\\\\\\\\\\\\\\-----COMMAND & CONQUER--------\\\\\\\\\\\\\\\\\\\
Red Alert 2 FAQ/STRATEGY GUIDE.
____The whole world must fall to the Soviets, and nothing will stop the
rage that we unleash...
Version Information
-------------------
V1.1.
I added some stuff from Scott Batass (aparently, he's a veteran player).
I've
also finished up the advanced strategies for the Allied Forces and the
Soviets. Please mail any strategies/hints/sugestions/junk you have to me at
[email protected] (can't say it enough).
I will also make a walkthrough for the game with a lot of different
strategies
from a lot of people (at least I hope there are people out there who want to
cooperate). This way I want to make sure that everyone finds the strategy to
his liking.
Version 1.2.
-----------
Well, I added the first big part of my Allied Walkthrough, and added a
complete Allied Walkthrough from Scott Batass (it's real good, a must read
if
I can say so myself). I'll add the finishing parts of mine in the next
weekend, in school we have some last minute tests before the exams. Also,
I am
waiting for anybody else who wants to see his mission walkthroughs in this
FAQ. Just send them over to [email protected], and you'll earn an
honorable place withing this document, and you'll earn credits of course
(ahem). I hope to sttart the Soviet Walkthrough in the next update, and
finish
it before my exams; I hate to leave something unfinished for long. After the
walkthroughs, I will get back to the main point of this FAQ, strategies. I
have some stuff to add, but I really am running out of time, but when the
vacations kick in, you may certainly expect a lot of updates to thsi FAQ.
See
ya next time.
Version 1.3.
------------
So, looks like we see eachother again for another update to thsi FAQ. I said
I'd wait for the walkthrough to be finished completely before moving on with
other sections, bt I just oculdn't resist the temptation to start writing
other
things as well, which lead to a BAD test result in school, but I don't mind
anyway. Okay, so I finished the Allied Walkthrough, and I'm getting through
the Soviet one, I will try my best to finish it in the next update.
Version 1.4.
-----------
So, exams are finally done, and as you may notice, I've become even worse
in
English since the exams, even though it was my last. Now, aditions include:
- Continuing of the walkthrough for the Soviets.
- Added a guide from Red Alert 2 Den (and yes I got permission!)
- Read the FAQ to take out some severe errors. It's certainly not
error-free,
but it is a little better now.
So, since it's Christmas, it means I'll have 2 weeks vacation, so I'll
be working a little further, but you have to know that Red Alert 2 is not
the
only game that I play. I'm also deeply in love with Diablo II (I've
developed
a bizarre manner of playing, but it helps heaps. I'm not going to write a
guide for it, but it is still a good game, good enough to play it. Now don't
worry, you'll still get your updates, and my quest continues to finish up
the
Soviet walkthrough. There's also a Naval War section coming up. I'll come
up
with more unique multiplayer mode strategies, aswell as updating the
existing
ones. So, as you can see, I'm still not finished with things. And as the
time
doesn't stand still, I'll come up with new things, I've still got to add
some
stuff that I forgot/overlooked, aswell as (here comes the interesting part)
add all the strategies I received by mail, which will happen next update.
See you all in a short while!
PS: Since it is vacation, I'm going to buy a new game, maybe two. I'm not
sure
which one, but it will probably be an action game. I'm considering the spy-
shooter No One Lives Forever, but I need someone that has played the
Technology Demo, because for some reason, the game ran so damn bad,
and the
colors were so fluffy, I couldn't get far! I want to know if everybody had
this, aswell as knowing if this is better in the full version (of course it
is, but better be safe than sorry). On the other hand, Project IGI looks
good,
but it seems to be less atractive in my point of view, I just like the
Austin
Powers-style game that NOLF is, it'snot all funny (some scenes have that
old-
school jokes in them), but it is just cool when someone compliments you by
saying "You're new here aren't you? If you weren't, I'd certainly remember!"
His wife was a little upset but still. There are a lot of conversations, and
riding on a motorbike or snowmobile sounds kind of cool. Three months ago,
I'd
say that my buy would be Renegade, but since it is delayed again, I'll have
to
wait some more. I'll certainly buy it though. So, anyone willing to give me
some info and talk about with me, please mail me at
[email protected].
But this is a Red Alert 2 FAQ right? So, let's get to work now.
Version 1.5.
-----------
Just a small update, with a great potential, just to make the crowd happy!
Happy now? It's quite demolirising to know that I seem to be the only guy
here updating his Red Alert 2 FAQ. No competition, no fun, not anything, no
amusement reading other stuff that you haven't read before, it's getting
borring... Booooorrrrrrriiiing. Maybe I can do a new section: Red Alert 2
GameFAQs message board log. That would be cool, but I don't think CjayC
would quite aprove with that, and I can certainly understand that...... some
nerdy idiot comes rippin' off your board stuff!
So, what's new??? Well, basically nothing helpful, which means that I'm
going to write down, and add the walkthrough for the Soviets to the next
version, unless something crosses my mind that I think is more important.
I've added the special units who you can only obtain by infiltrating Battle
Labs (I'm really sorry that I forgot to add these), and I also added the
DeeZire mod section, which will detail everything about DeeZire. The first
things are already there, all nits for the allied, and partially for the
Soviets. I
think DeeZireis the most well-known RA2 mod, and probably still the most
professional. I'm not saying that other mods suck, some are real cool, but I
think this thing has something extra. Now, I won't write a walkthrough for
the
Ant missions until I get it myself, I don't know when that will be, because
I've
been having some trouble staying away from the GameFAQs message
boards. I haven't surfed a lot other than that. So, don't kill me if it
doesn't
come soon, I also have to get up the courage to download the darn thing,
it's
so big... Anyways, I bought NOLF, so I don't need to know that NOLF is a
great game and stuff, I found that out the minute I started playing. And IGI
is
just plain crap IMHO, just get your hands on Delta Force, Rainbow Six:
Rogue Spear or SWAT 3: Elite Edition, and you'll have far better games than
Project IGI, jsut a hint. your e-mails are still welcome, and I'll do my
best
to
reply stuff.
You know what, I'll do it this way. All the questions relating the game that
I
get now, will be answered in a specific section of the FAQ (something like
Frequently Asked Questions, although it isn't asked Frequently to me), so
I'm
sure that everyone gets my reply. Of course, I won't reply messages (in the
FAQ that is) that are already answered in this doc. some people seem to just
ask something that is clearly writen here. Please, try to avoid such things,
and
make sure you are reading the latest version which can always be found at
http://www.gamefaqs.com, thank you!
Something else now, someone asked me to chat with him sometime and
everybody else that would like to, you can always find me on the GameFAQs
message board in the weekend, or go get mIRC. I usually stick around to
#newbies right now, it is the "Lamers channel", so now since I come up ther
I'm a lamer? Well, I just come up there because people ask you silly
questions, that's it (what stupid reason is that). My local time here, is
one
hour past GMT, so if that can help you... Local time, I'm mostly up ther at
10:00 AM Saturday or Sunday, but until I get cable, I can't garantee you'll
see me there. When I do have cable however, it will be soemthing like this:
coming home from school, doing homework and then go online, smash in
the channel and buzz around! I hope they hit their deadline this time, or
I'll
slit their throats!
Version 1.6.
------------
So, this is a little weird. I think I had a nerve breakdown or something. i
made a version just written full of crap that may or may not be happening,
and I don't even bother posting it! Well, I still think the update was too
small,
so I will be sending this one to CJayC.
Okay, I hope that was clear. anyways, I did what I said about the Soviet
walkthrough, it's done. I've writen up the first part of the strategies for
DeeZire, and I've finished the Soviet unit description of course. The day
this
FAQ reaches GameFAQs, that will probably be Friday, I will start making all
my e-mails in text and ready to put in. I'm really sorry for the REAAAAL
long
wait, but I'm only a FAQ author, and that doesn't mean I'm superior or
something. Everybody can write a FAQ, I'm the living example of that. Firday
is a very busy day, I'm going to a friend who has cable, and a few nerds
over
at the message boards will have it!!! They'll f*ckin' have it! Die bithces,
bastards, pets, this puppy is lucky I didn't blast his ass yet! Okay, now
htat
ain't quite original (fans will know that, sorry, jsut found it real cool).
Oh yeah,
and there's one thing I wanted to say to someone fro Holland who mailed
me, but I'm certain if I replied him. anywy, here's the answer:
I can't help you with any savegames. Not because I don't have them, but
firstly, they probably won't work on your computer, and secondly, I don't
know if the version of the game has anything to do with it, but I think it
does,
and since you do't have the all-around savegame, that means that you're
below version 1.002. Bad lcuk, but you can always try to find some on the
Internet, I know there are some out there.
Okay, that said, I hope you enjoy this version.
Version 1.8
----------
HAHAHAHAHA! Now I got you didn't I? I knew you guys thought I was dead, hell
I thought so myself. WTF have I been doing here? I was going to put all
stuff in text, next day I discover this game err what's it called again?
Operation Flashpoint ya. So I write a Demo FAQ fr that, and now whagt? It's
september 2001, it won't be too long before it's exactly one year since this
FAQ was posted... and I'm far from finished it seems. Nothing really new
from me though, it's all from a bud of mine, well bud ... yeah bud! He's
called William DeLaschmit or somethi', his name is correctly shown in the
walkthrough though. :) Anyways, he sent me a Soviet walkthrough, and it's
all in here! CHECK IT OUTTTTTT!
ATTENTION TO ALL PEOPLE STILL READING AND STILL WONDERING ABOUT
CONTRIBUTIONS:
I'd like to shed some tears with you, not only because so many people died
and so many others were left without friends and family, but also because
I'm such a lazy asshole. Well in fact I'm not, beecause believe it or not,
but I've got another reason t hide behind. Since June 18th 200A, my internet
access was suddenly, shall we say, ZERO. I formatted my hard disk, not
knowing that some idiot who put some stupid modem into my PC, made it a real
weird modem! So there I am, getting so much e-mails, losing so many, not
even knowing what's in them, then finding out the site I worked for is out,
then finding out I'm without a job, then finding out that some stupid IRC
server gets a new bot, so no longer Operator, then find out that some idiot
named Armourdave decides to be hero and declare holy war on me, then find
out ... I need some destraction. I dived back into Red Alert 2. hell I
didn't even have this FAQ anymore, I had to go over to GameFAQs.com to get
it!
[TABLE OF CONTENTS]
\------------------\
1) Introduction
2) What is Red Alert 2 - Game Features
3) Allied Units/structures/specials
4) Soviet Units/Structures/specials
5) Tactical information on units/structures/specials
6) Main defensive tips for Allies
7) Main offensive tips for Allies
8) Main defensive tips for Soviets
9) Main offensive tips for Soviets.
10) Advanced strategies
10.1) Allies
10.2) Soviets
11) Mission Walkthroughs
11.1. My Walkthroughs
11.2. Reader Walkthroughs
11.2.1. Scott Batass' walkthroughs
11.2.2 Will's Allied Walkthrough
11.2.3 Will's walkthrough for Soviet Union.
11.3. Miscelanious walkthroughs
12) Special Muoltiplayer modes.
12.1. Unholy Alliance strategies.
12.2. Red Alert 2 DeeZire strategies.
13) Contact Information
14) Credits
\----------------------------------------------------------------------------\
1) Intorduction.
\---------------\
Hi guys, here's a strategy guide for the awesome game Command &
Conquer: Red Alert 2. For the
moment you can find all the things you need to know about Red Alert 2,
and how to strategically make your enemies angry, paranoid, distracted
and the like. Never forget: Your best defense is offense, but don't
compromise your defensive strength because you want to attack. Try to
take your time and hope the enemy isn't too quick about it either. If he is,
make an efficient attack force, and strike back (just to scare him or to
damage him in the early stages of the game).
You can use strategies in this guide in the campaigns, but certain missions
only give you certain units to build, and strategies listed here mostly use
all
types of units, so in the first mission, you won't be able to do a lot with
these missions. I'm sure there is/there'll be a good guide for this, in the
mean time, I'm working on one of my own. You may be sure that there'll be
a Primagames Unofficial strategy guide, or one of those superb Game
Guides of IGN!
I hope you like this FAQ, if not, tell me what's wrong. Also, if anybody
wants to contribute to this FAQ, you are more than welcome! Just mail your
additions to: [email protected], and use Red Alert 2 FAQ as you
subject, thank you. I'm trying to make this guide as big and as precise as
possible (well that Walkthrough should help a bit). Okay, so without further
addo, let's start.
--------------------------------------
2) What is Red Alert 2 - Game features.
\-------------------------------------\
Alright, here's the section where the newbies will find some info about this
game, and of course my personal review. Also I'll go a little deeper into
the
game features of Command & Conquer: Red Alert 2.
First we need to look back a bit, to the very well-known Red Alert, the
original. It begins when Einstein and an assistant make a time machine to
teleport back in time, and prevent WWII from happening. They suceed in
killing Hitler, but instead of WWII, there is an even bigger threat about to
overrun the world: The Soviet Empire commanded by Stalin. Their tanks
roll into the nearby countries and take them over without problem. Allied
powers know that they have to act against this threat. There's only one
problem, they lack the firepower to pose a big threat to the Soviets. The
Allies rely on long-range assaults and quick air strikes, while the Soviets
try
to demolish the Allies with brute force, even with atomic weapons. After a
long strugle, the Allies manage to kill Stalin and end the war. They choose
a dictator, Romanov, to control and rebuild the Soviet remains. However,
Romanov builds up the Soviet army and makes it stronger than ever. He
plans on striking directly in the United States. Using his Cloning Vats he
makes new soldiers faster than ever. They quickly overrun the surprised
Allies, and they have to rely on newly developed technology to defend
themselves... And that's where the game starts. Are you up to it?
So what are some cool features of Red Alert 2 you ask? Well, first off, the
camera is zoomed in much closer than in Tiberian Sun, which means
cooler gameplay, and better graphics. On a sidenote, I was impressed with
the minimum system requirements for a Command & Conquer RTS....
Anyways, you'll fight in real-life locations now, no more "Where the hell am
I?????"-quistions. You'll be able to fight in New York, Paris, Texas,
Chicago, Washington, somewhere in Germany I believe (I'm not that far
yet...), and Siberia. Sounds pretty cool. Add to that, there's cars, a lot
more
buildings, and better gameplay rules if you ask me. I'll get to that a
little
later. The sound has gotten a lot of improvement, you'll now hear "sounds
of the enviroment", which means birds, tanks, infantry marching, cows
making that anoying noise and so on. Multiplayer has gotten some
improvement as well. First you've got "Unholy Alliance", which gives you
both an Allied and a Soviet MCV. VERY NICE. Here you have to be kind of
strategic, since where for example the Allied lacks heavy armor, the
Soviets make up for that nicely. So you'll have to work with deceptions and
direct assaults while your enemies are occupied elsewhere. I'll cover this
in
the appropriate sections. Further more there are modes like naval war
(you're left on a small island and you're enemy is on an other island", Land
Rush (you start in a completely revealed map) and Meatgrinder (you can
mainly use infantry and tanks). And IGNPC gives it a 9.3, so what are you
waiting for (they won't lie about it...).
--------------------------------------
3. The Allied Forces
\------------------\
Units
-----
Infantry
--------
GI Soldier
----------
Description: A well-trained infantryman with a powerful machinegun. He's
more than a match for the Russian Conscript. He can deploy his
machinegun and hold is ground, or you could place him in a building
(yeah!!! Why not the McBurger Kong in the first missions?). When you
"garrison" your GI, he will stay in the building and fire at anything that
passes. This adds to the already massive strategic planning you need to
do. This is especially handy as your infantrymen can take potshots at the
marauding enemy forces, weakening them before they reach your base.
And they aren't too expensive as well. What I'm trying to say is: DO NOT
OVERLOOK THESE GUYS!
Weapon: .50 Caliber Machinegun
Attack Dog
----------
Description: These are the infantry killing machines. One attack and even
Tanya will be toast. They are pretty fast compared to most infantry and they
can sniff out spies for you (assuming your enemy is Allied or you are
playing Unholy Alliance). Always keep some in your base. They'll kill the
Engineers that try to sneak in and capture some buildings. I've had it
happen once and it isn't pretty (lucky enough for me he took only my Power
Plant, I was able to kill his 4 companions).
Rocketeer
---------
Description: You can call these guys the Jump Jet infantry of Tiberian Sun,
they're only a lot cooler if you ask me. I only found them useful in one
department: to weaken approaching attack forces. Soviets mostly send
heavy tank assaults to make you shiver. Just send a dozen Rocketeers to
them, and half of them will be destroyed when they reach your base. Their
weapons aren't impressive if you ask me, they're just good help.
Weapon: Light Machinegun
Chrono Legionnaire
-----------------
Description: This one can be a real pain in the butt. What he does is wipe
the enemy units you target from the map. The only problems are that he
ain't strong and that he doesn't fire fast. So, keep these guys safe and
victory might just be much easier...
Weapon: Chrono Rifle (or something like that)
Engineer
--------
Description: This goon returns to the party, with some nasty upgrades. He
hasn't gained the speed yet hehe, but he can do a butt load of things.
First, he can take over an enemy building and turn it to your side.
Secondly, he can repair your own structures. Just send him inside and he'll
repair it for you.
Thirdly, he can repair a destroyed bridge. You'll have to send him into the
bridge control station. Once that is done, it will be safe to move along
your
units.
Also, he can capture Tech buildings (airports, Oil Derricks, Outposts,
hospitals, etc.), to help you in your efforts. This can prove very useful in
the
heat of battle. By supplying you with a steady flow of cash, paratroopers,
free healing, repair etc. you could easily turn the tides on the enemy and
kill
him off. You can also capture normal houses and other civilian buildings.
Lastly, he can defuse bombs. He has a Defuse kit with him to defuse any
explosive threats that you might encounter. This makes him the ideal
weapon against Crazy Ivan's terrorism.
The only drawback is that you will lose your engineers in most of these
cases (except for the bomb defusing that is).
Weapon: Defuse kit
Tanya
-----
Description: Your ideal special agent, Tanya will perform her duties quite
nicely. She has a woopin' amount of firepower with her, and she can handle
infantry attacks very well. Just don't use her against armored units, she'll
probably die. Structures however, are very popular targets for Tanya. She
just plants a C4 charge and destroys it in one blow. VERY EFFECTIVE. If
you are lucky, the AI won't have much of defenses, and when the time
comes that he threatens to destroy/harm you, just send Tanya in and clean
out the super weapons. I've actually done it several times and it performs
nicely!
Weapon: Dual Colt45 pistols and C4 charges
Spy
---
Description: This one is vital to your strategy. In Red Alert, your spy
could
do a handful of things, but in my opinion it is much harder to discover a
spy
in RA2 than it was in the original. Still the best defense would be to place
your dogs in Guard mode. A spy can do much more this time. Here's a
rundown.
1) Get him into a refinery and he will steal some cash for you!
2) Get him into the Power Plant and he will shut off the power for 1 minute
(VERY useful)
3) Get him into your enemy Radar Tower/Air Force Command HQ and he
will reset the shroud.
4) Get him into the Barracks/War Factory and he will make your units
Veteran.
5) Get him into the Battle Lab and he will offer you a new unit to build.
6) Get him into a super weapon, and he will reset the countdwon (VERY,
VERY useful!)
Just don't come to close to enemy Guard Dogs, as they will sniff out your
spies pretty quickly.
Psychic units, such as Yuri can also detect spies, aswell as the Psychic
Sensor.
Vehicles
--------
Chrono Miner
------------
Description: Without this, you'll die. That is the simplest description that
I
can give you. For old-school Command & Conquer players, you can call it
the Harvester, but with extra teleportation ability. It has to drive to the
Ore
fields but it can teleport back to your base. This spares a lot of time, and
you don't have to build that many to have a steady flow of cash! It doesn't
have any weapons like its Soviet counterpart. It can crush infantry of
course.
Grizzly Battle Tank
------------------
Description: This is the main armor unit of the Allies. It has heavy armor,
good strength and good firepower, however the Soviets Heavy Tank is
better in every aspect but speed. It will certainly be the bulk of your
forces
in the whole game. In my opinion, it goes pretty fast for a tank. The nice
thing is, because of its cheapness, you can send wave after wave of them
to assault the enemy base. While you're first wave is attacking, you start
building another wave. It should be almost or even completely finished
when your tanks are destroyed. You must make sure that you have a
constant flow of cash though. Capture an Oil Derrick, or build a bunch of
extra Ore Miners to give fast money.
Weapon: 105mm Cannon
Infantry Fighting Vehicle (IFV)
------------------------------
Description: Just your plain old APC. But this time, there are some special
forms of the IFV. First of all, it can only carry one infantry unit. It's
like
a nice
sports car for your men hehehe. You can produce regular IFV that you pump
full of
infantry. These have some weapons (including the infantry's weapons of
course), but you can also produce a Repair IFV, which functions a little
like
the MRV in TS. You send it to a unit and your IFV will repair it. It has its
uses, but personally, I'd go with the Chopper. Just for those who can't
figger
it out, you have to put an Engineer in the IFV to make it a REpair IFV.
Also, I've received some very nice tips from Scott Batass about what you
can do with an IFV (I usually only use them to transport infantry to the
destination, unload and then use them as support fire). He has the following
combinations:
- IFV +Tesla Trooper (if you can manage it) =Tesla Tank (acording to him, it
has better range, but I didn't really feel like that, anyaways..)
- IFV + Crazy Ivan/SEAL (campaign only!) =Demolition Truck (YEAH
BABY!!!!!)
- IFV + Yuri =IFV taht fires a Psychic wave (not all that useful)
- IFV + Desolator =fires radiation weapon (good anti-infntry weapon,
otherwise its just crap!!)
- IFV + Flak Trooper =Well, I'd like to call it the Goalkeeper. It fires
flak
very
quicly, and it gives the feeling of having a real anti-aircraft weapon that
is
used on Carriers (yeah! Where's the Goalkeeper on the Carrier for the
Allies!)
- IFV + Chrono Legionaire =Chrono IFV. They fire the Chrono Rifles and
indeed fire a little faster then the normal Legionaires.
- IFV + Attack Dog =These kill spies you know, looks like those dogs have
good noses hehehe.
Major thanks to Scott for this one!
Weapon: Missiles +infantry fire
Prism Tank
----------
Description: You could describe it as "a Prism Tower on wheels". It isn't
very strong, but it is very destructive. They are best used as heavy
defense, or as supporting unit in the assault on the enemy base. They pack
quite a punch, but heavy units can still destroy it.
Weapon: Mobile Prism Cannon
Mirage Tank
-----------
Description This one is pretty interesting, I like to refer to it as the
Shape
shifting Tank. It can mask itself in things like a tree for example. This is
the
best ambush-unit in the game in my opinion. Just have a group of them
mask themselves, let the enemies strike force go by and do some
backstabbin'! It's gun is quite powerful, but I didn't find its offensive
capabilities very good. They can be used as a last line of defense if you
want. Still, they're very good against infantry and can destroy light
vehicles
in
a few shots (good against those V3s!). If ou can mass some together, it will
be safe to attack heavier tanks and even apocalypse tanks, which will give
you some quick elite tanks. They're also ideal against Terror Drones, they
can take them down in one shot, so be sure touse them.
Weapon: Mirage Gun
MCV (Mobile Construction Vehicle)
---------------------------------
Description: This slow but strong unit is something you wouldn't want to
lose in the beginning of a match. It probably won't happen but it is still a
very painful thing... thrust me on this one. It is wise to build a second
MCV
and even a third, just in case the enemy turns nasty. The best thing is to
make multiple, individual bases. I had an interesting strategy for TS. I
haven't had a lot of time to test it here, but I think it will work out just
fine. I'll
cover it in the appropriate section.
Weapon: NOTHING!!!
Air Units
---------
Harrier
-------
Description: Ahhh, one of my favorite units in the game. They are pretty
fast, they are very destructive and the Flak Cannons sometimes have a
hard time shooting at 'em. They are the Harriers. To ensure your success
you'll have to build a ton of them. A full squadron of 12 would be
advisable,
you never know what kind of resistance you run into. There Air-to-ground
missiles are very powerful, bringing a structure down in about 2 hits. Be
sure to break your squadron in groups of about 4, and let them attack
individual targets. This works most of the time, for me at least. Follow up
your air strike with a large taskforce and your enemy will be powerless.
