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ASSAULT main: m16 melee:
bayonette
special: launcher inventory:teargas |
Fast and agile, these units 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 unless of course the target is a machine like
tanks, hueys, AA or howitzers the launcher becomes accurate and
all you have to do is special-key click on one of these. |
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SUPPORT
main: m60
melee: punch/gun
special: nade inventory:repair, sabotage
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With their unwieldy m60 machine
guns these tough guys are slow movers but can really dish out
the punishment. As well as being able to let loose with a hail
of bullets, they have 3 speacial abilities youll need in battle
to win the war. The main one, a 4 secNade, can be hurled at some
distance.. Throw one after another(nade spamming) to keep the
enemy at bay.
Setting your inventory to Sabotage means you now have a primary
close range attack vs enemy machinery. All you have to do is click
on a tank or any other machine and your support unit will now
chase that unit to dismantle and/or destroy it. Sabotage is the
best attack versus enemy AA. Keep in mind your primary attack
versus soliders is still thr M60.
The other inventory setting is Repair. With repair you now have
the ability to fix machines on your team. Simply T(special) click
on a machine to be repaired and the support unit will go to that
unit to repair it. Be warned that you can repair enemy machines
when set to repair and this isnt always a good idea n the heat
of battle.
*note:You can not throw nades while in sabotage or repair modes.
**note:Hueys must be on ground to sabotage and/or repair them..
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CAPTAIN
main: shotgun
melee: none
special: C4
inventory: Ammodrop, Airstrike
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the Captain is the leader of your squad
and can change the outcome of any war at anytime. Its main attack
--the shotgun -- doesnt quit. In fact the closer an enemy is to
him the more damage the enemy will take. Be warned -- as an enemy
you dont want to try and melee vs the captain because youll most
likely lose from a shotgun blast to the face.
To use c4 you must first "ready" the c4 explosive.
To do this simply T click (special attack) yourself..after a couple
secs or so an ammo icon will appear. This means your c4 is ready.
You can now throw the c4 and prepare to blow it up. Once you throw
c4 your captian can then T click the area near the c4 to set it
off and blow up anything around it. Now remember, after you set
one c4 and place/throw it on the ground you can then ready another
one and throw that one before you blow up the first one you threw.
So in a sense you could surround yourself with c4 and wait for
the enemy to come..then T click the right c4 and blow them off
the map. A c4 explosion does not set off other c4 in the area.
Infact no other explosion does.You must ignite each one.
The Ammodrop does just that -- drops ammo. The plane will find
the blue smoke nade and drop an ammo crate near that area. So
make sure you do it in an open area and not over water as the
other units wont be able to pick up ammo if they cant get to it.
the Captain starts out with 5 ammo drops and cannot get anymore.
The Airstrike attack uses red smoke. Once the plane sees the
red smoke it will drop the barrage of bombs from the sky. Usually
the bombs are dropped in a row in line with you and the red smoke.
If you become an expert with the Airstrike you can take out huge
amount of enemy with one attack. As an enemy...if you see red
smoke...you better run like hell. The Captain starts out with
5 airstrikes and once out of charges it will vanish from the units
inventory.
Unlike the c4, the Ammodrop/Airstrike attacks use the mana bar.
If you see any mana hitting the T (special) key the captain will
call in for an airstrike/ammodump. This will make the mana vanish.
Once you have no mana bar the captain is ready to throw the locator.
Throw the locator and you now have full mana meaning you can recall
the plane for another drop.
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MEDIC main: m16 melee:
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. They start out with 10 medkits
only so try not and heal the ground alot. A good medic may be the
most important unit to winning the battles ahead... |
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RVA main: grease gun melee:
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.
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TANK main: HMG melee: ram
inventory: 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. |
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HUEY main: HMG melee: none
special: missles
inventory: land |
The Huey may be the biggest threat in SF2. It is fast and capable of dealing
out lots of damage by either using the machine guns or its missle
attack. When you set your inventory to "LAND" the huey
can land and pick up same team infantry, peasants or POW. If you
want to take off, simply set your inventory to anything but LAND
and the huey will take off(even with passengers). Hueys are deadly
in the hands of a player skilled in microing, however can die
very quickly if they come under heavy fire.
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HOWITZER main: artillery melee:
none special: artilley |
Very slow or even stationary
on some maps 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
melee: none special: self destrust |
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. |
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PT BOAT main: HMG melee:
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 in on
their target. |
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ASSASSIN main: melee melee:
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 melee:
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 melee:
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 melee:
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 melee:
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 melee:
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. |
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VC SOLDIER main: rifle melee:
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. |
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PEASANT main: none? melee:
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. |