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    Unit Comparison Guide by FlareBladeLord

    Version: 1.5 | Updated: 07/16/09 | Search Guide | Bookmark Guide

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    | |    / _ \/\ |     
    | |___| (_>  < |____ 
     \_____\___/\/\_____|
    
     _____  ______ _____             _      ______ _____ _______   ____  
    |  __ \|  ____|  __ \      /\   | |    |  ____|  __ \__   __| |___ \ 
    | |__) | |__  | |  | |    /  \  | |    | |__  | |__) | | |      __) |
    |  _  /|  __| | |  | |   / /\ \ | |    |  __| |  _  /  | |     |__ < 
    | | \ \| |____| |__| |  / ____ \| |____| |____| | \ \  | |     ___) |
    |_|  \_\______|_____/  /_/    \_\______|______|_|  \_\ |_|    |____/ 
    
     _    _            _     _             
    | |  | |          (_)   (_)            
    | |  | |_ __  _ __ _ ___ _ _ __   __ _ 
    | |  | | '_ \| '__| / __| | '_ \ / _` |
    | |__| | |_) | |  | \__ \ | | | | (_| |
     \____/| .__/|_|  |_|___/_|_| |_|\__, |
           | |                        __/ |
           |_|                       |___/ 
     _    _ _   _ _____ _______ 
    | |  | | \ | |_   _|__   __|
    | |  | |  \| | | |    | |   
    | |  | | . ` | | |    | |   
    | |__| | |\  |_| |_   | |   
     \____/|_| \_|_____|  |_|   
    
      _____ ____  __  __ _____        _____  _____  _____  ____  _   _ 
     / ____/ __ \|  \/  |  __ \ /\   |  __ \|_   _|/ ____|/ __ \| \ | |
    | |   | |  | | \  / | |__) /  \  | |__) | | | | (___ | |  | |  \| |
    | |   | |  | | |\/| |  ___/ /\ \ |  _  /  | |  \___ \| |  | | . ` |
    | |___| |__| | |  | | |  / ____ \| | \ \ _| |_ ____) | |__| | |\  |
     \_____\____/|_|  |_|_| /_/    \_\_|  \_\_____|_____/ \____/|_| \_|
    
      _____ _    _ _____ _____  ______ 
     / ____| |  | |_   _|  __ \|  ____|
    | |  __| |  | | | | | |  | | |__   
    | | |_ | |  | | | | | |  | |  __|  
    | |__| | |__| |_| |_| |__| | |____ 
     \_____|\____/|_____|_____/|______|
    
    
    
    TABLE OF CONTENTS
    
    1. INTRODUCTION
    2. VERSION HISTORY
    3. DISCLAIMER
    -----------------------------
    4.0 COMPARISON METHOD + NOTES
    5. UNITS
     5.1 INFANTRY
     5.2 VEHICLES
     5.3 AIRCRAFT
     5.4 NAVAL FORCES
     5.5 PARTICULAR UNITS
    -----------------------------
    6. CREDITS
    
    
    
    
    
    ---------------
    1. Introduction
    ---------------
    
    Hello reader, my alias is Flare Blade Lord, and I'm also known as 
    Unknown One.  My real name is Victor Wei Wang, and this is my third 
    attempt completing a FAQ/guide. Hope you'll get use of my guide.
    
    Also, I recommend you to have been through the game to fully understand 
    this guide.
    
    If there are any odd things in my guide, it's because I'm inexperienced 
    or made a mistake :P
    
    ------------------
    2. Version History
    ------------------
    0.0 - Started writing. Made the table of contents and looked at other 
    guides for a little help.
    
    0.2 - Got the infantry-section completed.
    
    0.4 - Got a part of the vehicle-section completed. A long pause 
    started.
    
    1.0 - The rest was completed in one day. I plan to add some more data 
    though.
    
    1.45 - Yes, more data has been stuffed. I think I won't add more to 
    this though.
    
    1.5 - Uprising units have been added, though I don't have the Mammoth 
    Tank in this guide. More small stuff has been added too, and some 
    things has been changed due to new experiences of mine.
    
    --------------
    3. DISCLAIMER!
    --------------
    
    This guide is made for people who well, wants to check this guide out 
    or use it  and for various other reasons, but beware;
    
    This may be not rewritten under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise 
    distributed publicly without permission before so. Use of this guide on 
    any other web site or as a part of any public display is strictly, 
    indisputably prohibited, and a violation of copyright.
    
    Failure to comply with the above terms can result in a lawsuit.
    
    All trademarks and copyrights contained in this document are owned by 
    their respective trademark and copyright holders.
    
    If you do not agree with the terms here, you should not use this guide 
    any further.
    
    Also, if you wish to contribute to this submission by giving me some 
    more information to add on this one, send it to my e-mail address. I'll 
    reply as soon as possible.
    
    E-Mail: flarebladelord@hotmail.com
    
    Sites the guide is allowed on:
    -GameFAQs
    -Supercheats
    -Neoseeker
    -Gamesradar
    -Cheatplanet
    -Playhaven
    
    Thank you. Now on to the guide.
    
    ----------------------------
    4. COMPARISON METHOD & NOTES
    ----------------------------
    
    I'm going to explain about little of the methods I'll use to compare 
    the units of the same type.
    
    Nationality - Soviet Union, Allied Nations and the Empire of the Rising 
    Sun.
    
    Type - Infantry, vehicles and such and what they are to be used for.
    
    Terrain movement - Sea, ground or air (underground is strangely 
    possible in this game). Speed is included. Also, if "/" is added, it's 
    about the unit's second form.
    
    Price - It's all about money, isn't it? Also, as the Soviets, there is 
    a support power which minimizes the units' price, and those are just 
    the normal prices, so don't forget that.
    
    Weaponry - It's useful to know such, ya know.
    
    Attack Rate - How often they attack.
    
    Power - Power is important, and whether it's low or high is affected by 
    the attack rate. Alas, if power is low, a single shot is weak.
    
    Attack Type - Explosions, bullets, beams, shells, you name it. 
    Explosions have area-effect. Missiles are homing, and WILL hit their 
    target, if not it's too fast like a retreating Apollo Fighter.
    
    Range - Distance required to hit enemy.
    
    Durability - It's useful to know how much they can take. But whether 
    it's low of high depends on the type of units they are.
    
    Effectiveness - You'll have to know what they should be used for. It's 
    determined by the overall effectiveness against that type of unit.
    
    Special Ability - They all have one, after all.
    
    Performance - You need to know how to use them well, right?
    
    Comparison - Hey, that's all this guide is about, rite?
    
    Conclusion - Summary of the comparison.
    
    
    Note 1: For example: medium fast is faster than fast medium (just to 
    make it clearer for you). Slow fast is faster than fast slow.
    
    Note 2: "*" will be added in case there is something special with their 
    veterancy upgrade other than the standards.
    
    Note 3: If I've written "--" somewhere, it's because there is nothing 
    of that thing which should be there. For example, if a unit doesn't 
    have any weaponry, I'll write "--".
    
    Oh, about veterancy, it can be gained by destroying enemy 
    structures/units or taking veterancy crates. There are three levels, 
    and the third and final is a star. Veterancy will always upgrade the 
    unit's performance. It upgrades their:
    
    Attack strength: How damaging their attacks are.
    
    Firing rate: How often/quickly they can attack.
     *This applies only for star- graded units.
    
    
    HP / Defense / Durability: How much damage they can take.
    
    Attack range: Star-Veterancy gives longer range. Not the other grades.
    
    Also, when star-veterancy units attack their attacks are colored red in 
    some fashion. There are some exceptions though, other than just the 
    color of the attack.
    
    
    Final note: If there is no conclusion / comparison, it's because it's 
    not  needed. Just read the comparison / performance /conclusion.
    
    --------
    5. UNITS
    --------
    
    Here's a complete list of the types of units. I'll list them in way of 
    comparison. Also, the order of them is Soviets first, Allies second and 
    Imperials last.
    
    I advice you to find the unit you want to look at by pressing CTRL+F 
    and paste the name of the unit. It's a very useful thing, I tell you.
    
    INFANTRY:
    -Scouts
        War Bear
        Attack Dog
        Burst Drone
    
    -Anti-Infantry / Mainline Infantry
        Conscript
        Peacekeeper
        Imperial Warrior
    
    -Anti-Air Infantry
        Flak Trooper
        Javelin Soldier
        Tank Buster
    
    -Engineers
        Combat Engineer
        Engineer (Allied)
        Engineer (Imperial)
    
    -Advanced Infantry
        Tesla Trooper
        Spy
        Shinobi
    
    -Special Infantry
        Natasha Volkova
        Tanya Adams
        Yuriko Omega
        Rocket Angel
    
    VEHICLES:
    -Transport Vehicles
        Bullfrog
        Riptide ACV
        Sudden Transport
    
    -Anti-Infantry Vehicles
        Sickle
        Multigunner IFV
        Mecha Tengu
    
    -Anti-Armor/Mainline Tanks
        Hammer Tank
        Guardian Tank
        Tsunami Tank
    
    -Anti-Air Vehicles
        Bullfrog
        Multigunner IFV
        Striker VX
    
    -Advanced Vehicles
        Apocalypse Tank
        Mirage Tank
        King Oni
    
    -Long-Range Vehicles
        V4 Rocket Launcher
        Athena Cannon
        Wave-Force Artillery
    
    -Mobile Construction Vehicles
        Soviet MCV
        Allied MCV
        Imperial MCV
    
    
    AIRCRAFT:
    -Anti-Air Aircraft
        MiG-Fighter
        Apollo Fighter
        Jet Tengu
    
    -Choppers/Helicopters
        Twinblade
        Cryocopter
        Chopper VX
    
    -Bombardment Aircraft
        Kirov Airship (Soviet)
        Century Bomber (Allied)
    
    -Other Aircraft
        Vindicator (Allied)
        Sky-Wing (Imperial
    
    NAVAL FORCES:
    -Scouts
        Dolphin (Allied)
        Yari Minisub (Imperial)
        
    -Anti-Air Vessels
        Bullfrog
        Hydrofoil
        Sea-Wing
        
    -Anti-Ship/Armor Vessels
        Akula Sub
        Assault Destroyer
        Naginata Cruiser
       
    -Long-Range Heavy Bombardment Vessels
        Dreadnought
        Aircraft Carrier
        Shogun Battleship
        
    -Other Vessels
        Stingray
        Riptide ACV
        Tsunami Tank
    
    
    UPRISING ONLY UNITS:
    
    -Anti-Air Infantry
        Archer Maiden (Empire of the Rising Sun)
    
    -Advanced Anti-Surface Infantry
        Desolator Trooper (Soviet Union)
        Cryo Legionnaire (Allied Nations
    
    -Anti-Armor/Surface Vehicles
        Grinder
        FutureTank X-1
        Steel Ronin
    
    
    -Bombardment Aircraft
        Harbinger Gunship
        Giga Fortress(-Core) (Sky Fortress form, Empire of the Rising Sun)
    
    
    -Bombardment Naval Forces
        Giga Fortress(-Core) (Sea-Fortress form)
    
    ------------
    5.1 INFANTRY
    ------------
    
    We'll start out with units of the same type, and it will always be like 
    this,  alright? Good. Let's get going.
    
    
    ````SCOUTS创创
    
    
    **********
    *WAR BEAR*
    **********
    
    Nationality: Soviet Union
    Type: Anti-Infantry Scouts
    Terrain Movement: Ground and sea. Fast.
    Price: 225 $
    
    Weaponry: Claws
    Attack Rate: Low. Pauses after having attacked.
    Power: One-hit kill.
    Attack Type: (Um, isn't that obvious?)
    Range: In front of target.
    Durability: Low
    Effectiveness: Infantry only. Lethal, but ineffective.
    Special Ability: Amplified Roar
    
    Performance: Being able to attack infantry only proves them rather 
    useless, but  as scouts, they might be worth something. They Amplified 
    Roar should be used if they come with a pack allies to set enemy 
    infantry out of function.
    
    
    ************
    *ATTACK DOG*
    ************
    
    Nationality: Allied Nations
    Type: Anti-Infantry Scout
    Terrain Movement: Ground and water. Faster than the War Bear, but not 
    much.
    Price: 200 $ 
    
    Weaponry: Jaws
    Attack Rate: Low. Pauses after having attacked.
    Power: One-hit kill.
    Attack Type: Bite.
    Range: In front of target.
    Durability: Low.
    Effectiveness: Infantry only. Low.
    Special Ability: Amplified Bark
    
    Performance: Just a slight bit better than the War Bear, but not much. 
    Pretty  much the same. Cannot attack anything other than light-armored 
    infantry.
    
    
    *************
    *BURST DRONE*
    *************
    
    Nationality: Empire of the Rising Sun
    Type: Flying Scout
    Terrain Movement: Air. Slow flying unit (when it comes to air-units).
    Price: 300 $
    
    Weaponry: --
    Attack Rate: --
    Power: Low.
    Attack Type: Self-Destruct. Explosion, area-effect
    Range: --
    Durability: Very low.
    Effectiveness: --
    Special Ability: Self-Destruct.
    
