History Characters / CommandAndConquerRedAlertSeriesUnits

8th Jun '18 9:57:57 AM Siggu
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'''Trained at:''']

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'''Trained at:''']at:''' Barracks]



!!!IFV

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!!!IFV!!!Chrono Commando



'''Type''': Infantry\\
'''Role''': Special Forces\\
'''Weapons''': Rifle, Instant C4 Charges\\
'''Trained at:''' Barracks]
-->"How 'bout a swim?'

If a Spy manages to infiltrate an Allied Battle Lab, Chrono Commandos can be trained in the barracks (Allied Barracks only in the base games). These improved [=NAVY SEALs=] are equipped with the same chrono shift technology that allows Chrono Legionnaires to teleport across the battlefield, as well as improved [=C4=] charges that instantly destroy a building after being planted.

* BadassBoast
-->"A lil' C4 knockin' at your door"
-->"Who's your daddy?"
* BondOneLiner
-->"This is too easy"
-->"Goin' down!"
-->"Special Delivery!"
* CompositeCharacter: A combination between the [=NAVY SEALs=]'s ability to decimate infantry and blow up buildings with the Chrono Legionnaire's method of transportation (replacing the SEAL's ability to swim).
* 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.
* HoistByTheirOwnPetard: Instant-detonation [=C4=] charges sound great until you try to use them on Nuclear Reactors or Oil Derricks. The Chrono Commando is instantly killed by the blast, whereas other demolition units can find time to escape.
* OneManArmy: A single Chrono Commando can decimate an entire army of basic infantry or instantly destroy any building of their choice.
* StuffBlowingUp: They can use their [=C4=] charges to instantly demolish enemy structures.
* CoolGuns/SubmachineGuns: Their weapon is a high-powered machine gun.

!!!IFV
[floatboxright:



* ActionBomb: When packed into Allied IFVs, they turn them into a mini nuke truck. They also explode on death. Crazy Ivan can also attach time-bomb to virtually every unit, including friendly (or mind-controlled), thus it possible to make ''any unit'' to be a Suicide Bomber.

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* ActionBomb: When packed into Allied IFVs, [=IFVs=], they turn them into a mini nuke truck. They also explode on death. Crazy Ivan can also attach time-bomb to virtually every unit, including friendly (or mind-controlled), thus it possible to make ''any unit'' to be a Suicide Bomber.



!!!Rhino Tank

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!!!Rhino Tank!!!Chrono Ivan



'''Type''': Infantry\\
'''Role''': Demolition Support\\
'''Weapons''': Dynamite\\
'''Trained at:''' Barracks]
-->"Don't play with matches!"

If a Spy manages to infiltrate a Soviet Battle Lab (an Allied Battle Lab while owning a Soviet Barracks in the base game), Chrono Ivans can be trained in the barracks (Soviet Barracks only in the base games). These improved Crazy Ivans are equipped with the same chrono shift technology that allows Chrono Legionnaires to teleport across the battlefield.

