The Arsonist is an infiltration unit used by the Latin Confederation whose aim is to secretly set enemy bases on fire.
Somewhere between the wicked Crazy Ivans and the careful Saboteurs are the Arsonists, Latin Confederation's masters of silent and unexpected building demolition. Capable of wearing a disguise just like the Saboteur or AlliedSpy, Arsonists can get past enemy defenses and forces that fail to see through his trickery, before setting anything he sees ablaze. The Arsonist is especially useful for wreaking havoc in bases which are not well protected as it is guaranteed to take down at least a building or two if successful. The Arsonist will not lose his disguise while setting things on fire; however, an Engineer might be able to get rid of the napalm charge before it is set off.
Arsonist sounds like a combination of Crazy Ivan and Saboteur, both capable of disguising and installing destructive weapons on the building, but firestarters instead of explosives. When there are no disguise detectors in the target base, Arsonist can take a long time in the base, put enough firestarters and then quietly leave. Obviously, like allinfiltrationunits (except Clairvoyant) and Scorpion CellHijacker, Arsonists need to avoid any of disguise detectors especially Attack Dog when they are in action.
Can disguise himself as an enemy infantry unit and secretly set enemy buildings on fire to create havoc in the enemy base.
Resistant to fire.
Successful arsons are guaranteed to destroy fragile buildings like Power Plants.
Fire lasts for awhile, can spread around and damage nearby units.
Using transports can help Arsonists travel across difficult obstacles and save time.
Unlike Crazy Ivan's bomb Napalm Charges do NOT have any indication or ticking noise for any kind of notification when they were plant and set of, making enemy player to actively searching for the charges with an engineer.
Can only target structures.
Napalm charges takes time to activate.
Napalm charges can be detected and defused by enemy engineers.