Command & Conquer™ Red Alert™ 3 - Uprising

Command & Conquer™ Red Alert™ 3 - Uprising

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Uprising: Units
By Captain Robi
Welcome Commander!

This guide does not contain information regarding the existing units, from Red Alert 3, but the new units that are found in Uprising.
If you are here to refresh your memories, or find out what to expect from these new fighters, then you've come to the right place!

I have written from whatever knowledge, or personal experience, I had from these new units; Including their behaviour, the weapons they use and their special abilities to turn the tide of battle.

I hope this guide will become useful to you before you head for the battlefield and knowing how to put these units to good use against your enemies. :3
   
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Cryo Legionaires

After the Great World War III, the surfacing of Soviet Underground were too much for the traditional Peacekeeper to quell so therefore Allied Command politely asked FutureTech for a new solution. The result: Geman men, in hulking insulated suits, equipped with the latest in cryo technology.

These soldiers bring a new definition of the Cold War, with ice-breaking results.


Cryo Legionnaires are non-lethal units which are a combination of the higher mobility of infantry and the cryo-technology found on Cryocopters. Unlike their flying cousins however, they evenly spray blankets of ice, freezing anything foolish to get caught within; From buildings, to soldiers, tank battalions to even naval armadas, these guys will go there; Crossing channels by freezing the water and 'ice-skating' over. Once their enemies are given the cold shoulder, even the most down-to-earth ballistic unit can shatter them, in a single shot; Giving rushing commanders a severe brainfreeze watching the cold-hearted legionnaires stop their advancing armies like a frantic avalanche.

They also have jump-jets, similiar to the jumping abilities of the Sickle, which permits even better mobility over difficult terrain.




While extremely effective against surface targets. Cryo Legionnaires are vulnerable to aircraft and are nontheless helpless against them. When these guys are ordered to garrison into a multi-gunner turret, or IFV, they lose their AOE attack for a single cryo beam, reducing freeze time on singular targets. Additionally, they can also engage incoming bogies and remind them that its cold up there.

Commentary

These jerries make great defensive units and that most Air commanders usually send pesky aircraft to harrass my base. I assign these guys into Multi Gunner Positions and they'll freeze the flies right out the sky.

Also, their puns are horrible! o.o
Pacifier FAV
When the Allies need to put their point across, they make sure it stick, with explosive results.

The Pacifier Field Artillery Vehicle is another release from FutureTech and it brings in a new wave of next-generation siege technology.



Designed for long-range tactics and missions, Pacifiers makes use of 7.72mm miniguns to dispose off enemy infantry, as it cruises to its next firing location; They are also amphibious, allowing them to cross open waters, to areas of land to take position.

Upon arrival at a firing location, commanders can use the Pacifiers' abilty: This makes It anchor to the ground and open up a pair of powerful Grand Cannons. When an enemy is in its crosshairs, the Pacifier paints the deadzone with a crosshair to give the enemy two options: Flee or watch as a hailstorm of bloody destructive shells comes crashing down moments later. With such a destructive payload, the Grand Cannons can bring entire bases into a smoldering crater and pillage slow tank battalions into dust. Even the rivaling V4 Rocket Launchers, both on land and sea are no match for these powerful Howitzers.

While destructive to structures, slow units and infantry, they are helpless against airborne units and armored units that get too close. Pack away early, and retreat, or assign closer-ranged allies to help protect your pacifiers from these threats.

Before Pacifiers can be built, the Commander must have Heightened Clearance and an Defence Bureau before one can be built from the War Factory.

Commentary

It's like an artillery gun on steroids. I put these menacing hover sleds into defensive positions and shell my foes from afar. I also put a few grunts on patrol duty just to make sure any units tries to make a beeline to them.
FutureTank X-1
The FutureTank X1 is the Allies' answer for tank battles.

Another by-product of FutureTech, FutureTanks makes the Soviets' infamous tank brigades look like pushovers.

Encrusted in thick titanium armor and remote piloted, these battle droids on treads feature dual neutron scrambers; Firing explosive orbs that decimate enemy units before sending them to an explosive finish. The effectiveness can be augmented when FutureTanks are employed in groups.

