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Characters / Command & Conquer: Red Alert Series - Units

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This page is a listing of units from the Command & Conquer: Red Alert Series.


Units

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Engineer

Type: Infantry
Role: Base Capture & Repair
Weapons: None
Trained at: Barracks
Ah-firmative.
Although (usually) unarmed, the engineer is a important asset on the battlefield since they can capture enemy and tech structures or instantly repair your own.

  • All Your Base Are Belong to Us: An engineer raid in any of the games can easily see half your enemy's base fall to you in one fell swoop.
  • Asian and Nerdy: Imperial Engineers in Red Alert 3. Just watch them do their little power strut.
  • Bomb Disposal: In Red Alert 2, engineers can defuse bombs planted by Crazy Ivans.
  • Butt-Monkey: Both the Imperial and Allied Engineers have very unflattering descriptions in Red Alert 3, except for the Soviet Combat Engineer, whose description describes them as "grizzled men of action", but they also have the most comedic lines out of all the Engineers.
  • Deployable Cover: The Soviet engineer in Red Alert 3 can build Battle Bunkers with room for five soldiers.
  • Divergent Character Evolution: The Engineers for each faction have gradually became their own units over the course of the series, as they first started out as the exact same unit who used the exact same, gruff, American-accented voice, even if the player was playing as the Soviets, while they gained unique sprites and voicelines in Red Alert 2. Come Red Alert 3, all three Engineers are different enough to be able to classify as seperate units thanks to the new feature of every unit having their own unique special ability, as the Allied Engineer could deploy a tent that healed whoever was near, the Soviet Combat Engineer had a revolver and could create Battle Bunkers that can hold five different soldiers, and the Imperial Engineers could break into a temporary sprint to either flee or to capture a structure faster.
  • Enemy Exchange Program:
    • Standard for Command & Conquer games, Engineers can capture enemy buildings and partially or fully make use of the enemy arsenal.
    • Like all infantry units, Engineers can capture depiloted vehicles in Red Alert 3. Being the only human, non-Commando, non-Infiltrator infantry unit that can swim in that game, they are the only infantry that can capture depiloted ships.
  • The Engineer: Engineers can defuse bombs, repair bridges and your buildings, capture enemy buildings, or repair vehicles when put inside an IFV.
  • Japanese Politeness: The Imperial Engineers. They're nothing but wholeheartedly enthusiastic about being polite, too.
  • Leaning on the Fourth Wall: One of the 'affirmative' lines spoken by Yuri's Engineers is "Needs a paint job", noting how buildings change colour when captured.
  • The Medic: In Red Alert 3, the Allied Engineer can deploy a first aid tent to heal infantry.
  • Not Even Bothering with the Accent: In Red Alert 1 the Engineers will always speak with a gruff, English voice even if you're playing as the Soviets.
  • Revolvers Are Just Better: The Soviet Combat Engineer in RA3 is armed with one. It's not very strong, but it can help against other engineers.
  • Salaryman: The Imperial Engineers from Red Alert 3 are this personified, wearing office suits, glasses, and headphones with built-in mics, including refrences to quirky office fitness programs for wage-slaves (it's the given excuse for the Japanese engineer's ability to sprint). In keeping with the imperialistic nature of Japan in the game, fluff describes them as being looked down upon for being just regular workaholics rather than battle-ready combat workaholics. Their dialogue mostly features them toadying up to you, and when they're being shot at, their response is to ask if they can be temporarily excused.
  • Support Party Member: Though an Engineer has many uses, he is unarmed.
  • Yes-Man: Imperial Engineers can't go five seconds without praising the Commander's genius.

Attack Dog

Type: K-9
Role: Anti-Infiltration
Weapons: Dog Bite
Trained at: Kennel/Barracks
"Grrrrr—rowf!"

Attack Dogs are the only unit that can detect Spies that are trying to infiltrate the base. Although unarmored and easy to kill, Dogs make the perfect in-base guard unit against sneak attacks. They are also immune to mind control.

  • Angry Guard Dog: They are excellent scouts and able to maul most infantry to death.
  • Attack Animal: Specially trained attack dogs.
  • Crippling Overspecialization: They are able to instantly kill other dogs and unarmoured human infantry, but are utterly useless against everything else.
  • Evil-Detecting Dog: Can detect spies that other units and your base defenses wouldn't.
  • Fragile Speedster: To make sure the dogs are able to remain agile, they are equipped with only the lightest armour.
  • Hypnosis-Proof Dogs: Mind control do not affect dogs, making them a good counter to Psi-Corps Trooper or Yuri Clone.
  • Make Me Wanna Shout: In Red Alert 3, Attack dog have stun abilities based on their roar with the help of amplifier.
  • No-Sell: Being beasts, dogs are completely immune to mind control and chaos.
  • One-Hit Kill: Any infantry attacked by a dog is killed instantly.
  • Weaponized Animal: Attack Dogs in Red Alert 3 are equipped with sonar amplifiers that can paralyze attackers.

MCV

Type: Vehicle
Role: Base Deployment
Weapons: None
Trained at: War Factory

The MCV allows creation or expansion of a base. Although expensive, the MCV is useful to have around if the original Construction Yard (a favorite target of the enemy) is destroyed or captured.

