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Command & Conquer
Red Alert 2
Westwood Studios
Soviet Fanatic Guide
Multiplayer Guide
Author: Djoaniel S Hernandez
E-Mail: GundamX@Gundam.com
Date : March 17, 2001
Site : www.geocities.com/dsh_infini
Latest: March 22, 2001
Table of Contents
0. LATEST NEWS:
1. Author Remarks
1.1 Disclaimer
1.2 Introduction
1.3 About the Author
1.4 Personal Game Review
1.5 Story so far...
1.6 A Road Less Traveled On > MY SPEECH!!!
2. Game Information
2.1 About Red Alert 2
2.2 Why Soviets?
2.3 Red Alert 2 is not Red Alert 1
2.4 Campaigns and Aftermath
2.5 Soviets are Crazy...
3. Game Guide
3.1 FAQ
3.2 Flaws
3.3 Advantages
3.4 Inland Strategies
3.5 Naval Strategies
3.6 Installing Structures
3.7 Defensive Installation
3.8 Soviet Power
4. Weapon Specific
4.1 Russia
4.2 Iraq
4.3 Cuba
4.4 Libya
4.5 Defend Yourselves
5. Anti Allies
5.1 USA
5.2 Germany
5.3 Korea
5.4 France
5.5 England
5.6 Prepare for War
6. Social War
6.1 Russia
6.2 Iraq
6.3 Cuba
6.4 Libya
7. Laboratory
7.1 Cloning Vats
7.2 Iron Curtain
7.3 Nuclear Reactors
7.4 Nuclear Silo
7.5 Chrono Ivan
7.6 Yuri Prime
7.7 My Perfect Game (UNDEFEATED yet SOVIET STRATEGY!)
8. Closing Remarks
8.1 Game Aftermath (no longer available)
8.2 Idiots / Losers / Microphone Abusers
8.3 Credits
8.4 Special Thanks
8.5 Closing Remarks
8.6 Copyright
LATEST NEWS AS OF March 27 2001
Late this night, I fought that guy that beat me up before I even
started writing this guide. I find my newly acquire skills and
knowledge regarding this soviets because he's playing Libya and I'm
not. I'm playing Iraq and I found my desolators useless in the battle.
I GAINED BACK THE RESPECT THAT I LOST ONCE. Coz the fight happened
early this night he won the first match, then everyone in the LAN cafй
started to watch, then after the next 4 matches, I won till the end.
They all thought that I've been practicing I all told them I don't
practice in a bragging way like a sarcastic way.
This game guide is an intellectual property of Djoaniel S Hernandez and
will not be reproduced in any way shape or form without written
permission from ME. Stealing and Ripping this guide off will cause my
pet dragon Ragnarok Infini to hunt you down and chase you down with a
human size Fly Swatter.
If you wish to distribute this, you may if you have written permission
from me OR/AND it will remain in its original form and no HTML codes or
Banners AROUND IT.
If you wish to get legal with me, we can always discuss this a-la LA-
LAW or THE-PRACTICE style coz I'm just a 16 year old boy from the
Philippines who happens to be damn good at Red Alert 2 and has little
knowledge about legal terms. Guys the only thing I'm good at is HTML!
All NAMES BRANDS THAT INCLUDES EVERYTHING BUT NOT LIMITED TO EVERYTHING
ARE COPYRIGHT OF THEIR RESPECTIVE OWNERS.
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
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
gameplay until I played it. Its graphics is not as impressive as
expected and as compared today. But the idea of the game made Command &
Conquer: Red Alert 2 what we see it today.
And as for the series, the newer the series, the better weapons you
see. In example, back at the primitive age of Command & Conquer the
allies can Strike with the ION CANNON many times, but the weapon is so
weak, it cant even destroy an obelisk guard tower in one blow. While
the Nuclear Strike of nod can only be used once, and is not damaging as
expected. (see 2.1 About Red Alert 2 for more details)
I'm Djoaniel S Hernandez from the Philippines and sorry bout my crappy
English, keeper of Ragnarok Infini, and this is one of the stuff I
write whenever I don't have any time.
email: GundamX@Gundam.Com
icq : 52916974
irc : sniper.dal.net on #weareanime (look for Ragnarok__)
Shameless to advertise my other works (The ones who got posted ^_^)
here are a little (literally) list
Metal Gear Solid FAQ / Walkthrough
Silent Hill FAQ / Walkthrough
Silent Hill Quick Guide
Capcom VS SNK: Millennium Fight
Red Alert 2: Soviet Guide
>From the beginning of time, I really admired the bad guys, the soviets
and the NOD because of the firepower and the weapons and the
dialect/accent of their voices. What else is impressive about the bad
guys? The way they handle themselves, they are ready to die. In example
"Why don't you drive?" asks the Libyan Demolition Truck. It just makes
me smile and giggle every time I think of the voices and the unit
complains about his job. "One Way Trip" he sounds like he's a total
loser. But that does not bother me, or my playing. Its only one of
those things that make the game even better even if war is hell.
Bad guys are not so bad because they are hilarious at times "I lose my
bomb do you have it?" those people who heard the exact words from a
Crazy Ivan or a Crono Ivan will laugh to death and the way he says
"HAPPY BIRTHDAY". Have you heard a Desolator say "There goes the
NEIGHBORHOOD" well enough of those crap here. Lets get down to business
here!
Graphics
ЇЇЇЇЇЇЇЇ
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
ЇЇЇЇЇЇЇ
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
ЇЇЇЇЇЇ
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
ЇЇЇЇЇ
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
ЇЇЇЇЇЇЇЇЇ
As impressive as ever I won't wish for any keyboard layouts or anything
similar to StarCraft. Its good the way it is and I don't want to change
it ever.
Graphics 9
Sprites 9
Sounds 6
Music 7
Gameplay 10
OVERALL 8.2
Red Alert 2 takes place a few year after the events in the original Red
Alert. The allies, victorious in their battles, against Joseph Stalin
and his Soviet army, have rebuilt the decimated economy and
infrastructure of Europe and have installed their own puppet dictator
in place of Stalin: General Romanov. To the Allied intelligence,
Romanov is nothing more than a consummate politician and the harmless
leader of the World Socialist Alliance, a low profile political group
with minimal arms technology. No one could ever perceive him to be a
threat.
But Romanov has his own agenda. Outraged at Stalin's failure, Romanov
is haunted by memories of his homeland burning and Allied troops
marching his country's streets. He's thirsty for vengeance, and
unbeknownst to his Allied puppeteers, Romanov has been mobilizing the
World Socialist Alliance into a giant military machine for year and is
now only biding his time, waiting for the opportunity to strike. When a
civil war breaks out in Mexico, Romanov makes his move.
To the Allies, Romanov's move to quell the outbreak in Mexico (also in
WSA state) and restore order to Russia's sister country is expected.
Soon after Romanov's troops move in to Mexico, however, reports of
early warning defense system shutting down throughout the United States
begin to surface. Other reports tell of Romanov's troops moving north
from Mexico to California, Arizona and Texas, where they've established
mysterious beacons at their encroaching outpost. The population in
these outlying areas being to complain of headaches and nausea, and
some witnesses claim that some of their neighbors have picked up arms
against their fellow countrymen and joined forces with the invading
Soviet forces.
The US government is shocked at Romanov's recent moves and has no
logical explanation for this sudden turn of events. Left with no other
choice, the President of the United States declares war on the World
Socialist Alliance and gives the order to launch a nuclear strike
against Russia. However, when the Pentagon moves to strike, nothing
happens. The US's entire arsenal of nuclear ICBMs remain dormant,
useless in their silo's. Intelligence sources confirm that fears;
Romanov has developed a frightening technology that affects man and
machine alike; specifically, it has created physically enhanced troops
that can attack with a simple thought.
United States and the Allied forces are crippled; the Soviet troops are
now thoroughly entrenched on American soil. Playing on the side of the
Allies, you'll have to fight us, an uphill battle against us, well-
armed Soviet forces. As a Soviet, you'll use your newly researched
psychic technology to hunt down pockets of resistance and make the US
pay for its destruction of Mother Russia.
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!
Red Alert 2 is one brutal fast paced (RTS) game that utilizes military
units rather that are almost realistic rather than bizarre units used
by other real time strategy games. It also uses physics of real world.
The only thing unreal about this game is everything, but aside from the
game itself it's another world to explore.
I will give you a briefing regarding units that you may encounter while
playing the game. But if you otherwise already knows the game like the
back of your hand and only looking for other things to do, you may skip
this part and move on or just plainly search this guide for strategies
not known to you or your comrades.
