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The allies are one of the two current OpenRA faction types, the other being Soviets.
Each faction type is capable of building different units and buildings. In addition to that, there are some variations among factions of the same type. Some units and buildings can be built by both faction types. Those are marked with "shared".
England is one of the 3 Allied factions. It specializes in stealth.
England has the following unique abilities:
- The production of Mobile Gap Generators.
- The production of British spies.
France is one of the 3 allied factions. It specializes in "decoys and jamming".
France has the following unique abilities:
- The production of phase transports.
- The production of fake structures.
Germany is one of the 3 allied factions. It specializes in teleportation.
Germany has the following unique abilities:
- The production of chrono tanks.
- Advanced chronoshift.
The Rifle infantry (sometimes called "rifleman") is the cheapest combative unit. It is strong against Infantry and weak against everything else. It can be very powerful and cost effective in large numbers. A large group of Infantry, mainly consisting of rifle infantry and Rocket Soldiers, is known as a Blob.
Shooting from the fog of war
A rifle man can shoot further than it can see. When combined with a unit with high visibility radius, such as a ranger or a hind, the rifle man will be able to see and shoot further at other infantry without them shooting back, because they cannot see it. (Unless they also have a unit with high visibility nearby). If done properly, from the enemy's perspective, shots will be coming from the fog of war.
Alternatively, a rifleman can be commanded to Force-Fire into the fog of war, where an enemy is suspected to be standing.
Type Infantry Ground Attack Yes Air Attack No Faction Allies and Soviets Production Requires Barracks Cost 100 Build Time 00:03 Min. Tech Level Infantry Only Strength Health 5000 Armor None Armament Damage 1000 Reload Delay (ticks) 20 Range (cells) 5 Movement Movement Speed 56 Cloak Cloak Detection Type Hijacker Cloak Detection Range (cells) 5 Other Stats Sight (cells) 4
The rocket soldier is powerful against Vehicles and Aircraft but very weak against other Infantry.
A small group of rocket soldiers can quickly destroy almost any vehicle if it gets in their firing range, making it one of the most cost-effective anti-tank units in the game.
As with all other infantry, a Yak or a Hind can kill rocket soldiers almost instantly before it even fires back. However, a small group of rocket soldiers (3-4) are extremely effective at taking down aircraft. A rocket soldier's anti-air range is much farther than its sight radius, so it should be paired with units that have good line of sight for optimal anti-air defense.
The Rocket soldier and the AA gun are the only ground-based allied anti-air units. The AA gun is far superior at doing that, but it is not mobile.
If a group of rocket soldiers is too large, it can be susceptible to a Yak suicide attack. A yak can kill a few rocket soldiers before being taken down, and it can then crash-land on the remaining group, killing many more. For a smaller group, this is harder for the opponent to execute, and is not always cost-effective. A yak costs 1350, and 4 rocket soldiers cost 1200.
Type Infantry Ground Attack Yes Air Attack Yes Faction Allies and Soviets Production Requires Barracks Cost 300 Build Time 00:08 Min. Tech Level Infantry Only Strength Health 4500 Armor None Armament Damage 5000 (Ground) 4000 (Air) Reload Delay (ticks) 50 Range (cells) 5 (Ground) 7.5 (Air) Movement Movement Speed 56 Cloak Cloak Detection Type Hijacker Cloak Detection Range (cells) 5 Other Stats Sight (cells) 4
The Medic is an allied unit which has the ability to heal nearby Infantry. When an injured infantry is standing nearby, the medic automatically starts healing it until its full health is restored.
A group of multiple medics heals more quickly, and can heal one another. A large group may form a hard to kill blob.
Type Infantry Ground Attack No Air Attack No Faction Allies Production Requires Allied Barracks Cost 200 Build Time 00:05 Min. Tech Level Infantry Only Strength Health 6000 Armor None Armament Damage -5000 Reload Delay (ticks) 80 Range (cells) 4 Movement Movement Speed 56 Cloak Cloak Detection Type Hijacker Cloak Detection Range (cells) 5 Other Stats Sight (cells) 3
The Engineer is a unit capable of capturing enemy buildings or repairing friendly buildings.
Repairing a friendly building makes the engineer vanish, and instantly restores all of the building's health.
Engineers are consumed when capturing buildings, after a short external wait. Before release 20190314, capturing an enemy building does not vanish the engineer, but it takes 15 seconds (30 seconds for Forward Command) to complete. [1]
Because of the capabilities of the engineer, it is possible for a Allied player to get Soviet items and vice versa.
This is a great tactic to use since you can get powerful Soviet tanks by taking over a Soviet war factory. The player can also take over an enemy Construction Yard and build the other teams buildings, such as tech centers to get GPS, or war factories to get enemy vehicles. An easy way to do this is to take over unguarded enemy buildings are attack only defenses leaving it unprotected. It is helpful to note that a building cannot be sold while being taken over by an engineer.
The engineer is not to be confused with the Mechanic.
Type Infantry Ground Attack No Air Attack No Faction Allies and Soviets Production Requires Barracks Cost 500 Build Time 00:12 Min. Tech Level Infantry Only Strength Health 2500 Armor None Movement Movement Speed 56 Cloak Cloak Detection Type Hijacker Cloak Detection Range (cells) 5 Other Stats Sight (cells) 4
The Spy can disguise as any infantry (enemy, friendly or neutral). This is done by clicking the infantry, as one would normally do to attack. When in disguise, the spy will change appearance and color to match the target. If disguised as an enemy, most other enemies will not auto-attack it. However, the opponent can still manually attack it. The spy can infiltrate buildings at the cost of instantly vanishing. Infiltration does different things, depending on the building.
A spy can be detected and auto-attacked by attack dogs and other spies. Also, enemy vehicles can crush a disguised spy if he crosses their path.
A spy can attack and instantly kill a single enemy, at the cost of losing disguise. This is done by force-attacking.
England can build low cost versions of the spy known as the British Spy. Other than the cost, it is identical to the standard spy.
The AI doesn't attack a disguised spy, except with attack dogs or Aircrafts.
Infiltration Effects
Not all buildings are infiltratable. The following are buildings that can be infiltrated and the resulting effect:
- Power Plant, Advanced Power Plant: power outage for 20 seconds.
- Barracks: Infantry that can gain veterancy are trained as rank 1.
- Refinery: Steals 50% of enemy cash. A minimum of $500 (or $250 for British Spy) is stolen even if enemy doesn't have that much.
- War Factory: Vehicles that can gain veterancy are trained as rank 1.
- Helipad, Airfield: Aircrafts that can gain veterancy are trained as rank 1.
- Naval Yard, Submarine Pen: Unlocks the sonar pulse support power which reveals submarines in a 5 cell range. Only infiltratable if it is next to the shoreline.
- Radar Dome: Resets the shroud for the enemy player.
