Command & Conquer: Red Alert 2 Walkthrough :
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Walkthrough - C&C: Red Alert 2 FAQCommand & Conquer Red Alert 2 FAQ Written by George Ngo (a.k.a. Eggo from GameFan magazine) Special thanks to my RTS partner in crime, Tao, also of GameFan and NWTR fame. Feedback is welcome via E-mail at gngo@earthlink.net Version 2.0 Revision History: 2.0 Added an outline to the FAQ, a section on individual map strategies, and expanded the advanced tactics with some great tricks such as the double War Factory and an alternate build order for the Rhino Rush. Made significant changes to the Tank Destroyer, Superweapons, and Rhino Rush sections. Also made scattered revisions all over the place (too many to list). I'd recommend re-reading everything if you're hungry for information. Overview/Objective: I come from a background of playing WarCraft II and StarCraft heavily online. I've always believed Real-Time Strategy games should be played online against human opponents because fighting the computer doesn't teach you how to play a game. It teaches you how to defend and build up an overpowering army of outrageous proportions - tactics which DON'T work against a living, breathing opponent. This is my first F.A.Q. and first time playing a Command & Conquer game. While I like Red Alert 2, I've noticed that a lot of the players online are not very good. Sure there are newbies in any online game, but I'm noticing more scrubs in Red Alert 2 than other games. I'm hoping this F.A.Q. can improve the quality of play online and raise the level of competition so it's easier to get a good game going. I'll assume you already know what all the units are, what they do, what's needed to build them, etc. This F.A.Q. just talks strategy and tricks. I hope all players (be you rookie or expert) find it useful. Outline: I. Soviets a) Unit Descriptions b) Structure Descriptions II. Allies a) Unit Descriptions b) Structure Descriptions III. Strategies/Tactics a) Desolator Bomb b) Rhino Rush c) Rocketeer Rush d) Engineer Rush e) Kirov Escort f) Nighthawk/Tanya IV. Fundamentals V. Individual Map Strategies a) Alamo b) Urban Rush c) Isle of War d) Little Big Lake e) South Pacific f) Anytown, Amerika g) Lake Blitzen h) Golden State Fwy Soviets Unit Descriptions Iraqi Desolator Pound for pound, the best unit in the game. Excellent for wiping out ALL ground-based infantry including Tanyas, Chrono Legionnaires, and Yuris with its Rad Cannon. The only exception is the British Sniper but fighting against Great Britain, you should be able to steamroll your opponent before the Sniper can even come into play. Deployed Desolators are also great for wiping out ALL Allied tanks, parked Harriers, and to a lesser degree Rhino Tanks. If an opponent is using Desolators against you, use Harriers, Rocketeers, or Terror Drones to deal with them. See the strategy section for tactics such as the Desolator Bomb, which really maximizes this unit's potential. Desolators also make good base defense. Keep a few around, standing behind your buildings to wipe out enemy Paratroopers, Engineers, Tanyas, and Chrono Legionnaires. If you're playing Soviets (and you should be), Iraq should be your first choice. Libyan Demolition Truck Not as well-rounded as the Iraqi Desolator, but perhaps more deadly. Libya is a great second option for Soviet players. If you can detonate one of these in a guy's base early, the game should be over. Just be sure to follow it up with an immediate attack of Rhino's. I've had a guy 'bus' me three times and take me down to a Con Yard with no buildings, yet he was unable to finish me because he was too intent on attacking with just Demo Trucks. These things are expensive (1500), and an early one can really set you back. A good player should be able to intercept a Demolition Truck with a Harrier, Rocketeers, or a Terror Drone well before it reaches his base. Building a Truck warns your opponent as the driver says, "My truck is loaded!" when it comes out. Listen for it! You should never be surprised to see a Truck drive into your base. If you are, you deserve to lose. When steering a Truck, aim for the Refinery early, or the War Factory if he already has two Refinery's built. Con Yard's take more than two Demo Trucks to destroy, so it's not really feasible to go after it early. Always try to blow up a Demo Truck in the enemy's base if he builds it! You hear the warning, and if you can get there in time, you can detonate it in his base, wiping out his forces. Very entertaining. Also, Yuri's can turn a Demo Truck back the way it came. NEVER leave a truck parked in your base! These work GREAT under an Iron Curtain! Cuban Terrorist Cuba would be my third choice when playing the Soviets. Wan Zafran came up with the crazy strategy of planting dynamite on five terrorists with a Crazy Ivan, then loading them in a Flak Track for a makeshift Demolition Truck. It's the exact same cost as a Demolition Truck, but there's no verbal warning ("My Truck is Loaded!") when you do this and the Flak Track travels faster than the Demo Truck. Just park the Flak Track near a guy's Ore Refinery or War Factory and when he blows it up, it will take out the building and damage adjacent structures, while loosing a minor nuclear bomb. The blast and green aftermath doesn't seem as lethal as the Libyan Demo Truck, but at least there is no verbal warning that you built it. This tactic is a bit too fancy and time consuming to be practical, but it's fun. Just build five Terrorists, hotkey them, grab a Crazy Ivan, plant dynamite on all five of them, then load them in the Flak Track. Don't worry, you have plenty of time to do this before they explode if you use hotkeys, and that ticking sound in your base is natural. Russian Tesla Tank If I see my opponent has a Russian flag as the game loads, I tend to relax. All the other country specific Soviet units are deadly, but Tesla Tanks don't scare me. If I'm wrong on this, please enlighten me, but I