Weapon: Maverick Air-to-Ground missiles
Night Hawk Transport Helicopter
-------------------------------
Description: My favorite transport. I usually attack approaching vehicles
with them, as they have unlimited bullets, and in packs they can pack quite
a punch (man I'm getting sick of that "pack"). They can hold up to 5
infantry
units and deliver them anywhere you want (if he can land anywhere near it
that is). This is handy if you want to give your enemy a "Tanya Rush". Just
load her into the Chopper together with some GIs or Engineers, deliver her
just outside the most undefended part of your enemy's base, and blow
up/capture some stuff! Be advised however, as there seems to be
something wrong with the game. Once I attacked an enemy group of
Conscripts and suddenly they began to fire at me. It is logical that people
with machineguns can fire at helicopters, it just never happened to me in a
Command & Conquer game yet.
Weapon: Blackhawk Chaingun
F/A-18 Hornet
-------------
Descriptions: You won't actually be able to control them, but they will be
your best friends on the battlefield. You'll have to build an Aircraft
Carrier
(assuming there is water on the map you're currently on), and give it a
target to attack. The Carrier will launch its Hornets, and they will move to
the
target at a nice speed, and demolish it. It is best if you have multiple
carriers, because the hornets have to return and rearm before you can
launch them again. You can target their Construction Yard and Service
Depot at the same time (probably destroying them), making your enemy
mad. He will not be able to build another MCV (if he didn't do that
already).
Weapon: Some kind of Rocket Pots.
Naval Units
-----------
Amphibious Transport
--------------------
Description: A must-have if you are stuck, having to sail over ships to
attack
your enemy. They're not incredibly fast like in the original Red Alert, but
they can deliver wave after wave of tanks, that if co-coordinated well, will
eventually destroy your enemy. This combined with support fire from your
warships, will without a doubt destroy your foe(s). Not that they're not
useful
over land. They're just as useful. It's just not remarkable, I just
overlooked
them the first few times I could build them!
Dolphin
--------
Description: I overlooked these at first, but they're ideal when fighting
over
water. They can destroy Giant Squids and subs easily, but are also ideal
for freeing ships of the grip of the Squids. They have a weird sonic device
that you could resemble a bit with the Disruptor from TS.
Weapon: Sonic Pulse
Destroyer
---------
Description: This is your basic warship. Or not eh. It has a heavy cannon
and to combat those annoying typhoons, the Destroyer is equipped with
anti-submarine warfare helicopters. These do the job of killing the subs
quite well if you ask me. It is a good vessel to assault defensive
structures
as well as infantry. I found it less effective against tanks and heavily
armored units.
Weapon: 155mm cannon +ASW helicopters
Aegis Cruiser
-------------
Description: This one can be very effective. It fires SAMs in a rapid rate,
it
has good strength compared to the Destroyer, too bad it has no other
weapons. I found it both handy in destroying marauding Hercules planes,
bringing those paratroopers, as well as destroying those tough Airships.
This is a must have to protect yourself from long-range Soviet missiles.
You can destroy both V3 rockets and the missiles of Dreadnoughts.
Weapon: Surface-to-Air missiles
Aircraft Carrier
----------------
Description If there is one thing I build after my Shipyard is deployed, it
is
this baby. It is strong, and it has some impressive friends on its decks.
Look at the description of the F/A-18 Hornet to find out what I mean. You
can attack both ships and ground units/structures with it, no air units
(that's
where the cruisers come in). This is the command vessel for your fleet.
The main thing you will want to do is to destroy any flaks in sight with
your
Destroyers, while the Hornets destroy any heavy defenses with their deadly
weapons. The Cruisers meanwhile, defend the Carrier from any assaults
from both V3s and Dreadnoughts, not forgetting the airships of course.
Structures
----------
Construction Yard
-----------------
Description This is the main building of your base. Be unfortunate enough
that an enemy destroys both your Construction Yard AND your Service
Depot, and you're screwed. This building allows you to construct the
buildings that you'll need. When destroyed you lose the ability to build any
more defenses, go further up the Tech Tree and reduces your chances of
winning the game. Defend it at all cost. Also, be sure to make a second or
even a third Mobile Construction Yard so that you are sure that you are
playing on the safe side. Take my advice boys and girls, you'll need it.
Ore Refinery
------------
Description: This is where all the ore is stored and where the Ore Miner
docks to deliver the harvested ore. This is the second most important
structure in the game, the first being the Construction Yard. Do not leave
it
undefended, it is expensive to rebuild, and if you are unfortunate to not
have enough funds for it, you might end up having to sell off important
buildings.
Power Plant
-----------
Description: You cannot survive without a few Power Plants. They supply
your whole base with power and most importantly, they power your
defensive structures as well. The superb strategy is to first destroy the
enemy's Power Plants and then destroy him, taking advantage of the
absence of his heavy defenses. Using a spy to shut of the base power,
while a special unit (like Tanya) moves through the base and destroys
anything of importance, is crucial. If you just built a structure which
needed
a lot of power and you lost main power until you can build another power
plant, there may be occasions where just then, the enemy decides to
attack. This is very painful, as your Ore Miners could just be busy while
your enemies are pouring into your base. The best strategy to do (the
fastest btw) is to sell off the power-sucking building. Base power will be
immediately restored and your heavy defenses will rip apart the
unsuspecting enemy, hahahahahahaha!
Barracks
--------
Description: This is very simple: BUILD and ENJOY. This building is used
for the creation of infantry and is also required to build the War Factory.
It
is pretty cheap for a building eh.
War Factory
-----------
Description: This, in my opinion at least, the third most important building
in
the game. It is used to build the heavily armored units, not the advanced
ones. Things like tanks and heavy transports are built here.
Air Force Command HQ
--------------------
Description: This is a multi-role building. Firstly, it is a radar. It gives
you a
main view on the map. However there is a second function. This building is
used to build the Harriers, and is needed to build the cruisers.
Service Depot
-------------
Description This is very important to build fast and to maintain. "Why?!"
you
ask? Well, it is very useful to repair your units, and the most important
thing
is this: in the event that your Construction Yard is destroyed, you will be
in
deep shit. However, if you have a service depot, you will be able to build a
new MCV. Let this be your first priority once your main structures are up.
Battle Lab
----------
Description: This building allows you to build the advanced structures/units
and gives you access to the super weapons... NICE, I hear you screaming,
hahaha.
Gap Generator
--------------
Description: You can take this as your average Stealth Generator, but that's
incorrect. They hide any structure and unit in its radius in a big shroud.
Units
and structures that fire at enemy units will "decloak" so that they can open
fire. Keep your power above nominal, or everything will shut down (NOT
NICE!!). It can be pretty handy in the earlier stages (remaining hidden from
your enemies), but don't really use it when your enemy has already scouted
out your base, a good super weapon strike will still be imminent.
Ore Purifier
-------------
Description: Not all the ore you mine is usable to convert into cash. But
now there is a solution to this problem: the Ore Purifier. They allow you to
get all the resources you harvest into cash, this gives a huge bonus. The
Allies already mine faster than the Soviets, now they even get more credits
than them. Great, you gonna need it.
Spy Satellite Uplink
-------------------
Description: This little bastard allows you to unveil the whole map which is
pretty useful if you ask me. Just be sure you have enough power, or the
whole thing will shut down... And at that moment, an enemy invasion force
arrives. You laugh at them, typing in the chat window "YOU WILL NEVER
GET BY MY 15 PRISM TOWERS!!!", when you suddenly discover that
they aren't working at all! Be warned!
Chronosphere
------------
Description: The chronosphere has returned once more, and he's better
than ever. First off, this structure sucks out power, so be warned.
Secondly, it is actually kind of tricky to use IMO. When charged up to full,
it
allows you to teleport a certain unit/group to a location of your choosing
HOWEVER, they will only stay there for a few minutes, so good planning is
crucial! This can be handy to send swift attacks, or to reinforce your main
taskforce with some extra supplies. You can't send infantry into an enemy
base, but if you put them in an IFV, there shouldn't be any problems.
Weather Machine
---------------
Description: One of my favorite super weapons ever in the world of RTS.
This Weather Machine creates a lightning storm, which approaches the
targeted area. It is very deadly to enemy structures and infantry. This is
of
course the superb moment to bring in your heavy forces (NO! Not while the
storm is busting them up!!!), or even chronoshifting an IFV with Tanya
inside, hoping most of their defenses are destroyed/their power is down.
Pillbox
-------
Description: This is my favorite defensive structure in the game, especially
the sound is very cool! What this is? Well, it is a bunker with a machinegun
inside, firing at any incoming forces. While it is pretty strong, it is the
weakest of the Allied defensive structures, and it is also the weakest of
them all. You will always find them in my defense though... They are real
infantry shredders, they aren't really effective against vehicles.
Patriot Missile System
----------------------
Description: This is another of my faves, it's just so damn powerful...
against
the right stuff. It fires the famous Patriot surface-to-air missiles (for
those
who know them), they will knock every V3 and Dreadnoughts missile out of
the air. You know that the Kirov Airships are very heavy. Just place enough
systems and they will destroy them. Don't even dear to attack these
systems with Harriers or Hornets, they will be knocked out of the sky
before they even reach their base... units aren't really balanced to fight
themselves you know...
Prism Tower
-----------
Description: These are the armor shredders for the Allies. They fire some
weird type of laser. They are stronger than Pillboxes, but they aren't as
strong as Patriots. They are essential to your defenses, never leave any
base without them.
Fortress Wall
-------------
Description: These are the standard Concrete Walls. They are needed for
your defensive needs. They'll keep out those pesky Terror Drones, as well
as prevent any direct engineer attacks.
Special Allied Multiplayer forces
---------------------------------
Americans: Paratroopers
-----------------------
Description: All of you Americans get free paratroopers. This is pretty
cool,
as GIs are a pain in the butt!!! They can take out tanks themselves, and you
better get Flaks up fast, so that you can take out the Hercules planes down
before they can drop off the troops. However, if you are one of the Allies,
you can easily take 'em down with a few Patriots! Beware though, these
planes are slow, but they can take some punishment (this is especially for
the Soviets). Keep dogs within your base, so that your doggies can kill the
infantry before they can do some damage.
Weapon: .50 Heavy Machinegun (probably a Browning type)
British: Sniper
----------------
Description: I haven't been able to test these yet, but my guess is that
they
are a little like the Sniper in TS. I will post a good description once I
find
the time to test them out.
Weapon: Arctic Warfare Pistol
France: Grand Cannon
--------------------
Description: These guys rock man!!! They can destroy marauding Soviet
tanks like I eat candy (not that I'm fat or something). They are a little
expensive, but it is worth the money.
Weapon: Heavy Cannon
Germany: Tank Destroyer
-----------------------
Description: Okay, now this one is real good in my opinion. Well, it is good
if you use it to its potential, which means letting it shell tanks in the
field, but it sucks severely against infantry and structures, don't really
try
it, or you'll end up without Tank destroyer against one lone Conscript (in
the
worst scenario, but it can actually happen!). However, if you expect a rush,
build a lot of these babies, and wait until their tanks come rolling in, and
let your SABOTs fly! These guys can fry Rhino Heavy Tanks before they
figure
out what's goin' on! So, it's good to keep a few of them around in an open
match, just to destroy incoming tanks faster. If the enemy heavily relies on
tank defense, bring a bunch of these too, just to give your other units some
air. This shows how balanced an attack force of a good player needs to be,
if
you're going up against an enemy, don't do it with only one type of unit, or
you'll basically rule against one type of unit/structure or you'll suck
against the rest. Of course, there are some exceptions like the Apocalypse
Tank, which is a real multi-role unit, but the Allies are pretty much stuck
in
that department right? So, build them if you fear an enemy rush, but leave
them out if the enemy uses other stuff.
Weapon: SABOT Canon
Korea: Black Eagle
-------------------
Description: These are the Superharriers, but I do notlike them that much.
They go a little slower tha the original, have stronger missiles though and
can sustain more damage. Just be sure that you have several of these, as
one will still do minor damage. They are good for the "Air Strike without
warning" strategy (see further below in section 7).
Weapon: Maverick air-to-ground-missiles
Special Trainable Infantry!
---------------------------
Woops! Forgot to add these, but now I'm going to anyway!
Chrono Commando
---------------
Special Requirement: Get a spy into an Allied Battle Lab, and make one
imediately!
Description: This is one of the best infantry units in the game, if not the
best of all! It's basically a SEAL with with a mobile Chrono device. It's
still an unbeatable infantry killer, and it still blows up buildings like
hell! But this time, you can just find a weak part of the base with your Spy
Satelite, train one of these if you can actually acquire them (Free For All
helps a lot in this area!) chrono in the Commando, and destroy everything in
sight! And the cool thing is, if you are a good timer, you can actually
avoid
Tesla Coils. Just run up to them, and if they are about to shoot, chrono
away
for a slight moment, it will shoot and miss, and will have to charge again,
or
it will not shoot at all, but will have to recharge for some reason. Blow
the
Coil, and and any other coils int he area, and then blow up stuff at your
leasure, just watch out for the tanks, or flak tracks thtat try to crush
you.
Also, don't get killed by dogs, that's just plain annoying! The best thing
to
do when you're playing against humans, and you want to destroy something
of
importance, destroy Tech Buildings. most people don't really invest in heavy
defense for tech buildings, which is totally understandable, unless you have
a
lot of time, and in most cases, the enemy won't just sit back and relax
while
you build up as much as you like! I personally, don't really invest in such
a
thing too, because you never really can afford to lose too much time, it can
cost you a lot, except if your heavy defense is placed on the way to your
base, than it might be interesting to look into. Anyways, the first
defensive
measure to do with this unit, is just to destroy enemy Airport(s), because
Paratroopers can be a pain sometimes, if they get through of course. Oil
Derricks are very important to blow up too, to slow down the enemy
cashflow,
expecially Soviet opponents will hate you for such a thing. So, overall,
this
unit is worth the effort to get your Spy into the Lab, so I should get it,
as
it is probably the best infantry in the game.
Weapon: Chrono MP5 (whatever!) and C4 charges
Psi Commando
------------
Special Requirement: Get a spy into a Soviet Battle Lab!
Description: Now, this is not as good as the Chrono Commando, but it might
be
interesting to get these guys. They are basically Yuri with the mind-control
ability, but they also have C4 charges, so seems to be some use for them...
but I don't know what. Well, I do know what they are good for, I think the
Yuri clone is quite cool, you can just get yourself an enemy unit. It all
depends who you're playing against (as always). If you're facing a Soviet
player at that time, try to snatch an Apocalypse Tank, and let it do some
damage, targetting power and defenses first. If you have a hole, and you
feel
like taking a risk, send in your tank, followed by your commando. Target
buildings with the Commando, and target marauding units with your
Apocalypse
Tank, and when the tank dies, quicly get another one. It's all quite tricky
though, so watch your step. If you are playing against Allied and Soviet
players simeltaneously, it's helpful to take a Prism Tank, get it out of
enemy
fire, repair any damage that was done to it, and take out Tesla Coils of the
soveit base with it. Once it gets destroyed by units, take something
powerful,
that's quite cheap don't you think???
Weapon: Mind Control, C4 charges
--------------------------------------
4) Soviet units/structures/specials.
\----------------------------------\
Infantry
--------
Conscript
---------
Description: These soldiers are weaker and less trained than the GI, but
they are cheaper. They cannot deploy themselves and I miss that here
(you can bet I'm not a fan of the Soviets!). They are oh so easy to kill
with
dogs and their guns aren't as spectacular as well! So, why would you buy
these nerds??? Well, you can still garrison buildings with them, so it is
still
good to use them for defensive purposes. If you need some support to kill
infantry, use the Attack Dogs, they are much better (they kill much faster
as
well hehehe).
Weapon: M1 Carbine assault rifle (you wouldn't say it if you see those
wimpy weapons)
Attack Dog
----------
Description: These are the infantry killing machines. One attack and even
Tanya will be toast. They are pretty fast compared to most infantry and they
can sniff out spies for you (assuming your enemy is Allied or you are
playing Unholy Alliance). Always keep some in your base. They'll kill the
Engineers that try to sneak in and capture some buildings. I've had it
happen once and it isn't pretty (lucky enough for me he took only my Power
Plant, I was able to kill his 4 companions).
Engineer
--------
Description: This goon returns to the party, with some nasty upgrades. He
hasn't gained the speed yet hehe, but he can do a buttload of things.
First, he can take over an enemy building and turn it to your side.
Secondly, he can repair your own structures. Just send him inside and he'll
repair it for you.
Thirdly, he can repair a destroyed bridge. You'll have to send him into the
bridge control station. Once that is done, it will be safe to move along
your
units.
Also, he can capture Tec buildings (airports, Oil Derricks, Outposts,
hospitals, etc.), to help you in your efforts. This can prove very useful in
the
heat of battle. By supplying you with a steady flow of cash, paratroopers,
free healing, repair etc. you could easily turn the tides on the enemy and
kill
him off. You can also capture normal houses and other civilian buildings.
Lastly, he can defuse bombs. He has a Defuse kit with him to defuse any t
explosive threats that you might encounter. This makes him the ideal
weapon against Crazy Ivan's terrorism.
The only drawback is that you will lose your engineers in most of these
cases (except for the bomb defusing that is).
Weapon: Defuse kit
Tesla Trooper
-------------
Description: If you want tank zappers, than these are your men. They use
electricity to zap enemy units however, you can use them to power Tesla
Reactors to give them that extra boost (never done this though...). It isn't
that useful against infantry, as these units tend to miss smaller targets. I
do
not use these troops often, actually I do not use a lot of Soviet infantry,
Flak Troopers sometimes to protect my forces from those Rocketeers and
harriers.
Weapon: Electric bolt
Flak Trooper
------------
Description: Okay, these are actually useful. They can fire at both Ground,
sea and air units. They are essential to your offensive capabilities, unless
you want to stick with the Flak Track. They are vulnerable to other
infantry,
so please give them some Attack Dog cover (if you would use the Flak
Track, those Grizzlies would blow them to smithereens).
Weapon: Flak gun (both ground, sea and air units can be attacked)
Crazy Ivan
----------
Description: I like this guy because of his fancy speech! "I've lost the
bomb, do you have it?" The first time I heard that I was laughing until my
parents came asking what was wrong. No, seriously. This guy, if used right,
will make the life of the enemy very hard. You'll have to protect him well,
but
I assure you it is worth it. It is tricky, because you will have to keep
someone kill the engineers who try to defuse the bomb, but if you can
achieve this goal as well, the units/structure you bombed will be toast.
Weapon: Dynamite
Yuri
----
Description: Yuri is one of the most impressive units I have seen in
Westwood games that I've played (that excludes the Dune series). He can
mind control any unit your finger can click at. From grizzly Battle Tanks to
bite happy alligators! This allows you to do the cow Rush (see appropriate
section). But that is not all. He can do a Psychic Wave that kills all
infantry
that are near him. An all-around interesting unit to have AND to use of
course.
Weapon: Psychic Wave
Vehicles
--------
Rhino Heavy Tank
----------------
Description: NOW we're talking! Make a mass of these, and crush the
opposition. It has a heavy cannon, I'm a little disappointed that the 2
barreled tanks haven't returned. Those were really cool! Take a look at the
original Red Alert if you want details on this baby. Anyways, this tank
isn't
bad or something, they are just....... a little less cool. They are very
effective against Tesla Coils, especially if they are in packs. They aren't
very effective against Prism Towers however, Prism Towers are effective
against THEM. The point of being Soviet is to start up your base
immediately and build as many as you can, as fast as you can. Then, rush
the enemy and hope they are overwhelmed (if you did it quick enough that
won't be a problem really).
Weapon: 120mm Cannon
Apocalypse Assault Tank
-----------------------
Description: Have fear of the Apocalypse. Twice the strength of the Rhino,
heavy armor and impressive firepower, this is what a Mammoth Tank is all
about, baby. Not only can it fire at ground targets with its dual heavy
canons,
it can also fire missiles at aircraft. Scared yet? No? Well, just imagine
what
a dozen of these tanks could do to your base... They'll completely destroy
it, unless you can retaliate appropriately. This is why my theory on the
Allied
forces is the following: The best defense, is a good defense of course!
And that's more than true if you take a close look at the Apocalypse tank.
Throw everything you have at it, assault it from the sea if you can,
aircraft
carriers help a lot here, as their hornets might be able to get through its
missile defense, and will give it a nice beating.
Weapon: Dual 120mm Heavy Cannons and SAM missiles
Flak Track
----------
Description: Nothing special, only meant for scouting means, nothing more.
It has some flak guns on it that can target both air and ground units, still
nothing special, as it has spiffy armor and is incredibly weak.
Weapon: flak guns
V3 Rocket Launcher
------------------
Description: I already hear you guys saying "And what don't you like about
this, you foolish nerd, well to give you an answer: it is much to difficult
to
get it working right. The only way you could do it a bit easier is by
outgunning the patriots, and still, the Allies will come and screw your V3s
up. Soviets are much more prone to V3s (spiffy air defense, anyone???).
What you'll want to do is bring them in if you're absolutely sure that the
coast is clear, and that brings me to my next problem: Aegis Cruisers.
They are a pain if you ant to V3 something. They have a lot of rockets
onboard, and they will shoot your rockets out of the sky before they are
even launched... well not quite so but still.
Weapon: V3 rockets
Terror Drone
------------
Description: Do you really want to know what this is? Well, build one and
test it out on your Ore Miner (the worst unit you could ever test it on).
You
will conclude that some way or another, your miner was completely
destroyed, eaten you could say. That's exactly what the terror drone does:
EAT, EAT and EAT. Nothing else. The AI tends to send some of these
pests to your base, hoping they will make it through your defenses. Even
with all your defensive structures and garrisoned infantry, they sometimes
slip through and eat your miner. VERY PAINFUL. AVOID THIS AT ALL
COST. BUILD WALLS, INCREASE YOUR DEFNSES OR SOMETHING
ELSE. WHATEVER YOU DO, DO NOT LET THEM EAT YOUR MINER. I
was very surprised btw, when a group of Terror Drones approached my
base. I sent out my infantry to destroy them. With a smile on my face I
watched as the two groups approached each other. However, something
very disturbing happened. When my infantry opened fire, the enemy
drones came in and killed them all!!! I managed to kill a bunch of them, but
all my GIs were killed! I never heard this happening to anyone before...
Weapon: errrrrrrr, some kind of teeth I guess, or claws...
MCV (Mobile Construction Vehicle)
---------------------------------
Description: This slow but strong unit is something you wouldn't want to
lose in the beginning of a match. It probably won't happen but it is still a
very painful thing... thrust me on this one. It is wise to build a second
MCV
and even a third, just in case the enemy turns nasty. The best thing is to
make multiple, individual bases. I had an interesting strategy for TS. I
haven't had a lot of time to test it here, but I think it will work out just
fine. I'll
cover it in the appropriate section.
Weapon: NOTHING!!!
Air Units
---------
Kirov Airship
-------------
Description: This is the one and only Soviet air unit. It is impossibly
slow,
but oh man this is powerful. It drops bombs at its targets, which will
explode after a few bombs. It is not too hard to defend against if you know
how, however, you'll have to keep shooting at it and still stay alive
somehow, as this bastard repairs itself when it is damaged. A few Aegis
Cruisers work fine, but be sure to have a nice amount of Patriots around
when they do get to your base. Once, I played against an AI opponent (I
was Russia, he was Cuba) and he somehow managed to destroy my
construction yard. I was really mad and began massive production of tanks.
Suddenly however, Lt. Zofia kicked in saying the enemy had a Nuclear Silo.
I quickly had an airship, which I already built earlier, get there. I only
had
one minute remaining before the nuke was shot. The thing was able to fly
there in time (lucky enough for me) and I was able to destroy his whole
base with my lonely Kirov. Oh yes, he had about 5 Flaks but they couldn't
stop me from destroying building after building, eventually killing the unit
producing structures and the power plants eh Tesla Reactors of course.
The only stupid thing was that I was playing on a map which was meant for
8 players, so I had to scout all over the place to find those last
garrisoned
infantrymen. Just to say: defenses aren't really made to stop their own
units
(mostly).
