The Allied Faction
The Allied faction is very popular online. Many people like the Allied faction because they are the "good guys" in the game or they allow the game to last longer. Others like them because they have a powerful late game. And then there are those that like them because they are a challenge to play with and rewarding to win with. Whatever your reason for learning Allies, just enjoy playing with them. In this guide I will explain the main strategies used by Allied players online and how to counter strategies used by all the factions with the Allied forces.
The Allies are a weak faction initially. They are slightly slower builders, and have the worst basic tank of the three factions. Their infantry, while good, is expensive. This makes them somewhat the easiest the rush. However, as the game goes on, and the Allied player techs up, they gain an immense amount of strength. I will explain all three phases of the game and what the Allied player should do in those phases.Early Game
In the early game, your main goal should be one thing; survive long enough to make it to midgame. This is the phase of the game you will see the rushes used by the enemy, most of time a Soviet opponent. To prevent being defeated by the rush, you must do several things. The first thing an Allied player has to do is scout. A well scouted map allows you to see the whole map even before building an airforce command center. If a player tried to rush, you can see where he is coming from and what he is coming with. The next step is to get a good economy going. This will allow you to be able to afford your army. Once you are good on that, start making as many grizzlies as you can get away with. A rhino tank builds at almost the same speed as a grizzly, and chances are that he will have a rhino before you will have your first grizzly if both of you had the same BO. This is because the Allies build slightly more slowly. The Tesla Reactor costs $600, whereas the Power Plant costs $800. In effect, you will be 200 credits behind your Soviet opponent if you two build at the exact same speed. When you get your wf up, make a pillbox but do not place it yet. Also, create some fodder (2-4 dogs) or 1 or 2 ggis. Do not overdo it or you will run out of money. When he comes to attack, keep your tanks within the perimeter of your base. When he approaches your tanks or anything in your base, place the pillbox between them and your tanks and charge your tanks into his. This must be done quickly and times correctly or you will waste 500 credits. But if done successfully, his tanks will shoot the pillbox as your tanks unload into his. He will then take heavy damage and either stay and fight, most likely losing the battle, or he will run, taking the damage and not returning any. He will surely make more tanks and keep attacking in waves, which is fine as long as you can continue to defend like you did. Once you have enough grizzlies and have enough money to create an airforce command center, build one. This is dependent on how many miners you have. If you have 2 miners or less, you need to build it when you have about 3k. This is never advised. It is better to make more miners first. If you have 3 miners, you can do it at about 2.5k If you have 4 miners or more, you can do it on as little as 1k.Mid Game
In the midgame, you have many more options available to you. You can continue to be defensive or you can start to pressure your enemy more. You can now make aerial units, which can be useful against Soviet opponents. 3 harriers will kill a rhino tank, as will 2 black eagles. Many Allied players use rocketeers to harass the enemy. Both are viable options. Using planes to kill desos and deso flaks are a good idea. If he spends too much on anti-air, then you get an advantage on the ground. What winds up happening a lot of times is the Soviet player will begin to attack ard during this phase to prevent that lab from being built. Once they see rocketeers, a good Soviet player will bring a flak track with their forces. Keep your rockies back until that flak is taken out. If you have 2 harriers, or 1 black eagle, then you can kill the flak track and move the rocketeers in. Do not forget about your planes while engaged in a tank battle. They can turn the tide for you. During times of peace, use your planes to bomb his tanks at his base. A good player will build a flak cannon by his wf. This will prevent you from bombing them then, but he is cooped up in his base. he will then spam rhinos to attack you with later. This is exactly what you want. Build another wf and get your lab up. Only get the lab if it is a small map. During the mid game, you can also just choose to completely proceed right ahead to late game. If you are Britain or Germany, it may be worth it to build a few snipers or tank destroyers first. Mid game is all about these choices, either to defend, tech, or harass. Late Game
