Tiberian Coalition
Infantry:
No Prerequisites:
Minigunner: A basic solider, the Minigunner is simply good to have around. Equivalent of a GI, Red Guard, or Conscript. Cost 100
Bazooka: Useful against tanks and aircraft, the Bazooka is one step up from a Minigunner. Not effective against infantry. Cost 300
Flamethrower: Rather self-explanatory, the Flamethrower is very good against infantry and lightly armored vehicles. Cost 300
Requires Tech Center:
Jumpjet Infantry: Hovering above the battlefield, the Jumpjet Infantry is safe from most anti-infantry weapons. His heavy cannon is effective in dealing with small groups of infantry or light vehicles. However, anti-aircraft fire will tear him to pieces. Cost 500. Note: The Jumpjet infantry cannot land, unlike in TS.
Ghost Stalker: The legendary GDI commando, he is armed with a rail gun which is extremely effective against infantry and light to medium vehicles. Camouflaged when standing still and not attacking. Cost 1500
Vehicles:
No Prerequisites:
Nod Buggy: The basic anti-infantry vehicle from Nod. Effective against infantry it is cheap and fast. It can also hold a soldier which can fire from it. Cost 500
APC: Lightly armored, the APC can carry 5 infantry units. Extremely fast and armed with a light gun comparable to the Hummer. Cost 750
Titan: The basic mech tank. Medium Armor, medium damage, medium speed. Effective in groups. Cost 800
Mobile Sensor Array: Deploys to scans a wide radius for enemy activity, including camouflaged and cloaked units. Cost 800
Harvester: Similar to the Supply Truck, the Harvester can carry $700 worth of supplies. Heavily armored but somewhat slow. Cost 1400
MCV: The MCV builds and repairs structures. Cost 1000
Requires Comm Center (or Advanced Comm Center):
Hover MRLS: Can traverse both land and water. Fires 2 rockets a fairly long distance. Rockets do not track and can be inaccurate. Cost 900
Artillery: Fires explosive shells over vast distances. An effective siege unit. Cost 1000
Requires Tech Center:
Flame Tank: Self explanatory, the flame tank shoots a squirt of flame at its target. Effective against inf and light vehicles. Cost 800
Mammoth Mk II: Immense, slow, and powerful. Not effective against groups of infantry or aircraft. Slow reload time. Only 1 may be deployed at a time. Cost 3000. Requires General's Point
Stealth Tank: The Stealth Tank is the perfect ambush weapon. By remaining out of the enemy's sight when not attacking, it can go anywhere without arousing suspicion. Detects stealth. Cost 1200
Aircraft:
No Prerequisites:
Harpy: Armed with a powerful mounted machine gum, it is effective against infantry and lightly armored vehicles. Cannot match the Comanche. Cost 1000
Carryall: Transports a vehicle to another location quickly. Cost 750
Requires Tech Center:
Orca Bomber: The Orca Bomber drops 3 very powerful bombs on its targets. Slow, but has good armor. Cost 1600
Red alert Army
Infantry:
No Prerequisites:
Conscript: The basic infantry of this army, the Conscript carries a weak machine gun. He can capture buildings and garrison structures. Cost 150
Grenadier: A basic solider armed with a grenade launcher. Effective against heavy armor and groups of infantry. Cost 300
Flak Trooper: The Flak Trooper carries a portible flak cannon. With it, he can clear the air of enemy jets and choppers. Also fairly effecive against infantry. Cost 300
Requires Battle Lab:
Spy: Behaves almost exactly like the GLA Saboteur. Resets sw, shuts down buildings, etc. Cost 800.
Virus: A long-range sniper unit. She fires a poison-tipped dart at enemy infantry. Infected infantry explode in a cloud of poisonous gas which can infect nearby soldiers. Cost 800
Tanya: Can kill all infantry in one shot but ineffective against vehicles and air. Tanya carries demo charges similar to Burton’s, but can be placed more quickly. Cost 1500. Note: cannot swim unlike RA2
Spawned by Slave Miner:
Slave: Collects supplies and deposits them at the parent Slave Miner. Carries $50 at a time.
Vehicles:
No Prerequisites:
Grizzly Tank: An extremely effective tank in groups the Grizzly is a good balance between speed and power. Cost 800
Gattling Tank: The counterpart to the Humvee, the Gattling Tank is good against infantry and light armor. Cost 800
Minelayer: Seeds ground with both anti-infantry and anti-tank mines. Detects stealth. Cost 900, additional cost for mines
Amphibious APC: The Ambhibious APC is capable of carrying 10 infantry or 3 vehicles over almost any terrain. Cost 900
MCV: The MCV builds and repairs structures. Cost 1000
Requires Air Force Command:
V3 Launcher: Effective from long range, the V3 is useful against slow-moving vehicles and structures. Lightly armored and slow. Cost 900
Requires Battle Lab:
Apocalypse Tank: The Apocalypse brings immense fire power to the table. Slow and weak against rocket troops, it is still a force to be reckoned with. Cost 1700
Prism Tank: The Prism Tank's long range makes it a deadly threat to any infantry or base defense on the battlefield. Cost 1200. Requires General's Point
Aircraft:
No Prerequisites:
Harrier: A VTOL aircraft armed with twin missiles. Very effective air-to-air and against tanks. Cost 1200
Apache Longbow: The Longbow has powerful rockets that can be used against land units only. Effective mostly against armor. Reloads in the field. Cost 1100
Requires Battle Lab:
Kirov: A huge, slow blimp. The Kirov shatters its targets with bombs. Heavily armored but extremely slow. Cost 2000
Generals Elite
Infantry:
No Prerequisites:
Ranger: Same as from Generals
RPG Trooper: Same as from Generals.
Terrorist: Same as from Generals.
Requires Strategy Center:
Hacker: Same as from Generals.
Hijacker: Similar to Stealth General's from ZH, but requires a General's point.
Black Lotus: Similar to Generals except cost is now 1750.
Vehicles:
No Prerequisites:
Scorpion: Same as from Generals.
Quad Cannon: Same as from ZH.
Ambulance: Same as from ZH.
Construction Dozer: Same as from Generals.
Requires Strategy Center:
Overlord: Same as from Generals.
Tomahawk Launcher: Same as from Generals.
ECM Tank: Same as from ZH.
Aircraft:
No prerequisites:
MiG: Same as from Generals.
Stealth Fighter: Same as from Generals.
Chinook: Same as from Generals.
Requires Strategy Center:
Aurora Bomber: Same as from Generals.
Edited by (in order): CommieDog, CommieDog, CommieDog, CommieDog, CommieDog, CommieDog, CommieDog, CommieDog
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