Allies
Barracks Units | Structures
GI | Construction Yard
Engineer | Ore Refinery
Racketeers | Barracks
Spy | Air Force Command HQ
Attack Dog | War Factory
Snipers (Great Britain only) | Naval Yard
Tanya | Service Depot
Chrono Legionnaire | Battle Labs
Psi Commando (special unit) | Ore Purifier
Chrono Commando (special unit) | Power Plant
|
Factory Units |
Night Hawk Transport | Defensive Structures
Grizzly Battle Tank | Pillbox
Prism Tank | Prism Tower
Mirage Tank | Gap Generator
IFV (Infantry Fighting Vehicle) | Spy Satellite Uplink
Tank Destroyer (Germany only) | Patriot Missile System
MCV | Weather Control Device
Chrono Miner | Chronoshepere
| Fortress Walls
Airport Units | Grand Cannon (France only)
Harrier |
Black Eagle (Korea only) | Superweapons
| Lightning Storm
Naval Units | Chronoshift
Amphibious Transport |
Destroyer |
Aegis Cruiser |
Aircraft Carrier |
Dolphin |
Soviet
Barracks Units | Structures
Conscript | Ore Refinery
Engineer | War Factory
Attack Dog | Barracks
Flak Trooper | Service Depot
Tesla Trooper | Battle Labs
Desolator (Iraq only) | Radar
Terrorist (Cuba only) | Naval Yard
Crazy Ivan | Cloning Vats
Yuri | Tesla Reactor
Yuri Prime (Special unit) | Nuclear Reactor
Chrono Ivan (Special unit) | Construction Yard
|
Factory Units |
Rhino Heavy Tank | Defensive Structures
Apocalypse Tank | Sentry Gun
Terror Drone | Flak Cannon
Flak Track | Tesla Coil
Tesla Tanks (Russia only) | Nuclear Silo
Demolition Truck (Libya only) | Iron Curtain
V3 Rocket Launcher | Psychic Sensor
War Miner |
MCV | Super Weapons
Kirov Airship | Iron Curtain
| Nuclear Strike
Naval Units |
Typhoon Attack Sub |
Giant Squid |
Dreadnaught |
Sea Scorpion |
Amphibious Transport |
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
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.
LESSON 1: Your units are created to die. Let them die a reasonable
death.
Units you produce are for disposal. They are ready to die for your
order. Units does not need to be treated like a god that when it gets
damaged you run away and let the enemies chase you down. NO. you
produce units, they get damage while you destroy something. Its as easy
as that.
LESSON 2: Speeds beats mass. The faster you are, the more damage you
can make.
It's a rule that a player who can produce units faster than the other
player can surely win the war. That includes fast production of tanks.
But don't be left out with the production, USE THEM, RUSH THEM.
LESSON 3: Don't go thru the front door. Always attack from the back,
while watching your back.
If you send your units to the enemy base on the area that it is heavily
defended, you will surely lose all your units to the stationary
defenses installed on the enemy base. Look for other path to invade
your enemy base. Once you see a weak spot you can easily use that spot
as a BEACH HEAD and all your incoming reinforcement from your base will
go thru there coz that is where your units are deployed and that's the
area that is being guarded.
LESSON 4: Rage against the Range.
Protect your ranged units. But if otherwise you don't have ranged units
there is no use to protect them. If you happen to encounter Prism Tanks
that is supporting or guarding the enemy base, don't attack, fall back
and regroup. If it follows you, destroy it. Just make sure its not
supported.
LESSON 5: I did it MY WAY.
Waypoints are your best friend. If your army happens to encounter
another and a firefight cannot be prevented, move around their tanks in
a circle, watch their shells miss your tanks while they are confused on
what to do.
LESSON 6: Defend your base, your base is your house. If you have enough
cash, make another house.
Once you have access to service depot and you have a reasonable number
of tanks, find another place where you can deploy your construction
yard. It does matter where you deploy it. Make sure you deploy it near
a mineral patch or a Gem patch. Gems (colored ore) worth a lot more
than gold.
LESSON 7: War factories make war. The more of them, the more war you
get. But the more war they receive the quicker they will fall and quit
the match.
War factories are your best friends here. Make sure you have a
reasonable number of war factories on different bases (this works with
the LESSON 6 setup) they'll just notice that tanks are coming out from
everywhere and its yours. A good player may try something against it,
but and inexperienced one will get scared and get just quit the game
without a fight.
LESSON 8. Its not the end of the world.
The loss of your main base is not the end of the world. If you happen
to deploy the other base of yours in a concealed area that is not
accessible to your opponent you can actually turn the tides against
him/her (if your facing chicks) a nuclear strike and/followed by a
reasonable number of tanks (preferably rhino) is all you need to win a
war.
LESSON 9: Over estimates your enemy.
Never under estimate your enemy, it will be your demise. Don't even try
to fight against 2 players who know each other. You'll just eat your
own dust and humiliate yourself.
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.
Q: Personally why do you choose the soviets?
A: I've always been a fan of the bad guys. But they're not totally bad,
they just don't like being oppressed. ME TOO.
Q: How do you have well at the game? It's only been out for a couple of
months since it hit the shelves? About last year?
A: Its all the in the mind, why don't you think that you're good, try
acting you're good and damn, you'll be good finally. And aside from
that, I have past experiences about real time strategy games and Red
Alert System.
Q: How do you charge up the Tesla Coils?
A: Just put 3 Tesla Troopers in one Tesla tower I mean AROUND a Tesla
Tower and they will automatically charge the tower and even if you go
on low power it will still work.
Q: Do I have to put three Tesla Troopers per Tesla Coil?
A: Yes you do, that's additional $1500 but still, you have
stationary/mobile ground defense that is inscrutable by tanks. I mean
they can't be run over by tanks.
Q: Why can't I make Tesla tanks? I'm playing Iraq!
A: Sad thing, its only available for the Russians but Tesla Tanks is
not related and is no use of the Tesla Coil and Tesla Reactor.
Q: What benefit aside from low power Tesla bolts does the Tesla trooper
give to Tesla coils?
A: Tesla Coils fire at longer range and more accurate if you will
dispatch 3 Tesla Trooper per Tesla Coil. Note that when you are low
power, it wont fire at the range, but still, provides you with basic
stationary defense as well as insurance in case that it get destroyed
you have 3 Tesla troopers on the base.
Q: Enough with the Tesla info, what's with the Flak Troopers?
A: Flak Troopers basically are rocket launchers or bazooka men in red
alert 2 but its now called FLAK. They are weak against tanks and
infantry and basically useless other than for air defense purposes.
Q: Flak Cannons benefit from Flak Troopers right?
A: NO!
Q: How far can Flak cannon fire?
A: Further than patriot missiles I think
Q: Can Conscripts deploy?
A: NO! They are not trained enough because the meaning of conscript is
just a recruit. A grunt, war body count, but be told that a mass of
conscripts can spell victory to your hands. In example, if you happen
to have Paratroops you can stock up many conscripts and once you have a
reasonable amount of them, I say about 200 you can attack with them.
They can be crushed easily but I think if you waypoint them, they can
do damage. FOR FREE.
Q: So Conscripts sucks, but they are the same as GI's right?
A: NO! Conscripts are cheaper than GI's! You can mass-produce them if
you have Cloning Vats.
Q: Hey THOSE GI's GOT A DOG WITH HEM!
A: That is common, both Allies and Soviets have attack dogs, its main
purpose is to sniff out spies. But if ever you want a infantry killer
in your command, I suggest you build some of this.
Q: But why don't I have a spy? I built all the structures but still...
A: We are the Soviet Union we don't need those traitor spies to win our
battles. We win with brute force for we are power!
Q: What can I do with rhino tanks?
A: Your meat grinder and bread and butter in battle are this amazing
rhino tanks. Ok so NOT amazing like WOW but just look at the bright
side, it's fast, cheap powerful and it can take out any base. ANY BASE
that is not infested with terror drones or else, were toast crap.
Q: So how do you make those infamous Chrono Ivan and Yuri Prime?
A: in order to buid a Chrono Ivan you must infiltrate a spy and steal
the Chrono Module design from the Allied Battle Lab and just create a
Chrono Ivan. About the Yuri Prime that you can only build one, but you
can obviously train 2 of those actually Yuri clones with the "CLONING
VATS". To power your Yuri up, you must already have a Yuri and you have
captured an enemy spy and infiltrate their soviet battle labs.
Q: How about their allied counterpart? The Chrono Commando and the Psi
Commando?
A: Simple! Just do the same! Steal from Allied battle lab and soviet
battle lab. Using the allies you don't have to have a Yuri just produce
a spy.
