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A. ALLIED UNITS


-Infantry-

GI
Cost: 200
Weapon: M60 heavy machine gun (deployed) and Parabellum pistol 
(undeployed)
Strength: 125 
Armor: None
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, firepower and 
rate of fire
Elite abilities: self heal, stronger, increased firepower and rate of 
fire 
Prerequisite: Barracks
Tech Level: 1

GIs are the most basic infantry unit for the Allies. They are quite 
weak but things will change when you deploy them by pressing D. They 
will construct sandbags around themselves and their Parabellum pistol 
will be upgraded to M60 heavy machine gun. 
When they are deployed, their firepower will be increased as well as 
the range thus making them quite a deadly opponent for the Soviets 
Conscripts. The only drawback is that they cannot move at all during 
deployment and tanks can still roll them over so be careful. 
 
Engineer
Cost: 500
Weapon: Bomb defusing kit
Strength: 75
Armor: None
Sight: 4
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite: Barracks 
Tech Level: 1

Engineers can repair your damaged buildings back to full health again. 
They also can repair destroyed bridges. Just order them to go into the 
bridge hut and the bridge will be automatically repaired. 
Not only that, you can also tell them to defuse Crazy Ivan's bombs by 
targeting the affected units or structures. 
However, the most useful feature is probably their ability to capture 
buildings. Just order them to enter the intended building and it will 
be yours straight away. They are also needed to capture neutral Tech 
Buildings for your own benefits. 

Rocketeer
Cost: 600
Weapon: 20mm mini machine-gun 
Strength: 125 
Armor: None
Sight: 8
Speed: 9
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower
Elite abilities: self heal, stronger, increased firepower and rate of 
fire 
Prerequisite: Barracks and Air Force Command Headquarters
Tech Level: 3 

These rocketeers come equipped with a jetpack aside from their 20mm 
mini machine-gun, which enable them to hover on the battlefield. They 
make very good air support, as ground units cannot attack them in any 
way. They are very vulnerable to anti-aircraft fire though so keep them 
out of harm's way.    

Spy
Cost: 1000
Weapon: Make-up kit (disguise)
Strength: 100
Armor: Flak
Sight: 9
Speed: 4
Veteran abilities: None 
Elite abilities: None
Prerequisite:  
Tech Level: 5

Spy is one of the most important units for the Allied. Spy's main 
advantage is his ability to disguise himself. Send him to enemy 
structures, which will usually give you some benefits. However, be 
careful of Attack dogs, as they are the only units that can see through 
the disguise. The following is a list of the benefits you get when you 
infiltrate your Spy into enemy structures.

If a Spy infiltrate the enemy's...
War Factory: All the vehicles that you produce will have one stripe.
Barracks: All the infantries that you train will be veterans.
Ore Refinery: All the cash in the Ore Refinery will become yours.
Power Plant/Tesla Reactor: Enemy power supply shuts down temporarily.
Air Force Command Headquarters/Radar Tower: The shroud will be reset 
for the enemy.  
Battle Lab: Special infantries become available to be produced (see the 
units section for more detailed info – Chrono Commando, Psi-Commando, 
Chrono Ivan and Yuri Prime).  

Tanya
Cost: 1000
Weapon: Dual pistols and C4 charges
Strength: 125 
Armor: Flak
Sight: 8
Speed: 5
Veteran abilities: stronger, ability to scatter, increased sight, rate 
of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of 
fire 
Prerequisite: Barracks and Battle Lab
Tech Level: 9

Tanya can kill enemy infantries instantaneously with her dual pistols. 
Not only that, she can also C4 enemy buildings, destroying them 
instantly. She can also swim and you may use her to blow up enemy naval 
units in the water. You can also destroy bridges instantly by ordering 
her to C4 the bridge hut. 
 