- Fake Structures: Shows the FAKE tag, revealing that the structure is fake.
- Missile Silo: Resets Nuke countdown (9 minutes).
- Research Center: Resets the countdown for the research.
Type Infantry Ground Attack Yes Air Attack No Faction Allies Production Requires Radar Dome, Allied Barracks Cost 500 (England: 250) Build Time 00:12 (England: 00:06) Min. Tech Level Medium Strength Health 2500 Armor None Armament Damage 15000 Reload Delay (ticks) 80 Range (cells) 2.5 Movement Movement Speed 56 Cloak Cloak Detection Type Normal, Hijacker Cloak Detection Range (cells) 5 Other Stats Sight (cells) 5
The Mechanic can repair nearby Vehicles, much like a medic can heal nearby Infantry. When an injured vehicle is nearby, the mechanic will automatically heal it.
A mechanic can revive a killed vehicle by entering its Husk at the cost of vanishing. A revived vehicle will have low health. Note that not all vehicles leave husks, so not all vehicles can be revived by a mechanic.
The mechanic is not to be confused with the Engineer.
Type Infantry Ground Attack Yes Air Attack No Faction Allies Counterpart Hijacker Production Requires Service Depot, Allied Barracks Cost 500 Build Time 00:12 Min. Tech Level Medium Strength Health 8000 Armor None Armament Damage -2000 Reload Delay (ticks) 80 Range (cells) 4 Movement Movement Speed 56 Cloak Cloak Detection Type Hijacker Cloak Detection Range (cells) 5 Other Stats Sight (cells) 3
Tanya is a unit which can be trained by the Allies. Tanya can kill any infantry soldier almost instantly.
Overview
Tanya is capable of wiping out an entire infantry army on her own because of her high rate of fire. However, she cannot attack vehicles, aircraft or naval units, making her vulnerable against non-infantry.
Tanya can instantly destroy buildings by placing explosives on the edge of the buildings. This requires running toward the building and cannot be done remotely.
Every player can only train a single Tanya. When she dies, the player may train another. However, spies can disguise to Tanya.
When Tanya emerges from the barracks, the laughter can be heard by all the players. This means enemies can tell when a player has trained Tanya. Also, when Tanya kills infantry or destroys buildings a global sound is heard.
Like all other infantry, Tanya cannot swim. (Unlike in Red Alert 2 and 3.)
Despite her strength against infantry, Tanya can be easily overwhelmed if multiple infantry units shoot at her at once. If the enemies are approaching from a distance, this is usually not a problem, because Tanya can kill them before they are close enough to be able to shoot back. However, if multiple infantry units are already close, then Tanya may not survive. This can happen if Tanya has just exited a barracks surrounded by many enemies.
Tactics
Tanya can be placed in a pillbox or a camo pillbox, making it harder to spot her and thus preventing sniping Tanya with Yaks or Hinds. It also gives her extra armored protection. She is also safe from vehicles who try to crush her.
Tanya can be placed in a Chinook or a phase transport to increase her maneuverability. She can also be sneaked into enemy bases in an attempt to destroy structures.
Although the player can only build one Tanya, the player may disguise spies as Tanyas. In infiltration attempts, this may make the enemy attack decoy targets while the real Tanya survives and destroys buildings.
Counters
Tanya is weak against any non-infantry units, and is particularly weak against yaks, hinds, artillery, V2s, Tesla tanks, pillboxes, and tesla coils.
Type Infantry Ground Attack Yes (Infantry Only) Air Attack No Faction Allies Production Requires Allied Tech Center, Allied Barracks Cost 1200 Build Time 00:29 Min. Tech Level No Superweapons Strength Health 10000 Armor None Armament Damage 5000 (x2) Reload Delay (ticks) 5 Range (cells) 7 Movement Movement Speed 75 Cloak Cloak Detection Type Normal, Hijacker Cloak Detection Range (cells) 5 Other Stats Sight (cells) 6
The Ore Truck (sometimes called a Harvester) is a non combative unit which collects minerals. It is used by both the Allies and Soviets. Collecting minerals is the main way to obtain money in "OpenRA - Red Alert".
Ore trucks work without player intervention. They collect minerals, and when at full capacity, they travel back to the nearest ore refinery, which converts the minerals to spendable money.
There are four ways to obtain an ore truck:
By building a refinery. An ore truck will spawn with it.
Regular construction via the war factory.
They can be commandeered by Soviet hijackers.
They can be destroyed and have their husks taken over by Allied mechanics.
Ore trucks have very high health and can tolerate a lot of damage. They can also self-repair to 50% of its hit points.
Destroying ore trucks is a very effective way to harm an opponent's economy.
An ore truck can hold up to $500 worth of ore. It will unload it at the ore refinery in two $250 loads, however if the player is at maximum money capacity it will stop unloading or only load the amount that is possible to be stored below capacity (the smallest amount being $25). To increase money capacity the player needs to construct more ore refineries or silos.
Type Vehicle Ground Attack No Air Attack No Faction Allies and Soviets Production Requires War Factory (1 ore truck spawns per ore refinery) Cost 1100 Build Time 00:27 Min. Tech Level Infantry Only Strength Health 60000 Armor Heavy Movement Movement Speed 85 Other Stats Sight (cells) 4 Leaves Husk Yes Crusher Yes
The supply truck can transfer money to team mates. It can enter any team mate building. It vanishes after entry and transfers 500$ to the teammate.
Type Vehicle Ground Attack No Air Attack No Faction Allies and Soviets Production Requires War Factory Cost 500 Build Time 00:12 Min. Tech Level Low Strength Health 110 Armor Light Movement Movement Speed 128 Turn Speed 5 Other Stats Sight (cells) 4 Leaves Husk No Crusher No
The Ranger is very fast and has long visibility, making it ideal for scouting. It is weak in combat. It can carry 1 Infantry unit.
Type Vehicle Ground Attack Yes Air Attack No Faction Allies Deploy Command Unloads passengers. Counterpart APC Production Requires War Factory Cost 500 Build Time 00:12 Min. Tech Level Low Strength Health 15000 Armor Light Armament Damage 1000 (x5) Reload Delay (ticks) 30 Range (cells) 4 Movement Movement Speed 170 Turn Speed 10 Turret Turn Speed 10 Other Stats Sight (cells) 8 Leaves Husk No Crusher No
The Light Tank is a fast tank of the Allies. It is very useful for quickly attacking weakly armored vehicles such as artillery, V2s and mobile flaks. It is not effective against buildings or infantry, and has relatively little armour for a tank.
It is easily countered by rocket soldiers, and fares badly against other tanks - one medium tank is an exact match for two light tanks fighting side by side, while costing mere 150 credits more than one of them.
The light tank's speed and strength against light armor makes it the primary way to counter mobile flak at the early game, where few other options are available.