When in doubt, FutureTanks have a riot beam. This uses the weapon's energy to fire a concentrated beam to insta-kill any enemy target with ease.

Despite the crushing dominance as one of the strongest units in Uprising, FutureTanks will always have aircraft to worry about and where constant mobile artillery units can find these, slow moving robots, a walk in the park.

FutureTanks require Maximum Clearence and a Defence Bureau for them to roll out of war factories.

Commentary

Really strong tanks to come up against. But nonetheless they make great guard dogs and yet cannon fodder for my air units.
Harbinger Gunship
If the Allied Airforce wasn't fearful enough; this flying fortress of doom will make that certain.

Harbingers are slow, turbofan, planes, fitted with powerful air to ground weapons systems designed to keep, even the most protected, commanders on their heels.


By default, Harbingers use powerful broadside collider cannons which use similar minaturized collider shells as the Proton Collider.
Inaccurate from sustained fire, these gunships make up for this in sheer collaterial damage, allowing them to take down multiple buildings, and units, at once. When dealing with infantry, or fast light-armored vehicles, the Harbinger's special ability is to switch to a nose mounted chaingun which is surprisingly more effective than the PKM machine guns fitted to Twinblades.

Due to their size, Harbingers are deployed from high altitude and make use of onboard power stations to power all of their systems. This means Harbingers can stay in active duty for weeks, without the need to rearm or refuel, unlike their other aerial cousins who have to RTB between missions.
Even after taking damage, Harbingers can retreat and automatically repair themselves on-the-fly.

Being focused on the ground, Harbingers are easy prey for air-to-air fighters who can attack them with relative safety. Protect your gunships well and provide them with escorting Apollos to keep the air dominated.
FutureTech, and Allied command, strongly advise commanders to protect their Harbinger squadrons with allied anti-air escorts to ensure their safety.

Author's comments

AC130s of Doom. I have never looked back from the carnage, and smoking holes of my enemies' bases which they leave behind, in their wake.

I would spend time and resources to try and get these gunships into the air. Once deployed in large numbers, my enemes' numbers are up, with friendly Apollos on standby to get rid of pesky air-to-air combatants.
Reaper

The Reaper was originally an old prototype for the Soviet War Machine, during GWII but the swiftness of the Allies ended the war before the design could be put into production and service; Resulting in the project being scrapped. However, the demands, and costly nature, of the Uprising forced the Soviets to dig out old blueprints instead of coming up with new ideas for their enemies; Having noticed that even though the Sickle was unmatched in urban and anti-infantry duties by chewing them up with their pintle mounted machine guns and scattering squads with its tremendous leaps that enemy armor was usually the answer to put an end to them.

In an attempt to rectify the situation the Soviets, unable to work on developing a new anti-tank weapon, decided to fork out old blueprints of previous conflicts. Amongst these blueprints they have discovered one that fits the bills of their needs.
The designs have them took a normal sickle, stripped it of its weapons, added new plates of armor, mounted grenade launchers, a Katyusha Rocket Rack on top, and sent it on its way; They dubbed it as the new "sequel" to the Sickle, as the 'Reaper'.

During field tests, the Reaper proved to be a formidable foe against enemy armor. Pelting them with high-explosive grenades and then showering them with hailstorms of armor-piercing rockets made the design so effective that the Soviet leaders decided to put it into full production.

Reapers come armed with three pivotal grenade launchers, each mounted in a triangular fashion, which allows it to take on two enemies at a time, much alike to the Sickle. The AOE is also enough to attack groups of small infantry as well.
In addition to this - the Reaper's rockets can add to the firepower; Further denting tanks and putting a serious sting in heavier armored vehicles. This rocket rack also serves as the Reaper's AA defense by shooting down bombers and ASFs, before they complete their missions.

In akin to their Sickle tradition, Reapers can also jump into the air, negating impassible terrain, to get to another spot but since the Reaper is so heavy, from all that armor and weapons, the walker's legs break upon impact. For more info, on this, see the 'Reaper Turret' section below.

