GI |


|
Cost: 200
Prerequisite: Allied Barracks
Armor: None
Weapon: M16 Machine Gun
Range: Short |
| Purpose:
Anti-Infantry | Urban Combat |
|
Our
General Infantry battalions remain the grunt of our infantry
force; their superior training still makes them more than a
match for enemy Conscripts but try not to act so cocky when up against Yuri's Initiates
as their power and range is superior to us normally. This all changes
when a GI deploys. After upgrading his machine gun, It becomes more
effective against all types of targets as well as boasting
increased range and power. These troops remain a very useful
anti-infantry
option, so we
have seen no reason to adjust their training in any way.
Graphical Enhancement:
The animation played when GIs fires out of a structure is changed
to a more appropriate one for a Machine Gun.
|
ENGINEER |


|
Cost: 500
Prerequisite: Allied Barracks
Armor: None
Weapon: None
Range: N/A |
| Purpose:
Structure Capture/Repair |
|
Engineers
remain one of the most versatile infantry at our disposal.
Once one of these skilled workers gets inside an enemy structure
you can be sure that he will gain control of it, transferring it's
operation to us. Perhaps
it's
most useful action continues to be the ability
to repair friendly structures to full strength instantly.
This
may not be needed as often with the recent enhancements made to
our structure armor, but when conventional repairing is too slow
be sure to have an Engineer or two available to save any
structures that are near death.
If you need a bridge repaired Engineers are still
the only unit able to do this. Be sure to protect him should
you send him outside the confines of your defense parameter.
Our enemies are becoming more insistent to eliminating Engineers
where possible.
|
ATTACK DOG |


|
Cost: 200
Prerequisite: Allied Barracks
Armor: None
Weapon: Sharp Teeth
Range: Short |
| Purpose:
Anti-Infantry | Anti-Spy |
|
There
is not a single infantry in our army, save the Rocketeer, that can
match the Attack Dog's scouting abilities. Training a few dogs and sending them to explore the
surrounding terrain has become standard procedure for both us and
our enemies.
The German Sheppard's natural build makes it a
perfect infantry-killing machine, tearing apart most non-enhanced
units with
their powerful jaws. Since we are no longer the ones who now use
costume disguises in an attempt to fool others, we have
enhanced our dog's senses training to help it detect disguised and
hidden
infantry easier; ones that would otherwise slip in easily amongst our
ranks. Their enhancements are sensitive enough to
detect and reveal even locally submerged naval units (such as
Submarines, Divers and Squids) if close enough on the shoreline.
|
GUARDIAN GI |


|
Cost: 400
Prerequisite: Allied Barracks
Armor: None
Weapons: M60 Machine Gun | Bazooka
Range: Short | Long |
| Purpose:
Anti-Infantry | Anti-Armor | Anti-Aircraft |
|
Still
a rather recent addition to our army, our upgraded GI has
undergone a warhead enhancement on its missiles in
an effort to make sure they can be used in the same situations as
their weaker counterparts. Previously the explosive yield of
each warhead was not enough to destabilize the structure of
enemy buildings. But that has all changed now with
several enhancements to the explosive contents of the missiles to
actually make them deal damage to structures. Deployed
Guardian GI's are now as effective against structures as deployed
GI's.
Gameplay Enhancement:
Guardian GIs now restore the correct amount of money when sent
into a Grinder.
Sound Enhancement: Guardian GI's now make use of unused voices
when ordered to deploy.
|
ROCKETEER |