Known flaws of the soviets are the lack of heavy air support, not that
it have the Kirov Airship Bomber as a heavy support, I mean HEAVY DUTY
air support such as the airplanes and other air born vehicle. The naval
force is also kind of shabby when it comes to destroying enemy base,
and again not that they have weak naval army, its just, you can easily
shoot down missiles, but compared to the Aircraft Carrier that all it
needs is one Giant Squid and one Attack Sub to destroy its support (if
there are any submerged dolphins, that's a problem) and you can
entirely wipe out the naval force.
Soviets have many flaws, but you can also use them as your advantage,
the lack of heavy air defense and air support, just look at the bright
side, just pop out some flak cannons, yeah it misses like crap, but its
still defense. Stationary defense.
Another bright side is you wont have to worry about commanding an air
strike force; instead you can concentrate on a brute ground crushing
army that will surely destroy your enemies.
Here is a list of the crappy soviet weaknesses. Know your weakness
first before bragging about how good you are.
Weak Water-Ground penetration, high duration though if you can outgun
and penetrate the Flak Cannon and Patriot Missiles.
Dolphins and strike the Giant Squid may easily counter giant Squids if
the enemy is smart enough to notice it.
Destroyers can shell Typhoon Attack Sub if used properly.
The War Miner makes a lot of ruckus and attracts attention easily
No air transportation means.
Cash, they can't collect cash as fast as the allies. (They don't have
chrono capabilities because of game balancing)
War Miners have to fight their way out in an honorable way. Their honor
will get them in trouble.
Basic infantry units (I mean the conscript) are good for additional
damage. That's it.
Tesla Coils do not have coordination like the Prism Tower that can
bounce off laser beam from tower to tower.
The chrono miner can easily escape the grips of the Terror Drone by
chrono shifting back home.
All of your units (except the ones under iron curtain) are susceptible
of being chronoshifted to the water by the allies. That will instantly
destroy them.
V3 Rockets needs to penetrate before they can hit the target because
they can easily be intercepted.
Now that I'm giving a general low down on the soviets here are country
specific flaws that you need to be aware.
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 lowdown on everything and the advantage of
those specific units, check out the Weapon Specific Section of this
FAQ.
When I talk about potency, I don't mean or relate anything with Viagra,
but to describe how potent the soviets can get. Soviets as I have been
saying, are known to fight head on. So their weapons are for head on
battle. Not that the allies don't have any head on weapons, its just
the Soviets are better in meat grinding that any other.
Take the Rhino Heavy Tank for example, it cost, but it's worth it,
fast, agile, and destructive. Especially with masses, 10 of these could
spell victory if used properly.
The Dreadnaught, a slow moving ship that deploys destructive and
powerful target guided homing missiles. If happen to have a mass of
these, you won't encounter any problems dealing against Patriot
Missiles even if there are a dozen of them waiting.
And now, the Apocalypse tank is the ultimate, just be careful not to
get it chronoshifted and mind controlled by enemy psychic. But aside
from that, if only your Apocalypse can penetrate in the enemy defense,
or searching the base for weak spot, you can absolutely crush them
effortlessly with 5 Apocalypse and some support Rhinos.
And the most of all, the cloning vats, the most evil of all bad
structures, and probably the most useful of them all, you don't have to
have any problems regarding base defense, you can produce Tesla
Troopers at the same rate and double the results. Flak Troopers can
support your air and some Yuri's can control some minds.
A brief description of the advantages of the soviets now that you
already know what are they're drawbacks.
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 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 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)
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
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.
More likely this what I'm talking about are defensive installations.
Those are stationary defenses that really can defend your base against
undetected attacks. And its not always around your base. (consider
chronoshift or for the Paratroop to succeed) so how do you put them.
Tesla Coils are your tank eater... once a mass of armor approaches your
base, and you want to stay in once piece. In early rushes this wont be
useful but since the allied have air capabilities and poor ground
coverage, you may want to build about 4 Flak Cannons, they work best
against allied air force.
But otherwise if you encounter soviet rush, and you're not really
prepared, have a couple of Tesla Coils by your base and some Tesla
Topers. Tesla Troopers will short circuit the enemy capability to run
so you'll really need.
If you'll be using your tanks to counter-act against enemy rush, make
sure he's not smart enough to find the weak spot of your base, or if
its too late, move all your tanks to the location, make sure they are
concealed and they don't attract attention because enemies always poses
a threat.
I happen to encounter a good player once, when I was still a newbie,
it's the first time I lost to a person. (I never lost to a brutal
enemy, no matter how many they are) he's soviet, Libya, he was doing
the Tsunami Rush. The match took about 30 minutes before I end up being
crushed by my opponent. Short Game is activated so its not a problem, I
lost immediately, but when I know I'm losing, I took all my tanks and
went to his base to attack him. Hopefully it bought some time and the
tanks that are partially distracted, it all came back to his base, and
I'm able to destroy his war factory, all Tesla Reactors and his
construction yard. His base is NOT DEFENDED. That's why it's dangerous
to rush like that. My opinion is he didn't even bother to install some
stationary defense. It's his biggest mistake. Don't do that at home!
Tesla Coils works best when you place some Tesla troopers around them,
the ideal number of Tesla troopers are 3 per coil. But that will mean
1500 per coil? Just to improve the range and to be "power shutdown
proof?" anyway 2 Tesla Troopers will do. But if you want do defend an
area, make sure you're Tesla Coil is near to a structure as in BESIDE
and make sure its supported by other 2 coils so it can defend itself
against incoming assailants. Be sure you have defensive tanks around
your base to support your coils. If you can do it around your base the
6 tanks are enough. The only drawback of this is that when superweapon
hits you but if you can manage to destroy the weapons, well you'll be
winning the battle soon.
Sentry gun installations must be near your construction yard. Put some
Tesla coils around there too. Sentry guns are not that impressive but
it can take out those pesky infantry units.
Do some scouting and don't be too defensive. Any defense can easily be
crushed, but if you have a good offense, you can always build a
replacement. There is no replacement for a steady offense and a good
defense. Not a steady defense.
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.
"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.
"There goes the neighborhooodddd" – Iraqi Desolators
Iraqi Desolators are the perfect base defense. It its almost useless in
offense but on offensive measures you can deploy it near the enemy
barracks if you're already rushing. Place your desolators AROUND your
base and make sure your base looks green. If your base is already
covered with toxic waste, you wont make any more units. You don't have
to sentry guns, because you already replaced it with a better unit.
Iraqi Desolators are also effective against tanks if you happen to have
a mass of them. Note that when you already have cloning vats you can
actually use them as an mobile defense against tanks. THEY CAN SHELL
TANKS and when the enemy tanks reach your base they are already
slightly damaged.
NOTE that your desolators will shell any tank destroyer when deployed.
The only fall back of the desolator is that Terror Drones will kill
them easily and without even taking damage. Because of the logical
reason, that TD have feet that are mechanical and the one that touches
the ground are more like needle, they wont sustain any damage, because
thanks have rollers in order to move, if they move into a toxic area,
they will melt.
DESOLATORS ARE YOUR ULTIMATE ANTI INFANTRY DEFENSE. It includes Chrono
Legionnaire and other pesky infantry. Be wary of snipers. Keep Tesla
Coils in position. DON'T PUT YOUR WAR Factory's rally point in an area
where radiation is deployed. It will also kill friendly units. It won't
kill enemy desolators.
WEAPON SPECIFIC: keep you base green, don't let the drones in,
Legionaries are quite pain in the ass, and you're all set.
"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.
"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!
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,
"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)
The Germans also devised a new form of attack against our tanks. The
Tank Destroyer is the superb tank-destroying machine you'll ever want.
And it is also the best harvester crusher of them all. Harvesters are
totally crushed by this that in only a few shells, a group of this
Tanks Destroyer can crush anything that is armored. That includes
Apocalypse Tank and other similar.
>SPECIFIC
Brutal ground tank crushing units that can over ore patches if not
worked on properly. Also the best anti tank vehicle available in the
game (aside from the slow moving Apocalypse.
>WEAPON
If you have Terrorist or Desolators and Flak Trucks you can give it a
hard time and attack it with infantry. A relentless infantry attack and
a feeble commander will easily spell its demise. But a wise commander
won't try to kill your desolators and infantry with its Tank Destroyers
and evade until it dies. To be really relentless about the attacking, a
Flak Truck is required, for it moves quite fast. But if it will go head
on defensive structures, it won't do much harm.
When you're young free and happy, nah I'll cut it. Anyway defend army
against this. The perfect solution is to have a balanced army.
