FAQ/Strategy Guide - Guide for Command & Conquer: Red Alert 2
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\\\\\\\\\\\\\\-----COMMAND & CONQUER--------\\\\\\\\\\\\\\\\\\\ Red Alert 2 FAQ/STRATEGY GUIDE. ____The whole world must fall to the Soviets, and nothing will stop the rage that we unleash... Version Information ------------------- V1.1. I added some stuff from Scott Batass (aparently, he's a veteran player). I've also finished up the advanced strategies for the Allied Forces and the Soviets. Please mail any strategies/hints/sugestions/junk you have to me at email@example.com (can't say it enough). I will also make a walkthrough for the game with a lot of different strategies from a lot of people (at least I hope there are people out there who want to cooperate). This way I want to make sure that everyone finds the strategy to his liking. Version 1.2. ----------- Well, I added the first big part of my Allied Walkthrough, and added a complete Allied Walkthrough from Scott Batass (it's real good, a must read if I can say so myself). I'll add the finishing parts of mine in the next weekend, in school we have some last minute tests before the exams. Also, I am waiting for anybody else who wants to see his mission walkthroughs in this FAQ. Just send them over to firstname.lastname@example.org, and you'll earn an honorable place withing this document, and you'll earn credits of course (ahem). I hope to sttart the Soviet Walkthrough in the next update, and finish it before my exams; I hate to leave something unfinished for long. After the walkthroughs, I will get back to the main point of this FAQ, strategies. I have some stuff to add, but I really am running out of time, but when the vacations kick in, you may certainly expect a lot of updates to thsi FAQ. See ya next time. Version 1.3. ------------ So, looks like we see eachother again for another update to thsi FAQ. I said I'd wait for the walkthrough to be finished completely before moving on with other sections, bt I just oculdn't resist the temptation to start writing other things as well, which lead to a BAD test result in school, but I don't mind anyway. Okay, so I finished the Allied Walkthrough, and I'm getting through the Soviet one, I will try my best to finish it in the next update. [TABLE OF CONTENTS] \------------------\ 1) Introduction 2) What is Red Alert 2 - Game Features 3) Allied Units/structures/specials 4) Soviet Units/Structures/specials 5) Tactical information on units/structures/specials 6) Main defensive tips for Allies 7) Main offensive tips for Allies 8) Main dtips for Soviets 9) Main offensive tips for Soviets. 10) Advanced strategies 10.1) Allies 10.2) Soviets 11) Mission Walkthroughs 11.1. My Walkthroughs 11.2. Reader Walkthroughs 11.2.1. Scott Batass' walkthroughs 12) Unholy Alliance strategies. 13) Contact Information 14) Credits \----------------------------------------------------------------------------\ 1) Intorduction. \---------------\ Hi guys, here's a strategy guide for the awesome game Command & Conquer: Red Alert 2. Caution: There is no walkthrough in here, howev Im considering adding one in the next major update, so stay tuned! For the moment you can find all the things you need to know about Red Alert 2, and how to strategically make your enemies angry, paranoid, distracted and the like. Never forget: Your best defense is offense, but don't compromise your defensive strength because you want to attack. Try to take your time and hope the enemy isn't too quick about it either. If he is, make an efficient attack force, and strike back (just to scare him or to damage him in the early stages of the game). You can use strategies in this guide in the campaigns, but certain missions only give you certain units to build, and strategies listed here mostly use all types of units, so in the first mission, you won't be able to do a lot with these missions. I'm sure there is/there'll be a good guide for this, in the mean time, I'm working on one of my own. You may be sure that there'll be a Primagames Unofficial strategy guide, or one of those superb Game Guides of IGN! I hope you like this FAQ, if not, tell me what's wrong. Also, if anybody wants to contribute to this FAQ, you are more than welcome! Just mail your additions to: email@example.com, and use Red Alert FAQ as you subject, thank you. I'm trying to make this guide as big and as precise as possible (well that Walkthrough should help a bit). Okay, so without further addo, let's start. -------------------------------------- 2) What is Red Alert 2 - Game features. \-------------------------------------\ Alright, here's the section where the newbies will find some info about this game, and of course my personal review. Also I'll go a little deeper into the game features of Command & Conquer: Red Alert 2. First we need to look back a bit, to the very well-known Red Alert, the original. It begins when Einstein and an assistant make a time machine to teleport back in time, and prevent WWII from happening. They suceed in killing Hitler, but instead of WWII, there is an even bigger threat about to overrun the world: The Soviet Empire commanded by Stalin. Their tanks roll into the nearby countries and take them over without problem. Allied powers know that they have to act against this threat. There's only one problem, they lack the firepower to pose a big threat to the Soviets. The Allies rely on long-range assaults and quick air strikes, while the Soviets try to demolish the Allies with brute force, even with atomic weapons. After a long strugle, the Allies manage to kill Stalin and end the war. They choose a dictator, Romanov, to control and rebuild the Soviet remains. However, Romanov builds up the Soviet army and makes it stronger than ever. He plans on striking directly in the United States. Using his Cloning Vats he makes new soldiers faster than ever. They quickly overrun the surprised Allies, and they have to rely on newly developed technology to defend themselves... And that's where the game starts. Are you up to it? So what are some cool features of Red Alert 2 you ask? Well, first off, the camera is zoomed in much closer than in Tiberian Sun, which means cooler gameplay, and better graphics. On a sidenote, I was impressed with the minimum system requirements for a Command & Conquer RTS.... Anyways, you'll fight in real-life locations now, no more "Where the hell am I?????"-quistions. You'll be able to fight in New York, Paris, Texas, Chicago, Washington, somewhere in Germany I believe (I'm not that far yet...), and Siberia. Sounds pretty cool. Add to that, there's cars, a lot more buildings, and better gameplay rules if you ask me. I'll get to that a little later. The sound has gotten a lot of improvement, you'll now hear "sounds of the enviroment", which means birds, tanks, infantry marching, cows making that anoying noise and so on. Multiplayer has gotten some improvement as well. First you've got "Unholy Alliances", which gives you both an Allied and a Soviet MCV. VERY NICE. Here you have to be kind of strategic, since where for example the Allied lacks heavy armor, the Soviets make up for that nicely. So you'll have to work with deceptions and direct assaults while your enemies are occupied elsewhere. I'll cover this in the appropriate sections. Further more there are modes like naval war (you're left on a small island and you're enemy is on an other island", Land Rush (you start in a completely revealed map( and Meatgrinder (you can mainly use infantry and tanks). And IGNPC gives it a 9.3, so what are you waiting for (they won't lie about it...). -------------------------------------- 3. The Allied Forces \------------------\ Units ----- Infantry -------- GI Soldier ---------- Description: A well-trained infantryman with a powerful machinegun. He's more than a match for the Russian Conscript. He can deploy his machinegun and hold is ground, or you could place him in a building (yeah!!! Why not the Mac Burger King in the first missions?). When you "garrison" your GI, he will stay in the building and fire at anything that passes. This adds to the already massive strategic planning you need to do. This is especially handy as your infantrymen can take potshots at the marauding enemy forces, weakening them before they reach your base. And they aren't too expensive as well. What I'm trying to say is: DO NOT OVERLOOK THESE GUYS! Weapon: .50 Caliber Machinegun Attack Dog ---------- Description: These are the infantry killing machines. One attack and even Tanya will be toast. They are pretty fast compared to most infantry and they can sniff out spies for you (assuming your enemy is Allied or you are playing Unholy Alliance). Always keep some in your base. They'll kill the Engineers that try to sneak in and capture some buildings. I've had it happen once and it isn't pretty (lucky enough for me he took only my Power Plant, I was able to kill his 4 companions). Rocketeer --------- Description: You can call these guys the Jump Jet infantry of Tiberian Sun, there only a lot cooler if you ask me. I only found them useful in one department: to weaken approaching attack forces. Soviets mostly send heavy tank assaults to make you shiver. Just send a dozen Rocketeers to them, and half of them will be destroyed when they reach your base. Their weapons aren't impressive if you ask me, they're just good help. Weapon: Light Machinegun Chrono Legionnaire ----------------- Description: This one can be a real pain in the butt. What he does is wipe the enemy units you target from the map. The only problems are that he ain't strong and that he doesn't fire fast. So, keep these guys safe and victory might just be much easier... Weapon: Chrono Rifle (or something like that) Engineer -------- Description: This goon returns to the party, with some nasty upgrades. He hasn't gained the speed yet hehe, but he can do a butt load of things. First, he can take over an enemy building and turn it to your side. Secondly, he can repair your own structures. Just send him inside and he'll repair it for you. Thirdly, he can repair a destroyed bridge. You'll have to send him into the bridge control station. Once that is done, it will be safe to move along your units. Also, he can capture Tec buildings (airports, Oil Derricks, Outposts, hospitals, etc.), to help you in your efforts. This can prove very useful in the heat of battle. By supplying you with a steady flow of cash, paratroopers, free healing, repair etc. you could easily turn the tides on the enemy and kill him off. You can also capture normal houses and other civilian buildings. Lastly, he can defuse bombs. He has a Defuse kit with him to defuse any t explosive threats that you might encounter. This makes him the ideal weapon against Crazy Ivan's terrorism. The only drawback is that you will lose your engineers in most of these cases (except for the bomb defusing that is). Weapon: Defuse kit Tanya ----- Description: Your ideal special agent, Tanya will perform her duties quite nicely. She has a woopin' amount of firepower with her, and she can handle infantry attacks very well. Just don't use her against armored units, she'll probably die. Structures however, are very popular targets for Tanya. She just plants a C4 charge and destroys it in one blow. VERY EFFECTIVE. If you are lucky, the AI won't have much of defenses, and when the time comes that he threatens to destroy/harm you, just send Tanya in and clean out the super weapons. I've actually done it several times and it performs nicely! Weapon: Dual Colt45 pistols and C4 charges Spy --- Description: This one is vital to your strategy. In Red Alert, your spy could do a handful of things, but in my opinion it is much harder to discover a spy in RA2 than it was in the original. Still the best defense would be to place your dogs in Guard mode. A spy can do much more this time. Here's a rundown. 1) Get him into a refinery and he will steal some cash for you! 2) Get him into the Power Plant and he will shut off the power for 1 minute (VERY useful) 3) Get him into your enemy Radar Tower/Air Force Command GH and he will reset the shroud. 4) Get him into the Barracks/War Factory and he will make your units Veteran. 5) Get him into the Battle Lab and he will offer you a new unit to build. Just don't come to close to enemy Guard Dogs, as they will sniff out your spies pretty quickly. Vehicles -------- Chrono Miner ------------ Description: Without this, you'll die. That is the simplest description that I can give you. for old-school Command & Conquer players, you can call it the Harvester, but with extra teleportation ability. It has to drive to the Ore fields but it can teleport back to your base. This spares a lot of time, and you don't have to build that many to have a steady flow of cash! It doesn't have any weapons like its Soviet counterpart. It can crush infantry of course. Grizzly Battle Tank ------------------ Description: This is the main armor unit of the Allies. It has heavy armor, good strength and good firepower, however the Soviets Heavy Tank is better in every aspect but speed. It will certainly be the bulk of your forces in the whole game. In my opinion, it goes pretty fast for a tank. The nice thing is, because of its cheapness, you can send wave after wave of them to assault the enemy base. While you're first wave is attacking, you start building another wave. It should be almost or even completely finished when your tanks are destroyed. You must make sure that you have a constant flow of cash though. Capture an Oil Derrick, or build a bunch of extra Ore Miners to give fast money. Weapon: 105mm Cannon Infantry Fighting Vehicle (IFV) ------------------------------ Description: Just your plain old APC. But this time, there are some special forms of the IFV. You can produce regular IFV that you pump full of infantry. These have some weapons (including the infantry's weapons of course), but you can also produce a Repair IFV, which functions a little like the MRV in TS. You send it to a unit and your IFV will repair it. It has its uses, but personally, I'd go with the Chopper. Just for those who can't figger it out, you have to put an Engineer in the IFV to make it a REpair IFV. Also, I've received some very nice tips from Scott Batass about what you can do with an IFV (I usually only use them to transport infantry to the destination, unload and then use them as support fire). He has the following combinations: - IFV +TeslaTrooper (if you can manage it) =Tesla Tank (acording to him, it has better range, but I didn't really feel like that, anyaways..) - IFV + Crazy Ivan =Demolition Truck (YEAH BABY!!!!!) - IFV + Yuri =IFV taht fires a Psychic wave (not all that useful) - IFV + Desolator =fires radiation weapon (good anti-infntry weapon, otherwise its just crap!!) IFV + Flak Trooper =Well, I'd like to call it the Golakeeper. It fires flak very quicly, and it gives the feeling of having a real anti-aircraft weapon that is used on Carriers (yeah! Where's the Goalkeeper on the Carrier for the Allies!) - IFV + Chrono Legionaire =Chrono IFV. They fire the Chrono Rifles and indeed fire a little faster then the normal Legionaires. - IFV + Attack Dog =These kill spies you know, looks like those dogs have good noses hehehe. Major thanks to Scott for this one! Weapon: Missiles +infantry fire Prism Tank ---------- Description: You could describe it as "a Prism Tower on wheels". It isn't very strong, but it is very destructive. They are best used as heavy defense, or as supporting unit in the assault on the enemy base. They pack quite a punch, but heavy units can still destroy it. Weapon: Mobile Prism Cannon Mirage Tank ----------- Description This one is pretty interesting, I like to refer to it as the Shape shifting Tank. It can mask itself in things like a tree for example. This is the best ambush-unit in the game in my opinion. Just have a group of them mask themselves, let the enemies strike force go by and do some backstabbin'! It's gun is quite powerful, but I didn't find its offensive capabilities very good. They can be used as a last line of defense if you wait. Weapon: Mirage Gun MCV (Mobile Construction Vehicle) --------------------------------- Description: This slow but strong unit is something you wouldn't want to lose in the beginning of a match. It probably won't happen but it is still a very painful thing... thrust me on this one. It is wise to build a second MCV and even a third, just in case the enemy turns nasty. The best thing is to make multiple, individual bases. I had an interesting strategy for TS. I haven't had a lot of time to test it here, but I think it will work out just fine. I'll cover it in the appropriate section. Weapon: NOTHING!!! Air Units --------- Harrier ------- Description: Ahhh, one of my favorite units in the game. They are pretty fast, they are very destructive and the Flak Cannons sometimes have a hard time shooting at 'em. They are the Harriers. to ensure your success you'll have to build a ton of them. A full squadron of 12 would be advisable, you never know what kind of resistance you run into. There Air-to-ground missiles are very powerful, bringing a structure down in about 2 hits. Be sure to break your squadron in groups of about 4, and let them attack individual targets. This works most of the time, for me at least. Follow up your air strike with a large taskforce and your enemy will be powerless. Weapon: Maverick Air-to-Ground missiles Night Hawk Transport Helicopter ------------------------------- Description: My favorite transport. I usually attack approaching vehicles with them, as they have unlimited bullets, and in packs they can pack quite a punch (man I'm getting sick of that "pack"). They can hold up to 5 infantry units and deliver them anywhere you want (if he can land anywhere near it that is). This is handy if you want to give your enemy a "Tanya Rush". Just load her into the Chopper together with some GIs or Engineers, deliver her just outside the most undefended part of your enemy's base, and blow up/capture some stuff! Be advised however, as there seems to be something wrong with the game. Once I attacked an enemy group of Conscripts and suddenly they began to fire at me. It is logical that people with machineguns can fire at helicopters, it just never happened to me in a command & Conquer game yet; Weapon: Blackhawk Chaingun F/A-18 Hornet ------------- Descriptions: You won't actually be able to control them, but they will be your best friends on the battlefield. You'll have to build an Aircraft Carrier (assuming there is water on the map you're currently on), and give it a target to attack. The Carrier will launch its Hornets, and they will move to the target at a nice speed, and demolish it. It is best if you have multiple carriers, because the hornets have to return and rearm before you can launch them again. You can target their Construction Yard and Service Depot at the same time (probably destroying them), making your enemy mad. He will not be able to build another MCV (if he didn't do that already). Weapon: Some kind of Rocket Pots. Naval Units ----------- Amphibious Transport -------------------- Description: A must-have if you are stuck, having to sail over ships to attack your enemy. They're not incredibly fast like in the original Red Alert, but they can deliver wave after wave of tanks, that if co-coordinated well, will eventually destroy your enemy. This combined with support fire from your warships, will without a doubt destroy your foe(s). Not that they're not useful over land. There just as useful. It's just not remarkable, I just overlooked them the first few time I could build them! Dolphin -------- Description: I overlooked these at first, but they ideal when fighting over water. They can destroy Giant Squids and subs easily, but are also ideal for freeing ships of the grip of the Squids. They have a weird sonic device that you could resemble a bit with the Disruptor from TS. Weapon: Sonic Pulse Destroyer --------- Description: This is your basic warship. Or not eh. It has a heavy cannon and to combat those annoying typhoons, the Destroyer is equipped with anti-submarine warfare helicopters. These do the job of killing the subs quite well if you ask me. It is a good vessel to assault defensive structures as well as infantry. I found it less effective against tanks and heavily armored units. Weapon: 155mm cannon +ASW helicopters Aegis Cruiser ------------- Description: This one can be very effective. It fires SAMs in a rapid rate, it has good strength compared to the Destroyer, too bad it has no other weapons. I found it both handy in destroying marauding Hercules planes, bringing those paratroopers, as well as destroying those tough Airships. This is a must have to protect yourself from long-range Soviet missiles. You can destroy both V3 rockets and the missiles of Dreadnoughts. Weapon: Surface-to-Air missiles Aircraft Carrier ---------------- Description If there is one thing I build after my Shipyard is deployed, it is this baby. It is strong, and it has some impressive friends on its decks. Look at the description of the F/A-18 Hornet to find out what I mean. You can attack both ships and ground units/structures with it, no air units (that's where the cruisers come in). This is the command vessel for your fleet. The main thing you will want to do is to destroy any flaks in sight with your Destroyers, while the Hornets destroy any heavy defenses with their deadly weapons. The Cruisers meanwhile, defend the Carrier from any assaults from both V3s and Dreadnoughts, not forgetting the airships of course. Structures ---------- Construction Yard ----------------- Description This is the main building of your base. Be unfortunate enough that an enemy destroys both your Construction Yard AND your Service Depot, and you're screwed. This building allows you to construct the buildings that you'll need. When destroyed you lose the ability to build any more defenses, go further up the Tech Tree and reduces your chances of winning the game. Defend it at all cost. Also, be sure to make a second or even a third Mobile Construction Yard so that you are sure that you are playing on the safe side. Take my advice boys and girls, you'll need it. Ore Refinery ------------ Description: This is where all the ore is stored and where the Ore Miner docks to deliver the harvested ore. This is the second most important structure in the game, the first being the Construction Yard. Do not leave it undefended, it is expensive to rebuild, and if you are unfortunate to not have enough funds for it, you might end up having to sell off important buildings. Power Plant ----------- Description: You cannot survive without a few Power Plants. They supply your whole base with power and most importantly, they power your defensive structures as well. The superb strategy is to first destroy the enemy's Power Plants and then destroy him, taking advantage of the absence of his heavy defenses. Using a spy to shut of the base power, while a special unit (like Tanya) moves through the base and destroys anything of importance, is crucial. If you just built a structure which needed a lot of power and you lost main power until you can build another power plant, there may be occasions where just then, the enemy decides to attack. This is very painful, as your Ore Miners could just be busy while your enemies are pouring into your base. The best strategy to do (the fastest btw) is to sell off the power-sucking building. Base power will be immediately restored and your heavy defenses will rip apart the unsuspecting enemy, hahahahahahaha! Barracks -------- Description: This is very simple: BUILD and ENJOY. This building is used for the creation of infantry and is also required to build the War Factory. It is pretty cheap for a building eh. War Factory ----------- Description: This, in my opinion at least, the third most important building in the game. It is used to build the heavily armored units, not the advanced ones. Things like tanks and heavy transports are built here. Air Force Command HQ -------------------- Description: This is a multi-role building. Firstly, it is a radar. It gives you a main view on the map. However there is a second function. This building is used to build the Harriers, and is needed to build the cruisers. Service Depot ------------- Description This is very important to build fast and to maintain. "Why?!" you ask? Well, it is very useful to repair your units, and the most important thing is this: in the event that your Construction Yard is destroyed, you will be in deep shit. However, if you have a service depot, you will be able to build a new MCV. Let this be your first priority once your main structures are up. Battle Lab ---------- Description: This building allows you to build the advanced structures/units and gives you access to the superweapons... NICE, I hear you screaming, hahaha. Gap Generator -------------- Description: You can take this as your average Stealth Generator, but that's incorrect. They hide any structure and unit in its radius in a big shroud. Units and structures that fire at enemy units will "declaim" so that they can open fire. Keep your power above nominal, or everything will shut down (NOT NICE!!). It can be pretty handy in the earlier stages (remaining hidden from your enemies), but don't really use it when your enemy has already scouted out your base, a good superweapon strike will still be imminent. Ore Purifier ------------- Description: Not all the ore you mine is usable to convert into cash. But now there is a solution to this problem: the Ore Purifier. They allow you to get all the resources you harvest into cash, this gives a huge bonus. The Allies already mine faster than the Soviets, now they even get more credits than them. Great, you gonna need it. Spy Satellite Uplink ------------------- Description: This little bastard allows you to unveil the whole map which is pretty useful if you ask me. Just be sure you have enough power, or the whole thing will shut down... And at that moment, an enemy invasion force arrives. You laugh at them, typing in the chat window "YOU WILL NEVER GET BY MY 15 PRISM TOWERS!!!", when you suddenly discover that they aren't working at all! Be warned! Chronosphere ------------ Description: The chronosphere has returned once more, and he's better than ever. First off, this structure sucks out power, so be warned. Secondly, it is actually kind of tricky to use IMO. When charged up to full, it allows you to teleport a certain unit/group to a location of your choosing HOWEVER, they will only stay there for a few minutes, so good planning is crucial! This can be handy to send swift attacks, or to reinforce your main taskforce with some extra supplies. You can't send infantry into an enemy base, but if you put them in an IFV, there shouldn't be any problems. Weather Machine --------------- Description: One of my favorite superweapons ever in the world of RTS. This Weather Machine creates a lightning storm, which approaches the targeted area. It is very deadly to enemy structures and infantry. This is of course the superb moment to bring in your heavy forces (NO! Not while the storm is busting them up!!!), or even chronoshifting an IFV with Tanya inside, hoping most of their defenses are destroyed/their power is down. Pillbox ------- Description: This is my favorite defensive structure in the game, especially the sound is very cool! What this is? Well, it is a bunker with a machinegun inside, firing at any incoming forces. While it is pretty strong, it is the weakest of the Allied defensive structures, and it is also the weakest of them all. You will always find them in my defense though... They are real infantry shredders, they aren't really effective against vehicles. Patriot Missile System ---------------------- Description: This is another of my favs, it's just so damn powerful... against the right stuff. It fires the famous Patriot surface-to-air missiles (for those who know them), they will knock every V3 and Dreadnoughts missile out of the air. You know that the Kirov Airships are very heavy. Just place enough systems and they will destroy them. Don't even dear to attack these systems with Harriers or Hornets, they will be knocked out of the sky before they even reach their base... units aren't really balanced to fight themselves you know... Prism Tower ----------- Description: These are the armor shredders for the Allies. They fire some weird type of laser. They are stronger than Pillboxes, but they aren't as strong as Patriots. They are essential to your defenses, never leave any base without them. Fortress Wall ------------- Description: These are the standard Concrete Walls. They are needed for your defensive needs. They'll keep out those pesky Terror Drones, as well as prevent any direct engineer attacks. Special Allied Multiplayer forces --------------------------------- Americans: Paratroopers ----------------------- Description: All of you Americans get free paratroopers. This is pretty cool, as GIs are a pain in the butt!!! They can take out tanks themselves, and you better get Flaks up fast, so that you can take out the Hercules planes down before they can drop off the troops. However, if you are one of the Allies, you can easily take 'em down with a few Patriots! Beware though, these planes are slow, but they can take some punishment (this is especially for the Soviets). Keep dogs within your base, so that your doggies can kill the infantry before they can do some damage. Weapon: .50 Heavy Machinegun (probably a Browning type) British: Sniper ---------------- Description: I haven't been able to test these yet, but my guess is that they are a little like the Sniper in TS. I will post a good description once I find the time to test them out. Weapon: Arctc Warfare Pistol France: Grand Cannon Description: These guys rock man!!! They can destroy marauding Soviet tanks like I eat candy (not that I'm fat or something). They are a little expensive, but it is worth the money. Weapon: Heavy Cannon Germany: Tank Destroyer Description: I haven't been able to test these as well, but I'm dying to get my hands on these! I'll just have to finish the missions yet (man! I'm stuck at the Soviet campaign! I cant believe it!!!!!). Weapon: SABOT Canon Korea: Black Eagle ------------------- Description: These are the Superharriers, but I do notlike them that much. They go a little slower tha the original, have stronger missiles though and can sustain more damage. Just be sure that you have several of these, as one will still do minor damage. They are good for the "Air Strike without warning" strategy (see further below in section 7). Weapon: Maverick air-to-ground-missiles -------------------------------------- 4) Soviet units/structures/specials. \----------------------------------\ Infantry -------- Conscript --------- Description: These soldiers are weaker and less trained than the GI, but they are cheaper. They cannot deploy themselves and I miss that here (you can bet I'm not a fan of the Soviets!). They are oh so easy to kill with dogs and their guns aren't as spectacular as well! So, why would you buy these nerds??? Well, you can still garrison buildings with them, so it is still good to use them for defensive purposes. If you need some support to kill infantry, use the Attack Dogs, they are much better (they kill much faster as well hehehe). Weapon: M1 Carbine assault rifle (you wouldn't say it if you see those wimpy weapons) Attack Dog ---------- Description: These are the