Home | Forums | YR: Squared | MooMan's Rules | Capture Pack | Contact Me

General
- Current News
- Archived News
- Forums
- Contact Me

YR: Squared
- About
- Download
- Screenshots

Introduction
- Allied History
- Soviet History
- Yuri History

Mod Information
- Allied Structures
- Allied Armory
- Allied Infantry
- Allied Vehicles
- Soviet Structures
- Soviet Armory
- Soviet Infantry
- Soviet Vehicles
- Yuri Structures
- Yuri Armory
- Yuri Infantry
- Yuri Vehicles
- IFV Combinations
- Stolen Technology
- Civilian Changes
- Game Options
- Multiplayer Maps
- Other Changes

Conclusion
- Credits

Capture Pack
- About
- Download
- Screenshots
- FAQ/Contributors

Mod Information
- Allied Additions
- Soviet Additions
- Yuri Additions

Tutorials
- Adding To Your Mod

MooMan's Rules
- About
- Downloads
- Screenshots

Mod Information
- Gameplay Additions
- Multiplayer Additions
- Allied Structures
- Allied Units
- Allied Country Additions
- Soviet Structures
- Soviet Units
- Soviet Country Additions
- Yuri Additions

Tech Expansion
- New Tech Buildings
- Map Additions

Assault Expansion
- Overview
- Assault Mappacks


 

 

« YURI'S REVENGE: SQUARED »
ALLIED VEHICLES

A number of major changes have occurred to our attack and defense forces while you were away, and it is my job to make sure you are fully up to date with these modifications so you can effectively use them to your advantage in battle.  Pay extra special attention to this section of the briefing Commanders:


CHRONO MINER

Chrono Miner

Chrono Miner

Cost: 1400
Prerequisite: Allied War Factory | Allied Ore Refinery
Armor
: Medium
Weapon: None
Range
: N/A
Purpose: Resource Collector

The speed that our Chrono Miners can harvest ore is unmatched across the world.  The sacrifices we had to make to pronounce the technology stable, including utilizing smaller storage space on-board and only making it chronoshift back to a stable point (the refinery) were necessary to prevent the phasing problems we had with our Chrono Legionnaire. This would also have not been possible if we used human drivers manning the unit like in previous times, so thanks to its current remote-controlled nature, the Chronoshift device inside does not have to compensate for organic matter being teleported.

We were a bit concerned with the amount of funds spent on our Miners, as their costs have not changed since the first Great War and it is beginning to show on our war effort.  Unfortunately while we have not been able to reduce the costs of the materials, we have succeeded in making construction of the Miner's more efficient.  You'll notice a decrease in the amount of construction time needed to build Chrono Miners and I am assured that this will benefit our war effort considerably by speeding up fund intake.
 

IFV

IFV

IFV

Cost: 600
Prerequisite: Allied War Factory
Armor
: Light
Weapon: Quad Cannons (Initial)
Range: Medium
Purpose: Quick-Hit Attacks | Transport

With the introduction of the Guardian GI in our armies, our IFVs ability to change its weapon depending on the infantry inside was undermined since its initial weapon was the same basic type of weapon that you gained when a Guardian GI was being transported by this unit.

Taking this into account, our engineers have changed the IFVs initial weapon to a fast-firing Quad Cannon.  While weaker per volley then its original missile load, its quick firing rate and pinpoint accuracy make the duel quad cannons much more effective in its Anti-Aircraft role.  This has been done with no sacrifices made to the rest of the unit, in that it still travels just as quickly around the battlefield and can fulfill the same roles as it has always done.

Gameplay Enhancement: Now 'accelerates' and 'decelerates' at source and destination movement cells.
 

