home *** CD-ROM | disk | FTP | other *** search
Text File | 1997-02-21 | 95.3 KB | 2,141 lines |
-
- =============================
- Command & Conquer: Red Alert
- Unit Listing & Tactic Guide
- =============================
- Written by Jouni Kotakorpi
- yhpjoko@info1.info.tampere.fi
- =============================
-
- Table of contents
-
- 1.0 Unit & Stucture listing
- 1.1 Soviet units & structures
- 1.1.1 Soviet infantry
- 1.1.2 Soviet vehicles
- 1.1.3 Soviet air & sea units
- 1.1.4 Soviet structures
-
- 1.2 Allied units & structures
- 1.2.1 Allied infantry
- 1.2.2 Allied vehicles
- 1.2.3 Allied air & sea units
- 1.2.4 Allied structures
-
- 2.0 Special forces
- 2.1 Soviet special forces
- 2.3 Allied special forces
-
- 3.0 Tactics
- 3.1 Soviet tactics
- 3.1.1 Infantry tactics
- 3.1.2 Vehicle tactics
- 3.1.3 Air unit tactics
- 3.1.4 Naval unit tactics
- 3.1.5 Structure tactics
- 3.1.6 Iron curtain & Nuke tactics
- 3.1.7 Other tactics
-
- 3.2 Allied tactics
- 3.2.1 Infantry tactics
- 3.2.2 Vehicle tactics
- 3.2.3 Air unit tactics
- 3.2.4 Naval unit tactics
- 3.2.5 Structure tactics
- 3.2.6 Chronosphere & Nuke tactics
- 3.2.7 Other tactics
-
- 3.3 Few words about Allies & Soviets and tactics overall
-
- 4.0 Miscellanous info
- 4.1 Glossary
- 4.2 Copyrights and Trademarks
- 4.3 Allkinds of stuff
- 4.4 Release date & version number
- 4.5 Credits
-
-
- Ok. This is a multiplayer strategy guide for Red Alert. I listed all the
- units and structures in the game and tried to find their strenghts and
- weaknesses. I also wrote lots of tips on different tactics and strategies.
- Some of the tactics have been released in some other guides or/and web pages,
- but thats the way it is. I'm not trying to create a new standard in tactic
- guides. (Standard is Roger Wong's "The Red Alert Internet Strategy Guide"
- which can be warmly recommended. Get it from www.netcomuk.co.uk/cncfaq) It
- was fun to write this guide and I hope you enjoy it as much as I enjoyed
- writing it.
-
- If you have Word for Windows, I highly recommend using it instead of reading
- this text file with Dos Edit or some other program.
-
- This .TXT file doesn't have nearly all updates I have made to .DOC version.
- DOC version is pretty final version, but this file is early version and if
- possible, use DOC version instead. Anyone who owns Win95 should have Wordpad
- which is fully capable of reading DOC version.
-
- If you encounter any problems with my expressions check out chapter 4.1
-
- BTW: I can't really guarantee that my english is perfect (I'm Finnish) but
- it shouldn't bother you unless you are english teacher...
-
- 1.1 Soviet units & structures
-
- Soviet units typically have lots of firepower and they are at least
- moderately armored. They are also pretty slow. Their motto seems to be
- "Firepower goes first - no exceptions!" Every soviet unit causes brutal
- damage and can usually take lots of beating.
-
- 1.1.1 Soviet infantry
-
-
- Soviet commander doesn't really give infantry much priority, but you can't
- change the fact that Soviets have powerful infantry units and it's a crime
- not to use them.
-
- Rifle infantry
-
- The basic unit in the game. Riflemen can take lots of beating from
- tanks and turrets. One rifleman doesn't really do any good, but
- when you build five of them we are talking about useful strike
- squad when used correctly. Their concentrated fire is very effective
- against vehicles and structures. Riflemen make also good rocketmen
- terminators. It's a good idea to scatter these guys into your base
- to defend against engineer raids.
-
- Grenade infantry
-
- Grenadiers are more powerful version of riflemen. They can waste any
- other infantry unit in the game pretty quickly. Their grenades do also
- massive damage to buildings. Heavily armored vehicles like tanks tend
- to squish these guys effectivily. Grenadiers can be used in effective
- way early in the game by assaulting enemy base with large force of
- them and destroying the vital buildings. Grenadiers explode when they
- die so don't march your troops in too close formation; it's not fun at
- all to see half of your attack force get killed when one Grenadier
- dies.
-
- Flamethrower infantry
-
- Flamers are pretty strange unit. You need to build tech center to
- train these guys and when your tech center is up and running you are
- capable of producing virtually every important unit in the game.
- However, lets not get too depressed. Flamers can be also a real pain
- in the ass if you handle them right way. Their power is in their
- capability to inflict massive damage to buildings and infantry units.
- They are excellent base defenders especially when enemy makes an
- engineer raid. However their high cost (300) limits their
- possibilities greatly. I advise building Tanya instead. She costs
- over three times more but is more effective in every respect than
- three flamers. Flamers must be kept loners because they explode when
- destroyed
-
- Rocket infantry
-
- Perhaps one of the best weapons available, but only if you control
- them right way. They are easy prey for any infantry unit in the game.
- Many vehicles waste them easily too, but the attacking vehicle is
- bound to take lots of damage unless it attacks out from rocketmens
- range. Soviet commander can't afford overlooking his rocketmen unless
- his/her enemys are really stupid. Soviet units are really vulnerable
- when they move anywhere else, but their base. This threat is caused
- by Apaches (Of course Migs, Yaks, and Hinds too) The fact that only
- the Mammoth tank is capable of dropping down those Apaches which
- spread death and fear among your troops. Also the fact that Mammoths
- missiles suck against Apaches makes Rocketmen the only way of
- protecting your units from death-from-above Apaches. Rocketmen squad
- is also deadly weapon against tanks, but this shouldn't be really a
- prolblem when playing with Soviets. Of course they can help crushing
- those allied tanks, but this is often little too fatal for weak and
- expensive unit like Rocketmen.
-
- Engineer
-
- Engineers can take over enemy building that are damaged down to 75%.
- If the pointer arrows are red Engineer can only damage the building,
- if they are green building is yours if you just get there... Engineer
- can also "golden repair" own structures. You lose your engineer, but
- you may save you more valuable structure. Because captured enemy
- buildings are down to 98-99% damaged, It's good idea to "golden
- repair" them. Engineer is very weak unit and will get killed in
- combat almost instantly.
-
- Tanya
-
- Well, here's a tough lady. She can kill 3 soldiers every second.
- This means that she could kill worlds whole population in about five
- years... ;) Tanyas most useful ability however is her C-4 explosives.
- They blow up any kind of structure and getting Tanya inside your
- opponents base is a powerful way of attack. However, she isn't able
- to do anything to vehicles she encounters. (Of course you can fire at
- them with her Colts, but don't hope much success...)
-
- Attack Dog
-
- Attack dogs are real killers against any infantry unit which is
- moving or attacking. When infantry unit moves or attacks it is unable
- to protect itself from sharp jaws of this unit. But if dog gets
- attacked it usually gets killed instantly. Excellent targets for dogs
- are rocketmen, engineers, thieves, medics and of course: spies.
- Because the fact that spy looks like one of your own units and enemy
- can distract you with a fake attack and sneak spies inside it's good
- to have couple of mans best friends guarding your gates. Dogs can't
- be fooled by spies and they tear them apart in seconds and they do
- all this without being ordered to.
-
-
- 1.1.2 Soviet vehicles
-
- Soviet vehicles are the most destructive ground units in the game. Their
- tanks are tough to destroy and it's no surpise that they are Soviet players
- best weapon.
-
- V2 Rocket Launcher
-
- V2 has great range and a direct hit from it's rocket isn't a thing
- you want to go through. It's armor is considered weak, but it isn't
- really that bad, but still far too weak for letting any enemy unit
- too close. The main problem however is reload time (30 secs!!!). You
- can go to fridge and have something to eat before V2 shoots again. V2
- is very powerful unit in both attack and defense. It's pretty easy to
- drop couple of those turrets/Teslas/AA-guns/Sam-sites... which hinder
- your attacks just by giving them three rockets each. In defense enemy
- will be pretty frustated to find his/her tanks get blown in pieces by
- concentrated rocket strike from large number of V2s. Always make sure
- V2 units have backup protection or they're toast. It is recommended to
- attack only stationary targets because V2 lacks in hitting moving units.
-
- Heavy Tank
-
- Soviet controls the best attack tank in the game. Heavies are
- moderately fast, they can take pretty much beating and most important
- of all, their two 105mm cannons provide them excellent firepower.
- Heavies don't really have weaknesses, except that they, just like all
- basic tanks, can't really beat up infantry. Use Heavies everywhere:
- attack, defense, base/ore truck raids and use them in packs of about
- eight tanks. Large Heavy tank mass rolling inside enemy base is very
- hard to stop.
-
- Mammoth Tank
-
- Mammoths are big, ugly and powerful: What else could you possibly
- want? They are perfection of ground warfare. This is normal opinion
- amongst many newbie multiplayers. I must inform you that it was my
- opinion too until I woke up to realize power of Heavies. This doesn't
- mean Heavies are better than Mammoths, not at all. Mammoths just are
- more defense units than offense. Their lack of speed makes them
- sitting ducks when moving alone without other units. Defend your base
- with your mammoths and I can guarantee that enemy isn't all that
- anxious to attack your base anymore. It's a good move to defend your
- orefields with these monsters. Their dual missile packs wipe
- infantry off from the face of the earth, same missiles protect
- Mammoths from Apaches and other air units. And if your Mammoth comes
- back from battle almost destroyed just let it sit in some safe corner
- and after a while it's healed itself up to 50%. Mammoth is a great
- unit but rarely more effective in attack than Heavy tank.
-
- AP Mine layer
-
- Soviet mine layer serves only one purpose: to mine your own base so
- any Tanya/Engineer/Thief invasion will surely fail.
