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* LatexPerfection: They can disguise as any infantry unit to the point the enemy can't distinguish them from their own units. This includes ''dogs and bears''.
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Trope was cut/disambiguated due to cleanup


* CoolGuns: The sidebar icon in-game depicts Rocket soldier armed with M72 LAW, while according to manuals side materials, they use M47 Dragons and FIM-43 Redeyes.



* CoolGuns: Each of the [=GIs=] is equipped with what appears to be a Spectre submachine gun which they used on foot.
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* CompositeCharacter: In ''Red Alert 2'', they gain the Thief's ability to steal money if they infiltrate into an Ore Refinery. In ''Red Alert 3'', Their bribe ability also gives them a form of the Yuri Clone's mind control, limited by your cash reserves.

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* CompositeCharacter: In ''Red Alert 2'', they gain the Thief's ability to steal money if they infiltrate into an Ore Refinery. In ''Red Alert 3'', Their bribe ability also gives them a form of the Yuri Clone's mind control, limited by your cash reserves.reserves, and placing them into [=IFVs=] lets them take on the role of the now-absent British Sniper.

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** Overall, the IFV is cheap and quick to build, which makes it easy to spam. Plus, their default attack is a missile that's capable of engaging aircraft and ground units. These two facts make the IFV a good counter to Soviet Kirovs or Yuri's Floating Discs.




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* WeaksauceWeakness: Unlike the self-sustaining Terror Drone (their Soviet counterpart), Robot Tanks are dependent on both the Robot Control Center being intact ''and'' a sustainable level of power. If the Control Center is destroyed or the base runs low on power, the Robot Tank will be disabled and become completely helpless and harmless. And if they're hovering over the water at the moment, they will [[OneHitKill deactivate and instantly sink to the bottom]].

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* LuckilyMyShieldWillProtectMe: Peacekeepers look more like riot police then front-line soldiers. Their primary weapon is a ShortRangeShotgun, but they also have a metal shield that they can deploy to protect against bullets, while they slowly walk towards the target in order to unleash their weapon. It evene prevent them from getting 1-hit killed by ninjas and Tesla troopers. They are still vulnerable to sniper attacks such as Spies and Natasha, however it will take several shots to bring down a shield-protected Peacekeeper.

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* LuckilyMyShieldWillProtectMe: Peacekeepers look more like riot police then front-line soldiers. Their primary weapon is a ShortRangeShotgun, but they also have a metal shield that they can deploy to protect against bullets, while they slowly walk towards the target in order to unleash their weapon. It evene prevent even prevents them from getting 1-hit killed by ninjas the Shinobi and Tesla troopers. Troopers. They are still vulnerable to sniper attacks such as Spies in Multigunner [=IFVs=] and Turrets, as well as Natasha, however it will take several shots to bring down a shield-protected Peacekeeper.Peacekeeper.
* MeaningfulAppearance: Their SWAT officer-esque uniforms aren't just for show. They serve a dual purpose as soldiers and as military police.



* SleevesAreForWimps: Being a soldier, Javelin soldiers almost completely covers their body, but still leaves their sculpted arms on display.

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* SleevesAreForWimps: Being a soldier, Javelin soldiers Soldiers almost completely covers their body, but still leaves their sculpted arms on display.



* DivergentCharacterEvolution: Unlike in ''Red Alert 2'' where the only difference between them and the Soviet Engineers aside from graphics was their voicelines, the Allied Engineers now have the ability to deploy a tent that let's them heal friendly infantry within it's radius.

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* DivergentCharacterEvolution: Unlike in ''Red Alert 2'' where the only difference between them and the Soviet Engineers aside from graphics was their voicelines, the Allied Engineers now have the ability to deploy a tent that let's lets them heal friendly infantry within it's its radius.



* ShoutOut: One of their lines has them exclaim "Keen as mustard!" which is likely to be a reference to Keen's Mustard, an Australian brand of Mustard. Fitting, given that their pilots are all aussies.

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* ShoutOut: One of their lines has them exclaim "Keen as mustard!" which is likely to be a reference to Keen's Mustard, an Australian brand of Mustard. Fitting, given that their pilots are all aussies.Aussies.



* SimpleYetAwesome: Their only two abilities are to freeze things solid, which causes everything but prism weaponry to destroy them in one hit, and to shrink things, which can be used to speed up Prospectors, Sputniks, and [=MCVs=] while also letting your units crush even Apocalypse Tanks while reducing their attack power to nothing.

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* SimpleYetAwesome: Their only two abilities are to freeze things solid, which causes everything but prism weaponry to destroy them in one hit, giving them synergy with just about everything in the game that's able to deal damage, and the other is to shrink things, which can be used to speed up Prospectors, Sputniks, and [=MCVs=] while also letting your units crush even Apocalypse Tanks while reducing their attack power to nothing.


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* LightningBruiser: At least in comparison to their Kirov counterparts. Their mobility is naturally far superior to the Kirovs thanks to them being able to strafe and circle around in the air.

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* ActionBomb: When carrying a Crazy Ivan, Chrono Ivan, or Terrorist, IFV become a variant of the Demolition Truck which blows up and spread radiation.

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* ActionBomb: When carrying a Crazy Ivan, Chrono Ivan, or Terrorist, IFV become becomes a variant of the Demolition Truck which blows up and spread radiation.



* BoringButPractical: Putting an Attack Dog in an IFV doesn't change its weapon, but it DOES give the IFV the spy detection range of the dog.
* DualModeUnit: The IFV could carry a single infantryman, and swapped out its missiles for a different weapon depending on which trooper was in it.

