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« MOOMAN'S RULES »
ALLIED COUNTRY OPTIONS |
This page details all
added units/structures/abilities for each of the Allied countries.
Please note that all descriptions and
information here is also in the MooMan's Rules readme file. |
|
AMERICA |
| Paratroopers |
 |
Charge Time: 4 minutes
Prerequisite: Airforce Command HQ
Units: 5 Veteran GI's |
| Due to enhanced military training
of American troops, standard GIs for the American side are now produced in veteran status
(see above Special Veteran Unit). This allows the American Paradrop weapon to because even
more deadly to opponents. Veteran GI's can fire faster, deal more damage, and have
enhanced sight and speed. Unfortunately, American players will only receive the standard 5
GI's in a paradrop, but they are more powerful than regular GI's or Conscripts, keeping
the balance. There is no cost in the recharge times either, meaning you can deliver more
powerful troops with no extra 'charge' time. |
| A10
Phoenix |
 |
Cost: 1400
Armor: Light
Prerequisite: Airforce Command HQ, Allied Battle Lab
Weapon: Napalm Bombs
Range: Short |
| The A10 Phoenix was designed to
be a countermeasure for the Soviet and Yuri attacking forces, as it's napalm bombs are
very powerful against infantry and units. Although the bombs still do decent damage to
structure, their damage output is noticeably smaller than against armor and flesh. The A10
is slightly more expensive the standard Harrier and Black Eagle, and are very deadly in
groups. |
| Improved
Mirage Tank |
 |
Cost: 1000
Armor: Light
Prerequisite: Allied War Factory, Allied Battle Lab
Weapon: Heat Ray
Range: Short |
| For the American's advancements
in tactical espionage action, they have enhanced their version of the Mirage Tank to not
only disguise itself as trees, but it allows the user to specifically select which terrain
object to disguise itself as, it can range from any tree and even rocks. The fact that
these Mirage Tanks do not automatically attack any target within it's range can help it
maintain it's disguise for the specific target of your choice. |
| Nimitz
Aircraft Carrier |
 |
Cost: 2800
Armor: Heavy
Prerequisite: Allied Naval Yard, Allied Battle Lab
Weapon: 4 Hornet Attack Aircraft
Range: Long |
| The Americans have access to a
beefed up Aircraft Carrier, dubbed the 'Nimitz'. These aircraft carriers are almost twice
a strong and normal aircraft carriers, take half the time to reload and rearm it's
Hornets, and comes with 4 Hornet attack aircraft instead of 3 on the standard Aircraft
Carrier. But these advancements have to come at a price, the Nimitz is slower than the
standard Aircraft Carrier and is 800 credits more expensive to build. |
|
BRITIAN |
| Sniper
Tower |
 |
Cost: 900
Armor: Heavy
Prerequisite: Allied Barracks, Aircraft Command HQ
Weapon: Sniper Rifle
Range: Long
Purpose: Long Range Anti-Infantry Defense |
| The Sniper Tower is basically a
stationary Sniper. Although it's weapon is more damaging and faster to fire, it's main
advantage is it's range, it is almost twice as long as the Sniper and it will not reveal
itself when firing, meaning that your opponent won't even know what's killing your men.
Its Sniper Gun is useless against structures and enemy armor. But backed up with Prism
Towers they can make the perfect base defense combination. |
| Immobolizer |
 |
Cost: 1500
Armor: Light
Prerequisite: Allied War Factory, Allied Battle Lab
Weapon: Chrono Displacement Beam
Range: Long |
A great new enhancement for
British defensive forces, the British, being somewhat experts at espionage and covert
operations, with the help of Einstein and his Chrono devices, they developed a very useful
means of shutting down vital operations and unit advances. This unit is a modification of
the Allied Chrono Legionnaire and uses a strange new weapon, it fires a beam of bluish
energy at a target, which then completely envelops it in a chrono field. This will render
the target practically outside the normal plane of existence, effectively stopping it's
entire operation in it's tracks. Also, what makes this unit potentially lethal is that it
can also target structures and effectively take them out of action, here's a summary of
what will happen if one of these structures are targeted, whether they be friend or foe,
until the beam is removed:
Construction Yards: The player will lose the ability to produce
structures.