-
- Ore truck
-
- Ore truck is the most important unit in the game and one of the most
- vulnerable ones too. Protect them from aerial srikes by Apaches,
- Hinds and especially Migs. Ore truck has heavy armor plating and
- moderate speed. If you get attacked by infantry and there aren't any
- other units in the ore field: Squish them with ore truck. Watch out
- for light/heavy tank raids.
-
- MCV
-
- Important unit. Allows you to spread your bases everywhere on the
- map. It's slow and must be protected carefully. Mammoths are best
- guards for MCV because they are just as slow as itself is and
- therefore they won't roll to target area and leave the slow MCV
- behind. Mammoths are also good against both infantry and other tanks.
-
-
- 1.1.3 Soviet air & sea units
-
-
- Soviet airpower is a deadly weapon. Soviets can strike fast and hard by their
- airplanes. In the sea soviets are concetrated into destroying Allied ships,
- not onshore bombardment.
-
- Mig
-
- Mig is another powerful weapon in Soviet arsenal. It's fast, really
- fast and it launches it's payload of three missiles in one second.
- Often when air defense starts firing it's too late to prevent Mig
- from firing it's missiles. Mig's armor is low and it's pretty easy
- to drop one so you should consider carefully if you want to exchange
- 1200 costing Mig or two into the building you are destroying. Six
- Migs is enough to destroy any unit or structure in the game. Just
- watch out for any rocketmen, it's very easy to miss couple of those
- guys which then drop your expensive Mig. Mig reloads in 8 seconds
-
- Yak
-
- Another aircraft owned by Soviets. However it isn't really effective
- in multiplayer games. But there are couple of reasons to get one or
- two of these planes: The main reason is Tanya/Engineer/Thief/Spy
- elimination. It's quite satisfying to wipe out any of those listed
- above and it gets better if opponent groups his/her engineers or some
- other valuable units in one place and Yak sends them straight to hell
- with its chaingun. Newbie players don't also always know that Yak is
- effective against buildings too, but it's slow speed makes it a
- practise target for enemy air defense. Yak reloads in 40 seconds.
-
- Hind
-
- I have heard lots of talk like "Only reason for Soviet player to
- build Helipad is to get Chinook" I don't really agree. Hind isn't
- that weak at all. It's main fault is it's speed, but that's about the
- only fault I can find. Hinds beat up weak units like artillery, V2,
- Ranger, APC, Mob. Gap Gen. and radar jammer easily and when you put
- more Hinds together, tanks and military structures (Turrets,
- Teslas...) shold fall easily in the concentrated fire from, lets say,
- six Hinds. However their low speed must be always remembered when
- planning an attack. Hind reloads in 30 seconds.
-
- Chinook
-
- Chinook is capable of being real pain in the ass for enemy if you put
- it in good use. Main use for Chinook is to carry Tanya to her
- destination. Engineer/Thief raids are also great fun against opponent
- who has forgotten importance of heavy air defense. It gets even
- better when you give Chinook invulnerability with Iron Curtain.
- Imagine the panic invulnerable Chinook loaded with Tanyas cause when
- it lands on opponents backyard.
-
- Badger bomber
-
- Badger is slow and gets easily destroyed when crossing areas with
- lots of air defense.
-
- Submarine
-
- Allied players control seas, there's no doubt about that, but you can
- hinder them as much as you can with your subs. Torpedoes subs fire
- are pretty powerful if you score solid hits to midsections of enemy
- ships. Always attack as far as you can. That way you have better
- chances of surviving and destroying as much ships before diving
- again. Don't let your subs get hit. When sub gets hit it surfaces. I
- recommend putting your subs into "guard" mode, so they will attack
- any ship coming into their range. It's very easy to make some
- mistake and lost lots of subs when attacking ships but practise
- makes perfect.
-
- Transport
-
- Transport is one of those units which some players overlook and
- classify it as "Neat, but no real purpose" Don't make this mistake
- and put Transports in good use. The speed of transport (Almost as
- fast as an Apache!) makes it a good scout. It's transport ability is
- great because it isn't limited to infantry units only. Imagine the
- destruction of Tanya or five Mammoths can create when they land
- inside enemy base...
-
-
-
- 1.1.4 Soviet structures
-
-
- Construction Yard
-
- Your most important building. Don't ever leave Construction yard
- undefended. Guard it with lots of air defense (SAM-sites, Rocketmen)
- Couple of Flame towers should stop even the bravest engineer or
- Tanya. Always build more Construction yards using MCV. It increases
- the speed of building structures. Build new construction yards away
- from your base so you can build new refineries and harvest ore from
- larger area.
-
- Ore Refinery
-
- Ore refinery is your another important structure. It's quite clear
- that you can't do anything if you don't have the money for it. You
- should build at least three refineries and two ore trucks for each.
- Leave some open space around refinery to avoid heavy traffic.
-
- Power plant
-
- Main rule when building power plants is to build "extra ones". They
- are cheap and you won't have to think if the Tesla coil you are
- placing will stop energy production. Second and more important reason
- is if couple of your power plants get nuked or destroyed in attack it
- doesn't cripple you for minute or two. Don't ever build more than two
- power plants in the same area. This minimalizes destruction nuke
- causes.
-
- Advanced power plant
-
- This building produces more energy, is smaller and cheaper than two
- normal power plants. However it's easier to knock out single
- structure than two. Still, I advise to build strictly advanced ones.
-
- Ore silo
-
- Some newbie players may build all their silos in one place. Sure,
- rows of same buildings look nice, but your opponent likes to see them
- all get wasted in combination of a-bomb and normal attack. Losing
- your silo means that you lose all the ore stored in it. Make sure you
- don't run short in ore storing capacity; Any ore harvested is wasted
- if you can't store it!
-
- Barracks
-
- Barracks should be built right after power plant. This gives you at
- least some protection if you meet enemy right away. Build more
- barracks to increase unit training speed. Every new base should be
- equipped with barracks.
-
- Kennel
-
- Every new base should be equipped with kennel. It may sound funny,
- but if you are in the middle of rocketmen invasion you would give
- anything from couple of dogs to vaporize those pesky allies. Kennels
- also increase infantry building speed.
-
- War factory
-
- Every new base should be equipped with war factory. Building many
- war factories is a wise thing to do because every new war factory
- halves unit production time. Quick calculation tells that if you
- build a Heavy tank, it takes 48 seconds to complete, but if you have
- four war factories it will be ready in 6 seconds!!! Having lots of
- war factories also gives ability to bring new units where they are
- needed most by changing "primary building."
-
- Radar dome
-
- One of the most important buildings. You don't give it too much
- priority when it's up and running, but when something fails and radar
- screen disappears, you go nuts. Trying to control your units and base
- without radar is real nightmare. And you never really know if that
- gunfire comes from Cruisers which now massacre your units. This
- leaves you to a situation where you bounce from place to place trying
- keep things under control. And while you should notice those closing
- armies you are trying to find one of your ore trucks which accidently
- took a wrong turn somewhere. This is something you can't afford to
- let happen. Sometimes it can be a wise move to build two radar
- domes.
-
- Soviet Tech center
-
- Again, one important building. It allows you to build Mammoths,
- Tanyas, Nukes, Iron Curtain and Flamers. Build it as early as
- possible.
-
- Airfield
-
- When building airfields remember that in fact Mig costs 1800 because
- you need an airfield for it. Airfield has quite a heavy armor, but it
- doesn't protect planes from enemy fire. Because Mig and Yak both have
- very low armor don't let enemy too close to your airfields. Remember
- also that, airfields build planes by themself and building more war
- factories doesn't increase plane production at all. Paratrooper and
- Spy plane special abilities start charging when you build an
- airfield. Don't build Airfields in the same area or one Nuke can
- remove your all Migs with single strike!!!
-
- Helipad
-
- Helipad allows you to build Chinooks and Hinds. It's well protected.
- Place your helipads so that Hinds can access any part of map as fast
- as possible.
-
- Service depot
-
- Place service depot close to your front so units can be repaired
- quickly. If you have lots of damaged units, select large bunch of
- them and give them order to go to repair bay. Remember to repair
- even only slightly damaged Migs and Yaks because of their weak armor.
- Remember that you can sell units too by placing them into service
- depot and clicking them with "sell" icon. Service depot allows you to
- build MCV and is therefore very important in case you lose your
- Construction yard.
-
- Sub pen
-
- Repair your subs, they are weak units. Build more than one sub pen
- to increase sub/transport production speed. It's also a good idea to
- build Sub pens to different parts of seas. That way otherwise too
- slow subs can respond to threats quicker.
-
- Missile silo
-
- Guard this structure carefully. It's quite annoying to lose your
- almost ready nuke, just because missile silo got destroyed. Don't
- build more than one missile silo, You can't speed up production of
- nuke by building more silos, instead you can speed it up by making
- lots of power plants and therefore having much "useless" energy.
- Nuke is normally ready after 13 minutes. Missile silo has weak armor.
-
- Iron curtain
-
- Makes unit or structure invulnerable for damage. Effect lasts 45
- seconds. Takes 11 minutes to recharge. Strucure itself is weakly
- armored.
-
- Tesla coil
-
- Tesla coils deliver death in form of sparkling electricity. They are
- the best protection against ground forces. They waste a light tank
- and every light unit with one shot. However their light arnouring and
- slow firing speed makes them vulnerable for enemy attacks. Especially
- from the air. Teslas must be protected with concrete walls. The more
- concrete wall in front of Tesla, the better.
-
- Flame tower
-
- They fire exploding fireballs which barbeque men effectivily and do
- adequate damage to vehicles too. Flame towers are moderately cheap
- and you should use them to defend your "backyard" against
- Tanyas/Engineers. Teslas may also require Flame tower protection. If
- you manage to capture one of enemy buildings, Flame tower is number
- one building to build inside enemy base. (after barracks)
-
- Sam-site
-
- These are sometimes your only defense against enemy airpower and you
- should build enough of these and place them so that they will drop
- planes when they are approaching your base, not when they are
- returning after destroying your Construction yard. However, don't
- leave any side undefended: It's very easy to attack from different
- direction. Two sam-missiles should be enough to drop plane. Choppers
- require five. Sam-sites are most effective when working in groups of
- two or three.