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* BoringButPractical: BoringButPractical:
**
Putting an Attack Dog in an IFV doesn't change its weapon, but it DOES give the IFV the spy detection range of the dog.
** Putting an Engineer within the IFV takes away its ability to attack entirely, but, in exchange, makes it into the only unit in the game capable of field repairs outside of your base.
* DualModeUnit: The IFV could can carry a single infantryman, and swapped swaps out its missiles for a different weapon depending on which trooper was is in it.



* JackOfAllStats: The adaptation system allows the IFV to quickly be equipped to handle almost any problem efficiently. It is generally not better than an equivalent vehicle with the same role, however.

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* JackOfAllStats: The adaptation system allows the IFV to quickly be equipped to handle almost any problem efficiently. It is generally not better than an equivalent vehicle with the same role, however.role.
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* NotSoAboveItAll: During the tutorials, while he tries to play the role of the sane man, he still has his moments of firing at the Hammer Tank at moments.
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* MyMasterRightOrWrong: If a Battle Fortress gets mind-controlled, any infantry inside will also obey the pilot's orders (as the pilot is obeying the player that controls ''them''). However, they will go back to their original commander if they are released from the Fortress itself.
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* BoringButPractical: Their special ability is that they're simultaneously the Resource Gatherer and Forward Base Expansion unit for the Allies, meaning that they're built by two different buildings instead of one, meaning that the Allies don't even ''need'' a War Factory to expand their base, unlike the Soviets, who have to rely on Sputniks.

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Equipped with a high-powered machine gun, Seals are excellent against enemy infantry and can defend themselves against naval vessels as well. Like Tanya, Seals use C4 charges to detonate enemy structures and vessels, but are unable to do the same with land vehicles.

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Equipped with a high-powered machine gun, Seals [=SEALs=] are excellent against enemy infantry and can defend themselves against naval vessels as well. Like Tanya, Seals use C4 charges to detonate enemy structures and vessels, but are unable to do the same with land vehicles.


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* AscendedExtra: In the vanilla ''Red Alert 2'' Allied campaign, the Navy [=SEALs=] were only available in certain single player missions. However, in the ''Yuri's Revenge'' expansion they become a standard Allied unit and are available for campaign, skirmish, and multiplayer matches.

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* WeaksauceWeakness: In all games, attack dogs and their equivalents, as they are the only units that will attack a disguised Spy on their own. In ''Yuri's Revenge'' they are completely useless against a Yuri player because all their psychic units and buildings can see through disguises and mind control a disguised Spy as soon as he gets into their range.

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* WeaksauceWeakness: WeaksauceWeakness:
**
In all games, attack dogs and their equivalents, as they are the only units that will attack a disguised Spy on their own. own.
**
In ''Yuri's Revenge'' they are completely useless against a Yuri player because all their psychic units and buildings can see through disguises and mind control a disguised Spy as soon as he gets into their range.range.
** Futhermore, spies can be crushed by enemy vehicles even when disguised.[[note]]You cannot crush your own infantry; even with the force-move command. This has always been a game rule since ''Tiberian Dawn''.[[/note]] This means that spies can be vulnerable to tanks or resource gatherers that simply and inadvertently run them over.
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** In ''Red Alert 2'', spies can disguise themselves as Rocketeers, Chrono Ivan, Chrono Commandos, and Chrono Legionnaires. However, these units do not walk (Rocketeers fly, the Chrono units do a FlashStep). However, [[DevelopersForesight the game includes walking animations for these units just in case a spy should choose them for a disguise]]. While an A.I opponent won't notice this unless it trains attack dogs, it's ''very'' unlikely a human opponent will fall for this. If you see Rocketeers or Legionnaires ''walking'' around, it's definitely a spy.

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** In ''Red Alert 2'', spies can disguise themselves as Rocketeers, Chrono Ivan, Chrono Commandos, and Chrono Legionnaires. However, Thing is, these units do not walk (Rocketeers fly, the Chrono units do a FlashStep). However, [[DevelopersForesight the game includes walking animations for these units just in case a spy should choose them for a disguise]]. While an A.I opponent won't notice this unless it trains attack dogs, it's ''very'' unlikely a human opponent will fall for this. If you see Rocketeers or Legionnaires ''walking'' around, it's definitely a spy.
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** In ''Red Alert 2'', spies can disguise themselves as Rocketeers, Chrono Ivan, Chrono Commandos, and Chrono Legionnaires. However, these units do not walk (Rocketeers fly, the Chrono units do a FlashStep). However, [[DevelopersForesight the game includes walking animations for these two units just in case a spy should choose them for a disguise]]. While an A.I opponent won't notice this unless it trains attack dogs, it's ''very'' unlikely a human opponent will fall for this. If you see Rocketeers or Legionnaires ''walking'' around, it's definitely a spy.

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** In ''Red Alert 2'', spies can disguise themselves as Rocketeers, Chrono Ivan, Chrono Commandos, and Chrono Legionnaires. However, these units do not walk (Rocketeers fly, the Chrono units do a FlashStep). However, [[DevelopersForesight the game includes walking animations for these two units just in case a spy should choose them for a disguise]]. While an A.I opponent won't notice this unless it trains attack dogs, it's ''very'' unlikely a human opponent will fall for this. If you see Rocketeers or Legionnaires ''walking'' around, it's definitely a spy.
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* ImposterForgotOneDetail: Two humorous examples depending on the game:
** In ''Red Alert 2'', spies can disguise themselves as Rocketeers, Chrono Ivan, Chrono Commandos, and Chrono Legionnaires. However, these units do not walk (Rocketeers fly, the Chrono units do a FlashStep). However, [[DevelopersForesight the game includes walking animations for these two units just in case a spy should choose them for a disguise]]. While an A.I opponent won't notice this unless it trains attack dogs, it's ''very'' unlikely a human opponent will fall for this. If you see Rocketeers or Legionnaires ''walking'' around, it's definitely a spy.
** In ''Red Alert 3'', the Spy is now an amphibious unit and can swim across water. However, this means that he can also disguise himself as units that don't swim (like conscripts) and yet swim in the water anyway. Again, [[DevelopersForesight the game has swimming animations for these units just in case a spy chooses them for a disguise]]. And again, a human opponent will likely be smart enough to identify and neutralize the spy based on this crucial detail.

