Command & Conquer

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Soviet Fanatic Guide

{title}
Command & Conquer
Red Alert 2
Westwood Studios
Soviet Fanatic Guide
Multiplayer Guide
{/title}

{author-tag}
Author:  Djoaniel S Hernandez
E-Mail:  GundamX@Gundam.com
Date  :  March 17, 2001
Site  :  www.geocities.com/dsh_infini
Latest:  March 22, 2001
{/author-tag}


Table of Contents

0. LATEST NEWS:

1. Author Remarks
1.1 Disclaimer
1.2 Introduction
1.3 About the Author
1.4 Personal Game Review
1.5 Story so far...
1.6 A Road Less Traveled On } MY SPEECH!!!

2. Game Information
2.1 About Red Alert 2
2.2 Why Soviets?
2.3 Red Alert 2 is not Red Alert 1
2.4 Campaigns and Aftermath
2.5 Soviets are Crazy...

3. Game Guide
3.1 FAQ
3.2 Flaws
3.3 Advantages
3.4 Inland Strategies
3.5 Naval Strategies
3.6 Installing Structures
3.7 Defensive Installation
3.8 Soviet Power

4. Weapon Specific
4.1 Russia
4.2 Iraq
4.3 Cuba
4.4 Libya
4.5 Defend Yourselves

5. Anti Allies
5.1 USA
5.2 Germany
5.3 Korea
5.4 France
5.5 England
5.6 Prepare for War

6. Social War
6.1 Russia
6.2 Iraq
6.3 Cuba
6.4 Libya

7. Laboratory
7.1 Cloning Vats
7.2 Iron Curtain
7.3 Nuclear Reactors
7.4 Nuclear Silo
7.5 Chrono Ivan
7.6 Yuri Prime
7.7 My Perfect Game (UNDEFEATED yet SOVIET STRATEGY!) 

8. Closing Remarks
8.1 Game Aftermath (no longer available)
8.2 Idiots / Losers / Microphone Abusers
8.3 Credits 
8.4 Special Thanks 
8.5 Closing Remarks
8.6 Copyright


LATEST NEWS AS OF March 27 2001

Late this night, I fought that guy that beat me up before I even 
started writing this guide. I find my newly acquire skills and 
knowledge regarding this soviets because he's playing Libya and I'm 
not. I'm playing Iraq and I found my desolators useless in the battle. 
I GAINED BACK THE RESPECT THAT I LOST ONCE. Coz the fight happened 
early this night he won the first match, then everyone in the LAN café 
started to watch, then after the next 4 matches, I won till the end. 
They all thought that I've been practicing I all told them I don't 
practice in a bragging way like a sarcastic way.


{AUTHOR REMARKS}



{disclaimer}

This game guide is an intellectual property of Djoaniel S Hernandez and 
will not be reproduced in any way shape or form without written 
permission from ME. Stealing and Ripping this guide off will cause my 
pet dragon Ragnarok Infini to hunt you down and chase you down with a 
human size Fly Swatter.

If you wish to distribute this, you may if you have written permission 
from me OR/AND it will remain in its original form and no HTML codes or 
Banners AROUND IT.

If you wish to get legal with me, we can always discuss this a-la LA-
LAW or THE-PRACTICE style coz I'm just a 16 year old boy from the 
Philippines who happens to be damn good at Red Alert 2 and has little 
knowledge about legal terms. Guys the only thing I'm good at is HTML!

All NAMES BRANDS THAT INCLUDES EVERYTHING BUT NOT LIMITED TO EVERYTHING 
ARE COPYRIGHT OF THEIR RESPECTIVE OWNERS. 

{/disclaimer} 



{introduction}

Command & Conquer originated early 90's and Westwood Studios released 
the first version of the game. It is suppose to follow the tradition of 
REAL TIME STRATEGY that is becoming very popular and is used by 
Dune/Warcraft at that time. Command and Conquer appeared in many 
Platforms including DOS / Windows 95 / Sony Playstation / and other 
consoles at its period. After the success of Command & Conquer Westwood 
Studios (I think) came up with a bright idea and introduced Command & 
Conquer: RED ALERT that has waved the market at its time.

Command & Conquer utilize 2 main teams that is ALWAYS been divided in 4 
groups; Structures / Infantry / Vehicles and finally / WEAPONS. 

{cmd & cnqr weapons history}

Command & Conquer
     GDI (Global Defense Initiative)
          Ion Cannon
     NOD (Brotherhood Nation of Domination)
          Nuclear Strike

Command & Conquer: RED ALERT
     Allied Forces
          Chrono Sphere
     Soviet Forces
          Iron Curtain

Command & Conquer 2: Tiberian Sun
     GDI (Global Defense Initiative)
          Chemical Strike
     NOD (Brotherhood Nation of Domination)
          Stealth Generators

Command & Conquer: RED ALERT 2
     Allied Forces
          Chrono Sphere
          Weather Machine
     Union Soviet Socialist Republic
          Nuclear Strike
          Iron Curtain

{/cmd @ cnqr weapons history}

There are too many to enumerate all of them. But as you notice the 
newer the series, the better the weapons get. Command & Conquer was 
totally a cheese project if you'll ask me. I didn't appreciate its 
gameplay until I played it. Its graphics is not as impressive as 
expected and as compared today. But the idea of the game made Command & 
Conquer: Red Alert 2 what we see it today.

And as for the series, the newer the series, the better weapons you 
see. In example, back at the primitive age of Command & Conquer the 
allies can Strike with the ION CANNON many times, but the weapon is so 
weak, it cant even destroy an obelisk guard tower in one blow. While 
the Nuclear Strike of nod can only be used once, and is not damaging as 
expected.  (see  2.1 About Red Alert 2 for more details)

{/introduction}



{about the author}

I'm Djoaniel S Hernandez from the Philippines and sorry bout my crappy 
English, keeper of Ragnarok Infini, and this is one of the stuff I 
write whenever I don't have any time. 

{cntc info}

email: GundamX@Gundam.Com
icq  : 52916974
irc  : sniper.dal.net on #weareanime (look for Ragnarok__)

{/cntc info}

Shameless to advertise my other works (The ones who got posted ^_^) 
here are a little (literally) list

Metal Gear Solid FAQ / Walkthrough 
Silent Hill FAQ / Walkthrough
Silent Hill Quick Guide
Capcom VS SNK: Millennium Fight
Red Alert 2: Soviet Guide

}From the beginning of time, I really admired the bad guys, the soviets 
and the NOD because of the firepower and the weapons and the 
dialect/accent of their voices. What else is impressive about the bad 
guys? The way they handle themselves, they are ready to die. In example 
"Why don't you drive?" asks the Libyan Demolition Truck. It just makes 
me smile and giggle every time I think of the voices and the unit 
complains about his job. "One Way Trip" he sounds like he's a total 
loser. But that does not bother me, or my playing. Its only one of 
those things that make the game even better even if war is hell. 

Bad guys are not so bad because they are hilarious at times "I lose my 
bomb do you have it?" those people who heard the exact words from a 
Crazy Ivan or a Crono Ivan will laugh to death and the way he says 
"HAPPY BIRTHDAY". Have you heard a Desolator say "There goes the 
NEIGHBORHOOD" well enough of those crap here. Lets get down to business 
here! 

{/about the author}



{personal game review}

Graphics
¯¯¯¯¯¯¯¯
The minimum system requirements are impressive, you wont be expecting a 
game rendered in 3d to have that low requirement. Even a Pentium 166 
with a potent video card can play the game. But on a slower pace, BUT 
STILL you can play it on low systems. 

Sprites
¯¯¯¯¯¯¯
Detailed and extremely satisfying, the visual are great and is worth 
your money. A closer view of the units and structures and all the 
burning buildings is all you need in a hell war game.

Sounds
¯¯¯¯¯¯
Not got me that quite, 3d sound engine huh? More like stereo than 3d. 
The taunts also have some problems with the sounds. More like they get 
overwritten when someone uses a taunt and another guy at the same time. 
It should not be like that.

Music
¯¯¯¯¯
It quite got me, I like the music, but I just wish that when you start 
a game or a multiplayer game, the sound would be random and shuffled, 
instead, if you want to change them music you have to go to the options 
which I really hates and select your music and set if continuous or 
shuffled. 

Game Play
¯¯¯¯¯¯¯¯¯
As impressive as ever I won't wish for any keyboard layouts or anything 
similar to StarCraft. Its good the way it is and I don't want to change 
it ever.

Graphics   9
Sprites    9
Sounds     6
Music      7
Gameplay   10

OVERALL    8.2

{/personal game review}


{story so far}

Red Alert 2 takes place a few year after the events in the original Red 
Alert. The allies, victorious in their battles, against Joseph Stalin 
and his Soviet army, have rebuilt the decimated economy and 
infrastructure of Europe and have installed their own puppet dictator 
in place of Stalin: General Romanov. To the Allied intelligence, 
Romanov is nothing more than a consummate politician and the harmless 
leader of the World Socialist Alliance, a low profile political group 
with minimal arms technology. No one could ever perceive him to be a 
threat.