think Tesla Tanks fire too slowly, thus making Rhinos a better choice. I hear Tesla Tanks are good for frying buildings, but why not build more Rhinos? Conscripts These guys are not bad, but I don't recommend building them. Train them only when you need to garrison a building near your town and your initial bunch of conscripts isn't nearby. While not worth building, these guys are definitely worth getting if you can control an airport on the map. Towards the end of a long game, you can easily have 50+ conscripts standing around from all the paradrops. This is a lethal force capable of walking right through enemy defenses and annihilating a guy's base. Just grab them all and watch the creeping wave of death on the mini-map. A sight the enemy won't soon forget Attack Dog Very useful unit early. Dogs make great scouts in the beginning of the game because of their speed. Train two or three of these and open up the blackness surrounding the other guy's base BEFORE you build a radar so you can see what he's doing and prepare the appropriate countermeasures. Dogs are also useful later in the game as infantry killers. If fighting an American opponent, I like to keep five dogs scattered around my base in case of untimely paradrops. Just position two dogs below a paradrop (before it lands) and they will make quick work of all the Paratroopers. If you're really paranoid about Spies, leave an Attack Dog near your Ore Refinery, War Factory, or Battle Lab. Engineer A great all-purpose guy to have on hand. I always train at least one engineer at the beginning of the game. If there are derricks or an airport on the map, he's already ready to go. If there's nothing worth taking in the field, leave him parked behind your Con Yard or other important buildings (War Factory, Iron Curtain) so he can instantly repair them in the event of an emergency. Tesla Trooper I hear these guys are decent, but I've never lost to anybody who builds them and I almost never build them. The only use I find for Tesla Troopers is to charge a Tesla Coil, giving it added range and power when it ZAPS! Just stand two or three TT's next to a Tesla Coil and they will automatically charge it with their weapon. As an offensive unit, they are very slow and not very practical considering their hefty price (500). You're better off spending that money on a Desolator or Terror Drone. One interesting note about TT's: it looks like they are not susceptible to being run over by a tank like most infantry. I'm not completely sure about this, but I don't recall ever running over a Tesla Trooper. Instead, I just roll by them and watch as they crawl in my wake. Flak Trooper Don't build these guys. They're pretty worthless considering they walk soooooo slowly. Rocketeers and Harriers are way too fast for a Flak Trooper to give chase in the field. If there's a Kirov in your town, then you can try to crank a few of these out, but chances are if there's a Kirov in your town, you're already dead. I heard somewhere they are pretty good against infantry, but Desolators and Attack Dogs are much better for that. Crazy Ivan This is one unit I'd like to play around with more. I think he has potential since his death results in a large explosion which damages things around him. In the end though, you should find that you don't really need a Crazy Ivan to win. His bomb-planting isn't as effective as a Tanya, who can blow up buildings instantly with no chance of a bomb being defused. Yuri Excellent base defense in a really long game, especially against a Soviet opponent attacking with Apocalypse Tanks. I've seen many games end like this: Player A rolls in with 6 Apocalypse Tanks Player B steals said tanks and turns right around and demolishes Player A with 8 Apocalypse Tanks (most of which are Player A's). Other potentially game-changing units which can be yuri'ed are Tanyas and Libyan Demolition Trucks. Note: you can not mind-control units in the air, Terror Drones, or already yuri'ed units. If you yuri a transport, the units inside it are still under the opponent's control. Because of the shorter reach, it is almost impossible to yuri a Prism Tank and Mirage Tanks usually broil infantry before they can get close. If your opponent has Yuri's scattered throughout his base, try to take them out with Rocketeers, Harriers, Prism Tanks, Desolators, Terror Drones, or Attack Dogs. Yuri Prime & Chrono Ivan If you can get these, you deserve to win. Mind-control an opponent's Spy, then send it into an Allied or Soviet Battle Lab. Whatever =P Rhino Tank This is, as Dave Kurtzberg said in his excellent early FAQ, your "bread and butter." This single unit can give Allied players fits. Considering you start with four of them in a Quickmatch game, it's very easy to train four more and instantly demolish most Allied opponents. I'll go into more detail about the Rhino Rush in the tactics section. I don't see why people build Apocalypse Tanks when Rhinos are perfectly capable of dealing with Prism Tanks AND Mirage Tanks. To a lesser degree, they can also hang with low numbers of Apocalypse Tanks. Rhinos are only good in large packs however. Apocalypse Tank The upgraded version of the Rhino Tank. Excellent for taking down buildings in seconds. A major benefit they have over Rhino's is Apoc's can hit aerial units. In 95% of my games, however, I don't build a Battle Lab, so I rarely see these guys. Also keep in mind they are painfully slow to move and train. Apoc's make excellent 'escorts' for a Kirov. Terror Drone When I first started playing Red Alert 2, I thought these things were too good. Now, I rarely build them. A good player should have no arachnophobia. For Allies, Repair IFV's make great exterminators while Soviets can just build a Service Depot to pick any unwanted fleas off their Harvestors. TD's make excellent base defense however. They're pretty good for taking out specialized infantry such as Tanyas, Yuris, or Desolators. If you want to play it safe, leave two or three sitting