Despite being extremely effective, Reapers are more akin to more of a Jack-of-all-trades than a specialised unit as a bog-standard MBT, Sickle and Bullfrog can do their job just as well, in ashorter space of time than the Reaper would. Also, heavier armored units can dispatch Reapers very easily as well as a good battalion of tanks or bombers going in on them. The new Harbinger Gunships, or other advanced aircraft, can also put down Reapers quickly.

A Severe Breakdown

Using the Reaper's special ability - you can allow it jump across impassible terrain, to desired areas. However due to the weight of the vehicle and that the Reapers developers failed to reinforce the legs, or cast them in a tougher metal, they snap off like frail twigs. This renders them immobile, unable to move anymore.
However entrenched Reapers gain a tremendous defensive bonus: Being unable to be lifted out by Magnetic Satellites as well as keeping the combat capabilities of a normal Reaper. Treated in this manner, shrewd commanders can get Reapers hold down remote areas as well as bolstering base defenses.They can also be used offensively as even the biggest of ground units are instantly destroyed upon impact; Therefore it is crucial to keep your units moving when attacked by these walkers.

Reapers can only be built when the Battle Lab has be constructed, from War Factories.

Writer's Comments
One of my most hated, and annoying units to face against. It is a common favourite amongst Soviet Commanders, in Commander's Challenge, and mostly deployed in numbers that my defenses have a hard time pushing back, especially when I am low on resources.

They are usually a big problem until I can manage to roll out advanced units to finally push them away prior to their commander's swift execution.
Grinder

The Soviets run tight budgets and a dodgy economy, therefore they like to cut corners, and especially, costs through resalvage and upgrading vehicles for combat.

The Grinder used to be street cleaners before the Soviet Military came and upgraded them. The result, a massive tank with a hulkinh grinder, armor, amphibious floats and a V6 Engine.

Grinders are dominators in melee combat, closing the gap between tanks and other helpless vehicles and chew them up into pieces of ruined metal. Many vehicles cannot escape the gnashing teeth of these terrifying weapons.

The Imperials' Naval Force was taken into account for the Grinders' production. The imperial ships were safe and secure in the open seas, happy to use their Shogan Battleships to take down their enemies from afar without the frustated enemies firing back, until the Soviets fitted their Grinders with the same flotation system, found in Soviet Ore Collectors. The ships' waters didn't protect Grinders plunging from beaches and then cruise to the helpless ships, which may have not got any close range defense against these sickening wreckers.

Zippier vehicles such as the insanely fast Multi Gunner IFV are not safe from these monstrosities. Despite the large size, drivers can inject nitrous into their powerful engines and thus made their vehicles achieve greater speeds to help catch the smaller, and faster, blighters.

However, the Grinders have a wheelbase, meaning they must turn in a circle to attack their targets, whereas tracked tanks can simply stop and turn on the spot and can fire at Grinders whom circle them around.

Their melee weapons mean that they MUST close the gap to do damage. Structures can be destroyed, no problem, but enemy vehicles can be ordered to flee away from them, safely. Also the Apocalypse Tank, and their Grinder Comrads, can catch and immobilise THEM, and churn them up.

However it is advised, by Soviet officials to use them in attack formations.

Writer's Comments

I don't need to worry about Grinders, right until the arrive at my base. In numbers, they can cause problems for my ground forces and defenses but yet Advanced Defenses should prevent their approach.

Take great care to keep distance between your forces and the grinders but do expect their handler to let them hit the boost to quicken the pace. I saw Grinders speed up as soon as they're fired upon or when they see potential prey.
Desolator Trooper
Despite the already effective means of the Soviets' well known tesla-troopers. These brutes always find it hard taking down multiple infantry.

So the Soviets came up with a new cousin for the Tesla Trooper:

The Desolator Trooper.

Taking sadistic members of russia and slotting them into biological suits, these troopers are a symbol of sickening creation. These toxic soldiers are able to close the gap against biological and mechanical targets and smothering them underneath a thick blanket of desolating chemicals that melts enemy infantry and slow down and corrode enemy vehicles.