-
- Barbed wire fence
-
- It stops infantry and nontracked vehicles if they don't have any
- explosives (grenades and rockets). Tracked vehicles run over it
- easily.
-
- Concrete wall
-
- One of the most important things in the game. Tesla coils must be
- protected with it, it'll save credits. Even the Mammoth isn't able to
- bulldoze through this wall. Protect anything with importance by using
- concrete walls.
-
-
- 1.2 Allied units & structures
-
-
- Allied units trust into high mobility and some high tech units &
- structures. They have wide range of special infantry units. Naval
- warfare is one of the strong elements in Allied army.
-
- 1.2.1 Allied infantry
-
-
- Rifle infantry
-
- The basic unit in the game. Riflemen can take lots of beating from
- tanks and turrets. One rifleman doesn't really do any good, but when
- you build five of them we are talking about useful strike squad when
- used correctly. Their concentrated fire is very effective against
- vehicles and structures. Riflemen make also good rocketmen
- terminators. It's a good idea to scatter these guys into your base
- to defend against engineer raids. Rifle infantry is only effective
- infantry type against Soviet Grenade - and Flamethrower infantry.
- Don't bother throwing riflemen against Mammoths; Tusk missiles
- terminate them instantly.
-
- Rocket infantry
-
- Perhaps one of the best weapons available, but only if you control
- them right way. They are easy prey for any other infantry unit in the
- game. Many vehicles waste them easily too, but the attacking vehicle
- is bound to take lots of damage unless it attacks out from rocketmens
- range. Rocketmen must be used when hunting those deadly Heavies. They
- also provide excellent moving air defense, which can be used
- effectively to stop Mig raids. However all Soviet commander needs is
- to get a V2 ten squares away from your brave team of rocket infantry
- and shoot. Boom! You just lost 1500 credits... Also you must be alert
- of flamer/grenadier patrols. Give high priority to dogs, it'll save
- lots of rocketmen. Rocketmen must always have another units backing
- them up. Don't ever attack Mammoth with Rocketmen!!! Personally I
- hate these guys and I also hate the fact that thay are so annoyingly
- important...
-
- Engineer
-
- Engineers can take over enemy building that are damaged down to 75%.
- If the pointer arrows are red, Engineer can only damage the building,
- if they are green building is yours if you just get there... Engineer
- can also "golden repair" own structures. You lose your engineer, but
- you may save you more valuable structure. Because captured enemy
- buildings are down to 98-99% damaged, It's good idea to "golden
- repair" them. Engineer is very weak unit and will get killed in
- combat almost instantly.
-
- Medic
-
- Medic is great unit in theory, but in practise... Well the main use
- for it is in situation where your defense line has lots of, lets say,
- Rocketmen. Just keep the Medic behind those guys pretty close to them
- and he heals them automaticly. I just don't have enough time to use
- the Medic. Sometimes it's a good idea to give Tanya a buddy who
- follows her everywhere and heals her if some lucky shot gets
- through.
-
- Tanya
-
- Well, here's a tough lady. She can kill 3 soldiers every second. This
- means that she could kill worlds whole population in about five
- years... ;) Tanyas most useful ability however is her C-4 explosives.
- They blow up any kind of structure and getting Tanya inside your
- opponents base is a powerful way of attack. However, she isn't able
- to do anything to vehicles she encounters. (Of course you can fire at
- them with her Colts, but don't hope much success...)
-
- Thief
-
- Often overlooked thief is one of the nastiest units you have. If you
- can smuggle a thief inside enemy silo or refinery you will steal half
- of enemys all credits. Lets have a hypothetical situation: Your
- powerful enemy has saved 10 000 credits and your funds are running
- low, you have couple of thousand credits to spend. There's no more
- ore to harvest so you build three thiefs and pack them into
- Transport. Then you move your transport your thiefs to enemys
- undefended backyard and Thiefs will head towards closest silo. First
- thief steals 5 000 credits. Second 2 500. Third 1 250. After this you
- have awesome 9 000 credits and your enemy has pathetic 1 250 credits.
-
- Spy
-
- Spies are great units too, but it's little too easy to keep them off
- from base by putting dogs in guard. Spy looks like an own infantryman
- to enemy and therefore your opponent may get little suspicious when
- an uncontrollable unit runs into his/her base. But if you manage to
- get a spy to enemy base you have four alternatives to choose.
-
- 1. Infiltrate Radar dome. After that you will see everything enemy
- units see and you will hear all their conversations.
- 2. Infiltrate Sub pen and Gain Sonar pulse. However, it's very easy
- to build Sub pen away from shore.
- 3. Infitrate Construction yard, War factory or barracks and you will
- see what the enemy is producing there.
- 4. Infiltrate refinery or silo to see how much money enemy still has.
-
- 1.2.2 Allied vehicles
-
-
- Allied vehicles are usually fast, they have lighter armor when compared to
- Soviet units and they do less damage. As a counterweight they have some
- really nice high tech abilities and they have usually some other strength but
- heavy firepower.
-
- Artillery
-
- Artillery is the weakest vehicle in the game. It gets blown up really
- quickly if caught in combat. It's speed has been increased since C&C
- times and now it even can be used effectively in attack. Artillery is
- at it's best when killing infantry, light vehicles and structures.
- It tends only to scratch the red paint of Soviet tanks. They are
- excellent in base defense but remember to protect them with concrete
- walls.
-
- Light tank
-
- Light tank is good tank, but sometimes forgotten. It has great speed,
- which makes it an excellent raider. It is in fact more destructive
- than medium tank if you can just draw enemys attention from Light
- tanks to some other unit like Medium tanks. They are fearsome when
- they hunt in packs of eight to ten tanks. It's easy to crush infantry
- with Light tank and leave slower Soviet tanks behind. Tank attack
- groups shouldn't consist only of other tank model; Light tanks need
- Mediums and Light tanks make group of Mediums more flexible. When you
- attack with your Light tanks, stay in motion!
-
- Medium tank
-
- It's heavier than Light tank, but slower too. It's 90mm is more
- destructive than Light tank's 75mm, but in the long run 75mm wins
- because of higher rate of fire, Medium tank however lasts more
- longer in the battle and is therefore better combat tank. Medium
- tanks should be used when assaulting the enemy, because you are
- bound to take damage when attacking. They are also more powerful in
- defense, if opponent targets units first.
-
- Ranger
-
- Hmmm... Ranger is a good unit at least in theory, but when you
- compare it to APC it loses pretty clearly. It would have been better
- if it would be little cheaper, faster and more powerful... Or if APC
- would have some other weapon but machinegun. Of course it's very easy
- to make these changes by editing rules.ini...
-
- APC
-
- It's a good unit with great speed and moderate armor. Most important
- of it's abilities is, of course, carrying men to their destination.
- It's easy to rush through base defenses with this unit (Unless there
- are Teslas) and give opponent a nasty surprise in form of
- Tanya/Engineers/Thiefs. Rocket infantry inside APC is good move. It
- allows you to keep your air defense units away from enemy fire and
- transport it quickly to where it's needed. This is very useful when
- protecting an Ore truck. APC is also excellent infantry crusher.
-
- AT Mine layer
-
- If Soviet armor gives you trouble, here's solution. Observe and try
- to mine the routes enemy is probably going to use. Do this before
- first tank attack comes: Some more experienced players like to use
- different routes when they are attacking. One of the most annoying
- (or enjoyable) features in Red Alert is that you can't attack ground
- with ore in it. This means that if you drop a mine into enemys ore
- field, he/she can't remove it!!! And it is bound to happen that one
- of his/her Ore trucks run over it. Whenever you see a Mine layer,
- wipe it off from this planet! And do it quick, but check first that
- it is AT Mine layer, not AP...
-
- Mobile Gap Generator
-
- This is nasty unit, but sadly its cloaking range is pretty small.
- However your enemy will be very annoyed if he/she doesn't know what's
- under that black cloud that's rolling towards his/her base.
-
- Mobile Radar jammer
-
- This unit has an enormous range. (15 squares!) Move it at least that
- close to enemy Radar dome and you will shutdown his/her
- communications and radar screen. Try to hide it away from places your
- opponent will most likely check. (Power plants, Construction yard,
- War factories...)
-
- Ore truck
-
- Ore truck is the most important unit in the game and one of the most
- vulnerable ones too. Protect them from aerial srikes by Apaches,
- Hinds and especially Migs. Ore truck has heavy armor plating and
- moderate speed. If you get attacked by infantry and there aren't any
- other units in the ore field: Squish them with ore truck. Watch out
- for heavy/light tank raids.
-
- MCV
-
- Important unit. Allows you to spread your bases everywhere on the
- map. It's slow and must be protected carefully. Medium tanks and
- Artilleries are best guards for MCV because they create good mix of
- tank and infantry destroying capability.
-
- 1.2.3 Allied air & sea units
-
-
- Allies have only one air unit, but strong navy. Allied ships are one of the
- best weapons at your disposal.
-
- Apache longbow
-
- Because Apache is your only air unit you must learn to use it. It's
- faster than Hind and carries six hellfire missiles, which make short
- work on enemy tanks and structures. Always attack with all Apaches;
- It gives you more firepower and you will get out from enemy air
- defense area quicker because you destroy your target quicker.
- Rocketmen can be really annoying, because Apaches are off no use when
- killing infantry. Large masses of Mammoths should be also avoided.
- Four or five Apaches can destroy Sam-site without any casualties.
- (Unless Sam has some buddies near...)
-
- Gunboat
-
- Gunboat is fast and it's gun is pretty useless, however, it may be
- of some use when attacking naval targets. Main use of Gunboat is when
- Soviet subs hinder your naval operations. When you attack subs, keep
- moving! Torpedoes are slow and by staying in motion you make them
- miss more.
-
- Destroyer
-
- Destroyer is much more powerful ship than Gunboat but slower too.
