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Full Version: Offensive and Defensive Unit Stats
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Since a lot of players (including myself) keep asking about various units and their range as well as the Army Points, I come to think to create a useful thread which may get a sticky until the information gets implemented into the game.

Let me know what you think and feel free to share the missing data, so that I will be able to add it to the list.

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Offensive Units
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Note: Mobile defensive units always move in to counter units that their strong against

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Riflemen Squad
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Range: 1.5
Army Points: 5
Speed: Slow
Stops for: Infantry
Ammo vs Base-Structures: 8 Shots
Description: Riflemen Squad is most effective against Forgotten Missile Squads as well as against the annoying Rocket Firsts. They will get ripped apart by MG Nest, Bowler and Barbwire, but will win against a Scrap Bus on equal level. The Riflemen Squad deals low amounts of damage against structures.

- Loses against Forgotten on equal level
- Survives killing two Rocket Fists of equal level one after another
- Even two Riflemen Squad will lose against an MG Nest or a Bowler of equal level
- Very cheap to upgrade


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Guardian
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Range: 1.5
Army Points: 10
Speed: Fast
Stops for: Infantry
Ammo vs Base-Structures: 4 Shots
Description: Backbone of every army. A Guardian shreds through Missile Squads as well as through Forgotten. While being on an equal level or even if Rocket Fist is one level below, the Guardian will lose against them in 1 vs 1 combat. Same goes for the Scooper, it will tear the Guardian apart. It is medium effective against MG Nest, Scrap Bus and Bowler. It is poorly armored and takes a lot of damage from every weapon type. The Guardian deals low amount of damage against structures.

- Survives killing two Forgotten of equal level one after another
- Survives killing a Scrap Bus of equal level
- Loses against Rocket Fists on equal level and even if Rocket Fists are one level below
- Loses against MG Nest on equal level
- Will get torn apart by Scooper dealing very low amounts of damage to the Scooper


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Paladin
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Range: 2.5
Army Points: 10
Speed: Fast
Stops for: Vehicles
Ammo vs Base-Structures: 10 Shots
Description: Flying vehicle buster best suited against the Bowler and also a fair choice against the Scooper. On an equal level, it loses against Scrap Bus and even will get torn apart by Missile Squad and by the Flak. It also takes heavy damage from MG Nest, Forgotten as well as Rocket Fist. The Paladin deals fair amounts of damage against structures.

- Loses against a Scrap Bus of equal level
- Will get destroyed by a single Missile Squad on equal level on the same pattern
- Barely survives a MG Nest on equal level on the same pattern, flying over it while dealing only low amounts of damage to the MG Nest
- It out-ranges the Bowler taking no damage
- Scooper deals a lot of damage to the Paladin but the Paladin will destroy it on equal level
- Two Paladins will destroy two Scrap Bus on equal level, one after another
- Watch out for the Flak, it has a 2.5 range and will tear down a passing Paladin in a few seconds


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Pitbull
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Range: 2.5
Army Points: 10
Speed: Fast
Stops for: Structures
Ammo vs Base-Structures: 10 Shots
Description: The Pitbull stops for structures like Walls, Barbwire and Anti-tank-Barrier, taking them out without taking damage. It has weak armor and takes a lot of damage from Forgotten, Missile Squads, Bowler, Scrap Bus and MG Nests. Be careful, it does not stop for MG Nests. It will also get ripped apart by Busters and by the Scooper while dealing a lot of damage themselves.

- Two Pitbulls will destroy a Buster of equal level, but one Pitbull will get destroyed, the other one slightly damaged
- A Pitbull can run over a Forgotten of equal level on the same pattern, surviving heavily damaged
- A Pitbull cannot run over a Missile Squad of equal level on the same pattern, getting destroyed leaving the Missile Squad heavily damaged
- A Pitbull will lose against a MG Nest or a Bowler or a Scrap Bus of equal level on the same pattern, leaving each opponent medium damaged
- A Pitbull has no chance at all against Rocket Fists, dealing only low amounts of damage before getting destroyed
- Watch out for the Scooper, it will tear the Pitbull apart in seconds


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Missile Squad
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Range: 1.5
Army Points: 5
Speed: Slow
Stops for: Structures
Ammo vs Base-Structures: 10 Shots
Description: The Missile Squad stops for structures and is best suited to destroy Walls, Barbwire, Anti-tank-barrier as well as Busters. They will get torn apart by MG Nest and Scrap Bus as well as by Bowler and Forgotten. They do good amounts of damage against structures.