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none of this is ironic or boring and only having an accent or simply being powerful when massed don't qualify for these tropes


* MakeMeWannaShout: The Dolphin has an amplified sonic weapon as an actual damaging attack that can take out boats if they attack in groups.



* SuperScream: The Dolphin is armed with a sonar amplification device that can sink ships.



* BoringButPractical: Their special ability is that they're able to deploy into a field hospital in the form of a tent that heals nearby infantry. They're the only unit in the game that can do this.



* {{Irony}}: When they're loaded in a Multigunner IFV, they're able to repair friendly vehicles, in exchange for losing their signature ability of deploying into a field hospital to heal friendly infantry within it's raidus.



* InstantWinCondition: Absolute hell pretty much comes to it if the player builds a lot of these units. Heaven forbid if the enemy has insufficient anti-air units and defenses.



* MightyGlacier: Subverted from its LightningBruiser status as it is the slowest aircraft in the Allied arsenal but it's ungodly tough (Only augmented by its self-repair feature and the Allies being able to enhance it with Advanced aeronautics), and capable of leveling entire bases on it's own.



* MakeMeWannaShout: Dolphin has an amplified sonic weapon that fire rapidly and are effective against all type of ships and damage multiple targets at once.

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* MakeMeWannaShout: SuperScream: The Dolphin has an amplified sonic weapon is armed with a sonar amplification device that fire rapidly and are effective against all type of ships and damage multiple targets at once.can sink ships.



* DreadlockRasta: Their pilots all have carribean accents.



* MilitaryMashUpMachine: The Assault Destroyer is an ''amphibious battleship''. Not a battleship-sized tank on treads, but a literal [[https://static.wikia.nocookie.net/cnc_gamepedia_en/images/2/21/Assault_Destroyer_land.png battleship on treads]].

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* MilitaryMashUpMachine: ShipOutOfWater: The Assault Destroyer is an ''amphibious battleship''. destroyer''. Not a battleship-sized destroyer-sized tank on treads, but a literal [[https://static.wikia.nocookie.net/cnc_gamepedia_en/images/2/21/Assault_Destroyer_land.png battleship destroyer on treads]].

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* BoringButPractical: Their special ability is that they're able to deploy into a field hospital in the form of a tent that heals nearby infantry. They're the only unit in the game that can do this.



* {{Irony}}: When they're loaded in a Multigunner IFV, they're able to repair friendly vehicles, in exchange for losing their signature ability of healing friendly infantry within the radius of it's effect.

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* DivergentCharacterEvolution: Unlike in ''Red Alert 2'' where the only difference between them and the Soviet Engineers aside from graphics was their voicelines, the Allied Engineers now have the ability to deploy a tent that let's them heal friendly infantry within it's radius.
* {{Irony}}: When they're loaded in a Multigunner IFV, they're able to repair friendly vehicles, in exchange for losing their signature ability of healing deploying into a field hospital to heal friendly infantry within the radius of it's effect.raidus.



* AbsurdlyExclusiveRecruitingStandards: Cryo Legionnaires are taken from the ranks of the Peacekeepers (the Allies' basic infantry, essentially SWAT teams with military-grade training), taking only the best of the best, and then ''those'' best of the best are further tested in arctic conditions for years until they can be deployed. However, Futuretech wants only the kind of SociopathicSoldier who can freeze enemies helpless and then deliberately jump into them to kill them, so the physical aspect might not be as important as the mental.

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* AbsurdlyExclusiveRecruitingStandards: Cryo Legionnaires are taken from the ranks of the Peacekeepers (the Allies' basic infantry, essentially SWAT teams with military-grade training), taking only the best of the best, and then ''those'' best of the best are further tested in arctic conditions for years until they can be deployed. However, Futuretech [=FutureTech=] wants only the kind of SociopathicSoldier who can freeze enemies helpless and then deliberately jump into them to kill them, so the physical aspect might not be as important as the mental.



* LightningBruiser: Surprisingly faster than regular infantrymen while on foot.
* MechanicallyUnusualFighter: To a degree. They're unique in that while their primary attack doesn't damage things, their Boost Kick allows them to destroy anything that they freeze, and are the only unit in the game to function like this.

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* LightningBruiser: Surprisingly faster than regular infantrymen while on foot.
foot, and their overall mobility is probably the best out of all infantry, next to the Empire's Rocket Angels, as not only can they walk on water, but their Boost Kick can also be used to jump up & down cliffs like the Soviet Sickles can.
* MechanicallyUnusualFighter: To a degree.degree (no pun intended). They're unique in that while their primary attack doesn't damage things, their Boost Kick allows them to destroy anything that they freeze, and are the only unit in the game to function like this.



* SweetHomeAlabama: The pilots of these units all have thick southern accents and are all [[NiceGuy Nice Guys]].

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* SweetHomeAlabama: The pilots of these units all have thick southern accents and are all [[NiceGuy Nice Guys]].''incredibly'' polite in a way that's void of any pretenses or learned behavior; they all come across as being people who are genuinely polite simply because that's who they are by nature!



* MakeMeWannaShout: When carrying an Attack Dog or War Bear, its default missile launcher converts to loudspeakers that amplify the dog's/bear's barks/roars and stun the targeted infantry when the vehicle is ordered to attack.