Weapon: Bombs
Naval Units
-----------
Amphibious Transport
--------------------
Description: A must-have if you are stuck, having to sail over ships to
attack
your enemy. They're not incredibly fast like in the original Red Alert, but
they can deliver wave after wave of tanks, that if co-coordinated well, will
eventually destroy your enemy. This combined with support fire from your
warships, will, without a doubt, destroy your foe(s). Not that they're not
useful over land. They're just as useful. It's just not remarkable, I just
overlooked them the first few time I could build them!
Giant Squid
-----------
Description: These are really annoying. They grab the target ship with their
tentacles and
play with it until it blows. The only way to remove these pests are
Dolphins,
with their sonic waves, the squids will have to release the ship. they are
submerged so it is possible to target it, but not very easy. Use these
wisely
as you can rip apart the enemy fleet before it reaches your bases (if you're
fast and there are no dolphins around).
Weapon: Tentacles
Typhoon Attack Sub
------------------
Description: These are very stealthy units, the only problem is that they
aren't very useful against a well co-coordinated fleet. Not that good in
defense in other words, but very good assault ships. Just destroy their
heavy vessels (carriers and cruisers) while your other dreadnoughts and
Sea Scorpions take care of the destroyers (be sure to assist them with
your subs though, it is very hard for a destroyer to fight submarines and
normal ships at the same moment. If you come in masses they will be
destroyed immediately because their helicopters aren't fast enough). Then,
bring in your transports full of lead and watch as their base falls before
your
armor.
Weapon: Torpedoes
Dreadnought
-----------
Description: The heavy attack ships of the Soviet navy. They have
devastating missiles that, when clear of air defenses, will destroy enemy
units very quickly. So, is that all? Well, they are strong to say it this
way.
If
you want the strongest and most deadly Soviet vessel in the navy, this is
for you. If you'd rather stick with the swift and deadly sea scorpions + the
subs, go on ahead.
Weapon: Long-range missiles
Sea Scorpion
-------------
Description: These annoying little ships are your naval air defenses.
They're a rather poor excuse for an equivalent for the cruiser, but they are
handy in destracting destroyers, not killing them though. They are also
handy to keep those Hornets at bay, aswell as Harriers and helis.
Weapon: Flak guns
Structures
-----------
Construction Yard
------------------
Description This is the main building of your base. Be unfortunate enough
that an enemy destroys both your Construction Yard AND your Service
Depot, and you're screwed. This building allows you to construct the
buildings that you'll need. When destroyed you lose the ability to build any
more defenses, go further up the Tech Tree and reduces your chances of
winning the game. Defend it at all cost. Also, be sure to make a second or
even a third Mobile Construction Yard so that you are sure that you are
playing on the safe side. Take my advice boys and girls, you'll need it.
Ore Refinery
------------
Description: This is where all the ore is stored and where the Ore Miner
docks to deliver the harvested ore. This is the second most important
structure in the game, the first being the Construction Yard. Do not leave
it
undefended, it is expensive to rebuild, and if you are unfortunate to not
have enough funds for it, you might end up having to sell off important
buildings.
Tesla Reactor
--------------
Description: This is the Soviet version of the Power Plant. The only
difference is that this version gives less power than the Allied one.
However, you can use Tesla Troopers to power these Reeactors up, so
that you will have some extra power to your base. Think of them as Power
Turbines in TS, only difference is that they're living people, who are
powering the plant (always knew these Soviets were crazy!). You are better
off with a Nuclear Reactor, but they are good reserves for when a
super weapon strikes.
Nuclear Reactor
----------------
Description: This is what I like about the Soviets. This power plant gives
you about ten times as much power as a regular power plant (Allied
version). They aren't that expensive, but you save a LOT of money for it.
Just imagine you had to build more than 12 Tesla Reactors, that would be
expensive. The only trick is that when you are relying on this plant only, a
super weapon strike on it will make your whole power drop to zero. This is
why you should keep your Tesla Reactors. On a sidenote, you must take
full advantage of the enemy's mistake of selling his old reactors and
replacing it with the Nuclear one. Strike with a super weapon and imediately
bring in your strike force. You won't have to fight those pesky little tesla
coils.
Barracks
---------
Description: This will be your first unit-producing structure. It can and
will
only produce infantry units, but, acompanied by a Construction Yard, will
also build the defensive structures for you. It is cheaper than the other
high-priority buildings and you will call upon it more than once.
War Factory
-----------
Description: You must be dying to get your hands on this one. Oh no, don't
try to hide it. The veterans of the original already know why they should
build this imediately (certainly when fighting the Allies) and newbies will
find
out soon enough, I just need to have the guts to describe this one. Well, it
is a building... a building which will build all the armored units for you.
It
will
build the oh so famous Soviet tanks, as well as others. Also, you need this
building to create all the armored units. So even when you have a Service
Depot but your enemies destroy your construction yard and your War
Factory, you will be toast. This is the second most important building you
should guard, people tend to overlook the Service Depot, so don't be too
scared.
Radar Tower
------------
Description: This gives the Soviet commanders among us, a better view of
the map. It is basically the Air Force Command HQ of the Allies, but it
doesn't allow you to build aircraft, for the simple reason that the Soviets
do
not have that much of aircraft. I hoped there would be a Hind Transport in
the game, but they must've deleted it from their schedule, or IGN was lying
about it... NOOOOO! IGN never lies! Enough stupid talk. That mainly all
there is to say of the Radar Tower, for the veteran RA1 players, this is
just
a Radar Dome.
Battle Lab
-----------
Description: This allows the soviets to build their advanced units and
defenses, as well as their super weapons. Oh no, now they can build those
nuke silos!!!!! It isn't really that important to defend. It is however
important
to have the necessary power before you deploy it, you wouldn't want to
come into contact with a Allied taskforce, right when those superb Tesla
Coils are offline!!!
Cloning Vats
-------------
Description: This building is evil........ very evil. It allows the Soviets
to
re-
replicate or "clone" in other words, infantry. This is not all however. What
you'll want to do as a Soviet commander, is to build a Yuri unit,
mind-control
an infantryman, send it over to the cloning vats and you just have your new
GI infantry or whatever you cloned. This is superbly good. This way you
can replace those pesky Conscripts with the superb GIs. Hey what about
replicating Tanya??? Oh yes, you heard me right. Get Tanya in your
forces... two of 'em.
Iron Curtain
-------------
Description: This is the good thing that you'll want to have. It allows you
to
make a unit (with armor, no infantry) invincible for a short period of time.
This can be used as a defensive structure, for example:
Your Construction Yard is absorbing shell after shell of tank fire. Make the
Construction Yard invulnerable while you make repairs, and bring in a tank
force to get those Rhinos out of the way. Or you could use it for offensive
uses, for example:
Your Kirov is getting close to the Patriots of the Allies and it will be
destroyed unless you do something about it. Activate the Iron Curtain on it
and you will have some spare moments to bomb those patriots and the
Construction Yard to bits, followed by the War Factory and you're safe. Of
course, the enemy AI never seems to use this to its full potential, and your
buddies will do everything to destroy your own and with Tanya, it could be
destroyed before you even noticed something.
Nuclear Silo
-------------
Description: NOW we're talking. This nuke is expensive, but it works. If you
manage to pay everything and protect it well, everything will be fine for
you.
Launch it at your enemy base and watch in enjoyment as buildings are
reduced to ruble and infantrymen are crushed by the shockwave that the
nuke produces (quite a cool effect if you ask me hehehe, cool sound too
hehehehehehehe). Westwood said they wannit to avoid violence, well
every would-be terrorist who wants to ever bomb the US with a nuke will
enjoy himself here...
Sentry Gun
-----------
Description: These are good anti-infantry defenses, they are a little like
the
Pillboxes but only the Pillboxes are much cooler (IMO). These are robotic
machineguns that fire at anything that comes in range. Tanks should be
able to handle these but it is still probable that a Sentry Gun will destroy
a
Grizzly Battle Tank. They are good because they don't require any power,
and if you place a lot of them, they'll be able to hold the enemy's advance
until you can put the power back online/place some Tesla Coils.
Flak Cannon
------------
Description: These are the Soviets air defense. They aren't really accurate
but they are pretty powerful. Harriers and Rocketeers are easily shot down
by them, as well as the Hornets, further than that, they haven't got that
much
importance. I'm not saying that they aren't important! Place these around
your important structures and the Harriers of the enemy should be repelled.
If only they were a little more accurate...
Tesla Coil
-----------
Description: Okay, let the electricity flow!!! These guys can destroy most
tanks in one hit and are also effective against infantry. The only problem
is
that they take a while to charge, and sometimes they tend to miss their
target for some odd reason. This gives your tanks time to destroy them
(they aren't that strong). Reinforce them with Sentry Guns and you can also
use Fortress Walls to make their lifespan a little longer.
Special Multiplayer Forces
--------------------------
Russia: Tesla Tank
------------------
Description: The Tesla Tank returns again with some new sh*t in it. It's
basically a Tesla coil on wheels, only this thing is especially useful
against
buildings, they'll rip 'em appart! I don't use these guys too often myself,
but
they have some interesting power to exploit.
Weapon: Electric Zappin'
Cuba: Terrorist
----------------
Description: Now this is exciting. Finally, we can play with the famous
Cuban
Terrorists in a Command & Conquer game! Sneak these guys into the
enemy base, and let them blow stuff up. Be VERY wary of the attack dogs,
as they aren't really strong compared to other infatnry. Keep them safe and
they'll do the job just nicely alright?
Weapon: C4 Bombs, Disguisable
Iraq: Desolator Infantry
-------------------------
Description: These are rather annoying. They are very effective against
infantry, in fact, they can take out whole squads of them without them even
dying by any oposition infantry. They use some kind of radiation, but they
are
imune to it themselves. They are useless against units with armor though.
Weapon: What name could you give to this one? The rules say "Eruption
Beam". But what the hell is that?
Libya: Demolition Truck
------------------------
Description: Sorry, haven't been able to test thhese yet. Feel free to send
your own opinion/strategy on anything you see btw. See the contact info for
info.
Special Obtainable Infantry
Same story here, forgot to add, but hrere they are!
Chrono Ivan
-----------
Special Requirement: Get a Spy (if you can get your hands on it!) into an
Allied Battle Lab
Description: Okay, now I think these suck. Well, they don't really suck, I
just wrote the wrong words. Crazy Ivan isn't that useful because you can't
control when the bombs explode (except if you have DeeZire) and they are
difficult to defend, the only good thing is to stick your bombs on other
friendly units, for the rest, it's all plain luck or crap. The Chrono
Feature
adds some good things, but the only good use I found for these guys, is to
chrono in to a few tanks and place bombs on them, making sure there are
no
Engineers right nearby. So, you can wreak havoc on light attack forces, but
once you get close to infantry, your guy is toast, and that means getting to
dogs is even more deadly. Of course, you can chrono around which should
mean
that you can avoid these units, but it's quite annoying. So, get these if
you
are quick and handy with these units anyway, but if you hate them, think
they
are too slow, or just think the dynamite sucks, don't waste your effort s to
get one of these.
Weapon: Dynamite
Yuri Prime
----------
special Requirement: Infiltrate a spy into a Soviet Battle Lab.
Description: This is basically Yuri, with a little advantage, he can mind
control a unit from much furhter, it doubles the range if I'm correct. That
means, that if you're combating a Soviet enemy, you can get units from
them,
and with luck they won't directly notice it! Anyways, the nicest thing to do
with these guys, is to get War Miners or Chrono Miners are even better! If
you
get a Chrono Miner, get it out of the enemy ore fileds back to your base.
You
can do this with regular Yuris too, but it's much handier with this range.
Even if they have a guarding force, you can take it away without the enemy
being able to do something about it! That's quite cool don't you think,
yeeeeaaah! That's cooooooool! So, if you can get your hands on these, get
one,
and start wreaking havoc all over the place. Oh yeah, if you get a War
Miner,
a cool thing is to go into the enemy base, trying to destroy something, just
make sure there are no Yuris around, just to be sure, or you could keep a
tap
on your War Miner, and target the Yuri first before anything else!
Weapon: Super Mind-control
And we're true with introducing the units and structures, onto the
strategies!!
--------------------------------------
5. Tactical Information On Units/Structures/Specials (MAJOR THANKS TO
THE GOOD AND HELPFUL NADIA VORKOVSKY (Damnit, am I writing
that right?)
\------------------------------------\
A. ALLIED UNITS
***********************************************************************
+++++Infantry+++++
GI
Cost: 200
Weapon: M60 heavy machine gun (deployed) and Parabellum pistol
(undeployed)
Strength: 125
Armor: None
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, firepower and
rate of fire.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks
Tech Level: 1
Engineer
Cost: 500
Weapon: Bomb defusing kit
Strength: 75
Armor: None
Sight: 4
Speed: 4
Veteran abilities: None
-------Elite abiliti-es: None
Prerequisite: Barracks
Tech Level: 1
Rocketeer
Cost: 600
Weapon: 20mm mini machine-gun
Strength: 125
Armor: None
Sight: 8
Speed: 9
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks and Air Force Command Headquarters
Tech Level: 3
Spy
Cost: 1000
Weapon: Make-up kit (disguise)
Strength: 100
Armor: Flak
Sight: 9
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite:
Tech Level: 5
Tanya
Cost: 1000
Weapon: Double pistols and C4 charges
Strength: 125
Armor: Flak
Sight: 8
Speed: 5
Veteran abilities: stronger, ability to scatter, increased sight, rate
of fire and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks and Battle Lab
Tech Level: 9
SEAL
Cost: 1000
Weapon: MP5 machine gun and C4 charges
Strength: 125
Armor: Flak
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, ability to scatter, increased
sight, rate of fire and firepower.
Elite abilities: self heal, stronger, faster, increased firepower and
rate of fire.
Prerequisite: Barracks and Battle Lab
Tech Level: 1
Attack dog
Cost: 200
Weapon: Teeth
Strength: 100
Armor: None
Sight: 9
Speed: 8
Veteran abilities: stronger, faster, ability to scatter, increased
sight, rate of fire and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks
Tech Level: 2
Chrono Legionnaire
Cost: 1500
Weapon: Neutron rifle
Strength: 125
Armor: None
Sight: 8
Speed: instantaneous teleportation
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite:
Tech Level: 10
Chrono Commando
Cost: 2000
Weapon: Chrono MP5 machine gun
Strength: 100
Armor: None
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: infiltrate the Spy into an Allied Battle Lab
Tech Level: 9
Psi-Commando
Cost: 1000
Weapon: Mind Control and C4 charges
Strength: 100
Armor: None
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: infiltrate the Spy into a Soviet Battle Lab
Tech Level: 9
+++++Vehicles+++++
Grizzly Battle Tank
Cost: 700
Weapon: 105mm cannon
Strength: 300
Armor: Heavy
Sight: 8
Speed: 7
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory
Tech Level: 2
Infantry Fighting Vehicle (IFV)
Cost: 600
Weapon: Hover Missiles
Strength: 200
Armor: Light
Sight: 8
Speed: 10
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory
Tech Level: 3
Mirage Tank
Cost: 1000
Weapon: Mirage gun
Strength: 200
Armor: Light
Sight: 9
Speed: 7
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory and Battle Lab
Tech Level: 9
Prism Tank
Cost: 1200
Weapon: Comet laser beam
Strength: 150
Armor: Light
Sight: 8
Speed: 4
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory and Battle Lab
Tech Level: 8
MCV (Mobile Construction Vehicle)
Cost: 3000
Weapon: None
Strength: 1000
Armor: Heavy
Sight: 6
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Service Depot
Tech Level: 10
Chrono Miner
Cost: 1400
Weapon: None
Strength: 1000
Armor: Medium
Sight: 4
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Ore Refinery
Tech Level: 1
Harrier
Cost: 1200
Weapon: Maverick air-to-ground missiles
Strength: 150
Armor: Light
Sight: 8
Speed: 14
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Air Force Command Headquarters
Tech Level: 3
Night Hawk Transport
Cost: 1000
Weapon: Black Hawk Cannon
Strength: 175
Armor: Light
Sight: 7
Speed: 14
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory
Tech Level: 7
Amphibious Transport
Cost: 900
Weapon: None
Strength: 300
Armor: Light
Sight: 6
Speed: 6
Veteran abilities: None
Elite abilities: None
Prerequisite: Naval Yard
Tech Level: 4
Destroyer
Cost: 1000
Weapon: 155mm cannon and ASW helicopters
Strength: 600
Armor: Heavy
Sight: 7
Speed: 6
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Naval Yard
Tech Level: 4
Aegis Cruiser
Cost: 1200
Weapon: Medusa ground-to-air missiles
Strength: 800
Armor: Light
Sight: 8
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Naval Yard and Air Force Command Headquarters
Tech Level: 7
Aircraft Carrier
Cost: 2000 and 2500 (for Americans in multiplayer)
Weapon: Hornet jet planes
Strength: 800 and 1500 (for Americans in multiplayer)
Armor: Heavy
Sight: 7
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Naval Yard and Battle Lab
Tech Level: 7
Dolphin
Cost: 500
Weapon: Sonar amplification device
Strength: 200
Armor: Light
Sight: 4
Speed: 8
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Naval Yard and Battle Lab
Tech Level: 5
***********************************************************************
B. ALLIED STRUCTURES
***********************************************************************
Construction Yard
Cost: 3000
Strength: 1000
Armor: Concrete
Sight: 8
Power: 0
Prerequisite: None.
Tech Level: 1
Power Plant
Cost: 800
Strength: 750
Armor: Wood
Sight: 4
Power: 200
Prerequisite: Construction Yard.
Tech Level: 1
Ore Refinery
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 6
Power: -50
Prerequisite: Construction Yard and Power Plant.
Tech Level: 1
Barracks
Cost: 500
Strength: 500
Armor: Steel
Sight: 5
Power: -10
Prerequisite: Construction Yard and Power Plant.
Tech Level: 2
War Factory
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 4
Power: -25
Prerequisite: Construction Yard, Power Plant and Ore Refinery.
Tech Level: 2
Naval Shipyard
Cost: 1000
Strength: 1500
Armor: Concrete
Sight: 10
Power: -25
Prerequisite: Construction Yard, Power Plant and Ore Refinery.
Tech Level: 4
Air Force Command Headquarters
Cost: 1000
Strength: 600
Armor: Steel
Sight: 5
Power: -50
Prerequisite: Construction Yard and Ore Refinery.
Tech Level: 3
Service Depot
Cost: 800
Strength: 1200
Armor: Wood
Sight: 5
Power: -25
Prerequisite: Construction Yard and War Factory.
Tech Level: 6
Battle Lab
Cost: 2000
Strength: 500
Armor: Wood
Sight: 6
Power: -100
Prerequisite: Construction Yard, War Factory and Air Force Command
Headquarters.
Tech Level: 8
Ore Purifier
Cost: 2500
Strength: 900
Armor: Wood
Sight: 5
Power: -200
Prerequisite: Construction Yard, Ore Refinery and Battle Lab.
Tech Level: 10
Spy Satellite Uplink
Cost: 1500
Strength: 1000
Armor: Wood
Sight: 5
Power: -100
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 9
Fortress walls
Cost: 100
Strength: 300 and 450 (for France in multiplayer)
Armor: Concrete
Sight: 1
Power: None
Prerequisite: Barracks.
Tech Level: 1
Pill-box
Cost: 500
Strength: 400
Armor: Steel
Sight: 7
Power: 0
Prerequisite: Construction Yard and Barracks.
Tech Level: 1
Prism Tower
Cost: 1500
Strength: 600
Armor: Steel
Sight: 8
Power: -75
Prerequisite: Construction Yard, Power Plant and Air Force Command
Headquarters.
Tech Level: 6
Patriot Missile System
Cost: 1000
Strength: 900
Armor: Steel
Sight: 10
Power: -50
Prerequisite: Construction Yard and Barracks.
Tech Level: 4
Gap Generator
Cost: 1000
Strength: 600
Armor: Wood
Sight: 5
Power: -100
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 7
Weather Control Device
Cost: 5000
Strength: 1000
Armor: Concrete
Sight: 5
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10
Chronosphere
Cost: 2500
Strength: 750
Armor: Concrete
Sight: 5
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10
***********************************************************************
C. SOVIET UNITS
***********************************************************************
+++++Infantry+++++
Conscript
Cost: 100
Weapon: M1Carbine rifle
Strength: 125
Armor: Flak
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks
Tech Level: 1
Engineer
Cost: 500
Weapon: Bomb defusing kit
Strength: 75
Armor: None
Sight: 4
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite: Barracks
Tech Level: 1
Attack Dog
Cost: 200
Weapon: Teeth
Strength: 100
Armor: None
Sight: 9
Speed: 8
Veteran abilities: stronger, faster, ability to scatter, increased
sight, rate of fire and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks
Tech Level: 2
Tesla Trooper
Cost: 500
Weapon: Electric bolt
Strength: 130
Armor: Plate
Sight: 6
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks
Tech Level: 5
Crazy Ivan
Cost: 600
Weapon: Dynamites
Strength: 125
Armor: None
Sight: 6
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks and Radar Tower
Tech Level: 5
Flak Trooper
Cost: 300
Weapon: Flak gun
Strength: 100
Armor: None
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks and Radar Tower
Tech Level: 1
Yuri
Cost: 1200
Weapon: Mind control and psionic wave
Strength: 100
Armor: None
Sight: 12
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks and Battle Lab
Tech Level: 10
Chrono Ivan
Cost: 1000
Weapon: Dynamites
Strength: 100
Armor: None
Sight: 8
Speed: 6
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: infiltrate an Allied Spy into their Battle Lab
Tech Level: 9
Yuri Prime
Cost: 2000
Weapon: Super mind control and psionic wave
Strength: 200
Armor: Flak
Sight: 8
Speed: 6
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: infiltrate an Allied Spy into a Soviet Battle Lab
Tech Level: 9
+++++Vehicles+++++
Rhino Heavy Tank
Cost: 900
Weapon: 120mm cannon
Strength: 400
Armor: Heavy
Sight: 8
Speed: 6
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory
Tech Level: 2
Apocalypse Assault Tank
Cost: 1750
Weapon: 120mm cannon and Mammoth ground-to-air missiles
Strength: 800
Armor: Heavy
Sight: 6
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory and Battle Lab
Tech Level: 7
Flak Track
Cost: 500
Weapon: Flak track gun and flak anti-aircraft gun
Strength: 180
Armor: Heavy
Sight: 8
Speed: 8
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory
Tech Level: 3
V3 Rocket Launcher
Cost: 800
Weapon: V3 rockets
Strength: 150
Armor: Light
Sight: 7
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory and Radar Tower
Tech Level: 3
Terror Drone
Cost: 500
Weapon: Drone jump
Strength: 100
Armor: Light
Sight: 4
Speed: 10
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory
Tech Level: 4
MCV (Mobile Construction Vehicle)
Cost: 3000
Weapon: None
Strength: 1000
Armor: Heavy
Sight: 7
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Service Depot
Tech Level: 10
War-Miner
Cost: 1400
Weapon: 20mm machine gun
Strength: 1000
Armor: Medium
Sight: 4
Speed: 4
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory and Ore Refinery
Tech Level: 1
Kirov Airship
Cost: 2000
Weapon: Blimp bombs
Strength: 2000
Armor: Light
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory and Battle Lab
Tech Level: 10
Amphibious Transport
Cost: 900
Weapon: None
Strength: 300
Armor: Light
Sight: 6
Speed: 6
Veteran abilities: None
Elite abilities: None
Prerequisite: Naval Yard
Tech Level: 4
Typhoon Attack Sub
Cost: 1000
Weapon: Torpedo
Strength: 600
Armor: Heavy
Sight: 4
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Naval Yard
Tech Level: 2
Dreadnought
Cost: 2000 and 2500 (for Russians in multiplayer)
Weapon: Dred rockets
Strength: 800 and 1500 (for Russians in multiplayer)
Armor: Heavy
Sight: 7
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Naval Yard and Battle Lab
Tech Level: 6
Sea Scorpion
Cost: 600
Weapon: Flak weapon, flak track gun and hover missiles
Strength: 400
Armor: Heavy
Sight: 8
Speed: 8
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Naval Yard and Radar Tower
Tech Level: 6
Giant Squid
Cost: 1000
Weapon: Tentacles
Strength: 200
Armor: Light
Sight: 5
Speed: 8
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: stronger, increased firepower and rate of fire.
