Allied Nations

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Allied Nations
Image:AlliedLogo.jpg
Logo of the Allied Nations
Faction Color Blue
Playstyle Fast, furious but fragile
Type Original Red Alert 3 Faction
Dev. Status 70% In-game

The Allied Nations, also known as the Allied Forces, or just the Allies, is a previously existing faction being expanded upon for Red Alert 3 Paradox. The original faction was designed and created by Electronic Arts.

Contents

[edit] Background

[edit] The War

When Stalin's Red Army began its march against Europe in 1949, there was no united front against the Soviet Offensive except for a web of alliances held over from the imperial days of Europe. When Poland was brought to battle, Germany was obliged to join in, which in turn brought France and Britain into the war, and so forth. However, the vast disparities between equipment, ammunition, strategy and philosophy almost brought the newly united powers of Europe to their knees before Stalin's army.

Setback after setback plagued the European armies; Germany was still limited to a hundred thousand men, France insisted that their tanks remain attached to infantry formations, Italy refused to fight altogether unless highly specific and hopelessly obsolete obligations were met in their treaties. All the while the Red Army pushed deeper west, gaining huge amounts of territory and easily routing the lackluster defense presented by the backward and inexperienced European forces. They were saved by President Truman's radical decision to bring the United States out of its self-imposed isolation and into the war effort. Truman resurrected an old idea from his predecessor, President Roosevelt, tentatively called the United Nations, with a more warlike attitude. A new Alliance, more closely knit than any other, with one army and one purpose, to stand united. With Poland overrun and Germany rapidly falling to the Soviet juggernaut, the writing on the wall was clear for Europe's leaders.

[edit] The Treaty

By the signing of the historic Treaty of Geneva in June of 1950 by the four founders of the Allied Nations: Britain's Prime Minister Churchill, Germany's Chancellor Rudolf Hess, France's Charles de Gaulle and America's President Truman; a complete restructuring of the various armies of Europe into a united combat force, a blue steel fighting machine to stand against the red iron of communism. Bowl helmeted American GIs fought alongside British Tommies, French Maginot Defenders stood side by side with jackbooted German shock troopers. The entire war industry was totally reformed to the production of the most effective international designs like the German Mastiff or American Beagle, and within a year of signing the treaties, nobody could have recognized the army that stood against the Soviet forces. The powers of Europe and America had, for the first time in history, laid aside their differences and the result was the most powerful fighting force and industrial base in history.

Over the next five years the Soviet Union was first stalled, then forced back into Russia. Though individually outmatched by the Russian T-40s and T-51 Anvils, not to mention the deadly JS-1 Elephant and JS-2 Mammoth tanks, the Allies could outproduce the Soviets and outmaneuver the sluggish Soviet armies. As the war dragged on the various elements, the war industry began to congregate into massive corporations, the most famous of which, FutureTech, invented the physics defying GAP Generators based on the notes of Albert Einstein, a famous scientist whose 1927 disappearance was considered one of the great mysteries of the early 20th Century. The GAP generator was the last straw on the back of the Soviet war machine, already suffering from the loss of air superiority to the British Hawker Jumpjet; the introduction of a machine that could hide enemy forces in plain sight left the Soviet Union completely unable to respond, even with their mighty Iron Curtain or fearsome Tesla Coils. However, there existed no means of striking the heart of the Motherland itself and the war had dragged on too long, for both sides, to have a truly decisive end either way. The war ended on Christmas Day, 1955, and the borders were the same as when the war started. Twenty million people had died for no gain of territory on either side.

During the war, the Allied leaders in exile met in New York. This happened after the fall of Greece, making it imperitive to the Allies to decide how to better fight the Soviet Union in the future. It was decided that a multinational task force would be assembled with the best equipment, finest trained soldiers, and maximum resources. Initially called the Global Defense Initiative, it was quickly renamed to the Peacekeepers, keeping in line with the Allies image of peace loving nations. While the bulk of the Allied army was still national divisions, the Peacekeepers were mobile enough to be taken from theater to theater.

[edit] The Aftermath

After the Great Second World War, it was generally thought that the Allies would dissolve, but the rather militant and slightly paranoid government of Germany and the violently anti-communist administration of President McCarthy helped to keep the Allies together through the peacetime. Though all Allied leaders were accused, at the time, of paranoia, the suspected assassination of Stalin and his replacement with Premier Cherdenko in 1962 validated their fears, as the new Premier seemed all to eager to once again plunge the world into war. However, around the same time the death of President McCarthy lead to a rise in isolationism in the United States, and their partial withdrawal from the Allied Nations. Whatever happened next, the Allies would face it with their most powerful member on the sidelines, at least at first.