|
Cost: 600
Prerequisite: Allied Barracks | Airforce Command HQ
Armor: None
Weapons: 20mm Cannons
Range: Medium |
| Purpose: Scout |
Anti-Infantry | Anti-Aircraft |
|
The
fact that our troops are willing to strap on an explosive
jetpack in order to gain an advantage in battle makes me feel
so proud of our army. They can travel over any form of
terrain with an impressive sight range that rivals even our
Dogs. Stationing a force of these around your base can
help protect you against incoming aircraft as well as
ground troops. Their cannons may primarily be suitable for
infantry, but that doesn't make them effective against other target types
when in groups.
I am pleased
to report that we have upgraded the Rocketeer training program
with increased emphasis on ground assaults. You'll find the
Rocketeer is more effective at its job as a jet packed infantry
when up against Yuri, as his accuracy is now good enough to
fire directly at vehicles inside Tank Bunkers instead of chewing through the outer wall first.
This is perfect when you want
to destabilize a Lasher Bunker defense, however you should still
watch out for Gattling Tank Bunkers which can rip through a Rocketeer before they
could probably even get a shot off.
Gameplay Enhancement:
Now explicitly requires an Airforce Command HQ to train.
|
NAVY SEAL |


|
Cost: 1000
Prerequisite: Allied Barracks | Airforce Command HQ
Armor: Flak
Weapons: MP5 Machine Gun | C4 Explosives
Range: Medium | Short |
| Purpose:
Anti-Infantry | Base Infiltration |
|
I
suspect Agent Tanya has been complain... err... 'suggesting' to my
superiors about the Navy SEAL's abilities being too similar to her
own. This is probably the reason why the SEAL's MP5 machine
gun has been suddenly refitted to feature the same type of
explosive-tipped rounds our GI troops use. This
has shifted the focus from the SEAL being a sole anti-infantry
troop to a more advanced GI-type. I cannot really say that this
has been a bad decision as with the SEAL guns increased
effectiveness against Vehicles he can better defend himself when
necessary. I still would recommend that you get a more suitable
unit for the job however, as he is at his best when against
infantry.
The SEAL, of
course, retains his training to swim across bodies of water making
him worth the amount to train one. Get him
within an enemy base or naval fleet and his C4 charges will do the
rest.
Gameplay Enhancements:
Now explicitly requires an Airforce Command HQ to train.
You can no longer obtain Navy
SEALs when
garrisoning the Pentagon.
|
|


|
Cost: 600
Prerequisite: Allied Barracks | Airforce Command HQ
Armor: None
Weapons: Sniper Rifle
Range: Long |
| Purpose: Scout |
Anti-Infantry |
|
The
British have really outdone themselves with their
infantry-training regimes. They have introduced new training
methods for their Sniper force to increase their experience to
camp in a
single spot and to make the most out of their weapon choice. The AWP
Sniper Rifle is a lethal weapon when fired at enemy infantry and
is silent enough that its owner can fire without
betraying their presence anywhere. Infantry with more armor
might be able to withstand a single bullet, but no infantry can
last long when in the sights of this British specialist.
New to the
Sniper's training is his ability to deliberately place himself
into a prone position allowing him to get much steadier shots out
of his Rifle. When in prone stance you'll find that the
firing range of his weapon increases dramatically and his
increased aiming control even makes him able to dismantle Terror
Drones! Finally the Sniper's range can match that of an
elite Yuri Virus.
That's not the only program
added to Sniper training. The Brits have also taken up a
much needed discipline improvement program that is designed
specifically to eliminate the effect of distractions on the
battlefield. Snipers will no longer ever fire on targets
that it cannot harm, including armored vehicles and defensive
structures, even while under fire from them. You have to
admire their single-mindedness.
Gameplay Enhancement:
Now explicitly requires an Airforce Command HQ to train.
|
SPY |


|
Cost: 1000
Prerequisite: Allied Barracks | Allied Battle Lab
Armor: Flak
Weapons: None
Range: N/A |
| Purpose: Base
Infiltration |
|
Later in the briefing I will discuss the details of our enemies ventures into the art of disguising their soldiers.
Obviously we do not want our Spy's abilities to become obsolete
with these new introductions; so we have increased their stealth
capabilities to counter this.
Our
reputation for intelligence gathering is known throughout the
world as the best so we must maintain that image when other
parties attempt to duplicate our abilities. You will now
find our Spies a whole lot more effective when keeping a low
profile moving around the map. We have replaced it's
older-style disguise system with a more advanced technique of
being able to conceal himself in the
surrounding terrain while traveling making him virtually
invisible to any enemy. This not only negates Yuri's
advantage of seeing through our disguise but also removes Spies
from showing up on enemy radar. It is now the perfect base
infiltration unit, although I should warn you that Attack Dogs' superior senses are still able to detect the presence of our
Spies, so be sure to stay clear of dog patrols.
Sound Enhancement: Two
unused sounds have been added: When you tell a Spy to infiltrate a
structure and an additional selection sound.
|
CHRONO LEGIONNAIRE |