>USAGE
Assuming that Yuri have captured them, If were to command this units.
We shall respect their power and use them to guard our harvesters. Our
harvesters indeed can fend for themselves, but what about tank
attajcks. So the best solution for tank attacks are to destroy them.
It's a perfect combination. This tanks + anti infantry guns of the
harvester. And another advantage of this is, once the competition for
ore gets too tight, that we have to share ore patch with enemies. The
tanks themselves will destroy the enemy's ore miner. Pretty sneaky huh?
>COUNTER MEASURES
Flak Troopers (relentlessness)
Desolator (must be deployed)
Terrorist (enemies must be close to each other)
Conscripts (just be relentless)
Tesla Troopers (ultimate counter measure slow moving though)
Koreans, they plainly suck. But if a competent commander happens to
command the birds and abuse them, he has to hold off all defenses and
concentrate on an attack. Its very difficult to deal with the Black
Eagles when it comes to an air war coz were low on air defenses, that
why the Flak Truck loaded with Flak Troopers comes to play AGAIN. It's
basically your first line of defense against this vicious airplane.
>SPECIFIC
An aircraft equal of an entire army, we must respect their damaging
power and at the same time deal with them because it is decisive to
protect our base against them.
>WEAPON
Flak Truck loaded with Flak Troopers and mainly, a defensive setup that
is impenetrable, hmmm maybe not that impenetrable but a strong
defensive setup. Consisting of multiple flak cannons near your base and
a few outside your base. About 12 flak cannons near and 5 in the
perimeter if you happen to encounter an army of this. Be warned that
they will take out structures that are not properly defended against
their attack. And if the commander you're facing is a good one well
he'll just probably destroy your incoming tanks later at game with the
planes alone. That's when the Flak LOADED comes to play. If you detect
or you think that he'll strike, deploy the flak troopers.
This is a bit of tricky; you have to let the Flak Trucks lead while the
rest of your army follows. And if you happen to encounter a commander
that really kicks ass, you're flak trucks will be demolished with
mirage tanks before you even know it. Before he strikes with Black
Eagles. So you must be weary of its presence.
But if you feel that he is lightly defended in the ground aspect. No
need to plan an attack, with your army of flak troopers and flak trucks
you can rush the opponent before he can pose a threat with its Black
Eagles.
>USAGE
They don't need support from the ground for they move a lot of fast. So
they wont be sending too much ground units when they attack. They may
attack before or after a super weapon launch. They may kamikaze into
your Construction Yard (about 12 of them) not thinking of the damage
they will deal to themselves. Or they may just plainly poke your base
and launch a ground assault. There are various uses of the plane. An
early ground assault is the most effective offensive strategy that you
can use. A soviet rush is unstoppable if you choose a road less
traveled on or when you take out ore miners first.
If we are to command this, I am not quite sure how do we use them
properly. Maybe we can make them follow the ore miner just to ensure
the safety of our miners. But as long as were doing an air strike
without warning (such as this) we may catch on the enemy off guarded.
Only cowards shroud the open air.
>COUNTER MEASURES
Observe the terrain, build cloning vats and build an army of "flak
trooper reporting" guys.
Flak Truck LOADED with FLAK TROOPERS
Flak Troopers
Flak Cannons
Flak Jacket (just playin u!)
That's it, and an early attack that will cripple them. FOR GOOD in
which means we can abuse the time while we build more tanks while they
are busy getting rid of our forces there.
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.
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!
>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)
>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.
>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.
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!
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.
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 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
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.
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.
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
my perfect game is...
deploy the construction yard asap
Place a Tesla Reactor
Ore Refinery
Barracks
War Factories
2 Dogs
Ore Refinery > FLAK CANNON (place it beside your CY)
>QUE THIS > WAR MINER (1 or 2) > RHINO TANK (3) > TERROR DRONE (1) >
> after this que more rhino tanks and star building an army. Watch
out for rhino tanks
Radar Facility
Your'e all set. Its up to you what super weapon you choose, watch out
for para drop. Try to use variations. THIS IS A RUSH ATTACK. terror
drones can mess them up. And trust in god. I leave you now.
8. Closing Remarks
8.1 Game Aftermath (no longer available)
8.2 Idiots / Losers / Microphone Abusers
8.3 Credits
8.4 Special Thanks
8.5 Closing Remarks
8.6 Copyright
Here is a list of idiots in the place here, and idiots over the
Internet.
JOJO > all time favorite idiot of them all
GAME CAVE > For ripping off other people's work and claiming that its
theirs.
MATRIMS COMPUTER CENTER > For making people wait for a long time in que
just to tell them that its still full.
VANDOLPH the brother of SHARON the chick > TOTAL @$ HOLE BECAUSE HE
GETS PEOPLE IN TROUBLE AND Cries like a baby
I just would like to thank the following
Sheena Ann Bernardo > for the inspiration to win all tournament I have
fought, thanks for dumping me :) I'm expecting that.
Jenny Ann Bernardo > for talking to me when I was about to sleep in a
tournament fight, she's sheena's sister
Cara G Cruz > for all the time we spent together, all the time we
shared and all those time sleeping online. I miss you, since you're
gone... WAAHHHH and you're not here with us now... some of you maybe...
Micah Michelle Almadin > for making my life so miserable, for the past
years her thoughts hunted me down even in my dreams
Girl Named Lovelle > txt to death! She's so cute, she's sort of my
friend but she's in trouble right now coz she got trouble with the guy
I'm playing it that beat me up in red alert 2
And to all the girls, including Releena, Aya Brea, Anna Williams (no
offense to cara, she's nina!) and other chicks that brought life to my
soul. Especially Sheena Ann Bernardo
My mom, for keeping up with my late night skeds
Bruce Lee >
Jacky Chan >
Steven Spielberg >
George Lucas >
Bryan Adam >
Jon Bon Jovi >
Rage Against the Machine >
Operation CWAL-ph >
Matchbox 20 >
Limp Bizkit >
Wency Cornejo >
Faye Wong >
Solid Snake >
Konami World >
Music sometimes set up your mood on how you react to things. If you're
a loner by nature like me who rarely hits at girls (at least I got a 10
successful "CALL ME" hits out of 10 attempts) and plays the game more
than you said "I love you" to a girl well you may be listening to other
music while you're playing the game.
My room have a PS2 a DC and this Pentium 3 700 with a VD2 (Voodoo 2)
128 mb of RDRAM running at 133 and my sound card is quite crappy.
On the RED-ALERT 2 / Counter-Strike / Diablo 2 MTV I'm currently
working at (that will be released later this year) the sound track was
Waiting For The Bus by the Eraserheads. The MTV is about "Xnake"
(that's me) a person who has been looking for the meaning of life and
found out that HELL can be WAR sometimes and WAR is HELL.
The video will be shot using the screenshots of those games and tanks
Rollin all over the place with Xnake standing and walks against those
tanks. Most of the tanks there are rhino, he'll even encounter some
infantry who are wounded (a-la saving private ryan) but he don't care.
Waiting For The Bus
I've been standing here
Waiting for the bus on a Saturday
Laundry on my back
Ultraviolet rays
Like I'm posing for a shot in a magazine
What the hell does it mean?
I'm a traveling man
Straight from the can
I'm a thousand miles away
>From my number one fan
My folks are getting tight
Don't lemme outta night
You can avoid the complications
When there is no reason at all
When the lightning strikes were fried
I drink my beer I wipe my tears
South bound in the sky
Another time another reason gets you everyday
The only time that we can talk
You aint got nothing to say
Well I'm caught up in these stupid games
That I can't play
It's just a waste of time, but I'm in it anyway
I've been sitting here,
Watching the signs
To many cars at night
Belching in the moon light
Were doing 90 as the sky's turn gray
Well people look like bees buzzin by the high way
The weels are rollin like a rollin stone, alone
I choose the road less traveled on
Now I'm lying here
Waiting for the day on a second deck
Dreaming of a girl of a fairy tale
Chained around my neck a ride is all it takes
But pain gets in the way
I'm a traveling man
Straight from the can
I'm a thousand miles away
>From my number one fan
My folks are getting tight
Don't lemme outta night
You can avoid the complications
When there is no reason at all
When the lightning strikes were fried
I drink my beer I wipe my tears
South bound in the sky
Another time another reason gets you everyday
The only time that we can talk
You aint got nothing to say
Well I'm caught up in these stupid games
That I can't play
It's just a waste of time, but I'm in it anyway
And I'm in it any way...
It's a cool song, sang by a Philippine based band. It's very deep. And
it spells out war when you listen to its music. Good for setting the
mood and other stuff.