- Stinger missiles it fires are pretty good when attacking tanks and
- other vehicles. Stingers fire twice as quick against aerial targets
- than ground targets. Tesla coils can be removed by Destoyers and
- without casualties. Destroyer is also a powerful unit when attacking
- subs, but it's slow speed makes it pretty easy target for subs if
- they attack from their maximum range. Always protect your Cruisers
- with Destroyers, or Migs will kill them without hesitation.
-
- Cruiser
-
- The most powerful unit in the game, but it's just as fast as Mammoth.
- Direct hit from Cruisers cannons is equivalent to 6 artillery
- shells!!! And the fact that Cruiser can fire from 22 squares away
- from target makes it an awesome weapon. But Cruiser has some faults
- too. First: Speed, it takes ages for Cruiser to move to target area
- and enemy is bound to see it coming and you can be sure that he/she
- will react. Second: They have no defenses against air units and Subs.
- Cruisers have only one purpose: bombarding structures and ground
- units to dust.
-
- 1.2.4 Allied structures
-
-
- Construction Yard
-
- Your most important building. Don't ever leave Construction yard
- undefended. Guard it with lots of air defense (AA-guns, Rocketmen)
- Couple of Camo pillboxes should stop even the bravest engineer or
- Tanya. Always build more Construction yards using MCV. It increases
- the speed of building structures. Build new construction yards away
- from your base so you can build new refineries and harvest ore from
- larger area.
-
- Ore Refinery
-
- Ore refinery is your another important structure. It's quite clear
- that you can't do anything if you don't have the money for it. You
- should build at least three refineries and two ore trucks for each.
- Leave some open space around refinery to avoid heavy traffic.
-
- Power plant
-
- Main rule when building power plants is to build "extra ones". They
- are cheap and you won't have to think if the AA-gun you are placing
- will stop energy production. Second and more important reason is if
- couple of your power plants get nuked or destroyed in attack it
- doesn't cripple you for minute or two. Don't ever build more than two
- power plants in the same area. This minimalizes destruction nuke
- causes.
-
- Advanced power plant
-
- This building produces more energy, is smaller and cheaper than two
- normal power plants. However it's easier to knock out single
- structure than two. Still, I advise to build strictly advanced ones.
-
- Ore silo
-
- Some newbie players may build all their silos in one place. Sure,
- rows of same buildings look nice, but your opponent likes to see them
- all get wasted in combination of a-bomb and normal attack. Losing
- your silo means that you lose all the ore stored in it. Make sure you
- don't run short in ore storing capacity; Any ore harvested is wasted
- if you can't store it!
-
- Barracks
-
- Barracks should be built right after power plant. This gives you at
- least some protection if you meet enemy right away. Build more
- barracks to increase unit training speed. Every new base should be
- equipped with barracks.
-
- War factory
-
- Every new base should be equipped with war factory. Building many war
- factories is a wise thing to do because every new war factory halves
- unit production time. Quick calculation tells that if you build a
- Medium tank, it takes 40 seconds to complete, but if you have four
- war factories it will be ready in 5 seconds!!! Having lots of war
- factories also gives ability to bring new units where they are
- needed most by changing the primary building.
-
- Radar dome
-
- One of the most important buildings. You don't give it too much
- priority when it's up and running, but when something fails and radar
- screen disappears, you go nuts. Trying to control your units and base
- without radar is real nightmare. And you never really know if that
- gunfire comes from Heavies which now massacre your units. This leaves
- you to a situation where you bounce from place to place trying keep
- things under control. And while you should notice those closing
- armies you are trying to find one of your ore trucks which accidently
- took a wrong turn somewhere. This is something you can't afford to
- let happen. Sometimes it can be a wise move to build two radar
- domes.
-
- Allied Tech center
-
- Very important building. GPS satellite is one of the best special
- abilities in the game. Tech center also allows you to build Nukes,
- Chronosphere, Cruiser and Tanya. Protect Tech Center well, unless
- you wan't to lose GPS and therefore entire map.
-
- Helipad
-
- Helipad allows you to build Apaches. It's well protected. Place your
- helipads so that Apaches can access any part of map as fast as
- possible.
-
- Service depot
-
- Place service depot close to your front so units can be repaired
- quickly. If you have lots of damaged units, select large bunch of
- them and give them order to go to repair bay. It's wise to repair
- Apaches to minimize casualties. Remember that you can sell units too
- by placing them into service depot and clicking them with "sell"
- icon. Service depot allows you to build MCV and is therefore very
- important in case you lose your Construction yard.
-
- Naval yard
-
- Repair your ships here. Build more than one naval yard to increase
- ship production speed. It's also a good idea to build Naval yards to
- different parts of seas. That way you can respond to threats quicker
- and Cruisers don't have to travel so long to reach their targets.
-
- Missile silo
-
- Guard this structure carefully. It's quite annoying to lose your
- almost ready nuke, just because missile silo got destroyed. Don't
- build more than one missile silo, You can't speed up production of
- nuke by building more silos, instead you can speed it up by making
- lots of power plants and therefore having much "useless" energy. Nuke
- is normally ready after 13 minutes. Missile silo has weak armor.
-
- Chronosphere
-
- It allows you to transfer vehicles/Apaches/ships to any part on map.
- They can stay three minutes there before returning back. Chronoshift
- can trigger a Chronal vortex which destroys five buildings or units
- and then dissipates. You can get rid of Vortex by giving it five
- riflemen units. Chronosphere charges every 7 minutes. You have 20%
- chance getting a vortex when you use Chronoshift. Structure itself is
- weakly armored.
-
- Gap generator
-
- Just great structure which you learn to hate when playing Soviet, but
- as long as you are Allied you can only love them. They are cheap and
- therefore you should always cover all your buildings with them.
- Remember that they require energy to function.
-
- Fake structures
-
- These look like your own structures, but they can't take damage at
- all. You can confuse your enemy with these.
-
- Gun Turret
-
- Turrets are excellent defenders against Soviet tanks. It's gun is as
- powerful as Mammoths 120mm cannon. And it has a lot higher rate of
- fire. Repair Turres during the fight and you have pretty powerful
- defense, if Soviets stop to destroy Turrets... Turrets must be
- protected from aerial strikes.
-
- Pillbox
-
- Infantry shredder. Couple of these stop almost any kind of infantry
- attack. It's a wise move to build these around your base to stop any
- Tanya/Engineer/Thief attacks. You should also defend Turrets from
- infatry attacks with these structures. They are off no use when
- attacking vehicles.
-
- Camouflaged pillbox
-
- This is advanced version of normal pillbox. It's hard to spot when in
- the midst of battle and it can take more beating than the ordinary
- pillbox.
-
- AA-gun
-
- It kicks any flying unit out from the sky (Not Spy planes)
- effectively. It has shorter range than Sam-site, but is more accurate
- and powerful. Place AA-guns so that they are inside your base. Their
- range is so short that if you place them around your base, it takes
- lots of money and is seldom more powerful than if the AA-guns would
- be inside your base. AA-guns work best in packs of two.
-
- Sandbags
-
- Sandbags stop infantry and nontracked vehicles if they don't have any
- explosives (grenades and rockets). Tracked vehicles run over them
- easily.
-
- Concrete wall
-
- One of the most important things in the game. Even the Mammoth isn't
- able to bulldoze through this wall. Protect anything with importance
- by using concrete walls.
-
- 2.1 Soviet special forces
-
-
- Nuke
-
- Nuke is very effective way of punishing opponents, but don't think
- it wipes everything off from target area. Best targets for Nuke are
- both power plants, allied tech centers, damaged refineries, large
- masses of infantry and light vehicles, ore silos and Airfields with
- Migs. Don't try to destroy enemys ore fields with Nuke, it doesn't
- work. Choppers don't get destroyed in Nuke strike. Nuke recharges
- every 13 minutes.
-
- Iron curtain
-
- At first it seems to be much weaker than Chronosphere, but when you
- learn to use it, you should find it quite useful. Forget making
- normal attack units like Heavies invulnerable and concentrate into
- better targets which are listed in the chapter 3.0. Iron curtain
- takes 11 minutes to recharge and it's effect lasts 45 seconds.
-
- Spy plane
-
- Charges every 3 minutes. If you manage to knock a Spy plane out from
- the sky, give me some e-mail...
-
- Paratroopers
-
- This strikeforce can be effective if used correctly. Drop them to
- enemys undefended backyard and start attacking buildings. Tech
- Centers are nice targets. This may not be themost useful way of
- attack, but it irritates enemy a lot. If you manage to get them
- inside enemy base it's twice more fun. Your enemy will lose his/her
- temper when he/she tries to hunt down those little guys which run
- around inside the base. If opponent has gap generators you can locate
- good targets for nuke by using paratroopers. Paratroopers are ready
- every 7 minutes.
-
- Parabombs
-
- These things suck! They take ages to recharge and when they finally
- are ready to drop they don't hit the target at all. They recharge
- every 14 minutes. If you really want to use them somewhere, drop
- them on buildings or masses of infantry.
-
- 2.2 Allied special forces
-
-
- Nuke
-
- Nuke is very effective way of punishing opponents, but don't think it
- wipes everything off from target area. Best targets for Nuke are both
- power plants, allied tech centers, damaged refineries, large masses
- of infantry and light vehicles, ore silos and Airfields with Migs.
- Don't try to destroy enemys ore fields with Nuke, it doesn't work.
- Choppers don't get destroyed in Nuke strike. Nuke recharges every 13
- minutes.
-
- Chronoshift
-
- You can use some really powerful strategies by correct use of
- Chronoshift. They are listed in the chapter 3.0. It recharges in
- 7 minutes. Don't put infantry into APC you are chronoshifting!
-
- Sonar pulse
-
- You gain sonar pulse when you get a spy inside enemy sub pen. Sonar
- pulse charges every ten minutes and is capable of showing enemy sub
- locations for couple of seconds.
-
- GPS satellite
-
- Charges in eight minutes. if you lose tech center, you lose GPS too.
-
- 3.1 Soviet tactics
-
-
- When playing Soviets, you should base your strategy mostly on tanks and lots
- of them. Your Mig aircraft is also a powerful weapon. Subs can stop enemy
- Cruisers effecticely if you know how to do it.