Allied late game is what you as an Allied player live for. There are very powerful units and all of them are useful, some more than others. The three units that make the Allied late game so powerful are the mirage tank, prism tank, and battle fortress. Each have their advantages and they all work well as a group. The most notable unit, the battle fortress, is a great unit with few weaknesses. It is pretty useless alone, but when combined with 4 ggis and a seal, it is a deadly unit capable of doing much more damage than its cost. It gives the infantrymen bonuses to range, and solves the problems of infantry vulnerability and lack of speed. A fully loaded bf can kill a rhino easily and quickly, and take many out over a period of time. Suppose the enemy has five rhinos and you have a bf. Get just close enough to them to attack the closest rhino with the ggis, then start to retreat. If he chases, that rhino is dead for sure, and probably the rest of them. If he sits there, his rhino dies. If he retreats, his rhino takes damage and you have taken none. Just be careful with your bf and make sure it does not go up against too many rhinos at once. It will be overtaken because the rhinos are a little bit faster. The mirage tank is the answer to armor of all types. They cannot be fired upon automatically unless they are moving or revealed, meaning the opponent has to click the individual tanks. This slows him down, meaning you get off more shots. The damage they do to infantry and tanks is amazing, allowing you to finish off groups of armor no problem. Now suppose the enemy has 10 rhinos and you have 1 bf, and 5 mirages. Your mirages will hang back and your bf engages the enemy rhinos. If they chase, then they will run right into your mirages, but not fire on them. This will cause heavy damage and the enemy will lose many tanks. Prism tanks come into the mix mainly to destroy buildings and fodder if you dont have a bf with a seal in it. Prisms are also a good pressure unit. They do well against light armor, which is mainly Allied vehicles. Prisms are not good against Soviet units, because they are generally too armored. To pressure the enemy, you can shoot his tanks with prisms, and they will be faced with a choice. Do I attack him and lose my tanks to his other units, resulting in a bloody battle I will most likely lose, or do I retreat and take the damage. You can push an enemy all the way back to his base with prisms in your army. This is where you then attack his buildings, and then he will be forced to engage your units. Once prisms are promoted, or in groups, they are some of the most deadly units in the game. Be careful in late game though. Overestimating Allied late game will cost you the game. On larger maps, building another wf will help you not get overrun by the numerous rhinos he has. Allowing a Soviet player to tech isn't all that bad. The only thing to watch out for is the Industrial Plant. If he has one of those, a major assault can take place. Or he can have several waves of assaults. You can lose to Soviets simply because of the number of rhinos they have. Things to look out for as Allies
1. Early rushes- Already explained how to counter. Must have superior tank control and unit preservation.
2. Magnetrons- They will ruin your day. The easiest way to kill them is from the sky, but virtually every Yuri player will make gats. Must have a way to kill mags or you will lose. They outrange everything
in your arsenal, even prisms. You have to either kill the gats first, then kill mags from the air, or use fodder to kill mags. Either way will result in losses for you, and does not guarantee success.
3. Desolators- Desos counter Allied late game harder than anything. They melt prisms and mirages almost instantly. Bfs can kill deployed desos quickly and not take much damage. Rocketeers and planes also do the trick. What many Soviet players will do is load a flak track with 5 desos, and charge them at you during or before an engagement. Once the flak is destroyed, he will deploy all of the desos, where at least 1 or 2 will survive long enough to deploy. (online lag will slow the order to deploy down, giving your units extra time to kill them) Most of the time, you have to run your vulnerable units away, leaving your bfs all by themselves. This allows the rhinos to come crush your bfs, and there is nothing you can do except retreat your bfs. A good way to prevent that is to kill the flak track with harriers. I believe you need two to kill the flak, and then a third to kill all the infantry inside. If you can do that, you have allowed your tanks to dominate the field for even longer.
4. Attacks on your battle lab- Many players do this against all sides, but it is especially important against Allied and Yuri players. This will prevent you from making the units which allow you to dominate the game. Do not allow your lab to get destroyed. If you have to use force shield, do that.
5. Small maps- Small maps without gems and/or oil puts an Allied player at a big disadvantage, especially against Soviet players. You simply do not have enough time to defend against rhinos without exhausting your economy.