- A Missile Squad will lose against every other opponent on the battlefield of equal level on the same pattern
- Even two Missile Squads at the same time will lose against every other opponent on the battlefield except against another single Missile Squad
- Two Missile Squads will destroy a Buster while taking only low amounts of damage themselves
- Good damage against structures
- Easier to aim for structures due to the 1.5 range
- Cheap to upgrade


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Predator
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Range: 2.5
Army Points: 10
Speed: Medium
Stops for: Vehicles
Ammo vs Base-Structures: 4 Shots
Description: The Predator stops for vehicles and is best suited to destroy Bowler and Scrap Bus. It has medium armor, enough to successfully roll over Forgotten or Missile Squad. The Predator will get torn apart by Rocket Fist and will lose against the Scooper on an equal level. The Predator deals fair amounts of damage to structures.

- A Predator will destroy any number of Bowler without taking any damage
- The Predator can easily destroy two to three Scrap Bus on equal level one after another
- The Predator can roll over a Forgotten on equal level on the same pattern, taking light - medium damage
- It can also roll over a Missile Squad on equal level on the same pattern, taking medium - heavy damage
- The Predator can roll over a MG Nest of equal level on the same pattern, taking high amounts of damage
- The Predator will lose against Rocket Fists on equal level and even if Rocket Fists are one level below
- It will also lose against the Scooper on equal level


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Firehawk
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Range: 1.5
Army Points: 10
Speed: Very Fast
Stops for: Doesn't stop but flies over targets to fire at Structures.
Ammo vs Base-Structures: 3 Shots, each releasing three missiles damaging structures in a 90° angle starting from the right over the middle to the left target
Description: The Firehawk is the only unit on the battlefield not stopping for it's target. While every other unit fires at will while proceeding to their best suited target, the Firehawk will just fly above everything with high speed dishing out anti-structure-missiles to the structure targets below. It's best suited for the destruction of Walls, Barbwire, Anti-tank-barriers as well as Busters. Be careful, it does not attack MG Nest. What is more, it will get ripped apart in a matter of seconds flying over Missile Squad as well as just near a Scrap Bus or a Flak. It also takes heavy amounts of damage from Forgotten, Rocket First as well as MG Nest or the Scooper. It does insane amounts of damage to structures relating to it's remaining health status when firing.

- A Firehawk destroys a Buster, even if the Buster is 3 three level above
- The damage output of a Firehawk will significantly be reduced upon being damaged
- Watch out for the Flak, it has a 2.5 range and will tear down a passing Firehawk in a few seconds
- Expensive to upgrade


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Zone Troopers
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Range: 1.5
Army Points: 5
Speed: Slow
Stops for: Vehicles
Ammo vs Base-Structures:
Description: The Zone Troopers stop for vehicles and are best suited against the Scrap Bus and even better against the Scooper. They need to engage in close combat unlike the Predator or the Paladin and will take a lot of damage from a Bowler. They will get ripped apart by MG Nest and Forgotten. The Zone Troopers will also lose against Bowler on equal level if not used as pairs. They do good amounts of damage against structures. The Zone Troopers are best deployed in pairs, you need at least two Zone Troopers to successfully defeat a full-health Bowler of equal level. Generally, they deal huge amounts of damage against vehicles, but they have only weak armor.

- Due to their weak armor, they take a lot of damage from every weapon type
- Two Zone Troopers are required to defeat a Bowler on equal level
- Zone Troopers require only 5 Army Points
- Awesomely effective when used as a three man line focusing on one target
- A single Zone Trooper will destroy a Scooper on equal level surviving with 25% health left
- Cheap to upgrade


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Commando
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Range: 1.5
Army Points: 10
Speed: Slow
Stops for: Structures
Ammo vs Base-Structures: 7 Shots
Description: The Commando is best suited to destroy the enemy Construction Yard. He stops for Walls, Barbwire, Anti-tank-barrier and Busters dealing insane amounts of damage, being able to almost blow up a CY on equal level in one go spending all his ammunition on it, the CY will be left with 3% HP. The Commando will get torn apart by MG Nest, Bowler, Forgotten and Scrap Bus as well. He will also take a lot of damage by having to pass Missile Squad or Rocket Fists due to it's slow movement.

- Will lose against every other enemy type on the battlefield in 1 vs 1 combat on an equal level
- Almost blows up a CY on equal level in one go spending all his ammunition on it, the CY will be left with 3% HP
- Blows up to four different Base-Structures on equal level (CY not included)
- Blows up a Buster on equal level surviving with almost 75% health left
- Very expensive to upgrade


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Orca
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Range: 1.5
Army Points: 10
Speed: Fast
Stops for: Infantry
Ammo vs Base-Structures: 7 Shots
Description: The Orca stops for Infantry and is best suited for the destruction of Rocket Fist, MG Nest and Forgotten. She has medium armor and is also effective against Missile Squad. She does fair amounts of damage against structures. Be careful, multiple Missile Squad or a single Scrap Bus as well as a Flak or a Scooper will be able to shoot her of the air.