infantry killing machines. One attack and even Tanya will be toast. They are pretty fast compared to most infantry and they can sniff out spies for you (assuming your enemy is Allied or you are playing Unholy Alliance). Always keep some in your base. They'll kill the Engineers that try to sneak in and capture some buildings. I've had it happen once and it isn't pretty (lucky enough for me he took only my Power Plant, I was able to kill his 4 companions). Engineer -------- Description: This goon returns to the party, with some nasty upgrades. He hasn't gained the speed yet hehe, but he can do a buttload of things. First, he can take over an enemy building and turn it to your side. Secondly, he can repair your own structures. Just send him inside and he'll repair it for you. Thirdly, he can repair a destroyed bridge. You'll have to send him into the bridge control station. Once that is done, it will be safe to move along your units. Also, he can capture Tec buildings (airports, Oil Derricks, Outposts, hospitals, etc.), to help you in your efforts. This can prove very useful in the heat of battle. By supplying you with a steady flow of cash, paratroopers, free healing, repair etc. you could easily turn the tides on the enemy and kill him off. You can also capture normal houses and other civilian buildings. Lastly, he can defuse bombs. He has a Defuse kit with him to defuse any t explosive threats that you might encounter. This makes him the ideal weapon against Crazy Ivan's terrorism. The only drawback is that you will lose your engineers in most of these cases (except for the bomb defusing that is). Weapon: Defuse kit Tesla Trooper ------------- Description: If you want tank zappers, than these are your men. They use electricity to zap enemy units however, you can use them to power Tesla Reactors to give them that extra boost (never done this though...). It isn't that useful against infantry, as these units tend to miss smaller targets. I do not use these troops often, actually I do not use a lot of Soviet infantry, Flak Troopers sometimes to protect my forces from those Rocketeers and harriers. Weapon: Electric bolt Flak Trooper ------------ Description: Okay, these are actually useful. They can fire at both Ground, sea and air units. They are essential to your offensive capabilities, unless you want to stick with the Flak Track. They are vulnerable to other infantry, so please give them some Attack Dog cover (if you would use the Flak Track, those grizzlys would blow them to smithereens). Weapon: Flak gun (both ground, sea and air units can be attacked) Crazy Ivan ---------- Description: I like this guy because of his fancy speech! "I've lost the bomb, do you have it?" The first time I heard that I was laughing until my parents came asking what was wrong. No, seriously. This guy, if used right, will make the life of the enemy very hard. You'll have to protect him well, but I assure you it is worth it. It is tricky, because you will have to keep someone kill the engineers who try to defuse the bomb, but if you can achieve this goal as well, the units/structure you bombed will be toast. Weapon: Dynamite Yuri ---- Description: Yuri is one of the most impressive units I have seen in Westwood games that I've played (that excludes the Dune series). He can mind control any unit your finger can click at. From grizzly Battle Tanks to bite happy alligators! This allows you to do the cow Rush (see appropriate section). But that is not all. He can do a Psychic Wave that kills all infantry that are near him. An all-around interesting unit to have AND to use of course. Weapon: Psychic Wave Vehicles -------- Rhino Heavy Tank ---------------- Description: NOW we're talking! Make a mass of these, and crush the opposition. It has a heavy cannon, I'm a little disappointed that the 2 barreled tanks haven't returned. Those were really cool! Take a look at the original Red Alert if you want details on this baby. Anyways, this tank isn't bad or something, they are just....... a little less cool. They are very effective against Tesla Coils, especially if they are in packs. They aren't very effective against Prism Towers however, Prism Towers are effective against THEM. The point of being Soviet is to start up your base immediately and build as many as you can, as fast as you can. Then, rush the enemy and hope they are overwhelmed (if you did it quick enough that won't be a problem really). Weapon: 120mm Cannon Apocalypse Assault Tank ----------------------- Description: Have fear of the Apocalypse. Twice the strength of the Rhino, heavy armor and impressive firepower, this is what a Mammoth Tank is all about baby. Not only can it fire at ground targets with its dual heavy canons, it can also fire missiles at aircraft. Scared yet? No? Well, just imagine what a dozen of these tanks could do to your base... They'll completely destroy it, unless you can retaliate appropriately. This is why my theory on the Allied forces is the following: The best defense, is a good defense of course! And that's more than true if you take a close look at the Apocalypse tank. Throw everything you have at it, assault it from the sea if you can, aircraft carriers help a lot here, as their hornets might be able to get through its missile defense, and will give it a nice beating. Weapon: Dual 120mm Heavy Cannons and SAM missiles Flak Track ---------- Description: Nothing special, only meant for scouting means, nothing more. It has some flak guns on it that can target both air and ground units, still nothing special, as it has spiffy armor and is incredibly weak. Weapon: flak guns V3 Rocket Launcher ------------------ Description: IJ already hear you guys saying "And what don't you like about this, you foolish nerd, well to give you an answer: it is much to difficult to get it working right. The only way you could do it a bit easier is by outgunning the patriots, and still, the Allies will come and screw your V3s up. Soviets are much more prone to V3s (spiffy air defense, anyone???). What you'll want to do is bring them in if you're absolutely sure that the coast is clear, and that brings me to my next problem: Aegis Cruisers. They are a pain if you ant to V3 something. They have a lot of rockets onboard, and they will shoot your rockets out of the sky before they are even launched... well not quite so but still. Weapon: V3 rockets Terror Drone ------------ Description: Do you really want to know what this is? Well, build one and test it out on your Ore Miner (the worst unit you could ever test it on). You will conclude that some way or another, your miner was completely destroyed, eaten you could say. That's exactly what the terror drone does: EAT, EAT and EAT. Nothing else. The AI tends to send some of these pests to your base, hoping they will make it through your defenses. Even with all your defensive structures and garrisoned infantry, they sometimes slip through and eat your miner. VERY PAINFUL. AVOID THIS AT ALL COST. BUILD WALLS, INCREASE YOUR DEFNSES OR SOMETHING ELSE. WHATEVER YOU DO, DO NOT LET THEM EAT YOUR MINER. I was very surprised btw, when a group of Terror Drones approached my base. I sent out my infantry to destroy them. With a smile on my face I watched as the two groups approached each other. However, something very disturbing happened. When my infantry opened fire, the enemy drones came in and killed them all!!! I managed to kill a bunch of them, but all my GIs were killed! I never heard this happening to anyone before... Weapon: errrrrrrr, some kind of teeth I guess, or claws... MCV (Mobile Construction Vehicle) --------------------------------- Description: This slow but strong unit is something you wouldn't want to lose in the beginning of a match. It probably won't happen but it is still a very painful thing... thrust me on this one. It is wise to build a second MCV and even a third, just in case the enemy turns nasty. The best thing is to make multiple, individual bases. I had an interesting strategy for TS. I haven't had a lot of time to test it here, but I think it will work out just fine. I'll cover it in the appropriate section. Weapon: NOTHING!!! Air Units --------- Kirov Airship ------------- Description: This is the one and only Soviet air unit. It is impossibly slow, but oh man this is powerful. It drops bombs at its targets, which will explode after a few bombs. It is not too hard to defend against if you know how however, you'll have to keep shooting at it and still stay alive somehow, as this bastard repairs itself when it is damaged. A few Aegis Cruisers work fine, but be sure to have a nice amount of Patriots around when they do get to your base. Once, I played against an AI opponent (I was Russia, he was Cuba) and he somehow managed to destroy my construction yard. I was really mad and began massive production of tanks. Suddenly however, Lt. Zofia kicked in saying the enemy had a Nuclear Silo. I quickly had an airship, which I already built earlier, get there. I only had one minute remaining before the nuke was shot. The thing was able to fly there in time (lucky enough for me) and I was able to destroy his whole base with my lonely Kirov. Oh yes, he had about 5 Flaks but they couldn't stop me from destroying building after building, eventually killing the unit producing structures and the power plants eh Tesla Reactors of course. The only stupid thing was that I was playing on a map which was meant for 8 players, so I had to scout all over the place to find those last garrisoned infantrymen. Just to say: defenses aren't really made to stop their own units (mostly). Weapon: Bombs Navel Units ----------- Amphibious Transport -------------------- Description: A must-have if you are stuck, having to sail over ships to attack your enemy. They're not incredibly fast like in the original Red Alert, but they can deliver wave after wave of tanks, that if co-coordinated well, will eventually destroy your enemy. This combined with support fire from your warships, will, without a doubt, destroy your foe(s). Not that they're not useful over land. They're just as useful. It's just not remarkable, I just overlooked them the first few time I could build them! Giant Squid ----------- these are really annoying. They grab the target ship with their tentacles and play with it until it blows. The only way to remove these pests are Dolphins, with their sonic waves, the squids will have to release the ship. they are submerged so it is possible to target it, but not very easy. Use these wisely as you can rip apart the enemy fleet before it reaches your bases (if you're fast and there are no dolphins around). Description: Tentacles Typhoon Attack Sub ------------------ Description: These are very stealthy units, the only problem is that they aren't very useful against a well co-coordinated fleet. Not that good in defense in other words, but very good assault ships. Just destroy their heavy vessels (carriers and cruisers) while your other dreadnoughts and Sea Scorpions take care of the destroyers (be sure to assist them with your subs though, it is very hard for a destroyer to fight submarines and normal ships at the same moment. If you come in masses they will be destroyed immediately because their helicopters aren't fast enough). Then, bring in your transports full of lead and watch as their base falls before your armor. Weapon: Torpedoes Dreadnought ----------- Description: The heavy attack ships of the Soviet navy. They have devastating missiles that, when clear of air defenses, will destroy enemy units very quickly. So, is that all? Well, they are strong to say it this way. If you want the strongest and most deadly Soviet vessel in the navy, this is for you. If you'd rather stick with the swift and deadly sea scorpions + the subs, go on ahead. Weapon: Long-range missiles Sea Scorpion ------------- Description: These annoying little ships are your naval air defenses. They're a rather poor excuse for an equivalent for the cruiser, but they are handy in destracting destroyers, not killing them though. They are also handy to keep those Hornets at bay, aswell as Harriers and helis. Weapon: Flak guns Structures ----------- Construction Yard ------------------ Construction Yard ----------------- Description This is the main building of your base. Be unfortunate enough that an enemy destroys both your Construction Yard AND your Service Depot, and you're screwed. This building allows you to construct the buildings that you'll need. When destroyed you lose the ability to build any more defenses, go further up the Tech Tree and reduces your chances of winning the game. Defend it at all cost. Also, be sure to make a second or even a third Mobile Construction Yard so that you are sure that you are playing on the safe side. Take my advice boys and girls, you'll need it. Ore Refinery ------------ Description: This is where all the ore is stored and where the Ore Miner docks to deliver the harvested ore. This is the second most important structure in the game, the first being the Construction Yard. Do not leave it undefended, it is expensive to rebuild, and if you are unfortunate to not have enough funds for it, you might end up having to sell off important buildings. Tesla Reactor -------------- Description: This is the Soviet version of the Power Plant. The only difference is that this version gives less power than the Allied one. However, you can use Tesla Troopers to power these Reeactors up, so that you will have some extra power to your base. Think of them as Power Turbines in TS, only difference is that they're living people, who are powering the plant (always knew these Soviets were crasy!). You are better off with a nuclear Reactor, but they are good reserves for when a superweapon strikes. Nuclear Reactor ---------------- Description: This is what I like about the Soviets. This power plant gives you about ten times as much power as a regular power plant (Allied version). They are pore expensive, but you save a LOT of money for it. Just imagine you had to build more than 12 Tesla Reactors, that would be expensive. The only trick is that when you are relying on this plant only, a super weapon strike on it will make your whole power drop to zero. This is why you should keep your Tesla Reactors. On a sidenote, you must take full advantage of the enemy's mistake of selling his old reactors and replacing it with the nuclear one. Strike with a super weapon and imediately bring in your strike force. You won't have to fight those pesky little tesla coils. Barracks --------- Description: This will be your first unit-producing structure. It can and will only produce infantry units, but, acompanied by a Construction Yard, will also build the defensive structures for you. It is cheaper than the other high-priority buildings and you will call upon it more than once. War Factory ----------- Description: You must be dying to get your hands on this one. Oh no, don't try to hide it. The veterans of the original already know why they should build this imediately (certainly when fighting the Allies) and newbies will find out soon enough, I just need to have the guts to describe this one. Well, it is a building... a building which will build all the armored units for you. It will build the oh so famous Soviet tanks, as well as others. Also, you need this building to create all the armored units. So even when you have a Service Depot but your enemies destroy your construction yard and your War Factory, you will be toast. This is the second most important building you should guard, people tend to overlook the Service Depot, so don't be too scared. Radar Tower ------------ Description: This gives the Soviet commanders among us, a better view of the map. It is basically the Air Force Command HQ of the Allies, but it doesn't allow you to build aircraft, for the simple reason that the Soviets do not have that much of aircraft. I hoped there would be a Hind Transport in the game, but they must've deleted it from their schedule, or IGN was lying about it... NOOOOO! IGN never lies! Enough stupid talk. That mainly all there is to say of the Radar Tower, for the veteran RA1 players, this is just a Radar Dome. Battle Lab ----------- Description: This allows the soviets to build their advanced units and defenses, as well as their superweapons. Oh no, now they can build those nuke silos!!!!! It isn't really that important to defend. It is however important to have the necessary power before you deploy it, you wouldn't want to come into contact with a Allied taskforce, right when those superb Tesla Coils are offline!!! Cloning Vats ------------- Description: This building is evil........ very evil. It allows the Soviets to re- replicate or "clone" in other words, infantry. This is not all however. What you'll want to do as a Soviet commander, is to build a Yuri unit, mind-control an infantryman, send it over to the cloning vats and you just have your new GI infantry or whatever you cloned. This is superbly good. This way you can replace those pesky Conscripts with the superb GIs. Hey what about replicating Tanya??? Oh yes, you heard me right. Get Tanya in your forces... two of 'em. Iron Curtain ------------- Description: This is the good thing that you'll want to have. It allows you to make a unit (with armor, no infantry) invincible for a short period of time. This can be used as a defensive structure, for example: Your Construction Yard is absorbing shell after shell of tank fire. Make the Construction Yard invulnerable while you make repairs, and bring in a tank force to get those Rhinos out of the way. Or you could use it for offensive uses, for example: Your Kirov is getting close to the Patriots of the Allies and it will be destroyed unless you do something about it. Activate the Iron Curtain on it and you will have some spare moments to bomb those patriots and the Construction Yard to bits, followed by the War Factory and you're safe. Of course, the enemy AI never seems to use this to its full potential, and your buddies will do everything to destroy your own and with Tanya, it could be destroyed before you even noticed something. Nuclear Silo ------------- Description: NOW we're talking. This nuke is expensive, but it works. If you manage to pay everything and protect it well, everything will be fine for you. Launch it at your enemy base and watch in enjoyment as buildings are reduced to ruble and infantrymen are crushed by the shockwave that the nuke produces (quite a cool effect if you ask me hehehe, cool sound too hehehehehehehe). Westwood said they wannit to avoid violence, well every would-be terrorist who wants to ever bomb the US with a nuke will enjoy himself here... Sentry Gun ----------- Description: These are good anti-infantry defenses, they are a little like the Pillboxes but only the Pillboxes are much cooler (IMO). These are robotic machineguns that fire at anything that comes in range. Tanks should be able to handle these but it is still probable that a Sentry Gun will destroy a grizzly Battle Tank. They are good because they don't require any power, and if you place a lot of them, they'll be able to hold the enemy's advance until you can put the power back online/place some Tesla Coils. Flak Cannon ------------ Description: These are the Soviets air defense. They aren't really accurate but they are pretty powerful. Harriers and Rocketeers are easily shot down by them, as well as the Hornets, further than that, they haven't got that much importance. I'm not saying that they aren't important! Place these around your important structures and the Harriers of the enemy should be repelled. If only they were a little more accurate... Tesla Coil ----------- Description: Okay, let the electricity flow!!! These guys can destroy most tanks in one hit and are also effective against infantry. The only problem is that they take a while to charge, and sometimes they tend to miss their target for some odd reason. this gives your tanks time to destroy them (they aren't that strong). Reinforce them with Sentry Guns and you can also use Fortress Walls to make their lifespan a little longer. Special Multiplayer Forces -------------------------- Russia: Tesla Tank ------------------ Description: The Tesla Tank returns again with some new sh*t in it. It's basically a Tesla coil on wheels, only this thing is especially useful against buildings, they'll rip 'em appart! I don't use these guys too often myself, but they have some interesting power to exploit. Weapon: Electric Zappin' Cuba: Terrorist ---------------- Description: Now this is exciting. Finally, we can play with the famous Cuban Terrorists in a Command & Conquer game! Sneak these guys into the enemy base, and let them blow stuff up. Be VERY wary of the attack dogs, as they aren't really strong compared to other infatnry. Keep them save and they'll do the job just nicely alright? Weapon: C4 Bombs, Disguisable Iraq: Desolator Infantry ------------------------- Description: These are rather annoying. They are very effective against infantry, in fact, they can take out whole squads of them without them even dying by any oposition infantry. They use some kind of radiation, but they are imune to it themselves. They are useless against units with armor though. Weapon: What name could you give to this one? The rules say "Eruption Beam". But what the hell is that? Libya: Demolition Truck ------------------------ Description: Sorry, haven't been able to test thhese yet. Geel free to send your own opinion/strategy on anything you see btw. See the contact info for info. And we're true with introducing the units and structures, onto the strategies!! -------------------------------------- 5. Tactical Information On Units/Structures/Specials (MAJOR THANKS TO THE GOOD AND HELPFUL NADIA VORKOVSKY (Damnit, am I writing that right?) \------------------------------------\ A. ALLIED UNITS *********************************************************************** +++++Infantry+++++ GI Cost: 200 Weapon: M60 heavy machine gun (deployed) and Parabellum pistol (undeployed) Strength: 125 Armor: None Sight: 5 Speed: 4 Veteran abilities: stronger, faster, increased sight, firepower and rate of fire. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Barracks Tech Level: 1 Engineer Cost: 500 Weapon: Bomb defusing kit Strength: 75 Armor: None Sight: 4 Speed: 4 Veteran abilities: None -------Elite abiliti-es: None Prerequisite: Barracks Tech Level: 1 Rocketeer Cost: 600 Weapon: 20mm mini machine-gun Strength: 125 Armor: None Sight: 8 Speed: 9 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Barracks and Air Force Command Headquarters Tech Level: 3 Spy Cost: 1000 Weapon: Make-up kit (disguise) Strength: 100 Armor: Flak Sight: 9 Speed: 4 Veteran abilities: None Elite abilities: None Prerequisite: Tech Level: 5 Tanya Cost: 1000 Weapon: Double pistols and C4 charges Strength: 125 Armor: Flak Sight: 8 Speed: 5 Veteran abilities: stronger, ability to scatter, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Barracks and Battle Lab Tech Level: 9 SEAL Cost: 1000 Weapon: MP5 machine gun and C4 charges Strength: 125 Armor: Flak Sight: 8 Speed: 5 Veteran abilities: stronger, faster, ability to scatter, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, faster, increased firepower and rate of fire. Prerequisite: Barracks and Battle Lab Tech Level: 1 Attack dog Cost: 200 Weapon: Teeth Strength: 100 Armor: None Sight: 9 Speed: 8 Veteran abilities: stronger, faster, ability to scatter, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Barracks Tech Level: 2 Chrono Legionnaire Cost: 1500 Weapon: Neutron rifle Strength: 125 Armor: None Sight: 8 Speed: instantaneous teleportation Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Tech Level: 10 Chrono Commando Cost: 2000 Weapon: Chrono MP5 machine gun Strength: 100 Armor: None Sight: 8 Speed: 5 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: infiltrate the Spy into an Allied Battle Lab Tech Level: 9 Psi-Commando Cost: 1000 Weapon: Mind Control and C4 charges Strength: 100 Armor: None Sight: 8 Speed: 5 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: infiltrate the Spy into a Soviet Battle Lab Tech Level: 9 +++++Vehicles+++++ Grizzly Battle Tank Cost: 700 Weapon: 105mm cannon Strength: 300 Armor: Heavy Sight: 8 Speed: 7 Veteran abilities: stronger, faster, increased sight and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: War Factory Tech Level: 2 Infantry Fighting Vehicle (IFV) Cost: 600 Weapon: Hover Missiles Strength: 200 Armor: Light Sight: 8 Speed: 10 Veteran abilities: stronger, faster, increased sight and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: War Factory Tech Level: 3 Mirage Tank Cost: 1000 Weapon: Mirage gun Strength: 200 Armor: Light Sight: 9 Speed: 7 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: War Factory and Battle Lab Tech Level: 9 Prism Tank Cost: 1200 Weapon: Comet laser beam Strength: 150 Armor: Light Sight: 8 Speed: 4 Veteran abilities: stronger, faster, increased sight and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: War Factory and Battle Lab Tech Level: 8 MCV (Mobile Construction Vehicle) Cost: 3000 Weapon: None Strength: 1000 Armor: Heavy Sight: 6 Speed: 4 Veteran abilities: None Elite abilities: None Prerequisite: War Factory and Service Depot Tech Level: 10 Chrono Miner Cost: 1400 Weapon: None Strength: 1000 Armor: Medium Sight: 4 Speed: 4 Veteran abilities: None Elite abilities: None Prerequisite: War Factory and Ore Refinery Tech Level: 1 Harrier Cost: 1200 Weapon: Maverick air-to-ground missiles Strength: 150 Armor: Light Sight: 8 Speed: 14 Veteran abilities: stronger, faster, increased sight and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Air Force Command Headquarters Tech Level: 3 Night Hawk Transport Cost: 1000 Weapon: Black Hawk Cannon Strength: 175 Armor: Light Sight: 7 Speed: 14 Veteran abilities: stronger, faster, increased sight and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: War Factory Tech Level: 7 Amphibious Transport Cost: 900 Weapon: None Strength: 300 Armor: Light Sight: 6 Speed: 6 Veteran abilities: None Elite abilities: None Prerequisite: Naval Yard Tech Level: 4 Destroyer Cost: 1000 Weapon: 155mm cannon and ASW helicopters Strength: 600 Armor: Heavy Sight: 7 Speed: 6 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Naval Yard Tech Level: 4 Aegis Cruiser Cost: 1200 Weapon: Medusa ground-to-air missiles Strength: 800 Armor: Light Sight: 8 Speed: 4 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Naval Yard and Air Force Command Headquarters Tech Level: 7 Aircraft Carrier Cost: 2000 and 2500 (for Americans in multiplayer) Weapon: Hornet jet planes Strength: 800 and 1500 (for Americans in multiplayer) Armor: Heavy Sight: 7 Speed: 4 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Naval Yard and Battle Lab Tech Level: 7 Dolphin Cost: 500 Weapon: Sonar amplification device Strength: 200 Armor: Light Sight: 4 Speed: 8 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Naval Yard and Battle Lab Tech Level: 5 *********************************************************************** B. ALLIED STRUCTURES *********************************************************************** Construction Yard Cost: 3000 Strength: 1000 Armor: Concrete Sight: 8 Power: 0 Prerequisite: None. Tech Level: 1 Power Plant Cost: 800 Strength: 750 Armor: Wood Sight: 4 Power: 200 Prerequisite: Construction Yard. Tech Level: 1 Ore Refinery Cost: 2000 Strength: 1000 Armor: Wood Sight: 6 Power: -50 Prerequisite: Construction Yard and Power Plant. Tech Level: 1 Barracks Cost: 500 Strength: 500 Armor: Steel Sight: 5 Power: -10 Prerequisite: Construction Yard and Power Plant. Tech Level: 2 War Factory Cost: 2000 Strength: 1000 Armor: Wood Sight: 4 Power: -25 Prerequisite: Construction Yard, Power Plant and Ore Refinery. Tech Level: 2 Naval Shipyard Cost: 1000 Strength: 1500 Armor: Concrete Sight: 10 Power: -25 Prerequisite: Construction Yard, Power Plant and Ore Refinery. Tech Level: 4 Air Force Command Headquarters Cost: 1000 Strength: 600 Armor: Steel Sight: 5 Power: -50 Prerequisite: Construction Yard and Ore Refinery. Tech Level: 3 Service Depot Cost: 800 Strength: 1200 Armor: Wood Sight: 5 Power: -25 Prerequisite: Construction Yard and War Factory. Tech Level: 6 Battle Lab Cost: 2000 Strength: 500 Armor: Wood Sight: 6 Power: -100 Prerequisite: Construction Yard, War Factory and Air Force Command Headquarters. Tech Level: 8 Ore Purifier Cost: 2500 Strength: 900 Armor: Wood Sight: 5 Power: -200 Prerequisite: Construction Yard, Ore Refinery and Battle Lab. Tech Level: 10 Spy Satellite Uplink Cost: 1500 Strength: 1000 Armor: Wood Sight: 5 Power: -100 Prerequisite: Construction Yard and Battle Lab. Tech Level: 9 Fortress walls Cost: 100 Strength: 300 and 450 (for France in multiplayer) Armor: Concrete Sight: 1 Power: None Prerequisite: Barracks. Tech Level: 1 Pill-box Cost: 500 Strength: 400 Armor: Steel Sight: 7 Power: 0 Prerequisite: Construction Yard and Barracks. Tech Level: 1 Prism Tower Cost: 1500 Strength: 600 Armor: Steel Sight: 8 Power: -75 Prerequisite: Construction Yard, Power Plant and Air Force Command Headquarters. Tech Level: 6 Patriot Missile System Cost: 1000 Strength: 900 Armor: Steel Sight: 10 Power: -50 Prerequisite: Construction Yard and Barracks. Tech Level: 4 Gap Generator Cost: 1000 Strength: 600 Armor: Wood Sight: 5 Power: -100 Prerequisite: Construction Yard and Battle Lab. Tech Level: 7 Weather Control Device Cost: 5000 Strength: 1000 Armor: Concrete Sight: 5 Power: -200 Prerequisite: Construction Yard and Battle Lab. Tech Level: 10 Chronosphere Cost: 2500 Strength: 750 Armor: Concrete Sight: 5 Power: -200 Prerequisite: Construction Yard and Battle Lab. Tech Level: 10 *********************************************************************** C. SOVIET UNITS *********************************************************************** +++++Infantry+++++ Conscript Cost: 100 Weapon: M1Carbine rifle Strength: 125 Armor: Flak Sight: 5 Speed: 4 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Barracks Tech Level: 1 Engineer Cost: 500 Weapon: Bomb defusing kit Strength: 75 Armor: None Sight: 4 Speed: 4 Veteran abilities: None Elite abilities: None Prerequisite: Barracks Tech Level: 1 Attack Dog Cost: 200 Weapon: Teeth Strength: 100 Armor: None Sight: 9 Speed: 8 Veteran abilities: stronger, faster, ability to scatter, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Barracks Tech Level: 2 Tesla Trooper Cost: 500 Weapon: Electric bolt Strength: 130 Armor: Plate Sight: 6 Speed: 4 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Barracks Tech Level: 5 Crazy Ivan Cost: 600 Weapon: Dynamites Strength: 125 Armor: None Sight: 6 Speed: 4 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Barracks and Radar Tower Tech Level: 5 Flak Trooper Cost: 300 Weapon: Flak gun Strength: 100 Armor: None Sight: 5 Speed: 4 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Barracks and Radar Tower Tech Level: 1 Yuri Cost: 1200 Weapon: Mind control and psionic wave Strength: 100 Armor: None Sight: 12 Speed: 4 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Barracks and Battle Lab Tech Level: 10 Chrono Ivan Cost: 1000 Weapon: Dynamites Strength: 100 Armor: None Sight: 8 Speed: 6 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: infiltrate an Allied Spy into their Battle Lab Tech Level: 9 Yuri Prime Cost: 2000 Weapon: Super mind control and psionic wave Strength: 200 Armor: Flak Sight: 8 Speed: 6 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: infiltrate an Allied Spy into a Soviet Battle Lab Tech Level: 9 +++++Vehicles+++++ Rhino Heavy Tank Cost: 900 Weapon: 120mm cannon Strength: 400 Armor: Heavy Sight: 8 Speed: 6 Veteran abilities: stronger, faster, increased sight and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: War Factory Tech Level: 2 Apocalypse Assault Tank Cost: 1750 Weapon: 120mm cannon and Mammoth ground-to-air missiles Strength: 800 Armor: Heavy Sight: 6 Speed: 4 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: War Factory and Battle Lab Tech Level: 7 Flak Track Cost: 500 Weapon: Flak track gun and flak anti-aircraft gun Strength: 180 Armor: Heavy Sight: 8 Speed: 8 Veteran abilities: stronger, faster, increased sight and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: War Factory Tech Level: 3 V3 Rocket Launcher Cost: 800 Weapon: V3 rockets Strength: 150 Armor: Light Sight: 7 Speed: 4 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: War Factory and Radar Tower Tech Level: 3 Terror Drone Cost: 500 Weapon: Drone jump Strength: 100 Armor: Light Sight: 4 Speed: 10 Veteran abilities: None Elite abilities: None Prerequisite: War Factory Tech Level: 4 MCV (Mobile Construction Vehicle) Cost: 3000 Weapon: None Strength: 1000 Armor: Heavy Sight: 7 Speed: 4 Veteran abilities: None Elite abilities: None Prerequisite: War Factory and Service Depot Tech Level: 10 War-Miner Cost: 1400 Weapon: 20mm machine gun Strength: 1000 Armor: Medium Sight: 4 Speed: 4 Veteran abilities: stronger, faster, increased sight and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: War Factory and Ore Refinery Tech Level: 1 Kirov Airship Cost: 2000 Weapon: Blimp bombs Strength: 2000 Armor: Light Sight: 8 Speed: 5 Veteran abilities: stronger, faster, increased sight and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: War Factory and Battle Lab Tech Level: 10 Amphibious Transport Cost: 900 Weapon: None Strength: 300 Armor: Light Sight: 6 Speed: 6 Veteran abilities: None Elite abilities: None Prerequisite: Naval Yard Tech Level: 4 Typhoon Attack Sub Cost: 1000 Weapon: Torpedo Strength: 600 Armor: Heavy Sight: 4 Speed: 4 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Naval Yard Tech Level: 2 Dreadnought Cost: 2000 and 2500 (for Russians in multiplayer) Weapon: Dred rockets Strength: 800 and 1500 (for Russians in multiplayer) Armor: Heavy Sight: 7 Speed: 4 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Naval Yard and Battle Lab Tech Level: 6 Sea Scorpion Cost: 600 Weapon: Flak weapon, flak track gun and hover missiles Strength: 400 Armor: Heavy Sight: 8 Speed: 8 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Naval Yard and Radar Tower Tech Level: 6 Giant Squid Cost: 1000 Weapon: Tentacles Strength: 200 Armor: Light Sight: 5 Speed: 8 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: stronger, increased firepower and rate of fire. Prerequisite: Naval Yard and Battle Lab Tech Level: 9 *********************************************************************** D. Soviet structures *********************************************************************** Construction Yard Cost: 3000 Strength: 1000 Armor: Concrete Sight: 8 Power: 0 Prerequisite: None. Tech Level: 1 Tesla Reactor Cost: 600 Strength: 750 Armor: Wood Sight: 4 Power: 150 Prerequisite: Construction Yard. Tech Level: 1 Ore Refinery Cost: 2000 Strength: 1000 Armor: Wood Sight: 6 Power: -50 Prerequisite: Construction Yard and Tesla Reactor. Tech Level: 1 Barracks Cost: 500 Strength: 500 Armor: Steel Sight: 6 Power: -10 Prerequisite: Construction Yard and Tesla Reactor. Tech Level: 2 War Factory Cost: 2000 Strength: 1000 Armor: Wood Sight: 4 Power: -25 Prerequisite: Construction Yard, Power Plant and Ore Refinery. Tech Level: 2 Naval Shipyard Cost: 1000 Strength: 1500 Armor: Concrete Sight: 10 Power: -20 Prerequisite: Construction Yard, Ore Refinery and Tesla Reactor. Tech Level: 2 Radar Tower Cost: 1000 Strength: 1000 Armor: Wood Sight: 10 Power: -50 Prerequisite: Construction Yard and Ore Refinery. Tech Level: 3 Service Depot Cost: 800 Strength: 1200 Armor: Wood Sight: 5 Power: -20 Prerequisite: Construction Yard and War Factory. Tech Level: 6 Battle Lab Cost: 2000 Strength: 500 Armor: Wood Sight: 6 Power: -100 Prerequisite: Construction Yard, War Factory and Radar Tower. Tech Level: 7 Nuclear Reactor Cost: 1000 Strength: 1000 Armor: Concrete Sight: 5 Power: 2000 Prerequisite: Construction Yard and Battle Lab. Tech Level: 9 Cloning Vats Cost: 2500 Strength: 1000 Armor: Wood Sight: 5 Power: -200 Prerequisite: Construction Yard and Battle Lab. Tech Level: 9 Fortress Walls Cost: 100 Strength: 300 Armor: Concrete Sight: 1 Power: None Prerequisite: Barracks. Tech Level: 1 Sentry Gun Cost: 500 Strength: 400 Armor: Steel Sight: 7 Power: 0 Prerequisite: Construction Yard and Barracks. Tech Level: 1 Tesla Coil Cost: 1500 Strength: 600 Armor: Steel Sight: 8 Power: -75 Prerequisite: Construction Yard, Tesla Reactor and Radar Tower. Tech Level: 5 Flak Cannon Cost: 1000 Strength: 900 Armor: Steel Sight: 5 Power: -50 Prerequisite: Construction Yard and Barracks. Tech Level: 4 Psychic Sensor Cost: 1000 Strength: 750 Armor: Wood Sight: 10 Power: -50 Prerequisite: Construction Yard and Battle Lab. Tech Level: 10 Nuclear Missile Silo Cost: 5000 Strength: 1000 Armor: Concrete Sight: 4 Power: -200 Prerequisite: Construction Yard and Battle Lab. Tech Level: 10 Iron Curtain Cost: 2500 Strength: 750 Armor: Concrete Sight: 4 Power: -200 Prerequisite: Construction Yard and Battle Lab. Tech Level: 10 *********************************************************************** E. Special Multiplayer Forces *********************************************************************** America = Paratroopers Cost: None Weapon: M60 heavy machine gun (deployed) and Parabellum pistol (undeployed) Strength: 125 Armor: None Sight: 5 Speed: 4 Veteran abilities: stronger, faster, increased sight, firepower and rate of fire. Elite abilities: self heal, stronger, increased firepower and rate of fire. France = Grand Cannon Cost: 2000 Weapon: None Strength: 900 Armor: Steel Sight: 10 Power: -100 Prerequisite: Construction Yard and Air Force Command Headquarters. Tech Level: 7 Germany = Tank Destroyer Cost: 900 Weapon: SABOT shells Strength: 400 Armor: Heavy Sight: 8 Speed: 5 Veteran abilities: stronger, faster, increased sight and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: War Factory and Radar Tower Tech Level: 2 Britain = Sniper Cost: 600 Weapon: Sniper rifle Strength: 125 Armor: None Sight: 8 Speed: 4 Veteran abilities: stronger, faster, increased sight and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Barracks and Air Force Command Headquarters Tech Level: 1 Republic of Korea = Black Eagle Cost: 1200 Weapon: Maverick2 air-to-ground missiles Strength: 200 Armor: Light Sight: 8 Speed: 14 Veteran abilities: stronger, faster, increased sight and firepower. Elite abilities: stronger, increased firepower and rate of fire. Prerequisite: Air Force Command Headquarters Tech Level: 3 Russia = Tesla Tank Cost: 1200 Weapon: Electric bolt Strength: 300 Armor: Heavy Sight: 8 Speed: 6 Veteran abilities: stronger, faster, increased sight and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: War Factory and Radar Tower Tech Level: 10 Cuba = Terrorist Cost: 200 Weapon: Make-up kit (disguise) and C4 charges Strength: 50 Armor: Flak Sight: 9 Speed: 6 Veteran abilities: None Elite abilities: None Prerequisite: Tech Level: 5 Libya = Demolition Truck Cost: 1500 Weapon: Mini nuclear bomb Strength: 150 Armor: Light Sight: 5 Speed: 6 Veteran abilities: None Elite abilities: None Prerequisite: War Factory and Radar Tower Tech Level: 10 Iraq = Desolator Cost: 600 Weapon: Radiation (beam and eruption) weapon Strength: 150 Armor: Plate Sight: 6 Speed: 4 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower. Elite abilities: self heal, stronger, increased firepower and rate of fire. Prerequisite: Barracks and Radar Tower Tech Level: 8 -------------------------------------- 6. Main Defensive Strategies for Allies \--------------------------------------\ Alright people, let me say one thing first: Defense is KEY if you are playing the Allied Forces. No matter what you do, defend, defend and defend some more until you have the strength to retaliate. Otherwise, don't do a thing but building defensive structures/units. And if you do not know wy (for some odd reason I guess), try it without significant defenses. If you have good anti-ground but not a good anti-air defense, the Soviets will cripple you with their airships. If the opposite happens, they'll send a few of their Apocalypse tanks, accompanied by Rhinos, to your base and completely destroy it. And do you want to lose the match you're playing? NO OF COURSE NOT. Well, read on, I've tried to put together the best of things I could think of. Of course if you have better strategies e-mail them to firstname.lastname@example.org with the subject "Red Alert 2 FAQ" and you will be placed in the credits section and your strategy will be placed in the appropriate section. Alright, let's get started shall we? Are you lucky today??? ---------------------- If you are lucky enough to play on a map with water, then it is time for some celebration. Allied forces have the best naval ships you could hope for. This first section will focus on the good luck you have. Alright, first thing you'll want is to deploy your base close to the water, so that you have access to it. Now, blow up every single bridge you see to force the enemy to find alternate routes to your base. If there aren't any (which is possible but unlikely, or your enemy is to lousy to look for one) you'll have to get up good defenses close to the shore. As soon as you have built a shipyard, begin building destroyers and Aegis Cruisers, they are your first line of defense. Your destroyers will hold off all ships while the cruisers will destroy those missiles of the dreadnoughts. Okay, now build Prism Towers and a lot of them. On a side note, playing against the soviets has one rule: SCATTER YOUR STRUCTURES. In the event that the Soviets launch a building, it is best that you have no 2 buildings at the same spot. This ensures your lifespan. Defensive structures will be difficult to spread, but do every effort you see thick to do so. Now, begin building patriot missile systems. In the event that there are units that manage to destroy the cruisers, you will have some defense against missiles. The best defense against superweapons is the offensive, but I think you already knew that, but you'll want it as cheap as possible. So, build Tanya and maybe a spy as well. Sneak her in and in case you brought a spy along clear the immediate area of dogs. Beware however, that normal people spot spies faster than computer opponents. The AI has to sniff out the spies, while humans can normally just know it when they try to select that unit but it won't happen! So SNEAK, don't just walk in and say your prayers, the enemy will find out about it. Or you could just run like hell and hope you'll make it (which sometimes works if the enemy realizes it too late). But on to the defensive again. If you read my structure descriptions, you'll know that I love the Pillboxes, but I am sorry to say that they aren't as good against infantry as the Prism Tower. I know it sounds weird but that's the way it is. Also, you should garrison structures all over the map, in case the enemy is going to do a sneak attack on your base, via a route that you didn't know, but we know much more than he thinks we know. In fact, his few Engineers escorted by those tesla troopers will be toast. Garrisoned infantry rock and that's NO LIE. They can take out whole platoons of armored units. Just keep the structures you garisone repaired and you'll be fine. Man! You're Out Of Luck!! -------------------------- That's right! There's a high probability that your stuck on land, and that's a real bad thing. The AI Soviets will kick your butt unless you find a way to stop them in their advance. First off, build some GIs and let them garrison any structures that are on the route to your base. Also, set up a lot of prism towers and build lots of prism tanks. Than, and only than, start building grizzlys, they'll be your last line of defense against the Soviets tanks. If all else fails, bring these in. Also, you'll want to set up a few patriots, because you won't have the support from the cruisers this time around. I can guarantee you: you'll miss 'em. Another problem is the Terror Drones. These pests will harass you until you fall for it. The enemy just loves to send a whole group of these to your base and let them target the Miner. Do everything in your power to stop them. The best thing is to wall off your base. This will keep them out of your base. Also, keep your miners your base until the terror drones are cleared. Destroy them at any cost, target them with harriers or how about a Night Hawk (it goes pretty slow but it works superbly). I use a very unusual defense strategy (at least I think it is unusual). I build my base and make sure it is fairly large. Than I wall off my base, but not with walls. I wall it off with Prism Towers. This gives a good protection from all sides. And began this wall is an other surrounding wall of patriots. It is impressively expensive, but if you can pull it off, you'll thank it. The only way the enemy will get through is by nuking the place, but w e will not allow this. We will strike swiftly, sending wave after wave of Prism Tanks until their Nuke silo is destroyed. Or you could send a scout to see how well- defended it is. If the site is pretty prone to attack, send in a full squad of Harriers and destroy the silo. It worked for me several times. Or, you could do the Tanya rush, but this isn't very useful against human opponents. AI opponents tend to leave certain parts of their base relatively undefended, or they place Flaks on one side, while the less important side is defended with Sentry guns and Tesla Coils. Still if you are new to the game, you should let your enemy nuke you once to see the cool effect of it... no scratch that! Unforeseen problems! -------------------- Sometimes, terrible things happen. Just imagine the consequences of missfiring your Lightning Storm. What should you do to recover from such mistakes. Well, you can almost be sure that the enemy will notice your problem and attack with everything he has, strategically very well planned of course. Now that is the thing we don't want. Lightning Storms are more lethal to structures than to armored units, so you should have most of your armor columns still alive. Throw them all at the marauding enemy and if it isn't enough, hope that the most of your Prism Towers survived and pull back to them. The remaining armor of your enemy should be weakened or even completely destroyed. If this for some odd reason doesn't work, bring in the infantry (if you still have a lot of them). Deployed GIs are very effective at demolishing tanks, just make sure that the tanks don't run over them. Also, try to slow the advance by conveniently placing walls, they'll probably go and destroy them, giving you some extra time to build up some tanks. And if all else fails, bring in your aircraft. If you have a good total of Harriers left, there's a good chance that you will take out the remenants. That's all I can give you for advice, good luck! Above all, avoid these accidents at all cost, you don't want them, especially not if you're playing the Allied Forces. Not all Soviet Commanders are rushers... ----------------------------------------- That's right, not all about the Soviets is rushing with tanks; That's why it is imperative to your defensive strategy to keep Attack Dogs in your camp, especially when fighting multiple enemies (I'll go deeper into this later). You'll want to do this because the Soviets sometimes send some sneak- engineers to keep you occupied. And there's nothing more annoying then an engineer attack. Imagine that suddenly your power shuts down. You can't understand why and then you remark that a few of your power plants have changed to the enemy's color. And that is not all, before you can even react, all your structures are under fire by Apocalypse tanks. I think you get the picture? This is something you must absolutely NOT allow to happen. Therefore, we will place about 4 to 6 dogs in our base. They will also sniff out the spies that want to annoy you. Another nice sneak attack of the Soviets is their subs. They are very stealthy and if you do not defend against them, they will annoy you until you die by it. They can bombard your structures with their torpedoes and will probably destroy them unless you come up with something good. You should have a lot of destroyers around, escorted by Dolphins who will take care of the Squids for them. If you happen to face an Allied enemy (which I hope you don't, the match is so much more fun when you face the opposite faction), you'll have to try to have the most ships. This is your only chance of really dominating the match. This is, of course, assuming you are fighting on land. Otherwise, you'll have to be king on the ground and in the air. Build as many Prism Tanks and Harriers if you can to make sure that you can attack your enemy without too much fear. Tech Buildings --------------- Another good thing to do if you're put on the defense, is to capture tech buildings, especially the Airport an Oil Derricks. The Airport will give you additional reinforcements when you need some, and the Oil Derricks sup my good cash for capturing them. And keep giving cash of course. Now that you have the Tech Buildings, give them some defense as well, because the enemy will want to capture these as well, especially the oil Derricks? You can also make him angry by parachuting wave after wave of GIs into his base. But this will tempt him to find and destroy/capture your airport. The Hospital is a good Tech Building if it is close to your base, otherwise, I wouldn't recommend taking it. Don't forget to keep your Tech Buildings repaired. In the next section, I'll go a little deeper into this. In the Middle of a Fight ------------------------ If you are playing a match with multiple opponents and no allies, there may be some problems here. It could happen that you have one opponent on each side of the map, and you're right in the middle of it. This will increase the enemy's interest in you, you could be a good stop for repairs and such. Or another terrible thing could happen, the two guys are fighting right by or in your base. If this happen, choose a side, I'd say the side which is losing the current battle and overpower the other. Once that is done, 2 things could happen: 1) The guy you helped will form an alliance with you (would be nice of course) 2) The guy you helped turns on you and tries to destroy you. This shouldn't be a problem, because they had lesser forces than the other (hint, hint!), so you should be able to contain them. If the option is enabled, you could repack your MCV and go elsewhere, setting up a new base and keeping the old one as a good unit producing base. Try to defend the old base for as long as possible. Conclusion ----------- As long as you can keep the enemy armor out of your base, you can wear off any sneak attacks and you can deal with the superweapons of the enemy, you'll do fine. On a sidenote of superweapons, the best way to avoid a severe loss is to repack your MCV when the Super weapon is launched. For example: DarkNUrt (your enemy) attacks FullBurst41 (you) with a nuke. FullBurst41 waits until the nuke is launched (when the fancy alarm starts) and repacks his MCV and places it at a safe distance. He takes as many units with him as he can. NOTE/ If you want the MCV to get out of there a little faster, quicly load him into a Transport and get the hell out of there. The Amphibious Transport goes quite a bit faster than the MCV itself. Another thing to do is to make your Miners go into the Transport just a minute before the nuke is ready. This will make it easier to escape. Once the nuke takes off, get in your MCV and you'll be sure to save all/most of your Miners. The missile impacts on your base where your Construction Yard used to be. This limits the chance of a severe loss and he will be in for a surprise. Hopefully, he won't take your War Factory or Refinery with him. I say that most people target the Construction Yard, but some have other means of attack, be warned. To help with this, build an extra War Factory and Refinery and place them far from the original ones. That's it for this section. If you have a good strategy or a note to these above, feel free to mail me at email@example.com place "Red Alert 2 FAQ" as subject and I will place your strategy where it belongs and your name and possibly your e-mail address in the credits section. I hope I helped you with somethin'. -------------------------------------- 7. Main Offensive Strategies For Allies \-------------------------------------\ We will be using sneak attacks to scare are enemy a little. What you'll want to try is to force the enemy into defending parts that are not of vital importance to your offense. We will do this with Tanya's and spies. Tanya +a spy or two is really vital. If you can keep the dogs busy with Tanya, he'll have to somehow kill the Spy with force firing. The key here is to keep the spy moving. NEVER let him stand still. If you are a little lucky, he'll make it through without a scratch. Now shut of the power and bring in Tanya. Ignore the tanks and concentrate on the structures. If you have multiple Tanya's, it's even easier. Let one Tanya kill off all infantry threats, while another few Tanya's destroy buildings. The only problem will be the tanks. Not their cannons but their ability to crush you. Try to avoid it. The primary buildings you should target are the Construction yard, War Factory and Refinery(s). Once you have taken care of these key structures, try to destroy as many reactors as you can. If there is only one Nuclear Reactor, it is a breeze. Destroy that one, let your Tanya's kill off the rest of the infantry, destroy the Barracks and get them out of there. If you can pull this one off, the enemy will be very confused and crippled. Bring in all your Prism Tanks and destroy the pest. If you encounter Yuri, kill him FAST. If he manages to mind-control your Tanya, you're toast, or not. Try to kill the mind-controlled version as fast as you can but target Yuri first. He will go down in a single shot. The Ai isn't really smart... ----------------------------- There is a nice trick that sometimes leads to a big AI smackdown. In most maps, there is a bridge somewhere. It happens often when you are on one side of the bridge while the enemy is at theother, meaning this is the only/one of the routes to your base for ground units. Well, we will destroy this bridge. Here comes the interesting part. The AI doesn'tseem to notice this happening and if he doesn't, he won't build a Naval Yard to make ships to defend his base. This makes him very vulnerable. Make a shipyard yourself and start mass production of ships. Go and attack the enemy. He might notice that you have chosen another method of attack, but he is far too late to prevent us from destroying him completely. In the few skirmish matches I've played with a bridge-to-the-enemy situation, it always worked for me. Keep in mind though that you may not leave your base undefended now, the enemy will send small attacks from another route if he can find one. They include sending over a tank or two to harass you. If you don't have any good defenses/tanks, you might even loose an important structure to the enemy. This still is a good and easy way to defeat the AI. Still note that this may not work too often. Lightning Storm Created! Yiiiihahahahahaaaaa!! ---------------------------------------------- Westwood has been balancing Super Weapons, but they overlooked this one a bit. And this gives us a little advantage over the Soviets. Just target the place you want to see totally wiped out, and you will get your wish. Too bad this storm isn't too good against armored units (good against infantry though). He will probably be seriously crippled. Now, send in the cavalry, and destroy the armor (if you're up to it). If he isso smart to set up a Construction Yard and a War Factory right beside eachother, he'll be toast. Build up/send your army to destroy the enemy's units. Now everybody says "Thank you Wetwood Studios, we all love you!". Good boys/girls, now all sing in enjoyment! Firezone Confirmed!!! ---------------------- If you are going with a straight armor assault, take the Prism Tanks? They can take out Tesla Coils from miles away and are nice tank killers. Just be sure to build lots of them, they aren't very strong compared to the Heavy Tanks of the Soviets and certainly not the Apocalypse Tank. If you can destroy some things with the Tanya Rush first, you'll be very happy when you see the Victory message flash across your screen. FEAR the Soviet army! ---------------------- Do not tend to send wave after wave of grizzly Battle Tanks if the enemy has an impressive amount of tanks himself, your tanks will be demolished. It would be better to back them up with Prism Tanks to help out. Split them up in two groups, if the enemy goes for the Prism Tanks, do a full assault with all your grizzlys and they'll be forced to attack your tanks. Now bring in the Prisms and destroy their key structures to make life easier. If your tank army is big enough (I'm talking about 50-80 tanks here), you'll be able to destroy the enemies. The best thing to do is to let all your tanks target one unit at a time. If you have that many tanks, it will be instant death for the unit. Each unit you destroy is one cannon shell less that your tanks have to deal with. If there is an Apocalypse around (which is very probable), give it everything you've got, including the Prism Tanks, it won't be able to handle that much. if you succeed in all this, you may call yourself a good platoon leader. Don't let the Construction Boys stop! -------------------------------------- This is KEY to your survival, especially when fighting multiple enemies. When you send a big taskforce to attack an enemy, the other one could be in for an assault on you himself. If this doesn't happen, it is imperative that you still do it because you'll have backup forces in case that your first wave couldn't push through. If the battle takes long enough, you'll have built up another massive taskforce to finish them off. Naval Warfare ------------ It is time for some real fighting. If you can destroy an enemy from the waters, you'll have a good advantage. What we will do is very simple. - First, build a lotof destroyers and force an opening in the enemy base. Support them with Carriers and Cruisers. The Cruisers will destroy any missiles that are launched from the Dreadnoughts, while the Destroyers kill them off. It is imparitive that you build some Dolphins. Not only do they have fancy sounds, they can also remove those annoying Squids, otherwise your Destroyers will be killed off like flies by spiders. The dolphins will also help to kill the nurdy Typhoons. We will crush them under the iron fist of FullBurst41 rule. - While you have sent all your ships to attack, build a lot of Amphibious Transports, tanks, IFVs, GIs and Engineers. Build as many as you can. Now, place a few Engineers in one of those IFVs so that it becomes a Repair IFV. These will be handy for you. Stock up the rest of the IFVs with GIs. We will deliver them in the enemy base. To speed up destruction later, we will train a few Tanyas for quick building destruction. This will be vital, we want to destroy the enemy quickly. - Once you have the opening, bring in all your transports and unload them on the shore of your enemy. Protect them from any submarines and other enemy ships and give the enemy everything you've got. Once you have cleared all the ships, let them help with the units and destroy the base defenses that you can reach. If your initial assault dies off, let your carriers destroy any targets of oportunity. Once you have cleared out their base, bring all remaining forces home and rally there. if you were only facing one enemy, take a light vehicle, like an IFV, an stock it up with infantry. Let them scout out whole the map, and give them an Amphibious transport if needed. It is likely that there are some troops garisoned in some houses (this only aplies to AI oponents, humans will probably surender directly instead of sending all their last resources just to watch them die). Air Strike without Warning -------------------------- Always give random air strikes. This is crucial to keep your enemy on his toes. What he might think, is that you will send planes untill he falls for it. For this he will place massive amounts of Flak Cannons, troopers and Tracks around his base. But while you are doing this, build a massive amount of Prism Tanks and a few Tanyas. What we will do is simple. - We will continue to strike with Harriers and still try to take things with it. What you could try is to lure the enemy fire away with some Rocketeers, then quickly strike their key structures. The Rocketeers should target the Flak Tracks. They will probably replace every Flak they lose. Now when you have massed all your Prism Tanks (build about 50), send them and your Tanyas to the enemy base. Let your Tanya-squad take out any Flak Troopers while the Prism Tanks take out the Tracks. Once you managed to destroy these, target the Tesla Coils that are present from afar (Note: Targeting from afar is crucial. You don't want to lose any units to the Tesla Coils!!!). Once the defenses are out of the way, let Tanya move in while the Prisms take care of any Rhinos in the area. Let Tanya destroy the key structures that are left. Your enemy will be forced to flee (if he has a second base, otherwise he's toast). Try to perform these strategies as good as possible. If you don't destroy the enemy, you will seriously cripple them and remember, first build up your defense, then your offensive power. ------------------------------------- 8. Main Defensive Strategies for the Soviets \------------------------------------------\ Now this gets exciting. It's not easy to organize a good defense for the Soviets. Close off all the entrances to your base ---------------------------------------- There'll be multiple holes in your base entarnces. You should build as many defensive structures by eachother, and leave some space for units to move out. BUT we will do something else. The open spaces will be filled with Apocalypse Tanks. This way, you'll keep those spies away from you. They will also greatly assist in the defense against tanks. If you see Prism Tanks aproach your base, intercept them before they can wreak havoc among your defenses. Lightning Storm Created!!! §certain death) ------------------------------------------- It seems that Westwood has been overpowering the Lightning Storm a little. They tend to take out your whole base! So what can we do against it? One thing would be to build a second base and keep that one hidden for as long as possible (or scatter your buildings of course). Make the ilusion that everything you have is in there while you're building lots and lots of Rhino Tanks at the other base. Once the Lightning Storm hits, send in all your tanks while you're preparing a nuke. You should've made a lot of tanks already so they should give the enemy a really hard time. If the storm does not wipe out your original base, see what defenses you have left, bt I would recommend to evacuate it, sell