    Performance: Nothing more than scouts. Extremely weak, and should not 
    at all  enter enemy bases with defenses. Station them somewhere, and 
    they should serve  you well (unless your opponent comes with anti-air 
    of some kind). They can  latch on to enemy vehicles / aircraft / naval 
    units and slow them down, or  self-destruct themselves in order to 
    damage / destroy weakened enemy units. Cannot attack infantry in any 
    kind though. And it bleeds for some reason.
    
    COMPARISON: The War Bear has more vitality (HP) than the Attack Dog, 
    which makes it signifantly better, though it is not much more HP. Their 
    attack is the same, though the Attack Dog is faster. The Burst Drone is 
    a scout with easy access to all places, which makes it better for 
    scouting, but it also kinda doesn't compete against the others.
    
    Conclusion: The War Bear is the better in case you meet enemy infantry 
    (though not by much), while the Burst Drone is of its own kind - 
    scouting only.
    
    
    
    ````MAINLINE INFANTRY创创
    
    Note: Only these guys can empty garrisoned buildings except for the 
    Imperial Warrior.
    
    ***********
    *CONSCRIPT*
    ***********
    
    Nationality: Soviet Union
    Type: Mainline Anti-Infantry / Anti-Garrison
    Terrain Movement: Ground only. Medium speed only.
    Price: 100 $
    
    Weaponry: AVK-45 Assault Rifle / Molotov Cocktail
    Attack Rate: Medium.
    Power: Very low. Very powerful against garrisoned units.
    Attack Type: Bullets. Damages target only. / Explosion. Area-effect.
    Range: Medium. Cocktails require a distance away from target, and gives 
                   longer range.
    Durability: Medium.
    Effectiveness: Infantry - low. Garrisoned units - Very high.
                   Other - low.
                   Unable to attack air.
    Special Ability: Switches to AK-45-like assault rifle / Molotov 
    Cocktails
    
    Performance: They would have been killed easily by other Anti-Infantry  
    infantry, but they are the best units when it comes to emptying 
    garrisoned  structures. Preferrable to send them in numbers. Also, 
    their Molotov Cocktails  are to be used on structures or vehicles or 
    nearby naval units and on garrisoned structures.
    
    
    *************
    *PEACEKEEPER*
    *************
    
    Nationality: Allied Nations
    Type: Mainline Anti-Infantry / Anti-Garrison
    Terrain Movement: Ground only. Their Riot Shield slows them down.
    Price: 200 $
    
    Weaponry: Shotgun / Riot Shield
    Attack Rate: Low.
    Power: High.
    Attack Type: Bullets. Can make infantry fall on to the ground by 
    attacking in front of the enemy.
    Range: Medium.
    Durability: Medium. Can become very high in case shield is equiped.
    Effectiveness: Infantry - High. Can attack multiple infantry if in a 
    straight
                                    line and in range.
                                    Garrisoned units - Low.
                   Other - Low.
                   Unable to attack air.
    Special Ability: Switches to Riot Shield / Shotgun.
    
    Performance: Their distance to the enemy infantry matters much, since 
    they  wield shotguns - which is the best gun in small distance. They 
    should never  meet vehicles or naval units that can attack them. They 
    are effective anti-garrison, since their shield gives them that 
    oppurtunity, but they'll have to kill themselves in exchange of that.
    
    
    ******************
    *IMPERIAL WARRIOR*
    ******************
    
    Nationality: Empire of the Rising Sun
    Type: Mainline Anti-Infantry
    Terrain Movement: Ground only, medium speed, but can get a minor boost 
    by their 
                      Beam Katanas.
    Price: 150 $
    
    Weaponry: Burst Assault Rifle?
    Attack Rate: High.
    Power: Low.
    Attack Type: Wave-Force Bullets? Damages target only.
    Range: Medium / In front of enemy. This applies for Banzai Charge.
    Durability: Medium.
    Effectiveness: Infantry - High.*
                   Other - Low.
                   Unable to attack air.
    Special Ability: Banzai Charge
    
    Performance: Exceedingly well against Conscripts, can get a problem 
    against  Peacekeepers. Not at all well against vehicles or naval units, 
    but probably  best garrisoned.
    
    Note*: The Imperial Warrior can empty a garrisoned building by using 
    Banzai Charge into one, but has to kill himself too, and risk being 
    killed while running. Much like the Peacekeeper's way to empty one.
    
    COMPARISON: The Peacekeepers win this contest. Garrisoned units can 
    avoid the  Molotov Cocktails easily by simply evacuating the structure 
    and then get  inside (though AIs probably won't do so), but even though 
    their shield slows them down, it gives them a significant defensive 
    boost. Also, war Bears, Attack Dogs and Shinobis can't attack them 
    while in that state. Can even clear out a garrisoned building from the 
    inside, but in exchange for their own life.
     The Imperial Warriors are the most powerful one-on-one infantry, 
    rather effective too. They are strong, and their Beam Katana provides 
    them with a boost and a lethal melee-weapon. 
     The Conscripts catch up with their cocktails, and they are effective 
    against garrisoned units, but else they are really weak. Not easy to 
    say who is the best, really.
    
    Conclusion: Peace is best.
    
    
    
    ````ANTI-ARMOR/AIR INFANTRY创创
    
    **************
    *FLAK TROOPER*
    **************
    
    Nationality: Soviet Union
    Type: Anti-Air / Anti-Armor Infantry
    Terrain Movement: Ground only. Medium speed.
    Price: 400 $
    
    Weaponry: Flak Cannon / Electromagnetic Mines
    Attack Rate: Medium.
    Power: Medium.
    Attack Type: Explosion. Area-effect. / Explosion. Area-effect.
    Range: Long.
    Durability: Medium.
    Effectiveness: Infantry - Low.
                   Vehicle - High.
                   Aircraft - High.
                   Structures - Very high.
    Special Ability: Switches between Flak Cannon and Electromagnetic Mines
    
    Performance: Best against aircraft, but their mines causes them to fall 
    in  danger in case the target is a tank which can run down infantry. 
    Should always  use the Flak Cannon unless the enemy is standing still. 
    Good long range, also. Their mines are extremely powerful, also.
    
    
    *****************
    *JAVELIN SOLDIER*
    *****************
    
    Nationality: Allied Nations
    Type: Anti-Air / Anti-Armor Infantry
    Terrain Movement: Ground only. Medium speed.
    Price: 400 $
    
    Weaponry: Missile Launcher
    Attack Rate: High medium. Laser Guidance doubles firing rate.
    Power: High medium.
    Attack Type: Missiles. Explosion, area-effect.
    Range: Long. Laser Guidance gives longer range.
    Durability: Medium.
    Effectiveness: Infantry - Low.
                   Vehicles - High.
                   Aircraft - Very high.
                   Structures - High. Laser Guidance heigthens
                                effectiveness.
    Special Ability: Switches to Manual / Laser Guidance.
    
    Performace: Better against air-targets, and with their Laser Guidance 
    which  requires time, they can be used as base-destruction units. But 
    otherwise, they  are doing well against vehicles and aircraft. Not well 
    at all against infantry, but their range gets extended with Laser 
    Guidance. Nice hit-and-run units if transports are nearby.
    
    
    ************
    *TANK BUSTER*
    ************
    
    Nationality: Empire of the Rising Sun
    Type: Anti-Armor Infantry
    Terrain Movement: Ground only. Medium speed.
    Price: 300 $
    
    Weaponry: Plasma Cannon
    Firing Rate: Medium.
    Power: High.
    Attack Type: Laser? Damages target only.
    Range: High medium.
    Durability: Medium. Can be increased very much while in Spiderhole-
    state.
    Effectiveness: Vehicles - High.
                   Structures - high.
                   Others - low.
                   Unable to attack air.
    Special Ability: Spiderhole (hides underground) / Leave Spiderhole.
    
    Performace: Quite a shock isn't it? NOT Anti-air...But they are 
    specialists  when it comes to demolishing tanks. Though exposed to 
    everything else, well  against tanks. Their Spiderhole offers some 
    protection, and can be used as a hit-and-hide attack, which can be 
    effective against tanks.
    
    
    COMPARISON: The Javelin Soldiers win. They have a more powerful weapon, 
    and  with their Laser Guidance they are the preferred ones, since they 
    are also able  to damage structures pretty hard. The Flak Troopers come 
    in second. All of them  fits well if garrisoned.
     Except for the Tankbusters. They should only attack vehicles, 
    otherwise  they're dead men. Sad, but true. Except for if they come in 
    numbers. Their  Spiderhole is pretty much useless, since you WILL see 
    them. Enemy units will  automatically attack them, and when they 
    emerge, it may already be too late.
    
    Conclusion: Javelin Soldiers beats Flak Troopers in all areas, while 
    the  Tankbuster has its purpose in its name.
    
    
    *************************
       UPRISING UNIT ALERT
    *************************
    
    
    ***************
    *ARCHER MAIDEN*
    ***************
    
    Nationality: Empire of the Rising Sun
    Type: Anti-Air/Suface Infantry
    Terrain Movement: Ground only. Fast medium.
    Price: 500 $
    
    Weaponry: Wave-Force Bow and Arrow?
    Firing Rate: Low.
    Power: High
    Attack Type: Wave-Force Arrows. Area-effect against air.
    Range: High medium.
    Durability: Medium
    Effectiveness: Infantry - Medium
                   Aircraft - High
                   Other - Low.
    Special Ability: Barrage Shot (Area-effect)
    
    Performance: Rather strong infantry, but not very useful. As anti-air 
    they are brilliant, but cannot take much of a punch. Not much to say, 
    really. But, they are a bit faster than common infantry. Not better 
    than the Javelin Soldier though, but maybe better than the Flak 
    Trooper.
    
    **********************************
       UPRISING UNIT ALERT DISABLED
    **********************************
    
    
    ````ENGINEERS创创
    
    
    *****************
    *COMBAT ENGINEER*
    *****************
    
    Nationality: Soviet Union
    Type: Base Repair, Enemy Base Capture
    Terrain Movement: Ground and water. Slow.
    Price: 500 $
    
    Weaponry: Magnum
    Firing Rate: Low
    Power: High
    Attack Type: Bullets. Damages target only.
    Range: Low.
    Durability: Low.
    Effectiveness: --
    Special Ability: Build Battlebunker.
    
    Performance:  They can build battle bunkers, which works like 
    garrisonable structures, which is very useful. The rest is Structure 
    Capture / Repair.
    
    **********
    *ENGINEER*
    **********
    
    Nationality: Allied Nations
    Type: Base Repair, Enemy Base Capture, Heal Infantry
    Terrain Movement: Ground and water. Slow.
    Price: 500 $
    
    Weaponry: --
    Firing Rate: --
    Power: --
    Attack Type: --
    Range: --
    Durability: Low.
    Effectiveness: Heals infantry only with First-Aid Tent.
    Special Ability: First-Aid Tent / Pack up.
    
    Performance: Healing allied infantry is a very good thing, and should 
    always be in numbers if their special ability is used (at least two of 
    them). The rest is Structure Capture / Repair. Also, they can not heal 
    themselves alone.
    
    
    **********
    *ENGINEER*
    **********
    
    Nationality: Empire of the Rising Sun
    Type: Base Repair, Enemy Base Capture
    Terrain Movement: Ground and water. Slow. Can get a temporary boost, in 
                      exchange of a pause.
    Price: 500 $
    
    Weaponry: --
    Firing Rate: --
    Power: -- 
    Attack Type: --
    Range: --
    Durability: Low
    Effectiveness: Low
    Special Ability: Sprint (Speed boost)
    
    Performance: These are the most useless engineers ever made. Their 
    boost is  rather useless, except for if you are trying to invade your 
    enemy AND capture some structures.
    
    
    COMPARISON: Well, if you look at different situations, the Allied 
    Engineer is  the better choice. The Soviet Engineers' gun isn't really 
    handy, since they  will probably get killed before they get to use 
    them. And the Japanese...only  for capturing and quick repairing.
    
    Conclusion: The Allied Engineer is the better with their healing 
    ability,  though it only affects other units, while the Soviet Engineer 
    is useful with his Battle Bunker. The Imperial Engineer is rather 
    useless compared to the others.
    
    
    
    ````ADVANCED INFANTRY创创
    
    
    ***************
    *TESLA TROOPER*
    ***************
    
    Note: Cannot be run over by mid-sized vehicles.
    
    Nationality: Soviet Union
    Type: Advanced Anti-Surface Infantry
    Terrain Movement: Ground only. Medium speed only.
    Price: 750 $
    
    Weaponry: Tesla Coilguns / Electromagnetic Disruptors
    Firing Rate: Low
    Power: One-Hit kill to infantry. Otherwise high.
    Attack Type: Electricity. Hits target only. EM Disruptors have area-
    effect.
    Range: Low.
    Durability: Low high.
    Effectiveness: Infantry - High
                   Vehicle - High
                   Other - Medium.
    Special Ability: Switches to Tesla Coilguns / Turns on EM Disruptors
    
    
    Performance: They are very effective against enemy vehicles, and they 
    can kill  infantry in one blow. Though their firing rate is the 
    slowest, they are  powerful. Very good infantry, but when it comes to 
    meeting Shinobis (Ninjas)  they're as good as dead. Also, can charge 
    Tesla Coils if your base has been  infiltrated, but should never go up 
    against defenses that can attack them. But  their special ability lets 
    them disable enemy vehicles, and THAT can be useful.  Aircraft however 
    can take them down pretty easily (if they can attack the  surface).
    