Thanks to its fast movement speed, the light tank can be used to quickly flank enemies and take out unprotected artillery, V2s, and other unprotected lightly armored vehicles. It is also useful for harassing unprotected ore trucks.
Type Vehicle Ground Attack Yes Air Attack No Faction Allies Counterpart Mobile Flak Production Requires War Factory Cost 700 Build Time 00:17 Min. Tech Level Low Strength Health 22000 Armor Heavy Armament Damage 2500 Reload Delay (ticks) 21 Range (cells) 4 Movement Movement Speed 128 Other Stats Sight (cells) 5 Leaves Husk Yes Crusher Yes
The artillery is a unit which shoots very powerful long-range rockets. It is dangerous against anything it hits, and is especially strong against Infantry. It is ideal for destroying blobs or base defenses. However, it is extremely weak against any units that manages to get close enough. The artillery shoots inaccurately, and will not always hit the exact spot it was commanded to hit. This can be an advantage when dealing with blobs, but a disadvantage when dealing with base defenses.
The artillery is especially vulnerable to fast units such as yaks, light tanks, mobile flaks, and, to a lesser degree, APCs and phase transports.
Soviet players sometimes apply an iron curtain to mobile flak and attack the artillery with them.
Type Vehicle Ground Attack Yes Air Attack No Faction Allies Counterpart V2 Rocket Launcher Production Requires Radar Dome, War Factory Cost 850 Build Time 00:20 Min. Tech Level Medium Strength Health 10000 Armor Light Armament Damage 23000 Reload Delay (ticks) 85 Range (cells) 12 Minimum Range (cells) 4 Movement Movement Speed 85 Turn Speed 2 Other Stats Sight (cells) 5 Leaves Husk No Crusher No
The Allied MCV is the Allies' version of the MCV. It turns into an Allied Construction Yard when deployed.
Type Vehicle Ground Attack No Air Attack No Faction Allies Deploy Command Transforms into a Construction Yard Counterpart Soviet MCV Production Requires 1st given at game start. Building requires Service Depot, Allied War Factory Cost 2000 Build Time 00:40 Min. Tech Level Medium Strength Health 60000 Armor Light Movement Movement Speed 71 Other Stats Sight (cells) 4 Leaves Husk Yes Crusher Yes
The Minelayer lays mines. Each mine occupies a single cell. When anyone, including own units, steps on a mine, the mine explodes, causing damage.
A minelayer does not trigger mines and can move over them. This includes enemy or teammate's mines. But if a mine is triggered near them, they take damage from the mine.
Infantry are instantly killed by a mine. 2 mines are enough to kill any in-game vehicle, including the heavily armored Ore Trucks.
The minelayer can lay 5 mines before having to refill. Refilling is done at a Service Depot.
A minelayer can be commanded to automatically mine an entire array using the Force-Fire button. It would then automatically place mines and go back to its depot to refill until the desired area is covered with mines.
Refilling emits sound that be heard globally. This means enemies can tell when a player is laying mines, regardless of visibility.
Allied and Soviet Mines have different artwork. But they are otherwise identical
Detecting and Destroying Mines
It is also possible to randomly Force-Fire into a field suspected of having mines. Mines that are force fired at will be destroyed.
Mine layers can detect enemy mines within a certain radius. Those mines become visible and can then be attacked by other units.
Type Vehicle Ground Attack No Air Attack No Faction Allies and Soviets Deploy Command Lays a single mine. Production Requires Service Depot, War Factory Cost 800 Build Time 00:20 Min. Tech Level Medium Strength Health 150 Armor Heavy Armament Ammo 5 Movement Movement Speed 128 Other Stats Sight (cells) 5 Leaves Husk No Crusher Yes
The Medium Tank is the main battle tank of the Allies. The medium tank is strong against vehicles, buildings, and base defenses. Compared to the heavy tank, the medium tank is faster, cheaper and has less build time, but it has less health and deals less damage. The medium tank is significantly stronger than the light tank, but also much slower.
Like all tanks, Rocket soldiers can be used to counter this tank.
Type Vehicle Ground Attack Yes Air Attack No Faction Allies Counterpart Heavy Tank Production Requires Service Depot, War Factory Cost 850 Build Time 00:21 Min. Tech Level Medium Strength Health 45000 Armor Heavy Armament Damage 4000 Reload Delay (ticks) 50 Range (cells) 4.75 Movement Movement Speed 85 Turn Speed 5 Turret Turn Speed 5 Other Stats Sight (cells) 6 Leaves Husk Yes Crusher Yes
The Phase Transport is an unique unit of France - a cloaked ground vehicle which can transport up to 4 infantry units.
Overview
The phase transport stays cloaked while moving. It is the only cloaked transportation unit in the game. It is also the only cloaked unit which can crush infantry. It remains cloaked while crushing.
The phase transport can also detect other cloaked units.
Armed with rockets, the phase transport can be effective against lightly armored units or even against ore trucks when in large numbers, although it's difficult to achieve considering the high cost of 1350 credits.
When freshly built, firing or unloading troops, the Phase Transport decloaks, and stays visible for approximately 7 seconds. If damaged to the point where health bar becomes red, the vehicle uncloaks and stays in this state until it receives repairs.
The phase transport is not to be confused with the transport naval unit.
Tactics
The primary tactic is to roll into enemy backdoor with an infantry loadout. While Tanya is the best in rapid destruction of enemy buildings and rushing critical structures, spies can target refineries to steal enemy credits, radar domes to reset enemy shroud, power plants to disrupt defense and production or enemy production to improve quality of your own newly-produced units. Rocket soldiers can be used to quickly bring down harvesters, chew through structures should Tanya be insufficient or destroy defense groups incorporating vehicles that would try to interfere with actions of other infiltrators.
Should enemy abuse infantry without sensors, swarm of phase transports can crush large blobs in seconds. It is similar to the APC in that regard, but thanks to being cloaked countering is much harder, and as such, the enemy will have to invest in cloak detectors.
A more wacky use is to park the phasie in the resource input tile of the enemies' ore refineries, making the enemies' ore trucks unable to unload the minerals. It may pass unnoticed and be obnoxious to take care of without cloak detectors.
Armament of this french vehicle is relatively weak and should not be relied upon - it cannot put up 1v1 fight with a humble mobile flak, and deals ignorable damage to most vehicles, even more so to infantry and is unable to shoot at aircraft - phase transports are foremost phase, and foremost transports - not dedicated combat units - and their strongest assets are their stealth and the soldiers they carry.
Counters
The phase transport can't crush infantry unnoticed if there is a cloak-detecting unit, such as a spy or an attack dog in the blob, and are easily spotted by base defences.
