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RED ALERT 2: ALLIED UNITS

 

Infantry Name: Tech Level: Infantry Description:
GI 1

Your standard infantry unit. But this guy is smarter and can do more than his former counterparts.  Now you can put several GI infantry units into a building where they will take cover while firing lead into approaching forces.  However, the building will be abandoned if the it gets hit into the red zone. Another cool thing, if you double-click GI infantry, the will setup sandbags, and shoot a more powerful weapon.  They will also have a little more armor.

Engineer 2 Only one is needed to capture enemy buildings, can heal your building to full, and is very slow.
Rocketeer 5

These infantry units have rocket packs allowing them to fly. Rocketeer's will always fly to their destination because they don't land until they die.  They kind of remind you of the Jump Jet Infantry from Tiberian Sun...

Spy 5

The spy gets a promotion from a bit interesting in Red Alert to incredibly useful in RA2. This time spies can steal cash; take enemy technology, allowing you to make it yourself; take enemy power offline and do loads of generally sneaky things to the enemy. And naturally, only the dogs know you aren't on their side. 

Tanya 6

Tanya gets a makeover to perhaps become the supreme commando. In addition to her original Red Alert abilities, she's learned how to swim...so she can put C4 explosives on enemy ships.

Chrono Legionnaire

 

9

Nifty infantry units. These guys can teleport, via chrono- technology, an entire structure to a different dimension or somewhere, removing them from this realm and time. On top of that, Einstein must have perfected his Chronoshift technology, because this time around these infantry can teleport themselves around the map without dying.

Vehicle Name: Tech Level: Vehicle Description
Chrono Miner 1 The best reason for Chrono-shift technology.  But something seems weird about it.  It can only Chrono-shift to home, but drive to the ore.  I guess otherwise it would be too easy to collect ore.
Grizzly Battle Tank 3 The medium tank appears to be a lot meaner this time around.
Infantry Fighting Tank (IFV) 4 A cleaver little tank that infantry go into... But this is no APC, the weapon is the infantry unit.  Yes, only one.  But if this is destroyed, the unit has as much health going in as coming out.  This unit is special because the infantry type that entered determines what kind of armament the IFV gets.
IFV + Chrono Legionnaire = Chrono gun IFV + Sniper = Long range gun IFV + GI = Big gun IFV + Spy = Gun IFV + Engineer = Repairs vehicles IFV + Tanya = Machine gun
Night Hawk Transport 4 A sweet infantry transport.  It transports them very fast and efficiently.  It is also invisible to enemy radar.  The only drawback is it is vulnerable to anti-aircraft weapons.
Harrier 5 These airplanes have  vertical take-off/landing, and they have huge missiles, compared to themselves.  It is also very fast.  But, of course,  it is vulnerable to anti-aircraft weapons.
Mirage Tank 6 This tank can cloak itself to look like the surroundings, but only until the enemy comes too close.  But the cool thing is that it can fire while cloaked.  The downside is that it must return to normal while moving.
Prism Tank 8 It uses something like the Prism Tower to destroy its target.  What is nice about this attack is the deadly beam will disperse on other nearby enemy targets, damaging or destroying a whole group.
MCV 9 Self explained, but... This deploys into your Construction Yard by double-clicking on it.  You always start with one, but at tech level 9 you can build more of them.
   

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