ROBOT TANK

Robot Tank

Cost: 600
Prerequisite: Allied War Factory
Armor
: Heavy
Weapon: 90mm Cannon
Range: Medium
Purpose: Anti-Armor

As mentioned earlier, our Robot Tanks have been brought back to function as a light tank-equivalent armor unit should Grizzly Tanks be less effective or useful.  Its availability straight after a War Factory is deployed makes it quicker to construct and use in our armies than before.  You will especially notice the much greater speed in which Robot Tanks are constructed compared with our stronger tank; much quicker than it was previously.

The elimination of the Robot Control Center as a production requirement has unfortunately resulted in the removal of the amphibious chassis from these units drive systems, consequently removing its ability to travel over water.  This also results in it being slightly slower than it was before.  But don't let that make you feel uneasy about using these units as it is still mind control immune due to the lack of a pilot, and their durability has slightly increased making them able to withstand a bit more pressure than before.  They may be a better build option in some situations due to the modifications to our Grizzly Tank force that I am about to discuss.

Gameplay Enhancement: Now 'accelerates' and 'decelerates' at source and destination movement cells.
 

GRIZZLY TANK

Grizzly Tank

Cost: 800
Prerequisite: Allied War Factory
Armor
: Heavy
Weapon: 105mm Cannon
Range: Medium
Purpose: Anti-Armor

Grizzlies have always been the mainstream assault tank in our army.  Its all-round balanced abilities make it the most common unit most Commanders ever build.  However, with the changes to our Robot Tank resulting in its increased use on the battlefield, we have spent some time upgrading some of the abilities of our Grizzlies to be more powerful.  We have refrained from this in the past because we did not want to disadvantage our force in any way, but now these modifications are possible.

The first thing you'll notice is the price increase.  It has been increased by 100 to $800 -   But don't be fooled!  That is so we can cover the costs of the upgrades we have made to our entire force to ensure they will stay this way in the future.  It still is constructed at roughly the same speed, yet its cannon shells have been upgraded to deal out more damage and travel quicker to its target!  The tank itself has undergone an armor upgrade like our Robot Tank to make it just that more tough to destroy.  You still wouldn't want to go one-on-one with a Soviet Rhino Tank, but stick these in an assault force and watch the results!

Gameplay Enhancement: Now 'accelerates' and 'decelerates' at source and destination movement cells.
Graphical Enhancement: Adjusted the starting position of its tank shell when firing to a more appropriate position.
 

HOWITZER

Howitzer

Cost: 700
Prerequisite: Allied War Factory
Armor
: Light
Weapon: 155mm Ballistic Cannon
Range: Long
Purpose: Siege

A quick history lesson Commanders.  If you recall during the first Great War our European allies utilized mobile Artillery units as long range siege assault units.  Their inaccuracy was compensated with a large damage explosion and radius.  The shells were devastating against enemy infantry battalions although armored tanks were more resistant to the explosion.

After scrapping the project because of the financial losses they were encountering with it being easy prey to anything that gets within firing range of them, we have since began to rely on Professor Einstein's developed Prism technology for our Siege-based needs.  Lately this has become less effective because of the costs (both in time and financially) to construct Prism Tanks and with the increased threats of the Soviet's improved V3 Rocket Launcher and Yuri's Mortar Troop.

As a result of this, President Dugan has ordered the construction and deployment of our own versions of these units in all armies of the Allied Nations as a cheaper alternative to the Prism Tank is desperately needed.  These modern-day Howitzers boast increased armor, accuracy and range over the models used in the previous war.  It may be slower than most of our other vehicles, but the costs involved in its construction balance out perfectly with its abilities this time around.
 

MOBILE CONSTRUCTION VEHICLE

MCV

MCV

Cost: 3000
Prerequisite: Allied War Factory | Allied Service Depot
Armor
: Heavy
Weapon: None
Range: N/A
Purpose: Base Expansion

What can I say about our MCV?  For as long as most of you have lived we have been using these vehicles to set up mobile bases.  They remain vital to both the construction and expansion of them so no base should be without a spare one in case our Construction Yard is destroyed.  The only thing I have to say about this unit is (because of the recent armor boosts to our structures and the fact that our MCVs are simply packed up Construction Yards) that it also gains a large armor boost to withstand combat conditions just that much better.