    
    *****
    *SPY*
    *****
    
    Nationality: Allied Nations
    Type: Base Infiltration
    Terrain Movement: Ground and water. Medium speed.
    Price: 1000 $
    
    Weaponry: --
    Firing Rate: --
    Power: --
    Attack Type: Bribe units. This differs, depending on what units are 
    bribed.
    Range: Nearby units. The unit this unit is supposed to be disguised as 
    only has to be in sight and targeted.
    Durability: Medium.
    Effectiveness: Differs depending on the situation.
    Special Ability: Bribe
    
    Performance: They can disguise themselves, but their performace matters 
    on the  situation, really. Since they have the ability to turn over 
    enemy units to  allied, and they can also be used as cams within the 
    enemy base. Pretty useful  if your enemy is a computer, but a player 
    might notice your spy. Beware enemy  commander, the enemy is within 
    your borders!
    
    
    *********
    *SHINOBI*
    *********
    
    Nationality: Empire of the Rising Sun
    Type: Anti-Infantry Infiltrator
    Terrain Movement: Water and Ground. Very high speed on both.
    Price: 1000 $
    
    Weaponry: Sword & Shuriken
    Firing Rate: Medium
    Power: One-Hit kill
    Attack Type: Sword & Shuriken. Sword is used up close, Shuriken at a 
    distance.
                 Damages target only.
    Range: Medium & in front of target.
    Durability: High
    Effectiveness: Infantry only - high
    Special Ability: Smoke Bomb
    
    Performance: Now this is something. Oldfashioned warriors, effective 
    against  modern infantry. Their weapons are one-hit-killing  Shurikens, 
    or Katanas (Japanese swords with a weak curve) which they use up close. 
    BUT, they cannot attack vehicles, as a result. Nor can they attack 
    aircraft or structures, as a result, which is really bad. But they can 
    infiltrate building at least. It would be a good idea to infiltrate 
    power plants and such in an assault, taking out defenses.
    
    COMPARISON: They are all of their own kind, really.
     The Tesla Trooper is best used as a frontline infantry, while the 
    Shinobis 
    are infantry-killers. But the Spy are more of a tactical unit. But 
    Shinobis can kill Tesla Troopers in one blow, but the Tesla Troopers 
    are effective all around - except for Air-units.
      Luckily for the spies, the Shinobis can't un-disguise them.
    
    Conclusion: Tesla Troopers are good all around, Shinobis should stay 
    Infantry- killers and infiltrate power plants / reactors / generators 
    while an assault is  ongoing, and the Spies should to used to ambush 
    the enemy from within or stay  as hidden cameras.
    
    *************************
       UPRISING UNIT ALERT
    *************************
    
    
    *******************
    *DESOLATOR TROOPER*
    *******************
    
    Nationality: Soviet Union
    Type: Advanced Anti-Surface Infantry
    Terrain Movement: Ground only. Medium speed.
    Price: 1500 $
    
    Weaponry: Deathspray-Canon / Splattershot Launcher
    Firing Rate: Constant / Low high.
    Power: Medium, can be strengthened by Splattershot / Low
    Attack Type: Flow of toxin / Corrosive balls, weakens structures and 
    vehicles.
    Range: Low long / Long
    Durability: Very High (Maybe even higher than Natasha?)
    Effectiveness: Surface - Very high
                   Unable to attack air.
    Special Ability: Switches to Deathspray/Splattershot-mode.
    
    Performance: This guy is way too expensive. I feel he should cost like 
    1200 $ instead, but that's still much. But, you may get what you bought 
    him for, though you will surely not use this guy often. He takes too 
    much time to train, and you'll have to get a Battle Lab up too, which 
    makes this guy a pretty much unused unit. You don't want to use this 
    guy, really. I rarely use infantry, due to their low durability, but 
    this guy can actually take out a Sentry Gun, Multigunner Turret or even 
    a Defender VX, single-handedly. That, is a proof of his strength and 
    effectiveness.
    
    ******************
    *CRYO LEGIONNAIRE*
    ******************
    
    Nationality: Allied Nations
    Type: Advanced Anti-Surface
    Terrain Movement: Ground and water. Fast.
    Price: 1500 $
    
    Weaponry: Cryo Canon
    Firing Rate: Constant flow of cold liquid
    Power: Freezing infantry takes little time, vehicles maybe quintuple 
    the time, and structures take long time.
    Attack Type: Freezing. Any freezed unit/structure only needs a single 
    bullet to be shattered into pieces.
    Range: Low long
    Durability: High.
    Effectiveness: Infantry - High.
                   Vehicles - Medium.
                   Naval Forces - Low.
                   Defenses - Low.
                   Structures - Low.
                   Unable to attack air.
    
    Special Ability: Boost Kick. Can be used to shatter frozen 
    units/structures)
    
    **********************************
       UPRISING UNIT ALERT DISABLED
    **********************************
    
    
    
    ````SPECIAL INFANTRY创创
    
    
    Note: Those units cannot be run over by vehicles.
    
    *****************
    *NATASHA VOLKOVA*
    *****************
    
    Nationality: Soviet Union
    Type: Anti-Surface Commando
    Terrain Movement: Ground and water. Medium fast.
    Price: 2000 $
    
    Weaponry: Sniper Rifle + Scope
    Firing Rate: Low
    Power: One-Hit kill/destruction
    Attack Type: Lethal piercing bullets / Airstrikes
    Range: Very long.
    Durability: Highest of infantry (at least in Red Alert 3)
    Effectiveness: Infantry - Very high
                   Vehicle - Low high
                   Naval forces - Medium
                   Structures - Medium
    Special Ability: Pilot Snipe (empties ship/vehicle).
    
    Performance: Rather well against infantry with her one-hit kill, 
    especially if  they are positioned in a row, which gives her the multi-
    kill option. If enemies  get close, move her away and take a turn 
    around and shoot, but her firing rate  is admittely medium. But, she is 
    not a very effective anti-tank and structure- destroyer. She has to 
    call for air-support, which does take some time. Best  used as 
    garrisoned unit in a Battle Bunker with 4 Flak Troopers as defenses.
    
    
    *************
    *TANYA ADAMS*
    *************
    
    Nationality: Allied Nations (USA)
    Type: Anti-Surface Commando
    Terrain Movement: Ground and water. Low fast.
    Price: 2000 $
    
    Weaponry: Dual Pistols
    Firing Rate: Very high. Constant fire.
    Power: Very high.
    Attack Type: One-Hit kill bullets / Explosives. Those destroy what they 
    are
                                        attached to (no matter what)
    Range: Medium
    Durability: Very high.
    Effectiveness: Infantry - Very high
                   Vehicle - Low high
                   Naval forces - Very high
    Special Ability: Time Belt
    
    Performance: She is the best to take down infantry, but her range 
    failes her, which leaves her exposed to enemy attacks, and if she were 
    to meet like three anti-infantry vehicles controlled by a player 
    manually, she would be sure to fall. And a anti-surface aircraft can 
    easily take her out. But other than that, the best way to use her (I 
    belive) is to Chronosphere her in to the enemy base with a transport, 
    and start wreaking havoc. If the enemy has built walls around every 
    single structure, however, that option is wrecked, due to the fact that 
    Tanya can ironacally not destroy walls.
    
    
    **************
    *YURIKO OMEGA*
    **************
    
    Nationality: Empire of the Rising Sun
    Type: Anti-All Commando
    Terrain Movement: Ground and Water. High fast.
    Price: 2000 $
    
    Weaponry: Psionic Powers (Mind)
    Firing Rate: Constant damage to target.
    Power: Low.
    Attack Type: Psionic Powers (Mind-Powers, Telekinesis?)
    Range: Medium
    Durability: High
    Effectiveness: Varies, depends of number of units.
    Special Ability: Psionic Burst (Area-effect, damages infantry only. The 
    closer, the stronger)
    
    Performance:
     Dude...this girl rocks, so you'll have to take with you a strong group 
    in order to take her down. But, there are some easy ways though.
     Being able to attack while making your enemy unable to attack sure is 
    helpful,  and if you juggle your enemy (attacking one after one, making 
    them fly unable  to attack and attack those who have regained the 
    ability to attack) you should  be able to take down enemy units pretty 
    easily, but that requires you to do it manually.
     Also, she can take down aircraft much easier. And when she destroys 
    structures, it happens in the blink of an eye.
    
    COMPARISON: They are all different, so I won't add a conclusion on this 
    one.
    
    Tanya should be used as an inside-invader and be transported to the 
    enemy base  with the Chronosphere and then blow up the base, but if she 
    meets anti-surface  aircraft things may get worse. 
     Natasha should always be at a distance, best at main defenses where 
    most  attacks come to. As already said, best garrisoned in a Battle 
    Bunker with 4 Flak Troopers, which is a very strong defense. Yuriko is 
    the best one-versus-one unit, but you must be careful cuz she gets 
    easily overwhelmed by, for example, Twinblades, or three anti-infantry 
    vehicles. Also, she can also be used as a inside-invader by getting 
    inside a Sudden Transport, if the journey succeeds.
    
    
    
    **************
    *ROCKET ANGEL*
    **************
    
    Nationality: Empire of the Rising Sun
    Type: Anti-Air, Anti-Surface
    Terrain Movement: Air. Slow.
    Price: 900 $
    
    Weaponry: Photon Rockets (Light Rockets?) / Paralysis Whip
    Firing Rate: High medium
    Power: Medium
    Attack Type: Homing rockets, area effect / Paralysis Whip, which stuns 
    the 
                 targeted unit.
    Range: Medium against air / Low against surface
    Durability: Medium
    Effectiveness: Infantry - Low
                   Other - Medium
    Special Ability: Switches to Combat Mode / Paralysis Whip
    
    Performance: This unit is of its own kind, but should always attack in 
    huge  groups. Their Paralysis Whip can paralyze infantry, vehicles, 
    naval forces and  landed aircraft. Their rockets are powerful, and if 
    you have an army of those,  you have gotten yourself an invationforce. 
    Hopefully you won't meet too much  anti-air(hehehe).
    
    
    
    ------------
    4.2 VEHICLES
    ------------
    
    Note: Not all vehicles can kill enemy infantry by running over them 
    (un-random  car-accidents, LOL).
    
    
    
    ORE COLLECTORS
    
    Let's just take a quick summary:
     They are obviously those who give you the money, but there are only a 
    few  differences. The Allied Prospectors can transform to Command Hubs 
    (expansion  bases), which cannot be reversed. The Soviet Collector can 
    activate a thick  armor, but not very useful considering the situation 
    anyway. The Imperial  Collectors can defend themselves by using their 
    special ability, but all of  them can run over enemy infantry. They can 
    all go on ground and water, but  none of them are fast.
    
    
    
    ********************************************
    ----MAINLINE TANKS / ANTI-ARMOR VEHICLES----
    ********************************************
    
    Note: All of these can run over infantry.
    
    *************
    *HAMMER TANK*
    *************
    
    Note: The performance differs, by being affected by the secondary 
    weapon.
    
    Nationality: Soviet Union
    Type: Anti-Armor Tank
    Terrain Movement: Ground only. Medium speed.
    Price: 1000 $
    
    Weaponry: Cannon / Leech Beam
    Firing Rate: Medium
    Power: Medium
    Attack Type: Shells / Absorb enemy armor, perhaps enemy weaponry. 
    Damages
                 target only.
    Range: Medium / Low long
    Durability: Medium
    Effectiveness: Infantry - Low. Can run over infantry.
                   Vehicles - Low high.
                   Structures - Low high.
    Special Ability: Switches to Main Weapons (along with stealed ones) / 
    Leech 
                     Beam
    
    Performance: They are able to absorb the enemy's weapon if the enemy is  
    defeated, and their cannons are of medium strength and firing rate. 
    Just a  mainline tank really. But their special ability also lets them 
    absorb HP, so  you can use nearby structures to heal them if necessary.
    
    
    ***************
    *GUARDIAN TANK*
    ***************
    
    Nationality: Allied Nations
    Type: Anti-Armor / Support Tank
    Terrain Movement: Ground only. Medium speed.
    Price: 950 $
    
    Weaponry: Smoothbore Gun (canon) / Target Painter
    Firing Rate: Low
    Power: High
    Attack Type: Shells / Weaken enemy. Damages / Weakens target only.
    Range: Medium
    Durability: Medium
    Effectiveness: Infantry - Low. Can run over infantry.
                   Vehicles - High.
                   Structures - High.
    Special Ability: Switch to Smoothbore gun / Target Painter.
    
    Performance: Though their firing rate is slow, their attacks packs some 
    good  punches, and their Target painter makes the enemy significantly 
    weaker.  Structures also, but it probably doesn't affect infantry - at 
    least not much.  But those are the best mainline tanks.
    
    
    **************
    *TSUNAMI TANK*
    **************
    
    Nationality: Empire of the Rising Sun
    Type: Anti-Armor Tank
    Terrain Movement: Ground and water. Medium speed. Nano-Deflectors give 
    a 
                      temporary boost.
    Price: 1000 $
    
    Weaponry: Cannon
    Firing Rate: High
    Power: Low
    Attack Type: Uh, Wave-Force shells? Damages target only.
    Range: Medium
    Durability: Medium. Can become significantly higher by using Nano-
    Deflectors.
    Effectiveness: Infantry - Low. Can run over infantry.
    Special Ability: Nano-Deflectors
    
    Performance: Their firing rate is quick, but their attacks aren't 
    really  powerful. Their Nanodeflectors aren't really much of a help, 
    unless you're  retreating - which you will surely not do. But 
    otherwise, they should always  come in numbers.
    
