Command & Conquer: Red Alert 2 чит-файл №6

Last updated: 12-25-2k, v2.0
Contact:

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{ Command n' Conquer: Red Alert 2 }

This FAQ is © 2k Wan Zafran.
Red Alert 2 is © 2k Westwood.

/********************************************************************\

LEGAL DISCLAIMER: This FAQ has been created and will remain the
property of me, Wan Zafran. This guide can not be published on
another site, magazines or whatsoever; profit or non-profit
without my permission, or will be dealt with legally otherwise.
I DO NOT tolerate plagiarism, as it is an act of piracy, and will
use whatever means possible to bring you down if I find you
plagiarising this guide. If you wish to contact me, feel free to
do so at . That said, enjoy!

This guide can only be found at:

GameFAQs
VGStrategies

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=================
::Introduction::
=================

I like this game, really I do. But I've gotten tired of updating this
FAQ, so I'm calling it quits. This will be my final update from now
on. Please do not email me about RA2, and check for the answers from
here or other FAQs before attempting to mail me about RA2. If your
question has answers from the FAQ, then I will ignore it.

However, if you wanna make friends with me, come on! Drop me an
email, and we can start being friends. Alright, seeya in another FAQ!
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units -
allied forces soviet forces
-> infantry units -> infantry units
.. gi (soldier) .. conscript (soldier)
.. engineer .. flak trooper
.. tanya .. tesla trooper
.. spy .. engineer
.. attack dog .. attack dog
.. rocketeer .. yuri
.. chrono legionnaire .. crazy ivan
-> land units -> land units
.. chrono miner .. war miner
.. grizzly tank .. rhino tank
.. prism tank .. flak trak
.. mirage tank .. v3 rockets
.. ifv .. terror drone
.. allied mcv .. apocalypse
-> air units -> air units
.. harrier .. kirov airship
.. nighthawk -> naval units
-> naval units .. sea scorpion
.. dolphins .. submarine
.. amphibious transport .. dreadnought
.. aegis cruiser .. giant squid
.. destroyer .. amphibious transport
.. aircraft carrier -> special forces
-> special forces .. libyan demo trucks
.. american paratroopers .. iraqi desolator
.. french grand cannons .. cuban terrorists
.. british sniper .. russian tesla tanks
.. korean black eagles

strategies -
.. spy/tanya combo
.. tesla coil charge
.. nuclear defense
.. yuri & crazy ivan combination
.. 25 people in an amphibious transport
.. crazy ivans and terrorists
.. special units
.. long radiation time when desolators deployed
.. camouflage and hidden units!

=========
::Units::
=========

Allied Forces
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The allied forces consist more of technology and stealthy skills
rather than head-on destruction. So that's why you're 15 Prism tanks
are losing against those 4 Apocalypse tanks, :) . Anyway, an allied
force basically should play defensively, mostly because they can't go
head-on with a Soviet force. However, RA2 has balanced the odds very
nicely, so what you lose, you gain in another territory. And always,
as an Allied force, try to use the mind to think of alternative ways
to defeat your opponent rather than full force, head-on. The rants
quit here, read on.

===================
[1] infantry units
===================

GI - The GI soldier is better than the Conscript, for two reasons:
they can create sand barriers when deployed, and because they
are much stronger than the Conscript. Now, don't think that the
sand barrier is useless, in fact it's the best thing they can
have for themselves. This is just an estimation made by me, but
I think that when they are deployed, they take only half the
damage. Many a fight I've won with my GI's which were deployed
near the enemy's base, where they were destroying the enemy
base at a considerable rate. Individually, very weak, but in
troops they're a nice addition to a battlefield attack on the
enemy. When garrisoned within a building in packs of 5 or more,
basically nothing can pass by unscathed (with the exception of
Curtained tanks, of course). These should not be passed by, as
they are a valuable addition to any Allied force.

Pro's: Good in packs; the deploy option is extremely useful;
good when garrisoned; weakens buildings easily; are
practically SEALs without MP5s and C4s when Elite.
Con's: Cannot move when deployed (very logical...); useless
against more than 3 tanks unless they themselves are
in big groups.

Engineer - The Engineer is a great addition to any team, mostly
because of their ability to capture buildings or repair
them instantly. Engineers are needed if you want to take
over Tech Buildings, and some missions require the use
of them. Previously, in RA1, you could only capture a
building if it was at least 75% damaged. Now, a building
can be captured anytime, opening doors to new advantages
and disadvantages. Just don't overlook these guys,
they're very useful.

Pro's: Can capture buildings; destroyed buildings are repaired
instataneously; excellent if used with the IFV.
Con's: Slow movement; the nerdy voice irritates me.

Tanya - Tanya is the coolest infantry unit for the Allied force. Her
C4s are great for destroying buildings, boats don't stand a
chance against her, and no normal infantry can get past her
Colts. A new addition to RA2 is that she can swim! Yeah!
Can't get past a certain opponent? Order a spy in to their
energy sources, then while their power source is offline,
destroy their bases with a simple plant from the C4! Her
swimming ability is invaluable, she can reach places far
away half the time by swimming. For a sneak attack, she is
invaluable. However, keep her far, far away from the Iraqi
Desolator and Flak Troopers, the only units hard for her to
kill.

Pro's: Superb building destroyer; amazing infantry killer; can
swim; boats can be destroyed with a single C4.
Con's: Can't destroy tanks with C4, that's all.

Spy - If you've played the campaigns (go play if you haven't, it's
superb), you'll see the uses for a spy. Their ability to
disguise as an enemy and infiltrate in is extremely useful.
Plus, in RA2, each different building that you infiltrate will
have different results. But the important thing that you need
to remember is that infiltrating power sources (Power
Plant/Tesla Reactor) will result in the power going offline for
a minute. You can find the other results in other FAQs. The
cool thing about a spy is that he is virtually unforeseen; so
an opponent might not notice what happened until his power
support goes offline and all his Power Plants are destroyed.
Use this guy well, and he might be your thin line between
winning and losing.