around in your base for protection. They'll automatically attack anything that comes near them. Sometimes they're capable of clearing out Paratroopers, while sometimes they get annihilated. I'm not sure why it's not consistent. If an enemy is attacking with a wave of tanks, crank out as many TD's as you can, especially if he's Soviet and doesn't have a Repair Depot nearby. If you're attacking with a group of tanks and you get infected with spiders, execute your units by force-firing (hold "Ctrl" then target) on them. They're already dead, and you don't want to risk one spider taking out more than one tank. Infected Rhinos, however, can usually hang around for a while, getting off a few volleys before you have to put them to sleep. Flak Track This is your anti-air. Its main purpose is taking out Rocketeers and the occasional Kirov. Two Flak Tracks should be able to handle eight Rocketeers pretty easily. Four Flak Tracks should be able to down a Kirov well before it gets near your base. The other ability of the Flak Track is for transport - great for getting slower infantry around the map in a hurry. I'll discuss specific strategies in the tactics section. Little known fact: you can put Terror Drones in a Flak Track! Great for a Spider Bomb. They take up two unit spots. V3 Rocket Not completely useless, but kind of risky to build. These things have the weakest armor of any vehicle in the game. Their long range attacks are great for destroying garrisoned buildings or picking off deployed G.I.'s on the front lines. They are also the only Soviet unit which has the distance to safely shoot a French Grand Cannon. The two drawbacks to V3's are their weak armor and the fact that anti-air weapons can destroy the rockets. IFV's, Patriot Missiles, Flak Tracks, and Flak Cannons make V3's nearly worthless if the enemy is prepared. MCV On a map like The Alamo, which can result in long, grueling games, it might be worth it to build a second MCV in the event of an untimely air strike. As long as you have a War Factory and a Service Depot, you can build another MCV. Or you can just get lucky and find one in a crate. War Miner Definitely the better of the two harvestors. Don't forget War Miners can attack! Their weapon isn't great for taking out tanks, but infantry such as deployed paratroopers in the field are no problem for a single War Miner. If you're under a heavy attack, be sure to grab your War Miners to fight back along with your tanks. Their tough armor keeps them hanging around a long time in a battle. I don't recommend going crazy on the harvesting (I usually have only two War Miners at the end of a game), as some people like to crank out over five immediately. These same people tend to fold like paper to a Rhino Rush, especially if they're Allied. Harvestors also heal on their own, although it takes a very long time. Amphibious Transport In Quickmatch games, you never need to build these. If your map requires transportation over water, this is your only option. Kirov The only Soviet aerial unit is a nasty one. If you can get one of these in a guy's town at full health, chances are he is dead. It can take out buildings in seconds and has very tough armor. A level 3 Kirov also heals and is a nightmare if it's overhead. The only way to deal with Kirovs is to down them before they get anywhere near your base. Allies should use Rocketeers, IFV's, and as a last resort Patriot Missiles to take them out. Soviets can handle Kirovs with Flak Tracks and Apocalypse Tanks. Listen for the words "Kirov reporting" when your opponent builds one. You can hear it, so you should never be surprised by a Kirov assault. Attack Subs I very rarely build a navy, but when I do, this is the first unit I crank out (usually only two, unless my opponent has a navy). Subs are invisible on radar and can only be seen when they attack. Definitely worth building if you're getting your feet wet. Dreadnaught As deadly as a Kirov, if not moreso because there is no warning when you build one. If you're going navy, this is the reason why. A Dreadnaught can annihilate a Construction Yard in two or three hits and an entire base in a minute. Like the V3 rocket, Dreadnaught missiles can be shot down by anti-air units. The range of this unit is unbelievable. You can target objects that are off-screen. Sea Scorpion This is the anti-air unit of the seas. Build if Rocketeers, Harriers, or Aircraft Carriers are a problem. Giant Squid A cool looking pet, but seldom used in a "real game." Someone once called this the Terror Drone of the seas, as it can eliminate an entire fleet of ships single-handedly if not dealt with. Allied Dolphins can loosen a Giant Squid's deadly grip by force-firing (hold "Ctrl" while targeting) on the afflicted unit. I think Squids are also invisible to radar like subs, but I'm not positive. Structure Descriptions Construction Yard You'll want to protect this at all costs. When attacking, this is one of the first buildings you should look to destroy if possible. I keep an engineer standing next to my Con Yard so he can instantly repair it if it's ever in danger. Without this, you can't build other buildings or defensive structures such as Sentry Guns and Flak Cannons. If someone tries to take over your Con Yard with an Engineer, re-deploy your MCV so he can't steal it deal with the Engineer, then re-deploy. Tesla Reactor You don't need many of these. Build them over Nuclear Reactors for sure, but you'll be surprised how far you can stretch your existing power without going into the red. If your bar on the left is in the yellow, you're fine. If you build lots of Flak Cannons, you'll need more Tesla Reactors. I think Tesla Troopers standing next to a Tesla Reactor become more powerful by charging their guns with the reactor whatever. =P If you destroy an opponent's Con Yard and don't have enough juice remaining to take down his War Factory, you might want to take out a Tesla Reactor so his Radar will go offline permanently. When you're low