Red Alert 2
Westwood Studios
Soviet Fanatic Guide
Multiplayer Guide
Author: Djoaniel S Hernandez
E-Mail: GundamX@Gundam.com
Date : March 17, 2001
Site : www.geocities.com/dsh_infini
Latest: March 22, 2001
Table of Contents
0. LATEST NEWS:
1. Author Remarks
1.1 Disclaimer
1.2 Introduction
1.3 About the Author
1.4 Personal Game Review
1.5 Story so far...
1.6 A Road Less Traveled On > MY SPEECH!!!
2. Game Information
2.1 About Red Alert 2
2.2 Why Soviets?
2.3 Red Alert 2 is not Red Alert 1
2.4 Campaigns and Aftermath
2.5 Soviets are Crazy...
3. Game Guide
3.1 FAQ
3.2 Flaws
3.3 Advantages
3.4 Inland Strategies
3.5 Naval Strategies
3.6 Installing Structures
3.7 Defensive Installation
3.8 Soviet Power
4. Weapon Specific
4.1 Russia
4.2 Iraq
4.3 Cuba
4.4 Libya
4.5 Defend Yourselves
5. Anti Allies
5.1 USA
5.2 Germany
5.3 Korea
5.4 France
5.5 England
5.6 Prepare for War
6. Social War
6.1 Russia
6.2 Iraq
6.3 Cuba
6.4 Libya
7. Laboratory
7.1 Cloning Vats
7.2 Iron Curtain
7.3 Nuclear Reactors
7.4 Nuclear Silo
7.5 Chrono Ivan
7.6 Yuri Prime
7.7 My Perfect Game (UNDEFEATED yet SOVIET STRATEGY!)
8. Closing Remarks
8.1 Game Aftermath (no longer available)
8.2 Idiots / Losers / Microphone Abusers
8.3 Credits
8.4 Special Thanks
8.5 Closing Remarks
8.6 Copyright
LATEST NEWS AS OF March 27 2001
Late this night, I fought that guy that beat me up before I even
started writing this guide. I find my newly acquire skills and
knowledge regarding this soviets because he's playing Libya and I'm
not. I'm playing Iraq and I found my desolators useless in the battle.
I GAINED BACK THE RESPECT THAT I LOST ONCE. Coz the fight happened
early this night he won the first match, then everyone in the LAN cafй
started to watch, then after the next 4 matches, I won till the end.
They all thought that I've been practicing I all told them I don't
practice in a bragging way like a sarcastic way.
This game guide is an intellectual property of Djoaniel S Hernandez and
will not be reproduced in any way shape or form without written
permission from ME. Stealing and Ripping this guide off will cause my
pet dragon Ragnarok Infini to hunt you down and chase you down with a
human size Fly Swatter.
If you wish to distribute this, you may if you have written permission
from me OR/AND it will remain in its original form and no HTML codes or
Banners AROUND IT.
If you wish to get legal with me, we can always discuss this a-la LA-
LAW or THE-PRACTICE style coz I'm just a 16 year old boy from the
Philippines who happens to be damn good at Red Alert 2 and has little
knowledge about legal terms. Guys the only thing I'm good at is HTML!
All NAMES BRANDS THAT INCLUDES EVERYTHING BUT NOT LIMITED TO EVERYTHING
ARE COPYRIGHT OF THEIR RESPECTIVE OWNERS.
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
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
gameplay until I played it. Its graphics is not as impressive as
expected and as compared today. But the idea of the game made Command &
Conquer: Red Alert 2 what we see it today.
And as for the series, the newer the series, the better weapons you
see. In example, back at the primitive age of Command & Conquer the
allies can Strike with the ION CANNON many times, but the weapon is so
weak, it cant even destroy an obelisk guard tower in one blow. While
the Nuclear Strike of nod can only be used once, and is not damaging as
expected. (see 2.1 About Red Alert 2 for more details)
I'm Djoaniel S Hernandez from the Philippines and sorry bout my crappy
English, keeper of Ragnarok Infini, and this is one of the stuff I
write whenever I don't have any time.
email: GundamX@Gundam.Com
icq : 52916974
irc : sniper.dal.net on #weareanime (look for Ragnarok__)
Shameless to advertise my other works (The ones who got posted ^_^)
here are a little (literally) list
Metal Gear Solid FAQ / Walkthrough
Silent Hill FAQ / Walkthrough
Silent Hill Quick Guide
Capcom VS SNK: Millennium Fight
Red Alert 2: Soviet Guide
>From the beginning of time, I really admired the bad guys, the soviets
and the NOD because of the firepower and the weapons and the
dialect/accent of their voices. What else is impressive about the bad
guys? The way they handle themselves, they are ready to die. In example
"Why don't you drive?" asks the Libyan Demolition Truck. It just makes
me smile and giggle every time I think of the voices and the unit
complains about his job. "One Way Trip" he sounds like he's a total
loser. But that does not bother me, or my playing. Its only one of
those things that make the game even better even if war is hell.
Bad guys are not so bad because they are hilarious at times "I lose my
bomb do you have it?" those people who heard the exact words from a
Crazy Ivan or a Crono Ivan will laugh to death and the way he says
"HAPPY BIRTHDAY". Have you heard a Desolator say "There goes the
NEIGHBORHOOD" well enough of those crap here. Lets get down to business
here!
Graphics
ЇЇЇЇЇЇЇЇ
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
ЇЇЇЇЇЇЇ
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
ЇЇЇЇЇЇ
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
ЇЇЇЇЇ
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
ЇЇЇЇЇЇЇЇЇ
As impressive as ever I won't wish for any keyboard layouts or anything
similar to StarCraft. Its good the way it is and I don't want to change
it ever.
Graphics 9
Sprites 9
Sounds 6
Music 7
Gameplay 10
OVERALL 8.2
Red Alert 2 takes place a few year after the events in the original Red
Alert. The allies, victorious in their battles, against Joseph Stalin
and his Soviet army, have rebuilt the decimated economy and
infrastructure of Europe and have installed their own puppet dictator
in place of Stalin: General Romanov. To the Allied intelligence,
Romanov is nothing more than a consummate politician and the harmless
leader of the World Socialist Alliance, a low profile political group
with minimal arms technology. No one could ever perceive him to be a
threat.
But Romanov has his own agenda. Outraged at Stalin's failure, Romanov
is haunted by memories of his homeland burning and Allied troops
marching his country's streets. He's thirsty for vengeance, and
unbeknownst to his Allied puppeteers, Romanov has been mobilizing the
World Socialist Alliance into a giant military machine for year and is
now only biding his time, waiting for the opportunity to strike. When a
civil war breaks out in Mexico, Romanov makes his move.
To the Allies, Romanov's move to quell the outbreak in Mexico (also in
WSA state) and restore order to Russia's sister country is expected.
Soon after Romanov's troops move in to Mexico, however, reports of
early warning defense system shutting down throughout the United States
begin to surface. Other reports tell of Romanov's troops moving north
from Mexico to California, Arizona and Texas, where they've established
mysterious beacons at their encroaching outpost. The population in
these outlying areas being to complain of headaches and nausea, and
some witnesses claim that some of their neighbors have picked up arms
against their fellow countrymen and joined forces with the invading
Soviet forces.
The US government is shocked at Romanov's recent moves and has no
logical explanation for this sudden turn of events. Left with no other
choice, the President of the United States declares war on the World
Socialist Alliance and gives the order to launch a nuclear strike
against Russia. However, when the Pentagon moves to strike, nothing
happens. The US's entire arsenal of nuclear ICBMs remain dormant,
useless in their silo's. Intelligence sources confirm that fears;
Romanov has developed a frightening technology that affects man and
machine alike; specifically, it has created physically enhanced troops
that can attack with a simple thought.
United States and the Allied forces are crippled; the Soviet troops are
now thoroughly entrenched on American soil. Playing on the side of the
Allies, you'll have to fight us, an uphill battle against us, well-
armed Soviet forces. As a Soviet, you'll use your newly researched
psychic technology to hunt down pockets of resistance and make the US
pay for its destruction of Mother Russia.
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!
Red Alert 2 is one brutal fast paced (RTS) game that utilizes military
units rather that are almost realistic rather than bizarre units used
by other real time strategy games. It also uses physics of real world.
The only thing unreal about this game is everything, but aside from the
game itself it's another world to explore.
I will give you a briefing regarding units that you may encounter while
playing the game. But if you otherwise already knows the game like the
back of your hand and only looking for other things to do, you may skip
this part and move on or just plainly search this guide for strategies
not known to you or your comrades.