Pro's: Superb way of stealing into the enemy's camp unseen;
has the ability to change into any enemy form; different
results in different building infiltrations are very
useful.
Con's: The ability to change to different forms is useless;
easily noticed if only he is the one moving within a
group.

Attack - The only way to distinguish between an ally and a spy, they
Dog are needed most of the time to protect a crucial building
such as a Battle Lab, Refinery, or Power Plant/Tesla Reactor
from Spy infiltrations. Their bites are quite lethal too,
with a single bite being able to kill most light infantries.
Most infantries don't attack the dogs too, so in big groups,
they're good for keeping all infantries out of the base.
Other than that, they're not needed much. Just keep a couple
around the base, just IN CASE.

Pro's: Instant death for an infantry if bitten by an attack dog;
will protect your base from spies.
Con's: Useless against Tanya and other heavy infantries (SEALs,
etc.)

Rocketeer - In RA1, these were ground units which were superb against
vehicles and flying objects. Now, with their jet booster,
they are superb against vehicles and infantry on ground.
However, they are very weak and are easily brought down
by a couple of srikes from your missiles or tanks. Don't
underestimate them, however. If brought in big amounts,
tanks, buildings and normal infantries don't stand much
of a chance against them. Use them wisely.

Pro's: Flying infantries; good soldiers if brought in troops;
hard to kill without anti-air infantries or vehicles.
Con's: Easily brought down; annoying when used by the computer.

Chrono - Personally speaking, I never use him. His ability to
Legionnaire teleport between distances and stunning enemies while
'erasing' them is, quite frankly, cool, but it's, well,
not really that useful. You see, when they are
'erasing' the object, whether an infantry, a vehicle or
a building, they also get stunned too, leaving them
extremely vulnerable towards attack. I beg your
pardon to any of those I might have offended with this
line, but THEY ARE NOT USELESS. Also, Comrade Bronx has
mailed and corrected me about these guys. It seems
that the further they jump, the longer before they
recover from their teleportation. They are also...
never mind, here are his words:

Pro's: Opponent's building/vehicle/infantry will stun while he
is 'erasing' them; teleports to target rather than walk.
Con's: Weak against enemy attacks; stunned status makes them
vulnerable; worth the value according to the way you
use them.

Comrade Bronx's words:
"They are very good against enemy defenses such as Prism Towers and
Tesla Coils, if you teleport a few Legionnaires just out of range
of the Prism Towers or Sentry Guns, it takes them barely any time to
teleport in range to attack; Therefore once they DO attack, the
towers can't retaliate because they are in the middle of being de-
constructed!"

My (Wan Zafran) words:
"Excellent tip. However, I'd still like to stress that if you're
enemy has worked his base defenses out, he'd most likely have an
extra Prism Tower or Tesla Coils nearby, so be aware of that too."

Greg H's words:
"I just thought I'd like to point out how good Chrono Legionnaires
are. If they attack your base, an alarm is not sounded. For
instance, if you're fighting someoneand your fighting in some part
of the map, you could send in like 4 Chrono's to attack several
important buildings, and while he's watching the battle out in the
middle of nowhere, you're erasing his base from time, and he doesn't
have a clue. And in an IFV, they kick some ass."

My words:
"Superb. But beware though, just in case if the enemy is guarding his
base while you're attacking him."

Comrade Bronx's words:
"I have found 1 more trick....Chrono Legionnaires in a group of 4 or
more can be VERY useful when the enemy isn't watching their base.
Send ONE Legionnaire against one of the enemies defenses and then
send another at each of the other defenses that may be in range.
This tactic disables all defenses in a particular area and
eventually destroys them if the enemy isn't quick enough to stop you.
It can also be handy when you are attacking with tanks and such...
send in a few Legionnaires as backup to stop the defenses damaging
your tank..."

Pyreling's words:
"Nuclear reactors don't explode when 'erased' by the Chrono
Legionnaires, freezes Superweapons while 'erasing' them. War Miners
can't fight back when frozen. Their price is steep, but they whip in
packs."

===============
[2] land units
===============

Chrono - The ore miner from RA1 is back, with a slight change; it can
Miner now teleport back to the Refinery, reducing time needed to
go back and forth. Have a couple of these babies mining ore,
and watch that cash amount at the top-right side of your
screen increase...

Pro's: Can now teleport back to the refinery; hard to destroy.
Con's: No self-defense; easily destroyed by tanks or normal
infantries.

SPECIAL NOTE: Chrono miners carry $700, not $500 as previously
stated. For crystals, the money carried is doubled.
Thanks Pyreling.

Grizzly - Grizzly Tanks are equivalent to the Medium Tanks of RA1.
Tank They are good when used to destroy buildings or other
vehicles, but try NOT to use them against infantries.
Contrary to what most people think of tanks (unintended
pun), they are actually the worst way of killing
infantry's, mostly because they use heavy cannons and
infantry's are hard to hit. However, you can run them
over, one of the best ways to kill an infantry. Beware
though, that in big groups of Conscripts, don't try to run
'em all over, 'cos they're the one's which are most likely
going to kill you first. If surfaced against Apocalypse
tanks, well... run. If there are more than 3 Apocalypse
Tanks and you have less than 7 Grizzly Tanks, just run.
You're not going to win. These guys are mostly for base
and light unit attacks, not for direct confrontation.

Pro's: Good for hit and runs; good for destroying buildings;
cheap to build.
Con's: Near-useless for killing infantries; can't stand up
against other tanks that much except in groups.