What's more that the Desolator Trooper can also make use of their mortar, flinging globs of the horrible stuff to cause area of effect damage.

They may be of small threat but against a rogue soviet commander, who uses the Desolator Airstrike to help keep enemy attacks at bay, Desolator Troopers can walk through the noxious stuff unharmed.

Their tremenous noxious chemicals can yet melt scores of enemy infantry and knock out commandoes with britle ease.

Mortar-Cycle
Just like the Grinder, these ex-messenger motor-bikes were given a severe upgrade and thus the Mortar Cycles were the product of their efforts.

These bikes are fast, manuverable and incredibly effective; Housing a stash of burning molotov cocktails and carry a portable mortar, hence the name.

Their two weapons give the Mortar-cycle an adaptive edge in urban combat; from clearing garrisons with their fiery bottles to pelting outposts and bases, from afar, with a flurry of mortar shells.

Once they're done with harrasment, or their enemies get too close, they can easily get away using their amazing speed to escape.

This also means they can hit targets from areas which deemed to be hard to get to; allowing them to fling shells over walls, and even behind tall cliffs, just to irritate enemy commanders. In packs, they can cause extensive damage by raining mortar shells on fortifications.

Despite the high speed and manuverabilty, these motorbikes have pathetic armor and can be easily dispatched with any form of anti-vehicle weapon and their range is smaller than more conventional artillery units.

However, they are easily accessable as building a War Factory allows a Barracks to quickly produce them.
Archer Maiden
After the war of the three powers, the Empire's infamous rocket angel wing started to deterioate and the many brave women who would fly within their rocket powered suits were dismissed and left into Tokyo.

But however, their loyality to the Empire remained unshaken.
They returned and came with a more traditional approach to the modern battlefield yet. The Bow and Arrow.

The new Archer Maiden has arrived.

The Imperial Shogun legion were impressed with these female fatallies that their use of bows and arrows proved to be a deadly solution to both the russians' young conscripts and the Allies pathetic angels of the skies.
Archer Maidens, as their name suggests, wield an Imperial-grade bow which allows them to fire hi-tech projectile based on the successful arrow. The maidens' bolts can slice through almost any biological target even one-shotting the lowest tier infantry unit.

Not even the skies are safe with Archer Maidens in the area as their so-called Homing Arrows can track and cut through the fusalage of simple bombers or Anti-Air fighters that are attacking their allied Striker-VXs or are outgunning the Jet Tengus. Even rocket angels can fall from their own grounded sisters welding these arrows.

What's more that the Archer Maidens can also prime and fire a modified version of their bolts to shatter in the air and rain burning fragments back to earth, impaling and hurting packs of infantry.

However, despite being able to rid the skies of enemy aircraft, their arrows won't be able to pierce the armor of the more modern aircraft like the Allies' Century Bomber or the Soviet's infamous Kirov Airships and yet even the dreaded Harbinger Gunship can decimate them with their powerful Eliminator nose guns. Their arrows even cannot outrange the powerful sniping skills of one Natasha and that the arrows won't make it through the tough skin of the Empires' 'metal-brutes' of their enemies.

However, the Empire still keeps these special females as a way to rid enemy infantry and keep jet-tengus and strikers safe.
Steel Ronin
As time flew, Veterans of the Empire grew impatient and threw burst of rage, indiscriminatly.

Emperor Yoshiro took no tolerance for fools who disobey the calm way of Bushido and punish those who show rage and hatred physically.

Yoshiro ordered his troops' handlers to arrest the wrongdoers and put them into DevilSuits, strange outfits that would send its wearer into a state of calm but sedative state, their life preserved and paused and then the wearer would be inserted into heavily armored carapaces, inert and acting like statues, only to awaken at the Emperor's will.

However since Allies and the Soviet Underground started rattling the Imperial bee-hive. The Emperor knew it was time to awaken the sleeping warriors that litter Japan's bases and the Steel Ronin rose to carry out his wish.