SEAL
Cost: 1000 
Weapon: MP5 machine gun and C4 charges 
Strength: 125 
Armor: Flak
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, ability to scatter, increased 
sight, rate of fire and firepower
Elite abilities: self heal, stronger, faster, increased firepower and 
rate of fire 
Prerequisite: Barracks and Battle Lab
Tech Level: 1 

SEALs are basically the "male" version of Tanya. Instead of pistols, 
they come equipped with MP5 machine gun, which make them equally 
dangerous to enemy infantries like Tanya. They are equipped with C4 and 
they can swim also. However, the only difference is their shooting 
range is a bit shorter than that of Tanya. Nevertheless, you will still 
find them quite useful.  

Attack dog
Cost: 200
Weapon: Teeth
Strength: 100
Armor: None
Sight: 9
Speed: 8 
Veteran abilities: stronger, faster, ability to scatter, increased 
sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of 
fire 
Prerequisite: Barracks
Tech Level: 2 

These specially trained German Shepherds are very useful against 
infantries. They are the only unit that can sniff out enemy Spies so 
you might want to train a few to guard your key structures. They can 
also kill infantries with one "hit". Basically they will jump and 
sprang the targeted infantry, killing them instantly, including 
deployed GIs. 

Chrono Legionnaire
Cost: 1500  
Weapon: Neutron rifle
Strength: 125
Armor: None
Sight: 8
Speed: instantaneous teleportation 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower
Elite abilities: self heal, stronger, increased firepower and rate of 
fire 
Prerequisite: 
Tech Level: 10

What is unique about them is that instead of walking around, they 
teleports around the map. The only drawback is that the farther the 
place is, the longer it will take him to "appear" in his new location. 
They are very susceptible to enemy fire during this moment. 
Their neutron rifle is very different from the rest of RA2 units as 
instead of destroying the enemies, they simply erase them out of time. 
The more powerful is the enemy, the longer will this process take. If 
the Chrono Legionnaire is killed while erasing an enemy unit, the 
partially erased unit will reappear.  

Chrono Commando
Cost: 2000  
Weapon: Chrono MP5 machine gun
Strength: 100
Armor: None
Sight: 8
Speed: 5 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: infiltrate a Spy into an Allied Battle Lab 
Tech Level: 9

Psi-Commando
Cost: 1000  
Weapon: Mind Control and C4 charges
Strength: 100
Armor: None
Sight: 8
Speed: 5 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower
Elite abilities: self heal, stronger, increased firepower and rate of 
fire 
Prerequisite: infiltrate a Spy into a Soviet Battle Lab 
Tech Level: 9

They have the same ability as Yuri from the Soviets. He can mind 
control enemy units as well as create a psionic wave. Their only new 
ability is that they are also equipped with C4 charges to blow 
buildings up just like Tanya and the SEALs.

+++++Vehicles+++++

Grizzly Battle Tank
Cost: 700
Weapon: 105mm cannon
Strength: 300 
Armor: Heavy
Sight: 8
Speed: 7 
Veteran abilities: stronger, faster, increased sight and firepower
Elite abilities: self heal, stronger, increased firepower and rate of 
fire 
Prerequisite: War Factory  
Tech Level: 2

They are quite weak but you will find them useful en masse. However, 
they are no match for the Soviets Rhino Heavy Tanks. This standard 
Allied tank uses a 105mm cannon, which is considered very weak to be 
able to penetrate the Soviet tanks heavy armor. The only way to use 
them effectively is to support them with Prism and Mirage Tanks.

Infantry Fighting Vehicle (IFV)
Cost: 600
Weapon: Hover Missiles
Strength: 200 
Armor: Light
Sight: 8
Speed: 10 
Veteran abilities: stronger, faster, increased sight and firepower
Elite abilities: self heal, stronger, increased firepower and rate of 
fire 
Prerequisite: War Factory  
Tech Level: 3

Mirage Tank
Cost: 1000
Weapon: Mirage gun
Strength: 200 
Armor: Light
Sight: 9
Speed: 7 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower
Elite abilities: self heal, stronger, increased firepower and rate of 
fire 
Prerequisite: War Factory and Battle Lab 
Tech Level: 9

Mirage Tanks are quite weak but when they are not moving, they are 
automatically disguised as a tree. This feature enables them to perform 
sneak attack on the enemy. Just position them near some trees leading 
to your base. When the enemy sends some troops to assault your base, 
they will be in for a devastating surprise. 
Mirage Tanks are especially useful against infantry units. 
The only disadvantage is that they will be exposed for a brief movement 
when firing thus alerting the enemy of their presence. Again, you 
should support them with some Grizzly Battle Tanks and Prism Tanks with 
the hope that the enemy's attention will be diverted for a while.  

