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CHRONO MINERChrono Miner
  • Prereq: War Factory, Ore Refinery
  • Armor: Medium
  • Cost: 1000
  • Weapon: N/A
  • Range: N/A
  • Purpose: Resource Gathering

The Chrono Miner is the Allies mining vehicle. It is a capable miner, despite carrying fewer bales than its Soviet counterpart. However, despite its capability, the Miner has seen a few minor upgrades. The first is the price reduction to 1000 (versus 1400 previously). The second minor upgrade is its carrying capacity, raising it a little higher than before. The benefits come with a downside however. Upon destruction, a Chrono Miner will explode violently causing damage to anything around it.
Graphical Enhancement: Emits yellow smoke when damaged.
Audio Enhancement: Makes an ore mining sound while gathering resources.

LIGHT TANKLight Tank
  • Prereq: War Factory
  • Armor: Light
  • Cost: 500
  • Weapon: 90mm Cannon
  • Range: Short
  • Purpose: Quick Assault

The Light Tank rolls in for another round from the previous conflict. While the vehicle might seem counter-intuitive, it plays a far different role than the Grizzly Tank. As the name indicates, it is a very light-weight vehicle so its speed is nearly unparalleled. Given its speed, it is well suited to early assaults and hit-n-run tactics, but it is rather vulnerable to anti-tank weapons; even small arms fire is able to shred through their armor. Light Tanks are an excellent complement to Grizzly Tank battalions, as well.

GRIZZLY TANKGrizzly Tank
  • Prereq: War Factory
  • Armor: Heavy
  • Cost: 800
  • Weapon: 105mm Cannon
  • Range: Medium
  • Purpose: Anti-Armor

The Grizzly Tank, disappointing Allied commanders for years. This is no more as the Grizzly is now more than an even match for the Soviet Rhino Tank. Sporting better armor, the Grizzly is able to take another hit or two before exploding into a scrap heap. The Grizzly also has a heavier cannon, firing a heavier shell that does more damage to better punch through enemy tank armor. The Rhino Tank is still superior, but the Grizzly Tank fares a little better going toe-to-toe with Soviet armor. With all of the improvements, there is a cost increase, pushing it to 800 (versus 700 previously).
YR Enhancement: The BuildSpeedModifier has been removed.

IFVIFV
  • Prereq: War Factory, Barracks
  • Armor: Light
  • Cost: 600
  • Weapon: High-Explosive Missiles
  • Range: Medium
  • Purpose: Anti-Aircraft | Infantry Support

Versatility is the name of the game with the IFV. Depending on which infantry is loaded, the weapon changes to suit that particular trooper. The core functionality has not changed and there is no reason to change it. Unloaded, it still works as a good anti-aircraft platform and that has not changed as well. What has changed, however, is the individual on-board weapon systems. Those changes are beyond the scope of the IFV itself, but can be seen in the IFV Combos brief.
Graphical Enhancement: Uses the tracked, prerelease design.

HOWITZERHowitzer
  • Prereq: War Factory, Airforce Command HQ
  • Armor: Light
  • Cost: 800
  • Weapon: 155mm Ballistic Cannon
  • Range: Long
  • Purpose: Anti-Structure

Another relic from the previous conflict, the Artillery - now dubbed the Howitzer - is production ready once again. It is very similar to the previous generation's Artillery, except it is now much more accurate than it was before. Shots are almost guaranteed to hit the intended target; the explosive splash is not as potent as before, but it is still noticeable among clusters of infantry. The Howitzer is still far outclassed in ability by the Prism Tank, but when funds are tight, the Howitzer is an excellent substitute. Requiring only a radar is another excellent advantage to the Howitzer, making it an effective mid-game vehicle.

MIRAGE TANKMirage Tank
  • Prereq: War Factory, Battle Lab
  • Armor: Light
  • Cost: 1000
  • Weapon: Heat Pulse Cannon
  • Range: Medium-Long
  • Purpose: Anti-Tank

The Mirage Tank... the very name strikes fear into the hearts of enemy commanders. Many times, entire columns of armor have gone down to a handful of these sneaky predators. While their ability remains the same, enemy players are able to scan for a Mirage Tank hiding in a forest to spot them out. However, a slight correction has been made to the weapon system wherein it would not receive weapon bonuses at elite status. This has been corrected and the Mirage Tank's elite weapon is properly granted.