Its armour is of "light" type, meaning that practically all kinds of weapons can reliably damage it - it's big enough to be a fairly easy target for cannons and hollow charge rockets, yet soft enough for grenades, artillery shrapnel and small arms to deal some real damage, but the biggest threats are units with electrical weapons, such as tesla coils, and Russian tanks and shockies.
Trivia
The phase transport looks similar to the M901 ITV and NM142, tank destroyers based on M113 APC with TOW launchers on top. However, both of those vehicles lack any capacity to carry infantry or outstanding forms of concealment technology.
Type Vehicle Ground Attack Yes Air Attack No Faction Allies (France only) Deploy Command Unloads passengers. Production Requires Allied Tech Center, War Factory Cost 1350 Build Time 00:27 Min. Tech Level No Superweapons Strength Health 30000 Armor Light Armament Damage 2500 Reload Delay (ticks) 60 Range (cells) 6 Movement Movement Speed 142 Turn Speed 5 Turret Turn Speed 5 Cloak Cloak Type Normal Initial Cloak Delay (ticks) 125 Cloak Delay (ticks) 175 Uncloaks On Attack, Critical Damage Cloak Detection Type Normal, Hijacker Cloak Detection Range (cells) 7 Other Stats Sight (cells) 7 Leaves Husk No Crusher Yes
The mobile gap generator is a mobile version of the Gap Generator that can only be produced by England.
It looks a little similar to the Radar Jammer, but they are distinct units.
Type Vehicle Ground Attack No Air Attack No Faction Allies (England only) Production Requires Allied Tech Center, War Factory Cost 1200 Build Time 00:24 Min. Tech Level No Superweapons Strength Health 22000 Armor Heavy Movement Movement Speed 99 Other Stats Sight (cells) 6 Leaves Husk Yes Crusher No
The Chrono Tank is an unique unit of Germany. It is capable of teleporting to nearby spots (and not to anywhere on the map, unlike a chronosphere). It's armed with hollow charge rockets effective against vehicles and structures, but ineffective against infantry and, unlike in original game, unable to target aircraft.
Teleportation
The unique ability of this panzer is instant teleportation to another location within 12 tiles with 10 seconds cooldown besides conventional movement on tracks. That allows the vehicle to traverse through cliffs, rivers and walls with little effort, and move over defences with minimal damage in order to rush critical enemy structures like construction yards, war factories and nuke silos, or eliminate enemy artillery in the middle of a fight.
Each teleportation must be ordered by the player. The first way to do that is through force-move (default shortcut: hold alt + select location), and the second way to deploy unit (default shortcut: press f key) and then select location. The area where chrono tank can currently teleport to is visible when deployed - it's a large dashed green circle around the vehicle.
If chrono tank is ordered to teleport further than 12 tiles away, it will move on tracks towards the spot, and teleport immediately when it gets within 12 tile-radius from the location.
Chrono tank is heavy enough to crush enemy infantry under its tracks, and teleporting it on them will result in immediate death of every enemy soldier in the target tile.
Combat
The chrono tank has sightly better speed than Medium Tank , noticeably better firepower and range, just as much health, and "light" armor type, as opposed to "heavy" that Medium Tank has, resulting in taking decreased damage from dedicated anti-tank weapons, but increased from artillery and anti-personnel weapons. Chrono tank also lacks a turret, making it unable to fire on the move. Its missiles are possible to jam, unlike shells of conventional tanks.
One Chrono Tank can duel a Heavy Tank and win the engagement while being just 200 credits pricier, as well as faster and able to teleport, making it fairly cost-effective in head-on clashes with other tanks with dedicated anti-armour weaponry, as well as vehicles with mere machine guns, like Rangers and APCs.
Unless having significant superiority, it's not recommended to try taking on enemy infantry with Chrono Tanks, for their best weapon against footsoldiers are their treads they can use to grind the enemy underneath.
The most efficient use of Chrono Tanks is lightning warfare against enemy harvesters, long-range fire support and critical base structures, where they can use their teleport ability to get into places inconvenient for the opponent, cause mayhem, and retreat into fog of war in a flash when the enemy defense force arrives.
Alternative option is to use them as fire support units following the main force and using range of their rockets to attack the enemies while being shielded by cheaper and similarly durable Medium Tanks.
Counters
Combat aircraft, especially Soviet planes, are good counters to Chrono Tanks, as both chainguns and missiles can deal solid damage to the lightly armored vehicles, while excellent vision and speed allow to pursue the tanks, unhindered by teleporting outside FoV or natural barriers.
While rather restricted to defense in combating these units, anti-tank infantry like Shock Troopers and Rocket Soldiers , as well as gun turrets and tesla coils are capable of bringing these panzers down, as long as they are not severely outnumbered.
Chrono Tanks are also much more vulnerable to certain light units that are usually hard-countered by heavier tanks - two Flak Trucks, for example, are able to defeat a one of these panzers without sustaining any casualties, being 150 credits cheaper, while three Light Tanks can take on two Chrono Tanks with the cost difference being 600 credits in favour of lights, although with heavy casualties.
Type Vehicle Ground Attack Yes Air Attack No Faction Allies (Germany only) Production Requires Allied Tech Center, War Factory Cost 1350 Build Time 00:27 Min. Tech Level No Superweapons Strength Health 40000 Armor Light Armament Damage 5000 (x2) Reload Delay (ticks) 60 Range (cells) 6 Movement Movement Speed 96 Other Stats Sight (cells) 6 Leaves Husk No Crusher Yes
The Mobile Radar Jammer defends nearby units against many missiles. Any guided missile is affected. This includes the missiles of: MiGs, submarines, mammoth tanks, chrono tanks, Longbows, etc. If it's homing - it's affected.
The Mobile Radar Jammer can jam an enemy's radar dome by getting sufficiently close. This will hide the enemy's minimap, as if the dome is powered down. When a players radar dome gets jammed, a powered down sound is played.
The unit has 2 circles around it indicating the effect radiuses. The smaller red one is the radius where missiles are deflected, the larger blue shows the radius for jamming the radar dome.
Type Vehicle Ground Attack No Air Attack No Faction Allies Production Requires Allied Tech Center, War Factory Cost 1100 Build Time 00:22 Min. Tech Level No Superweapons Strength Health 22000 Armor Heavy Movement Movement Speed 99 Cloak Cloak Detection Type Normal, Hijacker Cloak Detection Range (cells) 6 Other Stats Sight (cells) 7 Leaves Husk No Crusher No
The Transport is a naval unit capable of carrying up to 5 infantry or vehicles. It is the only vehicle transportation method in Red Alert. The transport cannot fight.
When the transport touches the shoreline, its doors open, allowing ground units to enter or leave it.
The chronosphere superweapon cannot be used on the transport.
The transport is not to be confused with the phase transport.
Matryoshka
The APC can carry 5 infantry units, and a transport can carry 5 APCs. This can allow the transportation of 25 infantry units, rather than 5.
