| Chrono Ivan :: Typhoon
Sub :: Dread-nought Sea Scorpion
:: Squid :: Tesla Tank
 |  |  |
 |  | Cost:
1000 | Armor:
Heavy |  |
| Strength:
600 | Speed:
4 | | Weapons:
Torpedo | | Structure
needed to produce: Naval Shipyard |
| Veteran
Abilities: Increased strength, firepower, rate of
fire, sight, speed | | Elite
Abilities: Increased strength, firepower, rate of
fire. Self-healing |  |
 |
This sub-surface stealth units fire torpedoes that are effective only
against naval units, making the Typhoon a very specialized but powerful unit.
Since it's invisible to enemy radar, the Typhoon is perfect for staging sneaky
assaults on your enemy's Naval Shipyard as an opener for a beach-head landing.
However, the Typhoon's slow speed make it vulnerable to attack by Destroyers or
Dolphins, so don't exclusively depend on them for sea support. |  |
 |
 |  |  |
 |  | Cost:
2500 | Armor:
Heavy |  |
| Strength:
1500 | Speed:
4 | | Weapons:
Dreadnought Launcher | | Structure
needed to produce: Naval Shipyard |
| Veteran
Abilities: Increased strength, firepower, rate of
fire, sight, speed | | Elite
Abilities: Increased strength, firepower, rate of
fire, Self-healing |  |
 |
Equipped with two long-range missiles, the Dreadnought is the V3 Launcher
of the sea; unstopped, a couple Dreadnoughts can level a base from afar. Air units
such as Rocketeers are good counters to this unit, and Aegis Cruisers, IFVs and
Patriots can take care of the missiles -- provided you have enough of them. However,
one or two Dreadnoughts mixed in with a strong naval force can add that extra
element of brute force that can really confound an enemy, even if your missiles
are getting shot down. |  |
 |
 |  |  |
 |  | Cost:
600 | Armor:
Heavy |  |
| Strength:
400 | Speed:
4 | | Weapons:
Flak Gun, Flak Antiair Weapon |
| Structure
needed to produce: Naval Shipyard |
| Veteran
Abilities: Increased strength, firepower, rate of
fire, sight, speed | | Elite
Abilities: Increased strength, firepower, rate of
fire. Self-healing |  |
 |
This small, swift naval unit is a threat to all targets, whether on land,
sea or air, as the Scorpion fires rounds of flak to wear down enemy units. The
Sea Scorpion is a must-have support unit for a well-rounded navy, and since they're
relatively cheap to make, overproducing can never hurt. They're also useful from
protecting structures against missile attack -- but beware, they're vulnerable
to sub-surface units such as Dolphins and heavily armored ships such as Destroyers.
|  |
 |
 |  |  |
 |  | Cost:
1000 | Armor:
Light |  |
| Strength:
200 | Speed:
8 | | Weapons:
Squid Grab, Squid Punch |
| Structure
needed to produce: Naval Shipyard |
| Veteran
Abilities: Increased strength, firepower, rate of
fire, sight, speed | | Elite
Abilities: Increased strength, firepower, rate of
fire. Self-healing |  |
 |
These leviathans are a product of Soviet research teams who captured giant
squids from their natural habitat and trained them to be a force of terror in
the Red navy. One of the few melee units in the Red Alert 2 arsenal, the Giant
Squid is also one of the most powerful naval units, able to mangle, dismantle
and destroy enemy ships by crushing it with its powerful tentacles. Since it's
invisible to enemy radar, the Giant Squid is perfect for sneak attacks against
powerful enemy pieces such as Destroyers or Carriers -- send it with support units
to guard against counters such as Dolphins, and your Giant Squids will repay your
investment many times over. |  |
 |
 |  |  |
 |  | Cost:
1200 | Armor:
Heavy |  |
| Strength:
300 | Speed:
6 | | Weapons:
120mm, Tesla Bolt | | Structure
needed to produce: War Factory |
| Veteran
Abilities: Increased strength, firepower, rate of
fire, sight, speed | | Elite
Abilities: Increased strength, firepower, rate of
fire |  |
 |
This tank utilizing Soviet Tesla technology makes it a lightning bolt
on treads -- fast and deadly. Effective against both infantry and vehicles, The
Tesla Tank really has only one disadvantage: it's expensive to produce, and when
you're choosing to create Tesla Tanks, it can often mean you're skimping on some
other aspect of your army. In games rich with ore fields and a heavy flow of credits
-- in other words, a situation in which you can afford it -- a group of Tesla
Tanks is nearly unstoppable. Round out with a Apocs and Rhinos, and your enemy
will be seeing Red. |  |
 |
|