-
- 3.1.1 Infantry tactics
-
-
- * Smuggle Tanya inside enemy base and start the fireworks. If you
- encounter any expensive infantry, kill it. This part is pretty
- simple, but how you get Tanya inside enemy base is a whole
- different thing.
-
- * If Apaches are harrassing your Construction yard, keep Engineer
- handy to repair it if it seems that Construction yard can't stand
- against Apaches.
-
- * If your enemy makes a new base with his/her MCV and doesn't start
- defending it right away it's not too hard thing to raze it down
- with squad of flamers. This can also work as a distraction while
- you act fast and launch another attack with Tanya/attack force/
- Subs. However, all enemy really need is pillbox or defending units
- and your flamers get slaughtered.
-
- * In the early stages of game you can build lots of Grenadiers and
- rush to enemy base. Once you get there, attack the most vital
- buildings (Construction yard, Power plant, Refinery). However, keep
- your Grenadiers in quite thin formation, you don't want all of them
- get killed in chain reaction of explosions when one of them die.
-
- * Group of five rocketmen is an excellent air defender.
-
- * Engineer raids. Engineers are really expensive and you should use
- them only if you are sure that the operation you are about to make
- has some possibilites to work. Here is one workable tactic: First
- build five engineers, then build Chinook. Build Barracks, but don't
- place them. Build Tanya, but put her "on hold" right before she is
- completed. Now load your brave engineers into Chinook and fly it
- near enemy base. You have already chosen the building you wanna
- capture. It must have some open space around it!!! Now give Chinook
- invulnerability and send it quickly to the spot you chosed. Land
- right next to the building and unload engineers. Capture the
- building, if it didn't take all your engineers "golden repair" it.
- Now quickly place Barracks next to your new building and make it
- "primary building" Now complete Tanya and start wreaking havoc.
- Build flame towers, flamers, riflemen, rocketmen... anything which
- is capable of inflicting lots of damage. This tactic can be more
- effective by sending Nuke to area you are about to take over. That
- way buildings are already damaged and it's easier to take them
- over. If you have lots of War factories, you may want to
- consider building war factory and Mammoths instead of Barracks and
- Tanya. Then just build Heavies and wipe off enemy base. You want to
- protect your newly built War factory or Barracks so build some Sam-
- sites or Rocketmen.
-
- More simpler, easier and often just as effective tactic is to just
- send couple of Tanyas in that invulnerable chopper.
-
- * Spread some Tanyas around your own base to kill any
- Tanyas/Engineers/Thiefs
-
- * Kill attacking Rocketmen with dogs.
-
- * Try to surpise Apaches with your Rocketmen.
-
- * Are you having a mine problem in your ore field? Try this: If you
- know where mines are, put rifleman standing in top of one. Now
- force one of your Heavy tanks to attack this man. If you are lucky:
- Mine explodes and Rifleman stays healthy. If Rifleman dies: Too
- bad, but it's better than losing one of your Ore trucks. Don't try
- this with AP mines... Instead, destroy them by running over them
- with your tanks.
-
- * Attack Destroyers which move close to shore with Rocketmen or
- Grenadiers. When Destroyers start attacking infantry, bring your
- heavy tanks and V2s to slaughter them.
-
- * Keep some riflemen ready to kill spies if your dogs have been
- forgotten somewhere else.
-
- * Always protect Rocketmen with Riflemen or Grenadiers. Flamers kill
- own units too easily.
-
- * When you are fighting with infantry against infantry it's better
- to forget "focused fire" technique and stop your men and let them
- handle firing. This gives an advantage to defender: His/her units
- can fire whenever enemy unit comes to their range while attacker
- has to move his/her units into position before firing.
-
- 3.1.2 Vehicle tactics
-
-
- Heavy tank tactics
-
- * Build lots of them and raid enemy base. Don't care about stationary
- base defenses (Turrets, pilboxes...), unless you are attacking
- against Soviet player, if so nuke their power plants so that Teslas
- will go offline. When inside, destroy Construction yard and
- Refineries. Then clear turrets and other base defenses with V2s and
- Heavy tanks. Bring your Mammoths to enjoy the party. Destroy all
- units and mop up.
-
- * Raid enemy Ore trucks with them. If you get company in the form of
- Apaches try to get them to range of your air defense. If you manage
- to destroy Apaches, get back and kill all Ore trucks. If there are
- defenders in the ore field, reconsider situation. If defenders are
- Rocketmen. Bring few V2s to massacre them. Keep harrassing enemys
- Ore trucks, but watch out for your own ones too.
-
- * When you build your first War factory, build another one too. Find
- enemy base. Start making Heavy tanks. When you have about eight of
- them, assault enemy ore trucks. Keep building Heavies all the time.
- After destroying Ore trucks attack enemy base. If they manage to
- defend your attack, bring the other group of tanks to massacre
- them.
-
- * Don't spread your Heavy tank fire. Keep it focused into one target
- at time.
-
- * Raze down opponents newly founded bases. Opponent has to get lots
- of defense there if he/she hopes to stop coordinated attack of,
- lets say, eight Heavies.
-
- * Destroy V2s and Artilleries with Heavy tanks.
-
- * Attack in mixed group of Heavies and Mammoths. Mammoths make short
- work of any infantry unit you encounter. You move slower, but that
- kind of attack force is very hard to destroy.
-
- Mammoth tank tactics
-
- * Defend your ore fields with combination of Mammoths, Rocketmen
- and some Heavies. Mammoths and Heavies take care of enemy tanks,
- Mammoths erase infantry. Rocketmen handle air defense and Heavies
- will stop any V2s and Artilleries.
-
- * Load them into Transport and unload them behind enemy base. That
- way Mammoths don't suffer so much from their low speed.
-
- * Control your Mammoths carefully. They travel easily in line and are
- therefore easier targets because enemy Medium/Heavy tanks can kill
- them one at the time. If you get attacked from air, stop your
- Mammoths and hope the best.
-
- * Block narrow routes with Mammoths and put some Rocketmen nearby
- to punish those Apaches. Few Heavy tanks are also recommended to
- quickly destroy approaching long range units (V2 and Artillery).
-
- V2 rocket launcher tactics
-
- * Destroy quickly base defenses, by creating a strike force of these
- units and launching one rocket from each launcher from maximum
- distance (10 squares). Then withdraw and do it fast! Have another
- strike force of Heavies nearby to kill any units which attack V2s
- and to finish off base defenses. Then bring your real attack force
- and raze down enemy base.
-
- * Cripple enemys energy production by knocking out some power plants.
- One rocket should be ebough to destroy basic power plant and two
- will silence advanced. If enemy tries to block some routes, harrass
- them with combination V2s and Heavy tanks. Again it's important to
- bring some Rocketmen with you.
-
- * Put some V2s near water areas around your base: If cruiser
- chronoshifts there it'll be "warmly" welcomed. Cruiser is so slow
- that V2 should't encounter problems hitting it.
-
- * Kill any attacking ships and Subs.
-
- * Don't ever leave V2 alone!!! With a reload time of 30 seconds and
- really lousy accuracy when firing at moving targets, it's really
- vulnerable for tank raids.
-
- AP mine layer tactics
-
- * Mine your whole base, but leave enough space for vehicles to
- navigate.
-
- * In big network game your opponent may not know which side you play.
- (Ok, it's rare, but it happens...), or if he/she doesn't know about
- Soviet minelayer weaknesses, you can rush to his/her ore fields
- with couple of minelayers which start dropping mines. Your opponent
- panics and acts fast. Suddenly your minelayers have lots of
- company. Withdraw your Mine layers and launch a Heavy tank raid to
- same opponents base. There should be little lesser units to take
- care of.
-
- 3.1.3 Air unit tactics
-
-
- Mig tactics
-
- * Destroy enemy Construction yard with at least six Migs. (Eight
- recommended.) After this take out Refineries and that's about it:
- Enemy is paralyzed unless he/she has another large base. Of course
- he/she can build MCV, but in practise you have already won the
- game.
-
- * Divide your Migs into smaller groups and give all of them different
- target from base defense. If everything goes right enemys front
- gate is open for Heavy tank invasion.
-
- * Destroy enemys newly founded Construction yard.
-
- * Destroy Cruisers which move alone without Destroyers.
-
- * Destroy stationary units.
-
- * Don't attack moving targets!!! (Cruisers and Mammoths make an
- exception, however Mammoth has missiles...)
-
- * Get out from Airfield if you see Apaches gathering around your
- Migs!!!
-
- Hind tactics
-
- * Erase any light vehicle which attacks your base. Six Hinds are
- effective against tanks too.
-
- * Kill unprotected Tanyas if you don't have Yaks.
-
- * Harrass enemy Ore trucks, but watch out for Rocketmen.
-
- * Give Hind (or Chinook) invulnerability and hover over enemy base.
- In the meanwhile you send Migs to destroy some target from that
- area. All AA-guns and Sam-sites are firing at Hind so Migs get a
- free shot. Timing is important!!!
-
- * Destroy some lightly armored buildings if there isn't much air
- defense.
-
- * Destroy Migs when they are rearming on Airfield.
-
- * Attack approaching Transports.
-
- * Get out from Helipad if you see Apaches gathering over your
- Hinds!!!
-
- Chinook tactics
-
- * Give Chinook invulnerability and transport Tanya to enemy base.
-
- * During your attack against enemy base, transport Tanya or some
- Flamers inside enemy base. If Air defense has something else to
- think about or if you have knocked it out, you should be able to
- get those Tanyas/flamers there and get Chinooks home too. If enemy
- doesn't have Pillboxes/Flame towers inside his/her base, you should
- be able to remove lots of buildings while enemy is trying to stop
- your Heavies.
-
- 3.1.4 Naval unit tactics
-
-
- Sub tactics
-
- * Move your Sub right next to enemy ships. If there are two or more
- Cruisers nearby, trick will be more effective. Iron curtain Sub and
- start pounding enemy ships starting from Cruisers or Destroyers.
- Cruisers if you wanna get rid of them instantly and Destroyers if
- you wanna remove their air defense and erase Cruisers with Migs.