* ActionBomb: When packed into Allied [=IFVs=], they turn them into a mini nuke truck. Chrono Ivans can also attach time-bomb to virtually every unit, including friendly (or mind-controlled), thus it possible to make ''any unit'' to be a Suicide Bomber.
* AwesomeYetImpractical: The chrono shifting ability allows Chrono Ivans to surprise enemies by setting bombs where they cannot expect, compared to the slow Crazy Ivan. However, to train Chrono Ivans, you need to take a Spy to infiltrate a Soviet Battle Lab, a highly-protected building. It's significantly more difficult in the base game, however, as you need to infiltrate an Allied Battle Lab and have a Soviet Barracks - without crates, you need to be a Soviet player, somehow gain an Allied Barracks and Battle Lab and infiltrate ''another'' Allied Battle Lab, something practically impossible to achieve without at least two enemies.
* BaldOfEvil: His in-game unit icon.
* CompositeCharacter: A combination between the Crazy Ivan's ability to set bombs on anything with the Chrono Legionnaire's method of transportation.
* DelayedExplosion: It takes a bomb a few seconds after being planted to explode.
* DieChairDie: They will plant their bombs on everything they can see.
* EvilLaugh: One of their idle quotes.
* ExactlyWhatItSaysOnTheTin: Crazy Ivans that chrono shift.
* EyepatchOfPower: His in-game unit icon, it's unknown if they all have it in-game.
* MadBomber:
** Ivans are a bit too enthusiastic to rid themselves of bombs. Full of one-liners to match. "I lost a bomb... do you have it?", "Here, hold this!"
** To put it in perspective, the Chrono Ivan is the only unit in the game that has the pretty descriptive [=AttackCursorOnFriendlies=] attribute in the game files. (While the force fire command, Ctrl by default, allows you to do this, [=AttackCursorOnFriendlies=] doesn't require the modifier key to be held down)
* TeleportersAndTransporters: Their only form of movement, they can't actually walk to a location.
* TimeBomb: Chrono Ivan bombs looks like large chunks of dynamite with flickering fuse, accompanied with ticking sound. It takes short time before they explode, and with right timing they can be defused by nearby Engineer.
* WhyAmITicking: They can cause a case of this to any unit or building they touch, whether it's the enemy, neutral or your own. (Those poor, poor mind-controlled cows!)

!!!Rhino Tank
[floatboxright:



!!!Lasher tank

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!!!Lasher tank!!!Psi Commando


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'''Type''': Infantry\\
'''Role''': Psychic Operations\\
'''Weapons''': Mind Control, C4 Charges\\
'''Trained at:''' Barracks]
-->"The mind is quicker than the eye."

If a Spy manages to infiltrate one of Yuri's Battle Labs (a Soviet Battle Lab in the base game), Psi Commandos can be trained from the Barracks (Allied Barracks only in the base game). They are Yuri clones that have been equipped with C4 charges to destroy buildings, while also being able to mind control units or release psychic blasts.

* AreaOfEffect: Can release a Psychic blast which kills all nearby enemy infantry units.
* AwesomeYetImpractical: They are strictly better than Psi-Corps Troopers or Yuri clones due to their ability to destroy buildings, preventing them from being sitting ducks if they mind controlled an enemy unit, and become significantly better when Elite thanks to doubled range. However, to train Psi Commandos, you need to take a Spy to infiltrate a Battle Lab, a highly-protected building. In ''Yuri's Revenge'' this is accentuated as it's practically impossible to infiltrate a Yuri Battle Lab because all psychic units and buildings see through disguises. By the point you can infiltrate one, you've practically won the game.
* CharmPerson: Psi Commandos are capable of mind controlling enemy units.
* CloningBlues: Implied as regular Psi-Corps Troopers are Yuri clones, and the C4 charges are the only difference between both units.
* CompositeCharacter: Combines the mind-control ability of the Psi-Corps Trooper with the [=C4=] charges of NAVY [=SEALs=].
* PsychicPowers: Mostly MindControl type, though it also utilizes some form of MindOverMatter for its anti-infantry psi-blast ability.
* StuffBlowingUp: They can use their [=C4=] charges to quickly demolish enemy structures.

!!!Lasher tank
[floatboxright:
1st Jun '18 11:49:00 AM Siggu
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Added DiffLines:

* MythologyGag: The Reaper's design is a scaled-down version of the Centurion Siege Crawler, a DummiedOut unit from both Red Alert 2 and 3.
23rd May '18 5:12:09 PM Siggu
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* TookALevelInBadass: There's a dramatic increase in damage dealt by an unmanned IFV once it reaches Elite (and not only because it fires four missiles per salvo instead of two), becoming one of the most powerful vehicles in the game.
* ViolationOfCommonSense:
** An IFV manned by a Crazy Ivan or a Terrorist becomes a suicide attacker that leaves a little area filled with radiation upon blowing up, pretty much becoming a mini-Demolition Truck. Neither Crazy Ivans nor Terrorists leave radiation with their bombs when outside of an IFV.
** Flak Troppers cannot attack air units when inside an IFV.



