Command and Conquer Red Alert 3 Allied Unit Guide

Boot Camp Units

Unit Name: Attack Dog
Unit Cost: 200
Build Time: 2 seconds
Prerequisites: Boot Camp

Attack dogs are very fast, as such they're great as scouts. They can also kill infantry in a single blow. Their secondary is the amplified bark, which can stun infantry that surroundi t. If you place an attack dog into an IFV it'll gain a megaphone that amplifies this bark further, effectively stopping enemy infantry.

Unit Name: Peacekeeper
Unit Cost: 200
Build Time: 5 seconds
Prerequisites: Boot Camp

Peacekeepers are the most expensive basic infantry. They are a bit non-standard because they carry shotguns. They can use their secondary ability to walk slowly toward enemy infantry, then drop the shields and fire bursts into the crowd. They hit hardest up close and are great in multigunner turrets and IFVs as crowd control.

Unit Name: Javelin Soldier
Unit Cost: 400
Build Time: 5 seconds
Prerequisites: Boot Camp

The single best anti-tank and building infantry. They can hit hard with their rockets, and can use secondary fire to use laser-guided munitions that lock slowly but then build up to a very fast stream of missiles. They are great to put into Multigunner IFVs for anti-air and turrets for anti-air and vehicle duty.

Unit Name: Engineer
Unit Cost: 500
Build Time: 10 seconds
Prerequisites: Boot Camp

Allied engineers can capture buildings, just like the others. They are useful strategically in that you can place them into Riptide ACVs to make surprise beach landings on your enemies. Their secondary ability is to change into a first aid tent that heals infantry, and considering the Allies have some great infantry this is a nice support tool.

Unit Name: Spy
Unit Cost: 1000
Build Time: 10 seconds
Prerequisites: Boot Camp, Heightened Clearance

Spies can disguise themselves as any enemy infantry. Once they've done so, they are undetectable except by dogs, bears and the like. Use them to power down an enemy base just before you go in, or even nastier tactics like stopping their construction yard. Be creative with these units as they can change the outcome of a battle easily.

Unit Name: Tanya
Unit Cost: 2000
Build Time: 30 seconds
Prerequisites: Boot Camp, Max Clearance

Tanya is the best infantry-killing commando in the game. She literally mows down units that might pose others problems. Her drawback is that she has to be next to an enemy building to use her C4 charges. Still, her survivability is highest due to her time belt secondary that will make her warp back in time to a few seconds before. Useful if you didn't mean to be attacked or she's near death.

Armor Facility Units

Unit Name: Prospector
Unit Cost: 1000
Build Time: 20 seconds
Prerequisites: Armor Facility

The Allies' prospector is a basic ore harvester. It gathers ore, plain and simple. Its secondary is that it can expand into an outpost where you can place other allied buildings. Use these often to expand your base so that you can seek more income.

Unit Name: Riptide ACV
Unit Cost: 750
Build Time: 10 seconds
Prerequisites: Armor Facility

The Riptide ACV is at heart a transport unit. It can handle up to five infantry at once, and make great beach landings to surprise your opponents. It's also capable as an anti-infantry vehicle and may occasionally see service for this reason alone.

Unit Name: Multigunner IFV
Unit Cost: 900
Build Time: 10 seconds
Prerequisites: Armor Facility

Multigunner IFVs start out able to hit anything, but not particularly well. They are decent at anti-air strikes. Their main role is to be loaded with infantry that will change their abilities. An attack dog will bray growling sounds to frighten infantry, peacekeepers will fire a shotgun and javelin soldiers will fire volleys of rockets at opponents. Experiment with combinations and the IFV will be one of your best friends.

Unit Name: Guardian Tank
Unit Cost: 950
Build Time: 10 seconds
Prerequisites

The Allied Guardian tank is great at what it does: destroy other tanks and vehicles. It is even better when it uses the target painter ability to increase every other unit's damage against a target. A pair of these in target painter mode should accompany any allied army. If you're using masses of guardian tanks, set a couple to target painter to increase the overall effectiveness of the group.

Unit Name: Athena Cannon
Unit Cost: 1400
Build Time: 20 seconds
Prerequisites: Armor Facility, Max Clearance

The Athena Cannon is the Allies' main artillery. It fires a target painter at an enemy unit or structure, which guides a satellite to fire a ray of energy at the target. They can hit targets at a great distance, and when the enemy is closing in and threatening them, they can use their shield secondary ability to protect themselves for a time.

