UNITS

ASSAULT

main:
m16

mellee: bayonette

special: launcher

Fast and agile, these carry m16s and can fire rocket-propelled-grenades as a special ability. They are ideal as scouting units to soften up an enemy or kill key targets. The grenades are aimed by clicking on the ground about 1/2 way to the target. They replace Myth 2 bowmen.

SUPPORT

main:
m60
mellee: punch/gun
special: 4sec nade

With their unwieldy m60 machine guns these tough guys are slow to move but can really dish out the punishment. As well as being able to let loose with a hail of bullets, they can hurl grenades quite a long way (special ability). These replace herons and berzerks.

CAP-napalm

main:
shotgun
mellee: none
special: airtrike

These can see further than other units and use shotguns to deliver deadly volleys up close. This captain can call napalm airstrikes with a signal grenade. If you see the red smoke you better run like hell...for soon the bombs will fall.

CAP-c4

main:
shotgun
mellee: none
special: C4

Like all caps this unit can also see 38 WU. Its specialty is a combo attack. The first attack throws the c4 the second attack ignites the c4 using an electrical charge. Its not the easiest attack t use but once you have it perfected you can do major damage to the enemy.

MEDIC

main:
m16
mellee: poison
special: heal

These use m16s and are as fast as Assault units, however their real benefit comes from their long-range and rapidly recharging healing ability. Medics are journeymen substitutes.

RVA

main:
grease gun
mellee: slap
special: 4sec nade

Representing the South Vietnamese Army, these carry accurate and hard-hitting M30 Greaseguns and throw grenades over a short distance. While far from worthless, they are probably the least individually useful unit. RVA are used to replace warriors.

TANK

main:
HMG
mellee: ram

special: tank shell

These use a high-calibre machine cannon as their standard attack, while the special ability is a higly explosive artillery shell. Fast and tough, they take very little damage from bullets and can plow through infantry like a trow through peasants. Tanks replace Trow.

HUEY

main:
HMG
mellee: none

special: missles

Very fast and capable of dealing out nasty damage using machine guns or their special ability - air-to-air or air-to-ground missiles. Hueys are deadly in the hands of a player skilled in microing, however can die very quickly if they come under heavy fire. Hueys replace Myrkridian Giants.

HOWITZER

main:
artillery
mellee: none

special: artilley

Very slow, these shoot explosive shells a long long way. Similar to the Assault units, you aim by clicking halfway to the target. They cannot be used against helicopters.

 

ANTI-AIR

main:
explosive shell
mellee: none

special: self destrust

Again, very slow. These have one ability only, and that is to fire anti-aircraft "flak" rounds at helicopters. If it misses the target the flak shell will still explode relatively close, making these a very effective deterrent to airborne enemies.

 

PT BOAT

main:
HMG
mellee: ram
special: land artilley/air missles

These quick water-borne units appear on the Carnage map. As with other units they have a machine gun primary and an explosive shell as a special ability, however against helicopters they can fire guided missiles that home on their target.

 

ASSASSIN

main:
melee
mellee: machette
special: none

Carrying machetes and hyped on communist rhetoric to the point of feeling no pain, these crazed units can charge headlong at enemy soldiers, increasing speed as they close in for the kill. Assassins replace thrall and brigands.

 

SCOUT

main:
ak-47
mellee: none

special: poppers

Firing short bursts from their AK47s, these elusive and annoying units like to get in close where they can throw cluster grenades at the feet of their enemies. Scouts replace Myth 2 Ghols.

 

COMMANDO

main:
ak-47
mellee: none

special: vc nade

Using their AK47s to deadly effect, these also throw grenades over a medium range. A group of commandos is a force to be reckoned with. They subsitute for small myrkridia and mauls in Myth 2.

 

SNIPER

main:
m1-sniper
mellee: slap
special: popper

Useful only at long range, these shoot bullets with unerring accuracy. Once you know where they are it doesn't take much to kill them however. They replace dark bowmen.

 

MORTAR

main:
mortar shell
mellee: none

special: tear gas

These fire mortar shells on a steep trajectory, with the hero variant being able to shoot tear gas shells as a special ability. Their weakness is their slow speed and lack of close-in defence.

 

ROCKET

main:
rocket
mellee: none
special: vc nade

Firing their missiles at medium range on a fast and flat trajectory, these guys can quickly make a mess of an unprepared enemy. It only makes sense that they replace fetch.

 

VC SOLDIER

main:
rifle
mellee: none

special: none

Soldiers have only one attack, firing single and inaccurate shots from their rifles. Nevertheless, like the Soulless and bre'Unor units that they replace, Soldiers can quickly become a real nuisance.

PEASANT

main:
none?
mellee: none?
special: none?
Most of the time these are ambient life, however on occasion you'll meet one that will run towards you then in close range, pull a grenade from her basket and blow up herself and everything nearby. Sometimes for added effect she'll take out a Uzi first and empty a full clip before closing in for the grenade attack. Not surprisingly, they replace Wights.
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