Prerequisite: Naval Yard and Battle Lab
Tech Level: 9
***********************************************************************
D. Soviet structures
***********************************************************************
Construction Yard
Cost: 3000
Strength: 1000
Armor: Concrete
Sight: 8
Power: 0
Prerequisite: None.
Tech Level: 1
Tesla Reactor
Cost: 600
Strength: 750
Armor: Wood
Sight: 4
Power: 150
Prerequisite: Construction Yard.
Tech Level: 1
Ore Refinery
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 6
Power: -50
Prerequisite: Construction Yard and Tesla Reactor.
Tech Level: 1
Barracks
Cost: 500
Strength: 500
Armor: Steel
Sight: 6
Power: -10
Prerequisite: Construction Yard and Tesla Reactor.
Tech Level: 2
War Factory
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 4
Power: -25
Prerequisite: Construction Yard, Power Plant and Ore Refinery.
Tech Level: 2
Naval Shipyard
Cost: 1000
Strength: 1500
Armor: Concrete
Sight: 10
Power: -20
Prerequisite: Construction Yard, Ore Refinery and Tesla Reactor.
Tech Level: 2
Radar Tower
Cost: 1000
Strength: 1000
Armor: Wood
Sight: 10
Power: -50
Prerequisite: Construction Yard and Ore Refinery.
Tech Level: 3
Service Depot
Cost: 800
Strength: 1200
Armor: Wood
Sight: 5
Power: -20
Prerequisite: Construction Yard and War Factory.
Tech Level: 6
Battle Lab
Cost: 2000
Strength: 500
Armor: Wood
Sight: 6
Power: -100
Prerequisite: Construction Yard, War Factory and Radar Tower.
Tech Level: 7
Nuclear Reactor
Cost: 1000
Strength: 1000
Armor: Concrete
Sight: 5
Power: 2000
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 9
Cloning Vats
Cost: 2500
Strength: 1000
Armor: Wood
Sight: 5
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 9
Fortress Walls
Cost: 100
Strength: 300
Armor: Concrete
Sight: 1
Power: None
Prerequisite: Barracks.
Tech Level: 1
Sentry Gun
Cost: 500
Strength: 400
Armor: Steel
Sight: 7
Power: 0
Prerequisite: Construction Yard and Barracks.
Tech Level: 1
Tesla Coil
Cost: 1500
Strength: 600
Armor: Steel
Sight: 8
Power: -75
Prerequisite: Construction Yard, Tesla Reactor and Radar Tower.
Tech Level: 5
Flak Cannon
Cost: 1000
Strength: 900
Armor: Steel
Sight: 5
Power: -50
Prerequisite: Construction Yard and Barracks.
Tech Level: 4
Psychic Sensor
Cost: 1000
Strength: 750
Armor: Wood
Sight: 10
Power: -50
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10
Nuclear Missile Silo
Cost: 5000
Strength: 1000
Armor: Concrete
Sight: 4
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10
Iron Curtain
Cost: 2500
Strength: 750
Armor: Concrete
Sight: 4
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10
***********************************************************************
E. Special Multiplayer Forces
***********************************************************************
America = Paratroopers
Cost: None
Weapon: M60 heavy machine gun (deployed) and Parabellum pistol
(undeployed)
Strength: 125
Armor: None
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, firepower and
rate of fire.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
France = Grand Cannon
Cost: 2000
Weapon: None
Strength: 900
Armor: Steel
Sight: 10
Power: -100
Prerequisite: Construction Yard and Air Force Command Headquarters.
Tech Level: 7
Germany = Tank Destroyer
Cost: 900
Weapon: SABOT shells
Strength: 400
Armor: Heavy
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory and Radar Tower
Tech Level: 2
Britain = Sniper
Cost: 600
Weapon: Sniper rifle
Strength: 125
Armor: None
Sight: 8
Speed: 4
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks and Air Force Command Headquarters
Tech Level: 1
Republic of Korea = Black Eagle
Cost: 1200
Weapon: Maverick2 air-to-ground missiles
Strength: 200
Armor: Light
Sight: 8
Speed: 14
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: stronger, increased firepower and rate of fire.
Prerequisite: Air Force Command Headquarters
Tech Level: 3
Russia = Tesla Tank
Cost: 1200
Weapon: Electric bolt
Strength: 300
Armor: Heavy
Sight: 8
Speed: 6
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory and Radar Tower
Tech Level: 10
Cuba = Terrorist
Cost: 200
Weapon: Make-up kit (disguise) and C4 charges
Strength: 50
Armor: Flak
Sight: 9
Speed: 6
Veteran abilities: None
Elite abilities: None
Prerequisite:
Tech Level: 5
Libya = Demolition Truck
Cost: 1500
Weapon: Mini Nuclear bomb
Strength: 150
Armor: Light
Sight: 5
Speed: 6
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Radar Tower
Tech Level: 10
Iraq = Desolator
Cost: 600
Weapon: Radiation (beam and eruption) weapon
Strength: 150
Armor: Plate
Sight: 6
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks and Radar Tower
Tech Level: 8
--------------------------------------
6. Main Defensive Strategies for Allies
\--------------------------------------\
Alright people, let me say one thing first: Defense is KEY if you are
playing
the Allied Forces. No matter what you do, defend, defend and defend
some more until you have the strength to retaliate. Otherwise, don't do a
thing but building defensive structures/units. And if you do not know wy
(for
some odd reason I guess), try it without significant defenses. If you have
good anti-ground but not a good anti-air defense, the Soviets will cripple
you with their airships. If the opposite happens, they'll send a few of
their
Apocalypse tanks, accompanied by Rhinos, to your base and completely
destroy it. And do you want to lose the match you're playing? NO OF
COURSE NOT. Well, read on, I've tried to put together the best of things I
could think of. Of course if you have better strategies e-mail them to
[email protected] with the subject "Red Alert 2 FAQ" and you will
be placed in the credits section and your strategy will be placed in the
appropriate section. Alright, let's get started shall we?
Are you lucky today???
----------------------
If you are lucky enough to play on a map with water, then it is time for
some
celebration. Allied forces have the best naval ships you could hope for.
This first section will focus on the good luck you have. Alright, first
thing
you'll want is to deploy your base close to the water, so that you have
access to it. Now, blow up every single bridge you see to force the enemy
to find alternate routes to your base. If there aren't any (which is
possible
but unlikely, or your enemy is to lousy to look for one) you'll have to get
up
good defenses close to the shore. As soon as you have built a shipyard,
begin building destroyers and Aegis Cruisers, they are your first line of
defense. Your destroyers will hold off all ships while the cruisers will
destroy those missiles of the dreadnoughts. Okay, now build Prism Towers
and a lot of them. On a side note, playing against the Soviets has one rule:
SCATTER YOUR STRUCTURES. In the event that the Soviets launch a
nuke, it is best that you have no 2 buildings at the same spot. This
ensures your lifespan. Defensive structures will be difficult to spread, but
do every effort you see thick to do so. Now, begin building patriot missile
systems. In the event that there are units that manage to destroy the
cruisers, you will have some defense against missiles. The best defense
against super weapons is the offensive, but I think you already knew that,
but you'll want it as cheap as possible. So, build Tanya and maybe a spy as
well. Sneak her in and in case you brought a spy along clear the immediate
area of dogs. Beware however, that normal people spot spies faster than
computer opponents. The AI has to sniff out the spies, while humans can
normally just know it when they try to select that unit but it won't happen!
So
SNEAK, don't just walk in and say your prayers, the enemy will find out
about it. Or you could just run like hell and hope you'll make it (which
sometimes works if the enemy realizes it too late). But on to the defensive
again. If you read my structure descriptions, you'll know that I love the
Pillboxes, but I am sorry to say that they aren't as good against infantry
as
the Prism Tower. I know it sounds weird but that's the way it is. Also, you
should garrison structures all over the map, in case the enemy is going to
do a sneak attack on your base, via a route that you didn't know, but we
know much more than he thinks we know. In fact, his few Engineers
escorted by those tesla troopers will be toast. Garrisoned infantry rock and
that's NO LIE. They can take out whole platoons of armored units. Just
keep the structures you garisone repaired and you'll be fine.
Man! You're Out Of Luck!!
--------------------------
That's right! There's a high probability that your stuck on land, and that's
a
real bad thing. The AI Soviets will kick your butt unless you find a way to
stop them in their advance. First off, build some GIs and let them garrison
any structures that are on the route to your base. Also, set up a lot of
prism
towers and build lots of prism tanks. Than, and only than, start building
Grizzlies, they'll be your last line of defense against the Soviets tanks.
If
all
else fails, bring these in. Also, you'll want to set up a few patriots,
because
you won't have the support from the cruisers this time around. I can
guarantee you: you'll miss 'em. Another problem is the Terror Drones.
These pests will harass you until you fall for it. The enemy just loves to
send a whole group of these to your base and let them target the Miner. Do
everything in your power to stop them. The best thing is to wall off your
base. This will keep them out of your base. Also, keep your miners in your
base until the terror drones are cleared. Destroy them at any cost, target
them with harriers or how about a Night Hawk (it goes pretty slow but it
works superbly).
I use a very unusual defense strategy (at least I think it is unusual). I
build
my base and make sure it is fairly large. Than I wall off my base, but not
with walls. I wall it off with Prism Towers. This gives a good protection
from
all sides. And began this wall is an other surrounding wall of patriots. It
is
impressively expensive, but if you can pull it off, you'll thank it. The
only
way
the enemy will get through is by nuking the place, but w e will not allow
this.
We will strike swiftly, sending wave after wave of Prism Tanks until their
Nuke silo is destroyed. Or you could send a scout to see how well-
defended it is. If the site is pretty prone to attack, send in a full squad
of
Harriers and destroy the silo. It worked for me several times. Or, you could
do the Tanya rush, but this isn't very useful against human opponents. AI
opponents tend to leave certain parts of their base relatively undefended,
or they place Flaks on one side, while the less important side is defended
with Sentry guns and Tesla Coils. Still if you are new to the game, you
should let your enemy nuke you once to see the cool effect of it... no
scratch that!
Unforseen problems!
--------------------
Sometimes, terrible things happen. Just imagine the consequences of
missfiring your Lightning Storm. What should you do to recover from such
mistakes. Well, you can almost be sure that the enemy will notice your
problem and attack with everything he has, strategically very well planned
of course. Now that is the thing we don't want. Lightning Storms are more
lethal to structures than to armored units, so you should have most of your
armor columns still alive. Throw them all at the marauding enemy and if it
isn't enough, hope that the most of your Prism Towers survived and pull
back to them. The remaining armor of your enemy should be weakened or
even completely destroyed. If this for some odd reason doesn't work,
bring in the infantry (if you still have a lot of them). Deployed GIs are
very
effective at demolishing tanks, just make sure that the tanks don't run over
them. Also, try to slow the advance by conveniently placing walls, they'll
probably go and destroy them, giving you some extra time to build up
some tanks. And if all else fails, bring in your aircraft. If you have a
good
total of Harriers left, there's a good chance that you will take out the
remenants. That's all I can give you for advice, good luck! Above all, avoid
these accidents at all cost, you don't want them, especially not if you're
playing the Allied Forces.
Not all Soviet Commanders are rushers...
-----------------------------------------
That's right, not all about the Soviets is rushing with tanks; That's why it
is
imperative to your defensive strategy to keep Attack Dogs in your camp,
especially when fighting multiple enemies (I'll go deeper into this later).
You'll want to do this because the Soviets sometimes send some sneak-
engineers to keep you occupied. And there's nothing more annoying then
an engineer attack. Imagine that suddenly your power shuts down. You
can't understand why and then you remark that a few of your power plants
have changed to the enemy's color. And that is not all, before you can even
react, all your structures are under fire by Apocalypse tanks. I think you
get
the picture? This is something you must absolutely NOT allow to happen.
Therefore, we will place about 4 to 6 dogs in our base. They will also sniff
out the spies that want to annoy you. Another nice sneak attack of the
Soviets is their subs. They are very stealthy and if you do not defend
against them, they will annoy you until you die by it. They can bombard your
structures with their torpedoes and will probably destroy them unless you
come up with something good. You should have a lot of destroyers around,
escorted by Dolphins who will take care of the Squids for them. If you
happen to face an Allied enemy (which I hope you don't, the match is so
much more fun when you face the opposite faction), you'll have to try to
have the most ships. This is your only chance of really dominating the
match. This is, of course, assuming you are fighting on land. Otherwise,
you'll have to be king on the ground and in the air. Build as many Prism
Tanks and Harriers as you can to make sure that you can attack your enemy
without too much fear.
Tech Buildings
---------------
Another good thing to do if you're put on the defense, is to capture tech
buildings, especially the Airport an Oil Derricks. The Airport will give you
additional reinforcements when you need some, and the Oil Derricks sup
my good cash for capturing them. And keep giving cash of course. Now
that you have the Tech Buildings, give them some defense as well,
because the enemy will want to capture these as well, especially the Oil
Derricks? You can also make him angry by parachuting wave after wave of
GIs into his base. But this will tempt him to find and destroy/capture your
airport. The Hospital is a good Tech Building if it is close to your base,
otherwise, I wouldn't recommend taking it. Don't forget to keep your Tech
Buildings repaired. In the next section, I'll go a little deeper into this.
In the Middle of a Fight
------------------------
If you are playing a match with multiple opponents and no allies, there may
be some problems here. It could happen that you have one opponent on
each side of the map, and you're right in the middle of it. This will
increase
the enemy's interest in you, you could be a good stop for repairs and such.
Or another terrible thing could happen, the two guys are fighting right by
or
in your base. If this happen, choose a side, I'd say the side which is
losing
the current battle and overpower the other. Once that is done, 2 things
could happen:
1) The guy you helped will form an alliance with you (would be nice of
course)
2) The guy you helped turns on you and tries to destroy you. This shouldn't
be a problem, because they had lesser forces than the other (hint, hint!),
so you should be able to contain them. If the option is enabled, you could
repack your MCV and go elsewhere, setting up a new base and keeping
the old one as a good unit producing base. Try to defend the old base for
as long as possible.
Conclusion
-----------
As long as you can keep the enemy armor out of your base, you can wear
off any sneak attacks and you can deal with the super weapons of the
enemy, you'll do fine. On a sidenote of super weapons, the best way to
avoid a severe loss is to repack your MCV when the Super weapon is
launched. For example:
DarkNUrt (your enemy) attacks FullBurst41 (you) with a nuke.
FullBurst41 waits until the nuke is launched (when the fancy alarm starts)
and repacks his MCV and places it at a safe distance. He takes as many
units with him as he can.
NOTE: If you want the MCV to get out of there a little faster, quicly load
him
into a Transport and get the hell out of there. The Amphibious Transport
goes quite a bit faster than the MCV itself.
Another thing to do is to make your Miners go into the Transport just a
minute before the nuke is ready. This will make it easier to escape. Once
the
nuke takes off, get in your MCV and you'll be sure to save all/most of your
Miners.
The missile impacts on your base where your
Construction Yard used to be. This limits the chance of a severe loss and
he will be in for a surprise. Hopefully, he won't take your War Factory or
Refinery with him. I say that most people target the Construction Yard, but
some have other means of attack, be warned. To help with this, build an
extra War Factory and Refinery and place them far from the original ones.
That's it for this section. If you have a good strategy or a note to these
above, feel free to mail me at [email protected] place "Red Alert 2
FAQ" as subject and I will place your strategy where it belongs and your
name and possibly your e-mail address in the credits section. I hope I
helped you with somethin'.
--------------------------------------
7. Main Offensive Strategies For Allies
\-------------------------------------\
We will be using sneak attacks to scare are enemy a little. What you'll want
to try is to force the enemy into defending parts that are not of vital
importance to your offense. We will do this with Tanya's and spies. Tanya
+a spy or two is really vital. If you can keep the dogs busy with Tanya,
he'll
have to somehow kill the Spy with force firing. The key here is to keep the
spy moving. NEVER let him stand still. If you are a little lucky, he'll make
it
through without a scratch. Now shut of the power and bring in Tanya. Ignore
the tanks and concentrate on the structures. If you have multiple Tanya's,
it's even easier. Let one Tanya kill off all infantry threats, while another
few
Tanya's destroy buildings. The only problem will be the tanks. Not their
cannons but their ability to crush you. Try to avoid it. The primary
buildings
you should target are the Construction yard, War Factory and Refinery(s).
Once you have taken care of these key structures, try to destroy as many
reactors as you can. If there is only one Nuclear Reactor, it is a breeze.
Destroy that one, let your Tanya's kill off the rest of the infantry,
destroy
the
Barracks and get them out of there. If you can pull this one off, the enemy
will be very confused and crippled. Bring in all your Prism Tanks and
destroy the pest. If you encounter Yuri, kill him FAST. If he manages to
mind-control your Tanya, you're toast, or not. Try to kill the
mind-controlled
version as fast as you can but target Yuri first. He will go down in a
single
shot.
The AI isn't really smart...
-----------------------------
There is a nice trick that sometimes leads to a big AI smackdown. In most
maps, there is a bridge somewhere. It happens often when you are on one
side of the bridge while the enemy is at the other, meaning this is the
only/one of the routes to your base for ground units. Well, we will destroy
this
bridge. Here comes the interesting part. The AI doesn'tseem to notice this
happening and if he doesn't, he won't build a Naval Yard to make ships to
defend his base. This makes him very vulnerable. Make a shipyard yourself
and start mass production of ships. Go and attack the enemy. He might
notice that you have chosen another method of attack, but he is far too late
to prevent us from destroying him completely. In the few skirmish matches
I've played with a bridge-to-the-enemy situation, it always worked for me.
Keep in mind though that you may not leave your base undefended now, the
enemy will send small attacks from another route if he can find one. They
include sending over a tank or two to harass you. If you don't have any good
defenses/tanks, you might even loose an important structure to the enemy.
This still is a good and easy way to defeat the AI. Still note that this may
not
work too often.
Lightning Storm Created! Yiiiihahahahahaaaaa!!
----------------------------------------------
Westwood has been balancing Super Weapons, but they overlooked this
one a bit. And this gives us a little advantage over the Soviets. Just
target
the place you want to see totally wiped out, and you will get your wish. Too
bad this storm isn't too good against armored units (good against infantry
though). He will probably be seriously crippled. Now, send in the cavalry,
and
destroy the armor (if you're up to it). If he is so smart to set up a
Construction
Yard and a War Factory right beside eachother, he'll be toast. Build up/send
your army to destroy the enemy's units. Now everybody says "Thank you
Wetwood Studios, we all love you!". Good boys/girls, now all sing in
enjoyment!
Firezone Confirmed!!!
----------------------
If you are going with a straight armor assault, take the Prism Tanks. They
can take out Tesla Coils from miles away and are nice tank killers. Just be
sure to build lots of them, they aren't very strong compared to the Heavy
Tanks of the Soviets and certainly not the Apocalypse Tank. If you can
destroy some things with the Tanya Rush first, you'll be very happy when
you see the Victory message flash across your screen.
FEAR the Soviet army!
----------------------
Do not tend to send wave after wave of Grizzly Battle Tanks if the enemy
has an impressive amount of tanks himself, your tanks will be demolished.
It would be better to back them up with Prism Tanks to help out. Split them
up in two groups, if the enemy goes for the Prism Tanks, do a full assault
with all your Grizzlies and they'll be forced to attack your tanks. Now
bring
in
the Prisms and destroy their key structures to make life easier. If your
tank
army is big enough (I'm talking about 50-80 tanks here), you'll be able to
destroy the enemies. The best thing to do is to let all your tanks target
one
unit at a time. If you have that many tanks, it will be instant death for
the
unit.
Each unit you destroy is one cannon shell less that your tanks have to deal
with. If there is an Apocalypse around (which is very probable), give it
everything you've got, including the Prism Tanks, it won't be able to handle
that much. Ff you succeed in all this, you may call yourself a good platoon
leader.
Don't let the Construction Boys stop!
--------------------------------------
This is KEY to your survival, especially when fighting multiple enemies.
When you send a big taskforce to attack an enemy, the other one could be
in for an assault on you himself. If this doesn't happen, it is imperative
that
you still do it because you'll have backup forces in case that your first
wave
couldn't push through. If the battle takes long enough, you'll have built up
another massive taskforce to finish them off.
Naval Warfare
------------
It is time for some real fighting. If you can destroy an enemy from the
waters, you'll have a good advantage. What we will do is very simple.
- First, build a lotof destroyers and force an opening in the enemy base.
Support them with Carriers and Cruisers. The Cruisers will destroy any
missiles that are launched from the Dreadnoughts, while the Destroyers kill
them off. It is imparitive that you build some Dolphins. Not only do they
have
fancy sounds, they can also remove those annoying Squids, otherwise your
Destroyers will be killed off like flies by spiders. The dolphins will also
help to kill the nurdy Typhoons. We will crush them under the iron fist of
FullBurst41 rule.
- While you have sent all your ships to attack, build a lot of Amphibious
Transports, tanks, IFVs, GIs and Engineers. Build as many as you can. Now,
place a few Engineers in one of those IFVs so that it becomes a Repair IFV.
These will be handy for you. Stock up the rest of the IFVs with GIs. We will
deliver them in the enemy base. To speed up destruction later, we will train
a
few Tanyas for quick building destruction. This will be vital, we want to
destroy the enemy quickly.
- Once you have the opening, bring in all your transports and unload them on
the shore of your enemy. Protect them from any submarines and other
enemy
ships and give the enemy everything you've got. Once you have cleared all
the
ships, let them help with the units and destroy the base defenses that you
can
reach. If your initial assault dies off, let your carriers destroy any
targets
of oportunity. Once you have cleared out their base, bring all remaining
forces home and rally there. if you were only facing one enemy, take a light
vehicle, like an IFV, an stock it up with infantry. Let them scout out whole
the map, and give them an Amphibious transport if needed. It is likely that
there are some troops garisoned in some houses (this only aplies to AI
oponents, humans will probably surender directly instead of sending all
their
last resources just to watch them die).
Air Strike without Warning
--------------------------
Always give random air strikes. This is crucial to keep your enemy on his
toes. What he might think, is that you will send planes untill he falls for
it. For this he will place massive amounts of Flak Cannons, troopers and
Tracks around his base. But while you are doing this, build a massive
amount
of Prism Tanks and a few Tanyas. What we will do is simple.
- We will continue to strike with Harriers and still try to take things with
it. What you could try is to lure the enemy fire away with some Rocketeers,
then quickly strike their key structures. The Rocketeers should target the
Flak Tracks. They will probably replace every Flak they lose. Now when you
have massed all your Prism Tanks (build about 50), send them and your
Tanyas
to the enemy base. Let your Tanya-squad take out any Flak Troopers while
the
Prism Tanks take out the Tracks. Once you managed to destroy these,
target the
Tesla Coils that are present from afar (Note: Targeting from afar is
crucial.
You don't want to lose any units to the Tesla Coils!!!). Once the defenses
are
out of the way, let Tanya move in while the Prisms take care of any Rhinos
in
the area. Let Tanya destroy the key structures that are left. Your enemy
will
be forced to flee (if he has a second base, otherwise he's toast).
Try to perform these strategies as good as possible. If you don't destroy
the
enemy, you will seriously cripple them and remember, first build up your
defense, then your offensive power.
-------------------------------------
8. Main Defensive Strategies for the Soviets
\------------------------------------------\
Now this gets exciting. It's not easy to organize a good defense for the
Soviets.
Close off all the entrances to your base
----------------------------------------
There'll be multiple holes in your base entarnces. You should build as many
defensive structures by eachother, and leave some space for units to move
out.
BUT we will do something else. The open spaces will be filled with
Apocalypse
Tanks. This way, you'll keep those spies away from you. They will also
greatly
assist in the defense against tanks. If you see Prism Tanks aproach your
base,
intercept them before they can wreak havoc among your defenses.