Type Naval Ground Attack No Air Attack No Faction Allies and Soviets Deploy Command Unloads passengers. Production Requires Naval Yard or Sub Pen Cost 700 Build Time 00:17 Min. Tech Level Low Strength Health 35000 Armor Heavy Movement Movement Speed 113 Turn Speed 10 Other Stats Sight (cells) 6
The Gunboat is the basic allied naval unit. It can detect submarines. It is weaker than a destroyer.
Type Naval Ground Attack Yes Air Attack No Faction Allies Production Requires Naval Yard Cost 500 Build Time 00:12 Min. Tech Level Low Strength Health 200 Armor Heavy Armament Damage 2500 (Cannon), 8000 (Depth Charge) Reload Delay (ticks) 60 Range (cells) 5.5 (Cannon), 5 (Depth Charge) Movement Movement Speed 128 Turn Speed 7 Turret Turn Speed 7 Cloak Cloak Detection Type Submarine Cloak Detection Range (cells) 4
The Destroyer is a multi-purpose allied naval unit. It is capable of detecting nearby submarines. Unlike Soviet submarines, it can also shoot down aircraft and units that are standing on the shore.
Its medium range makes it ineffective at attacking enemies that are further from the shore. Cruisers are better at that.
Type Naval Ground Attack Yes Air Attack Yes Faction Allies Counterpart Submarine Production Requires Radar Dome, Naval Yard Cost 1000 Build Time 00:24 Min. Tech Level Medium Strength Health 400 Armor Heavy Armament Damage 30 (x2) (Missile), 80 (Depth Charge) Reload Delay (ticks) 60 Range (cells) 7.5 (Missile), 5 (Depth Charge) Movement Movement Speed 85 Turn Speed 7 Turret Turn Speed 7 Cloak Cloak Detection Type Submarine Cloak Detection Range (cells) 4 Other Stats Sight (cells) 6
The Cruiser is a slow, long-range allied naval unit. It can be thought of as "water-floating artillery". It is good at attacking bases. However, its shells are not very strong and are very inaccurate, and it becomes cost effective against bases only at prolonged sieges, where the damage pays off over time. It cannot be effectively used for "hit and run" tactics.
The cruiser is vulnerable against aircraft and other naval units, and should usually be guarded by destroyers.
Type Naval Ground Attack Yes Air Attack No Faction Allies Counterpart Missile Sub Production Requires Allied Tech Center, Naval Yard Cost 2400 Build Time 00:48 Min. Tech Level No Superweapons Strength Health 80000 Armor Heavy Armament Damage 25000 (x4) Reload Delay (ticks) 250 Range (cells) 20 Minimum Range (cells) 3 Movement Movement Speed 42 Turn Speed 3 Turret Turn Speed 3 Other Stats Sight (cells) 7
The Chinook is a transport helicopter of the Allies. It is the only aircraft with the ability to carry infantry. It can carry 8 units. It is unarmed and cannot shoot.
It is also the only aircraft that can land anywhere. Other aircraft need a helipad or an airfield.
The Chinook has the slightly less visibility than the Hind. Although most players use hinds for scouting, a Chinook can do a similar job and is cheaper. However, this comes at the cost of it not being able to shoot and having slightly less visibility. Also, the Chinook is prone to landing in undesired areas, making the Hind a better scout sometimes.
Base infiltration
The Chinook is often used to infiltrate enemy lines and attack vulnerable facilities such as ore refineries, ore trucks, tech centers, and more. Infiltration usually involves transferring Tanya or rocket soldiers.
Trivia
The CH-47 Chinook.
Type Aircraft Ground Attack No Air Attack No Faction Allies Deploy Command Lands, if not already, and unloads passengers. Production Requires Helipad Cost 900 Build Time 00:22 Min. Tech Level Medium Strength Health 14000 Armor Light Movement Movement Speed 128 Turn Speed 5 Other Stats Sight (cells) 8
The Hind is the primary attack helicopter of the Allies. It is very strong against infantry and lightly armored vehicles such as V2s and artillery. It is the best allied scouting unit. Like all aircraft, the Hind is not well armored and is weak against anti air units.
The Hind is also vulnerable against Longbows, because the Hind can't shoot at air units.
The hind is sometimes confused with the longbow by new players due to visual similarities, but the two helicopters do not look exactly the same.
Strength relative to other units
The Hind is vulnerable to mobile flak attacks. If it attacks a single mobile flak with full health, the Hind can destroy it and retain half its health. However, it is easily destroyed by 2 or more mobile flaks without causing them significant damage.
A Hind can withstand 5 rockets from rocket soldiers. Assuming immediate attacks by both parties at full health: If a Hind attacks 3 rocket soldiers, it will kill them and be damaged by 3 rockets, retaining about 40% of its health. 4 rocket soldiers may or may not be enough kill a Hind. (Sometimes, the last standing rocket soldier will be able to shoot a second rocket.) Usually, all of the 4 rocket soldiers will be lost. 5 rocket soldiers will always kill a Hind, losing at most 2 of the rocket soldiers.
The Hind is more effective at attacking V2s than the Yak, because a V2 with full health requires two Yak shooting engagements, and the Yak must circle around for the second strike. The Hind, being able to remain stationary, can simply shoot it until killed. On the other hand, the Yak can be better at killing artillery thanks to its superior flight speed.
Trivia
- Hind is the NATO reporting name of the Mi-24.
- While the Hind is a Soviet helicopter, it is used by the Allies for balance purposes. In the original game, the Hind and the Yak are similar in uses, and the Allies lack a counterpart for these aircrafts. That's why it is decided to transfer the Hind to the Allies.
Type Aircraft Ground Attack Yes Air Attack No Faction Allies Counterpart Yak Production Requires Helipad Cost 1350 Build Time 00:33 Min. Tech Level Medium Strength Health 10000 Armor Light Armament Damage 2500 Reload Delay (ticks) 10 Range (cells) 5 Minimum Range (cells) 0.75 Ammo 24 Movement Movement Speed 112 Turn Speed 4 Other Stats Sight (cells) 10
The Longbow is an attack helicopter of the Allies. It is the only aircraft with the ability to attack other aircraft.
It behaves similarly to the Hind, but it shoots rockets rather than bullets, making it effective against heavy armored vehicles, buildings and other aircraft. It is not effective against infantry.
The Longbow has the highest visibility range of all the allied units.
The longbow is sometimes confused with the hind by new players due to visual similarities, but the two helicopters do not look exactly the same.
Trivia
The Longbow is an upgraded variant of the AH-64 Apache.