Gameplay Enhancements: Can no longer be mind controlled to prevent possible Internal Errors if control is returned to a defeated player.
 

MIRAGE TANK

Mirage Tank

Mirage Tank

Cost: 1000
Prerequisite: Allied War Factory | Airforce Command HQ
Armor
: Light
Weapon: 120mm Heat Cannon
Range: Medium
Purpose: Scout | Sneak Attacks

I personally have always found our Mirage Tanks to be very nifty pieces of machinery.  I'm still not completely familiar with the inner workings of its disguise technology, but in any case the technology has been further refined in recent times.  Einstein tells me his team has improved the disguise database to allow the tank automatically to disguise itself to a much larger variety of trees.  Previously storage space problems limited tree varieties to only four separate trees.  Now there are a total of fifteen!  Not only that, but should the tree's not be appropriate where a Mirage Tank is located, you can now also manually choose a terrain object to disguise as and the Tank will automatically scan it and project it's image in the same way!  To see if the Mirage Tank is able to disguise into a terrain object, place your cursor over it.  If the cursor becomes an attack cursor click on the object and the Tank will initiate its disguise!  The Mirage Tank can only store one temporary image at a time in its database, so as soon as you move the tank out of it's disguise, it loses the image and will automatically restore back to using it's tree defaults until you select another object manually.

Things don't stop there!  Enemy scanners are now totally unable to penetrate the disguise field any more, so no longer can enemy players scan the battlefield with their cursor hoping for an attack cursor to show up on a terrain object proving that it is a Mirage Tank!  And even better we have successfully reduced the financial costs of its equipped technology allowing it to be constructed after only an Airforce Command HQ!

As for its weapon, due to the substantial improvements in the disguise systems and its availability only after an Airforce Command HQ now instead of a Battle Lab, we have been forced to make concessions in that area.  Both its damage and range have taken a hit, now slightly weaker than before.  But all the news here is not bad, as when a Mirage Tank is promoted to elite status we can afford to return its original power, as well as improving on its disguise abilities even more by revealing itself for less time when it fires.

Gameplay Enhancement: Now 'accelerates' and 'decelerates' at source and destination movement cells.
 

Tank Destroyer

Tank Destroyer

Cost: 900
Prerequisite: Allied War Factory | Airforce Command HQ
Armor
: Heavy
Weapon: 120mm Explosive Cannon
Range: Medium
Purpose: Anti-Armor

As mentioned earlier in our history briefing, the Germans close proximity with Soviet Russia and Ukraine made them easier targets to attack when the Allies joined the war to assist us.  This is how their Tank Destroyer unit became reality.  Its specialized explosive shells were designed exclusively to devastate enemy armor to assist destabilizing any large enemy forces that enter their land.  You've all seen these in action Commanders; they cost the same, as an enemy Rhino Tank yet the damage they deal out is far superior.

They were always a bit handicapped by the fact that these explosive shells did nothing to deter enemy infantry, nor make them suitable for base assault.  This has all changed in recent weeks.  The Germans have kept the basic configuration of their shells that makes them such awesome Armor-killers, but now they have also implemented standard explosive material alongside their enhanced counterparts.  You'll find Tank Destroyers now deal appropriate cannon-style damage to both infantry and structures, plus they now are very effective against the special drone armor that Terror Drones use.  Infantry have always been resistant to the explosions of tank shells and this remains so, but prior to this Tank Destroyer shells barely scratched their external armor.  I recommend you try these units out for yourselves, the German's are proclaiming a major breakthrough in tank shell development.

Gameplay Enhancement: Now explicitly requires an Airforce Command HQ to build.  Now 'accelerates' and 'decelerates' at source and destination movement cells.
Graphical Enhancement: Tanks now rock from the impact of a Tank Destroyer shell.
 