Unit Name: Mirage Tank
Unit Cost: 1600
Build Time: 15 seconds
Prerequisites

The Mirage tank is a lot like the old mirage tank from Red Alert 2 combined with a prism tank. It can hit multiple targets with its lasers's splash, making it great in groups for destroying multiple enemies at once. The mirage can take out buildings fairly well too, especially when there are two or three working together. They pierce armor very well. Their secondary is to cloak all units around them, allowing for the tactical possibility of sneak attacks.

Unit Name: MCV
Unit Cost: 5000
Build Time: 60 seconds
Prerequisites: Armor Facility

Airbase Units

Unit Name: Vindicator
Unit Cost: 1200
Build Time: 15 seconds
Prerequisites: Airbase

Vindicator bombers are your fast responders. They have a few bombs that are guided and generally can't miss. Use them to hit things like apocalypse tanks and static defenses. They work best in squadrons, as a single unit won't do much damage.

Unit Name: Apollo Fighter
Unit Cost: 1000
Build Time: 10 seconds
Prerequisites: Airbase

This is the Allies' air-to-air unit. It is probably the best of them all. They're so fast you can use them as scouts, but you will probably want to use them to take an active role in defending your base and attack groups from harm from air units. They occasionally need to return to the base and repair/rearm but they can quickly get back into the action.

Unit Name: Cryocopter
Unit Cost: 1600
Build Time: 15 seconds
Prerequisites: Airbase, Heightened Clearance

The cryocopter is a support unit that can also be used tactically for amazing effect. Their secondary can shrink enemy forces, even apocalypse tanks, allowing them to be crushed. The primary attack freezes things, and when things are frozen they generally shatter very easily with a single bomb from a vindicator or surgical strike ability. Use them wisely as they are a staple of the Allied military.

Unit Name: Century Bomber
Unit Cost: 2000
Build Time: 20 seconds
Prerequisites: Airbase, Max Clearance

Century bombers are perhaps the only true bombers in the game. They fly in, drop a payload of carpet bombs then return home. If you use them correctly against safe targets they can change the tide of battle. Use them against anything you see fit. Four used correctly, with the air superiority command ability can take out a construction yard. In general, I find they work best in groups of two because that's enough to destroy most static defenses. They don't possess a secondary other than the ability to airdrop units. This itself can be a major boon, especially if you can sneak in some engineers!

Seaport Units

Unit Name: Prospector
Unit Cost: 1000
Build Time: 20 seconds
Prerequisites: Seaport

The same old prospector from the Armor Facility. Use this to expand your base.

Unit Name: Dolphin
Unit Cost: 750
Build Time: 10 seconds
Prerequisites: Seaport

Dolphins can hit multiple units with their sonic weapons. Unfortunately, they're very fragile and I generally hate them. Their secondary is the dolphin jump which might make it useful when you need to close the distance to an enemy fleet to begin using the sonic waves that hit multiple targets. Good for softening up fleets but money is better spent elsewhere.

Unit Name: Riptide ACV
Unit Cost: 750
Build Time: 10 seconds
Prerequisites: Seaport

They're the same as those from the Armor Facility.

Unit Name: Hydrofoil
Unit Cost: 900
Build Time: 10 seconds
Prerequisites: Seaport

I've fallen in love with Hydrofoils. They aren't much to look at, but are vital to anti-air defense for an effective allied fleet. Their secondary ability is weapon jammer, which makes them wonderful for slowing down the enemy's damage against your fleet. Used in conjunction with assault destroyers and aircraft carriers they show their true mettle.

Unit Name: Assault Destroyer
Unit Cost: 1800
Build Time: 20 seconds
Prerequisites: Seaport, Heightened Clearance

Assault Destroyers are great. They're warships that can go onto land with their tank-like treads. They can crush vehicles, to boot. Their main gun is nothing to laugh at, dealing more damage than most tanks. The secondary makes them useful in the beginning of a battle. Black hole armor diverts enemy projectiles to the destroyer, making it an effective "tank" against damage.

Unit Name: Aircraft Carrier
Unit Cost: 2000
Build Time: 30 seconds
Prerequisites: Seaport, Max Clearance

The Allied aircraft carrier seems a bit slower than its empire and soviet bretheren at being a naval artillery vessel, but it can be far more useful. Its hornets can be shot down as they approach targets but the enemy must have much anti-air to negate the attack. More impressive is its secondary, the blackout missile which can stop enemy buildings and units temporarily. Use it against an enemy fleet and watch as their ships do absolutely nothing as you pound them to the bottom of the drink.

Unit Name: MCV
Unit Cost: 5000
Build Time: 60 seconds
Prerequisites: Seaport

The same old MCV you get from the Armor Facility. If you're building this, you're in trouble.