- Slow cruisers aren't able to escape your Sub and will get destroyed
- quickly. After invulnerability wears off, dive!
-
- * Build lots of Subs. Well built Allied fleet can be destroyed only
- with Subs.
-
- * Always attack from maximum distance.
-
- * Watch out for ground units when you surface, they beat the hell out
- of subs.
-
- * If enemy has no naval units around his/her Naval yard, put about
- three subs there and destroy any newly built ships.
-
- Transport tactics
-
- * If your enemy has some beach inside his/her base, pack Transport
- with five Mammoths and send it there. If the beach is heavily
- defended and there are lots of ships nearby, you may want to give
- Transport invulnerability; You don't want to lose this transport!
- It's worth about 9000 credits!!! Unload Transport and your Mammoths
- can roam inside enemy base. Target Construction yard first and then
- Refineries. Launch normal Heavy tank rush at the same time and
- enemy is going to have pretty hard time surviving.
-
- * When carrying units, watch out for Apaches. Migs don't usually hit
- moving Transport and Hinds are too slow to catch it.
-
- 3.1.5 Structure tactics
-
-
- * Protect your most valuable structures (Construction yard, Iron
- curtain, Nuke silo, Teslas) with concrete wall, if they are often
- under attack by ground forces.
-
- * Build lots of Sam-sites, they aren't very effective and you don't
- want to invite those Apaches for a visit. Six Apaches can take out
- Construction yard.
-
- * Build four War factiories and you churn out Heavies at an
- incredible rate.
-
- * Build four Refineries and eight Ore trucks and money spills out of
- your ears.
-
- * Place Flame towers inside your base.
-
- * Place your Airfields around your base. You lose lots of money if
- Nuke hits your Migs when they are resting on Airfield.
-
- * Build your Radar dome near shore and you should see opponents subs
- in Radar Domes sight. (This one is untested...)
-
- * Don't build any building that is vulnerable to Nuke in the same
- area with other buildings of same type!
-
- * Try to avoid building base where all structures are in one big
- clump. Always organize your base well so that Ore trucks have
- enough open space to navigate and your newly built units don't
- cause any traffic inside your base. One good base layout is
- "courtyard" where you leave some open space inside your base.
- Your War factory and Barracks are located there and you can keep
- most valuable units safe there. However this kind of base is big
- and therefore needs more space and is harder to defend.
-
- * If you choose to use Teslas in defense always protect them with
- concrete wall and Flame towers. You also need tanks. Four Mammoths
- and four Heavies should be quite effective mix. Also give Teslas
- pretty much air defense (Rocketmen and Sam-sites).
-
- * Remember that Flame towers can't fire over concrete wall.
-
- 3.1.6 Iron curtain & Nuke tactics
-
-
- * In the middle of enemy attack give invulnerablity to Tesla coil.
-
- * When Migs have almost reached your Construction yard, make it
- invulnerable. Enemy loses at least few Migs to your air defense
- while your Construction yard shrugs off those Mavericks.
-
- * If you manage to capture enemy structure, it's in really bad
- condition. Iron curtain it and start making thing in this order:
- Barracks, Tanya, Flame towers and anything that is useful in this
- situation. Repair your new structure all the time and it may not
- get destroyed at all!!!
-
- * Iron curtain sub and wipe off enemys fleet.
-
- * Iron curtain Chinook and transport Tanya inside enemy base.
-
-
- * Nuke large masses of power plants.
-
- * Nuke Allied tech center, it causes them to lose their entire map.
- Then launch Heavy tank assault.
-
- * Nuke large masses of ore silos, and finish them off with other
- units.
-
- * Nuke damaged Refineries.
-
- * Nuke Migs when they are on Airfield.
-
- * Nuke Chronosphere or Iron curtain.
-
- * If you see lots of expensive infantry in same place, nuke them.
-
- 3.1.7 Other tactics
-
-
- * Scout your enemys base early in the game. It gives you huge
- advantage if you can prevent him/her from exploring yours.
-
- * If you make lots of money, spend it quickly too. Try to keep some
- 5000 credits at your bank account, so if surpising situation
- appears, you can respond immediately. Also, if enemy blocks off
- your Ore trucks, you still have some resources.
-
- * Kill quickly any APCs that attacks your base. They may carry
- Tanyas, Engineers or Thiefs.
-
- * If you hear "nuclear warhead" warning, Put your Migs to attack some
- target, no matter what, all you need is to have your Migs out from
- Airfields when Nuke comes. Get Hinds out from Helipads too.
-
- * Always use teams!!! It gives you lots more control over your
- troops. I also recommend dividing Migs and Hinds into smaller
- teams, so you can hit multiple targets at once.
-
- * If you face mixed group of Mediums and Light tanks, attack Light
- ones first because they are weaker but carry more powerful cannon.
-
- * If enemy has some Cruisers arond his/her base, make Heavy tank raid
- and gather your raiders around vital targets. Then just attack them
- with tanks and laugh while Cruiser pounds enemy structures to dust.
-
- * Keep your Tanya's and Engineers inside Transports so they won't get
- nuked.
-
- * Pack five Ore trucks inside Transport and move them to enemys
- undefended ore field. Then just get as much ore as possible and
- escape with Transport. You can "steal" 3 500 credits every time you
- do this. It may be a good idea to bring another Transport full of
- Rocketmen to take care of Apaches that may harrass your Ore trucks.
- If enemy tanks attack, run!
-
- * If Tanya is about to blow up your building, sell it. You get money
- from that building and men that come out from the building may kill
- Tanya.
-
- * Force Tesla coil to destroy approaching APCs.
-
- * Fake Construction yards annoy you? Try this: Find the Construction
- yard which has a normal power plant right next to it. That is most
- probably the real Construction yard, because normal power plant is
- the first building you must construct.
-
- * If you decide to build lots of Migs, remember air defense too!!!
-
- * In network game make an alliance with some other player. Then wait
- until you both have Nukes ready. When Nukes are ready, shoot them
- simultaneously to vital targets (Power plants, Allied tech
- center...) in another players base. Then send Migs to kill
- everything important. If your buddy plays Allied he/she will send
- some Apaches to still remaining targets. Mop up with Heavies and
- V2s. This tactic works well, but I consider it to be really unfair
- and almost cheating.
-
- * Always keep group of Heavies handy so that you can kill raiding
- Light and Medium tanks. Mammoths are far too slow for this.
-
- * If there is no more ore to harvest, sell your Ore trucks.
-
- * Lay siege around enemy base. Use Mammoths, Heavies, V2s,
- Rocketmen and Flamers. Tanya can be effective too, but she gets
- easily killed. Destroy enemys Ore trucks or force them to stay in
- their base. If you can maintain your siege for a long time, you
- can't really lose anymore.
-
- * If you are under siege. Try to break it with decisive strike from
- Heavies and V2s. Migs and Hinds are also very useful if enemy has
- no air defense. However, if things are at the point that you are
- trapped inside your own base, you usually need an act of God to win
- the game.
-
- 3.2 Allied tactics
-
-
- Allies need something to counter those deadly Heavies and Mammoths, so don't
- forget tanks. Naval units are very powerful and you should use them whenever
- possible. Apaches are excellent units too. Take advantage of wide variety of
- special infantry units.
-
- 3.2.1 Infantry tactics
-
-
- * Smuggle Tanya inside enemy base and start the fireworks. If you
- encounter any infantry, kill it. This part is pretty simple, but
- how you get Tanya inside enemy base is a whole different thing.
-
- * Pack five engineers or Tanya inside APC and rush to enemy base.
- Take couple of tanks with you. When you reach base, attack
- defending units with tanks and let APC continue to its target
- (Usually Construction yard or War factory). Park APC right next to
- target. That way Engineers/Tanya have to move minimum amount of
- time in enemys range of fire. Capture/Blow up structure and if you
- have units left, pack them inside APC and escape quickly. You can
- of course try to blow up another building when using Tanya, but
- rememer that enemy is already bringing his/her units to area and
- risk of getting Tanya killed is more greater. Personally, I don't
- like this tactic too much. Early in the game it's game spoiler, but
- later on it's a nice tactic.
-
- * If Migs are harrassing your Construction yard, keep Engineer handy
- to repair it if it seems that Construction yard can't stand
- against Migs. Timing is very important
-
- * Spread some Tanyas around your own base to kill any
- Tanyas/Engineers/Thiefs
-
- * Try to surpise Migs and Hinds with your Rocketmen.
-
- * Are you having a mine problem in your ore field? Try this: If you
- know where mines are, put rifleman standing in top of one. Now
- force one of your tanks to attack this man. If you are lucky: Mine
- explodes and Rifleman stays healthy. Keep Medic near and heal
- rifleman if needed. If he dies anyway: Too bad, but it's better
- than losing one of your Ore trucks. Don't try this with AP mines...
- Instead, destroy them by running over them with your tanks
-
- * Use Rocketmens as defenders against Heavies.
-
- * Group of five rocketmen is an excellent air defender.
-
- * Protect your Rocketmen with Rifle infantry. Otherwise dogs tear
- your precious Rocket infantry apart.
-
- * When you are fighting with infantry against infantry it's better to
- forget "focused fire" technique and stop your men and let them
- handle firing. This gives an advantage to defender: His/her units
- can fire whenever enemy unit comes to their range while attacker
- has to move his/her units into position before firing.
-
- * Try to distract opponent when infiltrating his/her base with spies.
- Small Light tank raid should be quite useful in this purpose.
-
- * Wach out for dogs!!!
-
- * If your enemy has lots of cash, smuggle couple of Thiefs to his/her
- base.
-
- 3.2.2 Vehicle tactics
-
-
- Medium tank tactics
-
- * Build lots of them to counter Soviet Heavies and Mammoths.
-
- * Knock out enemy base's most vital targets (Construction yard,
- Refineries, War factory) with them.
-
- * Block narrow routes, but be ready to withdraw if Soviets decide to
- clear that passage, unless you have superiour force. Your tanks are
- too important to be wasted.
-
- * Always focus your firepower to one target at time. If you start
- attacking multiple targets, Soviets will crush you easily. This is
- twice important when attacking large force of Mammoths. However
- attacking large force of Mammoths is a dumb thing to do.