PRISM TANK

Prism Tank

Prism Tank

Cost: 1500
Prerequisite: Allied War Factory | Allied Battle Lab
Armor
: Light
Weapon: Prism Focus Dish
Range: Long
Purpose: Siege

Einstein's development of the Prism technology surprises even the hardest of critics to rapid technology development.  It only took a few short weeks to develop initial plans for a Prism Tank after implementing the weapon in a stationary defensive structure.  Ever since its general deployment on the battlefield its Siege capabilities were exceptional.  The long range allowed it to heavily damage enemy structures and fry infantry long before defensive forces could attack it.

Just remember that its weapon is still not as effective at heavy tank armor, so be sure to continue backing these units up with Anti-Armor vehicles.  This ineffectiveness was also another reason why we brought back the Howitzer.  The shells may be less damaging than a focused Prism laser, but are more effective at penetrating armor.  With the Howitzers introduction, we see no reason why this unit needs to be adjusted just yet.  Einstein is working on ways to improve the capabilities of its cannon.  I will keep you posted.

Gameplay Enhancement: Now 'accelerates' and 'decelerates' at source and destination movement cells.
Graphical Enhancement: Prism beams from the tank now fry infantry like the Prism Tower and its animation is rendered for a bit longer after firing.
 

BATTLE FORTRESS

Battle Fortress

Battle Fortress

Cost: 2000
Prerequisite: Allied War Factory | Allied Battle Lab
Armor
: Heavy
Weapon: 20mm Machine Gun (Initial)
Range: Short
Purpose: Assault Transport

The Battle Fortress remains a relatively new addition to our forces.  I'm sure most of you are still wondering why a simple APC with no special technologies must require a Battle Lab to construct.  The reason for this is not because of it's large holding space to allow five separate infantry troops to fire from the inside of the Transport, but rather the special armor that the Battle Fortress uses.  No normal tank would have been so effective at crushing others underneath it without getting damaged itself, but the Fortress incorporates this newly developed armor system as we needed a counter against the heavy tank rushing of our Soviet enemies.  Not only that but it's also pretty resilient to standard combat damage, as I know you've seen in battle.

Unfortunately the price we have to pay is a rather hefty construction cost as well as needing a Battle Lab that manufactures the armor.  We are in no position to change this just now; as the Battle Fortress wouldn't even be in our forces so early had our future forces not come back in time to advise us of this action.  Many lives have been saved in battle with this tank's ability to literally crush all opposition.

Gameplay Enhancements: Now 'accelerates' and 'decelerates' at source and destination movement cells.
Multiplayer Enhancements: Can no longer be built in Naval War.
 

NIGHTHAWK TRANSPORT

Nighthawk Transport

Nighthawk Transport

Cost: 1000
Prerequisite: Airforce Command HQ | Allied War Factory
Armor
: Light
Weapons: None
Range: N/A
Purpose: Transport

We have adopted a risky change with the Nighthawk and that was to remove its weapon entirely.  We came to this conclusion after realizing the weapon wasn't actually reaching its full potential anyway and was just compromising the Nighthawk’s transporting abilities.  Now that we have removed the weapon we have room for an additional passenger inside the Nighthawk bringing the total count up to six.  Also the weight loss from the weapon has been re-added in the form of increased armor plating to give it better resistance in some of those risky transport jobs.

Don't worry Commander's, it is still invisible to enemy radar scanners and you will quickly forget this shortcoming after I finish detailing the aircraft.
 

HARRIER

Harrier

Harrier

Cost: 1200
Prerequisite: Airforce Command HQ
Armor
: Light
Weapon: Maverick Missiles
Range: Medium
Purpose: Unit Assault

Harriers have long since been the staple and sole assault aircraft in our arsenal.  As you read on you will notice a number of new additions in our airforce so we decided that the Harrier should be altered to specialize in certain situations.  As a result of this the aircrafts missiles have been redesigned specifically to rip apart enemy armor.  The explosive materials inside the missiles have been altered to be most effective against enemy units, and the speed at which the missiles travel have been increased slightly to improve the chances of directly hitting faster units.  However the new makeup of the missiles does not make them very suitable for base assault missions, so I would recommend against sending them to attack structures.