PRISM TANKPrism Tank
  • Prereq: War Factory, Battle Lab
  • Armor: Light
  • Cost: 1200
  • Weapon: Comet Laser
  • Range: Long
  • Purpose: Base Siege

Yet another scourge to the battle on dry land. The Prism Tank is a marvelous base siege unit, and it was even surprisingly effective against armored vehicles because of its fragmenting lasers. However, changes have been made to the weapon system itself, allowing the Prism Tank to fire while moving, which is most effective while retreating from enemy tanks. This change in the weapon has lead to a reduction in the power of the warhead. The Comet beam does much less damage to structures and far less to tanks. Just using Prism Tanks alone will not be enough to win the battle any longer.

ALLIED MWF (YR)Allied MWF
  • Prereq: War Factory, Battle Lab
  • Armor: Heavy
  • Cost: 2000
  • Weapon: N/A
  • Range: N/A
  • Purpose: Mobile Tank Construction

The Allied MWF is a recent addition to the Allied arsenal. It has no weapons, but it does serve an important function: moving the battle closer to enemy lines. A Deployed Mobile War Factory functions exactly like a normal War Factory, producing units closer to the front lines. Unlike the MCV however, once deployed, the MWF cannot be unpacked.

ALLIED MCVAllied MCV
  • Prereq: War Factory, Repair Depot
  • Armor: Heavy
  • Cost: 2000
  • Weapon: N/A
  • Range: N/A
  • Purpose: Base Construction

The Allied MCV is the starting point for the Construction Yard base structure. It is still slow, heavily armored and very important. Since the MCV has no additional functionality, no major changes have been ordered. However, there is a massive reduction in cost, down to 2000 (versus 3000 previously).

LANDING CRAFTLanding Craft
  • Prereq: Shipyard
  • Armor: Heavy
  • Cost: 900
  • Weapon: N/A
  • Range: N/A
  • Purpose: Amphibious Transport

The Landing Craft continues to serve as the Allies naval transport of choice. However, the Allies version had peculiar differences between it and its Soviet counterpart with no advantage to compensate. This has been corrected and the Allied Landing Craft now has heavy armor and is able to crush infantry like the Soviet Amphibious Transport.

DESTROYERDestroyer
  • Prereq: Shipyard
  • Armor: Heavy
  • Cost: 1000
  • Weapon: 155mm HE Cannon | Torpedo Tube
  • Range: Medium | Short
  • Purpose: Anti-Naval | Anti-Submarine | Shoreline Clearing

The Destroyer has been through drastic changes, drastic enough that its entire design was recreated. The only original piece remaining is the cannon, which has been upgraded to do slightly more damage and even to fire a little bit faster. However, the greatest change comes to its anti-submarine warfare ability. No longer does it rely on the Osprey to do its damage; the Destroyer comes packed with a torpedo tube, which are as strong as the Typhoon Sub's weapon.

AEGIS CRUISERAegis Cruiser
  • Prereq: Shipyard, Airforce Command HQ
  • Armor: Heavy
  • Cost: 1200
  • Weapon: Medusa Missiles
  • Range: Long
  • Purpose: Anti-Aircraft

Adept at tearing aircraft out of the sky, the Aegis Cruiser is the superior anti-aircraft ship of choice. It fires extremely powerful, well tracking missiles in rapid succession. The missiles themselves are extremely strong and do copious amounts of damage per hit. Because the Aegis is already so effective, no changes have been made.
Graphical Enhancement: Fires red trailed missiles at elite and has a missile trailer at all times.

