|“||Those are enemy attack dogs. Your engineers and spies should avoid them.
The result of the fifty-year-old Canine Combatant Research (CCR) program based in Newark, New Jersey, Allied attack dogs were highly trained German Shepherds, capable of taking down enemy infantry in one-on-one combat (though less capable against multiple armed opponents). Their naturally powerful sensory abilities were further enhanced by their training, allowing them to detect enemy infiltrators.
The most recent CCR graduates were equipped with a modified version of the WP100 Sonic Disruptor used by Allied dolphins, which allowed them to stun enemy infantry with a high-decibel bark. Allied forces were able to tune out the frequency of the WP100 using specialized ear pieces after several incidents where Peacekeepers were permanently deafened by over-enthusiastic attack dogs.
|Amplified Bark||Stuns all infantry in 100 radius for 10 seconds (15 seconds with High technology). 60 seconds cooldown.|
Attack dogs are cheap, fast to train, and available early on, making them the perfect choice for early game scouting. Their ability to detect infiltrators can be useful when playing against Allies or Empire, so it's a good idea to leave a few in your base. It is important to note that some infantry, such as Tesla troopers, Peacekeepers with riot shield, and Cryo legionnaires, are immune to their attacks, while others, such as charging Imperial warriors, are immune to their amplified bark.
During a one-on-one encounter with an enemy animal scout, the attack dog can win as long as it barks first.
When inside a Multigunner IFV, the attack dog transforms its weapon into a loud speaker that can constantly broadcast amplified bark, which can be helpful against infantry. The attack dog is available starting in mission Ride of the Red Menace.
- Red Alert 3 beta patch 1.3: Multigunner IFV / Multigunner turret + dog range increased to 300 from 150
- Red Alert 3 beta patch 1.5:
- added experience levels
- fixed armour set