Lightning Storm Created!!! (certain death)
-------------------------------------------
It seems that Westwood has been overpowering the Lightning Storm a little.
They tend to take out your whole base! So what can we do against it? One
thing would be to build a second base and keep that one hidden for as long
as possible (or scatter your buildings of course). Make the ilusion that
everything you have is in there while you're
building lots and lots of Rhino Tanks at the other base. Once the Lightning
Storm hits, send in all your tanks while you're preparing a nuke. You
should've made a lot of tanks already so they should give the enemy a really
hard time. If the storm does not wipe out your original base, see what
defenses you have left, bt I would recommend to evacuate it, sell off the
Refinery so that the Ore Miners you had there will start working for your
newer Refinery(s). Once all the units have arrived at your base, the enemy
will probably send something to find any remaining "straglers". Your nuke
should be finished by now. Launch it at the enemy base and they will know
the deal. If your original tank assault took out the enemy base, that's good
for you. Now sell off all the buildings of your crippled base and use the
cash
for your reinforcement tanks. The enemy is probably angry now and will start
to think of a good assault. NOTE: LAUNCH THE NUKE AT THE WEATHER
MACHINE OR YOUR NEXT BASE WILL BE LOST ASWELL). He will scout
the whole map out until he finds you, giving us some spare time. Once you
have some tanks, you should be thinking about that second nuke strike
right? I'd say, target the scouting group (if they haven't found you yet) or
their
base again. If you're going for their base, hope that he has massed his
power plants together and target that place. With a little luck, the power
will
go off. Send in all the tanks you have (produced and evacuated) and fight
your way through the Pillboxes. Destroy their advanced defenses so that he
won't be able to use them when the power gets back up. Get a Yuri along to
help in the attack. Turn enemy units against themselves you know. Once you
have this done, you should be able to desroy the enemy base.
Tesla Setup
------------
Something you should know is that the Tesla Coils work best when you put
them in a triangle. This will allow the Tesla Coils to protect themselves
from
enemy attack, something pretty important for Tesla Coils if you ask me.
Place these triangles all around your base, making sure you have a few
Nuclear REactors sticking around to power everything (DO NOT BUILD
ONLY Nuclear REACTORS, YOU WILL REGRET IT!! BUILD A GOOD
AMOUNT OF TESLA REACTORS TOO, SO THAT WHEN THE POWER
OF THE NULCEAR REACTORS FALLS, YOU STILL HAVE ENOUGH
POWER TO DEFEND YOURSELF. DON'T FOLLOW THIS ADVICE, AND
BE DOOMED). Do not rely on your coils alone, use tanks to
intercept/weaken enemy units en route to your base. Or, if it is a real big
force, send your airships to kill off most of the enemies.
Intercept, intercept, intercept!!!
----------------------------------
Once you have the option, build a Kirov Airship or two (one will usually do,
just to be sure...). Once you see the enemy armor aproaches your base, go
and
bomb them. They will not survive for long. The nice thing is that the Allies
don't have a lot of anti-air units. They can use IFVs, but they are easily
crushed by your bombs. I found this strategy to work pretty well. Just don't
send any tanks with it, it will be destroyed by the bombs of your Airships.
Now you tell me "So what if my enemy uses this tactic against me, I can't do
a
thing? What kind of idiot are you!". Well, it is indeed a close call. My
advice is to build as many IFVs as possible and bring them along. Or use
Chrono Legionaires as your attacking units, they will be able to outrun the
Kirovs easily. See the advanced Strategies Section for the Allies for more
details on the Legionaire Rush.
Using Sentry Guns wisely
-------------------------
Sentry guns may not sound very impresive but it can be handy. I prefer to
build about 6 to 10 at each side of the base. This will be more effective
than
placing only one or two for your base. If you have placed them all, they'll
buy
you some valuable time to build some extra Tesla Coils or something else.
They'll keep out limited amounts of forces for you, especially infantry.
Another good tip I can give you, is to place Sentry Guns around your
important buildings. The main reason for this is because the Chrono
Legionaires can warp past them and if there is some space between the
perimiter of your base and the key structures, they'll easily wipe out your
structures. This works very well against the AI (the Legionaire Rush I mean
especially on Easy Difficulty. LOL!). This Sentry Gun defense can also help
against Tanya attacks, as they will find holes in your base defenses easily
and slip through.
--------------------------------------
9. Main Offensive Straategies for the Soviets
\--------------------------------------------\
Josh would like to play!!
--------------------------
Description: If you have acces to monkeys on the map, use Yuri to gather as
many as possible and stick a few bombs on 'em. Now, hury to the enemy
base
and let them fry the enemy. Hope you get there in time eh. Let the monkeys
go to the construction yard and let it blow! Send some dogs to kill off any
Engineers that might be around.
The AI isn't really smart...
-----------------------------
There is a nice trick that sometimes leads to a big AI smackdown. In most
maps, there is a bridge somewhere. It happens often when you are on one
side of the bridge while the enemy is at theother, meaning this is the
only/one of the routes to your base for ground units. Well, we will destroy
this
bridge. Here comes the interesting part. The AI doesn'tseem to notice this
happening and if he doesn't, he won't build a Naval Yard to make ships to
defend his base. This makes him very vulnerable. Make a shipyard yourself
and start mass production of ships. Go and attack the enemy. He might
notice that you have chosen another method of attack, but he is far too late
to prevent us from destroying him completely. In the few skirmish matches
I've played with a bridge-to-the-enemy situation, it always worked for me.
Keep in mind though that you may not leave your base undefended now, the
enemy will send small attacks from another route if he can find one. They
include sending over a tank or two to harass you. If you don't have any good
defenses/tanks, you might even loose an important structure to the enemy.
This still is a good and easy way to defeat the AI. Still note that this may
not
work too often.
Frosty is angry!
-----------------
Description: You can do the same thing with a Polar Bear, Frosty! Just be
careful not to come too close... He'll be found on the arctic maps and is
nice
to have around. Try the same strategy or try to look as friendly as possible
and scout out the complete enemy base. If you happen to find yourself in a
fight, test them out on the infantry (Frosty seems to be very hungry today
you
know!).
You could also do the famous "Cow Rush", but I think nobody falls for this
anymore. There has been so much publicity for it months before the game
was released, and everybody who was planning to buy the game knows
what
this is or can guess.
The Standard But Effective Rush
--------------------------------
Build about two dozens of Apocalypse Tanks and build some aditional (no
sorry, a LOT of aditional) Rhinos to assist with th Apocalypse. I'd say
building about forty or something around that number. Now build some dogs
and let them come in behind the tanks. On a side note, try to render this
rush
with the Unreal Tournament engine, and I can assure you that you will have
a very SLOW framerate. Yes, even you GeForce users. Okay now, rally your
forces and move to the enemy base. Let the Rhinos wait for the
Apocalypses. We're planning on a mass attack. Your 64 tanks will slowly
advance to the enemy base. This looks cooler IMO.
NOTE: You could say (these guys go too slow, I want some transmorts".
This is correct, but you'll have to build about 13 Transports and that gives
you some extra cost to attend to.
Once your force reaches the enemy base, the Prism Towers will start
zappin'! Fire with all tanks at the same target, meaning instant death to
the
enemy you target. Try to hold off any Air Attackers with your Assault Tanks.
Demolish defensive structure after defensive structure. You'll eventually
clear out everything. Let your Rhinos assault the Grizzlies. They'll be
pretty
much toast with all this. Once you've taken care of all the Prism Tanks
aswell, begin targetting key structures. Destroy the Construction Yard, War
Factory and Barracks. Also, the enemy will do a desperate move by
letting lose group after group of GIs. Well, you didn't forget to bring all
those
dogs did you? If you did, you may be in for a little fight. However, I
presume
you brought them along and we will now kill off leagons of infantry. After
the
biting spectacle, bring in your tanks and destroy the Battle Lab, any
defenisve structures that may still be here, destroy any super weapons and
destroy the refinery(s). The Miners will just sit there, waiting to be shot
by
your tanks. Relieve them of their painful thoughts and destroy any and all
remaining units/structures of the enemy. If you didn't win yet, gather your
tanks and move. You should've only lost a few tanks (if you brought the dogs
of course).
The Kirov Rush!!
----------------
This will work just fine. Build a whole squadron of Airhsips (that means 12
for
those who aren't at home at those terms) and let them move to the enemy
base. I agree when you complain "But they go so slow!", but you'll have to
put up with that. What you're about to witness is very spectacular and very
irritating for the enemy. When you arrive the Patriots will start firing.
Target
them first. Once they are out of the way, fire at any IFVs that may be
firing
at
you. Now that this is out of the way, target their War Factory tne their
Barracks and Battle Lab. The enemy might think you're overlooking his
Construction Yard but that ain't through. We are NOT. We're just sparing it
for last. Target it and fire. Now shut off the power by targeting all the
Power
Plants and destroying them. The enemy might be smart enough to flee now.
If he isn't, so much the better. Destroy any unit that leaves behind, then
bring
in your Rhinos and attack any Grizzlies that are fleeing the Kirovs. This is
another very hard strategy to defend against, but it is possible. Hey did
you
ever try to bump your helicopter into that thing? I never tried it, but it
just
apeared in my strategic thinking. I'll test it out, probably won't work.
--------------------------------------
10. Advanced Strategies
10.1: Allies
\-----------\
The Legionaire Rush
--------------------
This may sound a little odd but it is effective as hell! Build a dozen or so
Chrono Legionaires. I know it is expensive but you'll get there eventually.
Once you have the Legionaires, scout out his complete base by continiously
teleporting out of the range of enemy weapons. We'll search a relatively
undefended area. If you can find one, the enemy will probably send tanks or
infantry to attack you. Let them com to you and teleport away when they're
going to attack you. Don't go too far and the enemy might be stupid enough
to send them after you. Wait until they come back to you. Now go back and
destroy any structures you can mange in the time you have. With 12
legionaires, you should be able to destroy some. If there are Power Plants
here, errase them from time and try to power down the base. Move into the
heavily defended area (probably where the important buildings are). Target
at
your discretion and fire at will (consentrate your fire on one building at
once,
don't use one legionaire to attack alone). The tanks will have a harder time
shooting at you. If it gets hot for one legionaire, teleport him out of
there.
These guys are very handy to avoid the enemy Kirov Airships. So the Kirov
can destroy everything, but he isn't fast enough for your Chrono
Legionaires.
Another advantage of the Chrono Legionaire is that you can scare the
enemy, giving the feeling you're at two places at once. You can split up
your
Legionaires and strike at two different points. The enemy will have a little
fear, especially humans tend to get mad and smash on the computer screen
"WHAT THE HELL IS GOING ON! THAT GUY IS CHEATING DAMNIT.
HELLO, WEBMASTER, I WANT FULLBURST41 BANNED FOR HIS LIFE.
HE SENT FIFTY LEGIONAIRES AT ME. THAT ISNT REALISTIC."
"Stop screaming, it's hurting my ears. He's NOT cheating, you're the one
who is too slow to react to it!"
Don't stick with your original base too much
---------------------------------------------
This was the key strategy I used to overcome the enemy in Tiberian Sun,
and the way I have tested it, it works pretty good in this game aswell.
What is this? Well, we will just make multiple bases to make our life
easier.
}From the beginning of the match, start building your base. Get up your
barracks and start placing defenses; Follow this up with the War Factory and
build about 5 extra ore miners. You should be getting a good flow of cash
this way. Get up your power plants a little and begin building Air Force
Command so that you have a radar. Build a Battle Lab so that we can build
the advanced defenses. Start placing Prism Towers and some Patriots
aswell. Build a Harrier and search for a few Oil Derricks that might be
around. If you can find some, build a couple of engineers, a helicopter, and
get them in there. Capture the Oil Derricks so that we'll have even more
cash. Also, search for some crates, if you're a little lucky, you'll find a
few
money crates to keep up the good cash flow. Once you are ready with all
your defenses, build a Service Depot. Once you're ready with that, start
building a dozen or so Prism Tanks, so that you can withstand an attack for
some time. Build some extra Grizzlies if you want, but it isn't really vital
to
your
existence. Build an MCV and find a good place to place your new base.
Begin building a Gap Generator while you're getting your MCV there. Once
the Gap Generator is ready, deploy the MCV and the Gap Generator right
beside it. Build some Power Plants right there. Build up a Barracks here,
aswell as a Refinery and a War Factory. This base will be independent, but
for the moment, there'll be no unit-production here, except for the extra
ore
miners of course. Once you have a War Factory, begin building about 5
extra miners so that you'll have an income for this base independently. Now,
at your original base, start building lots of GIs and get them into
buildings
so
that they will defend your the route that they're stationed near. Build some
Attack Dogs for quick Infantry-killing. Once you have those defensive units
ready, it is time to place some defenses by the second base. To minimize
power requirements, I'd stick with the Pillboxes for the moment; Once you
have a total of 8 Pillboxes standing there, start building up some tanks in
your original base. If the enemy waited this long to attack you, he's
eithrer
preparing a massive attack, or he's lazy. Let's say that he is preparing a
massive attack on your base. Make about 50 Grizzlies to be certain. Now,
build some more power plants at the second base, build up your
Chronosphere and Weather Control Device at your second base. Once you
have these, it is time to see what the enemy is doing. If you are American,
or
you got your hands on an Airport, get some paratroopers in there to scout
out the plae. If not, build a spy and sneak him into the enemy base. Once
you have some info on the enemy, you can infiltrate a structure (War Factory
or Battle Lab are recommended) and you'll have a little advantage over the
enemy. Alternatively, you could build a Spy Satelite Upling to get info on
the
eemy. Presuming you took the War Factory, build another platton of tanks
(consisting of about 30 to 50 tanks). You should be ready for the enemy now.
There is a slight problem still. If the enemy gets to you with his Kirovs,
we
cannot let him destroy your entire base. To combat this, we'll be forced to
find him after he has left their base. If you were lucky enough to be
stationed
far from your enemy, you'll have some spare time to get your people there.
Build Rocketeers 'till your base is full of 'em. Rush the Kirov with all
your
Rocketeers, and he'll die pretty quickly. Once you've taken out the Kirocs,
it
gets easier. If the enemy managed to reach your base and your Rocketeers
can't hold them off, get all your tanks, infantry and any other unit you
still
have out of there, to the second base. You should be able to save most of
them, as your tanks go faster than the Kirov. I hope you have some IFVs
around there so that you can get the infantry out quickly. Otherwise, use
the
Helicopter. If your Patriots somehow get rid of the Zeplins, lucky you. This
is
where I have to look at two situations:
1) You were able to stop the Kirovs. We're back at our base with a nice
total
of tanks in here. Build a Tanya, find a little hole in the enemy's defenses
and
sneak inside. Destroy as much as you can, killing off all infantry. Be
warned
of any Yuris around there, as they're pretty deadly... Once your Tanya is
crushed/killed/whatever, build up some Chrono Legionaires. Get them inside
aswell and start wiping out buildings (or at least try). Once you've lost
all
your
Legionaires, launch a Weather Storm in there. Once the storm has stopped,
bring in your complete tank force and demolish/cripple your enemy. If this
wasn't enough (although very unlikely), you must build aditional tanks while
you're attacking with the first wave. Once you've lost your first wave, do a
desperate move in destroying them all. If this fails aswell, launch a
Weather
Storm at him. With a little luck, the enemy will not have known about your
second base while you were using it as a support for your original one!
2) The Kirovs were able to destroy you, bring all the tanks you have to your
second base, and sell off any remaining building so that you have some
extra money. The miners you had should start working for your second base.
Put your Battle Lab down in your second base (there isn't a lot of choice
right). Build a Spy Satelite Uplink and aditioonal power plants if needed.
Now, start making a Service Depot. I wouldn't order you to build another
MCV, but if you want to, go on ahead and continue the little game, or you
could show your real face to the enemy now and go to kill him. We'll show
our face. First, uild up more advanced defenses, build a lot of Patriots for
the
next time the Kirovs would find you. Try to keep your cloak good. The Gap
Geerator should be able to mask you enough. Go and garison some GIs in
buildings throughout the map. The enemy might think this is a move to slow
the game, as you might be searching for valuable crates. Once that's done,
you should already have a Weather Storm ready for an hour or so. Launch it
at the enemy, and he'll no the deal baby! This makes the enemy panic, he
doesn't know what's hitting him! He'll sit there asking himself how he
could've missed those super weapons. He'll send out his scouts, and if he
passes a garisoned building, the scout passing will probably be destroyed
(best for scouting are the Flak Tracks, so that isn't a problem).
Chronoshift
an IFV with Tnyas in his base and start woopin' his ass! Blow things up
'till
every Tanya and the IFV are dead. Build up Harriers, a lot of them.Launch
them to deliver air strikes at the enemy. Take potshots at them, and try to
scare the hell out of 'em. He'll know for sure there's another base
somewhere. Build up as many tanks as you can manage. I'd try to reach a
group of 100 tanks, but you don't have to build that many. Once you have a
big group, smash it at the enmy, who will be increasing his efforts to find
you.
Before he knows our exact loacation to fire a Nuke at us, we'll give it to
him.
Destroy them all. Before the tanks attack, you might aswell strike with your
weather again, then with the harriers and finaly with the tanks (this will
help
saving tanks hehehe).
If the enemy uses this strategy against you, you are Allied so you can bring
up your Satelite, or you can quickly scout out things with your Harriers or
Rocketeers.
The more complex Base Strategy...
----------------------------------
This may sound crazy (and it is...) but it is a lot of fun to do. I will not
promise
you will win a match with it, it's just a lot of fun you know.
NOTE: Make sure you meet the folowing requirements to make sure the
strategy can work to its full potential:
- Play on a map suited for 8 players so you have a lot of space to build.
- Do this match with only oneof your friends, again to conserve space
- Hope that you're kind of far from the enemy
- Try to make sure that your enemy is Soviet not Allied (I just keep
repeating
the same thing man!)
Start by setting up your base. Build a Refinery, Power Plant, Barracks, some
GIs, a Pillbox or two, War Factory, 4-7 Chrono Miners, a bunch of Grizzlies,
Air Force Command HQ, 4 Harriers, Battle Lab, some Prism Towers, some
Patriots, aditional Power Plants, Service Depot and a new MCV. Move the
MCV to a position further from your base (preferably away from the enemy
hehe). Deploy it and start building a lot of Power Plants. Once you have
about 20 that's good. We'll place them in the new construction area. Scatter
them around as much as possible. Build a Barracks here too and set up
some Pillboxes in this base, aswell as training your GIs here for a moment.
Build about 30 GIs here and deploy them. Build some dogs here too. Once
all this is donee, switch back to the original Barracks. Make sure you have
about 50 GIs here, all deployed. Once you have it done, it's time to place a
Refinery at the newer base. We should have a good defense now, but if iyou
feel unconfortable, feel free to place some extra Prism Towers or Patriots.
Oh, and if you're interested, we'll call the new base the "Power Grid". You
should see where I'm aiming with this strategy now, right?
Once the new REfinery is in place at your second base, build some extra
miners at your original base to make the Cash Flow even bigger. I'd say
buildig about 5 extra miners isn't bad. Once you have a lot of cash in your
grasp, start to worry about the enemy for a minute. If the enemy already
showed his face, I'd say we find him, and show we are here aswell. Send
something to gain some recon info. Once that is done, replace your lost
unit(s) and start worying about your bases again.
If the enemy didn't attack you yet, I think it is time to build a Gap
Generator.
We'll have enough power for now so don't worry. If you would need any more
Power Plants, build them at the Power Grid, to keep things right. Once the
Gap Generator is up, we can be sure the enemy will have a hard time to find
us.
If the enemy spotted you or not, we are going to have to defend ourselves
against their Super Weapons. To do this, we will do sneak attacks. First,
build some Attack Dogs. STation them by your important structures to keep
out any spies (if you're playing against Allied Enemy of course). Build a
Tanya unit and four Spies. Build a Helicopter and place them all in it. The
enemy won't detect your helicopter so don't be woried. Bring in your Spies
and infiltrate the following: War Factory, Barracks, Battle Lab and Power
Plants. Teh Power will be down and your Tanya will be able to blow up the
Tesla Coils in her way. Destroy any and all super weapons that you can
detect. When she dies, build up another 30 GIs and anotehr 30 when that is
finished. You should have about 100 GIs at your original base. You can
march them to the enmey base, or you could make a Rally Point and bring
all your GIs there with the Helicopter (it will take some time of course).
Find
the most undefended place of their base and strike their. move your GIs into
position and deploy them. Detroy any defensive structures you see. OMve on
destroying tanks with all that machine gun fire. Deploy your people around
their Constrruction Yard and demolish it completely. Since we want to play
with the enemy, we'll move out all our troops back to the base. I like to
fight
my way through the other side of the base, instead of turning them around.
One more thing, if you're playing against Iraq, don't even bother using this
strategy alright? If you happen to play against IRaq, do the same thing but
then with tanks. Destroy the weakest defended part of the base, and
demolish their Construction Yard.
Now that the enemy felt the power of our forces, replace any GIs/Tanks that
you lost in the initial assault. It is time for the next step in our base
building
scenario. Build a new MCV and place it somewhere far from your base. This
will ba the Air Base. Put down the truck and start building a Refinery
there.
Build a Barracks. This place must be guarded well, so we'll place a lot of
Prism Towers here. let your Harriers take off from the original base and
move them to your newer stronghold, wait there a minute. Sell off the
original
Air Force Command HQ, and build a new one here. Land your Harriers in
there and build about 5 more HQs here. Once that is done, stock them up
with Harriers (oooh, expensive baby!). Now that we have two squadrons of
Harriers, we'll have a good air base. To make things look cooler, build
another 5 Miners at your original base. Alright, now that you have so many
miners at your disposal, we can slowly begin to destroy the enemy, or not
yet...
Launch a harrier and let it fly around to find some tech buildings that we
can
capture. If you can locate an Oil Derrick or two, that's great. an AIrport
is
not
bad aswell. Build as many engineers as there are TEch Buildings and
capture them. Good work Commander, time for some extra bases. First,
build some new Power Plants (about 5) at your POwer Grid. If you left the
enemy's Service Depot and War Factory standing, then it is very likely that
he will have built up his base again. I recomend to leave that standing, to
keep the match a little fair aliright? Build a new MCV and deploy it
somewhere. Dump a REfinery next to it and a Barracks aswell. Build about
30 GIs here and dump some Pillboxes and Prism Towers in the base. Build
a Battle Lab here, sell off the old one. This makes your original base the
main Tank-producing facility. Now that we have the Battle Lab at our other
base, build some Prism Tanks there. This base will be our "Advanced
Production Facility" (fancy name hehehe). Now, place Patriots in all your
bases, in case the enemy begins to send its Kirovs. If your radars detect
one, get all the anti-air units you have to its location and smash it,
hiping
to
bring it down. Now comes an optional part. If you can locate a river of some
sort (probably with a bridge), bring your tanks there and smash down the
bridge. Build a new MCV, once it is ready, begin building a Prism Tower.
Once you have set your MCV, dump the Prism Tower by it, to give some
first-aid cover if needed. Imediately begin building more Prism Towers and
Patriot Missile Sytems to help out with the Dreadnoughts. It is good to
build
a
Tanya and send her this way, so that she can help destroying enemy
vessels. Build a REfinery and Barracks as usual, train some GIs (the regular
30) and build a Naval Yard. Start cranking out Destroyers and Dolphins.
Once you have about 4 Dolphins and over the ten Destroyers, build a few
Cruisers to destroy the missiles of Dreasnoughts and help take down any
Kirovs there may be. Of course, ifthe enemy isn't using Naval capabilities,
this will be a little stupid to use, ut it adds ot the overall feel of the
strategy.
Back to the building stuff. Crank out some Carriers and some extra
Destroyers. Now, move your ships a little closer to where you think the
enemy is and see if you can strike with the Hornets from here. If this is
possible, hold here for a moment. Keep tabs on the enemy to see if he
begins to make his Naval Yard, it is vital that we know. Now it is time to
give
us that bt of advantage in harvesting. Build an Ore Purifier in every base
you
have. And while you're at it, why not build another five Chrono Miners???
Good! I knew you would agree. I won't even calculate how much ore you get
with all those miners (man, you'll have to switch ore fields quite a lot
hehehehehe!). Now comes a pretty important base for us: the Intel Base.