on power, your Flak Cannons and Radar won't work and your unit production will be slowed. Tesla Reactors aren't very tough, so they're easy to destroy. Ore Refinery I usually have at least two of these per game. If there's a hospital, airport, repair depot, or derricks on the map, you might want to place your second Refinery next to it so your harvestors will be closer to a remote ore patch. Instead of building harvestors in the War Factory, you might be better served building another Ore Refinery which comes with its own harvestor. It's a little more expensive, but it doesn't tie up your War Factory and playing with only one Refinery is kinda dangerous. If you can take out an opponents' Refinery early and he doesn't have money to rebuild it, the game is over (unless he controls derricks). Libyan Demolition Trucks are a great way to accomplish this. Barracks Important building to have, as it builds all infantry. If you lose it, don't worry, they rebuild quickly. Because of this, I don't recommend taking out an enemy's barracks early. Focus on the War Factory or Con Yard first. War Factory Protect this at all costs. Likewise, always keep an eye out for an unprotected War Factory in an enemy base. It takes a while to build one of these again and it's expensive, but considering this is the source of all your tanks, it's a must-have building. I'm almost tempted to leave an engineer standing next to my War Factory to protect it, like my Con Yard. I've seen people build two War Factory's just to be safe. I wouldn't recommend that, although building one in the middle of the map near a derrick you control is a viable option (it moves your tank production that much closer to the enemy's base, which is where the fighting should be). Naval Shipyard I rarely build a navy, but certain situations (e.g., a standoff) call for it. Radar Tower You need it but not right away and not all the time. I often destroy an enemy's Construction Yard before I place my Radar Tower. Once your Radar is up, be sure to watch the mini-map at all times! Any enemy movement should be monitored in the event of a Flak Track with Engineers headed your way. Service Depot At first, I scoffed at this building. Now, I build it if a game goes long or my opponent has a spider fetish. Great for picking Terror Drones off of infected vehicles or repairing damaged tanks that have survived a fight. Doing so later leads to veteran and elite units, which are well worth having. Note: repairing costs money and the second a damaged unit is repaired once, the Terror Drone is instantly removed. You're better off engineering a Repair Depot in the field then building one at your base, as the Repair Depot will be closer to the action. If one of your harvestors gets infected by a Terror Drone, you have time to build a Service Depot, place it, and repair your harvestor before it blows up. I build a Service Depot before a Battle Lab, and it also lets you build another MCV if you so desire (though pray you don't have to). Battle Lab What does this building do? Beats me since I never build it. ;) I hear it grants you the ability to build Apocalypse Tanks, Kirovs, Yuris, a Cloning Vat, Nuclear Reactor, Iron Curtain, and Nuke Silo. 5% of my games require a Battle Lab. If you're building Apocalypse Tanks before Rhinos, you will die to a Rhino Rush. Nuclear Reactor I never build these. If you really need power in a hurry, move your MCV to an area far from your base, drop it, and build this. Then protect it heavily, because a good player will always blow it up, especially if it's in your base. Stick to Tesla Reactors instead. They're more expensive, but less dangerous. Cloning Vat A tremendous drain on power, but well worth it in a very long game. This gives you a duplicate of anything that steps out of your barracks for free. Great for mass production of Desolators, Attack Dogs, and Yuri's. You can also send yuri'ed enemy infantry units into the Cloning Vat to die (I think you get $ for this, but I'm not sure). Sentry Gun Decent base defense. Good for picking off Paratroopers or Terror Drones near your harvestors. I'll sometimes build one near my Ore Refinery or a few near a derricks to protect it. Flak Cannon Against Allied opponents, if I can afford it, I'll build one Flak Cannon which protects my entire town from Rocketeer rushes. If your opponent is building a ton of Harriers, Flak Cannons won't pick them off on the way in (since he should be striking from the side or back), but they will take down Harriers as they fly back to his base. Place them as far from your town (but facing his) as possible, so their range is used most effectively (i.e., planes get shot on the way in, as they pass the cannon, and as they come back). I prefer Flak Tracks because of their mobility and usefulness in the field, but one Flak Cannon in the middle of your base isn't a bad idea. Don't build these if fighting a Soviet (Flak Tracks are a much better answer for Kirovs). Walls I used to build four walls at the corners to completely block off my Construction Yard so it couldn't be engineered. If you're keeping an Engineer around to repair, however, this doesn't work. Remember you don't have to lay each wall next to each other. Build one wall, then place the second wall five squares away and it will build the middle four walls for free! Tesla Coil Decent base defense with considerable range. I don't like to defend my base, but if you simply must defend, you can put up a few of these with Tesla Troopers standing next to them to add to the range and power. Just know that they don't fire very fast and groups of tanks can wipe them out in no time. Another way around Tesla Coils is to knock out the power in the Tesla Reactors, however, if they have Tesla Troopers charging the Coil, it should still fire, using the energy from the Tesla Troopers! Psychic Sensor A bit fancy, but fun if you're in a long game. Pretty cheap to build (1000) and useful for seeing when your opponent targets your Con Yard