* ShoutOut: One of their lines has them exclaim "Keen as mustard!" which is likely to be a reference to Keen's Mustard, an Australian brand of Mustard. Fitting, given that their pilots are all aussies.




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* SuperScream: When carrying an Attack Dog or War Bear, its default missile launcher converts to loudspeakers that amplify the dog's/bear's barks/roars and stun the targeted infantry when the vehicle is ordered to attack.



* FootballHooligans: Guardian Tank was crewed by them. Given that Allied base soldiers are upgunned riot police...

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* FootballHooligans: Guardian Tank was Tanks are crewed by them. Given that Allied base soldiers are upgunned riot police...



* StiffUpperLip: They all have very thick Cockney accents and never really panic.

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* StiffUpperLip: They all have very thick Cockney accents accents, and never really panic.remain calm and collected even when under attack.



* MeaningfulName: The Athena Cannon is named for the Greek goddess of wisdom and war, and it is a technologically advanced weapon system operated by a woman.

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* MeaningfulName: The Athena Cannon is named for the Greek goddess of wisdom and war, and it is a technologically advanced weapon weapons system operated by a woman.



* AchillesHeel: The only unit they're not good against are aircraft, as they're completely unable to fire at them.



* {{Foil}}: To the Apocalypse Tank. They're both some of the largest armored vehicles in their respective factions which both have alternate modes, and they also both are distinctive for their twin weapons, with the main differences being that the Pacifier FAV wields anti-infantry miniguns, immobilizes itself to attack from a distance in it's weapons platform form, while the Apocalypse Tank has two anti-armor cannons, and drags other units near it to attack up-close with it's grinders with it's Magnetic Harpoon while retaining it's mobility. The personalities of their pilots are also opposites, as the Pacifier pilots are dead serious and exist in a constant state of TranquilFury, while the Apocalypse Tank pilots are sadistically cruel and often laugh and mock their enemies. [[ArsonMurderAndJaywalking They also quote two well known political figures, in the form of]] UsefulNotes/RichardNixon and UsefulNotes/NikitaKhrushchev.

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* {{Foil}}: To the Apocalypse Tank. They're both some of the largest armored vehicles in their respective factions which both have alternate modes, and they also both are distinctive for their twin weapons, with the main differences being that the Pacifier FAV wields anti-infantry miniguns, immobilizes itself to attack from a distance in it's weapons platform form, while the Apocalypse Tank has two anti-armor cannons, and drags other units near it to attack up-close with it's grinders with it's Magnetic Harpoon while retaining let's it retain it's mobility.mobility as it immobilizes other units and drags them towards it to crush them with it's grinders. The personalities of their pilots are also opposites, as the Pacifier pilots are dead serious and exist in a constant state of TranquilFury, while the Apocalypse Tank pilots are sadistically cruel and often laugh and mock their enemies. [[ArsonMurderAndJaywalking They also quote two well known political figures, in the form of]] UsefulNotes/RichardNixon and UsefulNotes/NikitaKhrushchev.



* SplashDamage: It does more damage per shot than an Apocalypse Tank or King Oni, and its have a huge area of effect that even hits aerial units, at the cost of a slower rate of fire, even though it can't actually target them. As a result, while it will come out heavily damaged against the Apocalypse Tank and King Oni one-on-one, it will do better in massed assaults, as each [=FutureTank=] hits the entire enemy formation at once.

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* SplashDamage: It does more damage per shot than an Apocalypse Tank or King Oni, and its have it has a huge area of effect that even hits aerial units, at the cost of a slower rate of fire, even though it can't actually target them. As a result, while it will come out heavily damaged against the Apocalypse Tank and King Oni one-on-one, it will do better in massed assaults, as each [=FutureTank=] hits the entire enemy formation at once.



* BoringButPractical: Not as flashy as other ground attack aircraft but arguably the most useful. Its ability to attack while moving also makes them less vulnerable to opposing anti-air fire. There's also the strategy of simply creating many airbases all at once to create an entire horde of them, which is nothing too flashy but is capable of destroying multiple structures in one go depending on how many they are.

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* BoringButPractical: Not as flashy as other ground attack aircraft but arguably the most useful. Its ability to attack while moving also makes them less vulnerable to opposing anti-air fire. There's also Also, one of ''the'' best attack combinations that the strategy of Allies have is simply creating many airbases all at once to create an entire horde of them, which is nothing too flashy but is capable of destroying multiple structures in one go depending on how many they are.using the Cryocopters together with the Vindicators, as they're cheap, relatively fast, and their bombs instantly destroy whatever the Cryocopters have completely frozen.


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* SimpleYetAwesome: Their only two abilities are to freeze things solid, which causes everything but prism weaponry to destroy them in one hit, and to shrink things, which can be used to speed up Prospectors, Sputniks, and [=MCVs=] while also letting your units crush even Apocalypse Tanks while reducing their attack power to nothing.


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* {{Foil}}: They're the Allied equivalent of the Soviet Kirovs. Both are incredibly slow, and use powerful bombs best used on groups of units and structures, as well as being reduced to a destructive husk that'll destroy, or at least severely damage, whatever's unfortunate enough to be underneath it in it's path. The main difference is that the Century Bombers take up space in the Allied Airfields, while the Kirov can essentially be produced indefinitely as long as you have the cash to do so due to not occupying space in the Soviet Airfields.

