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RA2 Mod- Allied Vehicles

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UPDATE- DOH! Ignore the bit about the raptor- I accidentally switched the labels- I'm aware in real life Raptors are specialized AA fighters- the exact opposite of the description (they are to be a special USA unit)

The final part of the unit showcase for my RA2 mod stuff!
(except naval and structures down the track).
This is intended for a mod (most likely Zero Hour).

This version depicts a slightly more dystopian allied side than normal, with some meaner units than the protagonists in past CNC games.

A rundown of the units (note * designates a national unit- that is, in multiplayer the player can pick one of many Allied nations and get one of these special overpowered bonus units).

LAND

Flamebot- small half-tonne robot buggy that sports a miniature flamethrower- kills masses of infantry (including those garrisoned) if it gets close enough, as well as frying most structures. Cannot be mind-controlled or detected by either radar or psi detection.
(this unit is basically a replacement to the Robot Tank, with a more distinct purpose than a light tank substitute).

Supply Truck- replaces Miners as resource collecters- more like Generals style resource collectors.

Wildcat IFV- basically the IFV from RA2- only bigger and sturdier (but more expensive). Still extremely fast and highly functional depending on what infantry unit is riding in the back.

Kodiak Tank- Basically a RA2 Grizzly Tank with better armour, a powerful anti-tank gun, and a co-axial machinegun. With these weapons in has difficulty hitting infantry but fares better than the old Grizzly- but costs twice as much. Against the new Soviet Hammer Tank the Kodiak is at a disadvantage against the sustained fire- luckily the Kodiak is cheaper.

MARS Missile Tank: a front-line MRLS- fires a salvo of missiles to carpet an area, doing fair damage to any and all targets at longer ranges. Slow movement, a very slow rate of fire and lighter armour are its weaknesses. Added to give the Allies some non-precision support fire.

Sonic Tank- Uses a similar Sonic weapon from the counterpart in the old Westwood Emperor-Battle for Dune game- only it does not harm friendly units. It releases a rolling wave of sound that bowls over infantry and vehicles alike; however, it is lightly armored, has a slow rate of fire and its attack can actually be dodged by faster units.

Prism Tank*
Fires a prism beam that splits between targets, good for hard to reach places.
Modifying the RA2 one in many ways- firstly, at non-veterean levels its attack still covers a wide area. Secondly, its fragmentary beams do lighter damage, while its main beam does more. It can now fire at air units. All this comes at a higher price tag, national-only status, light armor and a slow rate of fire.

Chrono-Realy*
An entirely and thoroughly new unit!
A vehicle that can teleport an explosive mine anywhere on the map within your line of sight! Upon warping in this bomb quickly ticks down to detonation (workplace safety reasons)- erasing all units nearby.
The only drawbacks with this attack are based on two issues. The bomb can actually be shot apart by enemy units before detonating- averting a detonation. The second is the same drawback for the Chrono-Legionairre; the further the bomb is sent from the Relay vehicle, the longer it takes to warp in (due to an unavoidable physics reason about conservation of mass over time and space or something).
This means that the further you place the vehicle from its target, the longer it takes to warp in and the lower the chance it won't be blasted before detonation. Of course, it still makes a perfect distraction- or ambush (or to put it another way, has some similar applications as the V3/4/5 missile- only on a much larger scale).
This machine moves at moderately slow speeds.

Battle Fortress*
Beefed up version of the Yuri's Revenge version; now uses a flamethrower instead of a machinegun, and can hold 8 soldiers who may shoot out from inside, and can now rip into structures with its treads. Gives the allies a distinct offensive unit.

AIRFORCE

Raptor Strike Fighter
Generals-inspired. A strike fighter armed with a single precision missile salvo to use against structures, ships and vehicles- and a machinegun to use against infantry. Holds superior bombing and anti-tank capabilities to the Mig (capable of firing its bombs from further away with 100% precision)- but inferior anti-infantry and dog-fighting capacity (machineguns have a shorter range).

Blackhawk chopper
Same as the old one, only it uses a small flamethrower while on the ground to clear way for a landing. Does not appear on enemy Radar. Possibly considering giving this thing a more controlled "deploy function" toggle between aerial>grounded>eject infantry (if any)> aerial.

Nightwing Prism Gunship.
A large aircraft gunship that flies around its targets, shooting multiple prism beams at short range that split off to multiple targets- either ground or air- returning to base only when it has reached its destination or destroyed its designated targets.

Auroroa Hypersonic Bomber*
Generals Aurora bomber capable of flying to target at speeds too great for AA to target- with a single change- instead of dropping a bomb, it unleashes a sonic bomb identical to the Sonic tank (only wider and stronger) that rips up ground targets. After attacking it must refuel at slower speeds, leaving it vulnerable. Unlike other strike craft, the Aurora will only take off when a target has been designated.

The purpose of this combination is to fill in every strong capability gap while leaning towards a more evasive play style than the Soviets, with a stronger emphasis on using specialized units to exploit weaknesses than ammassing concentrated firepower. Also I aim to make all tanks much more expensive to encourage more diverse combinations of attacks.

Hope you like it!

PS- Allied Infantry HERE
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Jet948's avatar

Good to see that Allies finally took the gloves off and understood that bullies don't deserve fair play :)