[edit] Development

The Allies will be the first faction to be released along with the Confederates. There is currently a mini-mod for the Allied faction which includes just the Achilles, released August 9th, 2009.

The faction, including the new elements from Red Alert 3 Paradox, will have a total of 13 buildings, 5 defensive structures and 49 units.

[edit] New Units

[edit] Buildings

Experimental Workshop A specialized structure wrapped in pipes and warning signs, the Experimental Workshop constructs some of the most bizarre weapons science can produce. While it may seem small on the outside, underneath lies a massive complex where protons are collided, atoms are fused together, and black holes are opened.
Aeronautics Complex This small, self-contained runway builds the strongest air units the Allies have to offer.

[edit] Defenses

GAP WallA warp in the Space-Time continuum, the GAP Wall is a fairly weak wall which is invisible, yet still blocks line of sight.
Cryo TowerQuickly and effectively freezes enemy units for you.

[edit] Infantry

Heavy Defender Armed with a pistol and a deployable machine gun, Heavy Defenders are heavily armed but normally useless in a fight. After being deployed with secondary fire, Heavy Defenders become powerful turrets, highly effective against infantry. This state also occurs while garrisoned.
Rifleman Allied sniper unit. Armed with a heavy rifle, he can call in precision cryostrikes, which can freeze lighter tanks and slower units, allowing him a one-shot anti-vehicle kill. Stealthed when not moving.
Riot Agent Non-lethal unit armed with flash-bang and GOOP grenades. Flash-bangs stun infantry like dog barks, GOOP grenades lock vehicles in place.
Rocketeer Rocketeers are air-based anti-tank units using proton collider gauntlets to smash apart enemy vehicles. They can be used on the ground as basic infantry, where they can use melee against enemy infantry as well as garrison buildings and enter vehicles, or they can take to the skies, where they gain the ability to fire on other air units to great effect. Rocketeers cannot take much damage in the air or on the ground, so must be used carefully.

[edit] Vehicles

Pavlov Handler Tank This specialized little amphibious vehicle utilizes sonic stimulus to boost the effectiveness of nearby Attack Dogs, and is crewed by trained veterinarians that can heal most animals. It can also use a low-frequency noise to fool enemy animal scouts and convert them to the Allied cause; though it must carefully regulate the use of this power to prevent the enemy from learning the frequency and employing countermeasures. Though as fast as the dogs it accompanies, the Pavlov is unarmed and unarmoured.
Icarus AA Gun A deployable gatling AA gun. Towed on lightly armoured chassis, it deploys into an extremely powerful turret that can easily knock enemy aircraft out of action.
Horizon Artillery Tank Rapid fire, low caliber artillery cannon on a half-track chassis, the Horizon has little health, but moves fairly quickly and is an effective support weapon against all ground-based targets.
Assault Striker The cross-dimension successor to the Battle Fortress, the Assault Striker is essentially a giant APC with gunports. Garrisoned infantry can fire outside of it to great effect, the behemoth of a tank can simply roll over the opposition's armour. In addition, its Black Hole Regenerator works in a similar fashion to the Soviet Grinder Treads, it steals the parts of crushed enemy tanks and welds them over its own.


[edit] Experimental Vehicles

(Built at the Experimental Workshop)

New to the Allied army is the experimental tier of vehicles, all of which are built at the Experimental Workshop. Warning: These vehicles have not been thoroughly tested, please use with caution!