Make your MCV and start building a new REfinery while you're busy. Whe
the MCV is ready, deploy it somewhere and place the Refinery right beside
it. Make a Barracks, some Prism Towers and make about 50 GIs and bring
some tanks that you built here aswell. Once that is done, build a Spy
Satelite
Uplink. Now, you'll have a much better look at the enemy. Good, now that
we have intel on the enemy, there is only one remaining thing we have to
take care of. Build the last MCV and build a REfinery. Place the MCV and
the Refinery. Place 2 Ore Purifiers, one for each base. Build a Barracks and
build as many GIs and Prism Towers as you can manage. Build a
Chronosphere and a Weather Control Device. Build some Chrono
Legionaires and bring all of them together at the enemy's base. Warp them
intto a relatively unprotected part of the base and take out some buildings,
just to keep the enemy scared. Once all the super weapons are ready, build
as many tanks as you can in the ten minutes the super weapon is charging.
Gather all the GIs out of all your bases and let everybody rally en route to
the
enemy base. Hit the enemy with a Lightning Storm then try to attack enemy
targets with your vessels you have in there. if the enemy's structures/units
are in range, launch your Hornets to make short work of them. Once you've
picked off all targets of oportunity, bring in all the tanks and GIs you
rallied
(man! That'll be a lot!) and rush the enemy. Target defenses first, let the
GIs
deploy and concentrate at any tanks there are. Let the tanks worry about the
structures and let the dogs take on the infantry of the enemy. Once you have
destroyed everything, scout out the rest of the map to find any remaining
stragglers. Once that is done, you will be victorious.
The advantage of this strategy is that you can send reinforcements from
other bases if another part of your infrastructure is under attack. I hope
this
is a good strategy for you. It works for me most of the time, especially
against humans, because they actually get confused of situation, while the
cold-blooded computer is so cold to play against...
--------------------------------------
10.2) Soviets
\------------\
Well, there is only one good strategy that I use often with the Sovets (with
taking the "good" word in its relative form ehum). Build up your base as
usual. Find a good place (preferably close to the water) to build a Naval
Shipyard. Once that is done, start mass production of Dreadnoughts,
Submarines and Sea Scorpions. Once that is done, move your massive
armada of ships to the other side, trying to get a shot at the enemy's base.
Try to find his base within range of the missiles of a Dreadnought. Another
thing you can do, is to build a Dreadnought as early as possible, even if it
means delaying a Refinery. Once you have one, send him over to bombard
the enemy base. If you were fast enough (and the enemy was slow enough
hehehe), he won't have a Patriot Missile Launcher (or bad placed/not
enough of them). If you can spot a Patriot that is lonely, destrooy it
first.
Then
target at your discretion. Try to keep them out of the range of enemy
defenses (pillboxes in this stage of the game). If you can succeed in this,
then you will probably be able to smash the enemy to pieces. The wisest
thing to do when you find yourself in such a situation, is to
undeploy(repack)
your MCV and move away of the field, while selling off all your buildings
and
taking your units with you.
Another thing you could do, is to quicly build a Barracks, a Tesla Reactor
and the War Factory. Build a bunch of Terror Drones and move them to the
enemy base. If you are fast enough, the enemy won't have a lot of a
response against it. You can wipe out both Infantry and vehicles with them,
so use that to your advantage. All this only works if you have luck. It is
sometimes a little dangerous to use such a strategy.
Long live the Soviet Union.
----------------------------
Well all the above is a little crappy, so let's see if I can't give you a
good
"build-a-base-and-destroy-the-enemy" strategy.
Build up your base (I'd keep away from the water as your Soviet and I find
the Soviet Navy a little weaker then the Allied navy, it's jsut that feeling
that
my vessels can't do a thing right!). Start up infantry production fast. This
is
kind of important, because the Allies have a good advantage in infantry,
while your men can easily take down their tanks (well GIs can do the same,
but the conscripts seem harder to hit which would be logical in keeping the
balance higher). I know the number 200 is quite impressive, but it is
certainly
possible. I'd say this: build your War Factory first and build as many War
Miners as you can. Harvesting goes very slow with the Soviets, so it is
imparitive to find Oil Derricks to give you a steady flow of cash. Let's say
you
find and capture a few. We now have 200 Conscripts ready for action. Once
that is done, build some Attack Dogs (about 5 or 10) to help kill off those
GIs,
sniff out Spies and assist in killing any Tanyas. Once that is done, try to
build
even more War Miners, oh yes, we want a lot of cash to work with. Build
your Radar Tower to give you a little overview. It is very much possible
(especially for the Online players) that there are multiple enemies. The
enemy will probably roll in some tanks to bugg you. Group your men together
(yikes!) and target one tank at a time. They'll probably die instantly.
Destroy
tank after tank and you'll be fine. I have to warn you however: it is okay
to
keep your soldiers close, but scatter them once the tanks roll in, we don't
want to make this look like Carmagedon or GTA right?.
Once you have your soldiers standing by, build up defenses first. Build lots
of
Tesla Coils and Flak Cannons. We'll place the sentry guns around our
buildings for protection. Use some walls to protect your defenses for
awhile.
Once you have a good number of Telsa Coils and all the passages to your
base are walled off and defended, begin production of tanks. Build lots of
Rhinos. Once you have about 50 or so, start building some extra Flak
Tracks/Flak Troopers to help with any attacks the enemy might send. Build
some Tesla Troopers to keeep your defenses running if base power falls
down to 0. Now that our base is safe for a little while, build a bunch of
Apocalypse Assault Tanks and a few Kirovs. Let them move to the enemy
base. Let the Apocalypse tanks try to destroy the patriots and any other
unit
that is threatning your Kirovs. If you can do this, then you will have a
good
chance of destroying the oponent you're attacking. If you are playing a
skirmish game against one computer oponent, then the game is over now!
However, if you're playing online and you are probably facing multiple
enemies, there is still some work to be done.
The second thing you have to worry about is super weapons. We must
absolutely prevent any Lightning Storms from killing us off. Nukes aren't
nice
to have incomming, but lightning storms are still worse. Build a few Yuris
and
send them over to the enemy. Mind control a bunch of units and run them
back to your base. Use this tactic to get as many units as you can. What we
are looking for is an IFV. If you can snag one, build a Crazy Ivan, put him
in
and get him to the enemy. Give him some extra support. Now we have a
nice demolition truck at our command. Get the IFV (errr demo truck) into the
enemy base and keep it a little covered. Once you have it inside, ward off
any incoming infantry/tanks so that you are safe. Bring the truck to the
structure you certainly want to wipe out, be it super weapon or construction
yard. You could always try to destroy more with your forces that you brought
along, but it is very much possible that the enemy has too much defenses for
this. A cheaper way to completing the "destroy the super weapon" goal is the
following:
- Take an IFV (by capturing a Allied Structure or by mind controlling one)
and
bring it to your base.
- Build an Iron Curtain. Once it is charged, send your IFV to the enemy.
When it begins to take fire, make it unvulnerable. Double-time it to the
enemy's super weapon/construction yard and DETONATE!!! (just run into it
hehe).
We now have to start mass production of Apocalypse Assault Tanks. Once
you have a good number (40 is good enough!), get a Yuri unit in there (or
Yuri Prime is even better) and steal some units. Try to snag as many IFVs as
you can, or some big boomers from the enemy. If you can get about 10 IFVs
that's good. Put Tesla Troopers in them and have some very nice Tesla
Tanks. Let them be grouped on unit 2. All your Apocalypse Tanks should be
grouped on 1. Once you have that, see how many Rhinos you've got and
build some extra. Build as many as you see thick and group them at 3. Now,
build about 5-10 V3 Rocket Launchers and group them at 4. Move your
Rhino tanks first. Let the Apocalypse follow but keep some distance. Keep
the Tesla Tanks right behind the Apocalypse tanks. Your V3s should stand
by a little moment. Once your Rhinos have reached an enemy base, let them
attack it with everything they've got. If you built a lot of them, you might
crush
them all in there. If the enemy is able to retaliate your Rhinos
succesfully,
bring in the Apocalypse, followed right by the Tesla Tanks. Let the
Apocalypses mop up as much as they can handle. Move your V3s to the
place of chaos and let them fire on the enemy buildings, assisted by the
Tesla Tanks. If this somehow fails, regroup everything that is still
remaining
and head home. Send over any Kirovs you may have and destroy the enemy
base completely (well that should've been a hard hitter for the enemy!). You
should've built a Nuke Silo by now. Nuke anything that is moving in the area
of the base you just attacked. Now, focus your attention to the possible
other enemies, and try to keep yourself out of the fighting for awhile. If
they
are already in a big conflict, then that's FANTASTIC. We can build up forces
without problem. If the remaining enemies are allies with eachother, that's
something else. Considerthem to be allies. You'll have to bring up more
defenses quicly, while building LOTS and LOTS of Kirov Airships. if you can
manage it, try to build about 20. It is expensive, but it will work, I
garantee
you. Once you have those Kirovs fly them over to the enemy's bases and
destroy them. If someone survives, smash some tanks at them and try to
destroy them by doing that. Another thing would be to build even more
conscripts after your big group of 200. March them to the enemy and destroy
them completely. I garantee you 250 conscripts will kick the enemy's ass
quite nicely.
Hope I helped!
-------------------------------------
11) Mission Walkthroughs
\----------------------\
11.1. My Walkthroughs
---------------------
11.1.1: Allied Walkthroughs
------------------
Mission 1: Loone Guardian.
----------
Briefing: It would apear that the Soviets have invaded America. They are
rushing through our cities like mad idiots. We must stand our ground, even
in thsi disorder.
You'll start by getting New York out of the iron grip of the Soviets. They
haven't taken the city yet, but they will if we don't act fast. Buildings
are
already in ruins, ships are aproaching and threatning to destroy us all, and
you are going to stop them... That's right, YOU. With the help of Agent
Tanya of course. She's an expert in her class, don't leave her for the
stupid
jobs Commander.
Main Objective: Get to Fort Bradley and regain control of the city. Also,
you
should keep Tanya alive at all cost!
Walkthrough:
This is kind of simple. You'll see several Dreadnoughts firing missiles at
the
statue of liberty. Aparently, the Patriot Missile Systems aren't quite
enough
to
hold the missiles form hitting their target, so you better work fast. Let
Tanya
take a swim and attack some C4 to the ships. Once you were able to sink
them all, make her understand that you have to get on the Manhatan Island.
Once she made it on, assist the GIs with those lame Conscripts. They'll
make it anyway, but you'll see Tanya's pistol skills, and it's worth it,
belive
me!
Tahter your GIs and hold ground for a moment. there'll be a second wave of
Conscripts soon. Once you've taken care of them, move further on the road,
you'll see a lot of things burning hehehehehe. You'll soon encounter a few
more GIs that are just sitting there shooting at Conscripts. I'm sorry to
say
this, but it is a long time since I played it, and I'm a little busy (whihc
means i
do not know exactly where the next thing is). You'll have to search around
in
the city. You should find 3 Grizzly Battle Tanks to give you a little extra
firepower. Move Tanya past the MCBurgerKong and the Gas Station. You
can take the GIs with you if you want, but it isn't necesary! The Fort is
able
to
defend itself, but the AI who is controlling it, seems too dumb to build new
units or more defenses. Just send Tanya inside and you'll gain control of
the
base. Directly after you get control, move your Grizzlies to the fort and
begin
to build a lot of GIs (say 30 or so) and send them to the enemy base,
sending the Grizzlies with them. Let the Grizzlies take care of the Sentry
Gun
defense and let your GIs pour into the base. Let them kill all the V3s that
are
inside and destroy the Soviet Structures by blowing up Barrels and finishing
off the buildings when needed. Once you've wiped out the base, it's Mission
Acomplished for you my friend!
Mission 2: Eagle Dawn.
----------
Briefing: General Vladimir is moving fast, very fast. He has sent a group of
tanks to secure our air base in Colorado. This one is to vital importance to
us. You must get back the Air Force Academy before the Soviets can make
this position unpenetratable. Tanya will also be at your service in this
mission (EYES ONLY COMMANDER, TAKE NOTE OF THAT.).
Main Objective: Recapture the Air Force Academy and destroy all the Soviet
Forces in the area, before they gain too much ground here.
Walkthrough:
Get Tanya up and about and elt her kick some butt will ya!
You'll see a few conscripts around here. I sugest taking them out now, you
know why right? Once that is done, you can take an Armor Crate here
somewhere. Once you've found it, you can find another one under the house
next to it? You'll soon get a message from Luitenant EVA, saying that a
group of Rocketeers has arrived to assist you. Get them and assign them to
a number on your keyboard. Move Tanya further and you'll see the Air Force
Academy on the map. Clean out everything that you may or may not
encounter. You'll reach a fork in the road. When you find it, move Tanya
into
the captured base and kill off the Conscript here. You'll see some Flak
Cannons sitting here. This is what is preventing you from destroying the
Sentry Gun defense with your Rocketeers. I'd say only one thing: "Chuck
some on it!"! Once you've blown up the Flak Cannons, move in the
Rocketeers and destroy the sentry guns. Once you've acomplished that,
you'll get some Engineers dropped off. Get them to capture the buildings of
yours. Once you have captured the Air Force Academy, the aircraft will take
off, and give you some recon on a base to the east. It isn't that easy this
time, so don't jst send 10 GIs in there hehe.
First, build some extra chrono miners (three will do) and foritify your
base.
To
make it easier, we'll send in Harriers first. Let them destroy key
structures,
on easy the Flak Cannons shouldn't do too much to the planes (they'll
probably miss!). Once you have destroyed some structures, you'll get some
GIs from somewhere. Deploy them and destroy anything in sight. Let any
planes you have ready destroy Sentry Guns so that the GIs will have a better
chance of surviving. Once you have this base destroyed, your mission will be
over. If the wave of GIs doesn't destroy the base, send in some Grizzly
Battle
Tanks to finish the job. Once that is done, it's mission acomplished for
you!
Mission 3: Hail to the Chief.
------------------------------
Briefing: Back to the heart of America. Something terrible has happened, the
Soviets are using their feared but until now unknown technology. This
technology is known as a Psychic Beacon. What it does is send out signals
to the brain to American soldiers and citezens, telling them to join the
Soviets, and since we have no protection against it, we'll have to remove
them one by one. There is a slight problem. They have placed a Psychic
Beacon within Washington DC. They have "mind-controlled" the President,
and even General Carville himself, so Luitenant EVA will have to give you
the briefing. It apears there are stilll some forces in the area that are
unefected, you will rendezvous with them and destroy the Psychic Beacon.
Do not allow our citizens to be forced to be slaughtered!
Main Objective: Build a base, find the Psychic Beacon and destroy it.
Walkthrough:
There are a lot of structures that you can repair, but I acomplished the
mission without repairing a single one of them, so I don't conisder it
needed.
Start by building up your base. Once you have GIs ready to build, build
about
30. You'll see a bridge to "The Other Side", where the enemy is staying. Let
the GIs garison themselves in the buildings around here, especially in that
one by the bridge. The Soviets will ocasionally send a lot of Conscripts and
inocents to attack you. It's pretty fun to see those Civilians get
slaughtered
(at least in my opinion!). Get a War Factory up and running. Get some
money if you really want, by repairing structures. Most of them holds a
crate
with money, so that could help if you want. Build extra miners 'till they
begin
to annoy you by their numbers. Suffice to say that you should at least build
4
of them. Once they are ready, start building Grizzly Battle Tanks fast.
You'll
get ocasional reinforcements. They'll consist of IFVs (about 4 or 5 if I
remember correctly). Build an Air Force Command HQ, especially for those
of you who want to repair things. Now, build 4 Harriers and give the enemy a
first strike. They'll be located across from the bridge, by the soccer
field.
This
is only a small base, so this won't be too much of a problem. Destroy
everything with your aircraft, while you keep up your tank profuction. Once
you have an amazing number of tanks, roll them across the bridge and move
to the Washington Monument. You'll spot a Soviet stronghold. Roll your
tanks in and destroy the defenses. Keep everything away. Now, build some
engineers and capture this base. Try to keep the War Factory living so that
you can capture it. And Scott Batass has given me the oportunity to do a
good fight here. Capture the War Factory, Barracks and REfienry if you can.
Place Pillboxes all over the place! Make about 10 Tesla Tanks by using the
IFV and putting a Tesla Trooper in it! once you have that, build a second
Air
Force Command HQ. Build Harriers to fill it up, and start striking the base
at
the Natural Museum. Try to take out as much as you can. Build a lot of
Rhino Heavy Tanks at the captured base, it will help you in the final
assault.
Build a few V3s if you want quick destruction. Now assemble all forces at
your captured base and rush the enemy for the final assault. You should be
able to destroy everything quite quickly. The enemy won't have a lot of an
answer to your Tesla Tanks hehehehehehehe (Thanks Scott, you made
it even easier!). There's only one more thing that needs to be handled, the
Psychic Beacon. You'll find it in the North East corner if I'm correct (it's
somewhere near anyways). Target it and fry like hell!!!!! That was a pretty
easy one right? I think it is time to celebrate, you've jsut played out 1/4
of
the
Allied Campaign, no big deal, as you ain't seen nothin' yet!!!!
Mission 4: Last Chance.
------------------------
Briefing: It is worse than we thought. The Soviets are far from finished,
and
we have to handle them the hard way. Even as our war effort continues,
there is something very important that MUST BE DONE AT ALL COST. If
we cannot achieve the goal I'm about to give you, we will all turn into
slaves
of the Soviets. Your destination is the city of Chicago. The city is heavily
fortified, so you'll have to do an amphibious landing. you'll have to locate
a
device called "Psychic Amplifier". The Soviets are preparing themselves to
use it. Our scientists have calculated that this device, when activated,
will
mind control whole of North America. If this happens, we are doomed to lose
the war. Make sure you can find and destroy it. It is imparitive that we
bring
a
halt to this psychic attack of the Soviets.
Main Objective: Find the Psychic Amplifier and destroy it before it gets
online
and takes control of the US.
Walkthrough:
Alright. You'll have a bunch of destroyers, a few transports, and some
Rocketeers in the opening stage of the mission. First thing you'll want to
do
is to destroy the cannos on the shore, without them, we can safely land our
troops in Chicago! Let your Destroyers clear a path by destroying anything
that you may encounter. Destroy all the Soviet units and
defensive/production structures right here. There's a high chance of
SubMarines here, so protect your transports from them, or it's BYE BYE to
your shore landing! Once you've cleared out the place, move your transports
in. Unload them all. In one of them, there'll be an MCV. Deploy it and
you'll
receive a transmission from Luitenant EVA, who gives you some tidbits of
info on the Psychic Amplifier. Once the talking is over, you'll notice a
timer,
pay close attention to it, if you're running out of time, rush the amplifier
with
everything you have and try to destroy it (target it with everything and
ignore
Soviet Forces, so that you can give it a buttload of damage in one bam). DO
NOT LET THE TIMER EXPIRE, OR YOU'VE JUST BEEN VERY STUPID.
Reinforcements will arrive. There'll be a few transports with tanks and GIs
onboard. Deploy them all and let them join your forces. Begin setting up
your
base now. If you left alive the soviet Construction Yard, capture it now.
Since
I didn't do it myself, it probably made it harder because of the better
tanks
they have. Well, it's just a stupid detail, so if you just destroyed it, I
can
understand it. It's so much fun to blow up a Soviet Construction Yard!!!!
Build up your Refinery, Power Plants, Barracks. Build about 20 GIs and then
start working on the War Factory. Build a bunch of extra miners to increase
money.
Once you have a lot of miners, start building Grizzly Battle Tanks, or
Rhinos
if you did capture the Soviets things. Start pumping out a lot of them! When
you have a good group, mass everything together that you have. Build some
more GIs (20 again I'd sugest), and move north. You'll see a bridge, but
you'll need to repar it. Train an Engineer at your Barracks and send him
over
to the Bridge Repair Hut. Fix the thing and move along. You'll come to see
an island, where the Psychic Amplifier on it. Let your tanks fire on it,
while
all
the GIs you have massed will ward off any Soviet armor/infantry that might
interupt. Since the GIs are good against both of them, this will be kind of
easy for you! Once the Psychic Amplifier is destroyed, the mission is over,
and you get to see a very confusing ending scene. Premier Romanov is
sitting there, making himself angry (man, he should watch his heart!), and
he
will target Chicago and say something like: "Behold the Powerrr of
Motherrrrr
Rrrrrussia!". BAAMMMMMMMMMMMM! Nuke has hit Chicago and it isn't
pretty to look at!
Mission 5: Dark Night.
-----------------------
Briefing: It apears the Soviets are overpowering us. We must get help from
anyone who would want to. We can NOT LET THE Soviets take control of
the US. If we do, the Europeans will not be able to stand for themselves.
We're trying to convince the Europeans to join forces with us and help take
care of the Soviets. There is a slight problem however, the Soviets have 2
Nuclear Silos on the border between Germany and Poland. The Europeans
are afraid that the Soviets will launch the missiles once they have formed
an
alliance with us. That's why we will remove this threat, and ensure a good
alliance with the European countries. To acomplish the task quickly, we'll
deploy Tanya and a handful of spies for you to use. You must locate the 2
Nuclear Silos in a Battle Lab, and take care of them. Beware that the enemy
will have good guard against your attack, so use the spies well.
Main Objectives: Find and destroy the 2 Nuclear Missile Silos that are
threatning Europe.
Walkthrough:
Disguise your spies and take care of the Conscripts on the road with Tnaya
(she's a hotshot isn't she!). The plan is simple: We'll destroy all forces
that
may prevent our spies from reaching their destination, and we'll clear out
the
path, so that we don't have to fight too much when you need precious timing.
Send Tanya to the northeast. Shoot everything you see, especially all the
guard dogs. They must be killed. Not only do they threaten the spies, but
they also threaten Tanya, so you must ABSOLUTELY kill them, before they
get a chance to attack Tanya, otherwise it's game over for you! You'll
eventually come to a fork. You'll eventually come to the entrance to the
Soviet base where we must locate the bastard nukes! Fire at anything in
sight (be it oil barrel or soldier) and stay out of the range of the tesla
coils,
but destroy any that have barrels next to them. It is safer to find an
alternate
route however. Go to the farm nearby and free those cows (you can use
them, but I personally didn't). You'll see a barrel standing by a wall.
Shoot
the barrel, and TADAAAA! A hole! You can pick off soldiers through here
easily, so do it. Take a Spy or two here. Let the first one enter the Tesla
Reactor and the power will be shut. Destroy all the Tesla Coils in here. Now
send in your Spy and let him infiltrate the Battle lab. Your map should get
expanded and you will get the location of the two Nuclear Silos that you are
searching for remember? Before you do ANYTHING ELSE, find some
barrels in the base and shoot them, to make another opening in the wall. Go
and follow the path to the path further. You'll see a crashed ariplane. It
apears something terrible has happened. You'll see a group of GIs and
Engineers. Get them out of there, and they'll tell you that they were on
that
plane but were shot down by Soviet air defenses (hmmmm, I don't
remember any flak in the area, oh well). They claim there are more survivors
around here somewhere (and they are right, I just don't use them, because
they aren't necesary at all). Bring them along to the base you've "defused",
and send the Engineers to capture both the Barracks and the War Factory.
Train aditional Engineers to capture the rest of the base. Once you have
everything there was to grab, and start building more War Miners, because
harvesting goes a lot slower with the Soviets. Once you have a good total of
harvesters, start building Rhino Heavy Tanks. Get a permanent production
started. The first wave will consist of 15 tanks, while we are building more
to
replace thme. Once you have them, send Tanya with them to destroy any
and all infnatry that might be around here. If you want, you can use the
cows
to see exactly where there are tesla coils and all that stuff. Roll your
first
wave of tanks to the first nuke silo, and attack. You shouldn't have too
much
of a problme, target the Tesla Reactors first, and destroy them as quicly as
you can. Once they ar offline, destroy the Tesla Coils, or you could
destract
the Tesla Coils, while Tanya blows the Reactors. Once you have cleared out
the base of its defenders, destroy the wall around the nuke silo and destroy
it. Now, wait for your second wave of tanks to be ready, and send them to
rendezvous with your original tank group. Once you have them ready, move
your butt. Attack the second nuke base. If you are taking Tanya along, be
sure to watch out for Guard Dogs, because they are very common and
annoying here. Apply the same tactic as usual, and destroy the second nuke
silo. Looks like you have persuaded Europe to help, now let's crush the
Soviets!!!
