and can even deal with light vehicles too.

Weapons: A pair of "Hypantist" Rocket Pods.
Cost: $1200

Post comment Comments
mevitar
mevitar - - 275 comments

Area fire on Chrono Legionaire? Does that mean you removed Temporal=yes from the warhead? Temporal=yes warheads can't affect more than 1 target at once.

Ares 0.2 will have a new unit-powering logic that works for multiple objects at once (YR one works only for 1 unit per side), and affects aircraft too. ;)

As for Fog of War... This thing has several problems...
First, i wasn't able to make it work on vs AI games (may be just something i did wrong...).
Second, once i got it to work , i remember it being completely translucent, so unit movement was visible under it (this may be connected to BlendedFog=yes/no tag).
Third, Fog of War + Spy Sat = bad idea. Once you build a Spy Stat, you'll get everything revealed (including all of the fog of war), but you won't be able to target anything at all.

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HERPADERPII Author
HERPADERPII - - 235 comments

I haven't removed Temporal=yes on the Chrono Legionnare, but it does seem to have a tiny AOE when it works.

I would be using 0.2 if I could get 0.2. As it is, it's the exclusive reserve of Mental Omega and ONLY Mental Omega for the time being.

And I know about the Fog of War and Spy Sat. If FoW is properly implemented, the Spy Sat will be replaced with something else for the time being.

Again, I should also point out that nothing in the list above is final.

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mevitar
mevitar - - 275 comments

MO is using an Ares build with only few exclusive as for now features, that are not scheduled for the 0.2 release anyway. Unit powering is available in public (yes, public!) testing builds, along with many other things.

Ares.strategy-x.com

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HERPADERPII Author
HERPADERPII - - 235 comments

Stupid Questions, but:

A) How will this affect my current, stable version of Ares? Because Technology has a bad habit of failing hard on us.

B) What files am I looking for exactly? 0.2 seems split into various parts - and I assume downloading and then extracting all five parts isn't an option.

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mevitar
mevitar - - 275 comments

The descriptions say everything you need, really. :P
Fatman contains all of it that will be in 0.2. Other are for bughunting mostly.

I personally didn't find much problems, but if it will affect stability for you, report it here. Launchpad.net

Still, that's what you get with testbuilds. You can wait until 0.2 is done, or get 0.2 now, with possibility to encounter bugs (and perhaps help with testing, because the more people will use those, the higher chances to find bugs :P ).

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