In addition to the weapon changes that effectively lightened the weight of the missiles themselves, Harrier maneuverability has been increased slightly.  Their faster flying and turning speeds make their job of unit assault that much more effective.

Gameplay Enhancement: To keep consistent with the way the unit is designed, Harriers now fire double bursts of missiles two times (4 missiles altogether) with distributed damage as opposed to a single missile.
 

Black Eagle

Black Eagle

Cost: 1200
Prerequisite: Airforce Command HQ
Armor
: Light
Weapon: Advanced Maverick Missiles
Range: Medium
Purpose: Unit Assault

The Korean's still prefer to use their own brand of aircraft as opposed to our Harriers, and I don't blame them.  Black Eagles remain the most powerful aircraft in the world for their cost so the Koreans are reluctant to part with the aircraft that has defended their borders so well from their Soviet neighbors.

As the new additions to our airforce have been shared with Korean armies, they too have employed the warhead adjustments to make their Black Eagles faster.  Their improved design allows their boosted turning speed to outdo the boost we gave to our Harriers, so you will find Black Eagles are now better equipped for hit and fade attacks on targets with anti-aircraft defense.

Since their warhead has been adjusted as well, Black Eagles are slightly less effective against enemy structures, but because of the increased damage Black Eagle missiles did overall previously it will not be a severe handicap.  They may be weakened, but are still relatively effective (in fact, Black Eagles still do more damage to a Construction Yard than our Harriers ever did, even with the Eagle's weakened effectiveness against them.)

Gameplay Enhancement: To keep consistent with the way the unit is designed, Black Eagles now fire double bursts of missiles two times (4 missiles altogether) with distributed damage as opposed to a single missile.
 

APACHE GUNSHIP

Apache Gunship

Apache Gunship

Cost: 1500
Prerequisite: Airforce Command HQ | Allied Battle Lab
Armor
: Light
Weapons: 20mm Machine Gun | Hellfire Missiles (when Elite)
Range: Short | Long
Purpose: Unit Assault | Scout

The Apache has always been dubbed as the most lethal attack helicopter in the world.  Their help during the last Great War was invaluable - so invaluable in fact that we could not seem to go long without being pressed to use them again in battle.  As a result of this Congress has passed the order to bring these helicopters back into mainstream production.  It's versatility of not being confined to an Helipad like our Nighthawk is a great advantage, carrying enough ammo for general use and can be ordered to 'deploy' to land if repairs are needed from a Repair IFV.  Apache's are deployed from the War Factory and rearm while in the air so you never have to worry about returning one to base to replenish their ammo.  This is another reason why we removed the Nighthawk's weapon, as this helicopter can fulfill defense and assault roles a whole lot more effectively.

As for their standard issue weapons this time around, initially they are armed with a rotating nose chain gun that can devastate most lightly armored target types with its explosive ammo.  This all changes when it becomes elite where Apaches gain the ability to construct rockets giving them an even more powerful weapon against Vehicles and Structures (in this mode the chain gun will continue to fire against infantry where they most effective.)  I highly recommend these units be deployed in any attacking force, and keep a few scattered around your base for air-based defense.
 

STEALTH FIGHTER

Stealth Fighter

Stealth Fighter

Cost: 2000
Prerequisite: Airforce Command HQ | Allied Battle Lab
Armor
: Light
Weapon: High Explosive Maverick Missile
Range: Short
Purpose: Base Assault | Sneak Attacks

Our government has been working on stealth aircraft for quite a while.  They succeeded somewhat with the Nighthawk, but it was too slow and weak to be anything more useful than a transport.  This has all changed now with the commission of the Stealth Fighter.  Now our armies can utilize the latest in stealth technologies designed for enemy assault rather than transportation.