* 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.

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* 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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* PowerupLetdown: For some reason, Elite Sea Scorpions deal less damage than Veteran Sea Scorpions.
17th May '18 9:59:33 PM Invapidus
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* NationalWeapon: Demolition Truck are unique vehicles for the Lybia.

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* NationalWeapon: Demolition Truck are unique vehicles for the Lybia.Libya.
17th May '18 5:44:52 AM Siggu
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* CripplingOverspecialization: Viruses are able to kill entire groups of infantry from a long range, but can't even scratch vehicles and buildings.

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* CripplingOverspecialization: Viruses are able to kill entire groups of infantry from a long range, but range. In fact, an Elite Virus defeats an Elite Sniper one-on-one thanks to her superior range (Elite Snipers attack faster, however). However, they can't even scratch damage structures and vehicles and buildings.directly - at best, the latter take minor damage from toxic clouds.




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* WeaksauceWeakness: Units that are ImmuneToMindControl, including but not limited to animals, robots and {{Hero Unit}}s.



* OrnamentalWeapon: [[ZigZaggedTrope Zig-Zagged]] with their grinders. They can [[CarFu crush infantry]] with those grinders, but they crush the same units as other starter tanks, which lack said grinders.



* FragileSpeedster: Very fast and frail, and lack any firepower whatsoever, their HatePlague being their only defense.



* WeaksauceWeakness: Being a mobile ore refinery does give the Slave Miner advantages such as credits recollection not being slowed by distance from the base, or being able to be deployed faster (from both the Construction Yard and the War Factory) but this also carries some serious issues:
** Being both a unit and a refinery gives the Slave Miner both of their flaws: as it's a unit, it can't be repaired even when deployed (and Yuri does not have even Service Depots to repair them, so it needs Engineers or mind-controlled [=IFVs=] to repair); as it's a refinery, Spies can infiltrate them to steal credits when deployed (requiring the Yuri player to bring Clones to protect Miners from Spies).
** Since the actual ore gatherer is an infantry unit, specialized anti-infantry units such as Desolators, NAVY Seals, Snipers or Viruses (preferably the latter two, as they will be far away from the Slave Miner's machine gun) can cripple a Yuri player's economy by preventing Slaves from every bringing the ore to a Slave Miner. They can turn the tables with the Genetic Mutator to be turned into Brutes, however.

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* WeaksauceWeakness: Being a mobile ore refinery does give the Slave Miner advantages such as not requiring power, being immune to Terror Drones, credits recollection not being slowed by distance from the base, or being able to be deployed faster (from both the Construction Yard and the War Factory) but this also carries some serious issues:
** Being both a unit and a refinery gives the Slave Miner both of their flaws: as it's a unit, it can't be repaired even when deployed (and Yuri does not have even Service Depots to repair them, so it needs Engineers or mind-controlled [=IFVs=] to repair); repair it) making it rely on its RegeneratingHealth; as it's a refinery, Spies can infiltrate them to steal credits when deployed (requiring the Yuri player to bring Clones to protect Miners from Spies).
** Since the actual ore gatherer is an infantry unit, specialized anti-infantry units such as Desolators, NAVY Seals, Navy SEALS, Snipers or Viruses (preferably the latter two, as they will be far away from the Slave Miner's machine gun) can cripple a Yuri player's economy by preventing Slaves from every bringing the ore to a Slave Miner. They Viruses are particularly dangerous as they can turn not only kill Slaves (and any other infantry support such as Yuri Clones) but the tables with toxic clouds left by their victims can kill several Slaves at the Genetic Mutator to be turned into Brutes, however.same time.



* StoneWall: Slow and heavily-armored, able to drive through a group of Apocalypse Tanks and mind-control them before being destroyed, but can't attack units.