with 12 Harriers. If the game goes this far, might as well build it. Iron Curtain The ultimate closer. This is probably the best superweapon, and I DO recommend playing with Superweapons on, as they put an end to standoffs (e.g., French Grand Cannon, Patriot Missile B.S.). Build this whenever possible as soon as possible. Even if you don't have a force to use it on, just train a bunch of Terror Drones and send them through a guy's base to wipe out infantry, tanks, harriers, etc. Then follow it up with invincible Rhino Tanks or Apocalypse Tanks. I think the timer counts down faster after the first successful Iron Curtain. The time limit on this is five minutes while the Allied Chronosphere is six, I believe. Reason number 2086 why the Soviets are better than the Allies. Invulnerable Demolition Trucks are unstoppable. A good player will attempt to destroy your Iron Curtain before it can go off, so be ready to stop his assault or repair your Superweapon with an Engineer (great if he tries to hit it with a Harrier Strike), especially as the timer reaches 0. Previously, I thought the maximum number of units you could get under an Iron Curtain was four. I'd heard stories of nine Prism Tanks being chronoshifted into a guy's town, but thought that was just a myth. Thanks to some experimenting by my buddy Tao, he figured out that you can indeed get nine units under either the Iron Curtain or the Chronosphere. However, there's a slight trick to aiming it correctly. Line up your nine units in a tight 3x3 formation (it should look like a diamond). Aim the center of the Iron Curtain icon at the bottom of the middle tank. If you do it correctly, you'll see nine black tanks, a sight which should make you squeal for joy (it's really impressive the first time you see it). Just don't forget to attack because you're so happy. Nuke Silo Don't waste your time. This thing is expensive and you can't destroy a Construction Yard or other Superweapon with it (in one blast, anyway). The Allied Weather Storm is much more devastating, and you don't want to give him any ideas, so build an Iron Curtain instead. Allies Unit Descriptions American Paratroopers This is the side I picked when playing the Allies. Paratroopers are great because they have an immediate impact on the game right away, whereas all the other Allied country-specific units usually take a while to have an effect. If you're Allied, you'll be lucky to survive that long. Always issue the command to Deploy while your Paratroopers are in the air. When deployed, GI's have increased range and I think increased power. Prime spots to paradrop are ledges overlooking an enemy's base that he can't see (especially if he's Soviet), your base for defense, or undefended areas of an enemy town such as his War Factory or even Construction Yard. Always drop your men, even if you don't know where, just so you can get them. In a very long game, bring your GI's with you in the final assault. 50+ men are vicious, especially when deployed. A group of seven deployed Paratroopers should be able to mow down three approaching Attack Dogs easily. They can also demolish tanks or buildings in numbers. I've seen 10 GI's cut down an Apocalypse Tank in no time. When these guys get leveled up, watch out. Free men are a great option, especially for garrisoning buildings near you OR your opponent. If there's an airport, be sure to grab it so you get the deadly Double Drop. Dumping 16 men in a guy's town is brutal. French Grand Cannon This is my second choice among the Allies. If you can erect two Grand Cannons which cover each other and then provide adequate anti-air support (e.g., Patriot Missiles and IFV's), you have a nearly invincible defense. Allies will have problems taking out your Cannons without heavy air strikes and Soviets must use V3's, an Iron Curtain, or many Apocalypse Tanks to breach this defense. You can try building an advancing wall of Grand Cannons that keeps inching closer to the enemy (usually two or three covering each other, then advance). This will also mess up a guy who is building many V3's as a newly built Cannon will shoot his V3's on the front lines. One mistake I see people make all the time is expecting a single early Grand Cannon to guard their entire base. You must still build Grizzly's and GI's or a group of Rhinos will demolish that Cannon in seconds. Cannon's are especially deadly on maps with elevation or many garrisoned buildings. To get around a Cannon defense, cut the power. Destroy a single Power Plant and that Cannon should go offline long enough for you to dismantle it or wreak serious havoc. German Tank Destroyer I think these tanks have potential, but they require more testing before I give a hearty recommendation. While the benefits of a tougher tank (Tank Destroyers have armor similar to a Soviet Rhino and the same 900 pricetag) are nice, the lack of defense provided by other Allied units such as the American Paratrooper or French Grand Cannon are sorely missed when playing Germany. I messed around with Germany a bit and found the tank production slower than I'd like. When I switched back to the Grizzlies, which build faster and for less money, I seemed to have better results. Please let me know about your experiences with Germany if they differ from mine. Warrants more exploration, if only because these are the most durable Allied tanks. Great Britain's Sniper Great Britain's Sniper is useful against an American opponent for picking off those free G.I.'s deployed outside his town. Against Soviets, who rarely build infantry anyway, the Sniper is almost useless. The most effective use of a Sniper is to house him in an IFV. This increases his range, movement speed, and rate of fire considerably. The beauty of this unit is your opponent can't tell what's shooting his men, as the range is so long and the Sniper doesn't unveil his location when he shoots (like a Mirage tank). Your opponent just sees his men drop dead one by one. The Sniper is nice to have, but