Prism - Prism Tanks are powerful... VERY powerful to be exact. In
Tank groups of 5 or more, a single simultaneous hit from each 5
tanks can totally destroy most base defenses, like Tesla
Coils or Sentry Guns. Most buildings go down within 3 shots.
Still, watch out for those base defenses though. Which brings
me to my next point. They got speed and power, but they lack
one thing they need the most: armor. Though powerful in packs,
try sending one to the enemy base. Most likely going to be
destroyed easily. A single Apocalypse, if not attacked, can
destroy a few (Prism Tanks) by itself. They are very weak, so
if you want to send a few, send it with backup, some other
tanks most likely. However, they are very good for
hit-and-run assaults. Know this tank well, he's one of the
few good tanks the Allied force have.

Pro's: Superb building destroyers but weak against any other
tanks; long range adds to its ability to clear the base
of enemy's base defense.
Con's: Extremely weak armor; easily destroyed by small groups
of enemy tanks.

Mirage - These are your portable trees, :). Just kidding, anyhow,
Tank their attacks are of medium strength, so bring 'em in packs
and they'll serve you well. In dense urban places, try not
to use them too much, but in dense forests, the more you use
them, the better. If you assemble them in a six pack
formation, like this -> ::: "

================
[4] naval units
================

Dolphin - Dolphins are the only units capable of releasing a Giant
Squid's grip on a ship. These Allied Dolphins use some
kind of equipment strapped on their back which releases
Sonic Waves. Allied Dolphins do quite well with destroying
other ships or so, but their weakness lies in their low
rate of fire and weak armor; so these guys are basically
just for backup or protecting immobile boats at the base.

Pro's: The only way to release a Giant Squid from a ship;
powerful Sonic Waves in packs.
Con's: Extremely low rate of fire; weak armor.

Amphibious - The AT is a superb way of bringing lots of infantries,
Transport or transporting tanks and vehicles in groups quickly.
The AT is amphibious (as the name implies itself), so
it can move as fast on land as it does on water. And
if you're in the mood to haste, then just pack a couple
of tanks in the AT and just Chronoshift them anywhere
across the map. Beware of exploding AT's when you
Chronoshift them though. However, they are good for
transporting large amount of infantries across the map.
Check out the Strategies section for this.

Pro's: Superb way of transporting groups of vehicles or
infantries; quite fast on land or water.
Con's: Very weak armor; if it explodes the infantry or vehicle
inside will go with it.

NOTE: Thanks to The Flaming Koosh of Death for correcting me with my
mixed names. Also, read his tips too.

Aegis - The Cruiser is a superb ship, which can attack land at
Cruiser long ranges; and if it ain't enough, it'll send an
aircraft to shoot. These guys should not be looked down
upon. Furthermore, they're quick, quite cheap, and are
worth the money. Good for quick assaults, but beware of
Giant Squids and Submarines, which is why you must always
send these guys with Dolphins or Destroyers.

Pro's: The ability to use plans with the Cruiser is a nice
addition; fast and strong attacker; reasonable price.
Con's: The planes get shot down easily; no defense against
Giant Squids or Submarines.

TFKOD's (The Flaming Koosh of Death) words:
"Aegis Cruiser - Air defense. They shoot missiles that destroy
anything in the air. V3 and Dreadnought rockets, Hornets and
Harriers all die really fast. Kirovs take longer but that is
expected. They are not the only units that can target submarines,
but they suck against subs."

Destroyer - Very good naval attackers, they can shoot at extreme
long ranges without much problem, and they're the only
ones capable of attacking submarines. One problem:
they're damn slow, so if you're sending them with
some cruisers, don't send them long ranges, instead
slow down the cruisers so that the destroyer can follow
them. And all-rounder naval unit.

Pro's: Able to shoot submarines; long-ranged attacks; strong
cannons.
Con's: VERY slow; expensive; cannot protect itself from Giant
Squids.

TFKOD's words:
"Destroyer - Good all around ship. Has an Anti-Sub Warefare plane
(ASW) and a normal deck gun on it. These destroy subs rather fast,
and if the plane is destroyed, it is replaced for free. Good all
around ship."

Aircraft - These are superb naval units. They send 3 powerful
Carrier aircraft's to shoot down submarines, or other ships.
They shoot land or sea perfectly, and if the aircraft's are
shot down, they regenerate back quickly. They are also
very strong, being able to shoot down most buildings or
units VERY quickly, and if sent in groups of 4 or more,
are very destructive. They also have good armor, but are
a bit slow though. And expensive.

Pro's: Very strong; regenerating aircrafts; good armor.
Con's: Slow; very expensive.


===================
[5] special forces
===================

American - Think these guys are worthless? Think again. They drop
Para- down anywhere within the map except water, they're good
Troopers GI's, and most will survive if you send them to attack the
enemy's base. I can't explain further in any more detail,
you just have to test it out for yourself.

Pro's: All that the GI has; come in troops of 5 or more; time
counter for dropping paratroopers quickly refreshes;
nice for quick assaults.
Con's: All that the GI has.

French - Looking down on those? Just because they're immobile? Heck,
Grand they're the best base defense any Allied force will want to
Cannons have. Why? Cos' they're super-powerful (heck, even
Apocalypse tanks will go down in 2-3 hits), have tough
armor and have long ranged attacks. Churn out a couple of
these around your base and then just concentrate on
defeating your opponent, leaving the Cannons to guard your
base. These guys are superb. No tank, even Prisms can get
close enough to your base without getting shot if you have
these guys around. If your opponent built a couple of these,
well... pray that he doesn't have anti-air units. That's
the only way to destroy these guys, air. Naval force might
work if your enemy's base is close to the shore. If he has
all his base defenses worked out, it's gonna be a long time
before you defeat him.