  • Base on Wheels: Basically a vehicle that can build other buildings.
  • Big Badass Rig: Both MCV's in Red Alert 1, the Allied MCV in Red Alert 2.
  • Germanic Efficiency: In Red Alert 3, the Allied MCV was design by Strauss-Fuhrmann Autowerks of Germany, although their pilots all have upperclass British accents.
  • Large Ham: The Soviet MCVs in Red Alert 3 speak in a literal theatrical way, referring to everything as if it were a theatre play.
    (Upon being created) ''I present to you, the MCV!
    (Selected) This is my show!
    (Moving to water) The waters will be our stage!
    (Depolying) Okay, show time!
    (Deploying) The stage is set!
    (Retreating) The show must go on!
    (Retreating) A more friendly audience!
  • Mobile Factory: Their purpose is to build other structures, although the Imperial one builds Nano Core that unpack into structures instead.
  • Quintessential British Gentleman: The pilots of the Allied MCVs in Red Alert 3 all have notable upperclass British accents and speak in a polite and refined way.
  • Starting Units: Everyone starts with an MCV except in baseless modes, they are necessary to facilitate base construction. In the first game, it could only be built in the last missions (or in multiplayer, with the tech level set to the highest value) and required the most advanced structures of the game to be built. Later Red Alert games lowered the requirement, such as only requiring a repair depot in Red Alert 2, and by Red Alert 3, a new MCV can be built from the start.
  • Worker Unit: It is needed to build structures and losing the MCV without being able to replace it usually means losing the game.

Red Alert 1

Rifle Infantry

Type: Infantry
Role: Ground Combat
Weapons: M-16/AK-47
Trained at: Barracks

This unit is basic infantry of both sides. With its cheap cost they can be massively built without using much of your money. They are effective for combat against other infantry and dogs.

  • Cannon Fodder: Their role usually comes down to escorting and taking hits for the sake of protecting the more valuable Grenadiers and Rocket Soldiers.
  • Good Guns, Bad Guns: Red Alert 1 manual says Rifle infantry use M-16 (Allied) or AK-47 (Soviet).
  • Zerg Rush: Rifle Infantry are pretty much designed for this tactic; Whilst weak individually, when used in groups they can pose a threat to other infantry (especially Rocket Soldiers) and some light vehicles.

Demolition Truck

Type: Vehicle
Role: Suicide Attack
Weapons: Nuclear Device
Trained at: War Factory
The demolition truck is a modified Supply Truck armed with a tactical nuclear warhead. It is quite fast, but incredibly poor armored so great care must be taken, otherwise it could just explode inside its own base without even having reached its target destination.

  • Action Bomb: The purpose of the Demolition Truck is to detonate its nuclear warhead, taking enemies along with it.
  • Awesome, but Impractical: It's Exactly What It Says on the Tin, a truck with a suicide bombing capability on the in-game nuke proportions. Only problem was it was made out of dry wood; one or two bullets was enough to set it off prematurely.
  • Glass Cannon: Its nuclear weapons can take out large numbers of enemy infantry and seriously damage well armored vehicles and structures but one or two bullets was enough to make the truck explode prematurely.
  • Mecha-Mooks: They are stated by be driven by computers in the manuals but have normal human move sounds (arguable the manuals had that thrown in for censorship).
  • Molotov Truck: They contain nukes, which tend to get blown up before getting near their targets.
  • Playing with Fire: Get these suicide bombing trucks out of your base right when you can, because once it explodes, the explosion is of a massive size.
  • Suicide Attack: The whole purpose of the Demolition Truck is to blow itself up and destroy any enemy buildings and units nearby.
  • Taking You with Me: As mentioned above, the Demolition Truck's suicide nuke causes widespread damage, meaning that any units or buildings nearby will likely get killed/destroyed along with it.

Ore Truck

Type: Vehicle
Role: Resource Gathering
Weapons: None
Trained at: War Factory
Used in the collection of raw ore, the Ore Truck is an indispensable piece of equipment. Although slow, it is heavily armored, able to withstand a hammering.

Chinook

Type: Aircraft
Role: Aerial Transport
Weapons: None
Trained at: N/A
Able to transport 5 infantry-type units through the air, the Transport Helicopter is ideal for landing engineers and other assault squads in an enemy base

  • Awesome Personnel Carrier: The Chinook can carry up to 5 infantry to travel directly over any terrain and undetectable by enemy radar until landing.
  • Defenseless Transports: The Chinook serves as a dedicated transport and has no weapon.

Transport

Type: Naval
Role: Sea Transport
Weapons: None
Trained at: Shipyard/Sub Pen
The Landing Ship Transport allows transportation of up to 5 ground-based units across the water, which can be a mix of either infantry or vehicles. This transport unit moves fast, but is unarmed and vulnerable to submarines.

Red Alert 2

Amphibious Transport

Type: Naval
Role: Amphibious Transport
Weapons: None
Trained at: Shipyard/Submarine Pen
"Welcome aboard!"
Allied Transport

"I am not armed, you know."
Soviet Transport

"I obey."
Yuri Transport

Amphibious transports, or Hover transports in Yuri's case, can carry ground units across the water. They can't attack, however, so make sure you clear a landing for them first.

  • Amphibious Automobile: Its entire purpose is to serve as an amphibious transport for land units.
  • Brainwashed: The Yuri Transport's quotes imply that the driver has been mind-controlled by Yuri.
  • Defenseless Transports: Played straight as these massive amphibious transports have no defense against anything. The Soviet transport makes note of this.

Faction Units

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