off the Refinery so that the Ore Miners you had there will start working for your newer Refinery(s). Once all the units have arrived at your base, the enemy will probably send something to find any remaining "straglers". Your nuke should be finished by now. Launch it at the enemy base and they will know the deal. If your original tank assault took out the enemy base, that's good for you. Now sell off all the buildings of your crippled base and use the cash for your reinforcement tanks. The enemy is probably angry now and will start to think of a good assault. NOTE: LAUNCH THE NUKE AT THE WEATHER MACHINE OR YOUR NEXT BASE WILL BE LOST ASWELL. He will scout the whole map out until he finds you, giving us some spare time. Once you have some tanks, you should be thinking about that second nuke strike right? I'd say, target the scouting group (if they haven't found you yet) or their base again. If you're going for their base, hope that he has massed his power plants together and target that place. With a little luck, the power will go off. Send in all the tanks you have (produced and evacuated) and fight your way through the Pillboxes. Destroy their advanced defenses so that he won't be able to use them when the power gets back up. Get a Yuri along to help in the attack. Turn enemy units against themselves you know. Once you have this done, you should be able to desroy the enemy base. Tesla Setup ------------ Something you should know is that the Tesla Coils work best when you put them in a triangle. This will allow the Tesla Coils to protect themselves from enemy attack, something pretty important for Tesla Coils if you ask me. Place these triangles all around your base, making sure you have a few Nuclear REactors sticking around to power everything (DO NOT BUILD ONLY NUCLEAR REACTORS, YOU WILL REGRET IT!! BUILD A GOOD AMOUNT OF TESLA REACTORS TOO, SO THAT WHEN THE POWER OF THE NULCEAR REACTORS FALLS, YOU STILL HAVE ENOUGH POWER TO DEFEND YOURSELF. DON'T FOLLOW THIS ADVICE? AND BE DOOMED°. Do not rely on your coils alone, use tanks to intercept/weaken enemy units en route to your base. Or, if it is a real big force, send your airships to kill off most of the enemies. Intercept, intercept, intercept!!! ---------------------------------- Once you have the option, build a Kirov Airship or two (one will usually do, just to be sure...). Once you see the enemy armor aproaches your base, go and bomb them. They will not survive for long. The nice thing is that the Allies don't have a lot of anti-air units. They can use IFVs, but they are easily crushed by your bombs. I found this strategy to work pretty well. Just don't send any tanks with it, it will be destroyed by the bombs of your Airships. Now you tell me "So what if my enemy uses this tactic against me, I can't do a thing? What kind of idiot are you!". Well, it is indeed a close call. My advice is to build as many IFVs as possible and bring them along. Or use Chrono Legionaires as your attacking units, they will be able to outrun the Kirovs easily. See the advanced Strategies Section for the Allies for more details on the Legionaire Rush. Using Sentry Guns wisely ------------------------- Sentry guns may not sound very impresive but it can be handy. I prefer to build about 6 to 10 at each side of the base. This will be more effective than placing only one or two for your base. If you have placed them all, they'll buy you some valuable time to build some extra Tesla Coils or something else. They'll keep out limited amounts of forces for you, especially infantry. Another good tip I can give you, is to place Sentry Guns around your important buildings. The main reason for this is because the Chrono Legionaires can warp past them and if there is some space between the perimiter of your base and the key structures, they'll easily wipe out your structures. This works very well against the AI (the Legionaire Rush I mean especially on Easo Difficulty. LOL!). This Sentry Gun defense can also help against Tanya attacks, as they will find holes in your base defenses easily and slip through. -------------------------------------- 9. Main Offensive Straategies for the Soviets \--------------------------------------------\ Josh would like to play!! -------------------------- Description: If you have acces to monkeys on the map, use Yuri to gather as many s possible and stick a few bombs on'em. Now, hury to the enemy base and let them fry the enemy. HOpe you get there in time eh. Let the monkeys go to the construction yard and let it blow! Send some dogs to kill off any Engineers that might be around. The AI isn't really smart... ----------------------------- There is a nice trick that sometimes leads to a big AI smackdown. In most maps, there is a bridge somewhere. It happens often when you are on one side of the bridge while the enemy is at theother, meaning this is the only/one of the routes to your base for ground units. Well, we will destroy this bridge. Here comes the interesting part. The AI doesn'tseem to notice this happening and if he doesn't, he won't build a Naval Yard to make ships to defend his base. This makes him very vulnerable. Make a shipyard yourself and start mass production of ships. Go and attack the enemy. He might notice that you have chosen another method of attack, but he is far too late to prevent us from destroying him completely. In the few skirmish matches I've played with a bridge-to-the-enemy situation, it always worked for me. Keep in mind though that you may not leave your base undefended now, the enemy will send small attacks from another route if he can find one. They include sending over a tank or two to harass you. If you don't have any good defenses/tanks, you might even loose an important structure to the enemy. This still is a good and easy way to defeat the AI. Still note that this may not work too often. Frosty is angry! ----------------- Description: You can do the same thing with a Polar Bear, Frosty! Just be careful not to come too close... He'll be found on the arctic maps and is nice tohave around. Try the same strategy or try to look as friendly as possible and scout out the complete enemy base. If you happen to find yourself in a fight, test them out on the infantry (Frosty seems to be very hungry today you know!). You could also do the famous "Cow Rush", but I think nobody falls for this anymore. There has been so much publicity for it months before the game was released, and everybody who was planning tobuy the game knows what this is or can guess. The Standard But Effective Rush -------------------------------- Build about two dozens of Apocalypse Tanks and build some aditional (no sorry, a LOT of aditional) Rhinos to assist with th Apocalypse. I'd say building about forty or something around that number. Now build some dogs and let them come in behind the tanks. On a side note, try to render this rush with the Unreal Tournament engine, and I can assure you that you will have a very SLOW framerate. Yes, even you GeForce users. Okay now, rally your forces and move to the enemy base. Let the Rhinos wait for the Apocalypses. We're planning on a mass attack. Your 64 tanks will slowly advance to the enemy base. This looks cooler IMO. NOTE: You could say (these guys go too slow, I want some transmorts". This is correct, but you'll have to build about 13 Transports and that gives you some extra cost to attend to. Once your force reaches the enemy base, the Prism Towers will start zappin'! Fire with all tanks at the same target, meaning instant death to the enemy you target. Try to hold off any Air Attackers with your Assault Tanks. Demolish defensive structure after defensive structure. You'll eventually clear out everything. Let your Rhinos assault the grizzlys. They'll be pretty much toast with all this. Once you've taken care of all the Prism Tanks aswell, begin targetting key structures. Destroy the Construction Yard, War Factory and Barracks. Also, the enemy will do a desperate move by lettinglose group after group of GIs. Well, you didn't forget to bring all those dogs did you? If you did, you may be in for a little fight. However, I presume you brought them along and we will now kill off leagons of infantry. After the biting spectacle, bring in your tanks and destroy the Battle Lab, any defenisve structures that may still be here, destroy any super weapons and destroy the refinery(s). The Miners will just sit there, waiting to be shot by your tanks. Relieve them of their painful thoughts and destroy any and all remaining units/structures of the enemy. If you didn't win yet, gather your tanks and move. You should've only lost a few tanks (if you brought the dogs of course). The Kirov Rush!! ---------------- This will work just fine. Build a whole squadron of Airhsips (that means 12 for those who aren't at home at those terms) and let them move to the enemy base. I agree when you complain "But they go so slow!", but you'll have to put up with that. What you're about to witness is very spectacular and very irritating for the enemy. When you arrive the Patriots will start firing. Target them first. Once they are out of the way, fire at any IFVs that may be firing at you. Now that this is out of the way, target their War Factory tne their Barracks and Battle Lab. The enemy might think you're overlooking his Construction Yard but that ain't through. We are NOT. We're just sparing it for last. Target it and fire. Now shut off the power by targeting all the Power Plants and destroying them. The enemy might be smart enough to flee now. If he isn't, so much the better. Destroy any unit that leaves behind, then bring in your Rhinos and attack any grizzlys that are fleeing the Kirovs. This is another very hard strategy to defend against, but it is possible. Hey did you ever try to bump your helicopter into that thing? I never tried it, but it just apeared in my strategic thinking. I'll test it out, probably won't work. -------------------------------------- 10. Advanced Strategies 10.1: Allies \-----------\ The Legionaire Rush -------------------- This may sound a little odd but it is effective as hell! Build a dozen or so Chrono Legionaires. I know it is expensive but you'll get there eventually. Once you have the Legionaires, scout out his complete base by continiously teleporting out of the range of enemy weapons. We'll search a relatively undefended area. If you can find one, the enemy will probably send tanks or infantry to attack you. Let them com to you and teleport away when they're going to attack you. Don't go too far and the enemy might be stupid enough to send them after you; Wait until they come back to you. Now go back and destroy any structures you can mange in the time you have. With 12 legionaires you should be able to destroy some. If there are Power Plants here, errase them from time and try to power down the base. Move into the heavily defended area (probably where the imortant buildings are). Target at your discretion and fire at will (consentrate your fire on one building at once, don't use one legionaire to attack alone). The tanks will have a harder time shooting at you. If it gets hot for one legionaire, teleport him out of there. These guys are very handy to avoid the enemy Kirov Airships.So the Kirov can destroy everything, but he isn't fast enough for your Chrono Legionaires. Another advantage of the Chrono Legionaire is that you can scare the enemy, giving the feeling you're at two places at once. You can split up your Legionaires and strike at two different points. The enemy will have a little fear, especially humans tend to get mad and smash on the computer screen "WHAT THE HELL IS GOING ON! THAT GUY IS CHEATING DAMNIT. HELLO, WEBMASTER, I WANT FULLBURST41 BANNED FOR HIS LIFE. HE SENT FIFTY LEGIONAIRES AT ME. THAT ISNT REALISTIC." "Stop screaming, it's hurting my ears. He's NOT cheating, you're the one who is too slow to react to it!" Don't stick with your original base too much --------------------------------------------- This was the key strategy I used to overcome the enemy in Tiberian Sun, and the way I have tested it, it works pretty good in this game aswell. What is this? Well, we will just make multiple bases to make our life easier. >From the beginning of the match, start building your base. Get up your barracks and start placing defenses; Follow this up with the War Factory and build about 5 extra ore miners. You should be getting a good flow of cash this way. Get up your power plants a little and begin building Air Force Command so that you have a radar. Build a Battle Lab so that we can build the advanced defenses. Start placing Prism Towers and some Patriots aswell. Build a Harrier and search for a few Oil Derricks that might be around. If you can find some, build a couple of engineers, a helicopter, and get them in there. Capture the Oil Derricks so that we'll have even more cash. Also, search for some crates, if you're a little lucky, you'll find a few money crates to keep up the good cash flow. Once you are ready with all your defenses, build a Service Depot. Once you're ready with that, start building a dozen or so Prism Tanks, so that you can withstand an attack for some time. Build some extra grizzlys if you want, but it isn't really vital to your existence. Build an MCV and find a good place to place your new base. Begin building a Gap Generator while you're getting your MCV there. Once the Gap Generator is ready, deploy the MCV and the Gap Generator right beside it. Build some Power Plants right there. Build up a Barracks here, aswell as a Refinery and a War Factory. This base will be independent, but for the moment, there'll be no unit-production here, except for the extra ore miners of course. Once you have a War Factory, begin building about 5 extra miners so that you'll have an income for this base independently. Now, at your original base, start building lots of GIs and get them into buildings so that they will defend your the route that they're stationed near. Build some Attack Dogs for quick Infantry-killing. Once you have those defensive units ready, it is time to place some defenses by the second base. To minimize power requirements, I'd stick with the Pillboxes for the moment; Once you have a total of 8 Pillboxes standing there, start building up some tanks in your original base. If the enemy waited this long to attack you, he's eithrer preparing a massive attack, or he's lazy. Let's say that he is preparing a massive attack on your base. Make about 50 grizzlys to be certain. Now, build some more power plants at the second base, build up your Chronosphere and Weather Control Device at your second base. Once you have these, it is time to see what the enemy is doing. If you are American, or you got your hands on an Airport, get some paratroopers in there to scout out the plae. If not, build a spy and sneak him into the enemy base. Once you have some info on the enemy, you can infiltrate a structure (War Factory or Battle Lab are recommended) and you'll have a little advantage over the enemy. Alternatively, you could build a Spy Satelite Upling to get info on the eemy. Presuming you took the War Factory, build another platton of tanks (consisting of about 30 to 50 tanks). You should be ready for the enemy now. There is a slight problem still. If the enemy gets to you with his Kirovs, we cannot let him destroy your entire base. To combat this, we'll be forced to find him after he has left their base. If you were lucky enough to be stationed far from your enemy, you'll have some spare time to get your people there. Build Rocketeers 'till your base is full of 'em. Rush the Kirov with all your Rocketeers, and he'll die pretty quickly. Once you've taken out the Kirocs, it gets easier. If the enemy managed to reach your base and your Rocketeers can't hold them off, get all your tanks, infantry and any other unit you still have out of there, to the second base. You should be able to save most of them, as your tanks go faster than the Kirov. I hope you have some IFVs around there so that you can get the infantry out quickly. Otherwise, use the Helicopter. If your Patriots somehow get rid of the Zeplins, lucky you. This is where I have to look at two situations: 1) You were able to stop the Kirovs. We're back at our base with a nice total of tanks in here. Build a Tanya, find a little hole in the enemy's defenses and sneak inside. Destroy as much as you can, killing off all infantry. Be warned of any Yuris around there, as they're pretty deadly... Once your Tanya is crushed/killed/whatever, build up some Chrono Legionaires. Get them inside aswell and start wiping out buildings (or at least try). Once you've lost all your Legionaires, launch a Weather Storm in there. Once the storm has stopped, bring in your complete tank force and demolish/cripple your enemy. If this wasn't enough (although very unlikely), you must build aditional tanks while you're attacking with the first wave. Once you've lost your first wave, do a desperate move in destroying them all. If this fails aswell, launch a Weather Storm at him. With a little luck, the enemy will not have known about your second base while you were using it as a support for your original one! 2) The Kirovs were able to destroy you, bring all the tanks you have to your second base, and sell off any remaining building so that you have some extra money. The miners you had should start working for your second base. Put your Battle Lab down in your second base (there isn't a lot of choice right). Build a Spy Satelite Uplink and aditioonal power plants if needed. Now, start making a Service Depot. I wouldn't order you to build another MCV, but if you want to, go on ahead and continue the little game, or you could show your real face to the enemy now and go to kill him. We'll show our face. First, uild up more advanced defenses, build a lot of Patriots for the next time the Kirovs would find you. Try to keep your cloak good. The Gap Geerator should be able to mask you enough. Go and garison some GIs in buildings throughout the map. The enemy might think this is a move to slow the game, as you might be searching for valuable crates. Once that's done, you should already have a Weather Storm ready for an hour or so. Launch it at the enemy, and he'll no the deal baby! This makes the enemy panic, he doesn't know what's hitting him! He'll sit there asking himself how he could've missed those super weapons. He'll send out his scouts, and if he passes a garisoned building, the scout passing will probably be destroyed (best for scouting are the Flak Tracks, so that isn't a problem). Chronoshift an IFV with Tnyas in his base and start woopin' his ass! Blow things up 'till every Tanya and the IFV are dead. Build up Harriers, a lot of them.Launch them to deliver air strikes at the enemy. Take potshots at them, and try to scare the hell out of 'em. He'll know for sure there's another base somewhere. Build up as many tanks as you can manage. I'd try to reach a group of 100 tanks, but you don't have to build that many. Once you have a big group, smash it at the enmy, who will be increasing his efforts to find you. Before he knows our exact loacation to fire a Nuke at us, we'll give it to him. Destroy them all. Before the tanks attack, you might aswell strike with your weather again, then with the harriers and finaly with the tanks (this will help saving tanks hehehe). If the enemy uses this strategy against you, you are Allied so you can bring up your Satelite, or you can quickly scout out things with your Harriers or Rocketeers. The more complex Base Strategy... ---------------------------------- This may sound crazy (and it is...) but it is a lot of fun to do. I will not promise you will win a match with it, it's just a lot of fun you know. NOTE: Make sure you meet the folowing requirements to make sure the strategy can work to its full potential: - Play on a map suited for 8 players so you have a lot of space to build. - Do this match with only oneof your friends, again to conserve space - Hope that you're kind of far from the enemy - Try to make sure that your enemy is Soviet not Allied (I just keep repeating the same thing man!) Start by setting up your base. Build a Refinery, Power Plant, Barracks, some GIs, a Pillbox or two, War Factory, 4-7 Chrono Miners, a bunch of grizzlys, Air Force Command HQ, 4 Harriers, Battle Lab, some Prism Towers, some Patriots, aditional Power Plants, Service Depot and a new MCV. Move the MCV to a position further from your base (preferably away from the enemy hehe). Deploy it and start building a lot of Power Plants. Once you have about 20 that's good. We'll place them in the new construction area. Scatter them around as much as possible. Build a Barracks here too and set up some Pillboxes in this base, aswell as training your GIs here for a moment. Build about 30 GIs here and deploy them. Build some dogs here too. Once all this is donee, switch back to the original Barracks. Make sure you have about 50 GIs here, all deployed. Once you have it done, it's time to place a Refinery at the newer base. We should have a good defense now, but if iyou feel unconfortable, feel free to place some extra Prism Towers or Patriots. Oh, and if you're interested, we'll call the new base the "Power Grid". You should see where I'm aiming with this strategy now, right? Once the new REfinery is in place at your second base, build some extra miners at your original base to make the Cash Flow even bigger. I'd say buildig about 5 extra miners isn't bad. Once you have a lot of cash in your grasp, start to worry about the enemy for a minute. If the enemy already showed his face, I'd say we find him, and show we are here aswell. Send something to gain some recon info. Once that is done, replace your lost unit(s) and start worying about your bases again. If the enemy didn't attack you yet, I think it is time to build a Gap Generator. We'll have enough power for now so don't worry. If you would need any more Power Plants, build them at the Power Grid, to keep things right. Once the Gap Generator is up, we can be sure the enemy will have a hard time to find us. If the enemy spotted you or not, we are going to have to defend ourselves against their Super Weapons. To do this, we will do sneak attacks. First, build some Attack Dogs. STation them by your important structures to keep out any spies (if you're playing against Allied Enemy of course). Build a Tanya unit and four Spies. Build a Helicopter and place them all in it. The enemy won't detect your helicopter so don't be woried. Bring in your Spies and infiltrate the following: War Factory, Barracks, Battle Lab and Power Plants. Teh Power will be down and your Tanya will be able to blow up the Tesla Coils in her way. Destroy any and all super weapons that you can detect. When she dies, build up another 30 GIs and anotehr 30 when that is finished. You should have about 100 GIs at your original base. You can march them to the enmey base, or you could make a Rally Point and bring all your GIs there with the Helicopter (it will take some time of course). Find the most undefended place of their base and strike their. move your GIs into position and deploy them. Detroy any defensive structures you see. OMve on destroying tanks with all that machine gun fire. Deploy your people around their Constrruction Yard and demolish it completely. Since we want to play with the enemy, we'll move out all our troops back to the base. I like to fight my way through the other side of the base, instead of turning them around. One more thing, if you're playing against Iraq, don't even bother using this strategy alright? If you happen to play against IRaq, do the same thing but then with tanks. Destroy the weakest defended part of the base, and demolish their Construction Yard. Now that the enemy felt the power of our forces, replace any GIs/Tanks that you lost in the initial assault. It is time for the next step in our base building scenario. Build a new MCV and place it somewhere far from your base. This will ba the Air Base. Put down the truck and start building a Refinery there. Build a Barracks. This place must be guarded well, so we'll place a lot of Prism Towers here. let your Harriers take off from the original base and move them to your newer stronghold, wait there a minute. Sell off the original Air Force Command HQ, and build a new one here. Land your Harriers in there and build about 5 more HQs here. Once that is done, stock them up with Harriers (oooh, expensive baby!). Now that we have two squadrons of Harriers, we'll have a good air base. To make things look cooler, build another 5 Miners at your original base. Alright, now that you have so many miners at your disposal, we can slowly begin to destroy the enemy, or not yet... Launch a harrier and let it fly around to find some tech buildings that we can capture. If you can locate an Oil Derrick or two, that's great. an AIrport is not bad aswell. Build as many engineers as there are TEch Buildings and capture them. Good work Commander, time for some extra bases. First, build some new Power Plants (about 5) at your POwer Grid. If you left the enemy's Service Depot and War Factory standing, then it is very likely that he will have built up his base again. I recomend to leave that standing, to keep the match a little fair aliright? Build a new MCV and deploy it somewhere. Dump a REfinery next to it and a Barracks aswell. Build about 30 GIs here and dump some Pillboxes and Prism Towers in the base. Build a Battle Lab here, sell off the old one. This makes your original base the main Tank-producing facility. Now that we have the Battle Lab at our other base, build some Prism Tanks there. This base will be our "Advanced Production Facility" (fancy name hehehe). Now, place Patriots in all your bases, in case the enemy begins to send its Kirovs. If your radars detect one, get all the anti-air units you have to its location and smash it, hiping to bring it down. Now comes an optional part. If you can locate a river of some sort (probably with a bridge), bring your tanks there and smash down the bridge. Build a new MCV, once it is ready, begin building a Prism Tower. Once you have set your MCV, dump the Prism Tower by it, to give some first-aid cover if needed. Imediately begin building more Prism Towers and Patriot Missile Sytems to help out with the Dreadnoughts. It is good to build a Tanya and send her this way, so that she can help destroying enemy vessels. Build a REfinery and Barracks as usual, train some GIs (the regular 30) and build a Naval Yard. Start cranking out Destroyers and Dolphins. Once you have about 4 Dolphins and over the ten Destroyers, build a few Cruisers to destroy the missiles of Dreasnoughts and help take down any Kirovs there may be. Of course, ifthe enemy isn't using Naval capabilities, this will be a little stupid to use, ut it adds ot the overall feel of the strategy. Back to the building stuff. Crank out some Carriers and some extra Destroyers. Now, move your ships a little closer to where you think the enemy is and see if you can strike with the Hornets from here. If this is possible, hold here for a moment. Keep tabs on the enemy to see if he begins to make his Naval Yard, it is vital that we know. Now it is time to give us that bt of advantage in harvesting. Build an Ore Purifier in every base you have. And while you're at it, why not build another five Chrono Miners??? Good! I knew you would agree. I won't even calculate how much ore you get with all those miners (man, you'll have to switch ore fields quite a lot hehehehehe!). Now comes a pretty important base for us: the Intel Base. Make your MCV and start building a new REfinery while you're busy. Whe the MCV is ready, deploy it somewhere and place the Refinery right beside it. Make a Barracks, some Prism Towers and make about 50 GIs and bring some tanks that you built here aswell. Once that is done, build a Spy Satelite Uplink. Now, you'll have a much better look at the enemy. Good, now that we have intel on the enemy, there is only one remaining thing we have to take care of. Build the last MCV and build a REfinery. Place the MCV and the Refinery. Place 2 Ore Purifiers, one for each base. Build a Barracks and build as many GIs and Prism Towers as you can manage. Build a Chronosphere and a Weather Control Device. Build some Chrono Legionaires and bring all of them together at the enemy's base. Warp them intto a relatively unprotected part of the base and take out some buildings, just to keep the enemy scared. Once all the super weapons are ready, build as many tanks as you can in the ten minutes the super weapon is charging. Gather all the GIs out of all your bases and let everybody rally en route to the enemy base. Hit the enemy with a Lightning Storm then try to attack enemy targets with your vessels you have in there. if the enemy's structures/units are in range, launch your Hornets to make short work of them. Once you've picked off all targets of oportunity, bring in all the tanks and GIs you rallied (man! That'll be a lot!) and rush the enemy. Target defenses first, let the GIs deploy and concentrate at any tanks there are. Let the tanks worry about the structures and let the dogs take on the infantry of the enemy. Once you have destroyed everything, scout out the rest of the map to find any remaining stragglers. Once that is done, you will be victorious. The advantage of this strategy is that you can send reinforcements from other bases if another part of your infrastructure is under attack. I hope this is a good strategy for you. It works for me most of the time, especially against humans, because they actually get confused of situation, while the cold-blooded computer is so cold to play against... -------------------------------------- 10.2) Soviets \------------\ Well, there is only one good strategy that I use often with the Sovets (with taking the "good" word in its relative form ehum). Build up your base as usual. Find a good place (preferably close to the water) to build a Naval Shipyard. Once that is done, start mass production of Dreadnoughts, Submarines and Sea Scorpions. Once that is done, move your massive armada of ships to the other side, trying to get a shot at the enemy's base. Try to find his base within range of the missiles of a Dreadnought. Another thing you can do, is to build a Dreadnought as early as possible, even if it means delaying a Refinery. Once you have one, send him over to bombard the enemy base. If you were fast enough (and the enemy was slow enough hehehe), he won't have a Patriot Missile Launcher (or bad placed/not enough of them). If you can spot a Patriot that is lonely, destrooy it first. Then target at your discretion. Try to keep them out of the range of enemy defenses (pillboxes in this stage of the game). If you can succeed in this, then you will probably be able to smash the enemy to pieces. The wisest thing to do when you find yourself in such a situation, is to undeploy(repack) your MCV and move away of the field, while selling off all your buildings and taking your units with you. Another thing you could do, is to quicly build a Barracks, a Tesla Reactor and the War Factory. Build a bunch of Terror Drones and move them to the enemy base. If you are fast enough, the enemy won't have a lot of a response against it. You can wipe out both Infantry and vehicles with them, so use that to your advantage. All this only works if you have luck. It is sometimes a little dangerous to use such a strategy. Long live the Soviet Union. ---------------------------- Well