Pro's: Superb base defenses, excellent infantry killers and
tank destroyers; long-ranged cannons, good for
destroying tanks before they come within the vicinity
of your base.
Con's: Cannot move; easily destroyed if placed far from other
Grand Cannons.

British - British Snipers are excellent infantry-killers in group
Sniper behind buildings or trees close to your base. Personally, I
love these guys. Many times have my opponents sent Tanya,
and these Sniper's eliminated her without much problem. If
you've played Half-Life's Counter-Strike before, you'll
probably know how strong the Artic Warfare Sniper Rifle is,
which is what these guys are using. Their (Snipers) ability
to shoot across long ranges perfectly totally blend with
your infantry base defenses. Just a tip: never have a lone
sniper, if you want to protect against mass attacks by
enemy infantries. Have at least 3-5 Snipers guarding the
place you want, and hide them behind some bushes or trees.
That way, if your opponent sends a wave of infantries,
he'll be constantly wondering why his infantries keep dying
when passing a certain point. Just don't put a sniper in
guard mode, or not he'll chase the enemy if he runs away.
The bottomline: just try this guy. You may like him or not,
it's up to you. I hope in the next patch or so, Westwood
will add the ability to snipe above the buildings like a
real sniper or deploy sand barriers. That would be really
kEwL.

Pro's: Extreme infantry killers in groups of 3 or more;
excellent infantry base defense; a single shot kills
instantly;
Con's: Very weak, easily killed; they're rate of fire is VERY
BAD; huge infantries rushing in will easily overwhelm
them; his gun has no effect on buildings and vehicles.

Korean - I once thought that these could be of no difference to the
Black Harriers, just a powered-up version of them. I was
Eagle wrong. These guys are superb destroyers in pack of 4's,
each packing twice the strength of a normal Harrier. In
packs of 8, they can easily destroy any building you want
them to in a single wave (a rush attack). Their armor is
also of a higher level; the Harrier being able to take 3
hits from anti-air units and the Black Eagle being able to
take 6. If you know an opponent that uses ground units
only, then choose Korea. Build up at least 4 of these, and
watch his buildings decimated slowly by you. A small tip:
Try to go for an opponent's Construction Yard first. If
possible, send a suicide wave early, so that their
Construction Yard is destroyed early and their economy
weakened easily. If you don't understand, read the
Strategies section. If I had the money, I would really
invest in these guys. When I play against people or the
AI, I usually have about 4 Airforce Command Centers.
Buy these guys, I really recommend that you do.

Pro's: Very powerful in packs; good armor; very fast.
Con's: Expensive; slow to build.
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Soviet Forces
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With the Soviets, it's a simple case: seek n' destroy. Their weaponry
most of the time, even in small doses are very lethal. Their power
lies in their tanks and base defenses. Most of the time, you just
have to concentrate on the TANKS and base defenses. Build these up
real well and you don't have to worry much.

===================
[1] infantry units
===================

Conscript - A lesser version of the GI, they cost the same but are
produced faster than the GI. However, they are much, much
weaker. Personally, I only build these guys if I need to
garrison my buildings, because they don't stand a chance
against vehicles and even other light infantries. They
also lack the sand barriers that the GI has, so they're
easily killed. Their only true ability is their rate of
fire, which is twice as fast as the GI, I think. Use them
as you wish, but don't rely on them for heavy warfare.
However, if you feel that they should be rated better,
contact me and give me your opinions.

Comrade Bronx's words:
"...and once you get a Cloning Vat, they become quite handy because you
can train 2 soldiers for $100."

Pro's: Higher rate of fire; faster to produce than the GI; good
for garrisoning buildings; destroys buildings very fast
in troops.
Con's: Cannot deploy; weak against practically all units.

Flak - These guys take care of infantries quite nicely. They are
Trooper also quite well in the defense department, and won't go
down easily. They're good at taking care of tanks and
air units too.

Pro's: Good infantry killers; cheap to produce; quite good
against vehicles.
Con's: Slower than normal infantries; not as fast as the Flak
Cannon though.

Tesla - These guys are NOT worthless as I previously said. They
Trooper have longer range than the infantries, but when brought
against Tanya or the SEALs, they are easily killed.
His price is a bit steep though, but he is extremely weak
against Tanks. Overall, a good but not-very useful unit.

NOTE: I am wrong again about that worthless thing, sorry. Oh, and
there's a feature I didn't write about, it's the Tesla Coil
Charge thing. Look at that in the Theories section.

Pro's: Good against light infantries.
Con's: Expensive; slow; useless against Tanks.

Engineer - See Allied Engineer above.

Attack - See Allied Attack Dog.
Dog

Yuri - Yuri is a superb unit when used with the Crazy Ivan. Many
infantries or vehicles can't get near him because of his
ability to mind-control them. Practically anything which
can move is mind-controllable. He is also able to 'deploy',
which will create a field of aura which will immediately
kill or hurt any units close to him. Yuri, if used with the
Crazy Ivan, is a potential unit of destruction (see
Strategies section). His only weakness lies in the ability
of being unable to protect himself from tanks or vehicles.
Even so, try employing his mind-control power creatively.

Comrade Bronx's words:
"Yuri's cannot mind control dogs which makes them very vulnerable to
their attacks."

My words:
"Hmm, a way to counter the above is to 'number' the Yuri team, and if
needed, 'deploy' the Yuris whenever a dog gets near. Don't worry if
there are other Yuris nearby, since they won't be injured from their
own explosions."

Pro's: Can mind-control everything which can move; ability
to deploy can kill or severe units badly.
Con's: Can only mind control one unit at a time; defenceless
against long-range attacks.