But Romanov has his own agenda. Outraged at Stalin's failure, Romanov 
is haunted by memories of his homeland burning and Allied troops 
marching his country's streets. He's thirsty for vengeance, and 
unbeknownst to his Allied puppeteers, Romanov has been mobilizing the 
World Socialist Alliance into a giant military machine for year and is 
now only biding his time, waiting for the opportunity to strike. When a 
civil war breaks out in Mexico, Romanov makes his move.

To the Allies, Romanov's move to quell the outbreak in Mexico (also in 
WSA state) and restore order to Russia's sister country is expected. 
Soon after Romanov's troops move in to Mexico, however, reports of 
early warning defense system shutting down throughout the United States 
begin to surface. Other reports tell of Romanov's troops moving north 
from Mexico to California, Arizona and Texas, where they've established 
mysterious beacons at their encroaching outpost. The population in 
these outlying areas being to complain of headaches and nausea, and 
some witnesses claim that some of their neighbors have picked up arms 
against their fellow countrymen and joined forces with the invading 
Soviet forces. 

The US government is shocked at Romanov's recent moves and has no 
logical explanation for this sudden turn of events. Left with no other 
choice, the President of the United States declares war on the World 
Socialist Alliance and gives the order to launch a nuclear strike 
against Russia. However, when the Pentagon moves to strike, nothing 
happens. The US's entire arsenal of nuclear ICBMs remain dormant, 
useless in their silo's. Intelligence sources confirm that fears; 
Romanov has developed a frightening technology that affects man and 
machine alike; specifically, it has created physically enhanced troops 
that can attack with a simple thought.

United States and the Allied forces are crippled; the Soviet troops are 
now thoroughly entrenched on American soil. Playing on the side of the 
Allies, you'll have to fight us, an uphill battle against us, well-
armed Soviet forces. As a Soviet, you'll use your newly researched 
psychic technology to hunt down pockets of resistance and make the US 
pay for its destruction of Mother Russia.

{/story so far}

{a road less traveled on}

I don't hate the soviets, I love them, but I'm not an ordinary person 
who will tell you sweet things about them, I'll tell that their crap 
stinks and everything about them, everything negative, and everything 
that you don't want to hear. But I'll tell you those because it's true. 
That we soviets require great skill to win our war, and we also have 
devastating weapons to do that but unlike the allies, our weapons are 
created expendable unlike their precious but cowardly long ranged 
units. 

It pains me to see many of my friends (and also clan-mates I'm talking 
bout Counter-Strike ok?) are playing allies, and it warms my heart to 
see other of my friends listen to my strategies even if they don't 
completely trust it. The purpose of this LONG SPEECH is that you'll see 
many weaknesses of the soviets before you see what they can really do 
and what are they are capable of. But to be persuasive we must know our 
foil.

Peace!

{/a road less traveled on}



{/AUTHOR REMARKS}






{GAME INFORMATION}



{about red alert 2}

Red Alert 2 is one brutal fast paced (RTS) game that utilizes military 
units rather that are almost realistic rather than bizarre units used 
by other real time strategy games. It also uses physics of real world. 
The only thing unreal about this game is everything, but aside from the 
game itself it's another world to explore.

I will give you a briefing regarding units that you may encounter while 
playing the game. But if you otherwise already knows the game like the 
back of your hand and only looking for other things to do, you may skip 
this part and move on or just plainly search this guide for strategies 
not known to you or your comrades. 

Allies 

Barracks Units                      | Structures
  GI                                |   Construction Yard 
  Engineer                          |   Ore Refinery
  Racketeers                        |   Barracks
  Spy                               |   Air Force Command HQ
  Attack Dog                        |   War Factory
  Snipers (Great Britain only)      |   Naval Yard
  Tanya                             |   Service Depot
  Chrono Legionnaire                |   Battle Labs
  Psi Commando (special unit)       |   Ore Purifier
  Chrono Commando (special unit)    |   Power Plant
                                    |   
Factory Units                       |
  Night Hawk Transport              | Defensive Structures
  Grizzly Battle Tank               |   Pillbox
  Prism Tank                        |   Prism Tower
  Mirage Tank                       |   Gap Generator
  IFV (Infantry Fighting Vehicle)   |   Spy Satellite Uplink
  Tank Destroyer (Germany only)     |   Patriot Missile System
  MCV                               |   Weather Control Device
  Chrono Miner                      |   Chronoshepere
                                    |   Fortress Walls
Airport Units                       |   Grand Cannon (France only)
  Harrier                           |
  Black Eagle (Korea only)          | Superweapons
                                    |   Lightning Storm
Naval Units                         |   Chronoshift
  Amphibious Transport              |
  Destroyer                         |
  Aegis Cruiser                     |
  Aircraft Carrier                  |
  Dolphin                           |

Soviet 

Barracks Units                      | Structures
  Conscript                         |   Ore Refinery
  Engineer                          |   War Factory
  Attack Dog                        |   Barracks
  Flak Trooper                      |   Service Depot
  Tesla Trooper                     |   Battle Labs
  Desolator (Iraq only)             |   Radar
  Terrorist (Cuba only)             |   Naval Yard
  Crazy Ivan                        |   Cloning Vats 
  Yuri                              |   Tesla Reactor
  Yuri Prime (Special unit)         |   Nuclear Reactor
  Chrono Ivan (Special unit)        |   Construction Yard
                                    |
Factory Units                       | 
  Rhino Heavy Tank                  | Defensive Structures 
  Apocalypse Tank                   |   Sentry Gun
  Terror Drone                      |   Flak Cannon
  Flak Track                        |   Tesla Coil
  Tesla Tanks (Russia only)         |   Nuclear Silo
  Demolition Truck (Libya only)     |   Iron Curtain
  V3 Rocket Launcher                |   Psychic Sensor
  War Miner                         |
  MCV                               | Super Weapons
  Kirov Airship                     |   Iron Curtain
                                    |   Nuclear Strike
Naval Units                         |
  Typhoon Attack Sub                |
  Giant Squid                       |
  Dreadnaught                       |
  Sea Scorpion                      |
  Amphibious Transport              |



{/about red alert 2}



{why soviets}

Soviets are powerful, honorable, wins by no cheap ways and they're 
voices don't suck coz they have this accent. And the way they deliver 
themselves as being the bad guys (not totally bad guys) overall they're 
weapons don't hold back (the nuclear weapon's radius may not be as big 
as a Weather Storm, but it kills everything, and leaves a radiation 
that kills all infantry units) meaning to say it demolishes anything in 
its radius.

They are total bad-ass and can rush and crush the enemy base with their 
tanks that are quite more expensive than the allied counterpart but 
sure to destroy anything in sight. And they have weakness against air 
defense and air combat. They also give a fight when it comes to naval 
warfare even their ways can easily be foiled for they use slow moving 
missiles and those can easily be shot down. That's why I call it 
honorable. And soviets, you don't make a platoon of Protoss Carriers 
loaded with INTERCEPTORS and attack the enemy. Soviets are hardcore 
meat grinder, and if you get good at it and you get noticed because you 
are a superb commander, it will earn you a reputation that you are not 
a CHEAPO or a long-range prism coward. 

Overall Soviet users must be highly aware and informed of the strengths 
and weakness of their army. My friends will probably crucify me for 
doing this ;p

{/why soviets} 



{red alert 2 is not red alert 1}

Unlike Red Alert 1, Red Alert 2 has been fixed meaning to say that you 
the Chronoshift capability is not limited to your units, that Nuclear 
Missile can really damage your enemy, that Allies has the Weather Storm 
to strike against the Soviet, and the Iron Curtain can take out 
infantry units too.

Overall Red Alert 2 is more like Tiberian Sun, in CLOSE VIEW that uses 
the good old concept of Red Alert 1 who made the GENRE of the game 
popular. And like old days, a good player knows when he'll make a war 
factory. 

{/red alert 2 is not red alert 1}



{campaigns and aftermath}


LESSON 1: Your units are created to die. Let them die a reasonable 
death. 

Units you produce are for disposal. They are ready to die for your 
order. Units does not need to be treated like a god that when it gets 
damaged you run away and let the enemies chase you down. NO. you 
produce units, they get damage while you destroy something. Its as easy 
as that.

LESSON 2: Speeds beats mass. The faster you are, the more damage you 
can make.

It's a rule that a player who can produce units faster than the other 
player can surely win the war. That includes fast production of tanks. 
But don't be left out with the production, USE THEM, RUSH THEM. 

LESSON 3: Don't go thru the front door. Always attack from the back, 
while watching your back.

If you send your units to the enemy base on the area that it is heavily 
defended, you will surely lose all your units to the stationary 
defenses installed on the enemy base. Look for other path to invade 
your enemy base. Once you see a weak spot you can easily use that spot 
as a BEACH HEAD and all your incoming reinforcement from your base will 
go thru there coz that is where your units are deployed and that's the 
area that is being guarded.