-
- * If you face Mammoths, you must outmanouver them. Direct attack is
- one form of a suicide.
-
- * Escort other units with them.
-
- * Draw enemy fire to Mediums, they are strongest units you have.
-
- * Raze down enemys newly founded Construction yards, unless there is
- a strong force of Mammoths defending it.
-
- * Use Mediums virtually everywhere.
-
- Light tank tactics
-
- * Build large force of them and raid enemy Construction yard. More
- tanks and more better you succeed. If you still have adequate force
- left when Construcion yard falls. Get home or take out Refineries.
- However at this point Heavies are usually pounding your Light
- tanks, so it's usually wiser to leave enemy base.
-
- * Raid enemy Ore trucks with them.
-
- * If opponent makes big infantry assault, rush over them with about
- eight Light tanks.
-
- * Destroy V2s and Artilleries with Light tanks.
-
- * Try to outmanouver anything you enocunter.
-
- * Stay in motion!!! If enemy tank stays at one place firing at you,
- drive around it and fire all the time. Enemy has hard time hitting
- your Light tanks if they just keep moving.
-
- Artillery tactics
-
- * Keep couple of these behind your base wall and you can be sure that
- no infantry or light vehicle comes through.
-
- * Make a Medium tank attack to enemy base. Then take about six
- Artilleries and get inside enemy base from different direction from
- your Mediums. Start pounding structures starting from Refineries,
- Construction yards and Power plants. If you are lucky enemy notices
- your Artilleries when it's too late to recover his/her most vital
- buildings.
-
- * Keep Artilleries away from battle!!! Opponent often targets them
- first and before you even notice, Heavies have erased them.
-
- * Repair damaged Artillery instantly.
-
- APC tactics
-
- * Rush enemy base with APC full of Tanyas/Engineers/Thiefs.
-
- * Fill your APC with Rocketmen and make it guard your Ore truck. If
- enemy attacks with Apaches or Hinds, unload Rocketmen. Then just
- sit back and watch how enemy choppers drop like flies.
-
- * Keep your Tanya's and other expensive infantry inside APC away from
- Nuke.
-
- * Crush infantry with APC.
-
- * Rush toward enemy base with APC. He/she may think that you are
- making Tanya/Engineer/Thief raid and moves units to stop your APC.
- Meanwhile you start your real attack from different direction.
-
- * When you are moving infantry, try to do it with APCs. You get your
- men to their destination more faster and your enemy never knows
- what you are carrying.
-
- * About five APCs can really beat up enemy infantry. Do so.
-
- Ranger tactics
-
- * Kill any infantry units you encounter.
-
- * Best tactic with Rangers is: Don't build them.
-
- AT Mine layer tactics
-
- * Rush to enemy ore fields with couple of Mine layers and drop mines
- everywhere.
-
- * Mine the normal routes used by enemy.
-
- * Mine bridges.
-
- * Use Mine layers all the time.
-
- * Observe enemy unit movements. If you find certain pattern, mine the
- route.
-
- * Lay mines around your base. If you have some open space inside your
- base, lay mines there too, but always leave enough space for your
- own units to navigate.
-
- * Try to lay mines without been detected by enemy.
-
- Mobile Gap Generator tactics
-
- * Drive your enemy mad by driving around with these units. He/she
- doesn't know if there are units under their cloaking range.
-
- * If you have the patience for it, try to cover your units whenever
- you move out from your base. If you don't have the patience for it,
- just put couple of these somewhere in the map and gather your units
- under cover they provide. Most people don't have the patience for
- the first option, at least I don't.
-
- * Give Ore trucks Gap generators as guards. Enemy knows that there is
- Ore truck under the shroud, but he/she doesn't know if there is
- anything else.
-
- Mobile radar jammer tactics
-
- * Chronoshift this unit inside enemy base.
-
- * Try to hide it behind buildings, trees or something like that, so
- enemy doesn't find it immediately.
-
- 3.2.3 Air unit tactics
-
-
- Apache Longbow tactics
-
- * Build about eight of them and you control powerful attack force.
-
- * Destroy enemy Ore trucks.
-
- * Build about ten Apaches and assault enemy Construction yard. Six
- Apaches is enough to take it out, so you can lose four Apaches and
- still destroy it.
-
- * Apaches are effective against Sam-sites, but I don't recommend
- using that ability too much. Sam's are seldom alone and therefore
- you usually lose at least one chopper. 750 credits Sam-site for
- 1200 costing Apache isn't something I would call profitable.
-
- * Apaches aren't really effective against moving targets. They can't
- really keep up with fastly moving ground units.
-
- * Order your Apaches to attack enemy chopper which is resting on
- ground and they will chase it around firing missiles if it gets
- airborne.
-
- * Knock out Tesla coils.
-
- * Hunt subs by using Transport as a decoy and killing Subs with
- Apaches.
-
- * Kill Migs that are on Airfield.
-
- * Obviously you should destroy any structure which doesn't have air
- defense.
-
- * Don't care about lone Sam-sites. They are pretty weak.
-
- 3.2.4 Naval unit tactics
-
- Gunboat tactics
-
- * If Subs are attacking from maximum range, hunt them down with your
- Gunboats.
-
- * If you are facing one or two Subs, try this: Circle them and keep
- distance at five squares. Your Gunboat is pounding Subs to death
- while torpedoes Subs fire miss it.
-
- * Don't cruise too close to shore or you will lost your Gunboats
- instantly to almost any ground unit.
-
- Destroyer tactics
-
- * Always keep some Destroyers with your Cruisers. Because they are
- only sea units capable of dropping enemy air power, you can't
- underestimate their power. The more you have Destroyers, more
- better.
-
- * If Cruisers are unavailable at the moment you can knock out Teslas
- without casualties. Larger force of Destroyers can be moderately
- effective against structures.
-
- * Distract Subs with Transport or Gunboat and get your Destroyers at
- close range.
-
- * If you have "spare" Destroyers, put them on your coast so that they
- can attack air units passing by. Watch out for ground units with
- heavy firepower.
-
- * Remember that Stingers are twice powerful against air targets.
-
- Cruiser tactics
-
- * Obviously, raze down enemy base with combination of about two or
- three Cruisers and suitable force of Destroyers. Keep also Gunboats
- nearby to remove any attacking Subs.
-
- * Cruiser can be effective in defense too, but if enemy makes raid
- you have small problem in your hands: Cruiser fires merrily at
- those enemy raiders and wrecks havoc inside your base.
-
- * If you get attacked by Subs and you have no support units nearby,
- attack squares near Subs and you may score some hits.
-
- * Chronoshift Cruiser near enemy base and destroy vital targets.
-
- * If Cruiser overshoots it's intended target, target the square in
- front of target if you don't still score hits, adjust your aim
- more.
-
- * Main rule is to bombard everything you see to dust.
-
- * Here is a really filthy cheat, which makes Allied a lot too
- powerful side to play. Take some Cruisers and one Transport. Select
- them and make them team (no matter what number). Now press "f" to
- make them move in nice formation. Now when this team moves, it
- moves at Transports top speed. I can't understand how this kind of
- fault has remained in the final game. Cruiser is too powerful
- weapon this way and I hope Westwood will release a patch which
- fixes this fault.
-
- Transport tactics
-
- * If your enemy has some beach inside his/her base, pack two
- Transports with five Mediums each and send them to that beach.
- Then just wreck as much destruction as you can. Complete operation
- by nuking power plants and sending Medium tanks to delight your
- opponent. Beware Subs!!! You can use Artilleries instead of
- Mediums, but remember their low armor.
-
- * If attacked by Hinds (or Apaches), try to get them close to your
- Destroyers. Migs don't hit Transport unless, it doesn't move.
-
- * Cruise around and if Subs attack, kill them with Apaches.
-
- 3.2.5 Structure tactics
-
-
- * Protect your most valuable structures (Construction yard,
- Chronosphere, Nuke silo, Gap generators) with concrete wall, if
- they are often under attack by ground forces.
-
- * If you have lots of Rocketmen, you don't always need AA-guns.
-
- * Build four War factiories and you churn out Mediums at an
- incredible rate.
-
- * Build four Refineries and eight Ore trucks and money spills out of
- your ears.
-
- * Build lots of Turrets to stop direct attacks from Soviet tanks.
-
- * Place Pillboxes/Camo. pillboxes inside your base.
-
- * Cover your whole base with Gap generators.
-
- * If you want to build something outside your base, build a line of
- silos there.
-
- * Annoy your enemy by building Gap generators outside your base too.
-
- * Build Turrets and Pillboxes outside your base.
-
- * Build your Radar dome near shore and you should see opponents subs
- in Radar Domes sight. (This one is untested...)
-
- * Don't build any building that is vulnerable to Nuke in the same
- area with other buildings of same type!
-
- * Try to avoid building base where all structures are in one big
- clump. Always organize your base well so that Ore trucks have
- enough open space to navigate and your newly built units don't
- cause any traffic inside your base. One good base layout is
- "courtyard" where you leave some open space inside your base. Your
- War factory and Barracks are located there and you can keep most
- valuable units safe there. However this kind of base is big and
- therefore needs more space and is harder to defend.
-
- * Building some Turrets inside your base can be wise move. It removes
- efficiency of enemy raids.
-
- * Remember that Turrets can't fire over concrete wall.
-
- 3.2.6 Chronoshift & Nuke tactics
-
-
- * Chronoshift Cruiser behind enemy base.
-
- * If you see enemy moving one of his/her MCVs to deploy new base,
- make temporary alliance with him/her and Chronoshift that MCV to
- your or some other players defense area and make war again. Now
- kill this MCV. Remember that enemy will see all your buildings and
- units when you ally with him/her.
-
- * Build barracks, but don't place them. Build also Tanya, but put
- her "on hold" just before she is ready. Then chronoshift MCV
- inside enemy base and place barracks, make these barracks primary
- building. Now complete production of Tanya and build everything you
- can as fast as possible. Turrets and Pillboxes inside enemy base
- are nice.