Crazy - Is either plan annoying, or plain cool. They're ability to
Ivan plant dynamites on buildings are really effective, because
it cannot be removed, and just have to wait from being
destroyed. They're the guys who killed General Carville (or
whatever his name is, the fat guy in the Allied campaigns who
commanded you). Used sneakily, they can totally wreak havoc
on Allied forces. Try finding ways to sneak in enemy bases
unspotted, and destroy!

Pro's: Excellent building and infantry destroyer; ANYTHING can
be planted with a dynamite.
Con's: If he dies, anyone within the radius of 2 yards will die
with him.

===============
[2] land units
===============

War - The War Miner is exactly the same as the Miner from RA1, with
Miner an exception: they're armed. Anything within the vicinity
of 2 yards will most likely be shot at, and they can continue
mining while doing this! Miners, both Allied and Soviet have
one of the toughest armors in the game, and with it's armor
and machinegun, this miner is one tough guy to crack. An
experience I had: my 10 Prism tanks were against 2 of these
guys, and guess what happened? (no prizes though) Yeah, they
lost to these 2 miners, an example of how tough these guys
are. They're only weakness lies in attacks by group of Allied
tanks, the Chrono Legionnaire and if the opponent is playing
the Soviets, the infamous Terror Drones. That can be easily
repaired, though. Just send these guys to the Service Depot
and they'll be fixed. But only use these guys as your last
resort, if you're totally famished of all your resources.

Pro's: Hard to destroy; machinegun adds superb anti-infantry
value.
Con's: Slow; useless against a group of tanks.

SPECIAL NOTE: Chrono miners carry $700, not $500 as previously
stated. For crystals, the money carried is doubled.
Thanks Pyreling.

Rhino - These are the Heavy Tanks of RA1, and they live up their
Tank name very well. Sent in packs of 5 or more, they're ability
to destroy buildings and opposing tanks are very well-to-do.
When sent in groups with infantries or other vehicles,
they tend to help attract the attention from other opposing
attackers, leaving the infantries or other of your vehicles
to dispose of them. They're also quite good in destroying
naval units, though I recommend that you use an Apocalypse
to do so. This is a tank worth the money and investment,
so always have a couple of these in an assault.

Pro's: Nice all-rounders; good for quick assaults; reasonable
price; good for scouting the map early in the game.
Con's: Very hard to kill infantries because of the cannons.

Flak - The APC from RA1 is back in Red Alert 2 with a new name for a
Trak new side. A superb way of carrying huge amount of units, read
the Strategies section for this. It is also capable of
shooting infantries, but it's main use is for transporting
infantries across the map at high speed. It's weak armor is
a disadvantage for using the Flak Trak, but it can be
reversed if you're using Cuba. Bottomline: if you need some
crucial infantry across the map quickly, use these guys.

Pro's: Fast; good way of transporting infantry; has an
anti-infantry machinegun.
Con's: Weak armor, easily destroyed.

V3 - The V3 Rocket is a superb unit for destroying buildings;
Rocket and you can see why by looking at the huge rockets on it's
back. Good for back-of-the-lines in an assault, they should
never be put in the front lines. Their armor is very weak
and any tanks or even infantry (Garrisoned buildings work
the best) will be able to destroy one easily. They make up
for this with their long range: send a few with some
Apocalypse tanks, have the Apocalypses go attack in front
while the V3's wreak destruction from afar.

Pro's: Powerful missile attack; quite fast; super strong in
packs.
Con's: EXTREMELY weak armor; long reload time; turning itself
in any way takes eternity.

Terror - Does what it does the best, terrorizes me, :). Anyway, these
Drone guys are a real annoyance for your enemy if you send them in
packs, so if possible, attack all the tanks you can. Quite
cheap and fast to produce, they can be sent to the enemy
base to destroy some tanks quickly. You will know if a
vehicle has been 'infected' if it constantly shakes by
itself for no reason. Their armor ain't the best in the
world; a few shots from any light infantries will totally
destroy them. Just sneak 'em in, and let them do their work.

Pro's: Nice way of 'terrorizing' your opponent; cheap and fast
to make; moves very FAST; destroys any opposing player's
tank quickly.
Con's: Very weak armor; a bit irritating if you're playing the
Allied forces.

NOTE: Correction! 'The Flaming Koosh of Death' (TFKD) sent me some
things about them. They are not Kamikaze drones, as previously
said. After killing a vehicle, they will go on to 'terrorize'
the next, and next, and next, continuing until either all the
enemies within it's area or itself is destroyed. Also, if they
are sticking to an Allied Chrono Miner, when the CM teleports
back, they will still be left there, stunned. Thanks TFKD.

Pyreling's words:
"If a terror drone infested vehicle is force fired on and destroyed,
the terror drone will also explode."

Apocalypse - Now this is what everybody's talking about, yeah! This
baby can be considered the 'Mammoth Tank' of RA2, with
an exception: it's better. It's got all the three
ingredients needed to make a super tank; speed, power.
and defense. It's very powerful, 2-4 shots from it is
enough to destroy most tanks; it's extremely tough
and it moves fast enough to dodge some attacks.
Seriously, if I was in a long-running game and I want
my opponent decimated quickly, I'd build these guys.
They are superb in the long runs. One drawback, though.
The hefty price. For $1750 per tanks, it might make
a hole in your pocket easily. So my advice is to
basically make one for every $3000 that you have. When
you have at least 5, go on a rampage. Virtually
unstoppable, if I may so myself.

Pro's: Tough armor; quite fast; very powerful; nice investment
in the long run.
Con's: Very expensive; slow to make.

Soviet MCV - See Allied MCV.

