Part 50: Allies - Caught in the Act
Caught in the Acthttps://www.youtube.com/watch?v=mpoqCrtsbn8
Caught in the Act
With the Soviet submarine problem solved, or at the very least delayed, High Command has learned that a base "in the North" has been overrun, and the Chronosphere and scientists there have been captured. If it was not obvious, we cannot allow the Soviets access to the Chronosphere and whatever information those specialists have. Prevent the Soviets from gaining access to that technology!
[This space left intentionally blank.]
Location: Unknown, Unknown
Objective: Rescue the scientists in the captured base.
Briefing: The situation is critical! The Soviets have taken over a small research base in the north. During the conflict, a Chronosphere was badly damaged. We fear it could explode. Inside the base is a group of scientists that were captured during the takeover. They must be rescued before the Chronosphere explodes. Fight your way back into the base and retrieve them. Be careful -- there is only one way in and out of the base, a lone bridge. It must be protected to ensure evacuation.
Author's note: Another tough mission; Aftermath really does not pull its punches. That being said, I still like the missions despite any grumbling I do.
N/A
Sadly, the manual I have doesn't cover expansion units, so I'll include their stats straight from the aftermath .ini file.
Prerequisite=atek
Primary=APTusk
Strength=350
Armor=light
TechLevel=12
Sight=5
Speed=5
Owner=allies
Cost=2400
Points=25
ROT=5
Tracked=yes
The APTusk is the same as the Mammoth Tank's secondary. No, seriously, same damage, spread, rate of fire, everything. 2400 credits for a light-armored vehicle is a HUGE investment, but the fact that they are, almost, the perfect hit-and-run weapon in Red Alert, means they had to nerf it somehow and the cost + armor reflects that.
Edit: By everything I mean "and also not the infantry damage*
; Demolition Truck
[DTRK]
Prerequisite=mslo
Primary=Democharge
Strength=110
Armor=light
TechLevel=13
Sight=3
Speed=8
Owner=allies,soviet
Cost=2400
Points=5
ROT=5
Explodes=yes
You better believe a nuke is going to cost a lot of money! Oddly enough, I can't find any listing for a Nuke's damage, but the Demo Truck does do 500 damage. We've seen plenty of the Demo Truck already, suffice it to say that it can be very powerful when they can detonate against their intended target. It is an offensive weapon only, as it drops in effectiveness against air and (some) ground vehicles, and its cost far outweighs the value of using them against infantry only, unless you can get very large groups.
Edit: the nukr does 1000 damage but its labelled ATOM not NUKE
; field mechanic
[MECH]
Prerequisite=fix
Primary=GoodWrench
Strength=60
Armor=none
TechLevel=7
Sight=3
Speed=4
Owner=allies
Cost=950
Points=15
Called Mr. Goodwrench in the rules files, the Mechanic is the same as the medic, although he only operates on vehicles. He heals 100 damage per "shot", and is rather invaluable in keeping a mechanised force combat capable over long periods of time. It irks me a little that the Allies are the ones with all the healing units, however, but that's just my opinion.
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; Carrier
[CARR]
Prerequisite=hpad,atek
Strength=350
Primary=AirAssault
Armor=heavy
TechLevel=-1
Sight=6
Speed=6
Owner=allies,soviet
Cost=1200
Points=25
ROT=7
Passengers=5
Costs 1200 buckaroos for a water-locked helipad that has no attack of its own. While it can carry 5 helicopters and reloads them when landed, it doesn't offer any repair services. It also doesn't come with any helicopters to begin with, and, as far as I know, all units counted as passengers die if the helicarrier is destroyed. The only video I've ever seen of it (which was today as of this post) led me to the same conclusion as its author. Why not just invest in a Cruiser, which doesn't carry the vulnerability, and cost, of the helicopters which will be shot down by any anti-air in the area.
Thanks to Eglador for pointing out errors