-
- * Chronoshift Mine layer to enemy ore fields and lay mines there.
-
- * If you wan't to chronoshift ground units, use Artillery, Radar
- jammer and Mine layer and of course MCV. Other units aren't really
- useful at all.
-
- * If enemy has lots of expensive infantry in one place, chronoshift
- APC or Light tank over them and run over any nearby infantry units.
-
-
- * Nuke large masses of power plants.
-
- * Nuke Allied tech center, it causes them to lose their entire map.
- Then launch Medium tank assault.
-
- * Nuke large masses of ore silos, and finish them off with other
- units.
-
- * Nuke damaged Refineries.
-
- * Nuke Migs when they are on Airfield.
-
- * Nuke Chronosphere or Iron curtain.
-
- * If you see lots of expensive infantry in same place, nuke them.
-
- 3.2.7 Other tactics
-
- * Scout your enemys base early in the game. It gives you huge
- advantage if you can prevent him/her from exploring yours.
-
- * If you make lots of money, spend it quickly too. Try to keep some
- 5000 credits at your bank account, so if surpising situation
- appears, you can respond immediately. Also, if enemy blocks off
- your Ore trucks, you still have some resources.
-
- * Kill quickly any APCs that attacks your base. They may carry
- Tanyas, Engineers or Thiefs.
-
- * If you hear "nuclear warhead" warning, Get Apaches out from
- Helipads.
-
- * Always use teams!!! It gives you lots more control over your
- troops. I also recommend dividing Apaches into smaller teams, so
- you can hit multiple targets at once.
-
- * If you face mixed group of Heavies and a Mammoth, attack Heavies
- first because they are weaker but make about same amount of damage
- to your units as Mammoths does.
-
- * If enemy has some Cruisers arond his/her base, make Light tank raid
- and gather your raiders around vital targets. Then just attack them
- with tanks and laugh while Cruiser pounds enemy structures to dust.
-
- * Keep your Tanya's and Engineers inside Transports or APCs so they
- won't get nuked.
-
- * Keep Spies inside APC always, because enemy sees them in units of
- his/her own.
-
- * Pack five Ore trucks inside Transport and move them to enemys
- undefended ore field. Then just get as much ore as possible and
- escape with Transport. You can "steal" 3 500 credits every time you
- do this. It may be a good idea to bring another Transport full of
- Rocketmen to take care of Hinds and Migs that may harrass your Ore
- trucks. If enemy tanks attack, run!
-
- * If Tanya is about to blow up your building, sell it. You get money
- from that building and men that come out from the building may kill
- Tanya.
-
- * Fake Construction yards annoy you? Try this: Find the Construction
- yard which has a normal power plant right next to it. That is most
- probably the real Construction yard, because normal power plant is
- the first building you must construct.
-
- * If you decide to build lots of Apaches, remember air defense too!!!
-
- * In network game make an alliance with some other player. Then wait
- until you both have Nukes ready. When Nukes are ready, shoot them
- simultaneously to vital targets (Power plants, Allied tech
- center...) in another players base. Then send Apaches to wipe off
- anything important. If your buddy plays Soviet he/she sends his/her
- Migs and Hinds to wreck havoc. Mop up with Mediums and Artilleries.
- This tactic works well, but I consider it to be really unfair and
- almost cheating.
-
- * Always keep group of Light tanks to deal with raiding enemy tanks.
-
- * If there is no more ore to harvest, sell your Ore trucks.
-
- * Lay siege around enemy base. Use Mediums, Artilleries and Mob. gap
- generators. Rocketmen and Riflemen. Tanya can be effective too, but
- she gets easily killed. Destroy enemys Ore trucks or force them to
- stay in their base. If you can maintain your siege for a long time,
- you can't really lose anymore.
-
- * If you are under siege. Try to break it with decisive strike from
- Medium- and Light tanks. Apaches are also very useful if enemy has
- no air defense. However, if things are at the point that you are
- trapped inside your own base, you usually need an act of God to win
- the game.
-
-
- 3.3 Few words about Allies & Soviets and tactics overall
-
- Soviet power
-
- When playing Soviets, your are at your strongest in the first part of
- the game. You have access to Heavies by only building War factory.
- Don't let Allies gain major technologigal edge over you. Build a
- balanced army. Don't think that you can win with just your Mammoths.
- Don't ever underestimate Subs. When five Cruisers are "knocking" on
- your door, you are crying for them. Remember air defense, inside and
- outside your base. Harrass enemy production as much as you can.
- Attack often, but do it wisely. Always coordinate your attack well
- and don't just gather your units in one big clump and rush toward
- enemy base. If you have advantage in power, don't hesitate using it
- too.
-
- If you like more "normal" fighting including powerful ground and air
- units and units which are concentrated in beating the hell out of the
- enemy, Soviet is your choice.
-
- Allied forces
-
- Afterall, Medium tank is your most important unit. Build lots of them
- to keep Soviets somewhat under control. Raid your enemy with Light
- tanks. Building a strong force of Apaches is recommended. Cruiser is
- your most important unit in attack, so guard it carefully. Put your
- toys in good use. Make Soviet players life a living hell, by covering
- as much ground as possible using Gap generators. Don't ever forget
- ground warfare!!! When you are under Heavy tank rush and you have
- forgotten to invest into ground forces, you can only watch terrified
- while Soviets raze down your beautiful base. Invest into air defense,
- or one of the most fearsome units in the game, Mig will punish you
- hard from your mistake.
-
- Allied player has mighty fleets of ships and lots of neat high tech
- toys. Allies don't believe in strong direct attacks by ground units,
- instead they use mines, quick raids and choppers. Direct assault is
- usually the final phase of attack. If you find all this tempting,
- Allied forces are made for you.
-
- Few words about tactics
-
- Don't fall into those boring tactics like building 15 migs or ten
- Cruisers. Instead try to use different tactics and try to find new
- ways to attack enemy. Use every resource you can get and fight hard
- and the game is much more fun, than playing those games filled with
- game spoilers. Know your enemys weaknesses and his/her strong points.
-
- Try to create tactics of your own and your own playing style. It's
- boring to read "how-to-play" guides, which tell you: 1. Deploy MVC 2.
- Build Power plant. 3. Build barracks... You can figure all this by
- yourself!!! You don't need people to tell which strategy is the most
- effective one. If you don't like tactics presented in this guide
- don't care about them! It's always better to play with less effective
- tactic you like, than more effective tactic you don't like at all.
-
- 4.1 Glossary
-
- I wasn't going to implent anykind of glossary until I realized that
- because English isn't my mothertongue some people may not understand
- all my expressions.
-
- Raid
-
- When I talk about tank raid or ore truck raid, I mean a quick
- decisive strike where you concentrate on the target and try to ignore
- any obstacles like enemy units and turrets. Speed is very important
- in raids.
-
- Attack and Assault
-
- These mean a large attack which takes place in enemy base or a place
- enemy has fortified. Difference between them is that assault's target
- is always to take over area of attack. Attack's target can be that
- too, but it may have some other goals too (Removing defense,
- destroying single targets...)
-
- "Undefended backyard"
-
- This means quite literally what it says. Base where most defenses
- are concentrated to main gates and the base itself is vulnerable for
- attacks.
-
- Tactic
-
- I consider tactic to be a single maneouver like smuggling Tanya
- inside enemy base. They are the backbone of your warmachine, your
- big army has no use if you don't know how to use it.
-
- Strategy
-
- In my opinion, strategy means everything you do in the game you are
- currently playing. It is a combination of many tactics. You can't
- really categorize strategies because if situation changes, you must
- change your strategy too.
-
- Game spoiler
-
- Certain tactic which ends game before it has really started. These
- tricks can be really effective, but I don't really get much
- satisfaction performing these tactics. It's much more fun playing so
- that you fight really hard and use many different tactics to beat up
- your enemy. You can win, but is it fun?
-
- Vital target
-
- Target which is important to opponent. Construction yard, Refinery,
- Power plant, War factory and sometimes Silos and Radar domes are
- vital targets. Only vital unit is Ore truck.
-
-
- 4.2 Copyrights and Trademarks
-
-
- Jouni Kotakorpi claims NO responsibility regarding any illegal activity
- concerning this article, or indirectly related to this article.
-
- Command & Conquer: Red Alert is a trademark of Westwood Studios, Inc., and is
- so acknowledged. Command & Conquer: Red Alert logo is a trademark of Westwood
- Studios, Inc., and is so acknowledged. Any trademarks not directly mentioned
- are also acknowledged.
-
- This article is Copyright 1997 by Jouni Kotakorpi. All rights reserved.
-
- You can of course make copies of this file and spread them everywhere you
- can. Keep copies undistributed, exact and complete. Keep copies in electronic
- form.
-
- Don't take credit from another person's work, it's quite annoying habit.
-
- If you want to use this tactic guide in some electronic magazine or web page,
- please give me some e-mail, I'm more than happy to give permission for it,
- but contact me first.
-
- 4.3 Allkinds of stuff
-
-
- I wrote this tactic guide mainly because it was great fun. I'm of
- course pleased if you upload it to as many places you can...
-
- If you are interested, this document consist of about 14 500 words
- and over 50 pages. It also has about hundred "that" words.
-
- I may release updates to this guide, if it's required.
-
- If you have any comments or anything to say about my guide, give me
- some e-mail. Address is yhpjoko@info1.info.tampere.fi It's annoyingly
- long address isn't it?
-
- 4.4 Release date & version number
-
- This guide was released in 28.1.1997.
-
- Current version number is 1.0
-
- 4.5 Credits
-
-
- I must give some credit to Roger Wong whose The Red Alert Internet
- Strategy Guide gave me idea of writing this file. I have also
- obtained some tactics and info from that guide and you can find them
- from this file too. That Copyright stuff is straight from his guide,
- because I wanted it to go literally right.
-
- All those web sites which provided me some tactics deserve credit
- too. However, I'm not going to list them here. Thanks anyway.
-
- I would give credit to anyone who puts this guide on his/her web
- page, but it's quite hard to do it right now... ;)
-
- That's about all I can think of.
-
-