all the above is a little crappy, so let's see if I can't give you a good "build-a-base-and-destroy-the-enemy" strategy. Build up your base (I'd keep away from the water as your Soviet and I find the Soviet Navy a little weaker then the Allied navy, it's jsut that feeling that my vessels can't do a thing right!). Start up infantry production fast. This is kind of important, because the Allies have a good advantage in infantry, while your men can easily take down their tanks (well GIs can do the same, but the conscripts seem harder to hit which would be logical in keeping the balance higher). I know the number 200 is quite impressive, but it is certainly possible. I'd say this: bild your War Factory first and build as many War Miners as you can. Harvesting goes very slow with the Soviets, so it is imparitive to find OIl Derricks to give you a steady flow of cash. Let's say you find and capture a few. We now have 200 Conscripts ready for action. Once that is done, build some Attack Dogs (about 5 or10) to help kill off those GIs, sniff out Spies and assist in killing any Tanyas. Once that is done, try to build even more War Miners, oh yes, we want a lot of cash to work with. Build your Radar Tower to give you a little overview. It is very much mossible (especially for the Online players) that ythere are multiple enemies. The enemy will probably roll in some tanks to bugg you; Group your men together (yikes!) and target one tank at a time. they'll probably die instanty. Destroy tanks after tanks and you'll be fine. I have to warn you however: it is okay to keep your soldiers close, but scatter them once the tanks role in, we don't want to make this look like Carmagedon or GTA right?. Once you have your soldiers standing by, build up defenses first. Build lots of Tesla Coils and Flak Cannons. We'll place the sentry guns around our buildings for protection. Use some walls to protect your defenses for awhile. Once you have a good number of Telsa Coils and all the passages to your base are walled off and defended, begin production of tanks. Build lots of Rhinos. Once you have about 50 or so, start building some extra Flak Tracks/Flak Troopers to help with any attacks the enemy might send. Build some Tesla Troopers to keeep your defenses running if base power falls down to 0. Now that our base is safe for a little while, build a bunch of Apocalypse Assault Tanks and a few Kirovs. Let them move to the enemy base. Let the Apocalypse tanks try to destroy the patriots and any other unit that is threatning your Kirovs. If you can do this, then you will have a good chance of destroying the oponent you're attacking. If you are playing a skirmish game against one computer oponent, than the game is over now! However, if you're playing online and you are probably facing multiple enemies, there is still some work to be done. The second thing you have to worry about is super weapons. We must absolutely prevent any Lightning Storms from killing us off. Nukes aren't nice to have incomming, but lightning storms are still worse. Build a few Yuris and send them over to the enemy. Mind control a bunch of units and run them back to your base. Use this tactic to get as many units as you can. What we are looking for is an IFV. If you can snag one, build a Crazy Ivan, put him in and get him to the enemy. Give him some extra support. Now we have a nice demolition truck at our command. Get the IFV (errr demo truck) into the enemy base and keep it a little covered. Once you have it inside, ward off any incoming infantry/tanks so that you are safe. Bring the truck to the structure you certainly want to wipe out, be it super weapon or construction yard. You could always try to destroy more with your forces that you brought along, but it is very much possible that the enemy has to much defenses for this. A cheaper way to completing the "destroy the super weapon" goal is the following: - Take an IFV (by capturing a Allied Structure or by mind controlling one) and bring it to your base. - Build an Iron Curtain. Once it is charged, send your IFV to the enemy. When it begins to take fire, make it unvulterable. Double-time it to the enemy's super weapon/construction yard and DETONATE!!! (just run into it hehe). We now have to start mass production of Apocalypse Assault Tanks. Once you have a good number (40 is good enough!), get a Yuri unit in there (or Yuri Prime is even better) and steal some units. Try to snag as many IFVs as you can, or some big boomers from the enemy. If you can get about 10 IFVs that's good. Put Tesla Troopers in them and have some very nice Tesla Tanks. Let them be grouped on unit 2. All your Apocalypse Tanks should be grouped on 1. Once you have that, see how many Rhinos you've got and build some extra. Build as many as you see thick and group them at 3. Now, build about 5-10 V3 Rocket Launchers and group them at 4. Move your Rhino tanks first. Let the Apocalypse follow but keep some distance. Keep the Tesla Tanks right behind the Apocalypse tanks. Your V3s should stand by a little moment. Once your Rhinos have reached an enemy base, let them attack it with everything they've got. If you built a lot of them, you might crush them all in there. If the enemy is able to retaliate your Rhinos succesfully, bring in the Apocalypse, followed right by the Tesla Tanks. Let the Apocalypses mop up as much as they can handle. Move your V3s to the place of chaos and let them fire on the enemy buildings, assisted by the Tesla Tanks. If this somehow fails, regroup everything that is still remaining and head home. Send over any Kirovs you may have and destroy the enemy base completely (well that should've been a hard hitter for the enemy!). You should've built a Nuke Silo by now. Nuke anything that is moving in the area of the base you just attacked. Now, focus your attention to the mossible other enemies, and try to keep yourself out of the fighting for awhile. If they are already in a big conflict, then that's FANTASTIC. We can build up forces without problem. If the remaining enemies are allies with eachother, that's something else. Considerthem to be allies. You'll have to bring up more defenses quicly, while building LOTS and LOTS of Kirov Airships. if you can manage it, try to build about 20. It is expensive, but it will work, I garantee you. Once you have those Kirovs fly them over to the enemy's bases and destroy them. If someone survives, smash some tanks at them and try to destroy them by doing that. Another thing would be to build even more conscripts after your big group of 200. March them to the enemy and destroy them completely. I garantee you 250 conscripts will kick the enemy's ass quite nicely. Hope I helped! ------------------------------------- 11) Mission Walkthroughs \----------------------\ 11.1. My Walkthroughs --------------------- 11.1.1: Allied Walkthroughs ------------------ Mission 1: Loone Guardian. ---------- Briefing: It would apear that the Soviets have invaded America. They are rushing through our cities like mad idiots. We must stand our ground, even in thsi disorder. You'll start by getting New York out of the iron grip of the Soviets. They haven't taken the city yet, but they will if we don't act fast. Buildings are already in ruins, ships are aproaching and threatning to destroy us all, and you are going to stop them... That's right, YOU. With the help of Agent Tanya of course. She's an expert in her class, don't leave her for the stupid jobs Commander. Main Objective: Get to Fort Bradley and regain control of the city. Also, you should keep Tanya alive at all cost! Walkthrough: This is kind of simple. You'll see several Dreadnoughts firing missiles at the statue of liberty. Aparently, the Patriot Missile Systems aren't quite enough to hold the missiles form hitting their target, so you better work fast. Let Tanya take a swim and attack some C4 to the ships. Once you were able to sink them all, make her understand that you have to get on the Manhatan Island. Once she made it on, assist the GIs with those lame Conscripts. They'll make it anyway, but you'll see Tanya's pistol skills, and it's worth it, belive me! Tahter your GIs and hold ground for a moment. there'll be a second wave of Conscripts soon. Once you've taken care of them, move further on the road, you'll see a lot of things burning hehehehehe. You'll soon encounter a few more GIs that are just sitting there shooting at Conscripts. I'm sorry to say this, but it is a long time since I played it, and I'm a little busy (whihc means i do not know exactly where the next thing is). You'll have to search around in the city. You should find 3 Grizzly Battle Tanks to give you a little extra firepower. Move Tanya past the MCBurgerKong and the Gas Station. You can take the GIs with you if you want, but it isn't necesary! The Fort is able to defend itself, but the AI who is controlling it, seems too dumb to build new units or more defenses. Just send Tanya inside and you'll gain control of the base. Directly after you get control, move your Grizzlys to the fort and begin to build a lot of GIs (say 30 or so) and send them to the enemy base, sending the Grizzlys with them. Let the Grizzlys take care of the Sentry Gun defense and let your GIs pour into the base. Let them kill all the V3s that are inside and destroy the Soviet Structures by blowing up Barrels and finishing off the buildings when needed. Once you've wiped out the base, it's Mission Acomplished for you my friend! Mission 2: Eagle Dawn. ---------- Briefing: General Vladimir is moving fast, very fast. He has sent a group of tanks to secure our air base in Colorado. This one is to vital importance to us. You must get back the Air Force Academy before the Soviets can make this position unpenetratable. Tanya will also be at your service in this mission (EYES ONLY COMMANDER, TAKE NOTE OF THAT.). Main Objective: Recapture the Air Force Academy and destroy all the Soviet Forces in the area, before they gain too much ground here. Walkthrough: Get Tanya up and about and elt her kick some butt will ya! You'll see a few conscripts around here. I sugest taking them out now, you know why right? Once that is done, you can take an Armor Crate here somewhere. Once you've found it, you can find anohter one under the house next to it? You'll soon get a message from Luitenant EVA, saying that a group of Rocketeers has arrived to assist you. Get them and assign them to a number on your keyboard. MOve Tanya further and you'll see the Air Force Academy on the map. Clean out everything that you may or may not encounter. You'll reach a fork in the road. When you find it, move Tanya into the captured base and kill off the Conscript here. You'll see some Flak Cannons sitting here. This is what is preventing you from destroying the Sentry Gun defense with your Rocketeers. I'd say only one thing: "Chuck some on it!"! Once you've blown up the Flak Cannons, move in the Rocketeers and destroy the sentry guns. Once you've acomplished that, you'll get some Engineers dropped off. Get them to capture the buildings of yours. Once you have captured the Air Force Academy, the aircraft will take off, and give you some recon on a base to the east. It isn't that easy this time, so don't jst send 10 GIs in there hehe. First, build some extra chrono miners (three will do) and foritify your base. To make it easier, we'll send in Harriers first. Let them destroy key structures, on easy the Flak Cannons shouldn't do too much to the planes (they'll probably miss!). Once you have destroyed some structures, you'll get some GIs from somewhere. Deploy them and destroy anything in sight. Let any planes you have ready destroy Sentry Guns so that the GIs will have a better chance of surviving. Once you have this base destroyed, your mission will be over; If the wave of GIs doesn't destroy the base, send in some Grizzly Battle Tanks to finish the job. Once that is done, it's mission acomplished for you! Mission 3: Hail to the Chief. ------------------------------ Briefing: Back to the heart of America. Something terrible has happened, the Soviets are using their feared but until now unknown technology. This technology is known as a Psychic Beacon. What it does is send out signals of the brain to American soldiers and citezens, telling them to join the soviets, and since we have no protection against it, we'll have to remove them on by one. There is a slight problems. They have placed a Psychic Beacon within Washington DC. They have "mind-controlled" the President, and even General Carville himself, so Luitenant EVA will have to give you the briefing. It apears there are still some forces in the area that are unefected, you will rendezvous with them and destroy the Psychic Beacon. Do not allow our citizens to be forced to be slaughtered! Main Objective: Build a base, find the Psychic Beacon and destroy it. Walkthrough: There are a lot of structures that you can repair, but I acomplished the mission without repairing a single one of them, so I don't conisder it needed. Start by building up your base. Once you have GIs ready to build, build about 30. You'll see a bridge to "The Other Side", where the enemy is staying. Let the GIs garison themselves in the buildings around here, especially in that one by the bridge. The Soviets will ocasionally send a lot of Conscripts and inocents to attack you. It's pretty fun to see those Civilians get slaughtered (at least in my opinion!). Get a War Factory up and running. Get some money if you really want, by repairing structures. Most of them holds a crate with money, so that could help if you want. Build extra miners 'till they begin to annoy you by their numbers. Suffice to say that you should at least build 4 of them. Once they are ready, start building Grizzly Battle Tanks fast. You'll get ocasional reinforcements. They'll consist of IFVs (about 4 or 5 if I remember correctly). Build an Air Force Command HQ, especially for those of you who want to repair things. Now, build 4 Harriers and give the enemy a first strike. They'll be located across from the bridge, by the soccer field. This is only a small base, so this won't be too much of a problem. Destroy everything with your aircraft, while you keep up your tank profuction. Once you have an amazing number of tanks, roll them across the bridge and move to the Washington Monument. You'll spot a Soviet stronghold. Roll your tanks in and destroy the defenses. Keep everything away. Now, build some engineers and capture this base. Try to keep the War Factory living so that you can capture it. And Scott Batass has given me the oportunity to do a good fight here. Capture the War Factory, Barracks and REfienry if you can. Place Pillboxes all over the place! Make about 10 Tesla Tanks by using the IFV and putting a Tesla Trooper in it! once you have that, build a second Air Force Command HQ. Build Harriers to fill it up, and start striking the base at the Natural Museum. Try to take out as much as you can. Build a lot of Rhino Heavy Tanks at the captured base, it will help you in the final assault. Build a few V3s if you want quick destruction. Now assemble all forces at your captured base and rush the enemy for the final assault. You should be able to destroy everything quite quickly. the enemy won't have a lot of an answer to your Tesla Tanks hehehehehehehe (Thanks Scott, you made even easier!). There's only one more thing that needs to be handled, the Psychic Beacon. You'll find it in the North East corner if I'm correct (it's somewhere near anyways). Target it and fry like hell!!!!! That was a pretty easy one right? I think it is time to celebrate, you've jsut played out 1/4 of the Allied Campaign, no big deal, as you ain't seen nothin' yet!!!! Mission 4: Last Chance. ------------------------ Briefing: It is worst than we thought. The Soviets are far from finished, and we have to handle them the hard way. Even as our war effort continues, there is something very important that MUST BE DONE AT ALL COST. If we cannot achieve the goal I'm about to give you, we will all turn into slaves of the Soviets. Your destination is the coty of Chicago. The city is heavily fortified, so you'll have to do an amphibioud landing. you'll have to locate a device called "Psychic Amplifier". The Soviets are preparing themselves to use it. our scientists have calculated that this device, when activated, will mind control whole of North America. If this happens, we are doomed to lose the war; Make sure you can find and destroy it. It is imparitive that we bring a halt to this psychic attack of the Soviets. Main Objective: Find the Psychic Amplifier and destroy it before it gets online and takes control of the US. Walkthrough: Alright. You'll have a bunch of destroyers, a few transports, and some Rocketeers in the opening stage of the mission. First thing you'll want to do is to destroy the cannos on the shore, without them, we can safely land our troops in Chicago! Let your Destroyers clear a path by destroying anything that you may encounter. Destroy all the Soviet units and defensive/production structures right here. There's a high chance of SubMarines here, so protect your transports from them, or it's BYE BYE to your shore landing! Once you've cleared out the place, move your transports in. Unload them all. In one of them, there'll be an MCV. Deploy it and you'll receive a transmission from Luitenant EVA, who gives you some tidbits of info on the Psychic Amplifier. Once the talking is over, you'll notice a timer, pay close attention to it, if you're running out of time, rush the amplifier with aeverything you have and try to destroy it (target it with everything and ignore Soviet Forces, so that you can give it a buttload of damage in one bam). DO NOT LET THE TIMER EXPIRE, OR YOU'VE JUST BEEN VERY STUPID. Reinforcements will arrive. There'll be a few transports with tanks and GIs onboard. Deploy them all and let them join your forces. Begin setting up your base now. If you left alive the soviet Construction Yard, capture it now. Since I didn't do it myself, it probably made it harder because of the better tanks they have. Well, it's just a stupid detail, so if you just destroyed it, I can understand it. It's so much fun to blow up a Soviet Construction Yard!!!! Build up your Refinery, Power Plants, Barracks. Build about 20 GIs and then start working on the War Factory. Build a bunch of extra miners to increase money. Once you have a lot of miners, start building Grizzly Battle Tanks, or Rhinos if you did capture the Soviets things. Start pumping out a lot of them! When you have a good group, mass everything together that you have. Build some more GIs (20 again I'd sugest), and move north. You'll see a bridge, but you'll need to repar it. Train an Engineer at your Barracks and send him over to the Bridge Repair Hut. Fix the thing and move along. You'll come to see an island, where the Psychic Amplifier on it. Let your tanks fire on it, while all the GIs you have massed will ward off any Soviet armor/infantry that might interupt. Since the GIs are good against both of them, this will be kind of easy for you! Once the Psychic Amplifier is destroyed, the mission is over, and you get to see a very confusing ending scene. Premier Romanov is sitting there, making himself angry (man, he should watch his heart!), and he will target Chicago and say something like: "Behold the Powerrr of Motherrrrr Rrrrrussia!". BAAMMMMMMMMMMMM! Nuke has hit Chicago and it isn't pretty tto look at! Mission 5: Dark Night. ----------------------- Briefing: It apears the Soviets are overmowering us. We must get help from anyone who would want to. We can NOT LET THE Soviets take control of the US. If we do, the Europeans will not be able to stand for themselves. We're trying to convince the Europeans to join forces with us and help take care of the Soviets. There is a slight problem however, the Soviets have 2 nuclear Silos on the border between Germany and Pland. The Europeans are afraid that the Soviets will launch the missiles once they have formed an alliance with us. That's why we will remove this threat, and ensure a good alliance with the European countries. To acomplish the task quickly, we'll deploy Tanya and a handful of spies for you to use. You must locate the 2 nuclear Silos in a Battle Lab, and take care of them. Beware that the enemy will have good guard against your attack, so use the spies well. Main Objectives: find and destroy the 2 nuclear Missile Silos that are threatning Europe. Walkthrough: Disguise your spies and take care of the Conscripts on the road with Tnaya (she's a hotshot isn't she!). The plan is simple: We'll destroy all forces that may prevent our spies from reaching their destination, and we'll clear out the path, so that we don't have to fight too much when you need precious timing. Send Tanya to the northeast. Shoot everything you see, especially all the guard dogs. They must be killed. Not only do they threaten the spies, but they also threaten Tanya, so you must ABSOLUTELY kill them, before they get a chance to attack Tanya, otherwise it's game over for you! You'll eventually come to a fork. You'll eventually come to the entrance to the Soviet base where we must locate the bastard nukes! Fire at anything in sight (be it oil barrel or soldier) and stay out of the range of the tesla coils, but destroy any that have barrels next to them. It is safer to find an alternate route however. Go to the farm nearby and free those cows (you can use them, but I personally didn't). You'll see a barrel standing by a wall. Shoot the barrel, and TADAAAA! A hole! You can pick off soldiers through here easily, so do it. Take a Spy or two here. Let the first one enter the Tesla Reactor and the power will be shut. Destroy all the Tesla Coils in here. Now send in your Smy and let him infiltrate the Battle lab. Your map should get expanded and you will get the location of the two nuclear Silos that you are searching for remember? Before you do ANYTHING ELSE, find some barrels in the base and shoot them, to make another opening in the wall. Go and follow the path to the path further. You'll see a crashed ariplane. It apears something terrible has happened. You'll see a group of GIs and Engineers. Get them out of there, and they'll tell you that they were on that plane but were shot down by Soviet air defenses (hmmmm, I don't remember any flak in the area, oh well). They claim there are more survivors around here somewhere (and they are right, I just don't use them, because they aren't necesary at all). Bring them along to the base you've "defused", and send the Engineers to capture both the Barracks and the War Factory. Train aditional Engineers to capture the rest of the base. Once you have everything there was to grab, and start building more War Miners, because harvesting goes a lot slower wth the Soviets. Once you have a good total of harvesters, start building Rhino Heavy Tanks. Get a permanent production started. The first wave will consist of 15 tanks, while we are building more to replace thme. Once you have them, send Tanya with them to destroy any and all infnatry that might be around here. If you want, you can use the cows to see exactly where there are tesla coils and all that stuff. Roll your first wave of tanks to the first nuke silo, and attack. You shouldn't have too much of a problme, target the Tesla Reactors first, and destroy them as quicly as you can. Once they ar offline, destroy the Tesla Coils, or you could destract the Tesla Coils, while Tanya blows the Reactors. Once you have cleared out the base of its defenders, destroy the wall around the nuke silo and destroy it. Now, wait for your second wave of tanks to be ready, and send them to rendezvous with your original tank group. Once you have them ready, move your butt. Attack the second nuke base. If you are taking Tanya along, be sure to watch out for Guard Dogs, because they are very common and annoying here. Apply the same tactic as usual, and destroy the second nuke silo. Looks like you have persuaded Europe to help, now let's crush the Soviets!!! Mission 6: Liberty. -------------------- Briefing: We're back in Washington DC for an important mission that was given to you by good ol' General Carville: "TAKE MY OFFICE BACK". We are pushing away the Soviets of our soil, and we must continue to rally and destroy their forces as fast as we can, because we mustn't give them a chance to regroup and strike hard again. The main idea is to attack the Soviets and take back the Pentagon, aswell as destroying all Soviet bases in Washington. It isn't an easy task now, but I'm sure you can do it. Also, we've made contact with the mad Doctor Einstein. He has given us the plans for the new Prism Towers; We belive they will be most useful in your strugle. use them by all means, because we want the Soviets killed and that means, we want you defended from any harm they will intend. Einstein is working on several projects at this moment, so more of his work is expected soon enough. Get over there commander, and settle the score once and for all. Walkthrough: Deploy the transports at the Pentagon. It's under attack already, but the Prism Towers will do the job quite nicely. Establish a base. The first thing we'll want to do is to make a superb and unpenetratable defensive infrastructure. To do this, we will want to build more Prism Towers, wall off our base, and garison troops in the buildings by the Pentagon (VERY IMPORTANT). Also, we will back our soldiers in the buildings up with some tanks. Set up your base. Build a Refinery, Power Plant, Barracks, War Factory, Battle Lab, and then we're up and running for some time. Build Prism Towers, and place them by the ones that were already there. This will be vital to your survival, as the Soviets will attack frequently with tanks. Once the attack has been countered, repair all damaged defenses. Build an Air Force Command HQ. Build 4 Harriers, and then start working on lots of Chrono Miners. We'll need the resources hard, so make sure you have at least 8 miners running your refinery all the time. Build about 10 tanks to back up the garisoned TIs; At some point, the message will come that the Soviets have released their Terror Drones; Try to destroy them before they can attack themselves to anything, and build a Service Depot to remove any drones that are attacked to your units. Also, don't just attack it with a few infantries, as they will kill your men without any doubt. Also, build lots of Fortress walls at key places, so that the enemy will have trouble using his terror drones. Now that we have good defensive power, it is time we began doing something about that Soviet ghreat in the city. Build more Air Force Command HQ and fill them up with Harriers, until you have a squadron (which means you'll need 3 HQs and 12 Harriers). Also, there's an easy way of making your life less frustrating. The first strike your planes do, should be on the bridge that leads to the first Soviet Base (which isn't too big). Let your planes reload and strike again if the first attack didn't take it out completely. once the bridge is destroyed, and your planes are rearmed and ready, let them strike the small base. Flak will be moderate, so you can easily take them down. Target key structures and keep on striking 'till they have no more structures to speak of. let all your planes reload, and move on to the next base. Do as much damage as you can, and then build about 40 GIs. You still have those transports right? Gather all the GIs you have and build IFVs so that they all are seated in one. Put them in transports and move the hovercraft to the other side of the broken bridge. Move your soldiers forward and kill anything that is remaining of the enemy base (a bunch of tanks if I can guess right). Maybe the second base still has defenses if so, build about 20 tanks and transport them all over to the battlezone. Let them take care of the defenses you see. Now, it's time to mop up the whole thing. Build even more tanks. Build about 15 and transport thme over. Let them demolish any enemyies you encounter on the map (there's probably still a base out there, so take care of it quicly). Once you have destroyed every base on this map, Washington will be yours. It is quite thrilling. I found this mission very easy, because once you have the defenses up, it's all just building up a force of your own and destroying them! Mission 7: Deep Sea. (what a pointless mission name!) --------------------- Briefing: We are winning the battle for the United States! We have fortified our positions and are moving the Soviets away very quicly. In no time, the Soviets will be evacuating and will be returning to their homes in Russia hehe. However, there is a situation that requires your attention. We have detected a large Soviet fleet heading to Pearl Harbor. This is their desperate attempt to increase morale of their troops, to get another victory. But we will not allow this. Prepare your own navy and strike back. It is likely that the Soviets will deploy a base when they arrive. Destroy them all. Remove them from American soil once and for all. Once we have driven them from this place, we'll be able to strike them when we please. Beware that the Soviet fleet is not to be underestimated. Our reports say that they took lots of Submarines with them, so be on the lookout. Also, try to protect the base on the island. It is probable that the Soviets will destroy that to make a landing and build a base of their own. Main Objective: Locate the Soviet fleet, destroy it and the base that they deploy. Walkthrough: There's no time to lose here, believe me! Start building Destroyers like you've never done before. Crank out as many as you can manage before the soviets arrive with those stupid Sea Scorpions and submarines (oh DAMN, I don't like the Soviets). Once they arrive, attack them with everything you have. Move all your destroyers and carriers to the place of attack and wait there and you will be attacked. Let the Destroyers worry about the Submarines first. Let the Carriers try to destroy the dreadnoughts, the only problem is Sea Scropions. Leave the Cruisers at your base, as the Dreadnoughts have the annoying stupidity of targeting your structures. The Cruisers will make short work oftheir missiles, so that isn't a problem. Once you have destroyed every ship here, you may start to breave normally again... at least for now. Get your cash flowing by building a lot of Chrono Miners, and maybe a second Refinery if you want. Soviet paratroopers will be coming in pretty often. See those houses close to your base? Well, we'll just train GIs (LOTS AND LOTS OF THEM!) and garison them in those houses, don't you think that's a good idea? Once that is done, train an Engineer and transport him to the norht, where you'll find a Tech Airport. Capture it now. Train some attack Dogs and send them over there to defend against any infantry that might try to take over; (the enemy often tries to just capture it with Engineers if you leave no defenses) You could also place some Prism Towers and Pillboxes at the Airport if you want! Start building more defenses at your own base now. Place lots of Prism Towers and Patriot missile Systems at your base, with a few Pillboxes to help shred the infantry faster. Once you have defenses up and running, see that you have good power, so that a minor attack on your power plants won't just shut down the whole thing. Now, start building a Service Depot. I'll tell you why: The enemy AI has the annoying plan to often transport attack into