not essential. Units like the Grand Cannon or Paratroopers have potential to win a game, while I've never seen a Sniper win a game. Also, instead of dealing with your enemy's free G.I.'s, wouldn't you rather have free men of your own? Korean Black Eagles I see many rookies obsessed with fleets of Harriers. This tactic is seldom viable, but if you're going to do it, you might as well pick Korea for the tougher, more powerful planes. If you insist on building a squadron of planes, be sure to build Grizzlies to defend against a Rhino Rush or you will fold in minutes to a good player. A Black Eagle rush will NEVER work against a competent player unless you're on a water map where amphibious transport is necessary to attack. Your eventual goal when being Harrier boy should be to suicide a squadron of Harriers on a guy's town to take out his Con Yard, then hit his power plants so his Flak Cannons go offline, then take out War Factory, Barracks, etc. Watch out for Desolators in your town, which can fry your expensive fleet of parked planes in seconds! G.I.'s Much better than the Soviet Conscript, G.I.'s can be deployed for maximum effectiveness (range and power increased, I believe). They also cost more, which is why you should play America to get FREE Paratroopers every few minutes. Airports are also a great way of getting free men. Like the conscripts, a group of 50+ G.I.'s at the end of a game can be devastating. Just grab all the free men you have and bring them with you on your final assault of an enemy's base. On elevation, G.I.'s are particularly deadly. Always deploy your men! If you want to get rid of an enemy's deployed G.I.'s, use a Desolator, a LARGE pack of Attack Dogs, or just run them over with your wave of tanks. If you can secure an Airport on the map, the double drop of 16 G.I.'s at once is nearly unstoppable if you can hold it for a reasonable length of time. Attack Dog Exactly the same as the Soviet counterpart. Engineer Exactly the same as the Soviet counterpart. You should also stick Engineers in IFV's to make Repair IFV's. Bring two of these along with an attack force of Grizzlies to repair them during battle, pick off unwanted spiders, or make a mad dash for his town if things turn sour. You can then deploy the IFV and take over his Con Yard or Barracks. See the Engineer Rush in the Tactics section. Be sure to use the Escort command (hold "Ctrl" and "Alt" while targeting) so your Repair IFV's follow your tanks into battle. Rocketeer A great tool for scouting early. Capable of revealing the map quickly and with little chance of being shot down. See the Rocketeer rush in tactics. Never try to fight Flak Tracks unless you have over 12 Rocketeers, and even then, you might want to retreat. These guys can be expensive if you train a fleet of them, but at least they build quickly. Great for vacating garrisoned buildings under enemy control. Spy Risky, but potentially game-winning. A good opponent can see a unit on the radar approaching his town that he didn't put there. However, a Spy could work if your opponent is doing an early Rhino Rush (which goes without radar for a very long time). Try countering the Rhino Rush by making a Spy ASAP and sending it to his Ore Refinery to steal all his money. This will halt his production and give you extra money and time to build up your army to counter-rush. Attack Dogs are the counter if you're worried about enemy Spies. Tanya You shouldn't be able to get a Tanya into a good player's base, and even if you do, he should be able to kill her before she can do much damage. I recommend training at least one Tanya for the intimidation factor. She also makes for decent base defense. It only costs you 1000, and your opponent then has to erect appropriate countermeasures in his base when he hears her unmistakable laugh. Doing this under the protection of a Gap Generator is especially scary. Tanyas are good for taking out ships, swimming through a river to hit a guy's base from the back, or they can just hitch a ride in a Nighthawk Transport. Always make these under a Gap Generator. Snipers, Prism Towers, Rocketeers, Harriers, Desolators, Yuris, or Terror Drones all ensure that you'll be getting the last laugh if someone tries to Tanya you. Chrono Legionnaire A bit fancy and very expensive, but a very useful unit. To use as a distraction, teleport him out near the enemy's harvestors. When he comes to kill the Legionnaire, teleport it around just out of reach. He should never be able to kill your Legionnaire, assuming you're teleporting to a nearby safe spot. He's also useful as more than a distraction. House your Legionnaires in an IFV and the phasing out time is cut down and he's given the added armor of the IFV. If the IFV blows up, your Legionnaire pops out unscathed, ready to phase another enemy out of existence. An elite (level 3) Chrono Legionnaire IFV is DEADLY, and Harvestors are a great way to level them up. These guys are also effective for taking Apocalypse Tanks out of a battle, although the Chrono Legionnaire IFV is more expensive to build than the Apocalypse Tank. Great for wiping out a Superweapon too. Bring a Chrono Legionnaire IFV and a Repair IFV to keep it alive as you attempt to phase that Superweapon out of existence. If your opponent is building these, try to kill them with Snipers, Desolators, Terror Drones (hidden in the scenery as they phase in), or packs of Rhinos, but don't be surprised if you can't 'catch them.' The Chrono Legionnaire IFV 'misses' a target sometimes if you target it directly. Instead, move the IFV in range and let him lock-on to the unit automatically. Chrono Commando/Psi Commando If you can get these, you deserve to win. Send a Spy into an Allied or Soviet Battle Lab to build these guys. Whatever =P Grizzly Tank Possessing much weaker armor than the Russian Rhino Tank, Grizzly's are faster and cheaper to build. If your opponent is rushing you with a bunch of Rhino's, you'd better have as many, if not more, Grizzly's