Power Plants: Shuts down their power output and can possibly put the base
on low power (effective for Allied Power and Hydro Power plants, Soviet Tesla Reactor and
Nuke Plants, and Yuri Bio Reactors).
Airforce Command Center: The player will lose the ability to both produce
aircraft and shut down radar (see below) . In addition to this, if an Immobolizer is
targeting an Airforce Command Center while the planes are up in the air, once they are
ordered to return home, they will crash instead.
Refinery/Slave Miner: As long as the structure is out of phase, miners
will not be able to dump their ore at that particular refinery, if targeting a deployed
Slave Miner, the Slaves will not be able to dump their shovel loads of ore.
Barracks: Player will lose the ability to produce infantry.
War Factory: Player will lose the ability to produce vehicles.
Base Defenses: Will shut down any base defense, making them unable to
operate.
Radar Type Structures: Will shut down the target player's radar
(effective for Soviet Radar, Allied Airforce Command, and Yuri Psychic Radar).
Spy Satellite: Can completely shut down Spy Satellite operations,
reducing the map to basic shroud.
Superweapons: The timer for the appropriate superweapon will halt.
Gap Generator: Will shut down the Gap Field or Super Gap Field.
Psychic Tower/Mastermind/Psi Drone: Any unit(s) that has been mind
controlled by either the Psychic Tower, Mastermind or Psi Drone unit will be freed once
the Immobolizer's beam has been focused on the controllers. And even if the beam is
removed, they will no longer have any influence over them unless they re-mind control it.
In addition to all this, structures which are targeted will no longer use up any power
requirements, so it is also a good option in case of an emergency to target some power
demanding structures and temporarily take them out of action until you have enough power
to sustain them. Also, and unit and structure disabled by this effect is also impervious
to all damage dealt by units who aren't effected by the beam, making them virtually unable
to be hit, this is a great lifesaver and can protect key structure during the heat of
battle. It does have it's downsides though, it can only target one object at a time,
requiring the need to spend money or groups to stop and attacking force, also it's weak
armor means that any enemy unit within range of it can easily destroy this menace.
However, it's main downside is that it's displacement beam has no affect on organic
beings, meaning all infantry are not affected by it's beam, requiring it to be protected
at all times. It's benefits however, greatly outweigh it's costs, and this is a must have
unit in any British defensive and offensive force. |
| Battleship |
 |
Cost: 2000
Armor: Heavy
Prerequisite: Allied Naval Yard, Allied Battle Lab
Weapon: 8-Inch Cannon
Range: Long |
| Britain has always been known to
have one of the best navies in the world, and the mighty Battleship is the perfect example
of Britain's rule at sea. The Battleship is the most powerful naval unit you can get and
it can totally wipe out enemy bases from afar. The ship however, has no submarine based
defense so it's needs to be protected by the faster moving Destroyers or Dolphins, or the
stationary NDS Towers. |
|
FRANCE |
| French
Wall |
 |
Cost: 100
Armor: Heavy
Prerequisite: Allied Barracks
Purpose: Heavy Armor Defense |
| The French Wall is a very useful
addition to the French Armies, it is twice as strong as normal concrete walls and come at
no extra cost to the player than standard Allied Walls. Since it can be built early in the
game it can very invaluable to protecting your vital structures from damage.
|
| Chrono
Tank |
 |
Cost: 1500
Armor: Heavy
Prerequisite: Allied War Factory, Allied Battle Lab
Weapon: Duel Heatseeking Missiles
Range: Long |
| The French have always been known
for their technological level, and with the help of Professor Einstein, the French have
developed a major advancement from the Chrono Legionnaire. The Chrono Tank teleports
around the battlefield and fires deadly and precise heatseeking missiles than are
extremely effective against enemy Armor and structures. It's most vulnerable point will be
while phasing back in at it's destination and these tanks are too expensive to lose.
