Missile Defender

Let's pop some tanks!

21 (Elite)

28 (Heroic)

63 (Heroic)

## Introduction

The **Missile Defender** is USA's generic anti-armor infantry unit. No general can overlook them for they are a precious asset. They serve under Generals Alexander, Granger and Ironside.

## Overview

Issued with an FGM-148 Javelin AT missile launcher, these American soldiers are dreaded by enemy armored divisions and for a good reason: their weapon packs a serious punch and can annihilate a main battle tank in about two or three hits from a long distance, all the while sustaining a pretty high rate of fire. When deployed in massive groups, Missile Defenders will become the nightmare for almost all armored vehicles they will find on their way. Missile Defenders can also garrison buildings to improve their survivability against tanks and rifle-based infantry.

However there are factors that need to be acknowledged for maximum efficiency and micro management:

* First, they are very vulnerable to anti-infantry units such as riflemen (Ranger/Rebel/Red Guard), skirmishers (Assassin/Sniper/Pathfinder) and anti-infantry vehicles (Hummer/Quad Cannon/Gatling Tank).
* Second, they are ineffective against other infantry units.
* Third, they are slow and very unlikely to escape the battlefield if deeling with faster enemies. This problem can be solved with transport vehicles however.
* Fourth, they can be crushed by vehicles.
* Fifth, machinegun-based anti-infantry vehicles outrange them so better bring a lot of Missile Defenders if defense is unavoidable, even though you will lose a few men in the process.

Although close quarters anti-infantry vehicles such as Dragon Tanks or Toxin Tractors are also extremely dangerous for Missile Defenders, their firing range is much lower so it is possible for a Missile Defender to take these down before they get to him, even more when in groups.

Missile Defenders may also board air transports with fireports available (example: Combat Puma), thus giving them the ability to shoot at ground targets from the air without fear of retaliation, unless they deal with an AA unit.

## Upgrades

**EMP Rockets (Alexander only)**

* Gives the Missile Defender EMP warheads.

## Assessment

Pros:

* Cheap ($400).
* Effective against vehicles, especially when in large numbers.
* Can garrison structures to improve fighting power and survivability.

Cons:

* Very easy to kill with anti-infantry weapons, even when in mass numbers.
* Can be easily crushed by most vehicles.
* Not effective against infantry.
* Cannot attack aircraft.
* Vulnerable to toxins and radiation.

## Quotes

The Missile Defender's quotes are the same as in the vanilla *Zero Hour* game.

### When Selected

* I will fire at anything!
* Yeah?
* Lets pop some tanks!
* I wanna blow something up!
* Let me launch one, huh?

### When Ordered to Move

* Moving!
* Heading over.
* You bet!
* On the trail!
* Here comes trouble...
* Sure thing!

### When Ordered to Garrison a Building

* Let's go on that building.
* We can fire through the window!
* Take cover in there.
* It will be a nice view!

### When Ordered to Attack

* Firing!
* This'll be a hit.
* Letting her go!
* Just like the 4th of July!
* This will be fun.
* Wanna see a fireball?
* This'll leave a mark.
* Yeah-ha!

### When Wounded

* I'm hit!
* We need support!
* I need a medic!

## Trivia

* In real life, the FGM-148 Javelin is so heavy that it would be practically impossible for a soldier to operate it optimally and accurately while standing in the middle of a combat zone, which is why Javelin operators would mostly fire their weapons from afar and with assistance. Moreover, it is impossible for an AT missile launcher of that caliber to fire that fast.
* According to reports made by The National Interests magazine, a missile fired by an FGM-148 Javelin costs 80,000$.
* The attack quote "*Just like the 4th of July!*" refers to the American National Day and how it is celebrated with fireworks.

## See also

* **Tank Hunter**
* **RPG Trooper**