    COMPARISON: All of the tanks should come in numbers, but the Guardian 
    Tank wins  this contest. By weakening the enemy in such a scale and 
    such powerful attacks,  they are the winners. The Hammer Tanks come 
    second, since they can steal enemy  weapons - which concerns vehicles' 
    weapons, and if you're lucky, you might even  steal a long-range 
    weapon. If you're even luckier, you might steal a naval  unit's weapon, 
    which might then be a long-range weapon. But the Tsunami Tanks  loses 
    totally this one. Their rate is good, but their power is NOT good, 
    which  makes them the worse.
    
    Conclusion: All of the tanks should come in numbers, one (or more) of 
    the  Guardian Tanks should always weaken the enemy, the Hammer Tanks 
    should steal  weapons when the enemy is almost dead, while the Tsunami 
    Tanks should simply  come in numbers.
    
    
    
    *************************
    ----TRANSPORT VEHICLES----
    *************************
    
    Note: None of these can run over infantry.
    
    **********
    *BULLFROG*
    **********
    
    Nationality: Soviet Union
    Type: Anti-Air Infantry-Transport Vehicle
    Terrain Movement: Ground and Water. Medium fast.
    Price: 900 $
    
    Weaponry: Anti-Air Flak Cannons
    Firing Rate: Constant fire - Allas, very high.
    Power: Low medium
    Attack Type: Anti-Air Flak Cannons, area-effect.
    Range: Medium.
    Durability: Low.
    Effectiveness: Aircraft - High
                   Other - Can't attack
    Special Ability: Man-Cannon
    
    Performance: Those transports are powerful anti-air units, though they 
    can't  resist much damage. What's bad about their Man-Cannon is that 
    you have to wait  until the unit lands, AND the descending units are 
    exposed to anti-air units,  which can be a bad thing. But, if you're 
    going to surprise your enemy with a  shock, they should be able to do 
    the job when they are packed with five  infantry each and comes as an 
    army.
    
    
    *************
    *RIPTIDE ACV*
    *************
    
    Nationality: Allied Nations
    Type: Anti-Surface Transport Vehicle
    Terrain Movement: Ground and Water. High medium speed.
    Price: 750 $
    
    Weaponry: Machinegun Turret & Torpedoes (Torpedoes on water only, duh)
    Firing Rate: Medium. Short brakes.
    Power: Low
    Attack Type: Bullets & torpedoes. Damages target only.
    Range: Medium
    Durability: Low
    Effectiveness: Infantry - medium
                   Other - Low
    Special Ability: Evacuate Passengers
    
    Performance: They use torpedoes at sea as well as their machinegun, but 
    they  aren't really powerful. They should mostly be used as a hit-and-
    run transport.  Not much to do with these guys really.
    
    
    ******************
    *SUDDEN TRANSPORT*
    ******************
    
    Note: Performance matters heavily on the situation.
    
    Nationality: Empire of the Rising Sun
    Type: Disguisable Infantry-Transport Vehicle
    Terrain Movement: Ground and Water. Medium fast.
    Price: 500 $
    
    Weaponry: --
    Firing Rate: --
    Power: --
    Attack Type: Disguise. Somehow a naval force-disguise like a sub can be 
    used as a disguise at the surface too.
    Range: Indefinite. The unit this unit is supposed to be disguised like 
    just 
           has to be in view and targeted.
    Durability: Low
    Effectiveness: --
    Special Ability: Evacuate Passengers
    
    Performance: It matters on your enemy. If it's a computer, the Sudden 
    Transport  will surely get a sudden shock itself becuase of scouts. But 
    if your enemy is a player, things may get different. The enemy player 
    will surely suspect this new unit coming from outside the base, so he 
    might try to order the unit around, which HE CANNOT, or alternatively 
    start the unit's explanation movie, which also reveals its true 
    identity. But, you can also disguise it to safety WHILE the enemy 
    attacks it. That is, if the enemy is a computer.
     But those might be able to launch a sudden inside-attack.
    
    COMPARISON: The Bullfrog can launch infantry far away, and is a 
    powerful anti- infantry unit. The Riptide is more a hit-and-run 
    transport if armed with  Javelin Soldiers, though they can attack 
    underwater units, and the Sudden  Transport can be used as a surprise 
    attack.
    
    
    
    ******************************
    ----ANTI-INFANTRY VEHICLES----
    ******************************
    
    Note: None of these can run over infantry.
    
    ********
    *SICKLE*
    ********
    
    Nationality: Soviet Union
    Type: Anti-Infantry Walker
    Terrain Movement: Land. High medium speed.
    Price: 900 $
    
    Weaponry: Triple machineguns.
    Firing Rate: Constant. Short pauses.
    Power: Low
    Attack Type: Bullets. Damages target only. Their Flea Jump can damage 
                 infantry.
    Range: Medium.
    Durability: Low.
    Effectiveness: Infantry - Low high
                   Other - Low
    Special Ability: Flea Jump. Can be used to jump/down up cliffs, or past 
    small 
                     rivers and etc. Can damage infantry too.
    
    Performance: They can be a surprise to the enemy if they jump on them 
    (can also  damage infantry that way, and they can fight multiple 
    enemies to, but if those  enemies are anti-vehicle, your Sickle is as 
    good as dead (unless the anti- vehicle is an infantry. But, they can 
    jump over ledges, which gives them a quite advantagous special ability. 
    But they aren't too strong, so watch out.
    
    
    *********************************************
    *MULTIGUNNER INFANTRY FIGHTING VEHICLE (IFV)*
    *********************************************
    
    Nationality: Allied Nations
    Name: Multigunner IFV (Infantry Fighting Vehicle)
    Type: Multi-Purpose Vehicle
    Terrain Movement: Ground only. Very fast.
    Price: 900 $ (800 in Uprising)
    
    Weaponry: Varies. Normally missiles.
    Firing Rate: Varies. Normally medium.
    Power: Varies. Normally medium.
    Attack Type: Varies. Normally homing missiles with area-effect.
    Range: Medium. May also vary.
    Durability: Low
    Effectiveness: Varies
    Special Ability: Evacuate Passenger
    
    Performance: It all matters on the enemy and the passenger (if there 
    are any).  The weapons they can use with the infantry of the allies 
    inside them are:
    
    1. Amplifiers (the dogs' Amplified Bark is seemingly recorded so they 
    can
       paralyze enemy infantry)
    2. Shotgun (higher firing rate than the passenger's)
    3. More Missile Launchers (they fire faster, but after ten shots a long 
    pause 
       will begin)
    4. Repairing Crane (to repair vehicles with)
    5. Spy's Secret Gun (A special shot that kills infantry in one shot, 
    though 
       the firing rate is slow)
    6. Anti-Infantry Guns (Tanya's guns, which kill in one/two shots, but 
    cannot attack vehicles though)
    
    Their standard weapon is a common missile launcher, which has a medium 
    firing  rate and well against air-targets, medium against vehicles.
    
    Also, if both the Multigunner and the passenger has star-veterancy, the 
    attack will be at its maximum potential.
    
    
    *************
    *MECHA TENGU*
    *************
    
    Nationality: Empire of the Rising Sun
    Type: Anti-Infantry... what is it?
    Terrain Movement: Ground and Water / Air. Slow fast on both.
    Price: 800 $
    
    Weaponry: Rapid-Fire Autocannons
    Firing Rate: High. Constant fire.
    Power: Low
    Attack Type: Wave-Force bullets? Anyways, damages only 
                 target.
    Range: Medium
    Durability: Low
    Effectiveness: Infantry - High
                   Aircraft - Medium
                   Other - Low
    Special Ability: Switches to Jet Tengu / Back to Mecha Tengu
    
    Performance: They're certainly the better against infantry, but as the 
    Jet  Tengu they are the worse. If they were to fight vehicles than can 
    attack both  air and ground units, those guys are done for. But against 
    Infantry they're  doing a well job. I don't see why they should go on 
    water, but their air-form  isn't their best form.
    
    
    COMPARISON: The Multigunner IFV certainly is something of its own kind 
    (but  it's the best anti-infantry vehicle with an Peacekeeper inside), 
    the Sickle a  little different, and so is the Mecha Tengu. They are 
    pretty different all of  them, so one cannot properly compare these 
    three vehicles. Also, none of them  can run over infantry.
    
    Conclusion: The Multigunner IFV has as the name implies multiple 
    purposes, and  the Sickle can be used to surprise the enemy and cross 
    ledges and distances,  and the Mecha Tengu can become an anti-air 
    aircraft or stay its anti-infantry  form. None of them can tolerate 
    much damage either.
    
    
    ********************************************
    ----MAINLINE TANKS / ANTI-ARMOR VEHICLES----
    ********************************************
    
    Note: All of these can run over infantry.
    
    *************
    *HAMMER TANK*
    *************
    
    Note: The performance differs, by being affected by the secondary 
    weapon.
    
    Nationality: Soviet Union
    Type: Anti-Armor Tank
    Terrain Movement: Ground only. Medium speed.
    Price: 1000 $
    
    Weaponry: Auto-Reload Cannon / Leech Beam
    Firing Rate: Medium
    Power: Medium
    Attack Type: Shells / Absorb enemy armor /structure durability, perhaps 
    enemy weaponry. Damages target only.
    Range: Medium / Long
    Durability: Medium
    Effectiveness: Infantry - Low.
                   Vehicles - Low high.
                   Structures - Low high.
    Special Ability: Switches to Main Weapons (along with stealed ones) / 
    Leech 
                     Beam
    
    Performance: They are able to steal the enemy's weapon if the enemy is  
    defeated, and their cannons are of medium strength and firing rate. 
    Just a  mainline tank really. But their special ability also lets them 
    absorb HP, so  you can use nearby garrisonable structures to heal them 
    if necessary.
    
    
    ***************
    *GUARDIAN TANK*
    ***************
    
    Nationality: Allied Nations
    Type: Anti-Armor / Support Tank
    Terrain Movement: Ground only. Medium speed.
    Price: 950 $
    
    Weaponry: Smoothbore Gun (canon) / Target Painter
    Attack Rate: Low
    Power: High
    Attack Type: Shells / Weaken enemy. Damages / Weakens target only.
    Range: Medium / Long
    Durability: Medium
    Effectiveness: Infantry - Low. Can run over infantry.
                   Vehicles - High.
                   Structures - High.
    Special Ability: Switch to Smoothbore gun / Target Painter.
    
    Performance: Though their firing rate is slow, their attacks packs some 
    good  punches, and their Target painter makes the enemy significantly 
    weaker.  Structures also, but it probably doesn't affect infantry - at 
    least not much.  But those are the best mainline tanks.
    
    
    **************
    *TSUNAMI TANK*
    **************
    
    Nationality: Empire of the Rising Sun
    Type: Anti-Armor Tank
    Terrain Movement: Ground and water. Medium speed. Nano-Deflectors give 
    a 
                      temporary boost.
    Price: 1000 $
    
    Weaponry: Single Canon
    Attack Rate: High
    Power: Low
    Attack Type: Uh, Wave-Force shells? Damages target only.
    Range: Medium
    Durability: Medium. Can become significantly higher by using Nano-
    Deflectors.
    Effectiveness: Infantry - Low. Can run over infantry.
                   Vehicles - Low high.
                   Structures & Defenses - Low high
    Special Ability: Nano-Deflectors
    
    Performance: Their firing rate is quick, but their attacks aren't 
    really  powerful. Their Nanodeflectors aren't really much of a help, 
    unless you're  retreating - which you will surely not do. But 
    otherwise, they should always  come in numbers.
    
    COMPARISON: All of the tanks should come in numbers, but the Guardian 
    Tank wins  this contest. By weakening the enemy in such a scale and 
    such powerful attacks,  they are the winners. The Hammer Tanks come 
    second, since they can steal enemy  weapons - which concerns vehicles' 
    weapons, and if you're lucky, you might even  steal a long-range 
    weapon. If you're even luckier, you might steal a naval  unit's weapon, 
    which might then be a long-range weapon. But the Tsunami Tanks  loses 
    totally this one. Their rate is good, but their power is NOT good, 
    which  makes them the worse.
    
    Conclusion: All of the tanks should come in numbers, one (or more) of 
    the  Guardian Tanks should always weaken the enemy, the Hammer Tanks 
    should steal  weapons when the enemy is almost dead, while the Tsunami 
    Tanks should simply  come in numbers.
    
    
    
    
    *************************
    ----ANTI-AIR VEHICLES----
    *************************
    
    Note: None of these can run over infantry.
    
    **********
    *BULLFROG*
    **********
    
    Nationality: Soviet Union
    Name: Bullfrog
    Type: Anti-Air Transport
    Terrain Movement: Ground and water. Fast.
    Price: 900 $
    
    Performance: A pretty good anti-air vehicle. Nothing more to say 
    really, other  than it also is a transport. Look for the rest at 
    TRANSPORT VEHICLES.
    
