Special Forces Operations
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Special Forces Viet Cong
SF Assault
main: m16
melee: bayonette
special: launcher

cost: 0
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 chopper were the launcher becomes accurate.
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SF Support
main: m60
melee: punch/gun
special: nade, repair, sabotage

cost: 0
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 at spam like speed. Throw one after another to keep the enemy at bay. Now...set your inventory to Sabotage and use this special attack to dismantle and destroy enemy machineryor set inventory to Repair and you now have the ability to fix machines on your team.

*choppers must be on ground/landed to sabotage and/or repair them..
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SF Captain
main: shotgun
melee: none
special: C4, Ammodrop, Airstrike

cost: 0
The cap has 3 different special attacks that can be selected through your inventory. When inventory is set to 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 next to the word c4. 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. The one cool thing about c4 is 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 your self with c4 and wait for the enemy to come..then T click the right c4 and blow them off the map.

The mechanics of the Ammodrop and Airstrike are similiar to those of the c4 except you dont Tclick yourself to ready them. All you have to do is hit T and the captain will call for a plane to ready itself. While communicating with the plane the captain cannot move and because it takes a few seconds to do...you may want to take cover before doing so. Once the plane is ready an ammo icon will appear. Now...the captain can throw a smoke nade (blue smoke for ammo - red for airstrike) depending on what your inventory is set to.

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 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.

Unlike the c4, the Ammodrop/Airstrike attacks use the mana bar. If you arent at full mana you cant throw one of these attacks. Even if you have an ammo icon. So make sure you keep an eye on your mana if your going to take on the enemy or if your team is in need of ammo.
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SF Medic
main: m16
melee: poison
special: heal

cost: 0
These use m16s and are as fast as Assault units, however their real benefit comes from their long-range and rapidly recharging healing ability.
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SF Rva
main: grease gun
melee: slap
special: 4sec nade

cost: 0
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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SF Tank
main: HMG
melee: ram
special: tank shell

cost: 0
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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SF Huey
main: HMG
melee: none
special: missiles

cost: 0
fast and capable of dealing out nasty damage using machine guns or their special ability - air-to-air or air-to-ground missiles. 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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SF Howitzer
main: artillery
melee: none
special: artillery

cost: 0
fast and capable of dealing out nasty damage using machine guns or their special ability - air-to-air or air-to-ground missiles. 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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SF Anti-Air Gun
main: explosive shell
melee: none
special: self destruct

cost: 0
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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SF Patrol Boat
main: HMG
melee: ram
special: land artilley/air missles

cost: 0
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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VC Assassin
main: melee
melee: machette
special: none

cost: 0
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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VC Scout
main: ak-47
melee: none
special: poppers

cost: 0
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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VC Commando
main: ak-47
melee: none
special: vc nade

cost: 0
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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VC Sniper
main: m1-sniper
melee: slap
special: popper

cost: 0
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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VC Mortar
main: mortar shell
melee: none
special: tear gas

cost: 0
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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VC Rocket
main: rocket
melee: none
special: vc nade

cost: 0
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

cost: 0
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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VC Peasant
main: none?
melee: none?
special: none?

cost: 0
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. Not surprisingly, they replace Wights.
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