your base. They may include Engineers, but most annoyingly, Terror Drones!). We MUST NOT allow the enemy to harass us with his stupid drones. Make sure they get destroyed before they even reach a vehicle, or the vehicle can reach a Service Depot quicly. If you want, you could build a second base at the airport, I did once, just to make it feel cooler (HAHAHA, the Soviets can't win hahaha!). All paratroopers should just com to your base. We won't need them in an tattack on the enemy base right? They're just costless infantry. Now, it's tiem to build up a strike force to give the enemy a hard time. First off, see how many destroyers you have. A few were probably sunk by the Soviets, I'd sugest building another 10 or so. Once that is done, start building a lot of Aircraft Carriers. Also, there's one thing that you must remember: KEEP THE CRUISERS CLOSE TO YOUR BASE, BECAUSE THE SOVIETS LIKE TO SEND A FEW V3S TO ANNOY YOU. AS LONG AS YOUR CRUISERS ARE THERE, THERE4LL BE NO PROBLEM. Build up Grizzly Battle Tanks and a lot of them please. Once you have a fleet of impressive numbers, group each ship type together. Keep them at your base for the moment, but they'll play a large role in our attack in a few moments. If the enemy manages to get a nuclear Silo up and running right now, hit him hard. First target the Silo, then target at your discression. Destroy all targets of oportunity. There'll probably be a few subs, and a bunch of Sea Scorpions around. Let the Destroyers concentrate on the ships, while your Carrier Battle Group launches wave after wave of Hornets. There may be flak, but they can't hold off all of them, belive me freely. Once you've destroyed everything you could possibly destroy from this position, quicly build a few transports and get everything you have ready at the moment over there. The main idea is to certainly destroy all the Tesla Coild that the enemy has placed. These are very unwelcome targets. Also, try to destroy the Sentry Guns from the sea. Destroy all unit-producing structures +Construction Yard (from sea or land) and you'll get the "Mission Acomplished" message in no time! Good work commander, I'd say you deserve a little rest right... RIGHT? Mission 8: Free Gateway. ------------------------- Briefing: Well, looks like yourrest is already over hehe. We are really hurtin the Soviets bad, and they are retreating on all fronts. Our intel believes we'll be able to drive the Soviets from america in a few days. So now you ask: "Why the heel did you have to bother me?!". Well, you may have heard that our primary suply-line at Misouri is in Saint-Louis. We have received reports from Agent Tanya and the other forces in the area. It apears the Iraqis have made their attempt to give us a blow in the face. Therefore, they have invaded Saint-Louis, and they are readying a Psychic Beacon. They are wanting to cripple our suplylines, and regain control. Agent Tanya is assembling a strike force and we will have to destroy the Psychic Beacon quicly, it's about to come online. Also, once this is done, drive off all the soviet forces from the city. We mst give the soivets an answer to their feeble attempts to win this war, by treachery and unfair warfare. This will turn on them, you'll see soon enough. Main Objective: Find, and destroy the Psychic beacon at the small soviet base, then drive them off of the map! Walkthrough: Okay commander, we have Tanya and a bunch of GIs and engineers, ready at your service. Our objective will be to find the small fortification where the Psychic Beacon is, and destroy it as fast as possible. You have about 20 minutes before the Beacon will activate, and there is absolutely no time to lose! MOVE MOVE MOVE!!! Alright, assemble your strike team right away, move to the highway and follow it until you reach the Soviet base. First thing you'll want to do is attack the base from different angles. Let the GIs and the engineers go through the back, while Tanya sees what she can do. The main plan is to find and destroy all the Tesla Reactors, so that it is safe to destroy the Psychic Beacon without getting fried by the Tesla Coils. Find and destroy all the Reactors, kill any troops that you may find, and destroy all the Tesla Coils afterwards. You'll notice the Psychic Beacon, ready and waiting to be demolished. Move Tanya in and watch in joy as the whole thing blows! That's the first and easiest part of this mission. The reinforcements will arrive with an MCV and some stuff. You should also get control of a bunch of civilians, who apparently got an M1 Carbine assault rifle from the Soviets. Wander how that happened hehehe. they're good cannon fodder IMO. Watch out for the Desolators (the Iraqis brought them along hehehe), because they will send your infantry to hell in an instan. It easy for them to butcher your soldiers, they can't do anything good against tanks though (phew!!). There'll be a few of them in the soviet base already. They'll start harassing you, so dispose of them quicly. Oh yeah, after you destroy the Psychic beacon, there will be a crate of money there. It always helps to have some extra cash. Also, watch your miners carefully, because something very odd happened when I played the mission. Harvesting was pretty smooth, as the fields are pretty close to your base. Everything went fine, until the miners didn't show up anymore. No "Ore Miner Under Attack" notice, nothing! They just disapeared to nowhere. I don't know how this was caused, I can only warn you to keep your eyes open! Okay. Start up your base now. Build refinery, power plants, barracks, a War Factory. now, start producing lots of Chrono Miners.You'll also notice that a few new tanks have come to play: the famous Prism Tanks. They are very well. they can take care of buildings from a long distance (handy against Tesla Coils) and they aren't too weak aswell. Grizzlys are stronger, but the Prisms have much better firepower. You'll receive reinforcement of four of these tanks, use thm wisely. Once your cash flow is nice, start building a Battle Lab. Once that is up, build a bunch of Prism Towers for defensive means. Once that is done, there is something I need to confess: I used a rather ilogical strategy to complete the mission. I didn't cheat, but I just did it a little different then you should do it. What I did, is build about 15 Grizzly Battle Tanks, roll them to the enemy base, and while they were busy fighting, I built the second group of 15. I let my first group attack, but I couldn't do too much, because of the Tesla coils. My second group made a big hole. Then, I sent everything else I had, together with a good number of trained GIs. This was the way I killed the enemy off. However, there is a much better way, by using a big group of Prism Tanks. they won't suffer the Tesla Coil problem, and they are suprisingly good against infantry aswell, just like the Prism Tower. I have to say Einstein is a good guy, he builds good units anyway. Let's hope there will be more of these goodies. Mission 9: Sun Temple. ----------------------- Briefing: Teh Soviets are desperate of keeping foot on american soil, but that is easier said then done. Their forces are desperately trying to regain control of cities, failing without glory. They still have a hold on Mexico, where they are counting their last hours. It won't be too long before we retake this place. There is only one thing we must absolutely prevent. The Soviets have captured some Prism Technology, and are researching it at that base. We believe they may already have a few prototypes of defenses, but we are not sure of that. Most of our forces are comited elsewhere at the moment, therefore the general has granted you a SEAL team, they will perform their duties smoothly. Your mission is to find and capture or destroy any prototype versions of our Prism Towers, and destroy the complete base itself. Once that is done, we can totally remove the Soviets from America. This mission is vital to our succes Commander, don't let us down now. Main Objective: Find and destroy/capture any versions of our Prism Towers and destroy the research base. Walkthrough: Alright, we're working with a real SEAL team now. I must say that although I do not like most limited forces missions, I liked this one very much, especially because of the SEALs. they have cool guns, some kind of Hekler & Koch MP5 Sub-Machinegun, which rocks against infantry. Tanks also have a hard time shooting them (in my experience, it took a few Rhinos at least 4 minutes to kill one SEAL, while he was mopping up the whole base, only the Refinery remained, hehehehehe!). Just don't let them be squished, or your SEAL is goodbye! Okay, like you could expect, these guys can swim, so there will be water in this mission (DUH!!). Let your SEALs swim up to the main land. You'll come to a handful of Conscripts and Attack Dogs. "WHO'S YOUR DADDY! Drrrrr, drrrrrr, drrrr! "AAAAAAAAAAHHHHHH. Ahem, okay. Suffice to say that those troops are dead meat! You'll see that you just liberated a village. You'll have a few Grizzlys and GIs, while a helicopter brings in five Engineers. Stick one Engineer in the copter and fly to the west side of the map. Search around until you find the airport. If you are unfortunate to find some soldiers in the area, mow them down with the copter, or bring a SEAL along. Be warned though: if you attack them with the copter, be careful of staying at a good height. The Conscripts have an annoying ability to fire on yourr chopper when it flies low (nice feature added by Westwood). Once you have taken over the Airport, send some SEALs to defend it for the time being. We're not expecting any attacks, jsut to be sure the Airport stays with us. Leave the rest of the SEALs in the village, together with all your forces in the village. Now the mission gets really simple, just wait until you have massed a lot of GIs by the Airport, group them together with the tanks and SEALs, and move everything to the enemy base. Let the SEALs take care of defensive building, aswell as unit producting structures, while the GIs and tanks concentrate on any enemy units. If you can, let one SEAL concentrate on the infantry units. Destroy the whole base, and if you get another paradrop, bring them into the base to help out. If you want, you can capture the producing structures and refinery to serve as your own. Destroy every tanks and structure, together with all the infantry, and you're done for this mission. there is another way to complete this mission though. Here it is: Do the same with your SEALs. Let them liberate the village. Load the five SEALs in the chopper and bring them close to the base. Do the same with the Engineers. Let the SEALs lead the way and take care of any infantry that might pose a threat to the engineers. Then, capture the prototype Prism Towers, together with a Tesla Reactor. The Prism Towers look like pyramids if you don't know, and there are two of them; Capture a Tesla Reactor for each pyramid, and let the SEALs take care of all the infantry. Once you have these Prism Towers, lure the tanks with you to the Prism Towers, and watch them getting toasted. Also, you can let the last Engineer take over the Construction Yard if you want, build a Barracks, train aditional Engineers and capture the rest of the base. Destroy anything that is still here and you should also complete the mission with ease. The second is a more risky way, but it is worth it, just to watch those Prism Towers destroy those big bad tanks, it's just iresistable!!! Mission 10: Mirage. -------------------- Briefing: Congratulations are in order commander. You have driven the Soviets out of the United States for good now. They still have a hold on Cuba, hwere they have a strong position. The Russians have pulled back in Europe, and are beginning to strike there. Since their attempt of replicating our Prism technology, they have began searching other ways to get their hands on it. We thought hey would do anything to find Einstein's laboratory, and we were absoloutely right. They have invaded Germany, pouring deep into the Black Forest, where they hope to get control of Einstein's laboratory. Teh Germans have contacted us, confirming that they are not strong enough to face the Soviets alone. They have requested our help, in repelling teh Soviets initial assault, aswell as removing them from German soil. Watch out for new Soivet technology, we suspect that they have developed new tanks, as people refered to as the Apocalypse tank. We do not know the full power of this tank commander, but hope that you're not the first to find out. Main Objective: Ward off, and thereafter remove all Soviets from the Black Forest, nd protect Einstein's laboratory at all cost! Walkthrough: As you could see in the intro movie, General Carville gets wasted by a Crazy Ivan standing in front of his dor. Think he's dead? Well, you'll find out soon enough. AUF WIEDERSEHN! I know this is bad German, just trying. Okay, you'll get an animation where Einstein shows his new invention: the Mirage Tank. I think they are best against infantry, and if you can group a lot of them togehter, the vehicles you target will go down smoothly! Especially the V3s are a joy to target with the Mirage Tanks. We start a little outnumbered. We have a small fortification near Einstein's lab, you get an extra MCV, and you will notice a German Base, which will come under attack shortly, and will be demolished without problem. Place your MCV at Einstein's lab, start making some extra Prism Towers imediately! Now, build GIs fast. Build about 20-30 if you have the time. The Patriots should be able to hold most of the missiles off while you take care of the rest. Now start building Grizzly Battle Tanks. The Soviets should've destroyed the German base already, so they're coming in. In the front, there'll be about 10 or so Rhino Heavy Tanks, followed by a mass of Conscripts (and I mean it, there are seemingly endless guys in there, well not that many, see for yourself). Your Prism Towers should take care of the Rhino Heavy Tanks smoothly. The infantry, however, should be handled in the following method. While the Rhinos are being slaughtered without mercy, build about 4 to 6 Attack Dogs. Hold them here, and when the infantry starts to engage, let them lose. you'll be through with them pretty quicly. There may be a Flak Trooper/Flak Track or two acompanying the battle. Once that wave is done, you'll notice the V3s shooting rockets at you, your Patriots doing everything in their power to stop them. Take care of these pests by using your Grizzlys for now. Good, now that this is done, start production of a LOT of Chrono Miners. Once money flow is steady, start building aditional defenses if you need them, but I can say you that the worst is over. In fact, the Soviets didn't even bother attacking me after the third time anymore, odd. Seems like Einstein has trouble keeping his hands off of controls and stuff, let's hope he doesn't make an internal error occur! LOL! Build a BattleLab as soon as possible, and start working on a Spy Satelite Uplink and an Ore Purifier. While this is happening, you'll get word from Einstein, saying where the next attack is coming from. It's a really feeble one, a bunch of tanks. Your Prism Towers will make Fish and Chips of them, hehehehehe! (NOTE: I am NOT from England or any British country if anybody wonders ahem.) Once that is done, you should be finished with your things. You will need aditional power, so keep an eye out for that too. (I can tell you that the power problem will not exist anymore, once we are through with our first attack, curious yet?) Start building about 5 to 8 Mirage tanks, and group them together, we'll need them in a moment or two. While you are waiting for the second Soviet wave, let's start building up our forces. Train 4 SEALs, an Engineer (if you were so unlucky to lose the one you got at the beginning) and mass production of both Grizzly and Prism Tanks. Once the third and last serious attack comes, send your Mirage Tanks to investigate. There are a bunch of V3 Rocket Launchers in there. We don't need them to fire on our base, so target them one by one with all your tanks, and demolish. They should go down in one strike. Now that this is settled, build a Night Hawk chopper. Once it is ready, take a look at your Spy Satelite. You'll notice that there are three bases on thsi map. We want to do something with one of the smaller bases. You'll notice that defenses are rather weak. You'll also notice a nuclear Reactor sitting there, acompanied by a complete base. This is what I do. Alright Commander, time for your first covert mission in this area. Delta Force (SEALs) is ready to go. Our Engineer must be protected from any harm, compris? Okay, load all 4 SEALs and the Engineer in the chopper. We can't just land in the middle of the base, because there are a bunch of Flak Cannons sitting there. You'll have to land at the perimiter. Once your troops are landed, let the SEALs take care of the few Tesla Coil(s) that there are here, while your Engineer gets in to take over the nuclear Reactor. While your people are undeway, it is best to start construction of a Prism Tower. Once that is done, wait until your Engineer has finished the job, and smack it down right next to it. It should start firing at any Tesla coils that remained. (if you want to spare SEALs, try to sneak the Engineer in alone, if you're a little lucky, the Tesla Coil will fire too late.) Start Building more Prism towers and place them all by the Nuclear Reactor. All buildings in sight will be destroyed without problem. Since the Tesla Coils don't have power, they'll be stuck there. The AI will start training Conscripts like a mad man. Let your SEALs take care of them (they are even better then Tanya if you ask me) and let them take care of the Barracks, Construction Yard and the rest; Also, the miners will start to fire on the Prism Towers/Nuclear Reactor, but your Prism Towers will cut them to pieces. One base destroyed, two more to go, YIIIIIHAAAAA! Now, it's just mop up work. Build about 10 prism Tanks and move them to the other bases. The Tesla Coils will fall instantly, I even destroyed one, while he was charging up to fire, looked cool! You might want to bring the Mirage Tanks with you, just to handle the War Miners better. Also, if you have a couple of elite Prism Tanks, you will rock the hell out of the enemy! Once you have destroyed every and all bases on this map, the mission is over. Now, do you dere to tell that this mission was hard? If you do, then the next mission will beat the crap out of you, because that one can be a little tricky! Oh, and I will just spoil this one for you, General Carville didn't survive the Crazy Ivan attack, looks like the cool guy died. It'sjust better to hear it from me than from that EVA thingie ahem. Mission 11: Fallout. --------------------- Briefing: Alright Commander, General Carville may have die, but we are not stopping this war, no matter how you may feel, I think you will agree that we have to move on and make the Soviets pay for all the harm they have caused so far. Mister Einstein has just contacted us with some interesting news. We have waited long for the Chronosphere to become operational, and now that moment is finaly here. We have to place this machine in the Florida Keys. What this does, is to transport vehicles in the blink of an eye, to another location. So, now that we have found the perfect spot, build the Chronosphere as soon as you can. However, there is a small big problem. The island we are placing you on, is very close to Soviet controlled Cuba. We MUST protect our Chronosphere device from any harm the Soviets may pose. You must eliminate the nuclear silos, otherwise we will never be able to use this teleportation device without fear. Get on it commander, I know you can do it! Main Objective: Build your Chronosphere and destroy the nuclear threat posed by the Soviets. Walkthrough: Now, as I said, this isn't a cookie, especially if you do it my way, it is really exciing though. Alright. The mission will start and you'll get a message from Luitenant Eva, telling you about the Giant Squids and the remedy, the Dolphins. Use your Dolphins to kill the Giant Squid attacking the vessel. Okay, this area is about to get VERY hot. Start building some Destroyers fast! also, start building LOTS of Grizzly Battle Tanks, and extra Chrono Miners. Sell off the lonely refinery you yhave on the small island, where the Soviets will land their troops. Once the Soviets attack, use everything you've got to destroy ships they send to attack you. Now, destroy the bridge, and KEEP IT DESTROYED AT ALL COST!!!!!! We don't want to get our hands on those Apocalypse Tanks right now. You'll get message from Romanov, threatning you with his nuclear missiles. A twenty minute countdown will start. Now, the usual strategy everybody uses, is to build a Chronosphere and shift in Prism Tanks to destroy the Silos or the reactors themselves. But we will do something drastically else! Don't waste your money on the Chronosphere. Build Dolphins and Destroyers +some cruisers as well. See if your Chrono Miners are checking out, they tend to have a little problem, when they just don't shift back because they are attacked by a lonely Rhino Heavy Tank. Send some Grizzlys to destroy it anyway. Now, build more and more Chrono Miners 'till they stick out of your butt. Do you know the cool thing? The AI tends to target your dolphins if there are too many in the water! Or they will target another naval vessel, but NOT your base, and even if they do, it's usually a minor assault. Now, I'll already warn you, there is a point in the mission, where the AI sends seemingly endless flows of planes to attack you, and they all hold Engineers. Train some SEALs and send your Cruisers to the part they are assaulting. They should be shot down each time, and even if they drop, the SEALs will take care of them, and with those Engineers, you'll have Elite SEALs in no time! Now, make sure you have at least 3 Air Force Command HQ and build 12 Harriers. Build a Spy satelite Uplink, and you'll see a relatively light defended Nuclear Reactor. Send your planes to destroy it, you should only lose a few. Once that reactor is out of the way, start building 10 Choppers. Once they are ready, train 10 SEALs and 40 GIs. Load everything in them. Once they are all stocked up, start building a LOT of tanks. Once you have about 40 or so, build 8 transports. Build even numbers of Grizzlys and Prisms, leave any Mirage Tanks you built at your base to help deal with any paratroopers you may encounter. Now, start transporting the Infantry over. Land them, deploy the GIs and take care of any tanks that are here, they should also distract the Tesla Coils, while your SEALs blow them up, aswell as a second reactor. While this is busy, start moving your Transports in, escorted by all your destroyers and Dolphins, bring in some Carriers to help take care of any forces in range. Destroy the Naval Yard as fast as you can. There'll be a lot of Squids in the water so keep your Hover Craft clear, using your Dolphins to systematically kill them. Once this is done, land your tanks, and start assaulting the nuclear Silo base. Destroy all three of them, using your Prism Tanks. You'll get a message from Premier Romanov, he's about to fire his missiles at you, but then he realizes that something's wrong, the silos seem to be disabled, he has no more controls for them, he can't acitvate his missiles! An emotional scene to say the least, HEHEHEHEHEHEHEHEHE! He tries to convince you that "YOU WILL BE CRUSHED!!!!!!!". Ignore him, don't let it get to you, please don't. If you do, you'll certainly fail the last, and sometimes IRRITATINGLY hard mission to give a very acurate strategy for. MISSION ACOMPLISHED8!!!! Mission 12: Chrono Storm. -------------------------- Briefing: After General Carville's death, it is up to you to take us to victory commandre. The Soviets are doomed to lose this war, and still they won't give up. Einstein has given us the ability to push right into Moscow without any oposition the enemy's might give us. You, Commander, will have a small SEAL team at your disposal. Find a good opening for our Chronosphere to teleport in new reinforcements. Once they arrive, build a base inside Moscow and destroy the Soviets from the inside out. Beware that they have nuclear warheads locked onto you. Be cautious in your strategy. Leave nothing of the Soviet army standing, and infiltrate the Kremlin. Once Tanya is inside, she'll find and capture Romanov himself, which will end this bloody and vicious war. It didn't look good in the beginning commander, but are citizens will finally be safe. Main Objective: Destroy the Soviet Black Elite Guard around the Kremlin. Capture Premier Romanov. Walkthrough: This is the mission where I actually felt really bound to my orders. I said to myself "Now I'm going to kill the Soviet Union! THIS IS FROM GENERAL CARVILLE!!" It was the first time I really felt that in a game, really! The memorial service helped a lot to the feeling, it really told me, that those bastards killed the guy that I actually liked the most in this game, and that I would pay back a personal det to him. Okay, so this mission isn't exactly that hard, but it could give you people a hard time, so here's the strategy that I used, and I actually won with it! Okay, so just to tell you, you do NOT have to engage the normal Apocalypse tanks, only those with Elite status! That said, let's get on with the killing. An airplane will come in and drop off 3 Navy SEALs. Kill the Soviet Conscripts who will attack you. Blow up the Tesla Reactor to shut down all the Tesla Coils here and there. Chronosphere reinforcement will chronoshift in, with a ton of IFVs and an MCV. Destroy all the offline buildings with the SEALs and the IFVs (shoot the Oil Barrels!). Also, I'd recomend for you angry players to destroy the Soviet flags aswell. I felt a little better when I did that. Now, while your units are busy destroying things, start setting up your base. Build a Power Plant, a Refinery, a Barracks and about 60 GIs. Use a SEAL to shott some Oil barrles to free GIs and a few Engineers. Capture Oil Derricks with them. Train more Engineers to capture the remaining 2 OIl Derricks. Once you have them, fortify the first 30 GIs into the bunkers you have in your base. The rest of them should stay deployed. Build a War Factory and some extra Chrono Miners. Don't worry about Chrono Miners too much, as the Oil Derricks will give you a lot of cash. Build 7 Air Force Command HQs, that's right! SEVEN!!! You'll see some other Oil Derricks too, they aren't far from your current position, so capture them and place 1 or 2 PillBoxes by each. Also, you should find an Airport somewhere. Capture it and place some defenses. Now, build a Battle Lab, Ore Purifier and a Spy Satelite uplink. Also, if the enemy manages to snatch a Nuke off already, brace for impact, if he didn't, build a 2nd War Factory and place it somewhere else. Also, you should make sure that the War Factory isn't around important buildings or something, if this is the case, sell it off and build it somewhere else. The enemy AI should always target a War Factory of yours, and you don't want to slow down unit production. Build about 8 Mirage Tanks, because the first waves of enemy attack are very heavy, and if oyou don't have enough tanks killing units, you'll die anyway. Also, after the first wave of tanks, the enemy will start sending Terror Drones 'till he gets sick of them. Teh Mirage tanks will take care of them nicely. However, there is one thing that you must be careful of. The enemy usually sends groups of 4 Terror Drones to your base. Now here's the problem. He can make Terror Drones invincible with his Iron Curtain device. This means that they will make your life worse then it should be. I'd say, move your Mirage tanks into trees and build a bunch of Prism Towers, we'll need them later. Once the Iron curtain wears off, detsroy the Drones. Now, build 28 Harriers, so that your Air Force Command HQs are stocked up. Now, target the nucleear Missile Silo, and blow it to smithereens. Once he's out of the way, get back all Harriers that are still alive. If you somehow screwed up and the silo still lives, rebuiuld your Harriers and stand by a moment. Build a Weather Control device. Once you do this, you'll get word from Eistein explaining what these are. While you are building this thing, look at the map. You'll see certainly two completely undefended Nulcear REactors. Split up all your Harriers into two groups, and destroy them both. Once this is done, start building more tanks for defensive means. Gather all your Prism Tanks, and get some Mirage Tanks with them. Tehre are 2 small bases not too far from you. Demolish/weaken them severely, so that they won't pose any threat anymore, it will be much easier this way. Once your first Weather Storm is ready, target one of the War Factories that are on this map, and blow it up. I'd say going for the one next to the Kremlin first. Once you destroy them both, you may be srue that there will be no more Terror Drone assaults (for some odd reason, the ore miners of the Soviets take ore, but the enemy doesn't rebuild his structures hehehehe). Now, gather all your fighters and strike the Iron Curtain, he's not using it anymore anyway. Once that is out of the way, you can see what's next. If you couldn't destroy the Nuke Silo somehow, do it now, by launching a Lightning Storm first, and completely destroying it with air planes. If you already did destroy it (which shouldn't have been too difficult), target their Construction Yard. Once thatis destroyed, rebuild any destroyed Harriers, let the rest reload, and go for the two more defended Nuclear Reacotrs. Right about now, the black elite guard should start pushing forward. Build lots of Grizzlys and Mirage Tanks while they are advancing, and destroy them all! (you should've already got some skirmishes with some of them, and they should've been destroyed already). Once all the Black Elite Apocalypse tanks out of the way, power down everything by taretiing the other Nuclear Reactors with your Harriers. Once the power is down, move your aircraft in and destroy the Sentry Guns that are standintg there, aswell as the Flak Cannons. Once you destroy them, the Black Elite Guard around the Kremling will be completely destroyed. A bunch of Conscripts will yell out to you, saying they will never surender to you. Now follows a nice scene, where your Prism Tanks demolish buildings pretty fast. Once that scene is over, an IFV will arrive with Tanya on board. Sh will move into the Kremlin. She shoots up some things, and somehow doesn't find Romanov, until she relizes that Romanov is disguised, hehehehe. Now soldier, it's time to hit the shower and get to the President for your congrats! END OF GAME! 11.1.2: Soviet Walkthrough --------------------------- Mission 1: Red Dawn. --------------------- Briefing: Ahhhh, Comrade General! Welcome! join us while the Americans are still living in peace in Washington DC. If you're still wondering, this is our first target. This invasion was well planned, and will lead us to the victory, which should've been in the hands of Stalin, so many years ago. Yet now, we will prevail. To be fair with you general, Stalin didn't use strategy, he relied on his brute power to take over complete Europe. Europe is not a cause of problem here, it is America who is. The Europeans won't just join in a war they