Type Aircraft Ground Attack Yes Air Attack Yes Faction Allies Counterpart MiG Production Requires Allied Tech Center, Helipad Cost 2000 Build Time 00:40 Min. Tech Level No Superweapons Strength Health 120 Armor Light Armament Damage 60 (x4) (Ground), 40 (x2) (Air) Reload Delay (ticks) 60 Range (cells) 5 Minimum Range (cells) 1.25 Ammo 8 Movement Movement Speed 149 Turn Speed 4 Other Stats Sight (cells) 12
The Allied construction yard is the Allies' version of the Construction Yard. It looks identical to the Soviet Construction Yard. It allows the player to build Allied Buildings.
Faction Allies Counterpart Soviet Construction Yard Production Requires N/A. Built by deploying an Allied MCV Produces Building, Defense Strength Health 150000 Armor Wood Power Energy 0 Other Stats Sight (cells) 5 Shape XXX XXX XXX ===
The Power Plant produces energy. It is always the second building that can be built, because it only depends on the Construction Yard.
Attacking an opponent's power plants can be a good way to make them enter the low power state.
A spy can infiltrate a power plant, forcing the low power state for a short period of time. This shuts down some enemy defenses and opens a short attack window.
Prerequisites
The power plant (or advanced power plant) is a prerequisite for the following:
- Building:
- Allied Barracks
- Soviet Barracks
- Ore Refinery
- Kennel
- Naval Yard
- Submarine Pen
Faction Allies and Soviets Production Requires Construction Yard Cost 300 Build Time 00:08 Min. Tech Level Infantry Only Strength Health 40000 Armor Wood Power Energy +100 Other Stats Sight (cells) 4 Shape XX XX ==
The Allied Barracks allows the production of Allied Infantry. It looks similar, but not exactly the same as the Soviet Barracks.
Prerequisites
The Allied barracks is a prerequisite for the following things:
- Defense:
- Pillbox
- Camo Pillbox
- Turret
Faction Allies Counterpart Soviet Barracks Production Requires Power Plant, Allied Construction Yard Produces Infantry Cost 500 Build Time 00:12 Min. Tech Level Infantry Only Strength Health 60000 Armor Wood Power Energy -20 Other Stats Sight (cells) 5 Shape XX XX ==
The Naval Yard allows the production of allied naval units:
- Transport
- Gunboat
- Destroyer
- Cruiser
Naval units can enter the naval yard and repair themselves, restoring full health for a small fee.
Faction Allies Counterpart Sub Pen Production Requires Power Plant, Allied Construction Yard Produces Naval Cost 1000 Build Time 00:24 Min. Tech Level Low Strength Health 100000 Armor Wood Power Energy -30 Cloak Cloak Detection Type Submarine Cloak Detection Range (cells) 10 Other Stats Sight (cells) 5 Shape XXX XXX XXX
The Ore Refinery is where ore trucks unload their minerals. It is the primary way to earn money. Destroying an opponent's ore refinery is a good way to cause economic harm.
The ore refinery also increases a player's maximum money capacity by $2000 so it doubles as a smaller Silo. When constructed, it comes with a single ore truck.
Prerequisites
The ore refinery is a prerequisite for the following:
- Building:
- War Factory
- Radar Dome
- Defense:
- Silo
- Vehicle:
- Ore Truck
Faction Allies and Soviets Production Requires Power Plant, Construction Yard Cost 1400 Build Time 00:34 Min. Tech Level Infantry Only Strength Health 90000 Armor Wood Power Energy -30 Other Stats Sight (cells) 5 Shape _X_ XXX X== ===
The War Factory allows the production of Vehicles. Although both Soviets and Allies can build it, it behaves differently for each. If it has been built while the player has an Allied Construction Yard, the War Factory will only produce Allied Vehicles. If it has been built while the player has a Soviet Construction Yard, it will only produce Soviet Vehicles.
Destroying both an enemy's war factory and Construction Yard (or an enemy's construction yard and Service Depot) means they can no longer produce MCVs and are never able to build structures again.
Prerequisites
The war factory is a prerequisite for the following:
- Tech Center
- Tesla Coil (Soviets)
"Hybrid" War Factory
On the rare case where the player has both types of conyards deployed, the resulting war factory can build both Allied and Soviet Vehicles. A vehicle can always physically exit from any of the war factories. For instance, if a player has "Hybrid" war factory and an "Allied" war factory, the "Allied" war factory can produce Soviet Vehicles as long as the "Hybrid" war factory is not destroyed.
Having both a Soviet and an Allied Conyard can be done by capturing an enemy Construction Yard with an Engineer, hijacking an enemy MCV with a Hijacker or repairing an enemy MCV Husk with a Mechanic.
Faction Allies and Soviets Production Requires Ore Refinery, Construction Yard Produces Vehicles Cost 2000 Build Time 00:48 Min. Tech Level Low Strength Health 150000 Armor Wood Power Energy -30 Other Stats Sight (cells) 5 Shape XXX XXX ===
The Radar Dome is a building. If the player has one or more radar domes, the minimap is unlocked. It also has the longest Line of Sight in the game.
When powered down, the Radar Dome loses its functionality temporarily, and if the player had a functioning GPS satellite, then it won't work for as long as the Radar Dome is powered down.
Prerequisites
Loosely speaking, the Radar Dome is a prerequisite for "range or technology oriented" units, whilst the Service Depot is a prerequisite for "heavy or mechanically oriented" units.
The radar dome is a prerequisite for following:
- Building:
- Helipad
- Airfield
- Allied Tech Center
- Soviet Tech Center
- Defense:
- AA Gun
- Sam Site
- Infantry:
- Spy
- Vehicles:
- Artillery
- V2 Rocket
Faction Allies and Soviets Production Requires Ore Refinery, Construction Yard Cost 1800 Build Time 00:44 Min. Tech Level Medium Strength Health 100000 Armor Wood Power Energy -40 Manual Power Down Yes Cloak Cloak Detection Type Normal, Hijacker Cloak Detection Range (cells) 10 Other Stats Sight (cells) 10 (Online), 5 (Offline) Shape XX XX ==
The Service Depot is a building where a vehicle or an aircraft can enter in order to repair itself for a small fee.
The service depot is usually a requirement for the expansion tactic, because it is needed to produce new MCVs.
Destroying both an enemy's service depot and Construction Yard (or an enemy's War Factory and Construction Yard) means they can no longer produce MCVs and are never able to build structures again.
An aircraft and a vehicle can be on a Service Depot at the same time.
Prerequisites
Loosely speaking, the Radar Dome is a prerequisite for "range or technology oriented" units, whilst the Service Depot is a prerequisite for "heavy or mechanically oriented" units.
The service depot is a prerequisite for following:
- Infantry:
- Hijacker
- Mechanic
- Vehicles:
- Medium Tank
- Heavy Tank
- Mine Layer
- MCV
- Mammoth Tank
- MAD Tank
Faction Allies and Soviets Production Requires War Factory, Construction Yard Cost 1200 Build Time 00:29 Min. Tech Level Medium Strength Health 80000 Armor Wood Power Energy -30 Other Stats Sight (cells) 5 Shape _=_ XXX _=_
The Helipad allows the production of Allied aircraft.