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a National Weapon must be iconic and symbolic (not simply a unit that is only used by one country in skirmish), this not a subversion or The Artifact, and an MBT cannot be 'support'


!!!Spy

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!!!Spy!!Spy



* DifficultButAwesome: Their ability to infiltrate buildings. It consistently gives a great advantage to the player infiltrating the buildings, whether it be temporarily disabling the power by infiltrating a power structure, giving the corresponding units a veteran bonus if they infiltrate an Infantry or Armor facility in ''Red Alert 2'', or temporarily disabling the corresponding buildings they infiltrate in ''Red Alert 3'', which the additional bonus of infiltrating Tier 3 tech structures causing any Tier 3 unit to temporarily become disabled, which not only changes the game by rendering a horde of Apocalypse Tanks or King Oni accompanied by Wave-Force Artilleries defensless, but also instantly kills any Tier 3 Aerial Unit, which means you don't even have to risk a fleet of Apollo Fighters against a fleet of Kirovs being escorted by [=MiG=]'s. The problem with this is that it is very easy to counter Spies just by using scout units, which are incredibly cheap, or using walls, which are also incredibly cheap, to block off any structure, whether it be a power structure, a Construction Yard, or a production or tech structure as well.

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* DifficultButAwesome: Their ability to infiltrate buildings. It Infiltration consistently gives a great advantage to the player infiltrating the buildings, player, whether it be temporarily disabling the power by infiltrating a power structure, giving the corresponding permanent initial veterancy to friendly units a veteran bonus if they infiltrate an Infantry or Armor facility and unlocking special units in ''Red Alert 2'', 2'' or temporarily disabling the corresponding buildings they infiltrate enemy production or tier 3 units (causing flying ones to instantly crash) in ''Red Alert 3'', which the additional bonus of infiltrating Tier 3 tech structures causing any Tier 3 unit to temporarily become disabled, which not only changes the game by rendering a horde of Apocalypse Tanks or King Oni accompanied by Wave-Force Artilleries defensless, but also instantly kills any Tier 3 Aerial Unit, which means you don't even have to risk a fleet of Apollo Fighters against a fleet of Kirovs being escorted by [=MiG=]'s.3''. The problem with this is that it is very easy to counter Spies just by using scout units, which are incredibly cheap, or using walls, which are also incredibly cheap, to block off any structure, whether it be a power structure, a Construction Yard, or a production or tech structure as well.



!!!Rocket Soldier

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!!!Rocket !!Rocket Soldier



!!!Thief

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!!!Thief!!Thief



!!!Medic

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!!!Medic!!Medic



!!!Field Mechanic

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!!!Field !!Field Mechanic



!!!Ranger

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!!!Ranger!!Ranger



!!!Light Tank

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!!!Light !!Light Tank



!!!Medium Tank

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!!!Medium !!Medium Tank



!!!Anti-tank Minelayer

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!!!Anti-tank !!Anti-tank Minelayer



* LandMineGoesClick: Its mines are very dangerous and powerful. One can badly damage a Heavy Tank, destroy a V2 rocket launcher and do moderate damage to a Mammoth Tank.




!!!Artillery

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\n!!!Artillery* TrapMaster: The Anti-tank Minelayer lays anti-vehicle mines that can badly damage a Heavy Tank, destroy a V2 rocket launcher and do moderate damage to a Mammoth Tank.

!!Artillery



!!!APC

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!!!APC!!APC



!!!Radar Jammer

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!!!Radar !!Radar Jammer



!!!Chrono Tank

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!!!Chrono !!Chrono Tank



!!!Mobile Gap Generator

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!!!Mobile !!Mobile Gap Generator



!!!Phase Transport

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!!!Phase !!Phase Transport



!!!Longbow

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!!!Longbow!!Longbow



!!!Gunboat

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!!!Gunboat!!Gunboat



!!!Destroyer

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!!!Destroyer!!Destroyer



!!!Cruiser

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!!!Cruiser!!Cruiser



!!!GI

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!!!GI!!GI



!!!Sniper

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!!!Sniper!!Sniper



* NationalWeapon: The Snipers are Britain's unique infantry.



!!!Guardian GI

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!!!Guardian !!Guardian GI



!!!Rocketeer

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!!!Rocketeer!!Rocketeer



!!!Navy SEAL

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!!!Navy !!Navy SEAL



* PoorMansSubstitute: [[invoked]] Subverted '''''HARD'''''. They may be a cheaper, mass produceable version of Tanya that can only blow up structures and naval vessels with their [=C4=] charges, as well as being vulnerable to mind control, but they're a NIGHTMARE when in large numbers due to these abilities combined with their powerful [=MP5=]'s, as well as having the rest of Tanya's abilities, such as being able to swim through water. Combined with some anti-air and some anti-armor units, and you've got yourself a practically unbeatable squadron.



!!!Chrono Legionnaire

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!!!Chrono !!Chrono Legionnaire



!!!Chrono Commando

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!!!Chrono !!Chrono Commando



!!!IFV

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!!!IFV!!IFV



!!!Grizzly Tank

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!!!Grizzly !!Grizzly Tank



!!!Chrono Miner

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!!!Chrono !!Chrono Miner



* {{Teleportation}}: Its teleport ability is useful when an enemy starts attacking it. When a Terror Drone attacks a Chrono Miner, it will be left behind when the Miner teleports back to base.

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* {{Teleportation}}: Its The Chrono Miner can instantly teleport ability is useful when an enemy starts attacking it. When a to any Ore Refinery, which also ejects any Terror Drone attacks a Chrono Miner, it will be left behind when the Miner teleports back to base.infecting it.



!!!Mirage Tank

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!!!Mirage !!Mirage Tank



!!!Robot Tank

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!!!Robot !!Robot Tank



!!!Battle Fortress

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!!!Battle !!Battle Fortress



* MightyGlacier: Heavily armored, and garrisoning means it can easily out gun actual tanks, but it's extremely slow.

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* MightyGlacier: Heavily armored, The Battle Fortress is very tough and garrisoning means it can easily out gun outgun actual tanks, tanks when garrisoned, but it's extremely slow.



