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YR: Squared
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Introduction
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MooMan's Rules
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Mod Information
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Tech Expansion
- New Tech Buildings
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Assault Expansion
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« MOOMAN'S RULES »
ALLIED UNITS

This page details all the infantry, vehicles and naval vessels MooMan's Rules adds to all the Allied countries. It doesn't however display special country additions, for them, please go here.

Please note that all descriptions and information here is also in the MooMan's Rules readme file. And certain units may only be available in a particular version (shown in red next to the name of the unit).


INFANTRY

Rocket Trooper (Red Alert 2 Only)
Cost: 300
Armor: None
Prerequisite: Allied Barracks
Weapon: Bazooka
Range: Medium
The Allied Rocket Trooper is basically identical to the Rocket Soldier played in the other Command & Conquer games. Its Bazooka is very effective against armored targets but very weak against infantry. When used in-groups, always group these with GI's or similar infantry to protect the Troopers from infantry attacks, while the Troopers will protect the other infantry from armored assaults. It's Bazooka causes the Trooper to be slower on average to the standard infantry, but with heavier armor. Watch out for tanks that can crush these armor-killers. In Yuri's Revenge it is succeeded with the Guardian GI.
Field Medic
Cost: 600
Armor: None
Prerequisite: Allied Barracks

Weapon: Medical Kit
Range: Short
The Medic for Red Alert returns! This is basically identical to it, it's cost, weapon and requirements are the same, but now infantry assaults will become more useful as the game progresses. Field Medics can be put on guard mode to heal any nearby wounded friendly infantry, or can be targeted to treat a specific soldier.
Navy SEAL (Red Alert 2 Only)
Cost: 1000
Armor: None
Prerequisite: Airforce Command HQ
Weapon: MP5 Machine Gun & C4 Explosives
Range: Long
The Navy SEAL is now available for production for Allied armies in Multiplayer games. They are necessary now as Tanya now has a build-limit on her, making SEAL's an effective replacement for the job. They are basically identical to Tanya, their weapon is excellent against enemy infantry but useless on enemy units. They can swim and are armed also with C4 charges to place on enemy structures and naval vessels. Yuri's Revenge officially made these changes anyway hence why the mod only makes the change to the RA2 version.


VEHICLES

Humm-Vee
Cost: 500
Armor: Light
Prerequisite: Allied War Factory
Weapon: 7.76mm Machine Gun
Range: Short
As the Allies lack any staple anti-infantry attack vehicle, they allowed re-distribution of the Humm-Vee amongst Allied Players. These units boast extremely fast speed, and with a powerful anti-infantry weapon, they are excellent at stopping infantry rushes in their tracks. With it's cheap cost, it's easy to build up a nice defense or offense force quickly and easily. The only downsides to this unit is it's considerably weak armor, and that it's machine gun isn't very effective against structures and heavier armored vehicle, but, in groups with other Allied Tanks, they are very effective in their division.
Cheetah Battle Tank
Cost: 600
Armor: Light
Prerequisite: Allied War Factory
Weapon: 90mm Cannon
Range: Short
The Grizzly Battle Tank's lighter cousin, the Cheetah Battle Tank, is known for is quickness around the battlefield, although it's Armor and weapon isn't something to hope for, they are excellent in-groups and it's speed makes it hard to enemy fire to score direct hits on it. Combining these with Grizzly's and M1A2's make them excellent for decoys and hit-and-run attacks, distracting the enemy, and letting the slower, more powerful tanks close in for the kill.
M1A2 Abrams Tank
Cost: 900
Armor: Heavy
Prerequisite: Allied War Factory
Weapon: 120mm Cannon
Range: Medium
An advancement from the Grizzly Battle Tank, M1A2's are prototype's from the previous M1A1 Abrams tanks. These tanks offer improved armor and weapon, with no sacrifice in rate of fire. This was developed because Grizzly's just couldn't stand up to the enemy Rhino Heavy Tanks and so they developed the newest version of the tank. In one-on-one combat an M1A2 is a match for a Rhino but will need support against infantry units. Watch out for the cost though, as it's significantly more that a Grizzly yet less still than a Rhino. It's a valuable asset to the Allied Forces.
Amphibious Miner
Cost: 1800
Armor: Heavy
Prerequisite: Allied War Factory, Allied Battle Lab
Weapon: None
Range: N/A
The Allied advancements for the Chrono Miner have drastically increased it's usefulness in battles. Although it is still not equipped with a weapon like the War Miner or Subterranean Miner, it has the ability to move across virtually any landscape, whether it be land or water, very crucial to reach those hard-to-get ore and gem fields without having to build a refinery on the island. It still retains the ability to chrono, allowing it to still have the quick ore gathering strategy of the Allied Forces, but with increased speed, durability and storage of ore (now twice as much, the same as a Soviet War Miner), these Miners are a must for any base.
Stealth Tank
Cost: 1000
Armor: Light
Prerequisite: Allied War Factory, Stealth Research
Weapon: Electric Charges
Range: Short
The ultimate scouting unit returns! Although it is expensive to produce in mass quantities, it is very useful for uncovering more of the map and scouting out your enemy's base. One tactic I like to use is sending a whole group of Stealth Tanks at the enemy's unguarded Chrono/Amphibious Miners (not War/Subterranean Miners). It fires small electronic charges at targets, which is reasonably effective against infantry and units, but less effective against buildings. It is easily enough to defend itself with but watch out for it weaker armor than standard tanks.


NAVAL UNITS

Repair Ship
Cost: 600
Armor: Light
Prerequisite: Allied Navel Yard
Weapon: Navel Repair Ability
Range: Short
A new and valuable asset for the Allied Naval Power, the Repair Ship has the ability to repair any friendly naval vessel near it automatically, or it can be targeted to repair a specific unit. Because of their low cost and fast speed they are very useful to include in each naval attack force. Repair Ships cannot repair submerged units like Submarines or Boomer Subs. Repair Ships cannot heal themselves and must dock with the Naval Yard like any other ship to repair (unless you have another Repair Ship near it).

 

 


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