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* WeaksauceWeakness: ZergRush. With their heavy armor and love for mind-controlling anything that moves, it's easier to overload them than to destroy them.
12th May '18 1:05:51 PM Siggu
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** Being both a unit and a refinery gives the Slave Miner both of their flaws: as it's a unit, it can't be repaired even when deployed (and Yuri does not have even Service Depots to repair them, so it needs mind-controlled [=IFVs=] to repair); as it's a refinery, Spies can infiltrate them to steal credits when deployed (requiring the Yuri player to bring Clones to protect Miners from Spies).

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** Being both a unit and a refinery gives the Slave Miner both of their flaws: as it's a unit, it can't be repaired even when deployed (and Yuri does not have even Service Depots to repair them, so it needs Engineers or mind-controlled [=IFVs=] to repair); as it's a refinery, Spies can infiltrate them to steal credits when deployed (requiring the Yuri player to bring Clones to protect Miners from Spies).
12th May '18 1:04:37 PM Siggu
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* {{Foil}}: To the Tank Destroyer - both are country-specific units for the Allies that deal very high damage to only one kind of unit (infantry for Snipers, vehicles for the Tank Destroyer) but are completely useless against everything else.



* {{Foil}}: To the Prism Tank. A experimental Glass Cannon tank designed by Albert Einstein, both are very good against infantry, but while the Mirage Tank is much stronger against vehicles than against buildings, the Prism Tank is much stronger against buildings than against vehicles.

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* {{Foil}}: To the Prism Tank. A An experimental Glass Cannon tank designed by Albert Einstein, both are very good against infantry, but while the Mirage Tank is much stronger against vehicles than against buildings, the Prism Tank is much stronger against buildings than against vehicles.



* {{Foil}}: To the Mirage Tank. A experimental Glass Cannon tank designed by Albert Einstein, both are very good against infantry, but while the Prism Tank is much stronger against buildings than against vehicles, the Mirage Tank is much stronger against vehicles than against buildings.

to:

* {{Foil}}: To the Mirage Tank. A An experimental Glass Cannon tank designed by Albert Einstein, both are very good against infantry, but while the Prism Tank is much stronger against buildings than against vehicles, the Mirage Tank is much stronger against vehicles than against buildings.



* {{Foil}}: To the Sniper - both are country-specific units for the Allies that deal very high damage to only one kind of unit (infantry for Snipers, vehicles for the Tank Destroyer) but are completely useless against everything else.



* AwesomePersonnelCarrier: The Nighthawk Transport helicopter was used by as a method of quickly deploying special forces units wherever they were needed on the battlefield. As it is stealthed against radar, the Nighthawk can be used to transport units undetected through a gap in the anti-air defenses of an enemy base, then deliver them into the heart of the base.

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* AwesomePersonnelCarrier: The only airbone transport unit, the Nighthawk Transport helicopter was used by as a method of quickly deploying special forces units wherever they were needed on the battlefield. As it is stealthed against radar, the Nighthawk can be used to transport units undetected through a gap in the anti-air defenses of an enemy base, then deliver them into the heart of the base.




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* GlassCannon: Harriers are fast and deal noticeable damage to practically any ground target - for example, three Harrier missiles destroy a single Rhino Tank. The problem Harriers have is actually reaching the target, for they tend to drop like flies to anti-aircraft fire.



* LightningBruiser: Even stronger and sturdier than a Harrier, just five Black Eagles can destroy any building, possibly with some of them returning.



* GlassCannon: Hornets are ''extremely'' frail, but they deal enough damage for Aircraft Carriers to essentially work as naval SiegeEngines. Against strong defenses, however, Aircraft Carriers will spend more time replacing Hornets than dealing damage with them.



%%* EvilLaugh

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%%* EvilLaugh* EvilLaugh: One of their idle quotes.