    
    *****************
    *MULTIGUNNER IFV*
    *****************
    
    Nationality: Allied Nations
    Type: Mult-Purpose Vehicle
    Terrain Movement: Ground only. Very fast.
    Price: 900 $
    Performance: The more the better, and if they need to retreat, make 
    them drive  backwards so they can still attack. Look for the rest at 
    ANTI-INFANTRY  VEHICLES.
    
    
    ************
    *STRIKER VX*
    ************
    
    Nationality: Empire of the Rising Sun
    Type: Anti-Infantry Walker
    Terrain Movement: Ground / Air. Medium speed.
    Price: 1200 $
    
    Weaponry: Triple Missile Launchers
    Attack Rate: Medium
    Power: Low medium
    Attack Type: Homing Missiles, area-effect
    Range: Medium
    Durability: Low
    Effectiveness: Aircraft - Medium
                   Others - Can't attack
    Special Ability: Switches to Striker VX/Chopper VX
    
    Performance: You're not getting what you paid for. You're getting less. 
    Those  guys aren't strong, and since they are exposed to ground units, 
    make them come  with escorts. But as aircraft they are stronger.
    
    
    COMPARISON: As Anti-Air, the Bullfrog and the Multigunner are equal. 
    They are  both strong, but the other qualities about those two are not 
    worth anything in  this comparison. The Striker is not very strong, and 
    is not a very preferred  unit either.
    
    CONCLUSION: Frogs should never be underestimated (Bullfrog), the 
    Multigunner  has multiple purposes but still packs a punch, while the 
    Striker is unable to  strike the ground.
    
    
    *******************************
    ----BASE EXPANSION VEHICLES----
    *******************************
    
    Note: All of these units can run over infantry.
    
    *********
    *SPUTNIK*
    *********
    
    Nationality: Soviet Union
    Type: Base Expansion Vehicle
    Terrain Movement: Ground and water. Slow speed.
    Price: 1200 $
    
    Weaponry: --
    Attack Rate: --
    Power: --
    Attack Type: --
    Range: --
    Durability: Medium
    Effectiveness: --
    Special Ability: Unpack to Expansion Base
    
    Performace: Humble vehicles whose purpose lies fully in expanding one's 
    base.  Can run over infantry for self defense. Also, sets up the base 
    in about five  seconds.
    
    
    ************
    *PROSPECTOR*
    ************
    
    Nationality: Allied Nations
    Type: Funder / Base Expansion Vehicle
    Terrain Movement: Ground and water. Slow speed.
    Price: 1000 $
    
    Weaponry: --
    Attack Rate: --
    Power: --
    Attack Type: --
    Range: --
    Durability: Medium
    Effectiveness: --
    Special Ability: Unpack to Expansion Base
    
    Performance: Can also run over infantry as well as the two other 
    expansion  vehicles, but the expanding time (transformation to 
    expansion base) is quite  long, and if you want the full arsenal of 
    units around you, you'll have to pay  much money and wait for 1 min and 
    30 sec.
    
    ***********
    *NANO CORE*
    ***********
    
    Nationality: Empire of the Rising Sun
    Names: Generator- / Dojo- / Refinery- / Mecha Bay- / Docks- / 
    Mainframe- /
          Defender- / Tower- / Nanoswarm- / Decimator Core
    Type: Structure / Defense Setup
    Terrain Movement: Ground and water.
    Price: 500 - 5000 $
    
    Weaponry: --
    Attack Rate: --
    Power: --
    Attack Type: --
    Range: --
    Durability: Low
    Effectiveness: --
    Special Ability: Unfurl to Structure / Defenses
    
    Performance: These units set up your base, and they can go anywhere 
    you'd  like, and they can run over infantry as well. Beware though, if 
    you lose one  core, you've wasted quite a lot money. And we don't want 
    to waste money, do we? Money makes the world go around! (not)
    
    List of prices:
    - Generator Core: 1000 (800 on Uprising, :P)
    - Dojo Core: 500 $
    - Refinery Core: 2500 $
    - Mecha Bay Core: 2000
    - Docks Core: 1000
    - Mainframe Core: 2500
    - Defender Core: 800 $
    - Tower Core: 1400
    - Nanoswarm Core: 3000
    - Decimator Core: 5000
    
    
    Comparison: It depends on the way the structures take effect. For 
    example, the  Soviets only need a Reactor, an Ore Refinery, a Super 
    Reactor and a Battle Lab,  and then, no matter where you go, you have 
    the full arsenal of your army at  your disposal! But as the the Allies 
    need to upgrade the expansion base's /  Construction Yard's clearance, 
    and the Imperials need to upgrade EVERY SINGLE STRUCTURE WHICH CREATES 
    UNITS. So if you would like to have much energy
    production as well as the easy access to the full arsenal everywhere, 
    pick the Soviets. They are also the more economical units as well, 
    especially with their Mass Production Upgrade.
    
    
    *************************
    ----ADVANCED VEHICLES----
    *************************
    
    Note: All of these can run over infantry
    
    *****************
    *APOCALYPSE TANK*
    *****************
    
    Note: Can run over all ground-infantry except for commandoes and can 
    also run over mid-sized vehicles.
    
    Nationality: Soviet Union
    Type: Advanced Anti-Armor Tank
    Terrain Movement: Ground only. Slow speed.
    Price: 2000 $
    
    Weaponry: Dual Cannons / Magnetic Harpoon
    Attack Rate: Low.
    Power: High
    Attack Type: Powerful shells, damages target only.
    Range: Low
    Durability: Very high
    Effectiveness: Infantry - Low
                   Vehicles - High
                   Structures - High medium
                   Unable to attack aircraft
    Special Ability: Switches to Main Cannons / Magnetic Harpoon
    
    Performance: Dude...DUDE!!! These guys pack really big punches, and can 
    run  over any vehicle (there are some exceptions of course), but since 
    they are very  slow, they can really have a hard time retreating. Also, 
    they can literally  drag vehicles to them, to crush them with an extra 
    set of threads. Beware  though, if this guy faces Javelin Soldiers, he 
    may be set out of the game (especially if the enemy commander is a 
    player).
    
    * Their Star-Veterancy makes their shots become explosions, making them  
    stronger and more dangerous and more resistant to enemy infantry. That 
    way they can also damage multiple units, which also gives their shots 
    area-effect.
    
    
    *************
    *MIRAGE TANK*
    *************
    
    Nationality: Allied Nations
    Type: Advanced Anti-Armor Tank
    Terrain Movement: Ground only. Fast medium speed.
    Price: 1600 $
    
    Weaponry: Single Spectrum Canon
    Attack Rate: Medium
    Power: High
    Attack Type: Uh, powerful beams of light? Damages target only.
    Range: Medium
    Durability: High medium
    Effectiveness: Infantry - Medium
                   Vehicles - High
                   Structures - High
                   Unable to attack aircraft
    Special Ability: Switches to Gap Generator (Not like in RA 2) / Strike 
    Mode
    
    Performance: These guys can destroy any vehicle with ease, and can run 
    over  infantry as most other tanks. They have to face the target 
    directly in order to  attack, which makes their performace fall a huge 
    step. But, combined with the  Chronosphere, they can assault an enemy 
    base at a huge scale, except for if it  is well defended. Also, while 
    not taking orders, they become (rather make  themselves) look like for 
    example a tree, while only you can see their true  appearance. Beware 
    though, big vehicles may still run over them.
    
    
    **********
    *KING ONI*
    **********
    
    Nationality: Empire of the Rising Sun
    Type: Advanced Anti-Armor Walker
    Terrain Movement: Ground only. Fast medium speed.
    Price: 2000 $
    
    Weaponry: Dual Wave-Force Cannons placed in eyes
    Attack Rate: Low medium
    Power: High medium
    Attack Type: Wave-Force beam? Damages target only.
    Range: Medium
    Durability: Very high
    Effectiveness: Infantry - Very low
                   Vehicles - Low high
                   Structures - Low high
                   Unable to attack aircraft
    Special Ability: Bull Rush
    
    Performance: These guys actually walk, and their eyes are practically 
    blinding,  due to the laserbeam (laser, shortened for Light 
    Ampification by the Stimulated  Emission of Radiation) wave-force beam 
    they fire. They can also crush normal vehicles by using their Bull 
    Rush, but big vehicles are not so easily crushed (two Bull Rushes are 
    enough anyway). Their attacks are rather powerful when they get 
    stronger, and they can beat most enemy units with ease. Also, those 
    guys cannot be run over in any kind, except for if they get shrinked.
    
    COMPARISON: Ugh, it's not easy comparing these guys you know. They are 
    all  great, but how should I compare them? Anyways, the Mirage Tank 
    wins this  contest, since they have the most powerful attack, they are 
    the most clever  units, and probably the best assault army. The King 
    Onis beat the Apocalypse  Tanks, since the King Onis are faster and 
    more effective. However, the  Apocalypse Tank is the only one of these 
    which can run over fortress walls.
    
    Conclusion: Appearances can be dangerously decieving (Mirage Tank), 
    especially  if they come out of nowhere, big guys are badass guys (King 
    Oni), and the  Powers That Be will be overpowered or call forth the 
    Apocalypse, aka Armageddon(Apocalypse Tank).
    
    
    ***************************************
    ----LONG-RANGE BOMBARDMENT VEHICLES----
    ***************************************
    
    ********************
    *V4 ROCKET LAUNCHER*
    ********************
    
    Nationality: Soviet Union
    Name: V4 Rocket Launcher
    Type: Long-Range Bombardment
    Terrain Movement: Ground only. Slow speed.
    Price: 1200 $
    
    Weaponry: Missile Launcher
    Attack Rate: Very low
    Power: High
    Attack Type: Missile, not 100% precise, area-effect. Multi-Warheads 
    cover an 
                 area, but still has area-effect. Missile aims at target's 
                 position.
    Range: Very long
    Durability: Low medium
    Effectiveness: Infantry - Low. Can run over infantry.
                   Vehicles - Low high
                   Structures - High
                   Naval Forces - ?
                   Unable to attack aircraft
    Special Ability: Switches to use Multi-Warheads / Precision Warhead
    
    Performance: They can be used to block the path by using their split-
    missiles  on entries, but they aren't really effective. In armies 
    though, they can use  the split-missile to make an area inaccesible. 
    Even though, their precision  missile in really powerful (and precise). 
    Can run over infantry. The most  clever way to use those are to 
    position them so that the target is in range,  but (for example) at a 
    cliff above the V4. Pretty clever, eh? But sadly, they can also hit 
    allied units if they move to where the missile was designated to hit.
    
    
    ***************
    *ATHENA CANNON*
    ***************
    
    Nationality: Allied Nations
    Type: Long-Range Bombardment
    Terrain Movement: Ground only. Slow speed.
    Price: 1400 $
    
    Weaponry: Aimer & Proton Beam from space
    Attack Rate: Low
    Power: High
    Attack Type: 3-sec lasting beam from space, aims at target's position.
    Range: Very Long
    Durability: Low medium
    Effectiveness: Infantry - Low. Can run over infantry.
                   Vehicles - High
                   Structures - High
                   Naval Forces - ?
                   Can't attack - Aircraft
    Special Ability: Aegis Shield (Huge barrier which shrinks over time, or 
    as it 
                     gets damaged.
    
    Performance: These vehicles aim at a point on the ground, not precisely 
    at the  target. But at structures though, they can pack some punches. 
    Also, their shield cannot be penetrated, but it can become shrinked, 
    and if enemy units get  inside the shield, Athena will lose one of her 
    high-tech vehicles. Can run over infantry.
    
    
    *************************
       UPRISING UNIT ALERT   
    *************************
    
    ****************************************
    *PACIFIER FIELD ARTILLERY VEHICLE (FAV)*
    ****************************************
    
    Nationality: Allied Nations
    Type: Long-Range Heavy Bombardment / Anti-Infantry
    Terrain Movement: Ground and water. High medium speed.
    Price: 2000 $
    
    Weaponry: Dual Miniguns / Dual Grand Canons
    Firing Rate: Constant fire, short brakes / Medium
    Power: High / VERY HIGH
    Attack Type: Bullets / Proton Shell
    Range: Low long / Extreme
    Durability: High medium
    Effectiveness: Infantry - High
                   Vehicles - Medium / Very high
                   Structures - Very high
                   Unable to attack aircraft
    Special Ability: Deploy Grand Canons / Pack up
    
    Performance: Seriously, this is THE long-range unit. With devastating 
    weapons and self-defence systems which are not weak, this guy is 
    exposed to air only. As for the attacks, they can also be used to crush 
    any enemy units in an entry, and with about 5 of this guy, a thin 
    passage can be barred. Anyways, this guy is seriously a big threat. 
    Walls can't stop the Pacifier, cuz it WILL, destroy its target once 
    designated. As defenses, it serves very well, becuase the enemy will 
    have to be on the run, and doesn't have the time to stop, so this guy 
    is great to panick your opponent.
    