Mission 6: Liberty.
--------------------
Briefing: We're back in Washington DC for an important mission that was
given to you by good ol' General Carville: "TAKE MY OFFICE BACK". We
are pushing away the Soviets of our soil, and we must continue to rally and
destroy their forces as fast as we can, because we mustn't give them a
chance to regroup and strike hard again. The main idea is to attack the
Soviets and take back the Pentagon, aswell as destroying all Soviet bases in
Washington. It isn't an easy task now, but I'm sure you can do it. Also,
we've
made contact with the mad Doctor Einstein. He has given us the plans for
the new Prism Towers. We belive they will be most useful in your strugle.
Use them by all means, because we want the Soviets killed and that means,
we want you defended from any harm they will intend. Einstein is working on
several projects at this moment, so more of his work is expected soon
enough. Get over there commander, and settle the score once and for all.
Walkthrough:
Deploy the transports at the Pentagon. It's under attack already, but the
Prism Towers will do the job quite nicely. Establish a base. The first thing
we'll want to do is to make a superb and unpenetratable defensive
infrastructure. To do this, we will want to build more Prism Towers, wall
off
our base, and garison troops in the buildings by the Pentagon (VERY
IMPORTANT). Also, we will back our soldiers in the buildings up with some
tanks.
Set up your base. Build a Refinery, Power Plant, Barracks, War Factory,
Battle Lab, and then we're up and running for some time. Build Prism
Towers, and place them by the ones that were already there. This will be
vital to your survival, as the Soviets will attack frequently with tanks.
Once
the attack has been countered, repair all damaged defenses. Build an Air
Force Command HQ. Build 4 Harriers, and then start working on lots of
Chrono Miners. We'll need the resources hard, so make sure you have at
least 8 miners running your refinery all the time. Build about 10 tanks to
back
up the garisoned TIs. At some point, the message will come that the Soviets
have released their Terror Drones. Try to destroy them before they can
attack themselves to anything, and build a Service Depot to remove any
drones that are attached to your units. Also, don't just attack it with a
few
infantries, as they will kill your men without any doubt. Also, build lots
of
Fortress walls at key places, so that the enemy will have trouble using his
terror drones. Now that we have good defensive power, it is time we began
doing something about that Soviet annoyance in the city. Build more Air
Force
Command HQ and fill them up with Harriers, until you have a squadron
(which means you'll need 3 HQs and 12 Harriers). Also, there's an easy way
of making your life less frustrating. The first strike your planes do,
should
be
on the bridge that leads to the first Soviet Base (which isn't too big). Let
your
planes reload and strike again if the first attack didn't take it out
completely.
Once the bridge is destroyed, and your planes are rearmed and ready, let
them strike the small base. Flak will be moderate, so you can easily take
them down. Target key structures and keep on striking 'till they have no
more structures to speak of. let all your planes reload, and move on to the
next base. Do as much damage as you can, and then build about 40 GIs.
You still have those transports right? Gather all the GIs you have and build
IFVs so that they all are seated in one. Put them in transports and move the
hovercraft to the other side of the broken bridge. Move your soldiers
forward
and kill anything that is remaining of the enemy base (a bunch of tanks if I
can guess right). Maybe the second base still has defenses if so, build
about
20 tanks and transport them all over to the battlezone. Let them take care
of
the defenses you see.
Now, it's time to mop up the whole thing. Build even more tanks. Build about
15 and transport thme over. Let them demolish any enemyies you encounter
on the map (there's probably still a base out there, so take care of it
quicly).
Once you have destroyed every base on this map, Washington will be yours.
It is quite thrilling. I found this mission very easy, because once you have
the
defenses up, it's all just building up a force of your own and destroying
them!
Mission 7: Deep Sea. (what a pointless mission name!)
---------------------
Briefing: We are winning the battle for the United States! We have fortified
our positions and are moving the Soviets away very quicly. In no time, the
Soviets will be evacuating and will be returning to their homes in Russia
hehe. However, there is a situation that requires your attention. We have
detected a large Soviet fleet heading to Pearl Harbor. This is their
desperate
attempt to increase morale of their troops, to get another victory. But we
will
not allow this. Prepare your own navy and strike back. It is likely that the
Soviets will deploy a base when they arrive. Destroy them all. Remove them
from American soil once and for all. Once we have driven them from this
place, we'll be able to strike them when we please. Beware that the Soviet
fleet is not to be underestimated. Our reports say that they took lots of
Submarines with them, so be on the lookout. Also, try to protect the base on
the island. It is probable that the Soviets will destroy that to make a
landing
and build a base of their own.
Main Objective: Locate the Soviet fleet, destroy it and the base that they
deploy.
Walkthrough:
There's no time to lose here, believe me! Start building Destroyers like
you've never done before. Crank out as many as you can manage before the
Soviets arrive with those stupid Sea Scorpions and submarines (oh DAMN, I
don't like the Soviets). Once they arrive, attack them with everything you
have. Move all your destroyers and carriers to the place of attack and wait
there and you will be attacked. Let the Destroyers worry about the
Submarines first. Let the Carriers try to destroy the dreadnoughts, the only
problem is Sea Scropions. Leave the Cruisers at your base, as the
Dreadnoughts have the annoying stupidity of targeting your structures. The
Cruisers will make short work oftheir missiles, so that isn't a problem.
Once
you have destroyed every ship here, you may start to breave normally
again... at least for now. Get your cash flowing by building a lot of Chrono
Miners, and maybe a second Refinery if you want. Soviet paratroopers will
be coming in pretty often. See those houses close to your base? Well, we'll
just train GIs (LOTS AND LOTS OF THEM!) and garison them in those
houses, don't you think that's a good idea? Once that is done, train an
Engineer and transport him to the norht, where you'll find a Tech Airport.
Capture it now. Train some attack Dogs and send them over there to defend
against any infantry that might try to take over. (the enemy often tries to
just
capture it with Engineers if you leave no defenses) You could also place
some Prism Towers and Pillboxes at the Airport if you want! Start building
more defenses at your own base now. Place lots of Prism Towers and
Patriot Missile Systems at your base, with a few Pillboxes to help shred the
infantry faster. Once you have defenses up and running, see that you have
good power, so that a minor attack on your power plants won't just shut
down the whole thing. Now, start building a Service Depot. I'll tell you
why:
The enemy AI has the annoying plan to often transport attack into your base.
They may include Engineers, but most annoyingly, Terror Drones(!). We
MUST NOT allow the enemy to harass us with his stupid drones. Make sure
they get destroyed before they even reach a vehicle, or the vehicle can
reach a Service Depot quicly. If you want, you could build a second base at
the airport, I did once, just to make it feel cooler (HAHAHA, the Soviets
can't
win hahaha!). All paratroopers should just come to your base. We won't
need
them in an attack on the enemy base right? They're just costless infantry.
Now, it's time to build up a strike force to give the enemy a hard time.
First
off, see how many destroyers you have. A few were probably sunk by the
Soviets, I'd sugest building another 10 or so. Once that is done, start
building
a lot of Aircraft Carriers. Also, there's one thing that you must remember:
KEEP THE CRUISERS CLOSE TO YOUR BASE, BECAUSE THE
SOVIETS LIKE TO SEND A FEW V3S TO ANNOY YOU. AS LONG AS
YOUR CRUISERS ARE THERE, THERE'LL BE NO PROBLEM.
Build up Grizzly Battle Tanks and a lot of them please. Once you have a
fleet
of impressive numbers, group each ship type together. Keep them at your
base for the moment, but they'll play a large role in our attack in a few
moments. If the enemy manages to get a Nuclear Silo up and running right
now, hit him hard. First target the Silo, then target at your discression.
Destroy all targets of oportunity. There'll probably be a few subs, and a
bunch of Sea Scorpions around. Let the Destroyers concentrate on the
ships, while your Carrier Battle Group launches wave after wave of Hornets.
There may be flak, but they can't hold off all of them, belive me freely.
Once
you've destroyed everything you could possibly destroy from this position,
quicly build a few transports and get everything you have ready at the
moment over there. The main idea is to certainly destroy all the Tesla Coils
that the enemy has placed. These are very unwelcome targets. Also, try to
destroy the Sentry Guns from the sea. Destroy all unit-producing structures
+Construction Yard (from sea or land) and you'll get the "Mission
Acomplished" message in no time! Good work commander, I'd say you
deserve a little rest right... RIGHT?
Mission 8: Free Gateway.
-------------------------
Briefing: Well, looks like your rest is already over hehe. We are really
hurting
the Soviets bad, and they are retreating on all fronts. Our intel believes
we'll
be able to drive the Soviets from America in a few days. So now you ask:
"Why the hell did you have to bother me?!". Well, you may have heard that
our primary suply-line at Misouri is in Saint-Louis. We have received
reports
from Agent Tanya and the other forces in the area. It apears the Iraqis have
made their attempt to give us a blow in the face. Therefore, they have
invaded Saint-Louis, and they are readying a Psychic Beacon. They are
wanting to cripple our suplylines, and regain control. Agent Tanya is
assembling a strike force and we will have to destroy the Psychic Beacon
quicly, it's about to come online. Also, once this is done, drive off all
the
Soviet forces from the city. We mst give the Soviets an answer to their
feeble
attempts to win this war, by treachery and unfair warfare. This will turn on
them, you'll see soon enough.
Main Objective: Find, and destroy the Psychic beacon at the small soviet
base, then drive them off of the map!
Walkthrough:
Okay commander, we have Tanya and a bunch of GIs and engineers, ready
at your service. Our objective will be to find the small fortification where
the
Psychic Beacon is, and destroy it as fast as possible. You have about 20
minutes before the Beacon will activate, and there is absolutely no time to
lose! MOVE MOVE MOVE!!!
Alright, assemble your strike team right away, move to the highway and
follow it until you reach the Soviet base. First thing you'll want to do is
attack
the base from different angles. Let the GIs and the engineers go through the
back, while Tanya sees what she can do. The main plan is to find and
destroy all the Tesla Reactors, so that it is safe to destroy the Psychic
Beacon without getting fried by the Tesla Coils. Find and destroy all the
Reactors, kill any troops that you may find, and destroy all the Tesla Coils
afterwards. You'll notice the Psychic Beacon, ready and waiting to be
demolished. Move Tanya in and watch in joy as the whole thing blows!
That's the first and easiest part of this mission. The reinforcements will
arrive
with an MCV and some stuff. You should also get control of a bunch of
civilians, who apparently got an M1 Carbine assault rifle from the Soviets.
Wander how that happened hehehe. they're good cannon fodder IMO.
Watch out for the Desolators (the Iraqis brought them along hehehe),
because they will send your infantry to hell in an instan. It easy for them
to
butcher your soldiers, they can't do anything good against tanks though
(phew!!). There'll be a few of them in the soviet base already. They'll
start
harassing you, so dispose of them quickly. Oh yeah, after you destroy the
Psychic beacon, there will be a crate of money there. It always helps to
have
some extra cash. Also, watch your miners carefully, because something very
odd happened when I played the mission. Harvesting was pretty smooth, as
the fields are pretty close to your base. Everything went fine, until the
miners
didn't show up anymore. No "Ore Miner Under Attack" notice, nothing! They
just disapeared to nowhere. I don't know how this was caused, I can only
warn you to keep your eyes open!
Okay. Start up your base now. Build refinery, power plants, barracks, a War
Factory. now, start producing lots of Chrono Miners. You'll also notice that
a
few new tanks have come to play: the famous Prism Tanks. They are very
well. They can take care of buildings from a long distance (handy against
Tesla Coils) and they aren't too weak aswell. Grizzlies are stronger, but
the
Prisms have much better firepower. You'll receive reinforcement of four of
these tanks, use thm wisely. Once your cash flow is nice, start building a
Battle Lab. Once that is up, build a bunch of Prism Towers for defensive
means. Once that is done, there is something I need to confess: I used a
rather ilogical strategy to complete the mission. I didn't cheat, but I just
did it
a little different then you should do it. What I did, is build about 15
Grizzly
Battle Tanks, roll them to the enemy base, and while they were busy
fighting,
I built the second group of 15. I let my first group attack, but I couldn't
do
too
much, because of the Tesla coils. My second group made a big hole. Then, I
sent everything else I had, together with a good number of trained GIs. This
was the way I killed the enemy off. However, there is a much better way, by
using a big group of Prism Tanks. they won't suffer the Tesla Coil problem,
and they are suprisingly good against infantry aswell, just like the Prism
Tower. I have to say Einstein is a good guy, he builds good units anyway.
Let's hope there will be more of these goodies.
Mission 9: Sun Temple.
-----------------------
Briefing: The Soviets are desperate of keeping foot on american soil, but
that is easier said then done. Their forces are desperately trying to regain
control of cities, failing without glory. They still have a hold on Mexico,
where
they are counting their last hours. It won't be too long before we retake
this
place. There is only one thing we must absolutely prevent. The Soviets have
captured some Prism Technology, and are researching it at that base. We
believe they may already have a few prototypes of defenses, but we are not
sure of that. Most of our forces are comited elsewhere at the moment,
therefore the general has granted you a SEAL team, they will perform their
duties smoothly. Your mission is to find and capture or destroy any
prototype
versions of our Prism Towers, and destroy the complete base itself. Once
that is done, we can totally remove the Soviets from America. This mission
is vital to our succes Commander, don't let us down now.
Main Objective: Find and destroy/capture any versions of our Prism Towers
and destroy the research base.
Walkthrough:
Alright, we're working with a real SEAL team now. I must say that although I
do not like most limited forces missions, I liked this one very much,
especially because of the SEALs. they have cool guns, some kind of Hekler
& Koch MP5 Sub-Machinegun, which rocks against infantry. Tanks also
have a hard time shooting them (in my experience, it took a few Rhinos at
least 4 minutes to kill one SEAL, while he was mopping up the whole base,
only the Refinery remained, hehehehehe!). Just don't let them be squished,
or your SEAL is goodbye! Okay, like you could expect, these guys can swim,
so there will be water in this mission (DUH!!). Let your SEALs swim up to
the
main land. You'll come to a handful of Conscripts and Attack Dogs. "WHO'S
YOUR DADDY! Drrrrr, drrrrrr, drrrr! "AAAAAAAAAAHHHHHH.
Ahem, okay. Suffice to say that those troops are dead meat! You'll see that
you just liberated a village. You'll have a few Grizzlies and GIs, while a
helicopter brings in five Engineers. Stick one Engineer in the copter and
fly
to the west side of the map. Search around until you find the airport. If
you
are unfortunate to find some soldiers in the area, mow them down with the
copter, or bring a SEAL along. Be warned though: if you attack them with the
copter, be careful of staying at a good height. The Conscripts have an
annoying ability to fire on your chopper when it flies low (nice feature
added
by Westwood). Once you have taken over the Airport, send some SEALs to
defend it for the time being. We're not expecting any attacks, jsut to be
sure
the Airport stays with us. Leave the rest of the SEALs in the village,
together
with all your forces in the village.
Now the mission gets really simple, just wait until you have massed a lot of
GIs by the Airport, group them together with the tanks and SEALs, and move
everything to the enemy base. Let the SEALs take care of defensive
building, aswell as unit producting structures, while the GIs and tanks
concentrate on any enemy units. If you can, let one SEAL concentrate on the
infantry units. Destroy the whole base, and if you get another paradrop,
bring
them into the base to help out. If you want, you can capture the producing
structures and refinery to serve as your own. Destroy every tanks and
structure, together with all the infantry, and you're done for this mission.
There is another way to complete this mission though. Here it is:
Do the same with your SEALs. Let them liberate the village. Load the five
SEALs in the chopper and bring them close to the base. Do the same with
the Engineers. Let the SEALs lead the way and take care of any infantry that
might pose a threat to the engineers. Then, capture the prototype Prism
Towers, together with a Tesla Reactor. The Prism Towers look like pyramids
if you don't know, and there are two of them; Capture a Tesla Reactor for
each pyramid, and let the SEALs take care of all the infantry. Once you have
these Prism Towers, lure the tanks with you to the Prism Towers, and watch
them getting toasted. Also, you can let the last Engineer take over the
Construction Yard if you want, build a Barracks, train aditional Engineers
and
capture the rest of the base. Destroy anything that is still here and you
should also complete the mission with ease. The second is a more risky
way, but it is worth it, just to watch those Prism Towers destroy those big
bad
tanks, it's just iresistable!!!
Mission 10: Mirage.
--------------------
Briefing: Congratulations are in order commander. You have driven the
Soviets out of the United States for good now. They still have a hold on
Cuba, hwere they have a strong position. The Russians have pulled back in
Europe, and are beginning to strike there. Since their attempt of
replicating
our Prism technology, they have began searching other ways to get their
hands on it. We thought hey would do anything to find Einstein's laboratory,
and we were absoloutely right. They have invaded Germany, pouring deep
into the Black Forest, where they hope to get control of Einstein's
laboratory.
Teh Germans have contacted us, confirming that they are not strong enough
to face the Soviets alone. They have requested our help, in repelling teh
Soviets initial assault, aswell as removing them from German soil. Watch out
for new Soivet technology, we suspect that they have developed new tanks,
as people refered to as the Apocalypse tank. We do not know the full power
of this tank commander, but hope that you're not the first to find out.
Main Objective: Ward off, and thereafter remove all Soviets from the Black
Forest, nd protect Einstein's laboratory at all cost!
Walkthrough:
As you could see in the intro movie, General Carville gets wasted by a Crazy
Ivan standing in front of his dor. Think he's dead? Well, you'll find out
soon
enough. AUF WIEDERSEHN!
I know this is bad German, just trying. Okay, you'll get an animation where
Einstein shows his new invention: the Mirage Tank. I think they are best
against infantry, and if you can group a lot of them togehter, the vehicles
you
target will go down smoothly! Especially the V3s are a joy to target with
the
Mirage Tanks. We start a little outnumbered. We have a small fortification
near Einstein's lab, you get an extra MCV, and you will notice a German
Base, which will come under attack shortly, and will be demolished without
problem. Place your MCV at Einstein's lab, start making some extra Prism
Towers imediately! Now, build GIs fast. Build about 20-30 if you have the
time. The Patriots should be able to hold most of the missiles off while you
take care of the rest. Now start building Grizzly Battle Tanks. The Soviets
should've destroyed the German base already, so they're coming in. In the
front, there'll be about 10 or so Rhino Heavy Tanks, followed by a mass of
Conscripts (and I mean it, there are seemingly endless guys in there, well
not that many, see for yourself). Your Prism Towers should take care of the
Rhino Heavy Tanks smoothly. The infantry, however, should be handled in
the following method. While the Rhinos are being slaughtered without mercy,
build about 4 to 6 Attack Dogs. Hold them here, and when the infantry starts
to engage, let them lose. you'll be through with them pretty quicly. There
may
be a Flak Trooper/Flak Track or two acompanying the battle. Once that wave
is done, you'll notice the V3s shooting rockets at you, your Patriots doing
everything in their power to stop them. Take care of these pests by using
your Grizzlies for now. Good, now that this is done, start production of a
LOT
of Chrono Miners. Once money flow is steady, start building aditional
defenses if you need them, but I can say you that the worst is over. In
fact,
the Soviets didn't even bother attacking me after the third time anymore,
odd.
Seems like Einstein has trouble keeping his hands off of controls and stuff,
let's hope he doesn't make an internal error occur! LOL!
Build a Battle Lab as soon as possible, and start working on a Spy Satelite
Uplink and an Ore Purifier. While this is happening, you'll get word from
Einstein, saying where the next attack is coming from. It's a really feeble
one, a bunch of tanks. Your Prism Towers will make Fish and Chips of them,
hehehehehe! (NOTE: I am NOT from England or any British country if
anybody wonders ahem.)
Once that is done, you should be finished with your things. You will need
aditional power, so keep an eye out for that too. (I can tell you that the
power
problem will not exist anymore, once we are through with our first attack,
curious yet?) Start building about 5 to 8 Mirage tanks, and group them
together, we'll need them in a moment or two. While you are waiting for the
second Soviet wave, let's start building up our forces. Train 4 SEALs, an
Engineer (if you were so unlucky to lose the one you got at the beginning)
and mass production of both Grizzly and Prism Tanks. Once the third and
last serious attack comes, send your Mirage Tanks to investigate. There are
a bunch of V3 Rocket Launchers in there. We don't need them to fire on our
base, so target them one by one with all your tanks, and demolish. They
should go down in one strike.
Now that this is settled, build a Night Hawk chopper. Once it is ready, take
a
look at your Spy Satelite. You'll notice that there are three bases on thsi
map. We want to do something with one of the smaller bases. You'll notice
that defenses are rather weak. You'll also notice a Nuclear Reactor sitting
there, acompanied by a complete base. This is what I do.
Alright Commander, time for your first covert mission in this area. Delta
Force (SEALs) is ready to go. Our Engineer must be protected from any
harm, compris?
Okay, load all 4 SEALs and the Engineer in the chopper. We can't just land
in the middle of the base, because there are a bunch of Flak Cannons sitting
there. You'll have to land at the perimiter. Once your troops are landed,
let
the SEALs take care of the few Tesla Coil(s) that there are here, while your
Engineer gets in to take over the Nuclear Reactor. While your people are
underway, it is best to start construction of a Prism Tower. Once that is
done,
wait until your Engineer has finished the job, and smack it down right next
to
it. It should start firing at any Tesla coils that remained. (if you want to
spare
SEALs, try to sneak the Engineer in alone, if you're a little lucky, the
Tesla
Coil will fire too late.) Start Building more Prism towers and place them
all
by
the Nuclear Reactor. All buildings in sight will be destroyed without
problem.
Since the Tesla Coils don't have power, they'll be stuck there. The AI will
start training Conscripts like a mad man. Let your SEALs take care of them
(they are even better then Tanya if you ask me) and let them take care of
the
Barracks, Construction Yard and the rest. Also, the miners will start to
fire
on
the Prism Towers/Nuclear Reactor, but your Prism Towers will cut them to
pieces. One base destroyed, two more to go, YIIIIIHAAAAA!
Now, it's just mop up work. Build about 10 prism Tanks and move them to
the other bases. The Tesla Coils will fall instantly, I even destroyed one,
while he was charging up to fire, looked cool!
You might want to bring the Mirage Tanks with you, just to handle the War
Miners better. Also, if you have a couple of elite Prism Tanks, you will
rock
the hell out of the enemy!
Once you have destroyed every and all bases on this map, the mission is
over. Now, do you dere to tell that this mission was hard? If you do, then
the
next mission will beat the crap out of you, because that one can be a little
tricky!
Oh, and I will just spoil this one for you, General Carville didn't survive
the
Crazy Ivan attack, looks like the cool guy died. It's just better to hear it
from
me than from that EVA thingie ahem.
Mission 11: Fallout.
---------------------
Briefing: Alright Commander, General Carville may have died, but we are not
stopping this war, no matter how you may feel, I think you will agree that
we
have to move on and make the Soviets pay for all the harm they have
caused so far. Mister Einstein has just contacted us with some interesting
news. We have waited long for the Chronosphere to become operational,
and now that moment is finaly here. We have to place this machine in the
Florida Keys. What this does, is to transport vehicles in the blink of an
eye,
to another location. So, now that we have found the perfect spot, build the
Chronosphere as soon as you can. However, there is a small big problem.
The island we are placing you on, is very close to Soviet controlled Cuba.
We MUST protect our Chronosphere device from any harm the Soviets may
pose. You must eliminate the Nuclear silos, otherwise we will never be able
to use this teleportation device without fear. Get on it commander, I know
you can do it!
Main Objective: Build your Chronosphere and destroy the Nuclear threat
posed by the Soviets.
Walkthrough:
Now, as I said, this isn't a cookie, especially if you do it my way, it is
really
exciing though.