** To put it in perspective, the Crazy Ivan is the only unit in the game that has the pretty descriptive [=AttackCursorOnFriendlies=] attribute in the game files. (Yes, while the force fire command, Ctrl by default, allows you to do this, [=AttackCursorOnFriendlies=] doesn't require the modifier key to be held down)

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** To put it in perspective, the Crazy Ivan is the only unit in the game that has the pretty descriptive [=AttackCursorOnFriendlies=] attribute in the game files. (Yes, while (While the force fire command, Ctrl by default, allows you to do this, [=AttackCursorOnFriendlies=] doesn't require the modifier key to be held down)



* CripplingOverspecialization: Aversion. he was allowed to call in an airstrike to whatever targets his AK-47 couldn't kill (namely, buildings and tanks) which made him alot more effective than Tanya, as he did not need to close the distance, though his air strikes take time to occur.

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* CripplingOverspecialization: Aversion. he was allowed to call in an airstrike to whatever targets his AK-47 couldn't kill (namely, buildings and tanks) buildings) which made him alot more effective than Tanya, as he did not need to close the distance, though his air strikes take time to occur.



%%* OneNameOnly

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%%* OneNameOnly
* OneNameOnly: Similarly to other hero units in ''Red Alert 2'', Boris's surname is not known.



* OneHitKill: Any infantry bitten by a Terror Drone is instantly killed.

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* OneHitKill: Any infantry bitten by a Terror Drone is instantly killed. Notably, and unlike Attack Dogs, Terror Drones can also kill Brutes.



* ActionBomb: Rare case of Game Breaker lampshaded in-game: Demolition Truck + Iron Curtain combo. Let's recount: Demolition Truck is a suicide unit carrying a mini-nuke that explodes if the unit is killed or if the unit is commanded to attack something. Iron Curtain is a minor superweapon that makes the targeted nine units invincible and immune to mind-control for a short time. Do the math. At least the original Red Alert had the courtesy of causing iron curtain to wear off very quickly on demo trucks... Lampshaded in Yuri's Revenge in the Soviet campaign where one mission requires you to either use this tactic or spam a metric fuckton of V3 Launchers to crack the enemy base. On the other hand, if an Allied commander was to obtain demolition trucks, a Chronosphere could be used to transport up to 9 trucks right inside an enemy's base.

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* ActionBomb: Rare case of Game Breaker lampshaded in-game: Demolition Truck + Iron Curtain combo. Let's recount: the Demolition Truck is a suicide unit carrying a mini-nuke that explodes if the unit is killed or if the unit is commanded to attack something. something, but it's very frail and can set off prematurely without much issue. The Iron Curtain is a minor superweapon that makes the targeted nine units invincible and immune to mind-control for a short time. Do the math. At least the original Red Alert had the courtesy of causing iron curtain to wear off very quickly on demo trucks... Lampshaded in Yuri's Revenge in the Soviet campaign where one mission requires you to either use this tactic or spam a metric fuckton of V3 Launchers to crack the enemy base. On the other hand, if an Allied commander was to obtain demolition trucks, a Chronosphere could be used to transport up to 9 trucks right inside an enemy's base.



* LightningBruiser: Surprisingly quick for their size, and appropriately tough and high-damaging. [[AwesomeButImpractical That's where the advantages end, however]].



Defenceless in the traditional sense, this unit is equipped with a powerfully altered brain that allows it to take control of almost any enemy unit. This unit is identical to the Psi-Corps trooper possessed by the Soviet Army in ''Red Alert 2''.

to:

Defenceless in the traditional sense, this unit is equipped with a powerfully altered brain that allows it to take control of almost any enemy unit. This unit is identical to the Psi-Corps trooper possessed by the Soviet Army in ''Red Alert 2''.
2'', except cheaper.



* HeroUnit: Only one Yuri Prime can be built at a time.

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* HeroUnit: Only one Yuri Prime can be built at a time.time (although a second one appears with a Cloning Vats).