aren't fighting, the Americans will have to bag for their help, and then it will be far too lat! We will have control over most of America, placing Psychic Beacons everywhere in the continent. My advisor Yuri, who is the founder of the Psychic Beacon, will give you these special assignments. Please note comrade, that you're not alone, fighting on American soil. More important then you ever will be, is General Vladimir. We have never known such good strategists. He is all we could hope for. You however, will have to prove yourself and to Yuri. This first assignment will be your first test. Like I mentioned before, you're traveling right into the heart of the Americans, Washington DC. Once arriving, you will imediately push forward into the city, and destroy the Pentagon. We have dreamed many years of destroying this wrath. This will be especially a psychological blow to the US military. Enough talk comrade, destroy the Pentagon, before I set Vladimir to the task! Main Objective: Enter Washington DC and destroy the Pentagon at all cost. Walkthrough: This is the first mission I played in Red Alert 2, and it was amazingly easy, which was a very big surprise to me. You would think that the Pentagon is better guarded then that. Especially in the final stage, when you even get tanks! Those Allies don't even have good defenses to slow you down! Oh well, it's a very fun mission, it's a Soviet mission, which means SHOOT 'EM UP! In the introduction, you'll see several planes drop off paratroopers, while "the lovely Luitenant" gives you some extra rememorization of what you're suposed to do: Destroy The Pentagon! Once the Construction Yard is deployed, start by building a Power Plant. Your soldiers will shoot up women, men and cars. VERY COOL! There's a parking lot in this mission, where you can do a lot of shootin'!!! Build a Refinery and a Barracks. Train about 30 more conscripts (it isn't necesary, but itt's oh so fun!). You can train an Engineer already, you'll need him in a next stage of the mission. Move all your Conscripts to the left. After some more sexy women killin', you'll get a message from Luitenant Zofia, informing you that enemy GIs have been detected. Well, you shouldn't lose a single Conscript. Once all those GIs are wasted (there are 2 groups of them, just to remind you), move further to the left, and a little to the north. If you search a little, you'll stumble upon an Allied base; It's a real stupid thing. Just a couple o' GIs and a pillbox or so. And know this. Westwood is so concerned about you, they send even more paratroopers. Hopefully they'll get dropped off before the Patriot shoots them down (how about destroying that thing now?). Now, jsut for fun, buiild another 30 Conscripts at your base, and rendezvous at your other people's location. Oh and, you should've destroyed the base alright! Train another 30 Conscripts, just for fun! Now, bring all your 30 extra soldiers and your engineer to the rest. You should get an annoying message that you have found a destroyed bridge. Don't wait too long to repair it, it's really annoying to hear Zofia repeat her long sentance for about 10 times! Send the Engineer in the Bridge Control Station, and a miracle will happen. The bridge will be repaired! Just move your people across before the bridge changes his mind, LOL! Now, garrison your people in those buildings here, to take out the Pillboxes to destroy them without losing anyone, we wouldn't want that right? Go and attack all the GIs that may be here, and you'll receive a massive reinforcements, which includes some Engineers. Take the Airport and the allied barracks, and just for fun, train as many GIs as you have Conscripts, I'm not joking. Once that is done, move your LEGION or troops further. If you even manage to get a "mission failed" message, then I'd advise you to quit trying to waste your time with Red Alert 2, why even bother playing games, if you can't beat a simple mission like this one! Okay, now that we are ready, move everybody across the bridge. You'll encounter a group of GIs and some Pillboxes. Destroy them all, and open fire on hte Pentagon. And even as we speak, an IMENSE reinforcement arrives. It holds a lot of conscripts and even tanks! And if you somehow kill yourself now, F*CK YOU! After the Pentagon goes down, it's that for this mission, on to the next one, which isn't more difficult than this one, it's actually more fun in my opinion anyway. Mission 2: Hostile Shore. -------------------------- Briefing: Good work in Washington General. I think you may be a good adition to our forces. You are however, no oposition to General vladimir's superiority. But I guess I already told you that. comrade, we have a situation at the Florida Coast. We have detected an Allied fleet in that sector. You must give the Americans the feeling of pain as fast as you can comrade. Do a shore landing in florida, and wipe the americans from this sector. Don't be afraid General, you are not alone on this miission, I'm sending General vladimir and his fleet with you. General Vladimir himself will be in his personal Dreadnought, supervising the operation. You must clear out Constal Defneses so that he can strike to his willing, ohterwise the stupid americans will pick his rockets out of the sky, and that's not a pretty sight when you are so close to winning a war, in fact, America's fait has already been decided, they will be DESTROYED! Main Objective: Do a shore lnding, and destroy all Allied Forces in the area. Walkthrough: Okay comrade, this is an easy one! There'll be some defenders at the shore. Punch your way through them, and a transport should arrive containing your MCV. Once you have this one, place your base and build everything you need. Build Tesla Reactors, Barracks, Refinery, War Factory, LOTS of Rhinos, some Sentry Guns, a Naval Yard, LOTS of submarines. Let your Rhinos fire at any Destroyers that come in range, also I hope you placed your Construction Yard far enough, otherwise you'll get shell after shell of destroyer fire, and that's not a good thing, believe me. You'll get more Conscripts and tanks, aswell as some submarines. Once this happens, gather all your Submarines, and sail them around, you will eventually stumble into a group of Destroyers. If you gathered enough Submarines, you should be able to destroy them easily. Once the Destroyers are finished, start moving your Rhinos out of your base, and into the Allied territory. You will stumble into a small fortification, which is your only objective remaining. There'll be some Pillboxes, some Grizzlys and a group of GIs. Watch out for the GIs, as they may take care of your tanks quite icely if you don't take care. Target the tanks first, then the GIs and lastly the Pillboxes, they won't do a lot to your tanks. Try to draw the ground forces away from their base and out of the range of the Pillboxes, so that you don't have to take that bit more fire. Once this base is destroyed, you should be done with this short and easy mission! Mission 3: Big Apple. ---------------------- Briefing: Today General, you will not receive your orders from Premier Romanov but from me, his advisor Yuri. As you know, our invasion is going as planned, but the powerful tanks is not all we posess. We have the most dangerous technology in the world, called "Psychic Technology". It sends messages to the enemy unit's brain, so that you can take control of them. Some people, like me, are experts in "mind controlling" people. However, we think that you have to find something to dominate whole cities, even continents (while we still not have that technology). Today comrade, you will place a Psychic Beacon in New York City, to show the americans the through meaning of soviet power. There is a slight problem. We will need an American Battle Lab to finish the job, otherwise, otherwise it is impossible. You will infiltrate the already burning city of New York, and you will capture an American Battle Lab. After this, you will build and defend a Psychic Beacon for about 5 minutes, so that the beacon can power up and activate itself, after which you will have complete control of every civilian/soldier in New York City. Get to it comeade, convert the Americans!!! Main Objective: Build and defend a Psychic Beacon at all cost. Walkthrough: You'll receive word from Luitenant Zofia, showing you the location of the American Battle Lab that we want. There's no hurry, so don't rush it before you're truly ready. After this, Yuri will bother you, giving you 4 of his ghay friends, called Psi Corps Troops. There will be ocasional assaults by Allied units, so turn them against their American fellows, so that you can build up forces quicker, it's really handy! You'll notice a few Oil Derricks close to your base, capture them to give yoy extra ccash. Build Sentry Guns around the Oil Rigs, so that they will be protected from any harm, especially engineer attacks. Start pass production of conscripts right now, we want a sizable force, and you'll see why when the end of the mission kicks in! Start making rhino Heavy Tanks as fast as possible as well as extra War Miners ASAP! Once that's done, prepare your complete tank force, making sure there are at least 30 tanks. Train an Engineer and make him follow from a safe distance, while keeping him safe with some conscritps (train them aditionally). You'll come across some garrisoned buildings, full of GIs. Target each building with all your tanks, 'till it blows. Crush the GIs! Move further down the road, and destroy the Pillboxes stationed here. You'll see the base now. Fire your way through the defenders and destroy all the buildings except for the Battle Lab. Bring in the Engineer and capture the battle Lab, which will result in a timer starting. You now will have to dfend your bases from heavy assaults. Place a Barracks next to your Psychic Beacon and train Flak Troopers and Conscripts. I'd also advice you to make Sentry Guns and palce them here aswell. A lot of Rocketeers and GIs, assisted by some tanks will attack you. Let the Flak Troopers take care of the Rokceteers whcih will go smoothly. Once that is done, let them help with the troops that give you a hard time. I'd say the infatnry, as the infatnry should be taken care of by the Rhinos. at your original base, train some more conscripts and more Rhinos to help out, because there are a lot of Grizzlys coming here. Once the timer expires all the troops will turn mad and choose to join you, very nice isn't it? I got to hand it to Yuri, he's a real genious. By the way, the mission is acomplished now hehe. Mission 4: Home Front (man, they have taken that mission title from DS9!!! DAMN YOU WESTWOOD!!!) ------------------------ Briefing: comrade, the Koreans have made an unexpected move. We knew they would be allying themsleves with the Americans, but attacking us in our own land! This is growing far faster than we thought it would. We have detected a large fleet of Korean ships moving to Wladivostok. It is our belife that they want to destroy the Soviet Union from the inside out. We must not allow this to happen, at all cost, stop them! They will without a doubt try to do a shore landing, we must destroy their base and wipe them off of Russian soil. I would've liked to send General Vladimir to do this task, but since he is Warhero, he needs some rest, and is off duty ntil further notice. You comrade, will take his job and destroy the Korean forces in the area, good luck. Main Objective: Find and destroy the Korean fleet and base completely. Walkthrough: Okay, quicly build up your base. Once you have built a War Factory, a message should come in from Luitenant Zofia, telling you about the new anti-armor unit, the Terror Drone. These will come in handy later, so train about 6 of them. Build LOTS of tanks right now, followed by a Naval Yard and a lot of submarines too. Scout out the map and build a Radar Tower to get a more clear view of the situation. Once the ten minute counter expires, Amphibious Tranpsorts will start there landing operation, and a lot of forces will start coming your wya. Move your tanks forward, pushing back the invaders taking the Terror Drones with your forces. If you can make it through fast enough, you will be able to come right on time for teh MCV to land. Send your Terror Drones to attack it, and if you were not too late, they will eat it up, and it's almost over for you. If you were too late, don't worry. Destroy the humble beginnings of the base, and you'll have the same result. Now, let your Subs sail out to see where the rest of the fleet is. Once you have found the destroyers, build a satisfying number of subs and destroy them! Once the Destroyers are finished, it's mission over for you. Here's an alternative way for the people who like to do missions slowly: Set up your base right away. Build defenses as soon as possible. Build Sentry Guns for the GIs that will come, and use Rhino Heavy Tanks to defend your base from the grizzly assaults. Also, it is very important to have a bunch of Flak Cannons around. The Black Eagles of the Koreans can really annoy you. They mostly target your Power Plants, and if you don't have air defenses, they will actually destroy them! Okay. Build up your base with defenses, right? Now, build about 20 Rhino Heavy tanks to be sure the Grizzlys won't do you any harm. Build about 4 Sentry Guns to the position the enemy attacks, if you are not sure just build a lot of them around your base, they aren't too expensive. Once that is done, the ten minute counter should've expired already, and you'll get a "SAY YOUR PRAYERS" from the Korean Commander. He's a real lame guy, as he is so stupid thinking that we are just sitting there doing nothing! Also, a dozen of Terror Drones wouldn't hurt, they eat through infantry and destroy tanks quite nicely (well, that's where they were designed for). Once you have killed off their first wave of assaultance, the most noticible thing that they'll do, is send Blakc Eagles to attack you. In adition to the Flak Cannons, you can train some Flak Troopers to help out (if necesary of course). Once this is done, start mass production of Rhino Heavy Tanks imediately. Once you have an unbeatable force, move in for the kill. Once that is done, make sure you have a Naval Yard and start cranking out Submarines. Find and destroy the remenants of the Korean Fleet, and that's it for this stupid excuse for a mission (ahem!). More coming soon, I'm pretty busy at the moment. -------------------------------------- 11.2. REaders Walkthroughs --------------------------- 11.2.1. Scott Batass Walkthroughs (anybody else interested in joining the list? I bet you do.) -------------------------------------- Mission #1 Grab Tanya make her unit 1, kill boats. Duh Have Tanya help kill the Conscripts. Then have her stand there and kill the new batch of Conscripts that are being air dropped. Keep the GI's deployed. After the conscripts are dead make the GI's unit 2 and undeploy them move Tanya and the GI's to the left, following the bridge. Then have Tanya move up and to the right. Help the to GI's by killing the conscripts then move her up and to the left. You should find a crate. Grab it. As this is going on, move your GI's from unit 2 to your 2 new GI's. Make them one unit and move them up and to the right till you find a McBuger Kong. As this is happening move Tanya to the right and up till you find another crate. Grab it and move to the McBuger Kong. Have your GI's go into the McBuger Kong, then into the gas station to the right of it. Leave them there and any conscripts that are air dropped there will die. Now have Tanya goto the Fort. As soon as it becomes yours send the attack dogs to where the Soviets drop there troops, just to make sure your chrono harvester will not come under attack. Then build a barracks. When the barracks comes online, train two engineers, then 15 GI's. Have the first engineer fix the bridge. Then move Tanya across and kill any troops in your way. Shoot the barrels, then move toward the warehouse. Leave the sentry guns alone. Use Tanya to clean out a path to the Soviet war factory and the bottom left of the base. Send in your engineer to one of them, take it over. Use your GI's to kill the V3 rocket launches, all that you can. After you take over the war factory, build tanks. Use attest 2 to 3 tank and destroy the guns. When they are gone, kill the last V3, then have Tanya destroy the base. #2 Have Tanya kill the conscripts. DO NOT PICK UP THE CRATE!!!!!! When the rocketeers show up, move them to the far bottom left of the map. There you will find two more. Then move them to the top let of the map. Kill the 3 conscripts and the attack dog. Move Tanya and crew to pick up the crate. It's money. Move the rocketeers to the top right of the map. After Tanya and co pick up the crate, move them to the top right of the map. As they are moving, move the rocketeers down and find an ore patch. Have them kill the ore miners there. Then move them down to find some conscripts and a tank. Kill them. Move Tanya to the ore patch, then down to the lake. Do not run it to the sentry gun. Have her swim across the lake, kill the lone conscript, then move her into the base to destroy the flack guns. After the flack guns are gone, move in the rocketeers to destroy the sentry guns and guard house. Don't let them shoot the base. Move in the rest of your troops, and as the engineers are being paradroped, start taking bake your base. Build a power plant, 4 chrono mines, and 15 rocketeers. After the miners are built, start building tanks. Lots of them. When you have 20-25 tanks, group them into a group and move them move them back to the starting point. Grab the crate. Remember to keep building tanks. :) Then move the tanks the right. You will find a group of three trucks. Destroy them and pick up the crates. Move them to the right again, up till you get to the far side of the Soviet base. You should find a group of barrels next to the wall. Stay there. Move your rocketeers down till you find an ore patch that the Soviets are using to mine. Kill the miners. Back to the tanks. Shoot the barrels. Move in and destroy the MCV, them the power plants. Then move in your rocketeers and kill everything. #3 Build a power plant. Garrison the building next to the bridge. Then move the rest of your GI's to the next bridge and garrison the building next to it. Build a barracks. Train 3 engineers and fix the three buildings that you sent GI's into. Build an ore refinery, then a war factory. Build 5 chrono harvesters. As the harvesters are building, train 20 rocketeers. When they are built, use them to shoot up anything that comes at you. Build an Airforce Command Center. Start building about 25-30 tanks, followed up by 20 IFV's. As the IFV's are building, train 15 GI's and 5 engineers. Use them to fill up your IFV's. Scout out the Soviet base with the rocketeers. See the Soviet barracks. When your ground troops are ready, you need to grab it. All of the other buildings would not hurt too. If you grab the Soviet barracks, train 15 Tesla troops and build 15 IFV's. Fill the IFV's with the TT's. Otherwise build tanks, lots of them. If you can use Soviet tanks do so. Go past Washington Monument to the red Soviet base. Shoot a path though to the Psi Beacon. Kill it. Have fun. :) #4 Let the Rocketeers destroy the cannons. Move the Destroyers into the bay to clean out a spot to land your troops. Be on the look out for subs. Deploy your Mcv, and use your ground troops to kill anything that shoots at you. Try to take over as much of the Soviet stuff as you can. Build as normal, and build attest 4 miners. Now there are two ways two do this. #1 Build lots of tanks, move over the bridge to the right. You will see the target. Kill it. #2 Build Destroyers, go up the river. Kill subs and flack tracks and guns. Find target. Kill. Mission #5 Battle Lab part: Disguise your spies. Move Tanya up and to the left. BABY STEPS! Let her shot anyone that comes in here way. Go as far as the barrels next to the fence with the cows. Save the cows the go to the right. You will find a farm with barrels next to it. Go right down and follow the road. After the Tesla Trooper the road will end. Still go that direction and you will find some GI's. Go up and follow the terrain till you wind up at a Tesla Coil that you can destroy by shooting the barrels. Go into the base watch out for Tesla Coils, and you will end up at another Tesla Coil that you can destroy by shooting the barrels. Make sure to kill all of the attack dogs. You should have killed all of the attack dogs by now, so it is now safe to move your spies into the base. Move one spy into a Tesla Reactor and then have Tanya destroy the 3 tesla coils at the top of the base. Then do the same again, and destroy the one at the bottom of the base. Now before you send your last spy into the Battle Lab, send Tanya to the barracks at the middle right side of the base. You will see barrels. Shoot them and then wall through the opening. Follow the path to the south and you will run into 2 engineers and some GI's. Have one of the engineers take over the barracks, the other take over the war factory. Build 2 more engineers and take over a tesla reactor and an ore refinery. Then build 2 ore harvesters, then 3 more engineers, then start cranking out tanks. LOTS OF THEM! Send spy into battle lab. As Tanya goes through her thing, go down to were you first started to grab your new set of spies. Nuke base #1. After the map resizes, send Tanya up, following the road. Make sure you disguise your spies as the new area has different color men. Kill everyone that gets in your path. After you find the opening and see the Tesla Coils, got to the left following the wall of nuke base #1. You will see some barrels. Shoot them. You can now go into the base. You will see another tesla coil, but this one has barrels. There are also barrels next to the wall around the nuke silo. Shoot both. Go in and destroy the silo. After you know that you have killed all of the attack dogs in nuke base #1, send in the spies. Take down the power and destroy the remaining tesla coils. Send in your engineers and take over one war factory, one barracks, and one ore refinery. Move your tanks up to the base. Nuke base #2 Move your tanks up and to the left. There is a road to follow, so that should help. You should run into 2 tesla coils at the front of the base. Now take Tanya and go in the back way. hehehehe. Follow the river down and to the right, the hug the ridge that the silo is setting on. You should run into a farm. Follow that path up, kill everyone that gets in your way, and you should see a fence on you left. Kill the guards and shoot the barrels and you will get one grizzly tank at sarge and some more GI's. Then take Tanya to the wall and follow it up. Go past the barrels to the opening. Walk in and start shooting. Now take the grizzly and shoot the barrels. Go in and shoot the telsa reactor. Now remember your fleet of Soviet tanks. Move them all in to the base, destroying all of the tesla coils that get in your way. Go and don't stop till you shoot the nuke silo. mission #6 Make sure to move your transports to the back of the Pentagon, and to fix your base defenses as needed. Deploy MCV. Build barrack, then ore plant, then war factory, then repair bay, then Airforce Command Center. If you feel you must, build a battle lab. You are going to want to place GI's around the Pentagon. Look at were the first Soviet attack happened. Place GI's in the hole in the wall they made, and to the upperleft all the way to the water in a line. You are also going to want to place them down right from the hole, along the ore patch. This will stop tanks, infantry, and terror drones. Start small, work your way up. Also, attack dogs and rocketeers work go as well. The dogs help weed out the conscripts and the rocketeers are good for helping to stop tanks and killing V3's. Place the GI's from your landing party in the buildings behind the Pentagon. They will help to stop Soviet forces from getting to you from behind. But it will not work forever. Add a group of at lest 15 GI's to the back, deployed. Place power plant along the far right wall going down till you can put static defenses in the hole that the Soviets made. You are going to need at lest 3 more Patriots, 4 more pill boxes, and 2 more Prism towers. Place as needed. If you can, put a power plant down were you can put pill boxes near the ore patch. This well help to stop terror drones from getting to your harvesters. Have your harvesters mine ore from around the Pentagon first. It's easier to defend them. When you think you have the Pentagon guarded well, train about 20 GI's and 1 engineer. Walk them up the coast, till you find a hospital and a bridge. Have the GI's deploy at the mouth of the bridge, and take the hospital. Build a barrack, war factory, and service depot and place them next to it. Build rocketeers and more GI's to watch the bridge. When that is over, build about 30 tanks and 15 IFV - GI combos. Kick butt. You may also want to build 5 IFV- engineer combos. Attack over any of the bridges, but I find it easier to go to the top one and then attack. Repair monuments for more money as need. If you can, try to grab a Soviet barracks to do the IFV- Tesla Trooper combo, it will make taking out the next base that much easier. Taking out construction yard, war factory, and barracks will sometimes make the Soviet force in question quit. mission #7 Start by building 4 chrono miners, 10 destroyers, and lots of GI. Your going to need them to the left of your barracks at the foot of the hill to stop tanks. At the left again of your barracks along the coast to stop them. In the houses next to your naval yard to stop them. At the ore patch to the upper right of your naval yard. At the lighthouse on the upper part of you island. And at the McBuger Kong. You may need to add 2-3 IFV GI combos to help at the ore patch. After all of that, train 5 rocketeers to help were needed. You are going to need to build destroyers fast to stop the Soviet navy. After that, build at lest 10 destroyers and 6 Aircraft Carriers. Move them to the far lower left of the map, then up to the Soviet base. If you are fast, you can get there before the nuke silo is built. After the first wave of your navy is up and running, build 2 carriers to ever 1 destroyer, and set the rally point to the Soviet base. Take out the nuke silo first with the carriers, having the destroyers attack any ships that attack you. Then go after it's naval yard, power, and construction. Take out any mobile flack you can with the destroyers. Then go after it's barracks, war factory, and second naval yard. If you knock out all of those and most of it's power so that it's flack cannons are off line (look at the tesla coils ), the computer will fold up shop and quit. You win. mission #8 Move Tanya and crew down left till you find the Arc. Garrison it. Move Tanya and the Engineers down left again till you find an ore refinery and a war factory. Send the engineers in. Going into the war factory will give you a time bonus. Build 1 chrono miner, 1 IFV, and 2 tanks. Put Tanya into the IFV. Move the tanks up right till you get to the back of the stadium. Use them to destroy at lest one of the Tesla reactors. Use the IFV to kill any troops that get in your way. Then move it up the side of the stadium till you see the barrels. Shoot them, then move Tanya in to take out the rest of the Tesla reactors. Then after the power is down, destroy the psi thing. Grab crate and then send her back into the IFV. Drive the IFV and the tanks back to the arc, were there will be tanks, GI's, a MCV, and transports. Grab the crate in front of the arc, and deploy your MCV. It's a good idea to sell of the ore refinery and war factory you picked up. One shoot to the barrels next to them and they are gone. Build as normal, your know. Power as needed, refinery at lest two, barracks, war factory two is helpful, Airforce command center, battle lab. You will need Patriots, pill boxes, and Prism towers. Place them were you need them. Rocketeers also help, as you can destroy the V3's, and pick off anything you can with them. I use about 7- 10 of them for this mission. You will need Prism tanks for this level, and about 20 is a good number to attack the soviets. After you have that many, go ahead and attack. Make sure to use there range to your advantage, and the fact that they can shoot over walls. That should be about it. Mission #9 Too me this is one of the most fun of all of the levels. It will teach you how to use the S.E.A.L.s. When you use them, try to think like them. No less then 2 in a group, and cover yourself at all times. Move the 5 seals to the left, so that you can free the local units. Some GI's and 2 grizzly tanks. After you do that, a helicopter will show up with 5 engineers in it. Put them back into it. Take one seal and have him watch the right side of the village, and one of the left, with one watching the back. Move the tanks to the left. Send two seals and the chopter to the upper left of the map. There you will find a tech airport. Take it. Move the GI's to it on deploy them so that no soviet engineers can retake it. The first wave of airborne you get should also be dropped there. As you are waiting for that, put one seal into the choper with the 4 engineers and move it the far upper right, then the lower right of the map. When you have your second wave of airborne, move the helicopter to the coast of the back entrance of the base. Drop off the seal, repack the engineers and send the copter back over the water. Drop the airborne next to the seal. You will use the GI's to take on armored units so that they will not take out your seal. Now move the unit up and around following the cliff. You will be able to sneak the seal into the base around the wall that way. From a safe distance, shoot the barrels to destroy the telsa reactor and the wall. Then move down to destroy the next reactor. Watch out for tanks and flack tracks. If they show up use the GI's to take them out. Now move up the right side of the base till you find more reactors. Take them out. Now you can go on One of two ways. You can destroy the base with seal, or you can take it over. Ether way, use the Blackhawk to take out the sentry guns, The GI's to take out armored units, and the Seal for troops and buildings. When you take over the soviet prism tower or destroy them, you will get 2 Seals and 1 engineer airdrop to you. And do not forget to drop your airborne as soon as you get them. If you take over the base, I recommend starting with the construction yard. It's always been easier for me to start there. Also when the power is out, you can move you other 3 seals and your two grizzly tanks down to help. A small note. I know on earlier levels I left out crates. I never need them. All of the par times for the walkthroughs so far that I have give you for me have been no more then half of the time given. Some of the later missions (10 and 11) were par times at about one forth of the given times. hehehehe Mission 10 Start by building an ore refinery, 15 GI's, 5 grizzly tanks, a prism tower, and move your MCV to Einstein's base. The Soviets will hit you hard, so use your tanks as needed, deploy GI's as needed, and build whatever defenses you can. At lest 2 towers, 3 pill boxes, and 2 Patriots are needed. After you have fought off the soviet forces, start building chrono miners. You'll need about 4 or 5. Deploy the MCV next to his base. You'll want to build your