Particle ExpellerLong-ranged burst shot direct-fire anti-armour artillery. Is amphibious. Toggle to splash damage mode.
Fusion TorchtankExtremely short ranged, good against all ground units, capable of destroying anything within a second. Its secondary allows it to supercharge its exhaust in order to achieve high-altitude flight - albeit very slow in this state.
Barkhausen ProjectorAnti-air microwave emitter. Fires splash damage bursts into the air for a short time, then stops to recharge. Overcharge allows it to fire past the recharge point but takes damage.
Planck CompressorToggle between "Red Shift" and "Blue Shift" modes. In Red Shift, units being fired upon by the Compressor are slowed down. In Blue Shift, they are sped up. Units are effected in a radius around the target unit.
Rosen Bridging TankCreates a portal that moves the tank and surrounding units to a new location. Armed with a Space Folding gun that causes heavy damage to buildings.
Pion Isospin ArrayKills all enemy infantry in a radius around it or uses a Disrupt Ray to empty garrisoned buildings.
Atlas MASS TankGradually grows friendly units in size and shrinks enemy ones. Able to create a "Shrink Vortex" that disables whole groups of enemy units while shrinking them for crushing.
Ares Mobile Solar CannonA mobile version of the Athena Satellite cannon, the Ares is the most aggressive of the Experimental Vehicles. It may also its sister's shielding technology as a solar-powered ram to smash its way through walls.

[edit] Aircraft

Multigunner CopterA flying version of the Multigunner IFV, pretty much identical to its ground-based counterpart. Unarmed without a passenger.
Cardinal Transport Copter A reasonably tough, speedy transport for five infantry, the Cardinal can lock onto enemy units, surface and air, with its spectrum targeting system, which decreases its armour in the same manner as the Guardian Tank. This effect stacks with that of the Guardian.
Carryall Crane CopterThis large helicopter is capable of carrying a single vehicle of literally any type; the machine is capable of carrying anything up-to and including Aircraft Carriers!
Longbow MK2 Attack Copter This powerful gunship carries extensive rocket pods for medium range anti-helicopter and anti-tank use, as well as a 20mm autocannon for anti-infantry. It requires a space at the airfield. The secondary is a single shot, long range targeted seeking missile, which must be reloaded after each shot.


[edit] Heavy Aircraft

(Produced at the Aeronautics Complex)

Claymoore Drone Missile One-shot drone-guided missile capable of taking out buildings and large numbers of structures, the Claymoore flies slowly and deliberately towards the target, then launches its Singularity Missile once it gets in range. After firing, the Claymoore gains a speed boost and stealth, turning it into a highly effective sentry drone.
Mesofortress BomberA massive superheavy bomber with a huge load of small, anti-everything proton bombs. Secondary fire launches a pair of parasite drone fighters that can defend it.

Sub-Unit - Lamprey Parasite Fighters - Quick, low damage drones, these miniature fighters swarm enemy fighters and kills them with swarms of "Buzzer" seeking rockets.

Achilles Superiority Fighter An absurdly expensive, but insanely effective, air superiority fighter armed with quad spectrum guns, the Achilles will punch anything out of the sky in short order, with its blinding speed, turn-on-a-dime mobility, and moderate armour.
Heisenberg Assault Copter An aggressive ambush copter that is invincible when moving. Fires missiles that infect enemy units and slowly damage them over time. Secondary fire pulls the Copter into superstring dimensions, which locks it down and gives it a massive defensive boost, while reflecting enemy attacks back at the firer! (It still takes damage though.)

[edit] Sea Units

Assault LanderA large craft that can carry 3 of any ground vehicle and crawl onto land. It is armed with a Black Hole gun that draws away a portion of enemy firepower from multiple enemy units while damaging them.
Swan Amphibious PlaneA cross between a strafing attack aircraft and a light boat, the Swan is equipped with a heavy multiple-rocket launcher. When in the air, it launches them in a constant stream at targets as it closes, while on the sea, it fires them all nearly simultaneously over long ranges at enemy targets.
Subhunter Frigate A specialized anti-sub torpedo boat. Secondary fire is a depth charge torpedo that slows enemies and forces subs to surface.
Alert Icebreaker A tough, dependable frigate armed with a heavy cryoblaster and its armoured prow, the Alert Icebreaker freezes enemy targets, then rams them to finish them off. By using its secondary function, it can create walls of ice on the water that will block surface ships.

