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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). |
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VEHICLES |
| Humm-Vee |
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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 |
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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 |
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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 |
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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 |
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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. |
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NAVAL UNITS |
| Repair
Ship |
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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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