- She is able to destroy a MG Nest of equal level while taking only have of the damage a Guardian takes
- She's able to destroy two Missile Squad of equal level one after another surviving with very low amounts of health left
- The Orca loses against Scrap Bus dealing only low amounts of damage to the Scrap Bus
- The Orca will get shoot down when flying over a Scooper on equal level
- She is able to kill three to four Forgotten of equal level one after another
- Upgrading the Orca costs a little bit more than the Guardian


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Juggernaut
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Range: 2.5
Army Points: 15
Speed: Slow
Stops for: Structures
Ammo vs Base-Structures:
Description: The Juggernaut is best suited for the destruction of Busters, as well as Flaks, Walls, Barbwire and Anti-tank-barriers. Due to it's long range and heavy armor, it will survive a Buster on equal level with almost 50% health left. Rocket Fist is deadly to the Juggernaut on the field, destroying them easily. It also takes some damage by walking over Forgotten or Missile Squad, while Bowler, Scrap Bus and MG Nests deal normal amounts of damage. The Juggernaut deals high amounts of damage against structures.

- Survives a Buster on equal level with 50% health left


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Sniper Team
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Range: 2.5
Army Points: 10
Speed: Slow
Stops for: Infantry
Ammo vs Base-Structures:
Description: With their 2.5 weapon range, Sniper Teams can attack Forgotten, Missile Squads, and Rocket Fists without suffering any damage in return. Beware, however, that a Sniper Team will lose to an MG Nest in a 1 vs 1 fight. Their damage against structures like Barbwire or Walls and vehicles like the Bowler or the Scrap Bus is almost non-existent. Sniper Teams have excellent synergy with Commandos, as they can clear out enemy infantry for the Commandos, so that the Commando can go in and tear the base apart.

- Kills Forgotten, Missile Squad and Rocket Fists without suffering damage
- Very low damage against structures


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Mammoth
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Range: 2.5
Army Points: 15
Speed: Medium
Stops for: Vehicles
Ammo vs Base-Structures: 5 Shots
Description:

-


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Kodiak
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Range: 2.5
Army Points: 15
Speed: fast
Stops for: Structures
Ammo vs Base-Structures:
Description:

-



====================
Defensive Units and Structures
====================

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Wall
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Range: None
Army Points: 3
Speed: None
Purpose: Slow down units, especially non structure busters

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MG Nest
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Range: 2.5
Army Points: 10
Speed: None
Best against: Infantry

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Anti-tank Barrier
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Range: Melee
Army Points: 3
Speed: None
Best against: Vehicles

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Guardian Cannon
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Range: 2.5
Army Points: 15
Speed: None
Best against: Vehicles

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Barbwire
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Range: Melee
Army Points: 3
Speed: None
Best against: Infantry

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Flak
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Range: 2.5
Army Points: 10
Speed: None
Best against: Aircraft

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Watchtower
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Range: 5.5 (Minimum range: 3.5)
Army Points: 30
Speed: None
Best against: Infantry

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Titan Artillery
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Range: 5.5 (Minimum range: 3.5)
Army Points: 30
Speed: None
Best against: Vehicle

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SAM Site
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Range: 5.5 (Minimum range: 3.5)
Army Points: 30
Speed: None
Best against: Aircraft

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Predator
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Range: 2.5
Army Points: 10
Speed: Medium
Best against: Vehicle

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Missile Squad
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Range: 1.5
Army Points: 5
Speed: Slow
Best against: Aircraft

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Guardian
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Range: 1.5
Army Points: 10
Speed: Fast
Best against: Infantry

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Pitbull
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Range: 2.5
Army Points: 10
Speed: Fast
Best against: Aircraft

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Sniper Team
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Range: 2.5
Army Points: 10
Speed: Slow
Best against: Infantry

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Zone Trooper
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Range: 1.5
Army Points: 5
Speed: Slow
Best against: Vehicles
kinda like the one that is already pinned called unit range..seeing as u didnt fill in the commandos info i believe u didnt see that thread
Thanks for the hint. I have added those values to the list. Still looking for information about Speeds and Army Points.
Any Information will be helpful.
For the Kodiak, you can fill in speed as "fast" (same as Guardian/Paladin/Pitbull/Orca) and for army points you can put in 15.
Done.

/updated with Defensive Units and Structures as well
Also, for the Commando you can put his speed as "slow" (same as all infantry) and that he stops for structures. He costs 10 army points.

Also, for defensive Walls, shouldn't you put that they're best against units that are not specialized against structures? The point of them is to hold back units, and anti-vehicle/anti-infantry ground forces won't get past for a long time unless they have backup.
Thanks for the information.

/updated.

C'mon folks, keep 'em coming.
I took my time checking the forums against, as well as proceeding further in-game with my own account and was able to gather a lot of new data. I have added descriptions for every offensive unit, sharing what information I was able to find as well as every bit of information I was able to experience myself.

My work isn't complete, yet. I am always thankful for more confirmed information. Thanks in advance.
Good for you) Thank you. Very decent manual.
The offensiv Predator has a range of 2.5 as well.
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