Prism Tank
Cost: 1200
Weapon: Comet laser beam
Strength: 150  
Armor: Light
Sight: 8
Speed: 4
Veteran abilities: stronger, faster, increased sight and firepower
Elite abilities: self heal, stronger, increased firepower and rate of 
fire 
Prerequisite: War Factory and Battle Lab
Tech Level: 8 

This is the most powerful Allied tank, as its deadly comet laser beam 
will disperse from the target when hit, enabling it to hit other nearby 
enemy units as well for lesser damage. 
Set up the Prism Tanks and the Mirage Tanks for and ambush and you will 
be guaranteed to blow the turrets off those Soviet tanks. 

MCV (Mobile Construction Vehicle)
Cost: 3000
Weapon: None
Strength: 1000 
Armor: Heavy
Sight: 6
Speed: 4 
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Service Depot 
Tech Level: 10

This is the origin of your most important building, the Construction 
Yard. Basically, you just have to deploy it by clicking D and it will 
magically transform itself into a Construction Yard in one second. 
When in multiplayer, if you create a game, you will be given the option 
to enable "MCV Repacks" or not. If you choose to do so, you can order 
the Construction Yard to transform back into an MCV thus letting you to 
deploy it somewhere else.  

Chrono Miner 
Cost: 1400
Weapon: None
Strength: 1000 
Armor: Medium
Sight: 4
Speed: 4 
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Ore Refinery 
Tech Level: 1

Chrono Miner is the heart of your economy as its main and only purpose 
is to harvest ore and transfer it into the Ore Refinery where it will 
be converted into cash. 
As its name suggests, the Chrono Miner has the ability to chronoshift 
itself. When it is fully filled with ore, like the Chrono Legionnaire, 
it will automatically teleports back to the Ore Refinery. This feature 
usually allows the Allied to gain more cash than the Soviets within the 
same time.     

Harrier
Cost: 1200
Weapon: Maverick air-to-ground missiles
Strength: 150 
Armor: Light
Sight: 8
Speed: 14
Veteran abilities: stronger, faster, increased sight and firepower
Elite abilities: self heal, stronger, increased firepower and rate of 
fire
Prerequisite: Air Force Command Headquarters
Tech Level: 3

These Harrier jets are useful against ground units. They are quite fast 
and you will find yourself using them quite often for "hit and run" 
mission into enemy base. 
They are very vulnerable to anti-aircraft fire though so the best 
method to use them is to bring in some tanks and disable the base's 
anti-aircraft defense first. 
The Harriers will be parked at the Air Force Command Headquarters and 
there can only be four of them in a time. So if you want to have more 
Harriers, you have to build additional Air Force Command Headquarters 
as well.   

Night Hawk Transport
Cost: 1000
Weapon: Black Hawk Cannon
Strength: 175 
Armor: Light
Sight: 7
Speed: 14
Veteran abilities: stronger, faster, increased sight and firepower 
Elite abilities: self heal, stronger, increased firepower and rate of 
fire
Prerequisite: War Factory 
Tech Level: 7

These helicopters are designed specially to transport infantry units 
quickly over the battlefield. One Night Hawk Transport can be filled up 
to five infantry units. 
It is also equipped with the Black Hawk Cannon, a small machine gun 
mounted beneath the chopper's nose to defend itself from any minor 
attacks.  
Please note that they are very susceptible to anti-aircraft fire. If it 
gets shot down, all the infantry units on board will be lost as well.   
What is unique about them is that they are completely invisible to 
enemy radar thus making your way back and forth from one place to 
another should be a piece of cake.  