[edit] Existing Units

[edit] Buildings

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Construction Yard Deployed version of the MCV, it constructs buildings and defenses. It also generates control signals to enable allied buildings in the proximity to build higher units.
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Power Plant Burns emmision-less clean fuel to generate power. Can be upgraded with fusion generators, which are more efficient.
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Boot Camp Trains soldiers for battle and receives signals from Construction Yards or Command Hubs to train higher infantry.
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Ore Refinery Prospectors load their goods here, where they are refined and thus the commander receives money.
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Armor Facility Builds allied vehicles and tanks and receives signals from Construction Yards or Command Hubs to construct higher vehicles.
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Airbase Arms and repairs the Allied Airfleet and receives signals from Construction Yards or Command Hubs to construct higher airplanes and helicopters.
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Seaport Constructs the allied navy and receives signals from Construction Yards or Command Hubs to allow construction of higher vessels.
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Defense Bureau Unlocks several buildings and technologies. The Defense Bureau is also where the Fusion Field Testing upgrade for Experimental Workshops and Power Plants is researched, and is required for the deployment of a Spy.
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Command Hub Deployed version of the Prospector, it generates an area to allow construction. It also generates control signals to enable allied buildings in the proximity to build higher units.

[edit] Defenses

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Barricade Concrete walls made to protect critical buildings such as Construction Yards or Refineries from enemy infantry like Engineers and infiltrators.
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Multigunner Turret Versatile defense against ground and air. Can garrison infantry and change its weapon according to the soldier inside, thus specialising itself.
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Spectrum Tower Anti-ground base defense which works by collecting energy and releasing it as beams. Can link up with other Spectrum Towers for higher damage.
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Chronosphere Chronoports a group of vehicles across the Battlefield. Using it to transport a vehicle on water or a ship on land will result in its destruction. The Chronosphere is also deadly for infantry.
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Proton Collider Fires an annihilating barrage of proton shells onto the target area, which will result in a chain reaction, destroying almost everything on the ground.

[edit] Infantry

Attack Dog Domesticated dogs trained for use in the military, their primary function is that of a scout, but they can also be used against infantry. Their bites kill infantry instantly, and their technologically enhanced barks can stun enemy infantry, enabling them to go in for the kill.
Peacekeeper Originating from Allied riot police, these soldiers take to the field with shotguns and riot shields, mowing down other infantry with ease.
Javelin Soldier Allied soldiers wielding rocket launchers against vehicles and aircraft of all kinds. Their spectrum paint ability allow them to shoot faster, but comes with a longer lock-on time.
Engineer The run-of-the-mill engineer, with all the capturing and repairing abilities of a vanilla engineer. However, the Allies train their engineers to not only... engineer, but also heal, with their infantry healing first aid tents.
Spy A suave, British spy; though unarmed, they can disguise themselves as enemy infantry and infiltrate buildings. They can also bribe the enemy, which (for a price), causes the enemy to defect. Spies are also trained to swim, so enemy power plants across the waters are not safe.
Tanya The Allied commando, Tanya excels at doing what commandos do best, annihilating the enemy infantry with her machine pistols, and destroying vehicles (on land or sea) or structures with C4. Tanya also wields a Time Belt, allowing her to go several seconds in the past, in case of "accidents". However, take note that Tanya is vulnerable to air strikes, which she cannot counter.


[edit] Vehicles

Prospector The ore collectors of the Allies, their special ability allows them to turn into Command Hubs, allowing for the expansion of bases or forward bases. (Irreversible)
Multigunner IFV Fast, primarily anti-aircraft vehicle, their weapons change based on the infantry garrisoned inside of them. They can also attack ground units, though without infantrymen inside of them, to no great effect.
Riptide ACV Amphibious, armored transports capable of carrying 5 infantrymen, they are equipped with a machine gun for anti-infantry work, and twin torpedo tubes for naval threats.
Guardian Tank The main battle tank in use for the Allies, they are reliable tanks. Their special ability deactivates their turret, but activates a targeting spectrum, painting their targets for enhanced damage from other units
Mirage Tank An advanced tank, primarily used for ambushes, they have a spectrum cannon that rips through enemy units, infantry and vehicles alike. When not moving or seriously damaged, Mirage Tanks camouflage themselves as different objects in the local environment. Their special ability activates their gap generators, shielding their fellow units from sight, but deactivates the tank's personal gap generator.
Athena Cannon The Allies heavy artillery, the Athena Cannon is capable of shooting through objects and over objects. Their primary attack is a long-range spectrum targeting device that calls down a beam from a satellite in orbit that destroys targets on the ground. Their special ability activates the Aegis Shield, and though the Athena can no longer fire, they provide a shield for nearby units that can be entered and exited, and blocks all attacks incoming or outgoing.
MCV The Allied MCV, normal in all ways with the only exception being that it builds Allied Structures. Must deploy to build structures, and is amphibious.