LESSON 4: Rage against the Range. 

Protect your ranged units. But if otherwise you don't have ranged units 
there is no use to protect them. If you happen to encounter Prism Tanks 
that is supporting or guarding the enemy base, don't attack, fall back 
and regroup. If it follows you, destroy it. Just make sure its not 
supported. 

LESSON 5: I did it MY WAY.

Waypoints are your best friend. If your army happens to encounter 
another and a firefight cannot be prevented, move around their tanks in 
a circle, watch their shells miss your tanks while they are confused on 
what to do.

LESSON 6: Defend your base, your base is your house. If you have enough 
cash, make another house.

Once you have access to service depot and you have a reasonable number 
of tanks, find another place where you can deploy your construction 
yard. It does matter where you deploy it. Make sure you deploy it near 
a mineral patch or a Gem patch. Gems (colored ore) worth a lot more 
than gold. 

LESSON 7: War factories make war. The more of them, the more war you 
get. But the more war they receive the quicker they will fall and quit 
the match.

War factories are your best friends here. Make sure you have a 
reasonable number of war factories on different bases (this works with 
the LESSON 6 setup) they'll just notice that tanks are coming out from 
everywhere and its yours. A good player may try something against it, 
but and inexperienced one will get scared and get just quit the game 
without a fight.

LESSON 8. Its not the end of the world.

The loss of your main base is not the end of the world. If you happen 
to deploy the other base of yours in a concealed area that is not 
accessible to your opponent you can actually turn the tides against 
him/her (if your facing chicks) a nuclear strike and/followed by a 
reasonable number of tanks (preferably rhino) is all you need to win a 
war. 

LESSON 9: Over estimates your enemy. 

Never under estimate your enemy, it will be your demise. Don't even try 
to fight against 2 players who know each other. You'll just eat your 
own dust and humiliate yourself.

{/campaign and aftermath}



{soviets are crazy}

The soviets are really crazy, why? Just think, Tesla Troopers as the 
battery of the Tesla Coils in case they don't have enough power. They 
are crazy enough to think of that that means there is not stopping the 
soviets. The Tesla Rectors also utilizes the use of Tesla troopers to 
add boost to your power. But it will be left useless if you start 
building nuclear reactors.

And as a proof that they are crazy, they are the group that has the 
most impractically realistic. Desolators are realistically insane but 
to put it in a way that excessive radiation can totally harm infantry 
units and too much radiation can also melt tank rollers and other 
vehicle. 

Take the demolition truck for example, "My truck is loaded" I mean what 
the hell is the demolition truck driver thinking. And also, asking, 
"WHY DON'T YOU DRIVE?" in a wimpy way. Maybe I'm giving the speech too 
much attention, but take this, a suicide driver. FOR MOTHER RUSSIA, 
just think about it!

It includes terrorist. And the Tesla Tank a Tesla coil put in a tank 
weird things happen when weird people rule. Yuri on the other hand is a 
impossibly to imagine and all the victims will be put in the cloning 
vats to have a copy of that unit. 

{/soviets are crazy}



{/GAME INFORMATION}






{GAME GUIDE}



{FAQ}

Q: Personally why do you choose the soviets?
A: I've always been a fan of the bad guys. But they're not totally bad, 
they just don't like being oppressed. ME TOO.

Q: How do you have well at the game? It's only been out for a couple of 
months since it hit the shelves? About last year?
A: Its all the in the mind, why don't you think that you're good, try 
acting you're good and damn, you'll be good finally. And aside from 
that, I have past experiences about real time strategy games and Red 
Alert System.

Q: How do you charge up the Tesla Coils?
A: Just put 3 Tesla Troopers in one Tesla tower I mean AROUND a Tesla 
Tower and they will automatically charge the tower and even if you go 
on low power it will still work.

Q: Do I have to put three Tesla Troopers per Tesla Coil?
A: Yes you do, that's additional $1500 but still, you have 
stationary/mobile ground defense that is inscrutable by tanks. I mean 
they can't be run over by tanks.

Q: Why can't I make Tesla tanks? I'm playing Iraq!
A: Sad thing, its only available for the Russians but Tesla Tanks is 
not related and is no use of the Tesla Coil and Tesla Reactor.

Q: What benefit aside from low power Tesla bolts does the Tesla trooper 
give to Tesla coils?
A: Tesla Coils fire at longer range and more accurate if you will 
dispatch 3 Tesla Trooper per Tesla Coil. Note that when you are low 
power, it wont fire at the range, but still, provides you with basic 
stationary defense as well as insurance in case that it get destroyed 
you have 3 Tesla troopers on the base. 

Q: Enough with the Tesla info, what's with the Flak Troopers? 
A: Flak Troopers basically are rocket launchers or bazooka men in red 
alert 2 but its now called FLAK. They are weak against tanks and 
infantry and basically useless other than for air defense purposes. 

Q: Flak Cannons benefit from Flak Troopers right?
A: NO! 

Q: How far can Flak cannon fire?
A: Further than patriot missiles I think

Q: Can Conscripts deploy?
A: NO! They are not trained enough because the meaning of conscript is 
just a recruit. A grunt, war body count, but be told that a mass of 
conscripts can spell victory to your hands. In example, if you happen 
to have Paratroops you can stock up many conscripts and once you have a 
reasonable amount of them, I say about 200 you can attack with them. 
They can be crushed easily but I think if you waypoint them, they can 
do damage. FOR FREE.

Q: So Conscripts sucks, but they are the same as GI's right?
A: NO! Conscripts are cheaper than GI's! You can mass-produce them if 
you have Cloning Vats.

Q: Hey THOSE GI's GOT A DOG WITH HEM! 
A: That is common, both Allies and Soviets have attack dogs, its main 
purpose is to sniff out spies. But if ever you want a infantry killer 
in your command, I suggest you build some of this.

Q: But why don't I have a spy? I built all the structures but still...
A: We are the Soviet Union we don't need those traitor spies to win our 
battles. We win with brute force for we are power! 

Q: What can I do with rhino tanks?
A: Your meat grinder and bread and butter in battle are this amazing 
rhino tanks. Ok so NOT amazing like WOW but just look at the bright 
side, it's fast, cheap powerful and it can take out any base. ANY BASE 
that is not infested with terror drones or else, were toast crap. 

Q: So how do you make those infamous Chrono Ivan and Yuri Prime?
A: in order to buid a Chrono Ivan you must infiltrate a spy and steal 
the Chrono Module design from the Allied Battle Lab and just create a 
Chrono Ivan. About the Yuri Prime that you can only build one, but you 
can obviously train 2 of those actually Yuri clones with the "CLONING 
VATS". To power your Yuri up, you must already have a Yuri and you have 
captured an enemy spy and infiltrate their soviet battle labs. 

Q: How about their allied counterpart? The Chrono Commando and the Psi 
Commando?
A: Simple! Just do the same! Steal from Allied battle lab and soviet 
battle lab. Using the allies you don't have to have a Yuri just produce 
a spy.

{/FAQ}



{flaws}

Known flaws of the soviets are the lack of heavy air support, not that 
it have the Kirov Airship Bomber as a heavy support, I mean HEAVY DUTY 
air support such as the airplanes and other air born vehicle. The naval 
force is also kind of shabby when it comes to destroying enemy base, 
and again not that they have weak naval army, its just, you can easily 
shoot down missiles, but compared to the Aircraft Carrier that all it 
needs is one Giant Squid and one Attack Sub to destroy its support (if 
there are any submerged dolphins, that's a problem) and you can 
entirely wipe out the naval force. 

Soviets have many flaws, but you can also use them as your advantage, 
the lack of heavy air defense and air support, just look at the bright 
side, just pop out some flak cannons, yeah it misses like crap, but its 
still defense. Stationary defense. 

Another bright side is you wont have to worry about commanding an air 
strike force; instead you can concentrate on a brute ground crushing 
army that will surely destroy your enemies.

Here is a list of the crappy soviet weaknesses. Know your weakness 
first before bragging about how good you are.

{svt flws}

Weak Water-Ground penetration, high duration though if you can outgun 
and penetrate the Flak Cannon and Patriot Missiles.

Dolphins and strike the Giant Squid may easily counter giant Squids if 
the enemy is smart enough to notice it.

Destroyers can shell Typhoon Attack Sub if used properly.

The War Miner makes a lot of ruckus and attracts attention easily

No air transportation means. 

Cash, they can't collect cash as fast as the allies. (They don't have 
chrono capabilities because of game balancing)

War Miners have to fight their way out in an honorable way. Their honor 
will get them in trouble.

Basic infantry units (I mean the conscript) are good for additional 
damage. That's it.

Tesla Coils do not have coordination like the Prism Tower that can 
bounce off laser beam from tower to tower.

The chrono miner can easily escape the grips of the Terror Drone by 
chrono shifting back home.

All of your units (except the ones under iron curtain) are susceptible 
of being chronoshifted to the water by the allies. That will instantly 
destroy them.