|
| Chrono
Tower |
 |
Cost: 2000
Armor: Heavy
Prerequisite: Allied Barracks, Allied Battle Lab
Weapon: Chronospheric Particle Beam
Range: Medium
Purpose: Chrono-Based Defense |
| France's defensive nature has
gotten the best of them, the development of the Chrono Tower. As Allied soldiers say 'the
only base defense that can stop an Apocalypse dead in it's tracks', and that's true. It
uses the same particle beam that the Chrono Legionnaires use but it slightly more
powerful, so it erases targets from time faster. In groups, if you can afford it, once
they have a target in it's beam, it's stronger the average armor makes it difficult to
destroy a Chrono Tower in time to save the affected target. |
|
GERMANY |
| Chrono
Transport |
 |
Cost: 1500
Armor: Light
Prerequisite: Allied War Factory, Allied Battle Lab
Weapon: None
Range: N/A |
| The pinnacle of personal carrying
has arrived! The German Chrono Transport was in it's testing stages during the first war,
but with Yuri posing such a great threat to the world, Einstein released it as soon as he
could to all German armies. The Chrono Transport has the capability to teleport around the
battlefield at will and, just like a Chrono Legionnaire and Chrono Tank, the longer it
travels, the longer it takes for the unit itself to phase back in. This unit has the
capability to hold up to 5 infantry units, inside of it. What makes it unique is that even
though it is phasing back in itself, the infantry inside can still exit and enter the
transport since they were protected from the longer effect of the chrono field, so it can
be a very valuable depositor of attack forces in critical areas of the enemy base, as if
it is destroyed or still phasing back in, the units or infantry that it is carrying still
have the capability to exit. It does have it's downsides though, it is incredibly
expensive relative to the other available units, and it has very weak armor, so it can be
destroyed easily, although the transport is just a decoy to the real danger that is inside
it when it's destroyed. Using these useful but expensive units in battle can help distract
the enemy greatly. |
| Multi
Launch Pad System (MLPS) |
 |
Cost: 2000
Armor: Heavy
Prerequisite: Allied War Factory, Allied Battle Lab
Weapon: 2 Attack Choppers
Range: Long |
| The German MLPS (Multi Launch Pad
System) is basically a land version of the Aircraft Carrier. It is a large land carrier
that houses 2 Attack Choppers that fire high powered chainguns that are effective against
both infantry and units, but are less effective against heavy armor and structures. The
unit itself is very slow moving but can stay a far distance from the actual target and let
the choppers fly the rest of the way. The MLPS Choppers never run our of ammo once
launched, so they can fire continuously at a target until stopped or destroyed. Choppers
that have been destroyed are automatically replaced by the MLPS at no cost to the player.