Allies
Barracks Units | Structures
GI | Construction Yard
Engineer | Ore Refinery
Racketeers | Barracks
Spy | Air Force Command HQ
Attack Dog | War Factory
Snipers (Great Britain only) | Naval Yard
Tanya | Service Depot
Chrono Legionnaire | Battle Labs
Psi Commando (special unit) | Ore Purifier
Chrono Commando (special unit) | Power Plant
|
Factory Units |
Night Hawk Transport | Defensive Structures
Grizzly Battle Tank | Pillbox
Prism Tank | Prism Tower
Mirage Tank | Gap Generator
IFV (Infantry Fighting Vehicle) | Spy Satellite Uplink
Tank Destroyer (Germany only) | Patriot Missile System
MCV | Weather Control Device
Chrono Miner | Chronoshepere
| Fortress Walls
Airport Units | Grand Cannon (France only)
Harrier |
Black Eagle (Korea only) | Superweapons
| Lightning Storm
Naval Units | Chronoshift
Amphibious Transport |
Destroyer |
Aegis Cruiser |
Aircraft Carrier |
Dolphin |
Soviet
Barracks Units | Structures
Conscript | Ore Refinery
Engineer | War Factory
Attack Dog | Barracks
Flak Trooper | Service Depot
Tesla Trooper | Battle Labs
Desolator (Iraq only) | Radar
Terrorist (Cuba only) | Naval Yard
Crazy Ivan | Cloning Vats
Yuri | Tesla Reactor
Yuri Prime (Special unit) | Nuclear Reactor
Chrono Ivan (Special unit) | Construction Yard
|
Factory Units |
Rhino Heavy Tank | Defensive Structures
Apocalypse Tank | Sentry Gun
Terror Drone | Flak Cannon
Flak Track | Tesla Coil
Tesla Tanks (Russia only) | Nuclear Silo
Demolition Truck (Libya only) | Iron Curtain
V3 Rocket Launcher | Psychic Sensor
War Miner |
MCV | Super Weapons
Kirov Airship | Iron Curtain
| Nuclear Strike
Naval Units |
Typhoon Attack Sub |
Giant Squid |
Dreadnaught |
Sea Scorpion |
Amphibious Transport |
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
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.
LESSON 1: Your units are created to die. Let them die a reasonable
death.
Units you produce are for disposal. They are ready to die for your
order. Units does not need to be treated like a god that when it gets
damaged you run away and let the enemies chase you down. NO. you
produce units, they get damage while you destroy something. Its as easy
as that.
LESSON 2: Speeds beats mass. The faster you are, the more damage you
can make.
It's a rule that a player who can produce units faster than the other
player can surely win the war. That includes fast production of tanks.
But don't be left out with the production, USE THEM, RUSH THEM.
LESSON 3: Don't go thru the front door. Always attack from the back,
while watching your back.
If you send your units to the enemy base on the area that it is heavily
defended, you will surely lose all your units to the stationary
defenses installed on the enemy base. Look for other path to invade
your enemy base. Once you see a weak spot you can easily use that spot
as a BEACH HEAD and all your incoming reinforcement from your base will
go thru there coz that is where your units are deployed and that's the
area that is being guarded.
LESSON 4: Rage against the Range.
Protect your ranged units. But if otherwise you don't have ranged units
there is no use to protect them. If you happen to encounter Prism Tanks
that is supporting or guarding the enemy base, don't attack, fall back
and regroup. If it follows you, destroy it. Just make sure its not
supported.
LESSON 5: I did it MY WAY.
Waypoints are your best friend. If your army happens to encounter
another and a firefight cannot be prevented, move around their tanks in
a circle, watch their shells miss your tanks while they are confused on
what to do.
LESSON 6: Defend your base, your base is your house. If you have enough
cash, make another house.
Once you have access to service depot and you have a reasonable number
of tanks, find another place where you can deploy your construction
yard. It does matter where you deploy it. Make sure you deploy it near
a mineral patch or a Gem patch. Gems (colored ore) worth a lot more
than gold.
LESSON 7: War factories make war. The more of them, the more war you
get. But the more war they receive the quicker they will fall and quit
the match.
War factories are your best friends here. Make sure you have a
reasonable number of war factories on different bases (this works with
the LESSON 6 setup) they'll just notice that tanks are coming out from
everywhere and its yours. A good player may try something against it,
but and inexperienced one will get scared and get just quit the game
without a fight.
LESSON 8. Its not the end of the world.
The loss of your main base is not the end of the world. If you happen
to deploy the other base of yours in a concealed area that is not
accessible to your opponent you can actually turn the tides against
him/her (if your facing chicks) a nuclear strike and/followed by a
reasonable number of tanks (preferably rhino) is all you need to win a
war.
LESSON 9: Over estimates your enemy.
Never under estimate your enemy, it will be your demise. Don't even try
to fight against 2 players who know each other. You'll just eat your
own dust and humiliate yourself.
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.
Q: Personally why do you choose the soviets?
A: I've always been a fan of the bad guys. But they're not totally bad,
they just don't like being oppressed. ME TOO.
Q: How do you have well at the game? It's only been out for a couple of
months since it hit the shelves? About last year?
A: Its all the in the mind, why don't you think that you're good, try
acting you're good and damn, you'll be good finally. And aside from
that, I have past experiences about real time strategy games and Red
Alert System.
Q: How do you charge up the Tesla Coils?
A: Just put 3 Tesla Troopers in one Tesla tower I mean AROUND a Tesla
Tower and they will automatically charge the tower and even if you go
on low power it will still work.
Q: Do I have to put three Tesla Troopers per Tesla Coil?
A: Yes you do, that's additional $1500 but still, you have
stationary/mobile ground defense that is inscrutable by tanks. I mean
they can't be run over by tanks.
Q: Why can't I make Tesla tanks? I'm playing Iraq!
A: Sad thing, its only available for the Russians but Tesla Tanks is
not related and is no use of the Tesla Coil and Tesla Reactor.
Q: What benefit aside from low power Tesla bolts does the Tesla trooper
give to Tesla coils?
A: Tesla Coils fire at longer range and more accurate if you will
dispatch 3 Tesla Trooper per Tesla Coil. Note that when you are low
power, it wont fire at the range, but still, provides you with basic
stationary defense as well as insurance in case that it get destroyed
you have 3 Tesla troopers on the base.
Q: Enough with the Tesla info, what's with the Flak Troopers?
A: Flak Troopers basically are rocket launchers or bazooka men in red
alert 2 but its now called FLAK. They are weak against tanks and
infantry and basically useless other than for air defense purposes.
Q: Flak Cannons benefit from Flak Troopers right?
A: NO!
Q: How far can Flak cannon fire?
A: Further than patriot missiles I think
Q: Can Conscripts deploy?
A: NO! They are not trained enough because the meaning of conscript is
just a recruit. A grunt, war body count, but be told that a mass of
conscripts can spell victory to your hands. In example, if you happen
to have Paratroops you can stock up many conscripts and once you have a
reasonable amount of them, I say about 200 you can attack with them.
They can be crushed easily but I think if you waypoint them, they can
do damage. FOR FREE.
Q: So Conscripts sucks, but they are the same as GI's right?
A: NO! Conscripts are cheaper than GI's! You can mass-produce them if
you have Cloning Vats.
Q: Hey THOSE GI's GOT A DOG WITH HEM!
A: That is common, both Allies and Soviets have attack dogs, its main
purpose is to sniff out spies. But if ever you want a infantry killer
in your command, I suggest you build some of this.
Q: But why don't I have a spy? I built all the structures but still...
A: We are the Soviet Union we don't need those traitor spies to win our
battles. We win with brute force for we are power!
Q: What can I do with rhino tanks?
A: Your meat grinder and bread and butter in battle are this amazing
rhino tanks. Ok so NOT amazing like WOW but just look at the bright
side, it's fast, cheap powerful and it can take out any base. ANY BASE
that is not infested with terror drones or else, were toast crap.
Q: So how do you make those infamous Chrono Ivan and Yuri Prime?
A: in order to buid a Chrono Ivan you must infiltrate a spy and steal
the Chrono Module design from the Allied Battle Lab and just create a
Chrono Ivan. About the Yuri Prime that you can only build one, but you
can obviously train 2 of those actually Yuri clones with the "CLONING
VATS". To power your Yuri up, you must already have a Yuri and you have
captured an enemy spy and infiltrate their soviet battle labs.
Q: How about their allied counterpart? The Chrono Commando and the Psi
Commando?
A: Simple! Just do the same! Steal from Allied battle lab and soviet
battle lab. Using the allies you don't have to have a Yuri just produce
a spy.