    
    **********************************
       UPRISING UNIT ALERT DISABLED
    **********************************
    
    
    **********************
    *WAVE-FORCE ARTILLERY*
    **********************
    
    Note: Cannot run over infantry
    
    Nationality: Empire of the Rising Sun
    Name: Wave-Force Artillery
    Type: Long-Range Bombardment
    Terrain Movement: Ground only. Medium speed.
    Price: 1800 $
    
    Weaponry: Single Wave-Force Canon
    Attack Rate: Varies from high to low
    Power: Varies from high to low
    Attack Type: Wave-Force Beam, hits multiple targets if they are in a 
    row. Aims 
                 at target itself.
    Range: Very Long
    Durability: Medium
    Effectiveness: All - Varies
                   Unable to attack aircraft
    Special Ability: Premature Discharge (Changes attack rate and power)
    
    Performance: Those guys WILL hit their target as long as it's within 
    range, and  if an enemy unit gets to close, just make your WFA-unit 
    fire behind the enemy,  and fire. The result - the enemy is dead. That 
    is, if the enemy didn't kill the  WFA by then. Also, the WFA can fire 
    weak-and-fast shots instead of its slow- and-powerful shot. And the 
    scandal about the WFA is that it cannot run over  infantry. 
    Disappointing, eh? That big and not capable of running over  
    infantry...such a shame.
    
    COMPARISON: None of these guys can take much damage, but the WFA has to 
    be the  best. Every single one of these units should be escorted, 
    especially the WFA.  If you plan to carpet-bomb the field, use the V4s. 
    The Athena Cannons are best  used on non-moving objects (like 
    structures). Also, since the V4 only needs to  have their target in 
    range, they can attack from various positions.
    
    Conclusion: Long-Range vehicles are not tolerant to damage. V4s should 
    carpet- bomb entrances, Athena Canons has one purpose only (bombardment 
    from space),  and the WFA is a sharp-shooter whose power is at a 
    terrific grade.
    
    But, if the Pacifier was the join the contest, it would be another 
    immediate win for the clever Allies.
    
    
    ************************************
    ----MOBILE CONSTRUCTION VEHICLES----
    ************************************
    
    Note: All of these are larger vehicles, and can run over mid-sized 
    vehicles or smaller.
    
    ************
    *SOVIET MCV*
    ************
    
    Nationality: Soviet Union
    Type: Base Setup
    Terrain Movement: Ground and water. Slow speed.
    Price: 5000 $
    
    Weaponry: --
    Attack Rate: --
    Power: --
    Attack Type: --
    Range: --
    Durability: Very high
    Effectiveness: --
    Special Ability: Set up Construction Yard
    
    Performance: This is a big vehicle, so it can run over mid-sized enemy 
    vehicles if necessary. Also, its arsenal of units can be unlocked 
    easily to all of your expansion bases.
    
    
    
    ************
    *ALLIED MCV*
    ************
    
    Nationality: Allied Nations
    Type: Base Setup
    Terrain Movement: Ground and water. Slow speed.
    Price: 5000 $
    
    Weaponry: --
    Attack Rate: --
    Power: --
    Attack Type: --
    Range: --
    Durability: Very high
    Effectiveness: --
    Special Ability: Set up Construction Yard
    
    Performance: Another huge vehicle, which can run over mid-sized 
    vehicles.  However, you'll have to get Max Clearance in order to get 
    the full arsenal, which means you'll have to pay more. The more 
    expansion bases, the more expensive it will be to have the full arsenal 
    everywhere.
    
    
    **************
    *IMPERIAL MCV*
    **************
    
    Nationality: Empire of the Rising Sun
    Name: Mobile Construction Vehicle
    Type: Base Setup
    Terrain Movement: Ground and water. Slowest unit in the game.
    Price: 5000 $
    
    Weaponry: --
    Attack Rate: --
    Power: --
    Attack Type: --
    Range: --
    Durability: Very high
    Effectiveness: --
    Special Ability: Set up Construction Yard
    
    Performance: The Imperial MCV can set up bases rather quickly, but when 
    it  comes to getting the full arsenal the Imperials suck. You'll have 
    to upgrade  every single structure in order to get the full arsenal, 
    which can be quite a  waste of money. Also, these guys are the slowest 
    units in the game, so you'll  have to bring with you escorts if you 
    want this guy moving. But, since they  have no limits of area for 
    setting up the base, they get a bit better. But, the Nano Cores are 
    (sadly) vulnerable, and can't take much damage. But, the Nano Cores can 
    run over enemy infantry, at least.
    
    Conclusion: When it comes to sparing money and get the full arsenal 
    (which is  the primary thing here), the Soviets are the best spenders. 
    The Allies and the Imperials are (almost) even.
    
    
    
    *-OTHER-*
    
    Nationality: Soviet Union
    Name: Terror Drone
    Type: Anti-Armor Scout
    Terrain Movement: Ground and water. Fastest ground/water-unit.
    Price: 600 $
    
    Weaponry: Claws / Electrostasis Ray
    Attack Rate: Low, otherwise none
    Power: ?
    Attack Type: Destroy vehicles from the inside, or use the claws to kill 
                 infantry in one blow.
    Range: None / Low high
    Durability: Very low
    Effectiveness: Infantry - One-hit kill
                   Vehicles - Varies
    Special Ability: Switches to Dismantling Claws / Electrostasis Ray
    
    Performance: These guys are seriously terror-bringing. Once inside an 
    enemy  vehicle, they can only be taken care of by having the infected 
    vehicle repaired. Also, they can take care of infantry quickly, but 
    they can't take much  damage, but what is really good with them is that 
    they can also take submerged  subs, which is commonly impossible. Also, 
    they can stop enemy vehicles / naval  forces from moving, but the 
    Terror Drone itself cannot move while doing so, but  the target can 
    still attack nearby units though. Also, it cannot be repaired by a 
    Repair drone. Opposites, after all.
    
    
    
    The Terror drone is a one-of-a-kind unit, which is not much of a 
    vehicle  either, but it's built from the Soviet War Factory, so...
    
    
    *************************
       UPRISING UNIT ALERT
    *************************
    
    *********
    *GRINDER*
    *********
    
    Nationality: Soviet Union
    Type: Anti-Surface Vehicle
    Terrain Movement: Ground and water. Medium speed, Turbo Charge boosts.
    Price: 1600 $
    
    Weaponry: Grinder?
    Firing Rate: Constant.
    Power: Low
    Attack Type: Crushing enemies. Damages target only.
    Range: In front of enemy.
    Durability: Low high
    Effectiveness: Surface - Low high
                   Unable to attack aircraft
    Special Ability: Turbo Charge
    
    Performance: Uh, well, these guys seem to be rather couragous, perhaps 
    too couragous. Anyways, these guys literally disable their target's 
    functions completely once the target is being crushed. They are strong, 
    but they have to ram into the enemy, which could be a burden. I rarely 
    use these guys, and I do not recommend to use them, as the only way for 
    them to stop attacking is to put them in that stance where they don't 
    attack anybody.
    
    
    *****************
    *FUTURETANK X-1*
    *****************
    
    Nationality: Allied Nations
    Type: Anti-Surface Tank
    Terrain Movement: Ground only, slow.
    Price: 3000 $
    
    Weaponry: Neutron Canons / Riot Beam Canons
    Firing Rate: Medium
    Power: High
    Attack Type: Fires a small globe of neutrons, which expands and damages 
    all enemy units / structures within it. Riot Beam are dual beams which 
    are extremely powerful and can almost destroy anything.
    Range: Long medium.
    Durability: Very high.
    Effectiveness: Surface - High
                   Aircraft - low (Surprised?)
    Special Ability: Riot Beam
    
    Performance: First of all, this guy is rather slow, but makes up for it 
    with its power. As for their neutron globes, they expand upwards too, 
    so aircraft above the globe can be attacked if the globe reaches them. 
    But else than attacking aircraft as well, a single FutureTank may be 
    able to destroy ten Hammer Tanks. As for Apocalypse Tanks, just use the 
    Riot Beam.
    
    Simply put, this guy is really powerful, and a big threat to the enemy.
    
    
    
    ****************************
    *DEATHCOAT SUIT*/STEEL RONIN*
    ****************************
    
    Note*: Deathcoat was the original name in the story of Red Alert 3 
    Uprising, but in the story the name became Steel Ronin later on.
    
    Nationality: Empire of the Rising Sun
    Type: Anti-Armor Robot (controlled by barely-conscious men inside)
    Terrain Movement: Ground only. Fast.
    Price: 1600 $
    
    Weaponry: Wave-Force Glaiel / Chinese Spear
    Firing Rate: Low
    Power: Low high
    Attack Type: Wave-Force slash, damages targets in a row.
    Range: In front of enemy / High medium long.
    Durability: High
    Effectiveness: Infantry - Low
                   Vehicels - High
                   Structures - Low medium
                   Unable to attack air
    Special Ability: Power Wave (Damages all enemy units/structures in the 
    line)
    
    Performance: Well, I rarely use these guys, due to the burden of being 
    in front of the enemy and weak against infantry. You probably won't use 
    them often either, and I suggest you not use them often, due to that 
    enemies can attack them at a distance.
    
    
    
    ------------
    2.3 AIRCRAFT
    ------------
    
    Yes, aircraft. Air-power is damn important, and as history states it, 
    air  dominance leads to victory. Not alone, of course. Also, I'll sort 
    those types  in a different way.
    
    
    
    ----ANTI-AIR AIRCRAFT----
    
    *************
    *MiG-FIGHTER*
    *************
    
    Nationality: Soviet Union
    Type: Anti-Air Aircraft
    Terrain Movement: Air only. Second-fastest unit in game.
    Price: 1000 $
    
    Weaponry: Six Missile Luanchers
    Firing Rate: Medium. Must reload at Airfield.
    Power: Medium
    Attack Type: Homing Missiles, area-effect
    Range: Medium
    Durability: Low
    Effectiveness: Aircraft - Low high
                   Others - Can't attack
    Special Ability: Return to Base
    
    Performance: These are constructed to attack units close to each other, 
    which  Apollo Fighters tend to do, so these are well armed. But, they 
    use missiles,  which gives them a slower firing rate, but more powerful 
    attacks. As most air- craft, they can't take much damage. But, their 
    special ability lets them fly  back at a very high speed, so no need to 
    worry. Just make sure they get  repaired.
    
    
    ****************
    *APOLLO FIGHTER*
    ****************
    
    Nationality: Allied Nations
    Type: Anti-Air Aircraft
    Terrain Movement: Air only. Fastest unit in game.
    Price: 1000 $
    
    Weaponry: Dual Machineguns
    Firing Rate: Constant fire. Must reload at Airbase.
    Power: Low
    Attack Type: Bullets, damages target only
    Range: Medium
    Durability: Low
    Effectiveness: Aircraft - Very high
    Special Ability: Return to Base
    
    Performance: The best anti-air aircraft, and the quickest. The allies 
    prove  themselves powerful once again. There isn't any bad things about 
    those guys  really, but as most aircraft, they can't take too much 
    damage. But, those are  the best anti-air aircraft, no doubt about 
    that. Their special ability lets them boost at an incredibly speed back 
    to the airfield they were docked on.
    
    
    ***********
    *JET TENGU*
    ***********
    
    Nationality: Empire of the Rising Sun
    Type: Anti-Air Aircraft
    Terrain Movement: Ground and water / air. Slow fast speed.
    Price: 800 $
    
    Weaponry: Wave-Force Autocanons?
    Firing Rate: Constant fire.
    Power: Low
    Attack Type: Wave-Force bullets?
    Range: Medium
    Durability: Low
    Effectiveness: Aircraft - Medium
                   Unable to attack others.
    Special Ability: Switches to Mecha Mode / Jet Mode
    
    Performance: *cough* These guys *cough* are crappy *cough* versions of 
    *cough* Apollo Fighters *cough*. Simplified - These guys suck.
    
    COMPARISON: The MiG Fighter and the Apollo Fighter are almost even, 
    since the  MiG's missiles can hit multiple enemies at once, while the 
    Apollo Fighter can  shred an aircraft to bits in seconds. The Jet Tengu 
    is a pretty crappy version  of the Apollo Fighter.
    
    
    ----CHOPPERS / HELICOPTERS----
    
    Note: These units can attack surface-units only.
    
    ***********
    *TWINBLADE*
    ***********
    
    Nationality: Soviet Union
    Name: Twinblade
    Type: Anti-Surface Aircraft Transport
    Terrain Movement: Air only. Medium speed.
    Price: 1200 $
    
    Weaponry: Machineguns and missiles launchers
    Firing Rate: High. The machineguns require short breakes, while the 
    missile 
                 launchers require long pauses.
    Power: Low
    Attack Type: Bullets and homing missiles
    Range: Short
    Durability: Low
    Effectiveness: Infantry - High
                   Vehicles - Low high
                   Naval Forces - Low high
                   Structures - Low high
    Special Ability: Evacuate Passengers
    
    Performance: They are the most potential anti-surface aircraft, and 
    since they  can carry vehicles too (can also carry the Apocalypse 
    Tank), these are the best choppers in this game. Watch out for anti-air 
    though.
    
    
    ************
    *CRYOCOPTER*
    ************
    
    Nationality: Allied Nations
    Type: Surface Support Aircraft
    Terrain Movement: Air only. Medium speed.
    Price: 1600 $
    
    Weaponry: Cryocanons? / Shrinker
    Firing Rate: Constant beam
    Power: --
    Attack Type: Freezes target. Once the target is frozen, a single bullet 
    is all 
                 that is needed to destroy it.
    Range: High low
    Durability: Low medium/Medium/High Medium, depends on Support Powers 
    acquired.
    Effectiveness: Infantry - Almost instant freeze
                   Vehicle - differs
                   Naval Forces - differs
    Special Ability: S.H.R.I.N.K. B.E.A.M.
    