If the aircraft are in the air while the MLPS is hijacked or mind controlled, the planes
will not also be controlled, but just hover in place until the unit is back under your
control. |
| Ore
Mining Facility |
 |
Cost: 2600
Armor: Light
Prerequisite: Allied Battle Lab
Purpose: Multi-Purpose Ore Purifying/Producing Plant |
| Germany needed a way to be able
to produce more funds for the MLPS and Tank Destroyer. And they found it, German
scientists are radically advanced the Ore Purifier into a Ore Mining Facility. Visually it
looks almost identical to the Ore Purifier but it has two prominent ore mining plants that
are similar to the mines that produce ore around the map. In addition to purifying your
ore bundles that come with Miners, the Facility also gradually increases your credits
overtime using those artificial mines (just like the Oil Derricks). It's main feature
however, is its ability to produce ore, once built simply force-fire onto the ground
nearby and it will slowly stimulate the ground around it, causing ore to sprout up
randomly around it. It has quiet a long range at which it can produce ore fields, even to
help other people if you're not careful! The radius of the ore field is not that large,
but enough for a couple Miners to harvest nicely without running out of supply. The Mining
Facility will continuously pump up ore around it even in low power situations, but when
destroyed it will stop and you will have to make do with the ore made already until you
build another. Once you have started it you will hear the machinery working inside it to
indicate it that it is running, if you feel you've had enough, just select it and hit the
'S' key or 'Stop' on the Advanced Command Bar to stop it's production. Like the Purifier,
you can only build one of these structures at a time. One word of warning though, the ore
producing 'weapon' is useless on urban maps due to most of the map being covered by
concrete, ore will only sprout up under grass and dirt, so if you are aiming to create an
ore field on urban maps, make sure you target a grass or dirt patch to produce you're
field. |
|
KOREA |
| Frigate |
 |
Cost: 100
Armor: Heavy
Prerequisite: Allied Barracks
Purpose: Heavy Armor Defense |
| The Korean's hold their naval
based fleet at high regard, and with the new enhanced Yuri and Soviet threat, they have
ordered deployment of their enhanced Frigates for their armies. Frigates are the ground
based equivalents of the Allied Aegis Cruiser, firing large heatseeking surface to surface
missiles rapidly for long ranges. Unlike the Aegis though, it's missiles cannot be trained
on aircraft, only ground based targets. However, this unit has no anti-sub based weapon,
so it needs to be protected by standard Allied Destroyers or Dolphins. Despite that, this
unit is a valuable asset to the Korean fleet. |
| Parabombs |
 |
Cost: 1500
Charge Time: 6 minutes
Prerequisite: Allied Battle Lab
Drops: 6 Parabombs |
| The Korean Air Power is in your
hands Commander. Korean scientists have designed a new format of air to ground combat,
designed to assist Black Eagles in bombarding targets. The Koreans have a special upgrade
to their Airforce Command Center that gives them access to the parabomb superweapon. As a
result the Airforce Command Center for the Koreans have increased in size slightly to
incorporate this new feature. After constructing a Battle Lab you will be able to build a
Parabomb Upgrade for the HQ. The Parabombs will automatically begin to charge up from that
point. Beware though, if the Airforce HQ is destroyed, then both the upgrade and your
radar will be lost, so it is vital to protect it. All players will be alerted of the
parabomb's once built but it will not reveal your HQ to the player, only the timer in the
bottom will be activated. The Parabombs are still a new development, and have several
errors which will hinder its use. Parabombs cannot be dropped directly on water, and due
to the EM Pulses sent out by targets, no matter how weak the signal is, parabombs cannot
be dropped directly on its target. Now parabombs do have a large explosion radius to
combat this, so dropping them right next to the target will do as much damage as you would
have done dropping it right on top. Avoid dropping parabombs directly on a large group of
units, as the planes will take a much longer time to select a site near it to drop the
bombs, which by then they could be easily destroyed by anti-aircraft fire. Parabombs are
also a useful anti-submarine detection system, as while they are falling, all cloaked or
submerged units will be displayed on the radar and tactical map, allowing you to take
offensive measures while they are being dropped on the target, as they will become
invisible once again when the bombs explode. |
| Stealth
Bomber |
 |
Cost: 2200
Armor: Light
Prerequisite: Airforce Command HQ, Allied Battle Lab
Weapon: Heavy Guided Missile
Range: Medium |
| The Korean parties now get an
extra boost of airpower, Korean Commanders how have access to the classified Stealth
Bomber jet. It fires more advanced missiles than even the Black Eagle. It also has the
added ability to be invisible to enemy radar like the Nighthawk. These advancements have
to come at a price though, and a hefty one as well. Stealth Bombers cost almost double the
cost of the Black Eagle jet and is slower, but if you have the cash, it is defiantly worth
it. |
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