Known flaws of the soviets are the lack of heavy air support, not that
it have the Kirov Airship Bomber as a heavy support, I mean HEAVY DUTY
air support such as the airplanes and other air born vehicle. The naval
force is also kind of shabby when it comes to destroying enemy base,
and again not that they have weak naval army, its just, you can easily
shoot down missiles, but compared to the Aircraft Carrier that all it
needs is one Giant Squid and one Attack Sub to destroy its support (if
there are any submerged dolphins, that's a problem) and you can
entirely wipe out the naval force.
Soviets have many flaws, but you can also use them as your advantage,
the lack of heavy air defense and air support, just look at the bright
side, just pop out some flak cannons, yeah it misses like crap, but its
still defense. Stationary defense.
Another bright side is you wont have to worry about commanding an air
strike force; instead you can concentrate on a brute ground crushing
army that will surely destroy your enemies.
Here is a list of the crappy soviet weaknesses. Know your weakness
first before bragging about how good you are.
Weak Water-Ground penetration, high duration though if you can outgun
and penetrate the Flak Cannon and Patriot Missiles.
Dolphins and strike the Giant Squid may easily counter giant Squids if
the enemy is smart enough to notice it.
Destroyers can shell Typhoon Attack Sub if used properly.
The War Miner makes a lot of ruckus and attracts attention easily
No air transportation means.
Cash, they can't collect cash as fast as the allies. (They don't have
chrono capabilities because of game balancing)
War Miners have to fight their way out in an honorable way. Their honor
will get them in trouble.
Basic infantry units (I mean the conscript) are good for additional
damage. That's it.
Tesla Coils do not have coordination like the Prism Tower that can
bounce off laser beam from tower to tower.
The chrono miner can easily escape the grips of the Terror Drone by
chrono shifting back home.
All of your units (except the ones under iron curtain) are susceptible
of being chronoshifted to the water by the allies. That will instantly
destroy them.
V3 Rockets needs to penetrate before they can hit the target because
they can easily be intercepted.
Now that I'm giving a general low down on the soviets here are country
specific flaws that you need to be aware.
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 lowdown on everything and the advantage of
those specific units, check out the Weapon Specific Section of this
FAQ.
When I talk about potency, I don't mean or relate anything with Viagra,
but to describe how potent the soviets can get. Soviets as I have been
saying, are known to fight head on. So their weapons are for head on
battle. Not that the allies don't have any head on weapons, its just
the Soviets are better in meat grinding that any other.
Take the Rhino Heavy Tank for example, it cost, but it's worth it,
fast, agile, and destructive. Especially with masses, 10 of these could
spell victory if used properly.
The Dreadnaught, a slow moving ship that deploys destructive and
powerful target guided homing missiles. If happen to have a mass of
these, you won't encounter any problems dealing against Patriot
Missiles even if there are a dozen of them waiting.
And now, the Apocalypse tank is the ultimate, just be careful not to
get it chronoshifted and mind controlled by enemy psychic. But aside
from that, if only your Apocalypse can penetrate in the enemy defense,
or searching the base for weak spot, you can absolutely crush them
effortlessly with 5 Apocalypse and some support Rhinos.
And the most of all, the cloning vats, the most evil of all bad
structures, and probably the most useful of them all, you don't have to
have any problems regarding base defense, you can produce Tesla
Troopers at the same rate and double the results. Flak Troopers can
support your air and some Yuri's can control some minds.
A brief description of the advantages of the soviets now that you
already know what are they're drawbacks.
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 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 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)
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
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.
More likely this what I'm talking about are defensive installations.
Those are stationary defenses that really can defend your base against
undetected attacks. And its not always around your base. (consider
chronoshift or for the Paratroop to succeed) so how do you put them.
Tesla Coils are your tank eater... once a mass of armor approaches your
base, and you want to stay in once piece. In early rushes this wont be
useful but since the allied have air capabilities and poor ground
coverage, you may want to build about 4 Flak Cannons, they work best
against allied air force.
But otherwise if you encounter soviet rush, and you're not really
prepared, have a couple of Tesla Coils by your base and some Tesla
Topers. Tesla Troopers will short circuit the enemy capability to run
so you'll really need.
If you'll be using your tanks to counter-act against enemy rush, make
sure he's not smart enough to find the weak spot of your base, or if
its too late, move all your tanks to the location, make sure they are
concealed and they don't attract attention because enemies always poses
a threat.
I happen to encounter a good player once, when I was still a newbie,
it's the first time I lost to a person. (I never lost to a brutal
enemy, no matter how many they are) he's soviet, Libya, he was doing
the Tsunami Rush. The match took about 30 minutes before I end up being
crushed by my opponent. Short Game is activated so its not a problem, I
lost immediately, but when I know I'm losing, I took all my tanks and
went to his base to attack him. Hopefully it bought some time and the
tanks that are partially distracted, it all came back to his base, and
I'm able to destroy his war factory, all Tesla Reactors and his
construction yard. His base is NOT DEFENDED. That's why it's dangerous
to rush like that. My opinion is he didn't even bother to install some
stationary defense. It's his biggest mistake. Don't do that at home!
Tesla Coils works best when you place some Tesla troopers around them,
the ideal number of Tesla troopers are 3 per coil. But that will mean
1500 per coil? Just to improve the range and to be "power shutdown
proof?" anyway 2 Tesla Troopers will do. But if you want do defend an
area, make sure you're Tesla Coil is near to a structure as in BESIDE
and make sure its supported by other 2 coils so it can defend itself
against incoming assailants. Be sure you have defensive tanks around
your base to support your coils. If you can do it around your base the
6 tanks are enough. The only drawback of this is that when superweapon
hits you but if you can manage to destroy the weapons, well you'll be
winning the battle soon.
Sentry gun installations must be near your construction yard. Put some
Tesla coils around there too. Sentry guns are not that impressive but
it can take out those pesky infantry units.
Do some scouting and don't be too defensive. Any defense can easily be
crushed, but if you have a good offense, you can always build a
replacement. There is no replacement for a steady offense and a good
defense. Not a steady defense.
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.
"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.
"There goes the neighborhooodddd" – Iraqi Desolators
Iraqi Desolators are the perfect base defense. It its almost useless in
offense but on offensive measures you can deploy it near the enemy
barracks if you're already rushing. Place your desolators AROUND your
base and make sure your base looks green. If your base is already
covered with toxic waste, you wont make any more units. You don't have
to sentry guns, because you already replaced it with a better unit.
Iraqi Desolators are also effective against tanks if you happen to have
a mass of them. Note that when you already have cloning vats you can
actually use them as an mobile defense against tanks. THEY CAN SHELL
TANKS and when the enemy tanks reach your base they are already
slightly damaged.
NOTE that your desolators will shell any tank destroyer when deployed.
The only fall back of the desolator is that Terror Drones will kill
them easily and without even taking damage. Because of the logical
reason, that TD have feet that are mechanical and the one that touches
the ground are more like needle, they wont sustain any damage, because
thanks have rollers in order to move, if they move into a toxic area,
they will melt.
DESOLATORS ARE YOUR ULTIMATE ANTI INFANTRY DEFENSE. It includes Chrono
Legionnaire and other pesky infantry. Be wary of snipers. Keep Tesla
Coils in position. DON'T PUT YOUR WAR Factory's rally point in an area
where radiation is deployed. It will also kill friendly units. It won't
kill enemy desolators.
WEAPON SPECIFIC: keep you base green, don't let the drones in,
Legionaries are quite pain in the ass, and you're all set.
"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.
"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!
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,
"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)
The Germans also devised a new form of attack against our tanks. The
Tank Destroyer is the superb tank-destroying machine you'll ever want.
And it is also the best harvester crusher of them all. Harvesters are
totally crushed by this that in only a few shells, a group of this
Tanks Destroyer can crush anything that is armored. That includes
Apocalypse Tank and other similar.
>SPECIFIC
Brutal ground tank crushing units that can over ore patches if not
worked on properly. Also the best anti tank vehicle available in the
game (aside from the slow moving Apocalypse.
>WEAPON
If you have Terrorist or Desolators and Flak Trucks you can give it a
hard time and attack it with infantry. A relentless infantry attack and
a feeble commander will easily spell its demise. But a wise commander
won't try to kill your desolators and infantry with its Tank Destroyers
and evade until it dies. To be really relentless about the attacking, a
Flak Truck is required, for it moves quite fast. But if it will go head
on defensive structures, it won't do much harm.
When you're young free and happy, nah I'll cut it. Anyway defend army
against this. The perfect solution is to have a balanced army.