|
Cost: 1500
Prerequisite: Allied Barracks | Allied Battle Lab
Armor: None
Weapons: Neutron Rifle
Range: Medium |
| Purpose: Scout |
Sneak Attacks |
|
It
did take Professor Einstein some time to refine Chronosphere
technology into such a portable form to allow infantry to act as chrono-agents, and an even longer time to develop the
special suit the Legionnaire wears allowing it to teleport
around the map without destabilizing their own cellular structure.
Einstein succeeded in the end, and the result was the deployment
of this rather unique infantry. Not only that, but his
weapon can literally wipe targets from existence using the same
technology.
However just
because the technology was deemed stable enough to be used
throughout our army, it does not eliminate the possibility of
glitches causing issues in the field. Lately
we have found that, while the normal weapon can fire through
enemy walls at a target without having to go around it, the weapon
actually lost this ability when it was upgraded when the
Legionnaire was promoted to Elite status. It did not take
Einstein and his team long to rectify the situation, issuing new
versions of the weapon to all our Legionnaire squads.
There is one more thing I feel
I should inform you about. Many are unaware that you can
actually use Chrono Legionnaires to protect your structures
effectively from
quick yet large assaults such as airstrikes and superweapons.
Every time something is being erased it becomes shifted out of
our normal dimension, rendering it
completely impervious to damage while it's being wiped out.
Next time you're being faced with a Nuclear or Dominator strike for
example, try forcing a Legionnaire nearby to fire on your own
structure! You might lose your Legionnaire in the attack,
but the target would have been protected from the blast.
If it does survive, make sure you
tell them to stop the wipe out afterwards. You wouldn't
want your newly protected structure from being destroyed another
way!
Gameplay Enhancement:
Now explicitly requires an Allied Battle Lab to train.
You can no longer obtain Chrono
Legionnaires when garrisoning the Smithsonian Institute.
|
TANYA |


|
Cost: 1500
Prerequisite: Allied Barracks | Allied Battle Lab
Armor: Flak
Weapons: Colt .45's | C4 Explosives
Range: Long | Short |
| Purpose:
Anti-Infantry | Anti-Tank | Base Infiltration |
|
It
took quite a bit of work but we finally were able to convince Agent
Tanya to undergo some enhanced swimming and demolitions training
to improve her abilities over our Navy SEALs. Her duel Colt
.45's and superior targeting skills continue to make her our best
Anti-Infantry option (not that she would let us say
otherwise eh?), so no training was planned in that respect.
Her improved
amphibious training has shown through in recent skirmishes.
She
has been able to spot enemy submerged units before any of our
non-sensor equipped units can figure out their positions.
They may not compare well against the sophisticated sensor systems
of our Destroyers or the keen senses of our Dolphins, but it's
more than effective when detecting hidden units that may
threaten her when she is on the move in the water. Her
enhanced sight training seems to do well against rouge Allied
Spies as well; she can reveal their
presence even through their improved disguising techniques.
Finally, her
upgraded demolitions skills makes her able to place C4 charges on
enemy units in quicker succession to our SEALs on structures. She
particularly enjoys coming up behind enemy tanks and destroying
them before they even turn their turrets to attack her; I
certainly would hate to be on the wrong side of close things.
Sound Enhancements:
Tanya's original Red Alert 2 sounds have been reactivated and
combined with her Yuri's Revenge ones. Also some unused
Creation sounds have been activated and randomized with her
existing one. |