Stealth Fighters can cut through the air faster than any other aircraft and their resistance to scanners makes them completely unable to be spotted on the opponent’s radar screen.  Its angular profile and fast speeds make it slightly more difficult to turn than our other aircraft, but you should not actually be hindered as its speed makes it difficult for enemy anti-aircraft to target it.  Nevertheless the Fighter’s structure itself is not much stronger than our Harrier or Black Eagle, and these units are too expensive to lose in large numbers.  Be careful where you order them to attack.

These fighter craft are armed with a single Maverick Missile Bomb that is specifically designed to penetrate the outer shells of structures and detonate inside dealing heavy damage to them.  These units are designed for Base Assault missions and while they are still effective against attacking forces, it is more cost effective to use Harriers and Black Eagles in its place in that situation.
 

AMPHIBIOUS TRANSPORT

Amphibious Transport

Amphibious Transport

Cost: 900
Prerequisite: Allied Naval Yard
Armor
: Light
Weapon: None
Range: N/A
Purpose: Transport

There has been much debate over whether the Amphibious Transport should be considered a vehicle or ship.  Currently it is built at our Naval Yard but we are considering some changes to the way these units are utilized as well as making them more unique rather than simply being clones of our Soviet and Yuri counterparts.  For now though it remains the same: being able to cross both land and water with equal effectiveness and remains to be constructed at our Naval Yards.
 

DESTROYER

Destroyer

Destroyer

Cost: 1000
Prerequisite: Allied Naval Yard
Armor
: Heavy
Weapon: 4-Inch Deck Gun
Range: Medium
Purpose: Anti-Armor | Anti-Submarine

Being the effective mainstream naval vessel that it is we believe that the Destroyer does not warrant any upgrades at this time.  Its Deck Cannon and armor make it the perfect unit for most naval battles.  Although I believe you will agree when I mention that the Destroyer's Anti-Submarine systems match up poorly with their standard attacking capabilities.  Relying on an external unit to dispatch Subs can be a timely thing, certainly when comparing it with the old Depth Charge technology we used to use.

But instead of reverting back to the old technology, we have spent considerable amounts of time and resources in order to improve the ASW Osprey plane that comes with every Destroyer.  This is coming from external funding so you needn’t pay more for the Destroyer itself, and you will find it to be a much more effective Anti-Submarine fighting force now.  The Osprey's engines, components and weapons systems have all been upgraded to boast faster speed, stronger armor and a longer range for its ASW Missiles.  The lucky Osprey to destroy a Sub gaining Elite status gives the missiles a power boost and even more improved Armor plating around the outside of the plane.  This should seriously improve our capabilities when fighting off Typhoons.

Gameplay Enhancement: Destroyed Ospreys are no longer recorded as part of the final score of a game when it is completed.
 

AEGIS CRUISER

Aegis Cruiser

Aegis Cruiser

Cost: 1200
Prerequisite: Allied Naval Yard | Airforce Command HQ
Armor
: Light
Weapon: Medusa Missiles
Range: Long
Purpose: Anti-Aircraft

I had no idea that our original Destroyer unit could be modified into such an effective Anti-Aircraft Cruiser.  The finely calibrated targeting systems and large ammo payload makes it the most effective Anti-Aircraft system in the game.  It remains powerless against ground-based enemies though, still relying on conventional naval forces to protect it in such circumstances; but I'm sure you agree when I say this unit needs no improvements to do its job any better.  Let us concentrate our funds on the more areas more needy.
 

