Player's Guide
Last updated 10th September 2006.
This guide has been written to give players who haven't played much 1.007 a boost. It describes how best to use and counter certain units, abilities and structures (this is based both on the original intention and also how the various elements work in practice).
Not all the altered units are mentioned here, only ones with functions that players might be unfamiliar with (either because they're useless in 1.006 or because they've been heavily altered in 1.007).
+ indicates how best to use a unit, – indicates ways of countering it.
Country Units
Sniper
+ Snipers are now very effective fodder units. Mix them in with your own basic fodder (like GIs) to make blocks of uncrushable fodder. Britain can compete with Soviets in terms of early-game infantry forces. As infantry units are often essential in 1.007, Snipers are a highly important unit.
– Snipers are very effective against infantry if given time, but remember they have a slow rate of fire. Use Flak Tracks, Nighthawks and IFVs to protect your infantry and unleash them once the battle starts. Snipers are also slow, so if your enemy is trying to mass fodder, simply be aggressive and strike areas his fodder can't quickly reach. Sniper IFVs are a major threat, but remember a Sniper in an IFV is no longer a fodder units. Drones are useful for picking off lone Snipers or even Sniper IFVs.
Tank Destroyer
+ Tank Destroyers can now go toe-to-toe with Rhinos and Grizzlies and expect to win without difficulty. Back up your Tank Destroyers with units that can deal with structures and infantry (like Rocketeers and Prism Tanks) and mix them with Grizzlies if necessary. There is never a situation where you should be massing only Tank Destroyers.
– Tank Destroyers are very weak against infantry and structures. Mix lots of fodder with your main force and keep it alive until the battle starts. Tank Destroyers are somewhat slow and can't fire on the move, so by being aggressive and splitting a lot you can frustrate a player who relies on them too heavily. Tank Destroyers are also highly vulnerable to Terror Drones.
Paradrop
+ Although Paradrops are now less effective (in that they drop fewer infantrymen), remember than their main threats (such as Dogs or Desolators) are also less effective.
Terrorist
+ Terrorists are cheap and now very damaging to vehicles. A group of Terrorists can be unloaded in the middle of a force of enemy tanks and deal major damage. They are still just as good against structures too. With the Cloning Vats you can also produce large swarms of Terrorists (and remember, they no longer blow each other up).
– In small numbers GIs, Conscripts, Pillboxes and Sentry Guns are effective at fighting off Terrorists. Use Rocketeers, Nighthawks and Yuris in the field to keep the Cuban swarm at bay. Remember that most vehicles can outrun Terrorists, so if under threat you can always flee (although beware of traps or being cornered). If facing a Terroist rush you may find walls will protect your structures (and walled defences structures are often highly useful).
Demo Truck
+ Demo Trucks aren't terribly fast (about the same as a Rhino) but are extremely damaging. The skill with Demo Trucks is to escort them to their target as far as possible, then pulling out before they explode. Make sure you attempt to dodge aircraft shots as much as possible with the Truck itself, and use the escorting units to kill any units that might threaten it (like Terror Drones).
– Against lone Demo Trucks split off 1 or 2 tanks to engage it (assuming you don't have air units or similar to do so instead). Although they will be damaged, the Demo Truck will be destroyed, wasting $1500 on simply damaging a couple of tanks. Realistically you will be facing escorted Demo Trucks. Try to blow them up when the enemy is still nearby or use your own distractions to leave the Truck unprotected. The best answer to Demo Trucks for Allies is air: make sure you have a decent airforce (a Harrier/Eagle and a few Rocketeers will normally suffice) so you can immediately tackle the Demo Truck once it pops out.
Desolator
– Desolators are less effective against infantry now, so (provided you deal with the Desolators in time or keep them at a safe distance) you don't need to worry about making infantry against Iraq.
Tesla Tank
+ Tesla Tanks are fast and very damaging to Miners. Use them to split and harass your opponent's Ore field. Tesla Tanks are also very effective against Mirages and Prism Tanks. Escort them with Apocs, Rhinos and fodder to take the brunt of the Mirage fire then follow up with carefully-micromanaged Tesla Tanks. Fight close to a Psychic Sensor to remove the need for micromanagement. Players who like to use lots of splits and distractions will find Russia favours them, as even a single Tesla Tank let loose in an Ore field will cause chaos.
– Tesla Tanks are only as tough as Grizzlies and are very expensive; use air units to soften them up. When fighting battles against Tesla Tanks, try and engage them with Rhinos and Grizzlies (which they are weak against), don't let them loose on your lighter vehicles or infantry. To stop Tesla Tank harassment, make sure you keep an eye on your Miners and be ready to split off a tank or pop up a Pillbox/Sentry Gun.
Allies
Nighthawk
+ Nighthawks are excellent at resisting anti-aircraft fire. Use them to absorb Flak and Missiles whilst your weaker air units (like Rocketeers and Harriers) do the damage. If controlled well, Nighthawks can help crack a player hiding under static anti-air defence. Nighthawks are also decent against enemy infantry and add an extra dimension to Rocketeer battles.