V3 Rockets needs to penetrate before they can hit the target because 
they can easily be intercepted. 

{/svt flws}

Now that I'm giving a general low down on the soviets here are country 
specific flaws that you need to be aware.

{cntry flws}

Russia

Although Tesla Tanks does damage, they're range are considerably short.

Iraq

Terror Drones can easily kill desolators.

Libya

Its not as strong as expected, you have to spend 1200 to demolish a 
building and release nuclear radiation. That's not so cool.

Cuba

A mass of Terrorist will get burned easily if one is shot.

{/cntry flws}

If you want to hear the lowdown on everything and the advantage of 
those specific units, check out the Weapon Specific Section of this 
FAQ.

{/flaws}



{advantages}

When I talk about potency, I don't mean or relate anything with Viagra, 
but to describe how potent the soviets can get. Soviets as I have been 
saying, are known to fight head on. So their weapons are for head on 
battle. Not that the allies don't have any head on weapons, its just 
the Soviets are better in meat grinding that any other. 

Take the Rhino Heavy Tank for example, it cost, but it's worth it, 
fast, agile, and destructive. Especially with masses, 10 of these could 
spell victory if used properly. 

The Dreadnaught, a slow moving ship that deploys destructive and 
powerful target guided homing missiles. If happen to have a mass of 
these, you won't encounter any problems dealing against Patriot 
Missiles even if there are a dozen of them waiting. 

And now, the Apocalypse tank is the ultimate, just be careful not to 
get it chronoshifted and mind controlled by enemy psychic. But aside 
from that, if only your Apocalypse can penetrate in the enemy defense, 
or searching the base for weak spot, you can absolutely crush them 
effortlessly with 5 Apocalypse and some support Rhinos.

And the most of all, the cloning vats, the most evil of all bad 
structures, and probably the most useful of them all, you don't have to 
have any problems regarding base defense, you can produce Tesla 
Troopers at the same rate and double the results. Flak Troopers can 
support your air and some Yuri's can control some minds. 

A brief description of the advantages of the soviets now that you 
already know what are they're drawbacks.

{svt advngs}

Yuri's can take out an entire squadron of tanks of an inexperienced 
player.

Apocalypse tanks are effective against everything. Just don't get it 
outnumbered by other units.

Keep your units moving and you harm will come to them. I mean no 
SERIOUS harm will be dealt to any moving units unless everyone in the 
opposing squad is aiming at it. 

Dreadnaughts are the best if you happen 5 of them. They can outgun 
stationary defenses and IFV.

Kirov Airship Bomber is most effective when ground units take out air 
defenses or it has V3 Rocket support to draw out fire from Stationary 
Defense.

To double your production of Tesla Troopers that can charge up your 
Stationary Defense and Flak Troopers can support your air Territory 
with the rest of your Flak cannons.

If Yuri captured an enemy infantry, try placing him in your cloning 
vats. Watch what will happen. If you're watching too many Hollywood 
movies including 6th day you might get what I mean })

Soviets have heavy armor for their tanks. Take out as many as you can 
in a firefight. LESSON 1

{/svt advntg}

{/advantages}



{inland strategies}

Inland warfare on random maps are the most interesting battles you can 
encounter if you're a soviet fanatic. There are many types of ways to 
win battles such as these but your main strategy is to build a war 
factory, get a couple of War Miners and, start cranking a few Terror 
Drones before Building a mass of Rhino Tanks. 

Finish the game quickly but scouting at the start of the game. Here is 
the random map setup for you to generate.

Inland
Any time of the day (I prefer morning)
Any climate (I prefer a winter wonderland)
Extreme Resources
6 numbers of players

this setting will fit for a 3 free for all or 4 free for all battle, 
alliances can also be considered just make sure there are vacant slots. 

So now what are you to do?

2-4 players
10000 cash
1 number of units
MCV Repacks      OFF
Super Weapons    ON
Crates           ON

That's all you have to think. Now in the game what do you do? Try this, 
and try other variations about this strategy. My original award winning 
(call it winning while singing) strategy and have won many campaigns 
and battles for me.

INITIAL DEPLOYMENT

NOTE: to understand the "} STUFF" see CODE CONTROL below PATH C

Construction Yard
Tesla Reactor
Ore Refinery  } circle
Barracks  } square
War Factory  } code water
Tesla Reactor  } switch
Radar Tower

PATH A                             PATH B

Flak Cannons |                   | Flak Cannons | Service Depot } code 
Flak Cannons | Battle Labs       | Sentry Gun   |               } M
Flak Cannons |                   | Sentry Gun   | Battle Labs
Flak Cannons |                   | Flak Cannons | Nuclear Reactor
Sentry Gun   |                   | Tesla Coil   | 
Sentry Gun   | Nuclear Reactor   | Iron Curtain | Cloning Vats } code T
Sentry Gun   |                   | Nuclear Silo | Nuclear Reactor
             |                   |
Iron Curtain | Cloning Vats      |
Nuclear Silo | Ore Refinery      |
             | Service Depot     |


PATH C

}From CODE WATER you'll be able to produce tanks and terror drones, and 
after square you may be lucky to reveal the position of your enemy and 
scout a little. ALL TANKS including the initial one, by that time, your 
enemy might be unprepared of your approach that will give you a chance 
to. Find a weak spot and strike when they're pants are down. if you 
seem to face an experienced player, attack the miners, that will slow 
down their cash flow and when tanks come after you your terror drones 
will take care of them. 

An experienced commander will attack even if your Terror Drones get 
into them, so you have to counter strike. If you're Terror Drone 
destroys their vehicle, it will hunt another. And it still lives, but 
if you destroy (with your own tank shell) the tank that is infested 
with a Terror Drone, you'll destroy the terror drone with it. 

Luckily for soviets, those units that are infected with Terror Drone 
become more vulnerable to enemy fire. That means it's a (YEAHHH!!!) 
slug feast! 

{code control}

code circle: 

(its not official) you waypoint your tank around your base IN CIRCLE. 
In the junction, while you're building your first ORE REFINERY have 
your tank scout the area of your base. AROUND YOUR BASE, and by doing 
this you'll know where you are in the map, when you cant go anywhere 
further then it means you're on top bottom or in a corner (a much 
preferable position)

code water:

W War Miners first, build 3 of them.
T Terror Drones, 4 of them.
R Rhino Heavy Tank, as many as you can click. 

(not official) operation water means you'll bounce anything you push 
inside there, its some sort of a Chinese saying, that bounce situations 
like water does. In example, if you push a ball in the water, it will 
ounce back... but it's totally different here in RED ALERT 2 what you 
do is you actually MAKE LOTS OF TANK that they'll take out anything on 
their path. Know something that can really wipe out, like a tsunami, 
and the name of the rush is Tsunami Rush.

code square:

Build 2 attack dogs, and get them exploring 2 corners of the map. Once 
you get a radar, pay attention to your lost dogs, if they died, you'll 
know that he's there, if its still alive, you'll find him on you're 
radar.

code t

You are required to have cloning vats before you REALLY produce 
infantry units. Tesla Troopers are you choice of unit. You can charge 
up your Tesla Coil with them and you have a respectable ground defense 
that cannot be crushed, literally. 

code m

Build an MCV, find colored Money and mow the field with your war 
miners. Build a war factory there where you've put your MCV and a few 
Flak Cannons, and start cranking up those Rhino Tanks...

{/code control}

That is the winning strategy you must master to do quickly, the faster 
you build the more efficient your army will be, the faster the rush 
you'll do, and the fewer defenses you'll encounter once you engage into 
a fire fight with the enemy. 

Hmm, that is the basic strategy however if you really get in the game, 
you'll be picking your favorite country or weapon for the country that 
you are picking. To be specific, check out the Weapon Specific section 
of this FAQ. There are only slight variations of the same strategy, but 
winning is winning, and we soviets do it in honorable ways. (that's 
what everybody will think HEHEHEHE)

{/inland strategies}



{naval strategies}

My knowledge about naval war is not as extensive as I am good at with 
land assault. However, I don't take advantage of my strong naval army 
if ever I will create one. I'll rather make a naval army and defend my 
ground forces from enemy navy.

I am not to fan of naval war the settings and other stuff that I am not 
aware so lets just consider you're playing team continents.

