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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. |
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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. |
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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. |
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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. |
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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.
|
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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.
|
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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.
|
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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.
|
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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.
|
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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.
|
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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.
|
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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. |