Amphibious Transport
Cost: 900
Weapon: None
Strength: 300 
Armor: Light
Sight: 6
Speed: 6 
Veteran abilities: None
Elite abilities: None
Prerequisite: Naval Yard 
Tech Level: 4

These specially designed hovercrafts are mainly used to transport units 
and vehicles from one place to another in a short time. They can cross 
over water also so they can be used to transport units from one island 
to another. However, they have no weapons at all and the light armor 
makes them very vulnerable to enemy fire. 
Be warned that if an Amphibious Transport is destroyed, all the units 
and vehicles on board will also be lost so take all the necessary 
precautions to prevent that from happening.      

Destroyer
Cost: 1000
Weapon: 155mm cannon and ASW helicopters
Strength: 600 
Armor: Heavy
Sight: 7
Speed: 6 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower
Elite abilities: self heal, stronger, increased firepower and rate of 
fire 
Prerequisite: Naval Yard 
Tech Level: 4

The Destroyers are the most basic Allied naval unit, which had proven 
its effectiveness in taking out submerged objects such as the Soviets 
Submarines and Giant Squids. 
Once an enemy is spotted, the Destroyer will launch its ASW helicopter 
that will in turn fire its air-to-ground missiles to take out the 
intended target. It will return to the Destroyer for reloading before 
taking off again until the target is destroyed. If the ASW helicopter 
is shot down, wait for a few moments and a replacement should be 
provided to finish the job. 
Destroyers are also equipped with 155mm cannon, which allow them to 
bombard the enemy's shoreline base defenses as well as any buildings 
nearby.     

Aegis Cruiser
Cost: 1200
Weapon: Medusa ground-to-air missiles
Strength: 800
Armor: Light
Sight: 8
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower
Elite abilities: self heal, stronger, increased firepower and rate of 
fire
Prerequisite: Naval Yard and Air Force Command Headquarters
Tech Level: 7

The Aegis Cruisers are specially intended to engage enemy air units as 
well as any incoming missile attacks. Its Medusa ground-to-air missiles 
are especially useful against the Soviets Dred rockets. 
You might want to keep a few of them near your shoreline to guard 
against any Soviets long-range Dreadnought attacks.  

Aircraft Carrier
Cost: 2000 and 2500 (for Americans in multiplayer)
Weapon: Hornet jet planes
Strength: 800 and 1500 (for Americans in multiplayer)
Armor: Heavy
Sight: 7
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower
Elite abilities: self heal, stronger, increased firepower and rate of 
fire 
Prerequisite: Naval Yard and Battle Lab 
Tech Level: 7 

These huge Aircraft Carriers are mainly used to destroy any surface 
Soviet naval units. They attack by ordering the Hornet jet planes 
parked on the deck to take off and destroy the intended target. 
Similar to the Destroyer's ASW helicopters, the Hornets are unlimited 
and if you lose one, another one will be ready to replace it. They also 
have to reload by landing on the Aircraft Carrier before taking off 
again a few seconds later to finish the job.    
The only difference they have compared with the Destroyer is that 
multiple Hornets can fly at a time instead of one as in the case of the 
ASW helicopter. 

Dolphin
Cost: 500 
Weapon: Sonar amplification device
Strength: 200
Armor: Light
Sight: 4
Speed: 8 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower
Elite abilities: self heal, stronger, increased firepower and rate of 
fire
Prerequisite: Naval Yard and Battle Lab
Tech Level: 5

Dolphins are probably the weakest naval unit in the Allied forces. 
However, it does have some special characteristic that should be quite 
appealing. Aside from being invisible in enemy's radar, they are also 
cloaked thus enabling them to slip pass enemy naval units undetected. 
Furthermore, Dolphins are the only unit who can release a ship when it 
is grabbed by the Soviets Giant Squid. You have to attack the affected 
ship and the Giant Squid will release its tentacles. 
Dolphins attack with sonar waves, which made them very effective 
against the Soviets Giant Squids and Submarines.