I don't have multiple paths here for its only the speed that matters. 
But I suggest you do the same as the inland strategies that is:

INITIAL DEPLOYMENT (Naval Version)

NOTE: to understand the "} STUFF" see CODE CONTROL below PATH C

Construction Yard
Tesla Reactor
Ore Refinery } circle
Barracks } square
War Factory } a light defense
Naval Yard } ss launcher
Tesla Reactor } switch
Radar Tower

PATH A                             PATH B

Flak Cannons |                   | Flak Cannons | Service Depot } code 
Flak Cannons | Battle Labs       | Sentry Gun   |               } M
Flak Cannons |                   | Sentry Gun   | Battle Labs
Flak Cannons |                   | Flak Cannons | Nuclear Reactor
Sentry Gun   |                   | Tesla Coil   | 
Sentry Gun   | Nuclear Reactor   | Iron Curtain | Cloning Vats } code T
Sentry Gun   |                   | Nuclear Silo | Nuclear Reactor
             |                   |
Iron Curtain | Cloning Vats      |
Nuclear Silo | Ore Refinery      |
             | Service Depot     |

PATH C

As soon as you get a naval yard, if you have enough funds (assuming 
that you haven't put up too many flak cannons for defense and your base 
is lightly defended BUT defended) produce 4 subs and start exploring 
the region, your enemy wont find you in sight because subs are 
submerged, after you have produced enough subs that you think you can 
cover your part of your map, try cranking up squids for offense and for 
destroying their ships. Then when you get super weapons online, in 
example, the enemy has Chronosphere and its possible for him to take 
your units out of the water and to the ground, try scattering your 
navy. Or he might think of another way to stop you, and Chronoshift 
some prism tanks to your base and start destroying your structures. A 
war miner can easily deal with them, so it wont hurt if you'll keep a 
war miner in your base. But if you have a reasonable tank stock and 
you're reasonably good. Well you can ignore the prism and concentrate 
on your attack force. Dreadnaughts can cause massive damage to major 
structures, which is if it is not sold. The allies have a Spy Satellite 
Uplink so it can pose a threat, they can easily acquire the location of 
your weak spot of the base, once you have access to cloning vats, try 
scattering Tesla Troopers for basic defense.

How are we supposed to pinpoint the location where our navy will 
strike? The answer is we don't. What we do is we'll send a scout that 
in invulnerable under iron curtain try a flak track with a Crazy Ivan 
inside. Once you have scouted the area, in case they have a gap 
Generator, you simply destroy it with Crazy Ivan, be aware that you can 
put dynamite on your truck so if ever it explodes it can still cause 
damage. Then focus on one target at a time. I suggest power plants and 
war factories because it is the main power of the enemy, after that 
focus on the super weapons if any is available, you do all of that 
after you eliminate all the anti air defense.

You are probably aware that I am not trying to tell you what to do, I'm 
basically giving you an idea how to fight your own fight. Just try some 
of my lines because it's better to hear something for the experienced 
one rather than consult some mumbo jumbo person. Heheh take my advice, 
LOLZ! And you'll surely win.

CODE SS LAUNCHER (unofficial strategy)

Ss launcher means you make Submarine, Squid then Dreadnaught Missile 
Launcher because before you make air defenses, its important to have 
your offense, and for air defense, you make a Sea Scorpion later.

I suggest Build 4 subs, that's 4000 then 3 squids well those are major 
funds but once you have around 6 subs 4 scorpions 4 squids and 4 
Dreadnaught you wont run across any problems, just put the submarines 
and squids in the line of fire, the allies don't have any defense 
against submerged units and their only ways of escaping the hold of a 
Giant Squid of the soviets are effective dolphins, your submarines that 
have been deployed first can draw fire while your fast moving Giant 
Squids penetrate and get a hold of the enemy ships.  

Once all of that are met, lay siege on your enemy shore. They would not 
last for long. Just remember that you should be the faster one to build 
the structures

{/naval strategies}



{installing structures}

It's not just build anywhere that is level; you must also plan a 
diverse strategy in placing your structures and equipment.

For example, now the construction yard is the biggest unit in the game, 
unlike in Red Alert, it's just as big as the refinery, now it's the 
biggest structure, meaning to say it takes up a lot of space. Another 
thing to consider is that defensive mechanisms (more on that later) are 
no longer able to connect your structures (means the advance Power 
Plant, Tesla Coil, Power Plant, Tesla Coil chain) chains are broken by 
defensive structures. Fortunately, you can still put them in a longer 
distance.

If you are playing honorable (with super weapons) and you are not 
afraid of super weapons, remember this, you're power is your base, and 
your base is your power. If your war factory happens to be destroyed by 
a super weapon along with other of your structures, you're in deep 
crap! 

Scatter your structures, build multiple of them, and put the newly 
developed unit rally point into use. What I mean is, you don't need to 
put your structure in a location so exposed. Scatter them and your 
rally points should be about 20 game blocks away from the structure 
itself.

In case of a lightning storm attack, because the lightning storm is 
shabby and crappy, you can still have a chance to sell your buildings, 
so don't hesitate to sell up when ever you encounter some lightning 
storm.

The soviet Nuclear Silo, Iron Curtain, Nuclear Reactors are immune to 
weather changes, and won't be destroyed in one weather storm. Your 
construction yard however maybe affected, but will still be in one 
piece. If you're fighting against the allies, chances are, you'll be 
sticking them together, MEANING place your super weapons closer 
together. And the weapon producing structures away from your main base 
as possible. 

{/installing structures}




{defensive installations}

More likely this what I'm talking about are defensive installations. 
Those are stationary defenses that really can defend your base against 
undetected attacks. And its not always around your base. (consider 
chronoshift or for the Paratroop to succeed) so how do you put them. 
Tesla Coils are your tank eater... once a mass of armor approaches your 
base, and you want to stay in once piece. In early rushes this wont be 
useful but since the allied have air capabilities and poor ground 
coverage, you may want to build about 4 Flak Cannons, they work best 
against allied air force.

But otherwise if you encounter soviet rush, and you're not really 
prepared, have a couple of Tesla Coils by your base and some Tesla 
Topers. Tesla Troopers will short circuit the enemy capability to run 
so you'll really need.

If you'll be using your tanks to counter-act against enemy rush, make 
sure he's not smart enough to find the weak spot of your base, or if 
its too late, move all your tanks to the location, make sure they are 
concealed and they don't attract attention because enemies always poses 
a threat.

I happen to encounter a good player once, when I was still a newbie, 
it's the first time I lost to a person. (I never lost to a brutal 
enemy, no matter how many they are) he's soviet, Libya, he was doing 
the Tsunami Rush. The match took about 30 minutes before I end up being 
crushed by my opponent. Short Game is activated so its not a problem, I 
lost immediately, but when I know I'm losing, I took all my tanks and 
went to his base to attack him. Hopefully it bought some time and the 
tanks that are partially distracted, it all came back to his base, and 
I'm able to destroy his war factory, all Tesla Reactors and his 
construction yard. His base is NOT DEFENDED. That's why it's dangerous 
to rush like that. My opinion is he didn't even bother to install some 
stationary defense. It's his biggest mistake. Don't do that at home!

Tesla Coils works best when you place some Tesla troopers around them, 
the ideal number of Tesla troopers are 3 per coil. But that will mean 
1500 per coil? Just to improve the range and to be "power shutdown 
proof?" anyway 2 Tesla Troopers will do. But if you want do defend an 
area, make sure you're Tesla Coil is near to a structure as in BESIDE 
and make sure its supported by other 2 coils so it can defend itself 
against incoming assailants. Be sure you have defensive tanks around 
your base to support your coils. If you can do it around your base the 
6 tanks are enough. The only drawback of this is that when superweapon 
hits you but if you can manage to destroy the weapons, well you'll be 
winning the battle soon. 

Sentry gun installations must be near your construction yard. Put some 
Tesla coils around there too. Sentry guns are not that impressive but 
it can take out those pesky infantry units. 

Do some scouting and don't be too defensive. Any defense can easily be 
crushed, but if you have a good offense, you can always build a 
replacement. There is no replacement for a steady offense and a good 
defense. Not a steady defense.

{/defensive installations}



{soviet power}

The only living thing that will be living after a nuclear holocaust are 
tanks and inside the armor. That means the nuclear don't hold back, 
even if its super weapons you're aiming at. And even if there are tanks 
they will be destroyed. Even if there are stationary defenses it will 
be crushed. 

If you want to be a weak admonisher, its useless against tanks. I am 
indeed talking about prism tanks. 

Abuse the power of the soviets. Build tanks in masses, there are no 
counter defense against tanks (unless you're enemy has a number of tank 
destroyer) as long as you build tanks you will never lose. And as long 
as you don't let your pants down you wont use. Abuse the weakness of 
your allied enemy. That can be weak ground support, and weak ground 
infantry. 

Bring some flak tracks on your way, if you're building an army of 30 
tanks about 8-10 flak tracks will defend them against the air. Assuming 
you already has cloning vats and you have flak troopers inside them.  

Dreadnaught missiles are deadly if used properly, always keep them 
concealed and away from other cruisers. Your giant squid however are 
your first line of defense against those naval attacks. Abuse your unit 
power, and create a few supportive submarines against dolphins that 
attempt to foil your plan. 

{/soviet power}



{/GAME GUIDE}







{WEAPON SPECIFIC}



{Russia}

"If you surrender now, I will kill you quickly" – Russian Commander 
(serious taunt)

Russians are perfect against infantry, against naval army, against 
tanks and structures. Russian Tesla Tanks are superb in firepower. The 
only fallbacks of them are the weak armor. But everything that supports 
them will make up for that.

