|---------------| Command & Conquer Red Alert 2 Westwood Studios Soviet Fanatic Guide Multiplayer Guide |---------------| Author: Djoaniel S Hernandez E-Mail: djoaniel@yahoo.com Date : 04 April 2002 Site : http://ridj.cjb.net Created 17 November 2000 Last modified 04 April 2002 Updated Disclaimer Removed Garbage and Rants Removed About the Author Removed A Road Less Traveled On > My Speech! Removed Game Aftermath Removed all personal vanity and started with the guide Checked wrong spellings Probably the last update before I retire Added contact Changed credits Table of Contents 1. Author Remarks 1.1 Disclaimer 1.2 Introduction 1.3 Personal Game Review 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 8.2 Idiots / Losers / Microphone Abusers 8.3 Credits 8.4 Special Thanks 8.5 Closing Remarks 8.6 Copyright Author Remarks |--------| |-[disclaimer]-| Plagiarism is a sin, in the eyes of the god who created heaven and earth, in the eyes of the FAQ writers, in your parent’s eyes, even your mom’s if she is not blind. But again, no one can win in court with that, we have those international copyright laws. So just a warning, I’m a 17 web hobbyist so I’m not planning to get involved in any legal disputes for I am not yet in legal age nor have a job to support myself. Don’t email me with threats, flames, and spams. Nobody wants their mailbox to be cluttered with those. If you want to print this out, go ahead, as long as you’re not selling it. If you intend to post this on your website, do so but ASK ME FIRST contacts me for permissions. If you happen to hate me or have problems with the game, email me about it in a well and civilized manner. Be logical that’s all. And if in any event I failed to email you back, I am sorry, I have limited time to do my online life. It was not like 4 years ago. So I leave you with this, read well... All NAMES BRANDS THAT INCLUDES EVERYTHING BUT NOT LIMITED TO EVERYTHING IS COPYRIGHT OF THEIR RESPECTIVE OWNERS. |-[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. COMMAND & CONQUER 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 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 game play 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 can’t 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) |-[personal game review]-| This grade is based on Metal Gear Solid 2 = 10 Metal Gear [NES] = 1 Graphics 5/10 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 5/10 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 4/10 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 4/10 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 7/10 As impressive as ever I won't wish for any keyboard layouts or anything similar to StarCraft. It’s good the way it is and I don't want to change it ever. Graphics 5 Sprites 5 Sounds 4 Music 4 Game play 7 OVERALL 5/10 |-[story so far]-| Red Alert 2 takes place a few years 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. 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! 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) | Super weapons | 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 | |-[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 |-[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. |-[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. It’s 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, and 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 fire fight 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. It’s 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. |-[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. 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: It’s all the in the mind, why don't you think that you're good, try acting you is 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, it’s 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 won’t fire at the range, but still, provides you with basic stationary defense as well as insurance in case that it gets 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 build 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. |-[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 won’t 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. Soviet Flaws ¯¯¯¯¯¯¯¯¯¯¯¯ 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 Chronoshift 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. Now that I'm giving a general low down on the soviets here are country specific flaws that you need to be aware. Country Specific Flaws ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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. If you want to hear the low-down on everything and the advantage of those specific units, check out the Weapon Specific Section of this FAQ. |-[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, it’s 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 Chronoshift and mind controlled by enemy psychic. But aside from that, if only you’re 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. 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 |-[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... 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) |-[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 |-[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. |-[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 super weapon 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. |-[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. 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. |-[Iraq]-| "There goes the neighborhood" - 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. |-[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. |-[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! |-[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, 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 ) 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) |-[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 attacks. 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) |-[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 playing 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. |-[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. 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! 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) |-[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. |-[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. |-[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! 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. |-[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. |-[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 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. |-[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. |-[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 |-[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 queue more rhino tanks and star building an army. Watch out for rhino tanks Radar Facility You’re 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. CLOSING REMARKS |---------------| |-[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 queue 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 |-[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... I finally won... 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, And Jenny... And my clone... My mom, for keeping up with my late night skeds |-[special thanks]-| Bruce Lee > Jacky Chan > Jon Bon Jovi > Rage Against the Machine > Matchbox 20 > Limp Bizkit > Faye Wong > Solid Snake > Konami World > Copyright Djoaniel Hernandez 2000 (c)2002-2003 Djoaniel Hernandez Made in the Philippines