Still rulers of the skies

Nov 8, 2008 03:01 GMT  ·  By

You've seen how the Empire of the Fading Sun fights and that the Soviets have quite a few tactical aces up their sleeves. Now we're here to talk about that faction which will probably be the least played in multiplayer matches: the multinational Allies.

While the Soviets have gotten beefier as a result of their time travel, the Allies seem a bit weak. There are no nuclear weapons and all of Einstein’s advances have been erased from history. Well, not all. In a weird continuity glitch, Electronic Arts has chosen to let the Allies still use the Chronosphere, but since Einstein is gone, this superweapon should also be gone.

Other than that, the Allies are still solid in all departments, excellent in none. They need to go to Tier 2 technologically in order to build the main Guardian tank, which is more than capable of tangling with Soviet and Imperial armor. The Multigunner IFV is highly versatile and I confess not figuring out what the advantages to using Mirages are.

Air power wise, the Allies have the upper hand. Both the Vindicator and the Century Bomber are powerful when targeting ground troops, although the latter is kinda slow, even if not on the scale of the Kirov. The Apollo is very good anti air, mainly because, unlike the MIG, it does not need to re-arm.

The support powers of the Allied faction are also a mixed bag. The Field Recon is useful for targeting assaults, while the Surgical Strike can take out that crucial position just before the main force arrives. I also chose to use the Time Bomb as a useful way to attract the attention of the enemy just before my forces pounced. The Cryo freeze and the Chrono Rift powers seem less than useful, the former because of a short time period, the latter because the units you target reappear after a while.

So, if you plan on playing Allies, be sure to mix air power and ground assaults with occasional shots from the Proton Collider.