These units greatly improve the multi-player experience, which says quite a bit.
Firing missiles and being able to teleport right up to enemy units, this makes for an effective surprise attack unit, and can take down enemy Harvesters before the enemy'll know what hit them, and effectively take out Flame Towers from a safe distance.
#Command and conquer red alert release date full
They also get a Chrono Tank, which can Chrono Shift when it has full power(which it starts with), and won't go back to it's original starting point after a while, like Chrono-Shifted units usually are. The Allied don't get cheated they get a Mechanic, who is to vehicles what the Medic is to infantry a healing unit that can save your attack force. A Tesla Tank is also added, and much more properly done than the few half-hearted attempts there were at such in Counterstrike. They also get a Shock Trooper, which not only fires bolts of electricity a la the Tesla Coil, but cannot be run over, and make for by far the best anti-vehicle infantry that the franchise had to offer by this point. Among them are the Missile Sub for the Soviets, which make them much more of a threat as far as naval attacks go, by combining the destructive force of the Allied Cruiser(!) with the stealth of a regular Sub. They also make things even more interesting and entertaining. They all both increase fairness and the strategy level of the game. 100 more multi-player maps, the same amount that Counterstrike also added(I have not been able to determine how many, or if any, were added to Command & Conquer by Cover Ops). 18 new single-player missions, almost as much as an entirely new game. I don't think it is hyperbole to say that this raised the standard for RTS add-ons. As enjoyable as Covert Ops, for Command & Conquer, and Counterstrike, the first add-on for Red Alert, were, this offers more, both in amount and in how solid what is added is.