DOLPHIN

Dolphin

Cost: 500
Prerequisite: Allied Naval Yard | Allied Battle Lab
Armor
: Light
Weapon: Sonic Wave
Range: Short
Purpose: Anti-Submarine | Sneak Attacks

I must say the entire concept of a Dolphin being used as some kind of offensive weapon is unbelievable.  I am still not used to seeing them swimming around so naturally in our naval forces.  It was their natural intelligence that made this possible and was quite effective in being taught to obey and react to battlefield conditions.  The method and nature of communication between sea animals like Dolphins have always puzzled us humans, but imagine our surprise when we discovered that by using an amplifier the sonic waves they give off were often projected at such a high frequency it began to disrupt the structure of physical objects in its path!  The natural underwater nature of the Dolphin combined with this rather effective 'weapon' makes them perfect for Submarine detection and stealth attacks of their own.  We do not want to disrupt the training process of these creatures with them being so effective as it is, so nothing new here.
 

BATTLESHIP

Battleship

Battleship

Cost: 2500
Prerequisite: Allied Naval Yard | Allied Battle Lab
Armor
: Heavy
Weapons: 8-Inch Ballistic Cannons
Range: Extreme
Purpose: Siege

No one can doubt our Naval superiority Commanders!  The authorization of general construction of our almighty Battleships has begun again!  No doubt you can recall the devastation caused by our Cruisers during the first Great War...  Well, now our enemies can tremble in fear once again!  Ahem.  Sorry Sirs, I seem to have gotten a bit carried away.  Anyway.  Those of you who are not familiar with the use of such a weapon in battle should listen closely.  This unit rivals our Aircraft Carriers in both power and range.  Armed with duel Ballistic Cannons, these units can bombard enemy positions from afar dealing heavy damage.  Get a couple of these nearby an enemy base and they're history.

Be warned however, the accuracy of these shells at long ranges still leaves a lot to be desired; plus there still is no room for any Anti-Submarine weapons systems so it is still a favorite target of enemy Subs and Squids.  Like the Aircraft Carrier it cannot travel and turn very quickly, but believe me, all those who have used this unit know how much of a threat they can be.
 

AIRCRAFT CARRIER

Aircraft Carrier

Aircraft Carrier

Cost: 2000
Prerequisite: Allied Naval Yard | Allied Battle Lab
Armor
: Heavy
Weapons: Hornet Attack Aircraft
Range: Extreme
Purpose: Long Range Assault

Finally we reach our Aircraft Carrier.  It probably would have lost its superiority status to the Battleship had it not been for new enhancements we have just made to the Hornet's targeting scanners and armor.  While the Carrier itself remains the same, Hornet's are now slightly more resistant to enemy fire and, best of all, are able to acquire targets anywhere on the map!  Now you no longer have to move an Aircraft Carrier within scanning range of the target, but you have the choice to launch Hornet's to any point on the battlefield who can individually track their way to the target!

While this helps us counter the slow speed problems we've had with the Carrier, it is advisable you don't just blindly send your aircraft to attack any enemy, especially ones that are (or are guarded by) Anti-Aircraft systems.  Not only that but the sheer distance that the Hornets may have to travel ends up for very long waiting periods for the Carrier to attack again.  Should the Carrier need to use its planes to defend itself from attack while they are halfway across the map, unless it is defended it becomes a sitting duck for enemies.  Treat the new Carrier well, as when used correctly it's sure to assist in battles.

Gameplay Enhancements: Now explicitly requires an Allied Battle Lab to build.  Destroyed Hornets are no longer recorded as part of the final score of a game when it is completed.


Now listen carefully Sirs.  I have also been instructed to fill you in on all intelligence we have gathered relating to the advancement of our enemies.  I have recently received the intelligence reports of their buildings, so we will begin with our rival's structures.

Soviet Structures »« Allied Infantry

 

 


All content, images and files contained within the projects hosted here and appearing on this website, are Copyright © 2001 - 2006 by MooMan65,
No reproduction of any of this material is permitted for any reason unless express permission is given by the Author(s).
All trademarks appearing on this website are property of their respective owners.
This website is best viewed with Internet Explorer 5 or higher, at a resolution of 1024x768 or greater.
Fight Spam! Click here!