blank My CNCSeries
Content Overview Files Database Tiberium Wars Section Red Alert 3 Section Zero Hour Section Generals Section Yuris Revenge Section Red Alert 2 Section Renegade Section About CNCSeries
» FAQ · History
» Staff · Contact Us


Who's Online? 0 members & 15 guests

» Infantry Fighting Vehicle

Cost: 600
Tech Level: 4

Speed: Fast
Range: Medium

Veteran Abilities: Increased strength, firepower, sight, and speed
Elite Abilities: Increased strength, firepower, and rate of fire. Can self-heal.

Description: An incredibly versatile vehicle, this transport alters its weapon depending on what type of infantry unit is placed inside it. You can look at the many unique abilities that the IFV has to offer below. IFVs are fast, and good all-rounders when in normal IFV mode. They provide good air defense - especially against Kirovs, as they can follow them (as opposed to Patriots/Flak Cannons). They are also effective at taking out lightly armoured vehicles.

Combination List:
IFV = Hover missile
IFV + Engineer = Repair Vehicle
IFV + GI = Machine Gun Turret (M60)
IFV + Flak Trooper = Flak Turret
IFV + SEAL = MP5 mounted turret
IFV + Sniper = Extreme Sniper
IFV + Tesla Trooper = Tesla Tank
IFV + Crazy Ivan = Mini Demo Truck
IFV + Yuri = Mind Control
IFV + Desolator = Radiation Beam Turret
IFV + Chrono Trooper = Time-Eraser Tank
IFV + Terrorist = Mini Demo Truck

Weakness: Tanks, Deployed GI's, Pillboxes

Rob's Tip: The IFV is a very versatile unit as you can see above. It's useful for quick engineer rushes (load one engineer into it then attempt to capture an enemy structure) as well as for fending off enemy air units - remember that unlike patriot missiles they can be moved anywhere. Whilst they are slightly less powerful and weaker they require no power and are far more flexible.

Go Back A Page

Printable Version | Tell A Friend | Bookmark