* MoreDakka: The longer a Gatling Tank fires, the faster the rattling guns spin. Eventually, the sheer number of bullets firing shred through almost anything, regardless of how durable it is.

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* MoreDakka: The longer a Gatling Tank fires, the faster the rattling guns spin. Eventually, the sheer number of bullets firing shred through almost anything, regardless of how durable it is. Veterancy makes their guns reach maximum speed much earlier.



* WeaksauceWeakness: Being a mobile ore refinery does give the Slave Miner advantages such as credits recollection not being slowed by distance from the base, or being able to be deployed faster (from both the Construction Yard and the War Factory) but this also carries some serious issues:
** Being both a unit and a refinery gives the Slave Miner both of their flaws: as it's a unit, it can't be repaired even when deployed (and Yuri does not have even Service Depots to repair them, so it needs mind-controlled [=IFVs=] to repair); as it's a refinery, Spies can infiltrate them to steal credits when deployed (requiring the Yuri player to bring Clones to protect Miners from Spies).
** Since the actual ore gatherer is an infantry unit, specialized anti-infantry units such as Desolators, NAVY Seals, Snipers or Viruses (preferably the latter two, as they will be far away from the Slave Miner's machine gun) can cripple a Yuri player's economy by preventing Slaves from every bringing the ore to a Slave Miner. They can turn the tables with the Genetic Mutator to be turned into Brutes, however.



* CripplingOverspecialization: While they can shut down a base, they actually cannot damage it. Their lasers are not very effective against vehicles, as well. This requires any anti-air vehicle to be destroyed before even trying to attack with Floating Discs.



* FlyingSaucer: Yuri must love his sci-fi B-movies if he takes design cues from the flying saucers in them.

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* FlyingSaucer: Yuri must love his sci-fi B-movies (as General Carville suggests) if he takes design cues from the flying saucers in them.
12th May '18 6:52:41 AM Siggu
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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.




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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 mind control a disguised Spy as soon as he gets into their range.



* FragileSpeedster: Teleportation aside, due to their paper-thin armour, Chrono Tank will melt if the enemy focuses on them.

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* FragileSpeedster: Teleportation aside, due GlassCannon: Its mobility is unmatched among vehicles thanks to its ability to chronoshift to any location in a map, and while it does not attack very quickly, but it packs the most firepower among Allied tanks in ''Red Alert 1'' (and it's second only to the Mammoth Tank overall). The same cannot be said about their paper-thin armour, Chrono Tank will melt if armor, though, being the enemy focuses on them.most fragile tank in the game, especially considering it's the most expensive tank, costing a hefty $2400 to build.



* AwesomeButImpractical: The stationary building version is useful enough, but the mobile ones' range is so contracted that they're practically worthless.
** There's also the fact that the Mobile Gap Generator leaves a trail of freshly revealed terrain behind it, meaning you're generally not too effective at sneaking.

to:

* AwesomeButImpractical: The stationary building version is useful enough, but the mobile ones' range is so contracted that they're practically worthless.
**
worthless. There's also the fact that the Mobile Gap Generator leaves a trail of freshly revealed terrain behind it, meaning you're generally not too effective at sneaking.



* 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 being ImmuneToMindControl and being able to blow up vehicles with her [=C4=].



* GlassCannon: They can easily destroy any unit or structure since whatever they attack can move or attack to it dies or they die, or stop attacking, but being infantry, they die very easily for their cost.

to:

* GlassCannon: They can easily destroy erase practically any ground unit or structure since whatever they attack can move or attack one-on-one thanks to it dies or they die, or stop attacking, but being their weapons disabling the target. In the end, however, Chrono Legionnaires are infantry, they die very easily for and fragile infantry at that given their cost.cost and high tech requirements, and unless multiple Legionnaires are used on the same target, it can take a very long time to erase them.