==============
[3] air units
==============

Kirov - The Kirov Airship is one of the most feared units in RA2,
Airship if not the most (it's my most feared unit). If faced
against an opponent who is coming to my base with this,
I will quickly, very QUICKLY build on my anti-air base
defenses. Be, very, very afraid of these guys. Two bombs
should be enough to destroy most buildings, and they're
extremely tough. They'll take more than a dozen blows
from any anti-air units before going down. And if they
come in packs of 2 or more, pray that you have enough
power and anti-air units. Plainly speaking, wise
investment and reasonable price, but one thing really
bugs me, the speed of the Kirov Airship. It's both an
advantage and disadvantage really, but bring a couple
of Kirov's and your enemy will most likely fall easily.

Pro's: EXTREMELY powerful air unit; worth the money and time;
very tough.
Con's: VERY slow, to the point of 1-2 yards per second.

================
[4] naval units
================

Sea - These are great naval anti-air units. When positioned
Scorpion with your other naval units, incoming shots from Aegis
Cruiser's, Destroyers or Aircraft Carriers will be dealt
with easily. If brought in packs, they are good for
taking out incoming shots from other naval units. Good
for backup, but nothing else. They are easily destroyed,
which means that you must always keep in these guys in
the back lines.

Pro's: Cheap; good anti-air units; excellent for removing
enemy naval units' shots; fast movement.
Con's: Weak armor; useless if brought by themselves.

Submarine - Cool units, made for heavy duty naval destruction.
Nothing is able to hit it, except for when it is
surfaced. Even so, it is still prey against the Allied
Dolphins. Good if you're trying to defeat the Allies using
naval force, but it can only shoot within the water,
unlike the Dreadnought.

Pro's: Quite powerful; invisible to radar; very good addition
to any ships in packs.
Con's: A bit slow; can be seen when shooting.

Dreadnought - In the first Allied campaign, Tanya is required to
destroy these. These guys are great for attacking
buildings or other ships, but they are a bit low
in the armor department, though. They are also subject
to Tanya's C4, so be wise and keep them far, far
away from Tanya.

Pro's: Powerful attacks; cheap and fast.
Con's: Easily destroyed because of weak armor; useless against
Tanya's; easily destroyed by Allied ships.

TFKOD's words:
"I love the Dreadnoughts. IF you get more than 5 of these, the
enemy's base is pretty much screwed. 5 Dreads mean 10 rockets at
once, hard for any anti-air combo to kill. They do need backup of
Squids, to kill Tanya and SEALs, Subs to destroy ships and Scorpions
to kill aircraft carrier F-18's. IF they get that, they are almost
unstoppable."

Giant - I hate these guys, truthfully. Well, if I'm on the Soviets,
Squid I love em, but if I'm on the Allied forces... anyway, these
guys are superb for halting ships and the likes from getting
away. They are quite powerful, but their best features are
being able to stun your opponent's ship while your other
naval units attack the ship. The only thing able to 'shoo'
them away from attacked ships are the Allied Dolphins.
They are actually very weak, and have extremely low defenses.
A few blows from an Allied Dolphin will most likely kill
them, and 2-3 blows from any ship is instant death. They will
serve you well if you know how to use them though.

Pro's: Attacked ships are stunned while the Giant Squid is
holding them; good for sneak attacks or patrolling the
base; fast movement.
Con's: Very weak; a bit expensive.

Amphibious - See Allied Amphibious Transport.
Transport

===================
[5] special forces
===================

Libyan - What's the use of wasting money on a truck which you're
Demolition supposed to destroy, that doesn't even cause much
Trucks damage? Besides, by the time it gets near the enemy base,
his tanks or infantries should already be ready to destroy
it. Or even worse, his Prism Tower's or Tesla Coils will
take care of it from afar, rendering this vehicle useless.
But if Curtained, the demo trucks can be really useful.
Read The Flaming Koosh of Death's tips that he gave
me.

TFKOD's words:
"The Libyan Demo Trucks. These things are awesome. Imagine you have 3
Trucks. Imagine you have a charged Iron Curtain. Imagine what would
happen when they can't destroy 3 trucks before they park next to a
Construction Yard. Imagine how much the enemy will be sworn out
after the yard is gone. Imagine your delight."

Pro's: Releases a nuclear radiation field around it's vicinity
when destroyed; fast movement.
Con's: Expensive; easily destroyed; just plain useless.

Iraqi - Plain simply, I really hate it if my opponent has a
Desolator couple of these by their bases. They're a total pain in
the ass, cos it's really hard to get past them. They
use some sort of nuclear-radiation weapon, which makes
it near-impossible for any of your allies to get near
him. They also have long-range, good strength. They also
can deploy, releasing a nuclear radiation field for as
long as you want (I think). However, this will harm both
friend and foe, so I don't suggest you do this unless
these are the only guys you have on the battlefied.
These guys are quite good, I suggest you try using them.

Pro's: Fast-killers; powerful; infantries (except his type)
and vehicles within his death vicinity will die with him;
long-range.
Con's: A bit expensive; kills own infantries too.

Cuban - Cheap and fast to produce, these guys can be really
Terrorist amazing sometimes. If killed, they will release a
powerful bomb on their bodies. They are fanatics for
the Soviet cause, and they will kill themselves with
anything you command them to. I suggest you send
these guys inside the enemy base with a vehicle, then
attack any buildings you're able to. Quite good,
actually. Read the Strategies section for a way of
making them detonate with Crazy Ivan.

Pro's: Fast and cheap to produce; powerful explosions.
Con's: Easily killed; any infantries around will go on fire
if he is killed.