>USAGE
Assuming that Yuri have captured them, If were to command this units.
We shall respect their power and use them to guard our harvesters. Our
harvesters indeed can fend for themselves, but what about tank
attajcks. So the best solution for tank attacks are to destroy them.
It's a perfect combination. This tanks + anti infantry guns of the
harvester. And another advantage of this is, once the competition for
ore gets too tight, that we have to share ore patch with enemies. The
tanks themselves will destroy the enemy's ore miner. Pretty sneaky huh?
>COUNTER MEASURES
Flak Troopers (relentlessness)
Desolator (must be deployed)
Terrorist (enemies must be close to each other)
Conscripts (just be relentless)
Tesla Troopers (ultimate counter measure slow moving though)
Koreans, they plainly suck. But if a competent commander happens to
command the birds and abuse them, he has to hold off all defenses and
concentrate on an attack. Its very difficult to deal with the Black
Eagles when it comes to an air war coz were low on air defenses, that
why the Flak Truck loaded with Flak Troopers comes to play AGAIN. It's
basically your first line of defense against this vicious airplane.
>SPECIFIC
An aircraft equal of an entire army, we must respect their damaging
power and at the same time deal with them because it is decisive to
protect our base against them.
>WEAPON
Flak Truck loaded with Flak Troopers and mainly, a defensive setup that
is impenetrable, hmmm maybe not that impenetrable but a strong
defensive setup. Consisting of multiple flak cannons near your base and
a few outside your base. About 12 flak cannons near and 5 in the
perimeter if you happen to encounter an army of this. Be warned that
they will take out structures that are not properly defended against
their attack. And if the commander you're facing is a good one well
he'll just probably destroy your incoming tanks later at game with the
planes alone. That's when the Flak LOADED comes to play. If you detect
or you think that he'll strike, deploy the flak troopers.
This is a bit of tricky; you have to let the Flak Trucks lead while the
rest of your army follows. And if you happen to encounter a commander
that really kicks ass, you're flak trucks will be demolished with
mirage tanks before you even know it. Before he strikes with Black
Eagles. So you must be weary of its presence.
But if you feel that he is lightly defended in the ground aspect. No
need to plan an attack, with your army of flak troopers and flak trucks
you can rush the opponent before he can pose a threat with its Black
Eagles.
>USAGE
They don't need support from the ground for they move a lot of fast. So
they wont be sending too much ground units when they attack. They may
attack before or after a super weapon launch. They may kamikaze into
your Construction Yard (about 12 of them) not thinking of the damage
they will deal to themselves. Or they may just plainly poke your base
and launch a ground assault. There are various uses of the plane. An
early ground assault is the most effective offensive strategy that you
can use. A soviet rush is unstoppable if you choose a road less
traveled on or when you take out ore miners first.
If we are to command this, I am not quite sure how do we use them
properly. Maybe we can make them follow the ore miner just to ensure
the safety of our miners. But as long as were doing an air strike
without warning (such as this) we may catch on the enemy off guarded.
Only cowards shroud the open air.
>COUNTER MEASURES
Observe the terrain, build cloning vats and build an army of "flak
trooper reporting" guys.
Flak Truck LOADED with FLAK TROOPERS
Flak Troopers
Flak Cannons
Flak Jacket (just playin u!)
That's it, and an early attack that will cripple them. FOR GOOD in
which means we can abuse the time while we build more tanks while they
are busy getting rid of our forces there.
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.
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!
>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)
>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.
>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.
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!
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.
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 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
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.
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.
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
my perfect game is...
deploy the construction yard asap
Place a Tesla Reactor
Ore Refinery
Barracks
War Factories
2 Dogs
Ore Refinery > FLAK CANNON (place it beside your CY)
>QUE THIS > WAR MINER (1 or 2) > RHINO TANK (3) > TERROR DRONE (1) >
> after this que more rhino tanks and star building an army. Watch
out for rhino tanks
Radar Facility
Your'e all set. Its up to you what super weapon you choose, watch out
for para drop. Try to use variations. THIS IS A RUSH ATTACK. terror
drones can mess them up. And trust in god. I leave you now.
8. Closing Remarks
8.1 Game Aftermath (no longer available)
8.2 Idiots / Losers / Microphone Abusers
8.3 Credits
8.4 Special Thanks
8.5 Closing Remarks
8.6 Copyright
Here is a list of idiots in the place here, and idiots over the
Internet.
JOJO > all time favorite idiot of them all
GAME CAVE > For ripping off other people's work and claiming that its
theirs.
MATRIMS COMPUTER CENTER > For making people wait for a long time in que
just to tell them that its still full.
VANDOLPH the brother of SHARON the chick > TOTAL @$ HOLE BECAUSE HE
GETS PEOPLE IN TROUBLE AND Cries like a baby
I just would like to thank the following
Sheena Ann Bernardo > for the inspiration to win all tournament I have
fought, thanks for dumping me :) I'm expecting that.
Jenny Ann Bernardo > for talking to me when I was about to sleep in a
tournament fight, she's sheena's sister
Cara G Cruz > for all the time we spent together, all the time we
shared and all those time sleeping online. I miss you, since you're
gone... WAAHHHH and you're not here with us now... some of you maybe...
Micah Michelle Almadin > for making my life so miserable, for the past
years her thoughts hunted me down even in my dreams
Girl Named Lovelle > txt to death! She's so cute, she's sort of my
friend but she's in trouble right now coz she got trouble with the guy
I'm playing it that beat me up in red alert 2
And to all the girls, including Releena, Aya Brea, Anna Williams (no
offense to cara, she's nina!) and other chicks that brought life to my
soul. Especially Sheena Ann Bernardo
My mom, for keeping up with my late night skeds
Bruce Lee >
Jacky Chan >
Steven Spielberg >
George Lucas >
Bryan Adam >
Jon Bon Jovi >
Rage Against the Machine >
Operation CWAL-ph >
Matchbox 20 >
Limp Bizkit >
Wency Cornejo >
Faye Wong >
Solid Snake >
Konami World >
Music sometimes set up your mood on how you react to things. If you're
a loner by nature like me who rarely hits at girls (at least I got a 10
successful "CALL ME" hits out of 10 attempts) and plays the game more
than you said "I love you" to a girl well you may be listening to other
music while you're playing the game.
My room have a PS2 a DC and this Pentium 3 700 with a VD2 (Voodoo 2)
128 mb of RDRAM running at 133 and my sound card is quite crappy.
On the RED-ALERT 2 / Counter-Strike / Diablo 2 MTV I'm currently
working at (that will be released later this year) the sound track was
Waiting For The Bus by the Eraserheads. The MTV is about "Xnake"
(that's me) a person who has been looking for the meaning of life and
found out that HELL can be WAR sometimes and WAR is HELL.
The video will be shot using the screenshots of those games and tanks
Rollin all over the place with Xnake standing and walks against those
tanks. Most of the tanks there are rhino, he'll even encounter some
infantry who are wounded (a-la saving private ryan) but he don't care.
Waiting For The Bus
I've been standing here
Waiting for the bus on a Saturday
Laundry on my back
Ultraviolet rays
Like I'm posing for a shot in a magazine
What the hell does it mean?
I'm a traveling man
Straight from the can
I'm a thousand miles away
>From my number one fan
My folks are getting tight
Don't lemme outta night
You can avoid the complications
When there is no reason at all
When the lightning strikes were fried
I drink my beer I wipe my tears
South bound in the sky
Another time another reason gets you everyday
The only time that we can talk
You aint got nothing to say
Well I'm caught up in these stupid games
That I can't play
It's just a waste of time, but I'm in it anyway
I've been sitting here,
Watching the signs
To many cars at night
Belching in the moon light
Were doing 90 as the sky's turn gray
Well people look like bees buzzin by the high way
The weels are rollin like a rollin stone, alone
I choose the road less traveled on
Now I'm lying here
Waiting for the day on a second deck
Dreaming of a girl of a fairy tale
Chained around my neck a ride is all it takes
But pain gets in the way
I'm a traveling man
Straight from the can
I'm a thousand miles away
>From my number one fan
My folks are getting tight
Don't lemme outta night
You can avoid the complications
When there is no reason at all
When the lightning strikes were fried
I drink my beer I wipe my tears
South bound in the sky
Another time another reason gets you everyday
The only time that we can talk
You aint got nothing to say
Well I'm caught up in these stupid games
That I can't play
It's just a waste of time, but I'm in it anyway
And I'm in it any way...
It's a cool song, sang by a Philippine based band. It's very deep. And
it spells out war when you listen to its music. Good for setting the
mood and other stuff.