    Performance: These guys are also quite potential, but they are support  
    aircraft, but sure, they do a good job if they survive. They can freeze  
    infantry, vehicles, ships (and if with luck, subs) and even structures. 
    They  can also shrink vehicles / ships / subs to a smaller size, making 
    them weaker  and making them needing to come closer in order to attack. 
    As for vehicles,  they can be run over by a normal-sized vehicle. But 
    once the Cryocopter's  target is freezed, and single bullet is all that 
    is needed to crush the unit /  structure. Electricity doesn't count as 
    a bullet (duh).
    
    
    ************
    *CHOPPER VX*
    ************
    
    Nationality: Empire of the Rising Sun
    Type: Anti-Armor Aircraft / Walker
    Terrain Movement: Ground / Air. Medium speed.
    Price: 1200 $
    
    Weaponry: Missile Launchers
    Firing Rate: High. Short pauses come now and then.
    Power: Very Low
    Attack Type: Homing missiles, area effect.
    Range: Short / Medium
    Durability: Low
    Effectiveness: Infantry - Low
                   Other - Low medium
    Special Ability: Switches to Striker VX/ Chopper VX
    
    Performance: Well, it does alright against surface units, but not anti-
    air  units. Escort these guys too. Also, their weapons are not 
    particularly strong,  nor can they take much damage. Not worth the 
    price.
    
    
    
    ----BOMBARDMENT AIRCRAFT----
    
    ***************
    *KIROV AIRSHIP*
    ***************
    
    Nationality: Soviet Union
    Type: Heavy Bombardment-Aircraft
    Terrain Movement: Air only. Slowest air-craft.
    Price: 2500 $
    
    Weaponry: Bombs
    Firing Rate: Medium
    Power: High
    Attack Type: Bombs, area-effect
    Range: Must be over target
    Durability: Extremely high
    Effectiveness: Structures - Very high.
                   Other - Depends on the situation
    Special Ability: Switches to self-damaging Gastroburners / to safe 
    propellers
    
    Performance: ...You just never expected to see this monster, did you? 
     If you ever see this guy with ten brothers, and they are not yours and 
    they  are heading straight towards your unprotected base, you know 
    you're screwed.  These guys WILL destroy an enemy base if their number 
    is huger than about  fifteen, and since they tolerate terrifying much 
    damage, you'll need some  pretty strong units / many units to take down 
    this terrifying monster. But if  those guys are yours... you'll 
    understand why there is evil in this world.
    *Evil laughter with lightning in the background*
    
    
    ****************
    *CENTURY BOMBER*
    ****************
    
    Nationality: Allied Nations
    Type: Hit-And-Run Bombardment Aircraft
    Terrain Movement: Air only. Fast Medium. Flies in circles if not 
    active.
    Price: 2000 $
    
    Weaponry: Five bombs (Eight if upgraded with Advanced Aeronautics)
    Firing Rate: Slow. Must reload at Airbase.
    Power: High
    Attack Type: Carpet-bombing, area-effect
    Range: Has to be over target
    Durability: High
    Effectiveness: Surface-units - High. Depends on whether the target has 
    been 
                                         hit or not.
                   Structures - High. Depends on what structure and which 
                                      direction it comes from.
    Special Ability: Paradrop
    
    Performance: These guys can destroy any structure if there is more than 
    eight  of them (discounting enemy defenses/defenders), and while landed 
    they can be  loaded with infantry and let them out somewhere completely 
    else. They should  mainly be used to hit structures, and if possible, 
    crowds of units. Anyways,  make sure they don't get hunted by an anti-
    air aircraft.
    
    COMPARISON: Yes, you are correct, the Imperials don't have such 
    aircraft.  Pretty lame. Anyways, the Kirovs has gotta win this one. 
    It's all about numbers  and pure power here, so the Kirovs win totally. 
    The Allies are more hit-and-run when it comes to aircraft. And the 
    Imperials...such a shame.
    
    Conclusion: Kirovs literally scares the life out of you if in huge 
    numbers, and the Allies hits and runs. The Imperials... what dishonor. 
    But, there is something in Uprising only, however. Not only the 
    Imperials however have something more powerful up their sleve...
    
    
    *************************
       UPRISING UNIT ALERT
    *************************
    
    *******************
    *HARBINGER GUNSHIP*
    *******************
    
    Nationality: Allied Nations
    Type: Anti-Surface Bombardment Aircraft
    Terrain Movement: Air only. Slow.
    Price: 3600 $
    
    Weaponry: Dual Proton Collider Canons / Single 25 mm Anti-Personnel 
    Chain Gun (That's gotta hurt a lot)
    Firing Rate: Medium / Constant fire with short brakes.
    Power: High on both
    Attack Type: Mini-Proton Collider explosions, area effect / Bullets
    Range: Low Long
    Durability: Very high
    Effectiveness: Surface - Destructor
                   (Sadly) unable to attack air.
    Special Ability: Switches to 25 mm Anti-Personnel Chain Gun / Collider 
    Cannons
    
    Performance: ... The Allies never stop impressing us, do they? All that 
    would be needed to make this aircraft the perfect unit would be anti-
    air systems too. But hey, you have Apollo Fighters at you disposal too, 
    so that problem is already out of the way.
    
    Simply put, Armageddon comes by air too.
    
    
    
    ***********************
    *GIGA FORTRESS (-Core)*
    ***********************
    
    Nationality: Empire of the Rising Sun
    Type: Heavy Assault Vessel / Long-Range Heavy Bombardment Aircraft
    Terrain Movement: Air / Water. Slow on both.
    Price: 6300.
    
    Weaponry: Quadruple (four) Wave-Force Canons (like those on the Shogun 
    Battleship) & quadruple Missile Launchers / God's Breath Device
    Firing Rate: Medium & Constant fire with pauses 
    Power: Very high
    Attack Type: Wave-Force Shots & Photon Missiles / God's Breath (All 
    have area effect)
    Range: Low Long / Very Long
    Durability: Extreme
    Effectiveness: At waters - Very high
                   In air - Devastator
    Special Ability: Switches to Sea-Fortress / Sky Fortress / Unfurl to 
    Giga Fortress
    
    Performance: Dude... If you ever see ten of those heading straigth 
    towards your base, you better damn well have over twelve anti-air 
    aircraft or over twenty Harbinger Gunships to finish them off without 
    too huge risks, or else you can say bye-bye.
    
    And as the Harbinger Gunship, Armageddon comes with the air too.
    
    
    ----OTHER AIRCRAFT----
    
    ************
    *VINDICATOR*
    ************
    
    Nationality: Allied Nations
    Type: Hit-And-Run Anti-Surface Aircraft
    Terrain Movement: Air only. Slow fast. Flies in circles if not active.
    Price: 1200 $
    
    Weaponry: Two bombs (Three if upgraded with Advanced Aeronautics)
    Firing Rate: All bombs drops in an instant. Must be reloaded at 
    Airbase.
    Power:
    Attack Type:
    Range:
    Durability:
    Effectiveness:
    Special Ability:
    
    Performance: Can kill normal infantry with one hit, and in a group of 
    four they  can destroy any normal defenses, normal energy producers and 
    infantry-spawning  structures.
    
    
    **********
    *SKY-WING*
    **********
    
    Nationality: Empire of the Rising Sun
    Type: Anti-Infantry Aircraft
    Terrain Movement: Underwater / Air. Slow Fast. Flies in circles if not 
    active.
    Price: 1100
    
    Weaponry: Wave-Force Machineguns?
    Firing Rate: Constant fire
    Power: Low
    Attack Type: Wave-Force Bullets? Damages target only.
    Range: Flies around target.
    Durability: Low
    Effectiveness: Infantry - high
                   Other - Low
    Special Ability: Switches to Sea-Wing mode / Sky-Wing mode
    
    Performance: They are certainly pretty good anti-infantry units, and 
    since they can escape all kinds of common attacks by using Sea-Wing 
    Submerge, they are pretty good units.
    
    Conclusion: Sky-Wings are infantry-killers, and the Vindicators are 
    another  hit-and-run aircraft made by the Allies.
    
    
    ----------------
    2.4 NAVAL FORCES
    ----------------
    
    And here they are, the naval forces. Among those guys, you'll find the 
    units  with the longest range and the most powerful attacks.
    
    Note: The submarines will come to the surface when they are attacking, 
    which  makes them vulnerable to all attacks. Certain over-water units 
    can attack  submerged units.
    
    
    
    ----SCOUTS----
    
    Nationality: Allied Nations
    Name: Dolphin
    Type: Anti-Ship Scout
    Terrain Movement: Water only. Fast speed.
    Price: 750 $
    
    Weaponry: Sonic waves, or just waves?
    Attack Rate: Medium
    Power: Low
    Attack Type: Waves, hits all targets in the line
    Range: Medium
    Durability: Low
    Effectiveness: Ships - Low medium
    Special Ability: High Jump
    
    Performance: Not very powerful, and their special ability is 
    practically  useless, and they should be used as scouts or come in huge 
    packs to destroy an  enemy base. Pretty much worthless, since they 
    can't be repaired. They'll have to get a star-rank, or you'll have to 
    capture a Dry Docks (I think.)
    
    
    Nationality: Empire of the Rising Sun
    Name: Yari Mini-Sub
    Type: Anti-Ship Scout
    Terrain Movement: Underwater. Fast.
    Price: 800 $
    
    Weaponry: Single Torpedo-Launcher
    Attack Rate: Medium
    Power: Low
    Attack Type: Torpedo, area-effect. Last Voyage hits the first thing to 
    be hit 
                 in its path.
    Range: Medium
    Durability: Low
    Effectiveness: Ships - Low
                   Structures - Low
    Special Ability: Last Voyage (Kamikaze). VERY powerful attack, but also 
    its 
                     last. A last resort attack.
    
    Performance: Rather weak submarines, and should only be used as scouts. 
    But  their kamikaze ability (Last Voyage) is rather powerful, though 
    they die in the process. And if you are unprecise, you may just about 
    bring with your own units to death as well.
    
    COMPARISON: Well, you would rather like an radar-invisible scout than 
    just a  simple mammal, right? None of them are powerful, and they 
    aren't very durable  either. The Yari Minisub wins.
    
    
    
    ----ANTI-AIR VESSELS----
    
    Nationality: Soviet Union
    Name: Bullfrog
    Type: Anti-Air Transport
    Terrain Movement: Ground and water. Fast.
    Price: 900 $
    Performance: The Bullfrog takes the scene once again. It has multiple 
    purposes, and is a certainly strong unit. But beware though, it can't 
    take much damage. Look for the rest on the other sections. Just search 
    through for "Bullfrog" in the other sections.
    
    
    ***********
    *HYDROFOIL*
    ***********
    
    Nationality: Allied Nations
    Name: Hydrofoil
    Type: Anti-Air/Support Ship
    Terrain Movement: Water. Slow fast.
    Price: 900 $
    
    Weaponry: Heavy Machinegun / Weapon Jammer (Disarmer)
    Attack Rate: Constant Fire
    Power: Low
    Attack Type: Bullets, damages target only / Disable weapons
    Range: Medium
    Durability: Medium
    Effectiveness: Aircraft - Very high.
                   Can't attack others. Can stop them from attacking 
    though.
    Special Ability: Switch to Heavy Machinegun / Weapon Jammer
    
    Performance: This guy is the strongest anti-air unit, and it can also 
    disarm both aircrafts' and other vessels' weaponry, making the unarmed. 
    This is very useful, but make sure that not every Hydrofoil disarms the 
    same unit/defense structure. If they come in packs, one should disarm 
    the target and  the rest should finish the battle.
    
    
    **********
    *SEA-WING*
    **********
    
    Nationality: Empire of the Rising Sun
    Type: Anti-Air Sub / Anti-Infantry Aircraft
    Terrain Movement: Underwater. Fast.
    Price: 1100 $
    
    Weaponry: Missile Launchers / Wave-Force Autocannons?
    Attack Rate: High
    Power: High low
    Attack Type: Homing missiles, area-effect / Wave-Force bullets, damages 
    target 
                 only
    Range: Long medium / circling above target
    Durability: Medium
    Effectiveness: Aircraft - High
                   Infantry - High
                   Others - Low
    Special Ability:
    
    Performance: It's a rather strong anti-air vessel, and it's a strong 
    anti- infantry aircraft, but it can't take much damage, especially not 
    in air-form.  Look for the rest in the aircraft section.
    
    COMPARISON: As anti-air unit the Sea-Wing is a nice unit, since it can 
    also be  used as a scout. The only submerged unit the Soviets have is 
    the Akula Sub, so  you should be safe if this unit doesn't attack but 
    rather stays in a safe area,  but the Bullfrog has its many other 
    functions, which makes it a pretty useful  unit. But the Hydrofoil is 
    damn strong, and with its Weapon Jammer it's a great  unit. All of them 
    wins, really.
    
    CONCLUSION: They're all good. Naval anti-air are the best of anti-air.
    