battle lab and ore purifier next to his base. You may also want to ring his base with power plants, so that you can build defenses around his base. You may also want to build an ore refinery, barracks, and war factory at his base. 4 to 6 prism towers at the front, and a ring of patriots will do the job. If you hit the soviet forces that are trying to get to his base hard, the cpu will think twice about attacking back. When you can, build a spy sat uplink and 4 spies. Look for the base that has a conscript just standing there, then disguise your men and move in. Grab money, promotions for the units you build, and the psi commando. Now for thing on the map that will help you. Above his base is a tech outpost, above that is a crate with money. You will need a SEAL to get it. Below your main base is a burning ore refinery. Send in an engineer to fix it and it's yours. It will then spit out a crate. Grab it and it will become a free chrono miner. Now you can destroy the soviets in one of two ways. Way one Build about 3 to 10 IFV engineer combos. Build 20 to 40 mirage tanks. Goto one of the soviet bases on the side, and take everything you can. Have fun rolling over the rest of them with there own units, or any combo of units you might like to do. Crazy Ivan and the IFV makes nuke demo trucks. EVIL! Way two Build a butt load of prism tanks, and kill kill kill. They should only last about 10 minutes. Oh just one more thing. Watch the cinema and take this mission personally. It helps. Mission #11 DO NOT BUILD THE CHRONO SPHERE TILL THE NUKE SILOS COME ONLINE!!!!!!!!!!!!!!!!!!!!!!!! Do the following as soon as you can! Build a barracks and place it next to the ore refinery to the north. Pump out 1 SEAL and 15 GI's asap! Build 5 destroyers, and move 2 of your flipper to just below your Airforce command center. Build a war factory. As soon as it's up build 5 grizzly tanks, then 5 chrono miners. When the tanks are up and running, go after the building to the right of your ore refinery at your main base and destroy the building that has soviet conscripts garrisoning it. Then fix it and garrison it your self. You are also going to want to build 3 to 6 mirage tanks and place them around the bridge. Build at lest 2, I do 3, patriots and place them around your Airforce command center. Move some GI's from you base and place them near your ore refinery in your main base. Build GI's at your second barracks, the one to the North, and garrison at lest three buildings. One near the bridge, and two so that paradroped soviets will be killed. Build 2 prism towers and put them at the ore refinery to the North, facing the water. They will stop some of the soviet forces attacking you. Train about 5 or so rocketeers at you main base so you can take on the dreadnoughts when they come. Build 1 SEAL and 2 engineers on the north mini base and send them to the left. You will run into a gem patch. Keep going left and you will find two tech oil rigs. Use the SEAL to kill any gators that come your way. Build a third barracks at the ore refinery to the south, the one on the island. Also build two naval yards to the left of the island ore refinery. Start building at lest 10 destroyers, 6 aircraft carriers, and 5 SEALS. Also build 5 GI's to garrison the lighthouse, 10 for the beach, and 5 for the barracks. Also 1 or 2 SEALS would not hurt. Place 2 partriots, 2 prism towers, and 3 pill boxes down there. Build a spy sat uplink and a service depot. When the depot is up and running, build 1 MCV, 1 mirage tank, and 1 prism tank. Hopefully at this point all you have to do is wait for the map to resizes and for what's his name to go on about how he will destroy you. What a dumass. When the map resizes, start building a chronosphere. Then send your navy to the bottom right of the map. If you have the spy sat uplink, you will see a nuclear reactor. Use your carriers to take it out, and use the flippers, SEALS, and destroyers to protect them. Start building a large number of destroyers and carries, one for one, and set the rallypoint for off the coast of the soviet base. Now look to the bottom left of the soviet main base. You will see another nuclear reactor, but this one has barrels next to it. Have your aircraft carriers shoot the barrels. The nuclear missiles are now off line. :) Have your carriers take out the soviet naval yards (there are two), then go after the war factory, ore refineries, tesla reactors, and barracks. You can chrono shift your MVC in at the far right side, but I normally don't unless the navy is not doing it's job. I will use SEALS to mop up, with the carriers to cover them. It's just to much fun. OK here it goes, the last mission. I'm going to brake this one down into parts. It's just easier for me to do it that way. Starting out. Grab the SEAL in the middle as soon as he lands, and send him after the Tesla reactor. Let the other two do there thing. When the soviet troops are gone, use the SEALS the take out the Tesla coils so you have room to build. Free the troops by shooting the barrels. Send the two engineers in the two of the tech oil rigs, and send the GI's in the one of the bunkers and the bottom right of your new base. Deploy the mcv as soon as you can. Building. I go power, barracks, refinery, factory, Airforce command center, power, battle lab, power, ore processor, depot, power, barracks, refinery, factory, Airforce cc, power, battle lab, depot. Always have two of your main building, and always try to have too much power. It helps after the nuke hits. Spread you buildings out. Remember that you can build off of your tech buildings. Don't forget to build power plants as needed. >From the armory tab I go 2 spy sat uplinks, chrono sphere, then weather control device. I build defenses as needed. Mostly after a nuke attack to fill in the holes made by the blast or to guard tech or captured buildings not inside the main base. >From the barracks, I build 2 engineers to take the oil rigs in the base. I then start training GI's (about 75 of them) to garrison the bunkers at the lower part of the base, and the buildings at the openings to the top of the base. 4 total. I then pump out 7 spies, 4 SEALS, and 10 Rocketeers. >From the war factory. 5 chrono miners. Then about 15 mirage tanks. Then 1 for 1 mirage/prism. Also a MCV somewhere in there. Tech buildings other then the 4 oil rigs. There are tech oil rigs outside of the lower openings to your base. Don't worry about them yet. Take them after you have destroyed or taken the ore refineries near them. Build defenses around them so that they are not retaken or destroyed by the soviets. See below for recommendations. There is a tech airport and two more tech oil rigs to the upper right of your base. The rigs are side by side, the airport has a sentry gun guarding it. Grab them as soon as you can, but one at a time. Airport or oil rigs first. Build your defenses around them fast. I recommend 3 prism towers, 4 pill boxes, and 2 Patriots. Also garrison the buildings around them, just for added affect. There is a tech outpost to the left of your base. Grab it when you are ready, but don't compromise your base doing it. Build defenses as above. In total, there are 8 oil rigs, one outpost, and one airport. Using the spies. Send them in to the ore refinery to the bottom left of your base for money, if there are no attack dogs there. When your first spy sat uplink is up and running, look at the bottom left of the map. If you look really hard you will see that there are NO attack dogs guarding the soviet barrack, factory, Tesla reactors, and battle lab in that area. Send spies into all of the buildings listed, and have a steady supply of them going to the Tesla reactors. If you shut down the power, the CPU cannot use the nuke or Iron Curtain, and there time counters will stop as long as the power is off. It also helps to have to power off to shut down the Tesla coils. duh Taking over soviet buildings. I strongly recommend taking as much of the top left mini base and bottom right mini base as you can. MAKE SURE TO TAKE AND HOLD THE RADAR!!! This, with a soviet barracks, will let you train Crazy Ivan's. IFV + Crazy Ivan's = Nuke trucks. They will help to soften the soviets up. If you can, take the construction yard at the mini base at the bottom left of the map. You can then build everything but a soviet radar. That is why you need to take the radar in the top mini base. Without it, no Crazy Ivan's. Stopping the nuclear launch clock. After rolling over the mini base at the top right, send forces to the nuclear reactors to the right side of the map. You will see them if you have a spy sat uplink, or you can just follow the path. Destroy them. I normally use Seals for this job. One seal, one reactor. Or you can just take them over with engineers, just defend them, or they will be retaken from you. Then the nuclear reactors at the bottom right of the soviet main base can be destroyed by sending seals along the right side if the map, and then down and around the buildings and warehouses. You can walk one right in and take out a reactor. Do this one at a time. For the two reactors at the left of the main base, use the chrono sphere to teleport in 3 prism tanks. Take out the one on the left first. If you do it at a safe distance, you can use them again to take out the other one right next to it. Also you can use chrono legionaries for the job, or as back up. Taking out all 6 nuclear reactors will stop the nuke and iron curtain clocks, and shut down the Tesla reactors. Using the weather control devise. Use it as you see fit. I normally take out the barracks and war factory to the left of the Kremlin first. Using the choro sphere. After taking out the nuclear reactors at the left of the main base (see above), I use it to do surgery on the soviets. SEALs in IVFs, Crazy Ivan's in IFV's, prism tanks, Engineers in IFV's, etc. You get the picture. Try to go for the construction yard at the main base, if you can. Breaking out if you main base. Take out the soviet ore refineries at the bottom openings of your base, and destroy any soviet miners you can. Don't worry to much about the tells coils at the landmark. If you feel you need to take them out, use prism tanks. Move to the mini base to your upper right. Take it out or take it over, then go after the nuclear reactors as above. Move over to the mini base and your bottom right. Take it out as you see fit. Destroy or takeover. Then go after the main base. If you have Yuris or Psi commandos use them to take over what ever you can. As above, Ivans in IFVs will help a lot! The units I normal use are 1 for 1 mirage/prism. Mirage for ground units, the Prism for buildings. Engineers in IFVs don't hurt. Use the Blackhawks to move your engineers that you want to use to take over buildings. If you can get soviet troops, Ivan, Yuris, and tesla troops in IFVs will help you a lot. The Ivans I have already told you about, Yuris will make an IFV that will do there psi wave and kill all troops in there way. Tesla troops in an IFV is always a good idea. Psi commandos and Yuris are good for taking things over. Like the black elite apocalypse tanks. hehe SEALs will stop troops, but so will tesla troops or Yuris in an IFV. Watch your harvester closely. If they are under attack, have them go back to your refinery. They will shift back to them, so that they will be out of harms way. -------------------------------------- 12. Unholy Alliance Strategies \-----------------------------\ =========INTRODUCTION========= Okay, this is my favorite mode of play at the moment, because I can't play a lot online with my crappy modem, so I can't play the World Domination thing, and no cooperative mode (well that will change in January, when cable moves into my little village, YEAH BABY YEAH!!). Now you ask: How the hell are you able to play Unholy Alliance then? Well, for those of you who don't know, you can change the regular mode of play in a skirmish game. Here is how it goes: - Go to your REd Alert 2 directory, which should be c:\Westwood\RA2. - Find and open the ra2.ini file. - Get to the section [SKIRMISH] and the first thing you should see is GameMode=1. - To change this mode to Unholy Alliance, for me it was GameMode=4 (I read on a site it was 3, but that didn't work!). Good, now that we have set our skirmish mode, let's get down to play. First, for the people who never heard of Unholy Alliance, it is a standard battle scenario, where every player starts with an Allied and a Soviet MCV (the computer seems to get 3 MCVs, very weird!). This means that you can build everything of both sides, from the Allied Weather Storm, to the Soviet Amocalypse Tanks, it's all in there! Like it yet? Good. Let's get on with the killing!! =========CHOOSING YOUR SIDE========= Now don't think that because of Unholy Alliance, you also get units of both sides at the beginning of the match. Say that you choose for the Soviets, and the country of Russia, then you will start with both MCVs, and conscripts +some rhinos. That's it. No Grizzlys! What I love about this mode, is that matches can take a long time, and man, I have no LAG!!! duh? Okay, now let's see what is best to do when you have to choose sides. I know it goes against my judgement, but I would choose a Soviet country, just for the main reason that when you start against a lot of computer opponents, they have the annoying habit to rush you at the very start of the game. It's not a that big rush, but you can't counter it in most cases. The Allied tanks lack durability, and if you can distract the tanks long enough, you can recover. Let's get on to the main strategies/tips people! =========STRATEGIES TO BEAT THE AI========= Okay, there's no rooom for slowdown now. Set up your Construction Yard right now. Group all your units together, and watch out for any incoming assault. WARNING/ Be sure NOT to provoke one, we don't want to lose the game at the beginning alright! Build an Allied Refinery, and a Soivet Barracks. Start cranking out Sentry Guns like a mad man. Build at least 8 of them. Build an Allied barracks and build pillboxes, let's say about 5 of them. Train GIs like you've never done before! (I hope the ore fields are close hehe) Build an Allied War Factory, for the simple reason that we'll need a lot of Chrono Miners. Okay, we should be able to withstand a small assault right now. The defensive structures will hold them busy, while the tanks and GIs will fry them! Build 2 IFVs and 2 TEsla Troopers and place the troopers in the IFVs. BRAVO! You now have a Tesla Tank viriant. These will help you against any incoming tanks. Start a Soviet War Factory after you built at least 5-10 more miners. Don't mess up on the miner thing, if you run out of cash in the heat of an assault, you'll know what it feels like to stink! Once you have a War Factory, start the production... you know what production. What did you say? NO????? Ever heard of Rhino Heavy Tanks? Well, build at least 15 more tanks. Start building an Air Force Command or a Radar Tower, it's your choice, but right now, I'd go with the Air Force Command HQ. Build yourself 4 Harriers and go ahead and strike a building of the enemy, just to make him mad hehehe. If you were so brave to take the Americans, then you just have survived and done a great thing, cause those Paratroopers can help you a gread deal out here. Every drop that you get should go to your own base, just for some cheap GIs. If you can garrison buildings close to your base, then do it. See if your harriers can't find an Oil Derrick or two. If you can find them, take an IFV with some Engineers and go ride them in. Take everything over and place some sentry guns around them. Build an Allied Battle Lab right now. Start by placing Prism Towers around the Oil Derricks. Oh yes, you heard me right, PRISM TOWERS. In this mode, everybody needs them, so it is vital that you don't just give them up to your oponent. Build an Allied Barracks there and train about 20-40 GIs and deploy them (setting up walls here is a good idea too.). Okay, I think it is time to see if there's some water here. I hope you can build there, if not, make sure you can. Once you have a Naval Shipyard of the Soviets, start cranking out Typhoon Subs and sea Scorpions as a defensive purpose. Build a few Dreadnoughts, and start bombarding the enemy base from the water if possible (this will help greatly, so do whatever you can to bombard them). Let the Sea Scorpions take care of any V3 Rockets that the enemy may fire at your ships (it is the wisest thing to do if you have no ships yourself hum). Try to stay out of range of its defenses for now. Back at your base, build an Allied Shipyard and place it now. Build an Aegis Cruiser. Let it move to the place of battle to help the Scorpions (if the enemy is doing the V3 thing). Build a handful of Destroyers and let them stand guard to ward of any enemy submarines that are lurking in the water (or use Dolphins). Build more Destroyers, until you have a sizable fleet. Start pshing forward, firing with your heavy Destroyer cannons, while building a few Carriers at your naval Yard. Try to punch a hole in the enemy defenses right here. Destroy any Flak Cannons/Patriots that you can touch from here. Bring in the Carriers and fire away! Target key structures. Destroy all of his construction Yards first, then target the Service Depots and War Factory that he may have. Then the Refineries. Once you have weakened him to death, build a Kirov Airship and send it over and destroy anything that remains (have you noticed that it is very easy to make this thing elite? It's almost too easy!!). Once this base is out of comission, I'm sure there are multiple enemies, otherwise we shouldn't have been that hasty in building up our defenses! See if your Oil Derricks are being targeted if so, build more Prism Towers here. Build a soivet Battle Lab, while your allied Construction Yard builds an Ore Purifier. Once the Battle Lab is up, build about 5 Apocalypse Tanks to make any tanks that aproach your base scrap metal. If the enemy is attacking the Oil Derricks, roll them there imediately and take care of them right now (repair your Prism Towers often please). If you don't feel safe about the Derricks, place a soivet War Factory here and start cranking out Rhinos and Apocalypse Tanks here. Now it is tiem to build a heavy defense alright? Build Prism Towers and Tesla Coils as needed. Build a nuclear Reactor, but place it in a safe place and set up walls around it, aswell as prism towers and tesla coils. Now build about 6 Power Plants to make sure that whatever happens doesn't black out your base. Place some Patriot Missile Systems for any harm that could be done to you. Now it is time to build a Spy Satelite Uplink (unless you were so lucky to get a Map REveal Crate), and see where the enemy is at its weakest. If he has a weak spot, criple him there. The first thing you should look for are bases without Guard dogs. If you see this, look to the IFV activity. He may have a trick up his sleeve. He can keep his dogs in the IFV, or a Helicopter. This way you won't know if he keeps them away from you. If you can't find any signs of them, send in a bunch of spies (sneak please) and get them into Battle Labs and War Factories first, then steal some money and get them into the Barracks or Radar, just to annoy them!! If you can succeed in this objective, then life will be much easier for you. Increase money flow right now, by building more miners. One thing I must tell you though, is to keep any Soviet Refineries at bay. The Allies can harvest much faster then the soviets, and those miners tend to get themselves into trouble quicker then Chrono miners (by provocing a fight, while firing on an enemy). Now, it is time to build as many tanks as you can, preferably Apocalypse tanks, because they aren't so helpless as in the previous C&C games. You should get them veteran if you infiltrated your Spy in a soivet war Factory, which is an added bonus of ocurse. Now it is time for a first attack on your enemy. Roll all your tanks to your enemy's base. Keep all your Grizzly Tanks that you have, plus the GIs at your base, but send some attack dogs and Terror Drones with them, for quicker infantry and tank killing. If you can, do an Air Strike before your people move in. Now, we are going to do this strategically. Take the half of your Apocalypse Tanks and assign them to number 1. Do the same with your second half only for number 2. But the rest of your units (which should be the Rhinos =attack dogs and terror drones) on number 3. Once that is done, move. When you arrive at the enemy base. Let your first Apocalypse group all target the same defensive structure (it should go down in one strike of them all!). Remove all defenses that way, let the second group concentrate on power. Shut it off as fast as you can. The others should ward off any enemy units that assault you. If the enemy units brake through your guard, let the Apocalypse Tanks handle them now. Now, target production structures. Destroy them as you encounter them. Try to take the whole base out if you can. Once that is completed, role all your tanks back to your base and celebrate, as you're one step closer to victory. Now it is time to take a look at our present situation. If you have the knowledge of enemy super weapons, do anything to stop them. I'd say, head there with about 6 Demolition trucks (the Ivan +IFV truck hehe), which will be faster and harder to catch. You should at least hit it once, which should mean instant death for that facility, aswell as any infantry that is playing around (I just LOVE the sound that makes!!). Good, you have just removed the biggest threat to use at this point. Build a Lightning Storm and a Nuke Silo. If you remember TS, you know that an Ion Cannon strike and Drop Pods (Firestorm), worked together very well (I always confused the enemy/won the game with it). You could destroy any building to your liking with it! Now, we will do something even worse! Wait until all two Super Weapons are in place, while building an Iron curtain device, and a chrono Sphere. Let these charge aswell. Build some Power Plants again (about 6 again), so that you can compensate for the used power that the super Weapons bring with them. Once your Nuke is ready, fire at will! Target the building you want dead for sure. At the same moment or shortly thereafter, launch your Lightning Storm at the enemy base. Garanteed destruction! Now, build all the Apocalypse tanks you can before your super weapons are ready. Once that is done, use the Iron Curtain on them and Chronoshift them into the enemy base. Destroy anything now, especially enemy structures remaining first. All those tanks will not be able to do anything to you for a few moments. It is vital that you imediately warp them to the most important structure the enemy still has, to garantee that this guy is surendering for sure (and my experience is that human oponents surender much faster than AI, which is very ligical ahem). This is the best trick you can do, it is called the Chrono Curtain. After that display of Superiority, let's move on to the others. You may have noticed that throughout this FAQ, I only handle one enemy at a time. This is because, handling two enemies, always gives them an advantage. Focus your attack on only one, except if you can pay that much for 2 Attack Forces. Now, for the last one. Start making a LOT of Prism Tanks. First, see where the enemy is exactly, and where his importankt things are. Target Construction Yard first, only then the super weapons he may have. Beware of the nasty trick of a good commander, to use the Iron Curtain on the structures you are attacking at that moment. This gives him vital time to regroup, but you should move on and destroy anything that isn't affected by this cowardous trick (oh well, always use it myself though). Okay, now that you have the reacon, you should be almost ready with your super weapons. Wait for a good number of Prism Tanks to be ready, Chrono Curtain them, to the most important buildings in the area, and mow down! Oh, and if you can manage it, train a Spy first, see if there are any dogs, see if there is any way you could bring him into a Tesla Reactor, and if so, Chrono Curtain your tanks right at THAT moment. This, will prevent the commander from using the Iron Curtain himself, as well as disabling heavy defenses (GREAT!!!). NOw, after your Prism Tanks are back/destroyed, use the Lightning Missile (which means using a nuke +lightning storm combo). Now, you should still have some Apocalypse Tanks right? Roll them, together with all Rhino Tanks you have, to the enemy base and destroy anything that remained from your first assaults. Start mass production of Kirov Airships. You heard me right! KIROV AIRSHIPS!! Once that is ready (let's say we need about 15 or something!), bring them to any other enemy that is on the map, and wipe them off. If you want, you can ease the job by powering down the base by using a spy or a Super Weapons assault on his power plants (if he was so dumb to place them in a group hehe). Once that is done, you will have limited Flak/Patriot resistance. The only thing you will have to worry about, are the ground units that can fire on you, especially Rocketeers, as there is nothing, and I mean NOTHING that you can do to stop them. That is primarily why I use Rocketeers, I first thought they weren't too much of a help, because of their lame weapons, and fast dying rate (man what kind of thing is "dying rate" anyway). Well, even if you crash, it will give a nice explosion when it hits something hehehehehehehehehehehe! Try to destroy as much as possible here, now build MILLIONS (oh no just kidding) of Terror Drones, and move! Kill all units in the enemy's base, being it infantry or tanks. Destroy all miners that you can. Our mission here is to stop the enemy's economy. Once that is down, we just have to smash 'em into dust! Just one thing, if the enemy is so smart to use this trick against you, you should know that it is very handy to have a few Service Depots lying around. Let all your units fire on them, trying to destroy as many as you can, think this: They aren't strong but annoying. Annoyances can be removed easier than big threats. This isn't entirely true, it's just that REd Alert 2 also handles a lot about Psychological Warfare. If you can scare your enemy hard enough, he'll start doing stupid things. The same thing applies to you, keep that in mind please! If you can master Psychological Warfare, and you can actually use it on your enemy, then that's good for you. Man, I remember the old days, when I played the original C&C. In this game, you could have a "Dealth" crate, which cloaked your unit permanently, it only decloaked when the unit performed a action that corresponded with "fire" or"unload/load". The cool thing was, that you could have a cloaked APC (the C&C version of the IFV). Teh main thing was, that if you had one, you could train Engineers and deliver them right in front of the building, without the enemy even knowing about it. Unloading your Engineers, which took only a split second, was the only thing that could decloak your APC. But since your Engineers were so close to their targets, it was very unlikely that they wouldn't make it. Once, I captured the enemy's Construction Yard, Refinery +harvester, Barracks, War Factory and Technology Center. The whole point of this thing is the following: Even if you DON'T have a cloaked APC, it always helps to make the enemy belive you have. Use a cloaking sound and type in the chat window "There goes my Stealth APC!!". GARANTEED FEAR!!!! It always works. This just works as an example to what you can do with Psychological Warfare. Cool huh! Countering a huge naval assault isn't easy. Since both sides have satisfying ships, you really have to be good and a little lucky here. First thing you'll want is a few Dolphins, to remove those Giant Squids if they turn mad! Secondly, train a Tanya, this is vital to your success. Now, build up a lot of Destroyers and a few Aegis Cruisers. Don't bother with the Sea Scorpions, build Typhoon Attack Subs instead, they are much better in my opinion. Start cranking out Carriers, because they are the best to take on ships in my opinion. Once you have a good "Carrier Battle Group", start building Dreadnoughts, but keep them behind your main fleet. We will use them to imediately counter the enemy's assault on you. However, don't do this if you see an enemy moving in for the kill, that's far too late. Try to do this as fast as possible, you don't know if the enemy is out there, but you're better prepared if you ask me. Also, even if you can't use them to attack your enemy, and to defend your Naval Yard, you can engage enemy units attacking your main base with them. Try to use Destroyers and Typhoon Subs, because the Carriers and Dreadnoughts tend to take out buildings and units of your own if you're not careful enough. Also, there's something very important to having a Cruiser. If the enemy has acces to Paratroopers, using an Airport or being America, the Cruiser will take out any annoying infantry that the enemies may send at you, and they will take them out pretty fast! 13. Contact Info ---------------- The author (FullBurst41) can be contacted by e-mail by mailing to firstname.lastname@example.org. If you have any contributions, or just want to have a chat, you can use this e-mail adress. There's only one thing I want to say to the contributors: Be sure that you are reading the latest version before you throw your sh*t at me. thank You. -------------------------------------- 14. Credits ------------ First off, I'd like to thanks Nadia Varkovsky to let me "steal" her tactical information on the units and structures. Common! Where's the applause??? email@example.com Secondly, I give a big thanks to PsyBorg for his strategic expertise. Scott Batass is also thanked for his help on the IFV and his walkthroughs, which you can find in the REaders Walkthroughs section. (firstname.lastname@example.org) And of course all those people who are so nice to give my FAQ a chance THANK YOU ALL!!!! I am proud to present the list you can find this FAQ on (at least may find, if you find it at any other site, give me the URL................... hehehehehehe) - Cheat Code Central: www.cheatcc.com - GameFAQs: www.gamefaqs.com (they were the first to ever have it!) - Games Domain: www.gamesdomain.co.uk - Video Game Strategies: vgstrategies.about.com - Game Advice: www.gameadvice.com - MegaGames - the hardcore gaming experience (how fancy!): www.megagames.com - Gamespot: www.gamespot.com (they said they would "promote" my FAQ, oh well.) - DLH: www.dlh.net (German Site) - RADen (oops! forgot the URL. I'll add it some other time hehehe!) - The Cheat Empire: home.planetinternet.be/ètwuyts (Belgian site, FOR KING AND COUNTRY!!!!!!!), oh well. That's it for now, but I'm still receiving daily e-mail so... Oh yeah and if you have any mission strategies, just type and mail them to email@example.com Everybody who would like to contribute to this FAQ can mail me and only me at firstname.lastname@example.org with the subject "Red Alert 2 FAQ". All your contributions will be read and if qualified will be put in the right section. This FAQ and all its contents is Copyright 2000, FullBurst41, the tactical info (section 5) is Copyright Nadia Varkovsky. You may not publish my FAQ on your site until you've asked for it, kapish? That's it. It's up to me and you to spice up this FAQ and make it a good piece of junk. FullBurst41