[edit] Aircraft

Vindicator Anti-surface bombers, Vindicators are primarily used against vehicles, which they are effective against, but also kill infantry in one bomb. According to recently existing information, Vindicators will get a anti-structure debuff, in order to promote their use as anti-vehicle bombers. Their special is a RTB command using their (slightly) faster afterburners.
Apollo Fighter The Allies' primary aerial superiority fighter, Apollos still have a place in the skies ruled by the Achilles. Their special ability is a RTB with emergency afterburners.
Cryocopter An unusual unit to place on the battlefield, Cryocopters are exclusively anti-surface support helicopters. Their primary attack is a cryobeam which gradually freezes the target (the smaller the target, the faster the freezing process) which, when completely frozen, instantly kills the object in question when attacked. Their secondary is a S.H.R.I.N.K. beam, which shrinks the target, allowing it to move faster, but also allows it to be crushed (Does not work on infantry).
Century Bomber A heavy bomber, the Century Bomber carpet bombs the ground with bombs. They are also capable of launching paratrooping infantry (which enter the aircraft when it's landed, of course). Rumors tell that the Century must lose its bombs in order to launch infantry, but now carries 8 instead of 5 infantry.


[edit] Naval units

Dolphin These dolphins are trained to attack sea-based units with their amplified sonic clicks. They are also used as naval scouts, and can use their secondary to jump high in the air, which allows them to avoid anti-surface attacks for a precious second or two.
Hydrofoil The best anti-aircraft ship a commander could ask for, these fast moving ships drop enemy aircraft like flies. Their secondary toggles a weapon jammer, which can stop 1 enemy unit from attacking, on the ground or in the air.
Assault Destroyer An anti-vehicle/ship destroyer capable of attacking units on the surface or underwater, these ships have extremely strong armor, which, after activating their Black Hole Armor, becomes even more powerful, and is capable of attracting most attacks from units attacking nearby allies.
Aircraft Carrier Large ships carrying a number of Sky Knight bomber drones, Aircraft Carriers send their drones to bombard structures and surface units from a distance. Aircraft Carriers are also equipped with Blackout Missiles, which deactivates all electricity base units in an area surrounding the point of impact.


[edit] See Also

BCN News, July 4 1969 : A seemingly common news report, but it contains some rather delicate information for the Allied citizens.

[edit] External Links

Allied Unit List on ModDB


Allied Nations Peacekeeping Division

Italics designate Paradox-Exclusive units and structures.

Infantry Attack DogPeacekeeperJavelin SoldierEngineerSpyTanya

Heavy DefenderRiflemanRiot AgentRocketeer

Vehicles MCVProspectorRiptide ACVMultigunner IFVGuardian TankAthena CannonMirage Tank

Pavlov Handler TankIcarus AA GunHorizon Artillery TankAssault Striker

Experimental Vehicles Particle ExpellerFusion TorchtankBarkhausen ProjectorPlanck CompressorRosen Bridging TankPion Isospin ArrayAtlas MASS TankAres Mobile Solar Cannon
Aircraft Apollo FighterVindicatorCryocopterCentury Bomber

Multigunner CopterCardinal Transport CopterCarryall Crane CopterLongbow MK2 Attack Copter

Heavy Aircraft Claymoore Drone MissileMesofortress BomberAchilles Superiority FighterHeisenberg Assault Copter
Watercraft DolphinHydrofoilAssault DestroyerAircraft Carrier

Assault LanderSwan Amphibious PlaneSubhunter FrigateAlert Icebreaker

Structures Construction YardPower PlantBoot CampOre RefineryArmor FacilityAirbaseSeaportDefense BureauCommand HubChronosphereProton Collider

Aeronautics ComplexExperimental Workshop

Defenses BarricadeMultigunner TurretSpectrum Tower

GAP WallCryo Tower

Lore Units Cryo LegionnaireFuture Tank X-1Harbinger GunshipPacifier FAVCrocodile HovertankCutlass RamjetArtemis Precision Bomber
Technologies Spectrum TechnologyCryotechnologyGravametricsChronotechnologyTheoretical Technology
Detailed Information Allied Battle TanksAllied Fighting Vehicles & EquipmentAllied Air ForceAllied NavyAllied Cryo Prison KeepersAllied CharactersMembers of the Allied NationsFutureTechAllied ReservistsAllied Reserve Forces CharactersAllied Space Plans

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