– Nightawks are tough, but cost $1000 and don't deal very much damage (especially to vehicles and structures), they are support units only. They require the support of Rocketeers to do any real damage, so bear this in mind. Concentrate on either taking down the Nighthawks or manually targeting the units they're protecting.
Tanya
+ Tanya is now a very effective fodder unit, in the late-game you can use a few Tanyas to escort your weaker Allied tanks. Her ability to C4 vehicles also makes her very effective against the fearsome Apocalypse (since most vehicles, even Apocs, still only need one C4 charge to destroy).
– Although Tanya is now a fodder unit rivaling the Desolator, she still falls in a single attack from a Terror Drone. When facing Tanyas, use your tanks to draw fire then target the Tanyas manually with your Drones. Soon the Allied player's screen of fodder will be greatly reduced. Also, although Tanya is very effective against infantry she often cannot take on a swarm of cloned infantry quickly (especially Conscripts). In most situations this means that even a Tanya left to her own devices won't preclude you having fodder of your own.
Chrono Legionnaire
+ The price reduction on Chrono Legionnaires means they're now a decent harassment unit, like a late-game Rocketeer. Their unique attack also makes them very useful against Flak Tracks loaded with Soviet infantry (especially deadly ones like Yuris or Desolators). Additionally, you should use Chrono Legionnaires to protect your base from Kirovs (freeze buildings to protect them and buy time for your AA to destroy the Kirov).
Destroyer
+ Destroyers are now much more effective (they're faster and Ospreys are more durable), don't be afraid of building them early on. The key to naval battles in 1.007 is to have a balanced navy consisting of a wide mix of units. Destroyers are especially effective at harassing structures near the shore.
Soviets
Psychic Sensor
+ Psychic Sensors have several important uses: their sensors allow you to see enemy attacks before they happen, and they also reveal Mirages, Spies and underwater units. Mirages fighting near an enemy Psychic Sensor will not benefit from their cloaking ability and will be automatically attacked by enemy units. Typhoons near Sensors will be able to take full advantage of the long range (which actually exceeds their normal detection range). When facing low numbers of Mirages don't bother with Sensors, it's much better to place a Sentry Gun: Mirages' main strength is their range and massive damage, against low numbers of Mirages (when you can easily overcome the disguises with micromanagement), it's better to have the Mirages wasting shots on a Sentry.
– As an Allied player you should use Prism Tanks to take down Psychic Sensors quickly. All underwater units should be cautious when passing near beaches or cliffs lined with Sensors, their movements will be immediately detected. You should never fight an underwater battle within range of any enemy Sensor.
Crazy Ivan
+ Ivans are now highly damaging commando units. An Ivan raid on an unprepared opponent can be devastating, unlike Engineers Ivans can bomb multiple buildings and still escape. Against an opponent with Engineers you can still be difficult by driving into the enemy tanks (planting lots of bombs quickly will make it difficult to disarm them all) or simply suiciding the Ivan into a structure. Alternatively, accompany the Ivan with units that can deal with the inevitable Engineers (like Dogs, Desolators or Drones).
– Engineers directly counter Ivans. Use them on foot to disarm Ivan bombs (Ivans can't place bombs on Engineers, although bombs that go off nearby can still harm them). You must do this quickly before the timer runs out. If possible use Drones or air units to stop the Ivan Flak Track, and listen out for the audible warning.
Tesla Trooper
+ Tesla Troopers are very damaging to enemy tanks and also uncrushable. Although not as tough as Conscripts when you take cost into account, they are very effective fodder units. Mixing Conscripts, Tesla Troopers and Dogs or Flak Troopers creates a very powerful infantry combination.
Yuri
+ Yuris now outrange Mirages slightly (and detect their disguises automatically), so use them against Mirage-heavy tank forces to even the odds. They're also very effective against all enemy vehicles, the more expensive the better. Their long range allows you to keep them behind your tanks and fodder. When making Yuris you should always try and buy the Cloning Vats.
– Allies can use both Prism Tanks and Tanyas against Yuris (the former is long range, the latter is immune to Mind Control) and Chrono Legionnaires against Flak Tracks loaded with Yuris. Dogs will also work in some cases. Air units can also be extremely effective, provided there aren't too many Apocs around. Soviet players should be cautious when using Apocalypses, their high price and slow speed makes them vulnerable to Mind Control. Terror Drones make a useful counter in some circumstances, as do Dogs (especially cloned ones). Soviet players may find sticking to Rhinos once their enemy has lots of Yuris might be a good option. Mass Yuris is very difficult to counter, try and prevent your opponent climbing that high up the tech tree.
Squid
+ Squids are now very effective against Dolphins in close quarters (simply attack-move into a swarm of Dolphins), but avoid the Tanya/Dolphin combination, and avoid needlessly grappling units that will instantly be freed.
– Allies should watch carefully to make sure their Soviet opponent is not teching up, Destroyers caught unaware by Squids will die very easily. However, Destroyers guarded by Dolphins (so they can keep being ungrappled) are effective against Squids. Use Tanya to protect groups of Dolphins from Squids, her pistols are very damaging to them. Soviet players should use blockades of Sea Scorpions to protect their Typhoons from Squids. Fighting within range of a Sensor will also make it much easier to detect their movements and allow the Typhoons to release their missiles sooner.
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