GI :: Engineer :: Rocketeer :: Spy :: Tanya
Attack Dog :: Chrono Legionnaire

GI
Cost: 200 Armor: None
Strength: 125 Speed: 4
Weapons: M60, Para
Structure needed to produce: Barracks
Veteran Abilities: Increased strength, firepower, rate of fire, sight, healing
Elite Abilities: Increased strength, firepower, rate of fire, Self-healing

This well-trained grunt is a cheap bread-and-butter unit who has at least one advantage over his Soviet counterpart: the ability to entrench himself behind sandbags and become an instant mini-bunker . This gives the GI more range, more power and a better defense against attacks. Beware, however: GIs can't move while sandbagged, and a cluster of sandbagged GIs are little more than a quick lunch to a pack of attack dogs. For defense, however, sandbagged GIs sprinkled throughout your base can provide an excellent last-line defense against vulnerable targets such as sneaky Engineers or other infiltrators.

The true power of GIs really come through, however, in urban settings. Try garrisoning troops in key buildings -- near vital passes or choke points -- where they can quickly chew up enemy infantry and tanks with startling efficiency. Garrisoning troops is also a great way to rack up veterancy, which will give your troops increased strength, firepower, rate of fire, and eventually the ability to heal themselves.



Engineer
Cost: 500 Armor: None
Strength: 75 Speed: 4
Weapons: Defuse kit
Structure needed to produce: Barracks
Veteran Abilities: None
Elite Abilities: None

Sure, his only weapon maybe a clipboard and pocket protector, but the Engineer is not to be underestimated as both an offensive and defensive unit. If you're low on cash to repair your structures, send an engineer into the building for a quick repair (note that the unit is "lost"). More importantly, Engineers can help turn the tide of battle by capturing neutral tech building that often dot the battlefield. Capturing an airport gives you the ability to produce paratroopers, which you can drop every few minutes to a selected location on the map. Capturing hospitals creates a center at which to heal wounded infantry units. Capturing an outpost turns it into a repair facility with defenses against both air and ground attacks.

But perhaps the most important tech building to capture is the oil derrick, which will boost your credit flow while occupied (plus a "finder's fee" upon first capture). An often overlooked way to ramp up your base's finances, oil derricks can mean the difference between biting your nails while you wait for ore miners to come home and building that weather control device. On maps with lots of oil derricks, scout your Engineers early with a few tanks and attack dogs.

Best off all, however, is using the Engineer as an offensive unit against your enemy's base. After taking out perimeter defenses with tanks and ground units, try sending in a detachment of engineers into enemy structures. As soon as they've taken the buildings, cash in in a frenzied sell-off.

 


Rocketeer
Cost: 600 Armor: None
Strength: 125 Speed: 8
Weapons: 20 mm
Structure needed to produce: Barracks
Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of fire, Self-healing

An airborne version of the GI, the Rocketeer uses a powerful jet pack to hover around the map with incredible speed, making it an excellent scout units. The ability to attack both ground and air targets makes him one of the most versatile Allied units -- especially as an early line of defense against Kirovs, which can devastate even a base that's well-stocked with flak cannons. Rocketeers are perhaps best used as a fast, light defense rather than as offensive units, as flak tends to turn these guys into flying barbecue. However, a small squadron of them stationed outside your base's perimeter can provide an early-warning defense against attacks.

 


Spy
Cost: 1000 Armor: Flak
Strength: 100 Speed: 4
Weapons: Makeup kit
Structure needed to produce: Barracks
Veteran Abilities: None
Elite Abilities: None

Armed with only some putty and rouge, the Spy is a valuable unit for drawn-out conflicts when long-term savvy will win out over short-term firepower. Noticeable only to attack dogs, the Spy can infiltrate other buildings, stealing credits, power and, most importantly, technology to unlock new and more powerful units. In longer games where resources have been mined nearly to the max, a carefully deployed Spy can come into play as a crucial piece in the match. Try sneaking him in to an enemy refinery to steal credits, or to get veterancy for infantry or vehicles, by sending him respectively into Barracks or War Factories. One of the best uses of the Spy is as a "stunning" unit -- that is, send him into an enemy Power Plant (temporarily shuts down his power supply) or Radar Dome (resets the shroud) to bewilder your opponent as a preamble to a larger offensive.

 


Tanya
Cost: 1000 Armor: Flak
Strength: 125 Speed: 5
Weapons: Double pistols, C-4, Sapper
Structure needed to produce: Barracks
Veteran Abilities: Increased strength, firepower, rate of fire, sight, and scatter ability
Elite Abilities: Increased strength, firepower, rate of fire. Self-healing

The saucy vet with the two pistols is the most versatile infantry unit for the Allied forces. She can run, she can swim -- and oh can she destroy. While weak against vehicles, Tanya is a terror to infantry units, which she can kill in one shot. She's excellent as a support unit, useful for handily picking off infantry at the edge of a base before sending the heavy machinery in; she's equally good as a defense). If you can fly her in an enemy base, Tanya can instantly take out buildings with C-4 charges.

 


Attack Dog
Cost: 200 Armor: None
Strength: 125 Speed: 5
Weapons: Teeth
Structure needed to produce: Barracks
Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed and scatter ability
Elite Abilities: Increased strength, firepower, rate of fire. Self-healing

Truly man's best friend, the Attack Dog is an excellent defense against infantry units knocking on your door, as they can take them out in one lunge. It always pays to have a pack or two sprinkled around your base to sniff out spies, take out pesky engineers and pre-empt any infantry-based attacks. If an enemy has a garrisoned building that's causing you grief, pound it with tank or missile fire until the infantry flees. Then send in a standby pack of attack dogs for lunch.

 


Chrono Legionnaire
Cost: 1500 Armor: None
Strength: 125 Speed: 5
Weapons:Neutron rifle
Structure needed to produce: Barracks
Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed and scatter ability
Elite Abilities: Increased strength, firepower, rate of fire. Self-healing

The Chrono Legionnaire doesn't walk around the map, but rather teleports from place to place by warping the space-time fabric. Rather than destroying units, he erases them out of time; the more powerful the unit, the longer it takes. Best used as a support unit, the Chrono Legionnaire is a powerful piece when used in conjunction with more meat-and-potato units, and can erase more powerful vehicles like Apocalypse Tanks and V3 Rocket Launchers while conventional forces mop up the rest. The more Chrono Legionnaires you use on a target, the faster it gets erased.