* {{Foil}}: To the Prism Tank. A experimental Glass Cannon tank designed by Albert Einstein, both are very good against infantry, but while the Mirage Tank is much stronger against vehicles than against buildings, the Prism Tank is much stronger against buildings than against vehicles.



* MasterOfAll: Battle Fortress starts off with a machine gun (which it always has no matter what configuration) to deal with infantry and it can run over almost any vehicle (including the Apocalypse Tank). What makes it a master of all, is that you can place 3-5 Guardian GI who carry powerful, long-ranged rocket launchers and perhaps a Sniper or two. This combination will destroy aircraft, ground vehicles and infantry with ease.

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* MasterOfAll: Battle Fortress starts off with a machine gun (which it always has no matter what configuration) to deal with infantry and it can run over almost any vehicle (including the Apocalypse Tank). What makes it a master of all, is that you can place 3-5 Guardian GI who carry powerful, long-ranged rocket launchers and perhaps a Sniper or two. This combination will destroy aircraft, ground vehicles and infantry with ease. Given the several viable combinations that exist, a properly-loaded Battle Fortress is essentially only vulnerable to heavily-armored mind control units (Masterminds and Psychic Towers) and anti-armor towers overall.


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* {{Foil}}: To the Mirage Tank. A experimental Glass Cannon tank designed by Albert Einstein, both are very good against infantry, but while the Prism Tank is much stronger against buildings than against vehicles, the Mirage Tank is much stronger against vehicles than against buildings.
2nd May '18 9:52:15 AM Siggu
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* AntiAir: Can attack aircraft and V3 Rockets.

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* AntiAir: Can One of the few air units in the series that can attack aircraft and other air units. This makes them especially effective against V3 Rockets.rockets or slow aircraft.



%%* MidairBobbing

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%%* MidairBobbing
* MidairBobbing: Their idle animation features them bobbing mid-air. When they are moving or attacking they stay perfectly still.



* GlassCannon: While it fires long-range Frickin' Laser Beams that can hit multiple units (Three or four could destroy an Apocalypse Tank, six will destroy any structure in the game. A group of nine or more prism tanks can overcome just about any land opposition), but two-three shots from the basic Soviet Rhino Tank will take it out.

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* GlassCannon: While it fires long-range Frickin' Laser Beams FrickinLaserBeams that can hit multiple units (Three or four could destroy an Apocalypse Tank, six will destroy any structure in the game. A group of nine or more prism tanks can overcome just about any land opposition), but two-three shots from the basic Soviet Rhino Tank will take it out.



* HomingProjectile: Like most AntiAir units in the game that fire missiles, the Aegis Cruiser's home towards their target, so that not even fast units like Black Eagles or Boris's [=MiGs=] survive a salvo.



%%** HomingProjectile

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%%** HomingProjectile



%%* [[OneManArmy OneTankArmy]]

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%%* [[OneManArmy OneTankArmy]]* OneManArmy: While not as powerful as its ''Tiberian Dawn'' incarnation, the Mammoth is the most powerful tank in the series. It eclipses even its successor, the Apocalypse Tank, as it uses its anti-air missiles to kill infantry quickly, whereas the Apocalypse Tank needs to be at elite rank to kill infantry in one salvo. There are also far less ways to punish the Mammoth Tank's very poor speed, as well.



%%* HeroUnit
* OneManArmy: Immune to mind control, regenerates health, kills tanks and infantry alike with his gun and calls in Death from Above on buildings from quite far away.
%%* OneNameOnly




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* HeroUnit: Replaces Yuri as the Soviets' hero unit in ''Yuri's Revenge''.
* OneManArmy: Immune to mind control, regenerates health, kills tanks and infantry alike with his gun and calls in Death from Above on buildings from quite far away.
%%* OneNameOnly



* ZeppelinsFromAnotherWorld: Cutscenes and promo pictures show them looming ominously over US Cities ([[GameplayAndStorySegregation even though they don't appear in either campaign in any of the missions set in America]]). This is [[HandWave explained]] as an alternative approach to aircraft due to the Allies forbidding the Soviets from building a strong conventional air force. While the Soviets do get additional aircraft in Yuri's Revenge, this takes place after the main storyline, giving the Soviets more time to build fast-strike [=MIGs=].