Russian - Plain simply, this is a Tesla Coil... on wheels. Though
Tesla Tank relatively weaker than it's original counterpart, in
big groups it is a superb unit, as it's heavy duty
electric charge easily weakens enemies, and it's speed
more than makes up for it's low armor. Try to keep them
in the back lines, however, as they cannot withstand
a direct confrontation for a long time.

Pro's: Powerful; quite cheap; fast movement.
Con's: Weak armor; slow to produce.
________________________________________________________________________
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===============
::Strategies::
===============

This is the section that most of you readers will be skipping to, I
guess. However, read also the Allied and Soviet sections for some
tips. This section will contain strategies, of three categories:
Unit Strategies - regarding units, Base Strategies - anything to do
with buildings and your base, and General Strategies, which means
that it's possible to do the strategy anytime with whichever side
you're on. Remember, if you have any good strategies or hints/tips
or bugs, please send 'em to me at !

Strategy count: 9
_________________
*Spy/Tanya Combo*
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You can easily destroy an enemy's base defense with this. However,
check to see that your opponent doesn't have any outer base defenses,
such as Sentry Guns, Grand Cannons, Desolators, Prism Tower's or
tanks. If there are infantries, Tesla Coils or Dogs, don't worry.
Okay, first train a Spy and Tanya, and buy a Nighthawk. Disguise the
spy, then enter the Nighthawk with Tanya. Land a bit far away from
the enemy's base, and infiltrate his power plant. With his power
source offline, most of his buildings shouldn't be working, and send
Tanya in and C4 the base! It is advisable that you destroy the
War Factory or Construction Yard first, and have a spare Tanya or
Spy just in case.

- Wan Zafran.
____________________
*Tesla Coil Charge!* Status: Working!
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According to The Flaming Koosh of Death (TFKOD), you can actually
"charge" the Tesla Coil. From a white-blue attack, it'll turn
into yellow-blue, which is essentially the charged-up version. To
do this, order your Tesla Troopers to 'force fire' on a Tesla
Coil (to force fire, hold the CTRL button and click). I tested this
out, it worked, and it worked perfectly. An Apocalypse can lose
1/6 life with a normal Tesla bolt, while a charged-up Tesla
Coil can take up to 1/3 life of an Apocalypse, which is literally
50% more. Very powerful, I suggest you do so.

TFKOD's words:
"The Tesla Troopers aren't that worthless, as they can charge Tesla
Coils. I once had over 10 troopers charge a 'Coil and an Apocalypse
was dead in 2 shots."

Beau Lilly's words:
"You actually don't have to force fire on the Tesla Coils, just stand
next to them."
_________________
*Nuclear Defense*
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What would happen on the occasion of a Lightning Storm or a Nuclear
launch? And if it landed on your base? So, here's some tips on
minimising nuclear destruction:

1. Scatter your buildings. Try not to make 'em too close, or too far.
2. Try putting needed infantries somewhere safe.
3. To save money on tanks, build some Mechanics (or Repair IFVs).
4. If possible, move your MCV somewhere else when you see the
00:00 Nuke Timer.
5. Have a backup MCV.
6. If possible, when the timer starts, build as many tanks, vehicles
boats or whatsoever, and before the timer ends, gather the forces
somewhere, and sell your base. Have a backup MCV to make a new
base, just in case.
7. Go tackle your opponent's power source.
8. Try building as many Black Eagles or Harriers as possible, and
attack the opponents power source. Divide the planes for each
each power source, and attack.
9. If you're playing the Soviets, use the '25 People In An Amphibious
Transport' theory for keeping your infantries, then store all your
vehicles inside the other Amphibious Transports. So if the enemy
nuked you, just send the Amphibious Transports somewhere else.
10. Don't play with Superweapons enabled, simple as that, :)

- Wan Zafran
_________________________________
*Yuri and Crazy Ivan Combination*
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I read this in an interview featuring one of the game's designer,
but I can't remember who. Anyhow, for this trick, you need a Yuri,
a Crazy Ivan and an anonymous victim, which can be anybody or
anything. First, train a Crazy Ivan and a Yuri. Then find a victim,
a monkey, alligator, enemy tank, enemy dog, or whatsoever, which
can creep into the enemy base SAFELY. Mind-control the victim, and
bring Yuri and Ivan close to the base, but just out of harm's range.
Do the same to the victim too. Now attach a dynamite to the victim,
and send the victim to the enemy base. *KABOOM!* Here's an easier
to follow guide:

1. Train a Crazy Ivan and a Yuri.
2. Mind-control an animal or an enemy object.
3. Go to their base (all three of them) but keep out of harm's way.
4. Attach a dynamite to the victim, and send it to the enemy's
base.

- Wan Zafran (not mine, just posting it)
______________________________________
*25 People In An Amphibious Transport*
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Did you know that you can put 25 infantries in an Amphibious
Transport? Yes, you can! I was reading some of my old Red Alert
books, and stumbled across this one. However, to do this you must be
on the Soviet's. First buy 5 Flak Trak's and an Amphibious Transport.
Then train any kind of infantries that you want, and store all of
them in the 5 Flak Trak's. Now, select all 5 Trak's, and click on
the Amphibious Transport. Voila! 25 infantries stored in the AT!
This is great for quick Conscript, Terrorist or Engineer rushes!

- Wan Zafran
_____________________________
*Crazy Ivans and Terrorists!*
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I was toying around with my terrorists and Crazy Ivan's today
(29/11/00), when suddenly I had found the perfect way to have
Demolition Trucks without being a Libyan. They are very powerful,
but cost a little more than a normal Truck. Still, this is a manual
version of the Demo Trucks, so you can shift the strength of
your Hand-Made Demo Trucks (HMDM) by removing and inserting
terrorists as you wish.