waiting for him or you will die in minutes. If your opponent isn't rushing with Rhino's, then you might be able to get away with a quick leap to Battle Lab for the much better Mirage Tank. Be sure to watch what he's doing in his base so you can prepare accordingly. Against Allied enemies in particular, a Grizzly Rush (same in principle as a Rhino Rush) is very effective for ending the contest early. I see a lot of Allied players try to build up quickly with lots of harvestors and few Grizzlies, leaving them open to a quick strike by 10 Grizzlies on their harvestors or War Factory. IFV You stick any infantry unit into these and it becomes a new unit. The best combinations are: Chrono Legionnaire, Sniper, Tanya (fast infantry killer), Engineer, or Crazy Ivan. If you can somehow get Crazy Ivan's into an IFV, it becomes a mini Demolition Truck. It's actually more powerful than the Libyan Demolition Truck, it's cheaper, it's faster, and there's no warning when you build it! A really dirty 2 vs 2 team tactic is to have your Soviet ally build a barracks in your town, while you crank out IFV's. Stick Crazy Ivan's in them and start blowing stuff up. I don't recommend this tactic because it's nearly unstoppable and VERY cheap. It's no fun for all parties involved, and this is a reason I don't play team games online (you can also disally temporarily to get the super units such as the Psi Commando, Chrono Commando, Yuri Prime, and the Chrono Ivan). If you're in a team game and you see your opponents dis-ally then re-ally, you know something is up. Be careful! IFV's are also a good anti-air unit, the equivalent of a Flak Track. A group of these (four or five) can take down a Kirov in no time. Mirage Tank The best Allied tank. They have really weak armor, but they're hard to target, especially if your game is laggy. Mirage's are very powerful, capable of decimating packs of Rhino Tanks in seconds if not dealt with promptly. They're even better at wiping out harvestors in seconds. A major perk of Mirage tanks is they don't warn your enemy when they attack. If you can creep a Mirage Tank over to his harvestors slowly (move them a small distance at a time, as they don't appear on radar when stationary), you can decimate his resourcing without his knowing. Mirage also make for great infantry defense, as they roast incoming units automatically. I recommend attacking with a mixed force of Grizzly's and Mirage Tanks whenever possible. This is your main answer to the Soviet Rhino Tank, if you can survive long enough to build them. Mirage Tanks also train very quickly. Deal with enemy Mirage Tanks with Rocketeers, Harriers, Rhino Tanks, Apocalypse Tanks, or a Desolator Bomb (see Tactics). Prism Tank Great for destroying buildings or fishing out enemies on the front lines. Prism's have long range, but fire slowly, move even slower, and their blasts aren't that powerful. A major benefit is if you hit a unit, the blast will refract to hit any units or buildings behind it for massive damage. Always target a unit leading a pack to spread the damage. Two Prisms along with a pack of Mirage and Grizzlies represent the ideal attack force. The Prisms will take down Prism Towers, Tesla Coils, etc. You can also Chronosphere nine Prism Tanks directly into a guy's base, instantly wiping out his Construction Yard and more. These things build very slowly, so don't build too many of them. Mirage Tanks are much more useful in numbers. Deal with enemy Prism Tanks with your own Rocketeers, Harriers, lots of Rhino Tanks, Apocalypse Tanks, or a Desolator/Spider Bomb (see Tactics). MCV Same as Soviet counterpart. Chrono Miner At first I thought these guys were better than Soviet War Miners because they teleported back, so they only traveled half the distance. That means you're mining faster and getting more money, right? WRONG! They only hold half as much as a Soviet War Miner. In other words, a Chrono Miner is the equivalent of being paid every week, while a War Miner pays you twice as much every two weeks. You're still getting the same money, the Allies just get paid more often. If a Terror Drone hops in your Chrono Miner, just teleport it back to the Ore Refinery (the arrows should appear when you put your mouse over the refinery with the Miner selected), and it will leave the Terror Drone behind. The TD will also be stunned and vulnerable for a while, surprised by the sudden departure of its parasitic host. Because these guys can't attack, and therefore defend your base, I consider them worse than the Soviet War Miner. Harrier If you want to try a silly Harrier Assault, see the tactics in the Korean Black Eagle section. I like to just have one Harrier on hand at all times to take out a stray unit in the field, kill scouting units, Desolators, Tanyas, or Demolition Trucks. The second you hear "My Truck is Loaded!" you should have your Harrier hotkeyed so you can target that Truck before it leaves the War Factory. One Harrier blast will take out a Demo Truck instantly all the better if you can do it in his base. In groups of four, these are good for weakening enemy derricks or finishing off damaged buildings (including garrisoned), but be careful. Harriers fly extremely slowly. They also heal automatically and a damaged Harrier will NOT leave the airpad to attack. When bombing a Con Yard with 12 Harriers, be sure to fly in from the sides or back, not through the front of the enemy base, which should be littered with Flak Cannons/Patriot Missiles. You will lose your Harriers, but take his Con Yard, power, then the rest of his town. This tactic works on stupid Global Domination maps where it's almost impossible to get to your enemy by land. Nighthawk Transport This guy can be deadly. Drop a bunch of Tanyas in the back of a guy's base unexpectedly and he could be in for a rude awakening. Build this under the cover of a Gap Generator so your opponent can't see it, and it's really deadly. The great thing about the Nighthawk is it's invisible to