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* ZeppelinsFromAnotherWorld: Cutscenes and promo pictures show them looming ominously over US Cities ([[GameplayAndStorySegregation even though they don't appear in either campaign in any of the missions set in America]]).Cities. This is [[HandWave explained]] as an alternative approach to aircraft due to the Allies forbidding the Soviets from building a strong conventional air force. While the Soviets do get additional aircraft in Yuri's Revenge, this takes place after the main storyline, giving the Soviets more time to build fast-strike [=MIGs=].
25th Feb '18 1:13:23 PM MarqFJA
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* MadeOfIron: Volkov can withstand much more punishment than most units.



* SuperToughness: Volkov can withstand much more punishment than most units.



* MadeOfIron: Chitzkoi can withstand much more punishment than most units.




to:

* SuperToughness: Chitzkoi can withstand much more punishment than most units.



* MadeOfIron: A heroic desolator can survive a nuke.



* SuperToughness: A heroic desolator can survive a nuke.



* MasterOfAll: Apocalypse Tank starts off as a monster with regeneration, powerful twin cannons and medium strength anti-aircraft missiles. Every time an Apocalypse Tank gains a rank - its damage per shot, rate of fire and health level goes up. If it gets enough kills to reach Heroic, it gets a boost to its regeneration and its cannons change so that they do a four-round burst which causes a small AreaOfEffect explosion that does devastating damage against infantry (so now it'll mop the floor with infantry) and its anti-aircraft missiles will now be a heavy threat to aircraft instead of being somewhat of a hazard.



* MadeOfIron: The second most-armored ground vehicle in the game, the first being the Battle Fortress.
* MasterOfAll: Apocalypse Tank starts off as a monster with regeneration, powerful twin cannons and medium strength anti-aircraft missiles. Every time an Apocalypse Tank gains a rank - its damage per shot, rate of fire and health level goes up. If it gets enough kills to reach Heroic, it gets a boost to its regeneration and its cannons change so that they do a four-round burst which causes a small AreaOfEffect explosion that does devastating damage against infantry (so now it'll mop the floor with infantry) and its anti-aircraft missiles will now be a heavy threat to aircraft instead of being somewhat of a hazard.



* SuperToughness: The second most-armored ground vehicle in the game, the first being the Battle Fortress.



* SuperSoldier: They are portrayed as [[EqualOpportunityEvil terminally ill]] [[SociopathicSoldier sadists]] in [[PoweredArmor armored]] [[ManInTheMachine life-support suits]] capable to [[MadeOfIron withstand insane amounts of damage and pain]], they use as weapons sprayers which look like gas dispensers, that release vile jets of chemical waste capable to meltdown any kind of infantry, including the female heroes, in the most horrific way, their secondary attack launches an corrosive core which slowdown units and make vehicles and structures highly vulnerable to their primary weapons, [[VideoGameCrueltyPotential sounds cool eh?]]

to:

* SuperSoldier: They are portrayed as [[EqualOpportunityEvil terminally ill]] [[SociopathicSoldier sadists]] in [[PoweredArmor armored]] [[ManInTheMachine life-support suits]] capable to of [[MadeOfIron withstand withstanding insane amounts of damage and pain]], they use as weapons sprayers which look like gas dispensers, that release vile jets of chemical waste capable to meltdown any kind of infantry, including the female heroes, in the most horrific way, their secondary attack launches an corrosive core which slowdown units and make vehicles and structures highly vulnerable to their primary weapons, [[VideoGameCrueltyPotential sounds cool eh?]]



* MadeOfIron: Much heavier armor than it's predecessor.


Added DiffLines:

* SuperToughness: Much heavier armor than it's predecessor.
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