    
    
    ----ANTI-SHIP/ANTI-ARMOR VESSELS----
    
    
    ***********
    *AKULA SUB*
    ***********
    
    Nationality: Soviet Union
    Type: Anti-Ship Sub
    Terrain Movement: Underwater. Fast slow.
    Price: 1800 $
    
    Weaponry: Dual Torpedo-Launchers
    Attack Rate: Slow
    Power: High
    Attack Type: Torpedoes, small area-effect
    Range: Short
    Durability: Very high
    Effectiveness: Naval Forces - High
                   Structures - Medium
                   Others - Can't attack
    Special Ability: (Two) Ultratorpedoes
    
    Performance: These guys are really powerful, though their firing rate 
    sucks.  They can also launch even more devastating torpedoes, and these 
    goes non-stop  until they hit something. If you would like them to use 
    a long-range underwater  attack, try to aim with these guys. But 
    otherwise, they can take a lot of  damage, and are the most powerful 
    anti-ship vessels. Anti-ship ship would sound  a little bit wierd.
    
    
    *******************
    *ASSAULT DESTROYER*
    *******************
    
    Nationality: Allied Nations
    Type: Anti-Ship/Anti-Armor Vessel
    Terrain Movement: Ground and water. Medium on water, slow on ground.
    Price: 1500 $
    
    Weaponry: Single Main Gun
    Attack Rate: Low
    Power: High medium
    Attack Type: Shell, damages target only
    Range: Medium
    Durability: Low high, Black Hole Armor boosts up to very high
    Effectiveness: Infantry - Low. Can run over infantry
                   Vehicles - Medium. Can crush mid-sized vehicles or 
    smaller ones
                   Naval Forces - Low medium
                   Structures - Medium
                   Can't attack - Aircraft
    Special Ability: Switches on/off Black Hole Armor
    
    Performance: If you station these around your defenses, your defenses 
    will get  strengthened, especially if the Assault Destroyer is 
    constantly getting repaired. They serve well as defense-support, and 
    while they draw incoming fire with their Black Hole Armor, they take 
    less damage than usual. Trusty, but if struck by aircraft things may 
    worsen. Also, if this thing moves on to land, it can crush normal-sized 
    vehicles under its threads.
    
    
    ******************
    *NAGINATA CRUISER*
    ******************
    
    Nationality: Empire of the Rising Sun
    Type: Anti-Ship Vessel
    Terrain Movement: Water only. Fast medium.
    Price: 1800 $
    
    Weaponry: Dual Torpedoe-Launchers
    Attack Rate: High medium
    Power: Medium
    Attack Type: Torpedoes, small area-effect
    Range: Medium
    Durability: High, very high if Fortified Fleet Upgrade has been 
    acquired
    Effectiveness: Naval Forces - High
                   Structures - Low medium
                   Can't attack others
    Special Ability: Torpedo Type-S (Multiple torpedoes launcher in 
    different 
                     directions)
    
    Performance: I'm not sure whether the price is worth it, but their 
    special ability sure is useful. Anyways, these guys are rather 
    powerful, can take a punch, and sure  does pack a punch.
    
    COMPARISON: The Akula Sub is gotta be the best, since they are 
    submerged and  really powerful, which has to be good. The Naginata 
    serves well too, but one- on-one with an Akula would sink this ship. As 
    for the Assault destroyer, it's  not that strong. Its firing rate is 
    way to slow, and it isn't a particularly  strong unit either, but its 
    defensive strength is what makes it good.
    
    CONCLUSION: Subs will stay the best units, Cruisers are a little bit 
    weaker and  more exposed, and so is the Assault Destroyer, but it 
    should be used as  defensive unit.
    
    
    
    ----LONG-RANGE HEAVY BOMBARDMENT VESSEL----
    
    *************
    *DREADNOUGHT*
    *************
    
    Note: On Uprising, their aim is less accurate.
    
    Nationality: Soviet Union
    Type: Long-Range Heavy Bombardment Vessel
    Terrain Movement: Water only. Slow.
    Price: 2000 $
    
    Weaponry: Triple V4 Missile Launchers
    Attack Rate: Medium
    Power: Very high
    Attack Type: Missiles (not 100% precise), area-effect,
    Range: Extremely long
    Durability: High
    Effectiveness: All - High
                   Can't attack - Aircraft
    Special Ability: Switches to Sacrifice Launchers / Safe Mode
    
    Performance: Aah, yes. These guys are the real deal, and the best 
    combination  used with those are Sacrifice Launchers combined with Iron 
    Curtain, which makes  these units formidable for assaults. As defenses 
    they can be a real threat to  the attacker too. The classic way of 
    bombardment is onboard, but if the target  is moving with a high speed, 
    this guy ain't accurate enough.
    
    
    ******************
    *AIRCRAFT CARRIER*
    ******************
    
    Nationality: Allied Nations
    Type: Long-Range Aircraft Bombardment Vessel
    Terrain Movement: Water only. Fast slow.
    Price: 2000 $
    
    Weaponry: Aircraft, each carrying a single bomb
    Attack Rate: Six aircraft per run, slow
    Power: High
    Attack Type: Aircraft, each carrying a single bomb (not 100% precise). 
    The 
                 aircrafts can all be shot down by anti-air, but will 
    pursue the 
                 target until it falls or drops the bomb.
    Range: LONGEST IN GAME
    Durability: High
    Effectiveness: Surface - high. 
    Special Ability: Blackout Missile (disables both allied and enemy 
    vehicles / naval forces / landed aircraft / structures)
    
    Performance: Their weaponry can be easily taken out, since these 
    hangars use  small ships, each armed with a single Vindicator-bomb. 
    They are not  particularly powerful, these ships, but can also be used 
    as support by using  their Blackout Missile. Also, the aircraft onboard 
    will pursue the target all  the way until their bomb falls - or until 
    they fall. So, the chances of  damaging a moving target may not look 
    too good if anti-air is around.
    
    
    *******************
    *SHOGUN BATTLESHIP*
    *******************
    
    Note: On uprising, their aim isn't accurate.
    
    Nationality: Empire of the Rising Sun
    Type: Long-Range Heavy Bombardment Vessel
    Terrain Movement: Water only. Medium speed.
    Price: 2200 $
    
    Weaponry: Six Long-Range Wave-Force Cannons
    Attack Rate: High
    Power: High
    Attack Type: Wave-Force Shots, area-effect. Turn it around in order to 
    fire 
                 with all cannons.
    Range: Extremely Long
    Durability: High
    Effectiveness: Surface - High
                   Can't attack - Aircraft
    Special Ability: Ramming Speed
    
    Performance: These guys are really worth their price, since they are 
    pretty  accurate. They can also use their Ramming Speed in case some 
    threat is too  close, but they should be escorted, at least. Anyways, 
    these guys are really  powerful, and make sure you adjust their 
    position so that all of their six  canons may fire on the target. They 
    can also fire two directions at the same  time, as a result of having 
    three canons on each end.
    
    COMPARISON: The Shogun Battleship carries what is most needed about 
    long-range  bombardment: power, high firing rate and accuracy. The 
    Dreadnought are proud  missile-launchers whose missiles are devastating 
    - in fact less powerful than  the V4 Rocket Launcher - and the Aircraft 
    Carrier comes last, with less  accuracy and balance of strenght and 
    firing rate than any of the other ones.
    
    CONCLUSION: High-tech guns are really the best, aircraft is quite 
    exposed, and  missiles are as always - devastating and accurate.
    
    
    
    ----OTHER VESSELS----
    
    These guys aren't really of any particular type, but they are naval 
    forces  built from the Seaport / Naval Yard / Imperial Docks, so...
    
    **********
    *STINGRAY*
    **********
    
    Nationality: Soviet Union
    Name: Stingray
    Type: Anti-Surface Vessel
    Terrain Movement: Ground and water. Fast on water, slow on ground.
    Price: 1000 $
    
    Weaponry: Dual Tesla Coils (Work as one)
    Attack Rate: Medium
    Power: Medium
    Attack Type: Electricity, damages target only
    Range: Medium
    Durability: Low
    Effectiveness: Infantry - One-Hit kill
                   Vehicles - Medium
                   Naval Forces - Low medium
                   Structures - Low medium
    Special Ability: Tesla Surge (On water only)
    
    Performance: They're definitely not worth the price, and as ground- 
    units/walkers they aren't too strong either. Just not worth it, with 
    their  little power and rate.
    
    
    *************
    *RIPTIDE ACV*
    *************
    
    Nationality: Allied Nations
    Type: Anti-Surface Transport
    Terrain Movement: Ground and water. Fast on both.
    Price: 750 $
    
    Weaponry: Machinegun + Dual Torpedo-Launchers
    Attack Rate: High + Medium
    Power: Low + Low
    Attack Type: Bullets (damages target only) + Torpedoes (small area-
    effect)
    Range: Medium
    Durability: High low
    Effectiveness: Infantry - Low high
                   Vehicles - Low
                   Naval Forces - Low medium
                   Structures (on land) - Very low
                   Structures (on water) - Low medium
    Special Ability: Evacuate Passengers
    
    Performance: It can attack submerged units with their torpedoes, and 
    its  machinegun is weak. 'Nuf said, look for the rest in other 
    sections.
    
    
    **************
    *TSUNAMI TANK*
    **************
    
    Nationality: Empire of the Rising Sun
    Type: Anti-Armor Vehicle/Vessel
    Terrain Movement: Ground and water. Medium speed on both.
    Price: 1000 $
    Performance: They are not really worth the price, though they have a 
    clever  retreat maneuver. Look for the rest in the vehicle-section.
    
    
    *************************
       UPRISING UNIT ALERT
    *************************
    
    ***********************
    *GIGA-FORTRESS (-Core)*
    ***********************
    
    Nationality: Empire of the Rising Sun
    Type: Anti-Surface/Air Heavy Assault Vessel
    Terrain Movement: Sea/Air, slow speed.
    Price: 6300 $
    
    Why don't you take a proper look at it on the HEAVY BOMBARDMENT 
    AIRCRAFT-Section?
    
    
    ----MOBILE CONSTRUCTION VEHICLES----
    
    Just look for it at the vehicles-section.
    
    
    --------------------
    4.5 PARTICULAR UNITS
    --------------------
    
    These units are not-bought units, in other words, these can't be bought 
    with  money. Just take a look at the list, it's the only thing I can 
    provide here.
    
    
    \\ Tesla Tank //
    
    How to acquire: Can only be acquired at the final Soviet mission, but 
    if Natasha uses Pilot Snipe on a Tesla Tank on second-final chapter, 
    they may be acquired.
    
    Another way is to capture one of War Factories in that chapter, and buy 
    the tank. This is the only exception-unit here.
    
    Nationality: Soviet Union
    Type: Advanced Anti-Armor Tank
    Terrain Movement: Ground only. Medium speed.
    Price: 2200 $
    
    Weaponry: Dual Tesla Coils (Work seperately)
    Attack Rate: High medium
    Power: High
    Attack Type: Electricity, damages target only
    Range: Medium
    Durability: High medium
    Effectiveness: Infantry - High. Can run over infantry.
                   Vehicles - High
                   Structures - High
                   Can't attack - Aircraft
    Special Ability: Switches to EM Disruptors / Tesla Coils.
    
    Performance: Well, they are very strong, and one can probably say that 
    this is a better version of the Mirage Tank.
    
    
    \\ Ultra/Super/(nothing) Magnetic Satelite //
    
    How to acquire: By getting security points, and choosing this support 
    power. It  can be upgraded to Super-Mag. Sat., and finally to Ultra-
    Mag. Sat..
    
    Performance: This can be a really useful ability, especially if you 
    pick up a  huge number of vehicles, and if combined with Orbital 
    Drop/Dump/Downpour, it can finish of even a Construction Yard, which 
    not even an Ultimate Weapon can do alone. Very useful, I tell ya. Just 
    make sure you move it.
    
    
    
    \\ Shogun Executioner //
    
    How to acquire: This monstrosity (as Moskvin adresses it) can only be 
    used  during the third and second-final mission in Campaign mode in Red 
    Alert 3 (absolutely not in uprising), and if the enemy sees this big 
    machine, his/her Apocalypse has come.
    
    Nationality: Empire of the Rising Sun
    Type: Surface Dominator
    Terrain Movement: Water and ground. Slow.
    Price: --
    
    Weaponry: Triple Swordarms armed with Wave-Force Swords
    Attack Rate: Slow
    Power: EXTREME
    Attack Type: Wave-Force Slash, hits everything in a row. 
    Range: Medium
    Durability: HOLY ****, THIS GUY'S A MONSTER!!!
    Effectiveness: Surface - Dominator
                   Can't attack - Aircraft
    Special Ability: Surface Destruction (It's not the proper name). Ruins 
    all in an area, the closer the enemy is the more damage he/she will 
    recieve.
    
    
    Performance: Do I even have to tell you? It's a SURFACE DOMINATOR. 
    Also, all Tesla-weaponry will only repair this monstrosity.
    
    
    \\ Ballon Bombs //
    
    How to acquire: By using Security Points, and choosing this support 
    power. It  can be upgraded to Ballon Bomb Blowout, and finally to 
    Ballon Bomb Barrage.  They WILL fulfill their purpose.
    
    
    ----------
    5. CREDITS
    ----------
    
    Credits goes to:
    -Electronic Arts, for making this brilliant game,
    -Me, for making this guide,
    -and finally you, the reader, for reading my home-made guide.
    
    And finally, a message to you, the reader. RECOMMEND THIS, NAO!!
    
    
    

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