1 Terrorist = Light Explosion; enough to severely destroy an enemy
Barracks, but not worth it.
2 Terrorists = Small Explosion; okay, good for removing tanks or
weak buildings.
3 Terrorists = Medium Explosion; Nice for quick bombardments.
4 Terrorists = Powerful Explosion; A light demo-truck.
5 Terrorists = Super Explosion; THE DEMO TRUCK, only missing the
nuclear radiation.

Now, to do this HMDM, first train as many Terrorists as you wish,
and a Flak Trak.

1. Get a Crazy Ivan
2. Plant the dynamite on a terrorist.
3. Order the terrorist into the Flak Trak and repeat as necessary.

Don't worry, the Flak Trak won't explode. I don't know if it's a
glitch in the game or whatsoever, but it's a cool one. DO NOT
DEPLOY IT! Now, bring the Flak Trak to the enemy base. It's best
if you do it like a Demo Truck really does, so send it Curtain'ed.
If you want to maximise the destruction, just make more HMDMs.
Bring it anywhere within the enemy's base, and DEPLOY. As soon as
it is deployed, *BOOM!* . Very powerful, if I have to say so
myself. And guess who discovered it? *hint* *hint* Me! Now, if only
I could add a radiation field to that... hmm...

- Wan Zafran
________________
*Special Units!*
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Special units are begotten when they infiltrate an enemy Battle Lab,
or Barracks. Comrade Bronx has given me some tips on spy infiltration
results:

"I've done this a few time in long multi-player games.. I managed to
mind-control 2 spies when I was a Russian, with which I sent both
back to an enemy Battle lab,... This gave me two special units, Yuri
Prime (an upgraded Yuri) and a Chrono Ivan (Crazy Ivan that can
teleport!). I used mainly the Chrono Ivans to teleport into the
enemy mining areas and cause havoc on their miners! Also, I have
been messing around with Spies some more, and if you are the Allied
forces, and you infiltrate a Soviet Battle Lab, you get 2 units. The
PSI Commando, practically a Yuri that can blow stuff up like Tanya,
and the Chrono Commando, which is exactly the same as a SEAL except
they can teleport."

- Comrade Bronx
_______________________________________________
*Long radiation time when Desolators deployed!*
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Here's a way to cover some place wherever you wanna guard from enemy
infantries or to purge enemy tanks.

"Find a key spot to defend and make some Desolators. Deploy them in
the spot you want them to defend. While deployed, have them
force-fire right next to them. You should see them do something.
Undeploy them and leave. The radiation should fade away, but a very,
very, very, VERY long time. All infantries crossing will die. Tanks
Fully healed tanks will get through, though. However, Terror Drones
won't get hurt, since they don't have any living part inside
(humans)."

- Beau "The Shady Milkman" Lilly
______________________________
*Camouflage and hidden units!*
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"Here is a Soviet tip that I use against the allies:

Build a Flak Cannon and place it directly behind the Soviet barracks.
It will be hidden away and your enemy will not notice it unless he
looks carefully. It works for me all the time and kills a lot of
Allied Rocketeers. You can also hide Sentry Guns behind the sides of
your own buildings, too, only the gun barrels will be poking out the
side of the buildings. You could place one in line with the Flak
Cannon you built behind the Barracks. Both hidden away.

Why advertise where your defenses are? Be a sneak. Hide things out
of sight, behind trees and the buildings in the urban battlefields.

I crack up when my enemy run his units straight into my little
traps. "

- Hone Thomson
________________________________________________________________________
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=============
::Theories::
=============

Some things are left for the mind to wonder. When we're eating,
reading, sitting in the toilet, walking, and thinking of Tiberian
Sun, we might suddenly have a brainstorm. "Can we do that?"
"Hmm, if I take this and this..." "If the IFV and Engineer..."
This is your section. Post your comments to me on your theories,
and let's try it out. To anybody who can help me confirm some of
it, please do; and if anybody has any theories to submit, please do
at ! Here's how it's listed: if it's a
theory, then it'll be listed here, until it's confirmed or tried
but won't work. If it's works, it'll be put up in the Strategies
section, got it?

Theory count: 2
___________________________________________________________
*25 People In An Amphibious Transport - Status: Working!*
*Crazy Ivans And Terrorists - Status: Working! *
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________________________________________________________________________
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===========
::Credits::
===========

It is a tremendous task to write all of the people and their
contributions here, so I will write their names and email addresses
only. Now, if anybody wants to have me remove their mail address from
the list, please inform me if so.

The Flaming Koosh of Death - riceboy9@hotmail.com
David Goldberg - Mrniceguy@deal-maker.com
Comrade Bronx - comradebronx@hotmail.com
Paul Murphy - mystr_2002@yahoo.com
Beau Lilly - beau@cdlilly.com
Greg H - gregh@qa.prestige.net
Hone Thomson - hone.thomson@xtra.co.nz
Pyreling - waterrunner@hotmail.com
________________________________________________________________________
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============
::Updates::
============

v1.0 - All Allied Units Strategy added.
v1.2 - Allied Special Forces added.
v1.3 - Soviet Units added.
v1.4 - Soviet Special Forces added.
v1.5 - Theories and Strategies added.
v1.6 - Everything ready, please send in your Strategies or Theories!
v1.7 - Added the HMDM, got first strategy submission by TFKOD!
v1.7.1 - Added some other strategies, fixed some stuff.
v1.8 - Added Credits, Cmrd. Bronx and Beau Lilly Strategies. Also
I fixed some stuff and added my own words to some tips.
v1.8.5 - Added some people and their tips, listed above.
v1.9 - Some new people added, some tips and stuff and fixes.
v2.0 - Final version, no more updates. Fixed some stuff, corrected
this and that.

/*********************************************************************/
© 2000 Wan Zafran. Thank you for reading.
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