WEAPON SPECIFIC. Tesla Tanks are highly reliable units IF supported by 
a mass of Rhino Tanks. Always build Tesla Tanks according the number of 
Rhino Tanks you build. It does not mean that you have the Tesla tanks 
that you can replace the rhino tank with it. NO MAN! You just have to 
put it in your arsenal. Tesla Tanks are made to support your army, not 
to win your army.

}SURE DESTRUCTION

This is a solid tactic, it will also require money, but if you'll pull 
this out, you'll end up having elite Tesla Tanks that are extremely 
helpful in other firefights.

Build a group of Tesla Tanks, hopefully they are fast enough, corner a 
lone miner (war or chrono) and its most best if they are all there, 
just destroy those miners and they should be promoted. Now if you 
happen to have elites, remove them from your squad immediately because 
they are no longer entitled for promotions, even if they destroy a 
base. 

}SIMPLE TERMS

Promote some Tesla Tanks
5 elites will do
On a rhino attack position them behind everyone
That will support your attackers with sure destruction in a unit. And 
will short-circuit heavy units and kill infantry units.

{/Russia}

{Iraq}

"There goes the neighborhooodddd" – Iraqi Desolators

Iraqi Desolators are the perfect base defense. It its almost useless in 
offense but on offensive measures you can deploy it near the enemy 
barracks if you're already rushing. Place your desolators AROUND your 
base and make sure your base looks green. If your base is already 
covered with toxic waste, you wont make any more units. You don't have 
to sentry guns, because you already replaced it with a better unit. 

Iraqi Desolators are also effective against tanks if you happen to have 
a mass of them. Note that when you already have cloning vats you can 
actually use them as an mobile defense against tanks. THEY CAN SHELL 
TANKS and when the enemy tanks reach your base they are already 
slightly damaged. 

NOTE that your desolators will shell any tank destroyer when deployed. 

The only fall back of the desolator is that Terror Drones will kill 
them easily and without even taking damage. Because of the logical 
reason, that TD have feet that are mechanical and the one that touches 
the ground are more like needle, they wont sustain any damage, because 
thanks have rollers in order to move, if they move into a toxic area, 
they will melt.

DESOLATORS ARE YOUR ULTIMATE ANTI INFANTRY DEFENSE. It includes Chrono 
Legionnaire and other pesky infantry. Be wary of snipers. Keep Tesla 
Coils in position. DON'T PUT YOUR WAR Factory's rally point in an area 
where radiation is deployed. It will also kill friendly units. It won't 
kill enemy desolators. 

WEAPON SPECIFIC: keep you base green, don't let the drones in, 
Legionaries are quite pain in the ass, and you're all set.

{/Iraq}

{Cuba}

"we must revolt!" – Cuban Terrorist

Cuban terrorist are fanatic for the soviet cause. They will carry a 
bomb disguise and then BOOM detonates. 

Cuban terrorist have limited use, but when a base is left off guarded, 
it can totally a base with just a number of them. 

I see no much use of the Cuban terrorist but one thing for sure, if 
they explode with the c4 and crazy Ivan's dynamites, it can do more 
damage that way. They only cost 200 so they are cheap. You can mass-
produce them with cloning vats if you're looking for an easy explosion 
and base destruction, make sure they are away from each other and they 
wont make the towers recoil. My suggestion is to penetrate into their 
defenses and deploy them.

WEAPON SPECIFIC: Cuban terrorist, and a mind controlled IFV is a 
demolition truck tat cost 200 and a Yuri, in which means if there are 
Crazy Ivan's around, put a dynamite first there, then put the Terrorist 
in the IFV before you make the demo thing in the enemy base.

{/Cuba}

{Libya}

"why don't you drive?" – Libyan Demolition Truck

Yeah why don't you drive that demolition truck? Uhm this uhm trucks 
(poor drivers) are created to die, not to kill, but to die with a 
structure, 2 demolition trucks can demolish a construction yard. so if 
you'll rush using this, well you can totally win over your enemy. Be 
warned, it caused 1500 and you have to think about it first. What if it 
dies in a stupid way? You lose that big time.

There is not too much strategy to this truck, but the very idea is to 
sneak it in a weak part of a base and then demolish your target. All 
infantry units after that will be destroyed within the radiation 
radius. 

WEAPON SPECIFIC: Just think of those honorable JAPANESE KAMIKAZE 
BOMBERS. Not much about them

One-way trip!

{/Libya}

{defend yourself}

One way of getting in a lot of mess when you get used to one unit and 
you rely on one unit and you CANT LIVE without that unit because you 
simply want to concentrate on that unit, this goes for super weapons 
ok? You'll screw up a couple of times. Just think of this, some guy, 
I'm not being specific about this ok? Some guy just relied on too many 
desolators to defend his base. He spent his lifetime savings just to 
train desolators. He is not aware of its vulnerability to terror drones 
and to IFV snipers or plain snipers. Yes he is defended against most 
types of attacks, but that's there, he can't go any further than 
defending his base, unless he has both weather storm and nuclear 
strike. That is a different story. But still, you have to be aware of 
the harm these special units might cause to yourself. 

In a way of saying this, an army of Tesla Tanks cannot match an army of 
Rhino Tanks under your command. But the destructive power of the Tesla 
Tanks are very essential if it is available IF you'll just include a 
few of them IN YOUR ARMY of Rhino Tanks.

But Rhino Tanks are all Rhino-ey if you'll concentrate with them you'll 
surely lose a huge amount of money specially when your enemy is 
investing a huge amount of cash, producing terror drones. So what do 
you do when that situation comes? First you can avoid it by building a 
few terror drones for yourself. Second, a good commander will always 
bring some defense in everything, anti air, anti navy and your offense. 
And to those who don't quite understand this, BUILD A FEW FLAK TRUCKS 
with Flak Troopers inside (this is pretty sneaky) Third, scatter your 
units, I don't mean PRESSING X button, what I mean is, divide them in a 
few groups, about 8 tanks in a group. (so when the drones are in, you 
will easily detect them)

}SIMPLE TERMS
}OBJECTIVE:
     Not to have to rely on a single type of unit
     Allowing you to build a balanced army

Rhino Tanks with a few special units
Few Flak Truck with conscripts or/and Flak Troopers inside
A few terror drones for yourself
WAR MINTER it can draw out fire because of its armor. And it can take 
out prism tanks easily,  

{/defend yourselves}



{/WEAPON SPECIFIC}






{ANTI ALLIES}



{USA}

"That was a cowards tactic!" – American General (Taunt)

The United States does not have special weapons, however their Airborne 
GI's are extremely useful in many ways. They can either defend their 
base or rush effortlessly with their GI's. Be aware that packs of GI's 
are able to shell our vehicles comrade, defend against these we must 
do. And what makes the situation worst is that they get it constantly 
for free and a base infested with them can be a pain in the Rusher's 
as.

}SPECIFIC

A perpetual supply of grunts, that can pose a threat if not stopped 
early in the game. Allied players who are experienced enough however 
won't be deploying all of them in a spot where it counts. We all know 
that our nuclear capabilities are vicious enough to counter-act such 
strategy.

}WEAPON

If your IRAQI you are probably aware and you already know that those 
same GI's can be killed by a lonely Desolator. And as described in the 
IRAQI strategy (search string {IRAQ}) 

You are immune to this kind of strategy or rush if you're equipped with 
"DEPLOYED" Desolator. If you're not Iraq then you can use flak trucks 
to crush and bury them under the ground. Attack Dogs CAN ALSO eat up 
GI's as long as they are firing in another somewhere anyone else 
anywhere else but not the dog get it? It goes for Terrorist too, and 
Terror Drones and Demo trucks. If you happen to penetrate in the enemy 
defense and be able to pull out a stunt such as those, you're with lady 
luck.

}USAGE

If we are to deploy a mass of GI in our command (basically because we 
have captured an air force command hq) we will collect them and scatter 
them around our base for stationary defense. Deploy them as soon as 
they are selectable. Deployed GI's can cause damage and we respect 
them. So we would not under estimate our enemy even if they hide in 
cowardice. Also we can deploy them in ore patches.

}COUNTER MEASURES

Demo Truck (must penetrate)
Terrorist (must penetrate)
Attack Dogs (must be supported)
Desolators (duh!)
Flak Trucks (must be supported)

{/USA}


{Germany}

The Germans also devised a new form of attack against our tanks. The 
Tank Destroyer is the superb tank-destroying machine you'll ever want. 
And it is also the best harvester crusher of them all. Harvesters are 
totally crushed by this that in only a few shells, a group of this 
Tanks Destroyer can crush anything that is armored. That includes 
Apocalypse Tank and other similar. 

}SPECIFIC

Brutal ground tank crushing units that can over ore patches if not 
worked on properly. Also the best anti tank vehicle available in the 
game (aside from the slow moving Apocalypse.