!!!Prism Tank

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!!!Prism !!Prism Tank



!!!Tank Destroyer

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!!!Tank !!Tank Destroyer



* AntiVehicle: It has a large anti-tank cannon mounted on a flexible, tracked platform, which is capable of easily destroying enemy tanks, even punching through the heavy armor of the Apocalypse tanks and ore miners like War miners and Slave miners.

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* AntiVehicle: It has a large anti-tank cannon mounted on a flexible, tracked platform, which is capable of easily destroying enemy tanks, even punching through the heavy armor of the Apocalypse tanks Tank and ore miners like War miners and Slave miners.



* CripplingOverspecialization: Tank Destroyer does ExactlyWhatItSaysOnTheTin, with a unique attack type that does very heavy damage to tanks, but hardly does a scratch on buildings and infantry (although it can still run over them). Even against tanks, it's vulnerable to flanking thanks to its fixed turret. There are also some vehicles it actually loses against, such as Apocalypse Tanks, Battle Fortresses (depends on the composition) and, surprisingly enough, Slave Miners.

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* CripplingOverspecialization: The Tank Destroyer does ExactlyWhatItSaysOnTheTin, with a unique attack type that does very heavy damage to tanks, vehicles, but hardly does a scratch on buildings and infantry (although it can still run over them). Even against tanks, it's vulnerable to flanking thanks to its fixed turret. There are also some vehicles it actually loses against, such as Apocalypse Tanks, Battle Fortresses (depends on the composition) and, surprisingly enough, Slave Miners.



* NationalWeapon: The Tank Destroyers are Germany's unique vehicles.

!!![=NightHawk=] Transport

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* NationalWeapon: The Tank Destroyers are Germany's unique vehicles.

!!![=NightHawk=]

!![=NightHawk=]
Transport



!!!Harrier

to:

!!!Harrier!!Harrier



!!!Black Eagle

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!!!Black !!Black Eagle



* NationalWeapon: The Black Eagles are Korea's unique aircraft.



!!!Dolphin

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!!!Dolphin!!Dolphin



!!!Destroyer

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!!!Destroyer!!Destroyer



!!!Aegis Cruiser

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!!!Aegis !!Aegis Cruiser



!!!Aircraft Carrier

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!!!Aircraft !!Aircraft Carrier



!!!Peacekeeper

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!!!Peacekeeper!!Peacekeeper



!!!Javelin Soldier

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!!!Javelin !!Javelin Soldier



!!!Allied Engineer

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!!!Allied !!Allied Engineer



!!!Cryo Legionnaire

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!!!Cryo
!!Cryo
Legionnaire



!!!Prospector

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!!!Prospector!!Prospector



* WorkerUnit: Gathers ore to facilitate the player's economy. It's also doubles as a constructor, since it can transform into a Command Hub and allow new buildings to be built nearby.

!!!Multigunner IFV

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* WorkerUnit: Gathers The Prospector gathers ore to facilitate the player's economy. It's also doubles as a constructor, since it and can transform deploy into a Command Hub and allow new buildings Hub, allowing its commander to be built nearby.

!!!Multigunner
expand beyond the starting position.

!!Multigunner
IFV



!!!Riptide ACV

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!!!Riptide !!Riptide ACV



!!!MBT-X8 Guardian Tank

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!!!MBT-X8 !!MBT-X8 Guardian Tank



* UsefulNotes/BritishAccents: They all have thick Cockney accents.

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* UsefulNotes/BritishAccents: They all have thick Cockney accents.DamageIncreasingDebuff: The Guardian Tank's laser sight greatly increases damage taken by a targeted enemy.



* SupportPartyMember: Using the target designator disables the gun, but greatly increases damage done by other units.



!!!Athena Cannon

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!!!Athena !!Athena Cannon



!!!Mirage Tank

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!!!Mirage !!Mirage Tank



* CompositeCharacter: Combines elements from several elements of the Allied arsenal in ''Red Alert 2''. It uses the same weaponry as the advanced anti-ground defense, like the Prism Tank, can disguise as an ordinary object when immobile as that game's Mirage Tank (and has a fixed turret too), its weapon is effective against ''all'' ground targets like both combined, and its ability to cloak nearby allied units is named after the Gap Generator. It does, however, lack the range of either unit, being fairly short in comparison.

to:

* CompositeCharacter: Combines elements from several elements of The Mirage Tank inherits the Allied arsenal in ''Red Alert 2''. It uses the same weaponry as the advanced anti-ground defense, like the Prism Tank, can name and capacity to disguise as an ordinary object when immobile as that game's from the Mirage Tank (and has a fixed turret too), its weapon is effective against ''all'' ground targets like both combined, in ''Red Alert 2'' and its the ability to cloak nearby allied units is named after from the Mobile Gap Generator. It does, however, lack Generator from the range first game, while its spectrum cannon (which is effective against all ground targets) is basically a short-ranged version of either unit, being fairly short in comparison.the Prism Tank's weapon.



!!!Pacifier FAV

to:

!!!Pacifier !!Pacifier FAV



* MoreDakka: A nasty surprise to any commando that decides to try and take them down.

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* MoreDakka: A When undeployed, the Pacifier FAV uses a minigun, which can be a nasty surprise to any commando that decides to try and take them down.



!!![=FutureTank=] X-1

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!!![=FutureTank=] !![=FutureTank=] X-1



!!!Vindicator

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!!!Vindicator!!Vindicator



!!!Apollo Fighter

to:

!!!Apollo !!Apollo Fighter



!!!Cryocopter

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!!!Cryocopter!!Cryocopter



!!!Century Bomber

to:

!!!Century !!Century Bomber



* BombardierMook: Century Bombers can only drop their 500lb bombs on targets directly underneath them.