The helipad allows the production of the following aircraft:
- Chinook
- Hind
- Longbow
Faction Allies Counterpart Airfield Production Requires Radar Dome, Allied Construction Yard Produces Aircraft Cost 500 Build Time 00:12 Min. Tech Level Medium Strength Health 800 Armor Wood Power Energy -10 Other Stats Sight (cells) 5 Shape XX XX ==
The Allied Tech Center is the Allied version of the tech center.
Prerequisites
The Allied tech center is a prerequisite for the following:
- Building:
- Chronosphere
- Missile Silo (A Soviet Tech Center also allows constructing this)
- Defense:
- Gap Generator
- Infantry:
- Tanya
- Vehicle:
- Mobile Gap Generator (England)
- Phase Transport (France)
- Chrono Tank (Germany)
- Aircraft:
- Longbow
- Vessel:
- Cruiser
GPS
When the tech center is constructed, a 8 minute countdown is initiated. When the countdown reaches zero, a satellite is launched from the tech center. After a brief moment, the satellite is in orbit and unlocks the GPS support power. The GPS support power is also unlocked the player's teammates.
Destroying the tech center before the satellite launch cancels the countdown. If the player rebuilds a new tech center, the countdown will start again from 8 minutes.
The tech center "communicates" with the satellite, so if the satellite has already been launched, destroying the tech center will disable the GPS but will not destroy the satellite, and when a new tech center is rebuilt, the GPS will go back online immediately without a countdown. The GPS also needs a radar dome. If the radar dome is powered down or destroyed, the GPS won't work.
Faction Allies Counterpart Soviet Tech Center Production Requires War Factory, Radar Dome, Allied Construction Yard Provides Support Power GPS Cost 1500 Build Time 00:36 Min. Tech Level No Superweapons Strength Health 60000 Armor Wood Power Energy -200 Other Stats Sight (cells) 5 Shape XX XX ==
The Sandbag Wall is the light barrier for Allies. They can be crushed by vehicles and do not block any projectile.
Unlike other player placed buildings, if owner of the wall loses it stays on the map with neutral owner.
Ground Attack No Air Attack No Faction Allies Counterpart Wire Fence Production Requires Construction Yard Cost 50 Build Time 00:02 Min. Tech Level Low Strength Health 15000 Armor Wood Power Energy 0 Other Stats Sight (cells) 0 Shape X
The Concrete Wall is the heavy barrier for both sides. It can only be crushed by Mammoth Tanks and block projectiles like cannons and bullets but not rockets or tesla zaps.
Unlike other player placed buildings, if owner of the wall loses it stays on the map with neutral owner.
Ground Attack No Air Attack No Faction Allies and Soviets Production Requires Construction Yard Cost 200 Build Time 00:05 Min. Tech Level Medium Strength Health 40000 Armor Concrete Power Energy 0 Other Stats Sight (cells) 0 Shape X
The Silo increases a player's maximum money capacity by $3000. It is typically advised not to use a silo. If a player has too much money, spending it is always better strategically. Silos are typically built by new players who are not aware of this. If a player is at maximum money capacity the game will send a warning by saying "silos needed".
When a silo is destroyed, the money it stores is lost.
The silo is not to be confused with the missile silo (atom bomb).
Ground Attack No Air Attack No Faction Allies and Soviets Production Requires Ore Refinery, Construction Yard Cost 150 Build Time 00:04 Min. Tech Level Infantry Only Strength Health 30000 Armor Wood Power Energy -10 Other Stats Sight (cells) 4 Shape X
The Pillbox is a defense which is extremely powerful against Infantry. It is also effective against lightly armored vehicles, yet weak against heavily armored vehicles such as medium tanks or heavy tank.
The Pillbox is an Allied counterpart of the Flame Tower, it is significantly deadlier in terms of fire rate and range. However, the flame thrower deals more damage per hit.
The Pillbox has to be manned by a single infantry unit. When constructed, a single rifle infantry will be inside. A rifle infantry in a pillbox uses the Vulcan weapon which is significantly more powerful than the rifle infantry's own weapon. Other units use their regular weapon while inside a pillbox. The rifle man that comes with the pillbox can be replaced with Tanya for enhanced effectiveness.
The pillbox will stay functional even in low power mode.
The camo pillbox is a cloaked variation of the pillbox.
Infantry units inside the pillbox will have the same range as they have outside which varies among different units but they will have the pillbox's vision. Since all of their weapons have bigger range then how far they see by themselves and since the pillbox's vision is larger (or equal in case of Tanya) they will be able to use their full range (except for Tanya who outranges the pillbox's vision).
Melee units can't attack from the pillbox even if other melee units attack it. The fire ant can't shoot out from the pillbox.
Ground Attack Yes Air Attack No Faction Allies Deploy Command 1 infantry unmounts Counterpart Flame Tower Production Requires Construction Yard Cost 600 Build Time 00:15 Min. Tech Level Low Strength Health 40000 Armor Heavy Armament Damage 1000 (x5) Reload Delay (ticks) 30 Range (cells) 6 Power Energy -20 Cloak Cloak Detection Range (cells) 6 Other Stats Sight (cells) 6 Shape X
The Camo Pillbox is like the Pillbox, except that it's cloaked when not shooting.
Ground Attack Yes Air Attack No Faction Allies Deploy Command 1 infantry unmounts Production Requires Construction Yard Cost 800 Build Time 00:20 Min. Tech Level Medium Strength Health 40000 Armor Heavy Armament Damage 1000 (x5) Reload Delay (ticks) 30 Range (cells) 6 Power Energy -29 Cloak Cloak Type Normal Initial Cloak Delay (ticks) 125 Cloak Delay (ticks) 60 Uncloaks On Attack, Critical Damage Cloak Detection Type Hijacker, Normal Cloak Detection Range (cells) 6 Other Stats Sight (cells) 6 Shape X
The Turret is a defense which is strong against vehicles and buildings, but ineffective against infantry.
The turret will stay functional even in low power mode.
Ground Attack Yes Air Attack No Faction Allies Production Requires Allied Barracks, Construction Yard Cost 800 Build Time 00:20 Min. Tech Level Medium Strength Health 40000 Armor Heavy Armament Damage 6000 Reload Delay (ticks) 30 Range (cells) 7 Movement Turret Turn Speed 12 Power Energy -40 Cloak Cloak Detection Range (cells) 6 Other Stats Sight (cells) 7 Shape X
The AA Gun is a defense which is destructive against all aircraft. It shoots down aerial units almost immediately.
The AA gun will stop working in low power mode.