1. Rocketeer Rush- The rocketeer rush works well on Allied and Soviet opponents because you can get a rocky out before a wf. Basically, build your power, barracks, ref, and then afc. Start pumping out as many rockies are you can while building at least 2 more barracks. The extra barracks will allow you to make rockies faster. Only do this if you have scouted your opponent. If he has no anti-air, then you have the green light. This is very risky because you will only have the one miner you got when you created a ref. If you do not deal a death blow, you are finished. However, this is particlarly effective because it comes quicker than a regular attack with tanks, and comes through the air. Also, many players do not expect much offense from Allies before late game. Note that rocketeers traverse the terrain more quickly than tanks. If your opponent scouted you, then this strategy is not advised.
2. Grizzly Rush- If you scout your enemy and see that he makes 2+ miners on a smaller map, then you can go 0 miners and make tanks. This is more effective against Allied player because they cannot defend well initially and war miners can do considerable damage to grizzlies. Basically, get a group of 4-5 grizzlies and some fodder, and take the fight to the enemy's base. You can kill his miners, or kill his buildings. I suggest the miners, so you don't have to worry about pillboxes killing your tanks.
3. Triple Attack- Suppose you are America or have an airport. You have 6 grizzlies, 10 rocketeers, and your paradrop is ready. You can move your tanks to the outskirts of your enemy's base, and move the rocketeers to another part of their base. Use the paradrop on a different part of the base from either group. He will be forced to defend three attacks. This will almost always result in some kind of gain for you, possibly even winning you the game. This is an effective attack also because it is in the mid game, before an Allied player usually attacks.
Country Specific Strategies
America- Not much to it here other than the triple attack. You can use the paratroopers to defend your base, as fodder, or to attack the enemy's important buildings, The fear in the mind of the enemy is the biggest thing here. Use your paras wisely, and you won't need to use many.
Korea- Korea is very good at keeping your enemy cooped up in their base. If you are able to get a good eco going, and have tanks, then building eagles is better than teching sometimes. Whenever he makes a tank, you can just go to his base with 2 eagles and kill it. Your eagles will more than pay for themselves. He should then put up a patriot missile/flak cannon around his wf. This is a good counter to the eagles, but he can't carry that protection when he leaves his base. The longer he stays in his base, the more time you have to tech up and make late game units. Once he leaves his base, send out all of your eagles to kill tanks. Depending on how many eagles you have, you can really whittle down his force. Works best against Soviet players and Allied players without bfs. Do not create too many eagles, or you will not have enough of a ground force to defend against tanks. If done right, you can tech up no problem or your eagles can more than make up for their investment cost in kills.
Great Britiain- Britain is a good country because they can do two things well, promote IFVs and kill infantry. They seem to be the counter against Iraq and Yuri. When facing a player who spams infantry, load a sniper into an IFV. This gives the sniper protection, speed, and increased range. He can kill infantry and gain vet for the IFV. Elite IFVs are among the best in elite units. Snipers can also snipe desos when they are out of a vehicle. This will help protect your mirage and prism tanks from obliteration. Snipers also own Yuri in that you can snipe his slaves, hurting his income a lot. He will hunt you down, but there isn't anything he has that can match the IFV in speed. He would literally have to have a vehicle escort for the miner to prevent this or get disks. Watch out for mags though.
Germany- Not much strategy with tank destroyers. One neat thing about them is that they build faster than rhinos, which means you can have a tank destroyer per rhino mid game. Just make sure you have an anti-fodder unit around and that you do not get outmaneuvered by rhinos. It is usually best to mix your units. One anti-fodder unit (seal IFV), grizzlies and tank destroyers with a ratio of approximately 1:5:2. That is, for every 5 grizzlies, make two tank destroyers and an anti-fodder unit. If done correctly, you will own the enemy force and can even hunt his miners. Better against Soviet enemies. Watch for terror drones!
France- Most of the time a grand cannon is not worth being built. But you can cannonwalk with them, that is, stretching your grandcannons along with your base. This is considered cheap and is certainly frustrating though, which is why France is sometimes banned from games. Grand cannons work best on cliffs with anti-air around it. This makes it to where land units have a harder time getting to it if they can at all. Air units will be useless because of the anti-air surrounding the cannon. Can also be used well in team games.
Well, that is all there is to say about Allies. If you have any other tactics please contribute. I may have forgotten some things and will add if I left something out. There are infinite possibilities to explore with Allies because they are so versatile.