radar! Your enemy has to manually scour the large map to see it. If he's paying attention, he can hear the rotors of the Nighthawk when its in your town or his, but hopefully he won't notice it in time. On certain maps, you can use a Nighthawk to transport an engineer to a remote island to control some derricks or an airport without building a navy. If your opponent is building Tanyas and a Nighthawk under a Gap Generator, you're in trouble. Defend your base against Tanyas with Prism Towers, Tesla Coils, Rocketeers, Harriers, Desolators, Yuris, or Terror Drones. Perhaps a better strategy is build a Nighthawk under the Gap Generator, then Engineer Rush him. There won't be a verbal warning when you take over his buildings. Just be sure to distract him with a Chrono Legionnaire or some Mirage Tank movement before you fly in. Amphibious Transport Same as Soviet counterpart, although you can build a kamikaze air force for standoffs, so you probably don't even need this. Dolphin Like the Soviet sub, Dolphins are invisible to radar until they attack. Great for prying Giant Squids off their targets (Force- fire on your unit by holding "Ctrl" then targeting it). They train quickly and a bunch of these will take out anything in the water, including an enemy Naval Shipyard, in seconds. I don't think the Soviets have an answer for a large pack of Allied Dolphins. Destroyer Not sure why you would build these when Dolphins and Carriers seem to be better, but I don't spend a lot of time taking in the salty air when I play. Aegis Cruiser Your anti-air on the waters, and a good one at that. Aircraft Carrier The Allied equivalent of the Dreadnaught the reason you go navy in the first place. Regenerating planes that are capable of destroying a Con Yard, no matter how much flak the enemy has. Just build as many Carriers as needed to eventually get through his defenses (and watch as the game's frame-rate chokes and sputters when 100 planes take off at once). Construction Yard Same as Soviet counterpart. Power Plant Generates more power than the Soviet counterpart, but takes longer to build and it's more expensive. Barracks Trains all your infantry. Much more useful than the Soviet counterpart. Protect this. Ore Refinery Same as Soviet counterpart, although Chrono Miners can teleport back. Whee! War Factory Makes your tanks. Keep in mind that your main attack force and most of your defenses should be tanks, so you know how important this is. Attack the enemy's, protect your own. Naval Shipyard Same as Soviet counterpart. Well, if you must ;) Air Force Command Headquarters One of the drawbacks to being Allied is Soviets tend to take this out because it makes deadly aerial units. The bad part is it's also your radar, so you go blind without it. Also, you need this to get special units such as the Paratroopers or Grand Cannon. You'll need to build multiples of this if you're training a fleet of Harriers (four per pad). Service Depot Not as necessary as the Soviet counterpart since you have Repair IFV's, which are mobile, and therefore much better. Although building this will let you train another MCV. Battle Lab I see many Allied players make the mistake of 'jumping to Battle Lab' as soon as they can, neglecting Grizzly production. If you're playing against a skilled Soviet opponent, he should make you pay for this crime with eight Rhino's in your town well before you can crank out enough Mirage's to make a difference. If he doesn't make you pay right away, though, you're sitting pretty with an early pack of moving trees. When playing against an Allied player, especially if you're Soviet, ATTACK the Battle Lab first! It has very little armor and getting rid of it will halt production of those annoying Mirage Tanks. Ore Purifier A major drain on power and very expensive, but this increases the amount of money generated when harvestors return. If you anticipate a long game, go for it early if you can. Completely optional though. I like when I see these in an Allied base. I tend to leave them alone and hit their Power Plants instead. Because the Ore Purifier is such a heavy drain on power, blowing up a single Power Plant is usually enough to send them into the Dark Ages. All those precious Prism Towers and Grand Cannons will go offline until they sell the Ore Purifier. Spy Satellite Uplink This structure makes for a great newbie detector. Assuming you are competent, you should have the entire map opened up well before building a Battle Lab. Use Attack Dogs to do the primary scouting, with Rocketeers to mop up the remaining black spots. I read if someone destroys your Spy Satellite, it resets the map for you. I have no experience with this, as I've never built one in a real game. If you see one, laugh whole-heartedly then proceed to pulverize your sorry opponent. While the Spy Sat reveals the entire map, it won't penetrate the dark cloud around a Gap Generator. Walls Same as Soviet counterpart. Pillbox Same as Soviet Sentry gun. I prefer deployed G.I.'s for base defense, because they're almost mobile. A pillbox here or there doesn't hurt, especially near a derricks to discourage hostile takeovers. Patriot Missile Same as the Soviet Flak Cannon, but fires wimpy- looking missiles. Prism Tower Same as the Soviet Tesla Coil, except instead of charging it up with Tesla Troopers, you power it up with another Prism Tower that's close by whatever. Don't waste your money on this unless you expect party crashers like uninvited Tanyas or Engineers. Gap Generator This is the only reason I would ever want to play the Allies. Assuming you live long enough to erect one of these, it creates a "fog of war" around your base so the enemy can't see what's going on in there unless he actually has a unit under the cloud. The radius is pretty good, and if you pack your town in tightly, you can |
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Another Command & Conquer: Red Alert 2 Walkthrough :
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