DOLPHINDolphin
  • Prereq: Shipyard, Battle Lab
  • Armor: Light
  • Cost: 750
  • Weapon: Sonic Waves
  • Range: Medium
  • Purpose: Sub Detection | Squid Combat

The Dolphin is an extremely intelligent creature on its own, and it was surprising to Allied teams that they responded so keenly to commands and were able to develop keen battlefield senses. They are speedy, able to glide about combat zones with supreme ease. Their sonic waves are amplified versions of their own natural ability. The waves are very powerful, damaging anything in its path, including friendly units; the waves are even able to shake Giant Squids from ships as well.
Graphical Enhancement: Dolphins have a new dying animation.

BATTLESHIPBattleship
  • Prereq: Shipyard, Battle Lab
  • Armor: Heavy
  • Cost: 2500
  • Weapon: 200mm Deck Cannons
  • Range: Extreme
  • Purpose: Base Siege

The last resurrection from the previous conflict, the Battleship returns to the war. And it is literally the same ship as it was in the first war. It fires over at extreme range, inflicting massive amounts of damage... provided the shells actually hit their target. The Battleship is still wildly inaccurate, and it's even more pronounced when firing up cliffs.

AIRCRAFT CARRIERAircraft Carrier
  • Prereq: Shipyard, Battle Lab
  • Armor: Heavy
  • Cost: 2000
  • Weapon: Hornet Launcher
  • Range: Extreme
  • Purpose: Base Assault

While it might seem counterproductive to have multiple siege ships, the Aircraft Carrier performs its tasks in a much different fashion. It's not inaccurate like its Battleship brother and it is quite capable of picking off lone targets with extreme ease. However, the weapon it used left much to be desired. The Carrier now spawns five Hornets instead of the measly three. The Hornets inflict the same amount of damage so the total damage done increased nearly seventy percent. Additionally, the Aircraft Carrier self-heals because it cannot gain experience like the Battleship or Dreadnought.

NIGHTHAWK TRANSPORTNighthawk Transport
  • Prereq: War Factory, Airforce Command HQ
  • Armor: Light
  • Cost: 1000
  • Weapon: N/A
  • Range: N/A
  • Purpose: Infantry Transport

The Allies have made a seemingly backwards change to the Nighthawk by removing its weapon. However, this is not without its benefits. This has increased the amount of passenger space by 5, so now 10 infantry can load inside. Of course the Nighthawk retains its radar invisibility; and additionally, the Nighthawk is faster than it was before.

COMANCHE (YR)Comanche
  • Prereq: War Factory, Battle Lab
  • Armor: Light
  • Cost: 1800
  • Weapon: Comanche Comet
  • Range: Medium
  • Purpose: Unit Assault

Rather than the Apache, which used conventional weapon systems, the prototype Comanche project has been put into full swing. Despite being more a prototype project, the results are stunning. The lightweight Comanche is a fast, effective attack helicopter. It fires a laser, like the Assaulter except that it sports more consistent damage across the different targets. Being that the Comanche is very lightweight, it does not stand up well to constant anti-aircraft fire.

HARRIERHarrier
  • Prereq: Airforce Command HQ
  • Armor: Heavy
  • Cost: 1000
  • Weapon: Maverick Missiles
  • Range: Medium-Long
  • Purpose: Unit Assault

The Harrier was once the Allies sole aircraft. And in being so, it had to play too many roles for one unit, which made it less effective than it could have been. Since the Harrier is no longer the sole aircraft, the Allies were able to rework its weapon systems. First, the Harrier has had its weapon reworked so that its warhead does vicious damage to tanks and infantry, but this makes it less effective against structures. Second, the warhead has greater impact so it damages anything in a small radius. Even more miraculous, the cost of a Harrier went down instead of up.

RAPTORRaptor
  • Prereq: Airforce Command HQ, Battle Lab
  • Armor: Heavy
  • Cost: 2500
  • Weapon: Raptor Mavericks
  • Range: Medium-Long
  • Purpose: Structure Assault

The Raptor is the opposite of the Harrier, in that it is most effective against base structures and defenses and very poor on everything else. The Raptor is relatively fast, but extremely light so it does not take a great deal of any anti-aircraft fire to bring one down. Despite its light armor, its weapon is very powerful, taking down most structures with just a few planes. Heavier structures, like construction yards, still fare better against the Raptor's weapon.