These tall behemoths were linked to the operator's mind, able to do things as he thinks before even carrying out meaning a steel ronin has incredible reflexes. The mechs travel at a frightning pace, slicing enemy tanks and other heavily armored vehicles with their powered wave-force lances that shreds them into ribbons.

The bloodthirsty pilots who suffered their fate within the Devil Suits were a force to reckon with and their presence on the battlefield showed fear to those who would stand against the Empire.

But the Steel Ronin does have some weaknesses.

First of all, aircraft have no problem dealing with Steel Ronin and massed enemy vehicles can prove these once-dormant warriors a problem and small infantry make it hard for the pilot to kill. Plus the commandos special abilites can topple these mightly robots.

It was even believed the pilots to be dead or not operated by a human at all.
The fog that surrounds the origins of the Steel Ronin remains.
Giga Fortress






One of the very few products that the empire has developed to overthrow their Russian and Allied oppressors in a attempt to reclaim the seas. This peculiar one takes the seas back by force.

Gigafortresses are too big to be assembled by standard Dock construction equipment so its deployment is left to a compact core package where it may unfurl at a remote location.

Once deployed, Gigafortresses sail the seas as powerful seasborne vessels, packing heavy plasma cannons to deal with ships and a shorter range rocket arrays to deal with aircraft or add additional firepower to its already destructive batteries and they can also travel quite a distance, despite its weaponry.



Furthermore, they can also take to the skies, taking the form of a flying demon head that can fly over land. To attack, it can use a powerful beam attack that sweeps along a short distance ahead and dishing destruction, promptly after.

While this monumental firepower does come at a price. In sea form, submarine vessels, longer ranged ships and ground attack aircraft will pose a problem and in air form, it lacks any form of air defense and air-to-air fighters will have no problem dealing with it.

Also the beam attack does have a short firing delay and that the lag between the beam and the trail of destruction is long enough for faster units to dart out of the way.
It will soak up a lot of punishment but they won't survive without escort, or protection.

They are also very expensive and the core, it starts out as, is frail and can be destroyed, before it even reaches its deployment location, destroying the Gigafortress even before it is unleashed!

Such cons balance the huge size and power of such a dreaded beast.
These high tech robots require a Naval Yard with at least one with a Naval Breakthrough Upgrade.
Screenshots
Check out my screenshots here: :3


"Fear my laser-face!" Epsilion - Red vs Blue


Gigafortress shooting a war bear, in sea form.


Flying demon head of doom!


Harbinger Gunship, my preferred weapon of choice.


Cryo-Legionnaire packing IFVs help protect a Pacifier from a Vindicator attack.


"I am lone Grinder!"

34 Comments
_Demon_Hunter_ 5 Oct, 2020 @ 3:07am 
Meta: take 3-4 future tanks, wait when enemy go attack from he's base and teleport tanks with chronosphere to enemy base. 80% chance the enemy base will be reaped.
jellicoDace 27 Apr, 2020 @ 12:30am 
0/10 guide. no information only opinions and propaganda. lets see some information, like numbers, something a player can use to aid them in playing this game. this post is a waste of space.
krnp613 11 Nov, 2018 @ 4:52pm 
add me
IndoAssassin 3 Jul, 2017 @ 9:25am 
A very good guide! Thanks for making this.
Streyngthz 30 Jun, 2017 @ 7:47am 
good guide
76561198320111769 5 Oct, 2016 @ 9:35am 
GOOD
pwtVertigo 31 May, 2016 @ 1:32am 
Ну норм,даже на англиском
GamePenny720 11 Oct, 2015 @ 11:13pm 
i actually have a lego futuretank X-1 cuz i got the red alert 3 tank a robot one it said red alert 3 on the pakage so i thought that its the original one but it is the uprising one. you could even get a tesla tank or a wave force artillary.
Edelweiss 24 Aug, 2015 @ 11:06am 
Awesome Guide!:glory::approved:
p0p1t0 24 Jun, 2015 @ 5:13am 
nice guide +