}WEAPON

If you have Terrorist or Desolators and Flak Trucks you can give it a 
hard time and attack it with infantry. A relentless infantry attack and 
a feeble commander will easily spell its demise. But a wise commander 
won't try to kill your desolators and infantry with its Tank Destroyers 
and evade until it dies. To be really relentless about the attacking, a 
Flak Truck is required, for it moves quite fast. But if it will go head 
on defensive structures, it won't do much harm.

When you're young free and happy, nah I'll cut it. Anyway defend army 
against this. The perfect solution is to have a balanced army. 

}USAGE

Assuming that Yuri have captured them, If were to command this units. 
We shall respect their power and use them to guard our harvesters. Our 
harvesters indeed can fend for themselves, but what about tank 
attajcks. So the best solution for tank attacks are to destroy them. 
It's a perfect combination. This tanks + anti infantry guns of the 
harvester. And another advantage of this is, once the competition for 
ore gets too tight, that we have to share ore patch with enemies. The 
tanks themselves will destroy the enemy's ore miner. Pretty sneaky huh? 

}COUNTER MEASURES

Flak Troopers (relentlessness)
Desolator (must be deployed)
Terrorist (enemies must be close to each other) 
Conscripts (just be relentless)
Tesla Troopers (ultimate counter measure slow moving though)

{/Germany}


{Korea}

Koreans, they plainly suck. But if a competent commander happens to 
command the birds and abuse them, he has to hold off all defenses and 
concentrate on an attack. Its very difficult to deal with the Black 
Eagles when it comes to an air war coz were low on air defenses, that 
why the Flak Truck loaded with Flak Troopers comes to play AGAIN. It's 
basically your first line of defense against this vicious airplane.

}SPECIFIC

An aircraft equal of an entire army, we must respect their damaging 
power and at the same time deal with them because it is decisive to 
protect our base against them.

}WEAPON

Flak Truck loaded with Flak Troopers and mainly, a defensive setup that 
is impenetrable, hmmm maybe not that impenetrable but a strong 
defensive setup. Consisting of multiple flak cannons near your base and 
a few outside your base. About 12 flak cannons near and 5 in the 
perimeter if you happen to encounter an army of this. Be warned that 
they will take out structures that are not properly defended against 
their attack. And if the commander you're facing is a good one well 
he'll just probably destroy your incoming tanks later at game with the 
planes alone. That's when the Flak LOADED comes to play. If you detect 
or you think that he'll strike, deploy the flak troopers. 

This is a bit of tricky; you have to let the Flak Trucks lead while the 
rest of your army follows. And if you happen to encounter a commander 
that really kicks ass, you're flak trucks will be demolished with 
mirage tanks before you even know it. Before he strikes with Black 
Eagles. So you must be weary of its presence. 

But if you feel that he is lightly defended in the ground aspect. No 
need to plan an attack, with your army of flak troopers and flak trucks 
you can rush the opponent before he can pose a threat with its Black 
Eagles. 

}USAGE

They don't need support from the ground for they move a lot of fast. So 
they wont be sending too much ground units when they attack. They may 
attack before or after a super weapon launch. They may kamikaze into 
your Construction Yard (about 12 of them) not thinking of the damage 
they will deal to themselves. Or they may just plainly poke your base 
and launch a ground assault. There are various uses of the plane. An 
early ground assault is the most effective offensive strategy that you 
can use. A soviet rush is unstoppable if you choose a road less 
traveled on or when you take out ore miners first. 

If we are to command this, I am not quite sure how do we use them 
properly. Maybe we can make them follow the ore miner just to ensure 
the safety of our miners. But as long as were doing an air strike 
without warning (such as this) we may catch on the enemy off guarded. 
Only cowards shroud the open air.

}COUNTER MEASURES

Observe the terrain, build cloning vats and build an army of "flak 
trooper reporting" guys. 

Flak Truck LOADED with FLAK TROOPERS
Flak Troopers
Flak Cannons
Flak Jacket (just playin u!)

That's it, and an early attack that will cripple them. FOR GOOD in 
which means we can abuse the time while we build more tanks while they 
are busy getting rid of our forces there.

{/Korea}

{France}

It is the only special structure you can build, and also the (suck) 
worst of them all. But in some cases, they can be utilized for 
offensive use. And you still must respect its range and damaging power 
because it can kick rear at times. 

}SPECIFIC

The ultimate cannon that can crush our great ground assault army. We 
must cut off the power before thy can pose further threats. the 
ultimate defense against these is a super weapon strike or a mass of 
unstoppable Kirov Airship because it only covers the ground. 

}WEAPON

Invulnerable units, or else we have to sacrifice some of our units just 
to cut off the power of our enemy. It is vital that we cut off the 
power source before they can harm us more. But if the power source is 
far away, we must then concentrate our attack in a less defended part 
of their base. Be warned that it can still reach us because of its 
extensive range and devastating firepower. On the less defended part of 
the base, a "NEAT" human player will put his power plant at the same 
location, which will spell his demise. Sneaky huh?

}COUNTER MEASURES

No units are created to defend against these stationary titans. The 
only way to defend us in our offense is to cut off its power.

{/France}


{Great Britain}

British Snipers are the killer of our desolators, eliminator of our 
conscripts and a ranged one on an IFV makes it impossible to kill with 
an infantry unit because it can fire from a range, and is (somewhat) 
immune to ground unit fire. 

There are not too much to expect from this snipers.

}SPECIFIC

Snipers that can take out enemy infantry from a distance, the best-
RANGED infantry killer of them all units in red alert 2. 

}WEAPON

It can be used to eliminate ground defense from afar, for example, we 
have an army of flak troopers for defense against harriers and air 
borne racketeers. Snipers may be used against us to kill and reduce our 
defense. It is imperative that we move our infantrymen away from the 
sniper if we know where he is striking, then send an attack or simply 
crush the sniper. Then you'll be the one saying that "he's a dead man"

Not a threat if treated properly, but must be respected. They can take 
out infantry defense before they launch a full-scale attack.

{prepare for war}

Allied weapons versus our weapons, they can indeed pose a threat but if 
treated properly, and to be specific, if you rushed it first rather 
than waiting for it to rush you, then you can have the edge over them. 
Be warned about the GI's because they can damage our tanks. The best 
defenses so far against these are our desolators if you'll utilize them 
properly. Assuming that you are not facing soviets.

Before you attack them, launch a super weapon attack against them. 
After that, you can easily take out the defensive turrets that does not 
require power along with the power plants that the nuke strike didn't 
took out. When planning an attack, always look in the damage side. If 
you can inflict maximum damage with minimum casualties then your 
economy wont go so broke. Also, ALWAYS BE AWARE OF THE GI!

{/ANTI ALLIES}





{SOCIAL WAR}


{Russia}

}BATTLE SYSTEM

Fighting against Russian Tesla Tanks is a snap. You wont encounter too 
much problems with Tesla Tanks as long as you yourself have a number of 
Terror Drones (that can eat out Rhino Support Tanks) or plainly a 
concentrated amount of Rhino Tanks. Especially, keep your tanks moving 
because moving objects are REALLY hard to hit rather than stationary 
units because even if it's a sure shot. It will miss sometimes if 
you'll move and you'll have a better edge against those Weak Armored 
comrades or Tesla Tanks. But be warned against those, elites are more 
deadly than the Apocalypse but if treated properly (Terror Drones or 
simply outgunning the Tesla Tanks)

{/Russia}


{Libya}  

}BATTLE SYSTEM

These poor trucks are quite a pain in the rear, especially if it 
managed to sneak inside your base. So the best defense against this 
demolition trucks are to intercept it them before they even reach your 
base. Or if you have too many things to do, cover the perimeter of your 
base with sentry guns and other defensive structures. Desolators around 
your base will destroy the trucks because they can't pass if they get 
damaged on the way. A better solution later in the game is Yuri's. mind 
control them, and send them where they came from (that is the war 
factory) and in case you cant send them where they came from, just find 
a place where there are LOTS to demolish. This goes to POWER GENERATORS 
especially the HARVESTERS and ORE REFINERIES.

{/Libya}

{Cuba} 

}BATTLE SYSTEM

A good Terrorist will not kill the hostages, nah I'm talking about 
counter-strike. Anyway Terrorist are cheese, desolators can take them 
out, attack dogs can take them out, terror drones can take them out, my 
grandpa can take them out. EVERYONE anything as long as it's not 
terrorist again ANYONE can take him or her out. But a better way to 
deal with them is sentry guns and defensive units. You'll never in 
trouble or anyone will use Cuba.

{/Cuba}


{Iraq}

Iraqi Desolators are a lot to think about. If you can only see the 
potential, 5 desolators (that is 3000) can take out an entire number of 
them, as well as the actual tanks because even if they get run over, 
the radiation when they are deployed can still damage and eat them up 
inside before they can fight. Imagine they deployed 5 desolators around 
your tanks and before you engaged into a fire fight your force is 
already damaged, the thing to do is to rely on terror drones, they get 
minimum damage from them and again, kill them instantly, since they are 
not affected by the radiation emitted by the radiation cannon, they can 
take out this impressive psychos! 