!!!Harbinger Gunship

to:

!!!Harbinger !!Harbinger Gunship



!!!Dolphin

to:

!!!Dolphin!!Dolphin



* TheArtifact: Since the Soviets no longer use Giant Squids, the Dolphin is repurposed as a general naval scouting unit, being available immediately for production (as opposed to requiring a Battle Lab to unlock).



!!!Hydrofoil

to:

!!!Hydrofoil!!Hydrofoil



!!!Assault Destroyer

to:

!!!Assault !!Assault Destroyer



* UnrealisticBlackHole: The Assault Destroyer is equipped with black hole armor, a magnetic force field that alters the trajectory of nearby enemy fire toward the ship. This allows the destroyer to absorb fire that would otherwise impact less durable friendly units. The armor only works on material weapons such as bullets, shells, and missiles. It has no effect on beam-type weaponry such as lasers and tesla-bolts.

!!!Aircraft Carrier

to:

* UnrealisticBlackHole: The Assault Destroyer is equipped with black hole armor, a magnetic force field that alters the trajectory of nearby enemy fire toward the ship. This allows the destroyer to absorb fire that would otherwise impact less durable friendly units. The armor only works on material weapons such as bullets, shells, and missiles. It has no effect on beam-type weaponry such as lasers and tesla-bolts.

!!!Aircraft
tesla bolts.

!!Aircraft
Carrier



* DroneDeployer: The Aircraft Carrier doesn't attack by itself and serves as a platform for Sky Knight to bombard enemy units from afar.

to:

* DroneDeployer: The Aircraft Carrier doesn't attack by itself and serves as a platform for Sky Knight drones to bombard enemy units from afar.



[[/folder]]

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[[/folder]][[/folder]]
----
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dewicking Badass Baritone


* BadassBaritone: Courtesy of Creator/SteveBlum.

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* BadassBaritone: Courtesy of Creator/SteveBlum.
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** In ''Red Alert 1'', infiltrating an enemy Radar Dome will allow you to see all enemy units and what they see (including stealth units like submarines), basically revealing the shroud for you over time. This can be handy in the earlier single-player missions before you access the Tech Center with Spy Satellite. It's also noteworthy that the spies in ''Red Alert 1'' are quite quick compared to their successors.

to:

** In ''Red Alert 1'', infiltrating an enemy Radar Dome will allow you to see all enemy units and what they see (including stealth units like submarines), basically revealing the shroud for you over time. This can be handy in the earlier single-player missions before you access the Tech Center with Spy Satellite. It's also noteworthy that the spies in ''Red Alert 1'' are quite quick compared to their successors.
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** In ''Red Alert 1'', infiltrating an enemy Radar Dome will allow you to see all enemy units and what they see (including stealth units like submarines), basically revealing the shroud for you over time. This can be handy in the earlier single-player missions before you access the Tech Center with Spy Satellite.
** In ''Red Alert 2'', they actually subvert this for your enemy. Infiltrating an enemy Radar Tower, Psychic Tower, or Air Force Command will sabotage their radar and reset the shroud. It's more of a nuisance if anything. Of course, [[TheAllSeeingAI the A.I is never fazed by this]] and the Allied Spy Satellite Uplink can nullify this anyway.
** In ''Red Alert 3'', there is no more "shroud" anymore covering the map. However, infiltrating an enemy Construction Yard will permently reveal the fog of war around the structure and keep it revealed until it is destroyed or sold.

to:

** In ''Red Alert 1'', infiltrating an enemy Radar Dome will allow you to see all enemy units and what they see (including stealth units like submarines), basically revealing the shroud for you over time. This can be handy in the earlier single-player missions before you access the Tech Center with Spy Satellite. It's also noteworthy that the spies in ''Red Alert 1'' are quite quick compared to their successors.
** In ''Red Alert 2'', they actually subvert this for your enemy. Infiltrating an enemy Radar Tower, Psychic Tower, Radar, or Air Force Command will sabotage their radar and reset the shroud. It's more of a nuisance for human players, if anything. Of course, [[TheAllSeeingAI Obviously, the A.I is never fazed by this]] and the Allied Spy Satellite Uplink can nullify this anyway.
** In ''Red Alert 3'', there is no more "shroud" anymore covering the map. However, infiltrating an enemy Construction Yard will permently permanently reveal the fog of war around the structure and keep it revealed until it is destroyed or sold.
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Added DiffLines:

** In ''Red Alert 3'', there is no more "shroud" anymore covering the map. However, infiltrating an enemy Construction Yard will permently reveal the fog of war around the structure and keep it revealed until it is destroyed or sold.
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Added DiffLines:

* DefogOfWar: [[ZigZaggedTrope Zig-zagged]] depending on the game.
** In ''Red Alert 1'', infiltrating an enemy Radar Dome will allow you to see all enemy units and what they see (including stealth units like submarines), basically revealing the shroud for you over time. This can be handy in the earlier single-player missions before you access the Tech Center with Spy Satellite.
** In ''Red Alert 2'', they actually subvert this for your enemy. Infiltrating an enemy Radar Tower, Psychic Tower, or Air Force Command will sabotage their radar and reset the shroud. It's more of a nuisance if anything. Of course, [[TheAllSeeingAI the A.I is never fazed by this]] and the Allied Spy Satellite Uplink can nullify this anyway.
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Off Model is a definition-only page now.