Ground Attack No Air Attack Yes Faction Allies Counterpart SAM Site Production Requires Radar Dome, Allied Construction Yard Cost 800 Build Time 00:20 Min. Tech Level Medium Strength Health 40000 Armor Heavy Armament Damage 1200 (x2) Reload Delay (ticks) 6 Range (cells) 1 0 Movement Turret Turn Speed 15 Power Energy -50 Manual Power Down Yes Other Stats Sight (cells) 6 Shape X
The Gap Generator creates opaque shroud in its radius, as if the map was never scouted before in that area. Nearby enemies can temporarily remove the shroud, but as soon as they leave, it returns.
The Gap Generator is a counter against the GPS; The GPS does not work within the Gap generator's shroud.
When powered down, the shroud disappears.
Reveal Range Decreasement
The visibility of some units is reduced when revealing the shroud generated by Gap Generator in comparison to normal shroud or Fog of War. Visibility loss is as follows:
- Infantry: Unaffected.
- Aircraft: -2
- Vessels: Capped at 5
- Vehicles: Capped at 4 (Mobile Radar Jammer, Tesla Tank capped at 6)
- Structures: Capped at 4 (Radar Dome, Tech Center capped at 6)
- Defenses: Capped at 5 (Chronosphere, Iron Curtain, Tesla Coil capped at 6)
Ground Attack No Air Attack No Faction Allies Production Requires Allied Tech Center, Allied Construction Yard Cost 800 Build Time 00:20 Min. Tech Level No Superweapons Strength Health 500 Armor Heavy Power Energy -40 Manual Power Down Yes Other Stats Sight (cells) 6 Shape X
The Chronosphere is a superweapon of the Allies allowing vehicle and naval units teleportation.
Overview
When created, the chronosphere a 2-minute charge time. Once charging is complete, the player can choose up to 5 vehicles or naval units to teleport anywhere on the map. The vehicles do not have to be friendly vehicles. The affected units in the area will instantly teleported to the destination. Teleportation lasts 20 seconds, and once over, the units are teleported back to where they came from. Germany has the Advanced Chronosphere and is capable of teleporting 13 vehicles.
A player can only build a single chronosphere. France is capable of building an additional fake chronosphere.
Vehicles cannot be teleported into the water (as is the case in some original C&C games such as Red Alert 2).
Setting up remote bases
MCVs can be teleported. If an MCV deploys into a Construction Yard, it will not teleport back. This is a way to deploy "remote bases". If teleported into enemy territory, such a base should be quickly defended. Typically, players prepare a pillbox and a barracks in advance, once the MCV is teleported and deployed, the players immediately place the aforementioned structures, and then build many infantry units from the newly created barracks.
Teleporting enemy vehicles
A defender can temporarily teleport the attacking enemy's units to a distant place where they cannot attack, giving the defender some time to rebuild defenses or regroup units. This is particularly useful against attacking curtained units.
Alternatively, enemy vehicles can be teleported to a spot where they're vulnerable, and can then be killed.
Edge cases
The following edge cases cause non-obvious behavior.
Transported units
If the chronosphere superweapon is used on a ranger, APC or phase transport with infantry inside it, all the carried infantry will be killed.
The chronosphere superweapon cannot be used on the transport.
Preventing teleportation back (does not work)
This trick used to require two chronospheres, so two teammates must have coordinated to achive that. If a teleported vehicle was teleported from location A to B, then again from B to C before its alloted 20 seconds are over, then the first teleportation used to be "forgotten", and the first teleportion timer overridden by the second. Once the new 20 seconds are over, the vehicle used to teleport back from C to B, and not to A. In recent updates it has been fixed, and now the old timer is not overridden by the new timer.
Faction Allies Counterpart Iron Curtain Production Requires Allied Tech Center, Construction Yard Provides Superweapon Advanced Chronoshift (Germany only), Chronoshift (Other Allies) Cost 1500 Build Time 00:36 Min. Tech Level Unrestricted Strength Health 1000 Armor Wood Power Energy -200 Manual Power Down Yes Other Stats Sight (cells) 6 (Online), 5 (Offline) Shape XX XX
The Atom Bomb is a superweapon. When a Missile Silo created, it has a 9-minute countdown. Once the countdown is complete, the player can choose any spot on the map to bomb. When launched, the countdown is reset and a new bomb can be launched again after another 9 minutes. The atom bomb destroys everything within its blast radius.
Destroying the missile silo resets the timer. Also, when powered down or in low power mode, the timer pauses.
A player can only build a single missile silo, but France can build an additional fake missile silo.
The missile silo is not to be confused with the silo.
Defense Against Atom Bombs
When a bomb is launched, an "atom bomb launched" message will be heard. Its landing spot is not indicated. The player has a short time to react. It is a good idea to move units away from likely targets before the bomb lands, such as construction yard, superweapons, and tech centers.
Atom bombs that are already launched cannot be stopped. It is best to take preventive measures, such as destroying the missile silo before the bomb is ready to launch. The only defense against a launched atom bomb is the Iron Curtain, it can be placed on a building or on two adjacent buildings to grant them immunity for a short period of time. However, predicting where the atom bomb will land in advance is not always possible, so the curtain placement is a bet.
The Tech Center and other super weapons are a common atom bomb target. Therefore, it is strategic for soviets to place their iron curtain structure adjacent to the Soviet Tech Center; when a bomb is launched, both structures can be curtained and protected.
Vertical Travel Landing Prediction
When the bomb is a few seconds away from landing, it can be visually seen traveling very fast, starting from the top of the map and going down vertically. This means bottom bases have a slightly longer response window.
If bases (or structures) are not built on the same vertical line, a player can tell which structure is being targeted, and can apply the iron curtain more intelligently.
Faction Allies and Soviets Production Requires Tech Center, Construction Yard Provides Superweapon Atom Bomb Cost 2500 Build Time 01:00 Min. Tech Level Unrestricted Strength Health 100000 Armor Wood Power Energy -150 Manual Power Down Yes Other Stats Sight (cells) 6 (Online), 5 (Offline) Shape XX
France can produce fake structures of most Allied buildings and super weapons.
The Global Positioning System (GPS) is the only Allied support power. It allows a player to see all enemy movement on the map, with the exception of submarines.
The Allied tech center article contains information about obtaining the GPS.
In order to use the GPS, a player needs a powered radar dome and Allied tech center.
The GPS grants a significant advantage to the player, this makes the Allied tech center a popular target. In particular, when the GPS is on, artillery can be aimed at enemies without the need to scout, making it more dangerous. As of the most recent update, artillery no longer auto-targets enemies that can only be seen via GPS.
Faction Allies Requires Allied Tech Center Stats Charge Time 08:00
The Sonar Pulse is a support power enabled by infiltrating a naval yard or submarine pen with a spy. It reveals enemy submarines within any chosen area with a 5 cell radius.
Faction Allies Stats Charge Time 00:30