{/Iraq}


{/SOCIAL WAR}






{LABORATORY}


{Cloning Vats}

I really don't know how to use this structure, a mystery is that when 
you put a unit inside it replicates. I don't have much advice to give 
you but to build a mass of Desolators Yuri's and especially Tesla 
Troopers if your enemy doesn't have too much dogs or desolators. 

{/Cloning Vats}


{Iron Curtain}

I can advice you to activate the invulnerability to units that have 
higher rank or higher fire power because when you'll penetrate the 
enemy base defense, its much advisable to disable the defensive towers 
by cutting off the power with your invulnerable units. Or you may want 
to destroy the heart of the base with the invulnerable guys. But since 
you can do anything you want when you're invulnerable the best way to 
destroy stuff with them is to launch a full scale nuclear attack on the 
enemy base and make sure you kill enough structures and power plants 
then activate the iron curtain on your units and finally engage into a 
firefight. If your enemy is a smart one he'll move all his units to 
your base and will try to crush you before you can crush him. But since 
it's a general fight, you'll get to destroy all units and save all the 
units under the iron curtain.

{/Iron Curtain} 


{Nuclear Reactor}

Nuclear Reactors are stationary nuclear time bombs that are waiting to 
be blown up. But since the reactors are harnessed and this means you 
wont need any more Tesla Reactors, you can think of building 2 nuclear 
reactors just in case the one blows up. Any structures nearby will be 
blown to smithereens so keep it away from your structures especially 
from your war factory if possible build a Tesla Reactors then build a 
nuclear reactor beside it AWAY from your structures. Make sure the area 
is concealed enough that it won't be accessed easily and if air attacks 
happen, you can always build up flak guns and clone flak troopers

{/Nuclear Reactor}


{Nuclear Silo}

If armed and destroyed, it explodes, but if not, then you're lucky. If 
your nuclear missile is launched directly on your enemy's construction 
yard, you'll just scratch it, might as well drop a nuke attack on power 
plants, if it happens to be scattered drop a nuke attack on the area 
that is quite condensed, if the base is well scattered just try to drop 
on the where you'll invade or where you'll start an attack, or in his 
war factory if you're not planning to attack. JUST FIRE AT WILL.

{/Nuclear Silo}


{Chrono Ivan}

Requirements: Yuri and Allied Enemy Battle Lab
Measures: Infiltrate an allied battle lab.

Chrono Ivan is a Crazy Ivan equipped with a Chrono Module. It is useful 
for many things, since they can teleport. But it requires a lot of 
attention and you should only use it to sneak in an attack to your 
enemy vehicles since it could spread damage if units are get in touch 
with each other or they are just tight.

If the heart of the base is unguarded, go for the radar module, then 
hit any structure that is at close range it will deal damage, to 
unguarded. 

{/Chrono Ivan}


{Yuri Prime}

Requirements: Yuri with Soviet Enemy
Measures: Infiltrate a Soviet Battle Lab

Yuri Prime (I think) is the real Yuri since you can create only one of 
them (2 actually if you have cloning vats). It needs no recoil when you 
are deploying them, meaning even if you don't have desolators (nothing 
can replace desolators) to shell infantry units (be warned of dogs and 
terror drones) and again, its mind control radius is far superior than 
the sniper. I guess that's covers up the Yuri prime. 

Watch out for this Yuri's because if your not listening to sounds and 
your not paying attention when Zofia is telling you that "UNITS LOST" 
you'll end up losing all your units from a single or double Yuri's 

{/Yuri Prime}


{Perfect Game}

my perfect game is...



deploy the construction yard asap

Place a Tesla Reactor

Ore Refinery

Barracks

War Factories

2 Dogs

Ore Refinery } FLAK CANNON (place it beside your CY)

}QUE THIS } WAR MINER (1 or 2) } RHINO TANK (3) } TERROR DRONE (1) } 
   } after this que more rhino tanks and star building an army. Watch 
     out for rhino tanks

Radar Facility

Your'e all set. Its up to you what super weapon you choose, watch out 
for para drop. Try to use variations. THIS IS A RUSH ATTACK. terror 
drones can mess them up. And trust in god. I leave you now.



{LABORATORY}





{CLOSING REMARKS}


8. Closing Remarks
8.1 Game Aftermath (no longer available)
8.2 Idiots / Losers / Microphone Abusers
8.3 Credits 
8.4 Special Thanks 
8.5 Closing Remarks
8.6 Copyright

{idiots}

Here is a list of idiots in the place here, and idiots over the 
Internet.

JOJO } all time favorite idiot of them all
GAME CAVE } For ripping off other people's work and claiming that its 
theirs.
MATRIMS COMPUTER CENTER } For making people wait for a long time in que 
just to tell them that its still full.
VANDOLPH the brother of SHARON the chick } TOTAL @$$ HOLE BECAUSE HE 
GETS PEOPLE IN TROUBLE AND Cries like a baby

{/idiots}


{credits}

I just would like to thank the following 

Sheena Ann Bernardo } for the inspiration to win all tournament I have 
fought, thanks for dumping me :) I'm expecting that.
Jenny Ann Bernardo } for talking to me when I was about to sleep in a 
tournament fight, she's sheena's sister
Cara G Cruz } for all the time we spent together, all the time we 
shared and all those time sleeping online. I miss you, since you're 
gone... WAAHHHH and you're not here with us now... some of you maybe...
Micah Michelle Almadin } for making my life so miserable, for the past 
years her thoughts hunted me down even in my dreams 
Girl Named Lovelle } txt to death! She's so cute, she's sort of my 
friend but she's in trouble right now coz she got trouble with the guy 
I'm playing it that beat me up in red alert 2

And to all the girls, including Releena, Aya Brea, Anna Williams (no 
offense to cara, she's nina!) and other chicks that brought life to my 
soul. Especially Sheena Ann Bernardo 

My mom, for keeping up with my late night skeds

{/credits}


{special thanks}

Bruce Lee } 
Jacky Chan } 
Steven Spielberg }
George Lucas }
Bryan Adam } 
Jon Bon Jovi }
Rage Against the Machine }
Operation CWAL-ph }
Matchbox 20 }
Limp Bizkit }
Wency Cornejo }
Faye Wong }
Solid Snake }
Konami World }

{/special thanks}









{music}

Music sometimes set up your mood on how you react to things. If you're 
a loner by nature like me who rarely hits at girls (at least I got a 10 
successful "CALL ME" hits out of 10 attempts) and plays the game more 
than you said "I love you" to a girl well you may be listening to other 
music while you're playing the game.

My room have a PS2 a DC and this Pentium 3 700 with a VD2 (Voodoo 2) 
128 mb of RDRAM running at 133 and my sound card is quite crappy. 

On the RED-ALERT 2 / Counter-Strike / Diablo 2 MTV I'm currently 
working at (that will be released later this year) the sound track was 
Waiting For The Bus by the Eraserheads. The MTV is about "Xnake" 
(that's me) a person who has been looking for the meaning of life and 
found out that HELL can be WAR sometimes and WAR is HELL.

The video will be shot using the screenshots of those games and tanks 
Rollin all over the place with Xnake standing and walks against those 
tanks. Most of the tanks there are rhino, he'll even encounter some 
infantry who are wounded (a-la saving private ryan) but he don't care.

Waiting For The Bus

I've been standing here
Waiting for the bus on a Saturday
Laundry on my back
Ultraviolet rays
Like I'm posing for a shot in a magazine
What the hell does it mean?

I'm a traveling man
Straight from the can
I'm a thousand miles away
}From my number one fan
My folks are getting tight
Don't lemme outta night

You can avoid the complications 
When there is no reason at all
When the lightning strikes were fried
I drink my beer I wipe my tears
South bound in the sky

Another time another reason gets you everyday
The only time that we can talk 
You aint got nothing to say
Well I'm caught up in these stupid games
That I can't play 
It's just a waste of time, but I'm in it anyway

I've been sitting here, 
Watching the signs
To many cars at night
Belching in the moon light
Were doing 90 as the sky's turn gray
Well people look like bees buzzin by the high way

The weels are rollin like a rollin stone, alone
I choose the road less traveled on
Now I'm lying here
Waiting for the day on a second deck 
Dreaming of a girl of a fairy tale
Chained around my neck a ride is all it takes
But pain gets in the way

I'm a traveling man
Straight from the can
I'm a thousand miles away
}From my number one fan
My folks are getting tight
Don't lemme outta night

You can avoid the complications 
When there is no reason at all
When the lightning strikes were fried
I drink my beer I wipe my tears
South bound in the sky

Another time another reason gets you everyday
The only time that we can talk 
You aint got nothing to say
Well I'm caught up in these stupid games
That I can't play 
It's just a waste of time, but I'm in it anyway

And I'm in it any way...

{/waiting for the bus} 

It's a cool song, sang by a Philippine based band. It's very deep. And 
it spells out war when you listen to its music. Good for setting the 
mood and other stuff.


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