* OffModel: The cameo of the Mirage Tank shows it as having a rotating turret, which is not the case in-game.
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* AbsurdlyExclusiveRecruitingStandards: Cryo Legionnaires are taken from the ranks of the Peacekeepers (the Allies' basic infantry, essentially SWAT teams with military-grade training), taking only the best of the best, and then ''those'' best of the best are further tested in arctic conditions for years until they can be deployed. However, Futuretech wants only the kind of SociopathicSoldier who can freeze enemies helpless and then deliberately jump into them to kill them, so the physical aspect might not be as important as the mental.
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* MechanicallyUnusualFighter: To a degree. They're unique in that while their primary attack doesn't damage things, their Boost Kick allows them to destroy anything that they freeze, and are the only unit in the game to function like this.
Tabs MOD

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dewicking disambiguated trope


* FakeBalance: Cruisers were intended to be balanced by their slow speed and the inaccuracy of their cannons so that sieging a base isn't a total cakewalk and Submarines stand a chance of sinking them. In practice, a seasoned player can overcome the inaccuracy by forcing fire into specific spots, and whatever the explosive shells hit either takes heavy damage or is obliterated outright. Even Submarines are in danger from Cruiser fire as proper force-firing onto the right spots will allow the player to counter attack subs for devastating damage, while Destroyers or Gunboats can finish off stragglers. While [=MIGs=] are supposedly one of their counters, each MIG costs $1200 and requires its own $600 Airfield to land and reload VS $2000 for each Cruiser. There is also the issue of Cruisers being limited by how much water is on a map, with water-heavy maps making Cruisers even more effective.



* FakeBalance: Sandbagged GI. They may be immobile, but they easily overcome this when they settle down near an enemy base, pulling out their absurdly powerful machine guns, that can destroy tanks in good numbers. A bunch of them trained well can stop any enemy player's assault because once a unit is constructed, it is already destroyed.



* FakeBalance: Guardian [=GIs=] might not be much for killing infantry but when deployed, there's simply no way to force them out of their holes because while the massive firepower of massed [=GIs=] could be offset by suicide-rushing tanks at them in order to crush the immobile soldiers, deployed Guardian [=GIs=] are uncrushable and have anti-tank weapons.



* FakeBalance: In ''Yuri's Revenge''. You basically get the ability to use mass-produced [[HeroUnit Tanya]] as soon as you build the Airforce HQ. The only perks Tanya has over them is higher resilience, [[ImmuneToMindControl immunity to mind control]], and being able to blow up vehicles with her [=C4=].



* FakeBalance: While retaining the NAVY SEAL's vulnerability to vehicles and mind control, being difficult to acquire (requiring a Spy to infiltrate an Allied Battle Lab, a building that is zealously protected) and being the most expensive infantry unit in the game (at $2000), Chrono Commandos are one of the most dangerous infantry units in the entire game. Their chrono shifting movement gives them unparalelled mobility to decimate infantry and deploy [=C4=] charges on buildings, and not even anti-infantry defensive structures are safe as they are instantly destroyed, unlike regular [=NAVY SEALs=] or Tanya. Also, they can be mass-produced: a group of Chrono Commandos can disable an entire base before you can even notice.



* FakeBalance: While it costs more than the Athena Cannon, it's nowhere near as fragile, it's '''amphibious''' (which lets them bombard bases from unsuspecting locations), deals SplashDamage with its attack, and can even use twin miniguns to deal with infantry if needed. And, despite all of this, it's available as soon as Tier ''2'', earlier than the Athena Cannon.



* FakeBalance: It costs more than the other Tier 3 armor units, and will only barely emerge the victor in a direct fight. This would make it AwesomeButImpractical, if not for the massive splash damage radious that allows it hit masses of enemies at once. This allows a single [=FutureTank=] to lay waste to Tier 2 armor units by the half dozen, and for groups of them to easily win against groups of Tier 3 armor units even when outnumbered. This attack even hits air units despite the [=FutureTank=] not being able to target them. On top of this it has a fast recharging OneHitKO ability.



* FakeBalance: The Harbinger may be extremely expensive, far away in the tech tree and somewhat slow, but that hardly matters. It is basically a flying fortress that tanks even the strongest anti-air attacks as if they were nothing. Infantry divisions die like flies to its chain guns, and is even effective against light vehicles. The Harbinger has collider cannons that destroy armored units in usually no more than two hits - only the Giga Fortress could survive a second attack (Which is out of the question [[OhCrap if there is a second Harbinger]]), and even then the Giga Fortress needs to hit at least ''four'' times to down a Harbinger, so it loses one-on-one anyways. The best part of all of this? The Harbinger ''does not have to refuel''. It just stays in the air for as long as it wants, decimating anything of a different colour. The best way to defend against a Harbinger attack is preventing them from being built. While slow, it's still faster than the Kirov, so it's not much of a weakness, and it has decent range for both its guns so it doesn't have to get nearly as close to its targets as other air units.

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* {{Expy}}: Of Mr. Freeze in ''Film/BatmanAndRobin'', and to a lesser extent, Creator/ArnoldSchwarzenegger.

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* {{Expy}}: {{Expy}}:
**
Of Mr. Freeze in ''Film/BatmanAndRobin'', and to a lesser extent, Creator/ArnoldSchwarzenegger.Creator/ArnoldSchwarzenegger.
** Their function as elite infantry of their respective factions who wear PoweredArmor and wield element-breathing weapons also make them this towards the Black Hand from ''[[VideoGame/CommandAndConquer3TiberiumWars Tiberium Wars]]'', with the exception of them not being able to damage infantry outside of their Boost Kick.
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to:

* SimpleYetAwesome: Black Eagles don't have any fancy abilities. They are just an upgrade over Harriers that hit harder and are more durable while costing the same amount.

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* CoolPlane: Its Sky Night fighters.

to:

* CoolPlane: Its Sky Night Knight fighters.


Added DiffLines:

* NonIndicativeName: It doesn't actually carry aircraft, and instead deploys a squadron of five drones to level structures and destroy your enemies.

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