Alright. The mission will start and you'll get a message from Luitenant Eva,
telling you about the Giant Squids and the remedy, the Dolphins. Use your
Dolphins to kill the Giant Squid attacking the vessel. Okay, this area is
about
to get VERY hot. Start building some Destroyers fast! also, start building
LOTS of Grizzly Battle Tanks, and extra Chrono Miners. Sell off the lonely
refinery you yhave on the small island, where the Soviets will land their
troops. Once the Soviets attack, use everything you've got to destroy ships
they send to attack you. Now, destroy the bridge, and KEEP IT
DESTROYED AT ALL COST!!!!!! We don't want to get our hands on those
Apocalypse Tanks right now. You'll get message from Romanov, threatning
you with his Nuclear missiles. A twenty minute countdown will start. Now,
the
usual strategy everybody uses, is to build a Chronosphere and shift in Prism
Tanks to destroy the Silos or the reactors themselves. But we will do
something drastically else! Don't waste your money on the Chronosphere.
Build Dolphins and Destroyers +some cruisers as well. See if your Chrono
Miners are checking out, they tend to have a little problem, when they just
don't shift back because they are attacked by a lonely Rhino Heavy Tank.
Send some Grizzlies to destroy it anyway. Now, build more and more
Chrono
Miners 'till they stick out of your butt. Do you know the cool thing? The AI
tends to target your dolphins if there are too many in the water! Or they
will
target another naval vessel, but NOT your base, and even if they do, it's
usually a minor assault. Now, I'll already warn you, there is a point in the
mission, where the AI sends seemingly endless flows of planes to attack
you, and they all hold Engineers. Train some SEALs and send your Cruisers
to the part they are assaulting. They should be shot down each time, and
even if they drop, the SEALs will take care of them, and with those
Engineers, you'll have Elite SEALs in no time! Now, make sure you have at
least 3 Air Force Command HQ and build 12 Harriers. Build a Spy satelite
Uplink, and you'll see a relatively light defended Nuclear Reactor. Send
your
planes to destroy it, you should only lose a few.
Once that reactor is out of the way, start building 10 Choppers. Once they
are ready, train 10 SEALs and 40 GIs. Load everything in them. Once they
are all stocked up, start building a LOT of tanks. Once you have about 40 or
so, build 8 transports. Build even numbers of Grizzlies and Prisms, leave
any
Mirage Tanks you built at your base to help deal with any paratroopers you
may encounter. Now, start transporting the Infantry over. Land them, deploy
the GIs and take care of any tanks that are here, they should also distract
the Tesla Coils, while your SEALs blow them up, aswell as a second reactor.
While this is busy, start moving your Transports in, escorted by all your
destroyers and Dolphins, bring in some Carriers to help take care of any
forces in range. Destroy the Naval Yard as fast as you can. There'll be a
lot
of Squids in the water so keep your Hover Craft clear, using your Dolphins
to
systematically kill them. Once this is done, land your tanks, and start
assaulting the Nuclear Silo base. Destroy all three of them, using your
Prism
Tanks. You'll get a message from Premier Romanov, he's about to fire his
missiles at you, but then he realizes that something's wrong, the silos seem
to be disabled, he has no more controls for them, he can't acitvate his
missiles! An emotional scene to say the least, HEHEHEHEHEHEHEHEHE!
He tries to convince you that "YOU WILL BE CRUSHED!!!!!!!". Ignore him,
don't let it get to you, please don't. If you do, you'll certainly fail the
last, and
sometimes IRRITATINGLY hard mission to give a very acurate strategy for.
MISSION ACOMPLISHED8!!!!
Mission 12: Chrono Storm.
--------------------------
Briefing: After General Carville's death, it is up to you to take us to
victory
commander. The Soviets are doomed to lose this war, and still they won't
give up. Einstein has given us the ability to push right into Moscow without
any oposition the enemy's might give us. You, Commander, will have a small
SEAL team at your disposal. Find a good opening for our Chronosphere to
teleport in new reinforcements. Once they arrive, build a base inside
Moscow and destroy the Soviets from the inside out. Beware that they have
Nuclear warheads locked onto you. Be cautious in your strategy. Leave
nothing of the Soviet army standing, and infiltrate the Kremlin. Once Tanya
is inside, she'll find and capture Romanov himself, which will end this
bloody
and vicious war. It didn't look good in the beginning commander, but our
citizens will finally be safe.
Main Objective: Destroy the Soviet Black Elite Guard around the Kremlin.
Capture Premier Romanov.
Walkthrough:
This is the mission where I actually felt really bound to my orders. I said
to
myself "Now I'm going to kill the Soviet Union! THIS IS FOR GENERAL
CARVILLE!!" It was the first time I really felt that in a game, really! The
memorial service helped a lot to the feeling, it really told me, that those
bastards killed the guy that I actually liked the most in this game, and
that
I
would pay back a personal det to him. Okay, so this mission isn't exactly
that
hard, but it could give you people a hard time, so here's the strategy that
I
used, and I actually won with it!
Okay, so just to tell you, you do NOT have to engage the normal Apocalypse
tanks, only those with Elite status! That said, let's get on with the
killing.
An
airplane will come in and drop off 3 Navy SEALs. Kill the Soviet Conscripts
who will attack you. Blow up the Tesla Reactor to shut down all the Tesla
Coils here and there. Chronosphere reinforcement will chronoshift in, with a
ton of IFVs and an MCV. Destroy all the offline buildings with the SEALs and
the IFVs (shoot the Oil Barrels!). Also, I'd recomend for you angry players
to
destroy the Soviet flags aswell. I felt a little better when I did that.
Now,
while
your units are busy destroying things, start setting up your base. Build a
Power Plant, a Refinery, a Barracks and about 60 GIs. Use a SEAL to shott
some Oil barrles to free GIs and a few Engineers. Capture Oil Derricks with
them. Train more Engineers to capture the remaining 2 OIl Derricks. Once
you have them, fortify the first 30 GIs into the bunkers you have in your
base.
The rest of them should stay deployed. Build a War Factory and some extra
Chrono Miners. Don't worry about Chrono Miners too much, as the Oil
Derricks will give you a lot of cash. Build 7 Air Force Command HQs, that's
right! SEVEN!!! You'll see some other Oil Derricks too, they aren't far from
your current position, so capture them and place 1 or 2 PillBoxes by each.
Also, you should find an Airport somewhere. Capture it and place some
defenses. Now, build a Battle Lab, Ore Purifier and a Spy Satelite uplink.
Also, if the enemy manages to snatch a Nuke off already, brace for impact,
if
he didn't, build a 2nd War Factory and place it somewhere else. Also, you
should make sure that the War Factory isn't around important buildings or
something, if this is the case, sell it off and build it somewhere else. The
enemy AI should always target a War Factory of yours, and you don't want to
slow down unit production. Build about 8 Mirage Tanks, because the first
waves of enemy attack are very heavy, and if you don't have enough tanks
killing units, you'll die anyway. Also, after the first wave of tanks, the
enemy
will start sending Terror Drones 'till he gets sick of them. Teh Mirage
tanks
will take care of them nicely. However, there is one thing that you must be
careful of. The enemy usually sends groups of 4 Terror Drones to your base.
Now here's the problem. He can make Terror Drones invincible with his Iron
Curtain device. This means that they will make your life worse then it
should
be. I'd say, move your Mirage tanks into trees and build a bunch of Prism
Towers, we'll need them later. Once the Iron curtain wears off, detsroy the
Drones. Now, build 28 Harriers, so that your Air Force Command HQs are
stocked up. Now, target the Nucleear Missile Silo, and blow it to
smithereens. Once he's out of the way, get back all Harriers that are still
alive. If you somehow screwed up and the silo still lives, rebuiuld your
Harriers and stand by a moment. Build a Weather Control device. Once you
do this, you'll get word from Eistein explaining what these are. While you
are
building this thing, look at the map. You'll see certainly two completely
undefended Nuclear Reactors. Split up all your Harriers into two groups, and
destroy them both. Once this is done, start building more tanks for
defensive
means. Gather all your Prism Tanks, and get some Mirage Tanks with them.
There are 2 small bases not too far from you. Demolish/weaken them
severely, so that they won't pose any threat anymore, it will be much easier
this way. Once your first Weather Storm is ready, target one of the War
Factories that are on this map, and blow it up. I'd say going for the one
next
to the Kremlin first. Once you destroy them both, you may be sure that there
will be no more Terror Drone assaults (for some odd reason, the ore miners
of the Soviets take ore, but the enemy doesn't rebuild his structures
hehehehe). Now, gather all your fighters and strike the Iron Curtain, he's
not
using it anymore anyway. Once that is out of the way, you can see what's
next. If you couldn't destroy the Nuke Silo somehow, do it now, by launching
a Lightning Storm first, and completely destroying it with air planes. If
you
already did destroy it (which shouldn't have been too difficult), target
their
Construction Yard. Once thatis destroyed, rebuild any destroyed Harriers,
let
the rest reload, and go for the two more defended Nuclear Reacotrs. Right
about now, the black elite guard should start pushing forward. Build lots of
Grizzlies and Mirage Tanks while they are advancing, and destroy them all!
(you should've already got some skirmishes with some of them, and they
should've been destroyed already). Once all the Black Elite Apocalypse
Tanks are out of the way, power down everything by taretiing the other
Nuclear
Reactors with your Harriers. Once the power is down, move your aircraft in
and destroy the Sentry Guns that are standintg there, aswell as the Flak
Cannons. Once you destroy them, the Black Elite Guard around the
Kremling will be completely destroyed. A bunch of Conscripts will yell out
to
you, saying they will never surender to you. Now follows a nice scene, where
your Prism Tanks demolish buildings pretty fast. Once that scene is over, an
IFV will arrive with Tanya on board. She will move into the Kremlin.
She shoots up some things, and somehow doesn't find Romanov, until she
realizes that Romanov is disguised, hehehehe. Now soldier, it's time to hit
the
shower and get to the President for your congrats!
END OF GAME!
11.1.2: Soviet Walkthrough
---------------------------
Mission 1: Red Dawn.
---------------------
Briefing: Ahhhh, Comrade General! Welcome! join us while the Americans
are still living in peace in Washington DC. If you're still wondering, this
is
our
first target. This invasion was well planned, and will lead us to the
victory,
which should've been in the hands of Stalin, so many years ago. Yet now,
we will prevail. To be fair with you general, Stalin didn't use strategy, he
relied on his brute power to take over complete Europe. Europe is not a
cause of problem here, it is America who is. The Europeans won't just join
in
a war they aren't fighting, the Americans will have to bag for their help,
and
then it will be far too lat! We will have control over most of America,
placing
Psychic Beacons everywhere in the continent. My advisor Yuri, who is the
founder of the Psychic Beacon, will give you these special assignments.
Please note comrade, that you're not alone, fighting on American soil. More
important then you ever will be, is General Vladimir. We have never known
such good strategists. He is all we could hope for. You however, will have
to
prove yourself and to Yuri. This first assignment will be your first test.
Like I
mentioned before, you're traveling right into the heart of the Americans,
Washington DC. Once arriving, you will imediately push forward into the
city,
and destroy the Pentagon. We have dreamed many years of destroying this
wrath. This will be especially a psychological blow to the US military.
Enough
talk comrade, destroy the Pentagon, before I set Vladimir to the task!
Main Objective: Enter Washington DC and destroy the Pentagon at all cost.
Walkthrough:
This is the first mission I played in Red Alert 2, and it was amazingly
easy,
which was a very big surprise to me. You would think that the Pentagon is
better guarded then that. Especially in the final stage, when you even get
tanks! Those Allies don't even have good defenses to slow you down! Oh
well, it's a very fun mission, it's a Soviet mission, which means SHOOT 'EM
UP!
In the introduction, you'll see several planes drop off paratroopers, while
"the
lovely Luitenant" gives you some extra rememorization of what you're
suposed to do: Destroy The Pentagon!
Once the Construction Yard is deployed, start by building a Power Plant.
Your soldiers will shoot up women, men and cars. VERY COOL! There's a
parking lot in this mission, where you can do a lot of shootin'!!! Build a
Refinery and a Barracks. Train about 30 more conscripts (it isn't necesary,
but it's oh so fun!). You can train an Engineer already, you'll need him in
a
next stage of the mission. Move all your Conscripts to the left. After some
more sexy women killin', you'll get a message from Luitenant Zofia,
informing you that enemy GIs have been detected. Well, you shouldn't lose a
single Conscript. Once all those GIs are wasted (there are 2 groups of them,
just to remind you), move further to the left, and a little to the north. If
you
search a little, you'll stumble upon an Allied base; It's a real stupid
thing.
Just
a couple o' GIs and a pillbox or so. And know this. Westwood is so
concerned about you, they send even more paratroopers. Hopefully they'll
get dropped off before the Patriot shoots them down (how about destroying
that thing now?). Now, jsut for fun, buiild another 30 Conscripts at your
base,
and rendezvous at your other people's location. Oh and, you should've
destroyed the base alright! Train another 30 Conscripts, just for fun! Now,
bring all your 30 extra soldiers and your engineer to the rest. You should
get
an annoying message that you have found a destroyed bridge. Don't wait too
long to repair it, it's really annoying to hear Zofia repeat her long
sentance
for
about 10 times! Send the Engineer in the Bridge Control Station, and a
miracle will happen. The bridge will be repaired! Just move your people
across before the bridge changes his mind, LOL! Now, garrison your people
in those buildings here, to take out the Pillboxes to destroy them without
losing anyone, we wouldn't want that right? Go and attack all the GIs that
may be here, and you'll receive a massive reinforcements, which includes
some Engineers. Take the Airport and the Allied barracks, and just for fun,
train as many GIs as you have Conscripts, I'm not joking. Once that is done,
move your LEGION or troops further. If you even manage to get a "mission
failed" message, then I'd advise you to quit trying to waste your time with
Red Alert 2, why even bother playing games, if you can't beat a simple
mission like this one!
Okay, now that we are ready, move everybody across the bridge. You'll
encounter a group of GIs and some Pillboxes. Destroy them all, and open
fire on the Pentagon. And even as we speak, an IMENSE reinforcement
arrives. It holds a lot of conscripts and even tanks! And if you somehow
kill
yourself now, F*CK YOU!
After the Pentagon goes down, it's that for this mission, on to the next
one,
which isn't more difficult than this one, it's actually more fun in my
opinion
anyway.
Mission 2: Hostile Shore.
--------------------------
Briefing: Good work in Washington General. I think you may be a good
adition to our forces. You are however, no oposition to General vladimir's
superiority. But I guess I already told you that. comrade, we have a
situation
at the Florida Coast. We have detected an Allied fleet in that sector. You
must give the Americans the feeling of pain as fast as you can comrade. Do
a shore landing in florida, and wipe the americans from this sector. Don't
be
afraid General, you are not alone on this miission, I'm sending General
vladimir and his fleet with you. General Vladimir himself will be in his
personal Dreadnought, supervising the operation. You must clear out
Constal Defneses so that he can strike to his willing, ohterwise the stupid
americans will pick his rockets out of the sky, and that's not a pretty
sight
when you are so close to winning a war, in fact, America's fait has already
been decided, they will be DESTROYED!
Main Objective: Do a shore lnding, and destroy all Allied Forces in the
area.
Walkthrough:
Okay comrade, this is an easy one! There'll be some defenders at the shore.
Punch your way through them, and a transport should arrive containing your
MCV. Once you have this one, place your base and build everything you
need. Build Tesla Reactors, Barracks, Refinery, War Factory, LOTS of
Rhinos, some Sentry Guns, a Naval Yard, LOTS of submarines. Let your
Rhinos fire at any Destroyers that come in range, also I hope you placed
your Construction Yard far enough, otherwise you'll get shell after shell of
destroyer fire, and that's not a good thing, believe me. You'll get more
Conscripts and tanks, aswell as some submarines. Once this happens,
gather all your Submarines, and sail them around, you will eventually
stumble into a group of Destroyers. If you gathered enough Submarines, you
should be able to destroy them easily. Once the Destroyers are finished,
start moving your Rhinos out of your base, and into the Allied territory.
You
will stumble into a small fortification, which is your only objective
remaining.
There'll be some Pillboxes, some Grizzlies and a group of GIs. Watch out for
the GIs, as they may take care of your tanks quite icely if you don't take
care.
Target the tanks first, then the GIs and lastly the Pillboxes, they won't do
a
lot to your tanks. Try to draw the ground forces away from their base and
out
of the range of the Pillboxes, so that you don't have to take that bit more
fire.
Once this base is destroyed, you should be done with this short and easy
mission!
Mission 3: Big Apple.
----------------------
Briefing: Today General, you will not receive your orders from Premier
Romanov but from me, his advisor Yuri. As you know, our invasion is going
as planned, but the powerful tanks is not all we posess. We have the most
dangerous technology in the world, called "Psychic Technology". It sends
messages to the enemy unit's brain, so that you can take control of them.
Some people, like me, are experts in "mind controlling" people. However, we
think that you have to find something to dominate whole cities, even
continents (while we still not have that technology). Today comrade, you
will
place a Psychic Beacon in New York City, to show the americans the
through meaning of soviet power. There is a slight problem. We will need an
American Battle Lab to finish the job, otherwise, otherwise it is
impossible.
You will infiltrate the already burning city of New York, and you will
capture
an American Battle Lab. After this, you will build and defend a Psychic
Beacon for about 5 minutes, so that the beacon can power up and activate
itself, after which you will have complete control of every civilian/soldier
in
New York City. Get to it comeade, convert the Americans!!!
Main Objective: Build and defend a Psychic Beacon at all cost.
Walkthrough:
You'll receive word from Luitenant Zofia, showing you the location of the
American Battle Lab that we want. There's no hurry, so don't rush it before
you're truly ready. After this, Yuri will bother you, giving you 4 of his
ghay
friends, called Psi Corps Troops. There will be ocasional assaults by Allied
units, so turn them against their American fellows, so that you can build up
forces quicker, it's really handy! You'll notice a few Oil Derricks close to
your
base, capture them to give yoy extra cash. Build Sentry Guns around the
Oil Rigs, so that they will be protected from any harm, especially engineer
attacks. Start pass production of conscripts right now, we want a sizable
force, and you'll see why when the end of the mission kicks in! Start making
Rhino Heavy Tanks as fast as possible as well as extra War Miners ASAP!
Once that's done, prepare your complete tank force, making sure there are
at least 30 tanks. Train an Engineer and make him follow from a safe
distance, while keeping him safe with some conscritps (train them
aditionally). You'll come across some garrisoned buildings, full of GIs.
Target
each building with all your tanks, 'till it blows. Crush the GIs! Move
further
down the road, and destroy the Pillboxes stationed here. You'll see the base
now. Fire your way through the defenders and destroy all the buildings
except for the Battle Lab. Bring in the Engineer and capture the battle Lab,
which will result in a timer starting. You now will have to dfend your bases
from heavy assaults. Place a Barracks next to your Psychic Beacon and
train Flak Troopers and Conscripts. I'd also advice you to make Sentry Guns
and place them here aswell. A lot of Rocketeers and GIs, assisted by some
tanks will attack you. Let the Flak Troopers take care of the Rokceteers
whcih will go smoothly. Once that is done, let them help with the troops
that
give you a hard time. I'd say the infantry, as the Grizzly Battle Tanks
should
be taken care
of by the Rhinos. at your original base, train some more conscripts and more
Rhinos to help out, because there are a lot of Grizzlies coming here. Once
the timer expires all the troops will turn mad and choose to join you, very
nice isn't it? I got to hand it to Yuri, he's a real genious. By the way,
the
mission is acomplished now hehe.
Mission 4: Home Front (man, they have taken that mission title from DS9!!!
DAMN YOU WESTWOOD!!!)
------------------------
Briefing: Comrade, the Koreans have made an unexpected move. We knew
they would be allying themsleves with the Americans, but attacking us in our
own land! This is growing far faster than we thought it would. We have
detected a large fleet of Korean ships moving to Wladivostok. It is our
belief
that they want to destroy the Soviet Union from the inside out. We must not
allow this to happen, at all cost, stop them! They will without a doubt try
to
do
a shore landing, we must destroy their base and wipe them off of Russian
soil. I would've liked to send General Vladimir to do this task, but since
he
is
Warhero, he needs some rest, and is off duty until further notice. You
comrade, will take his job and destroy the Korean forces in the area, good
luck.
Main Objective: Find and destroy the Korean fleet and base completely.
Walkthrough:
Okay, quicly build up your base. Once you have built a War Factory, a
message should come in from Luitenant Zofia, telling you about the new
anti-armor unit, the Terror Drone. These will come in handy later, so train
about 6 of them. Build LOTS of tanks right now, followed by a Naval Yard
and a lot of submarines too. Scout out the map and build a Radar Tower to
get a more clear view of the situation. Once the ten minute counter expires,
Amphibious Tranpsorts will start there landing operation, and a lot of
forces
will start coming your way. Move your tanks forward, pushing back the
invaders taking the Terror Drones with your forces. If you can make it
through fast enough, you will be able to come right on time for the MCV to
land. Send your Terror Drones to attack it, and if you were not too late,
they
will eat it up, and it's almost over for you. If you were too late, don't
worry.
Destroy the humble beginnings of the base, and you'll have the same result.
Now, let your Subs sail out to see where the rest of the fleet is. Once you
have found the destroyers, build a satisfying number of subs and destroy
them! Once the Destroyers are finished, it's mission over for you. Here's an
alternative way for the people who like to do missions slowly:
Set up your base right away. Build defenses as soon as possible. Build
Sentry Guns for the GIs that will come, and use Rhino Heavy Tanks to
defend your base from the Grizzly assaults. Also, it is very important to
have
a bunch of Flak Cannons around. The Black Eagles of the Koreans can
really annoy you. They mostly target your Power Plants, and if you don't
have
air defenses, they will actually destroy them! Okay. Build up your base with
defenses, right? Now, build about 20 Rhino Heavy tanks to be sure the
Grizzlies won't do you any harm. Build about 4 Sentry Guns to the position
the enemy attacks, if you are not sure just build a lot of them around your
base, they aren't too expensive. Once that is done, the ten minute counter
should've expired already, and you'll get a "SAY YOUR PRAYERS" from the
Korean Commander. He's a real lame guy, as he is so stupid thinking that
we are just sitting there doing nothing! Also, a dozen of Terror Drones
wouldn't hurt, they eat through infantry and destroy tanks quite nicely
(well,
that's where they were designed for). Once you have killed off their first
wave
of assaultance, the most noticible thing that they'll do, is send Blakc
Eagles
to attack you. In adition to the Flak Cannons, you can train some Flak
Troopers to help out (if necesary of course). Once this is done, start mass
production of Rhino Heavy Tanks imediately. Once you have an unbeatable
force, move in for the kill. Once that is done, make sure you have a Naval
Yard and start cranking out Submarines. Find and destroy the remenants of
the Korean Fleet, and that's it for this stupid excuse for a mission
(ahem!).
Mission 5: City of Lights.
--------------------------
Briefing: The Western Europeans have allied themselves and they have
gathered their forces at the German-Polish border. It apears they are less
cowardous than we thought. However, they made a big mistake in leaving
the French capitol of Paris undefended, which we will attack without a
doubt.
you will start with a small but effective strike team, which will consist of
Conscripts. Use good strategy to systematically destroy the Allied
defenders.
Secure the whole city, and once that is done, start moving your troops to
the
Pris Eifel Tower. Charge it with Tesla Troopers, and you will have a brand
new Tesla Coil at your disposal. Destroy all the forces in Paris, and show
the
French how we handle our enemies!
Main Objective: Destroy all forces in Paris, and charge up the Pris tower
with
three Tesla Troopers, so that you can help your strike team establish their
goals.
Walkthrough:
You'll start out with a good number of Conscripts. Train about 10 more of
them and join forces with your original group. The first threat that you'll
encounter are a bunch of deployed GIs. Garrison all your soldiers in the
nearby building and waste them. Don't worry, as there are more than enough
buildings to place your people in. Note that your base was attacked in the
first stage of the mission, but the GIs were wasted by a Tesla Coil
(yiihaa!).
Nest target is a bunch of GIs, acompanied by a Pillbox. Destroy both
(shooting the Oil Barrels will help you, force attack on them to make
destrouction even quicker!). If your building gets wasted, change house and
continue the attack. (oh man, I miss my tanks!). Another few road blocks
that
need to be removed, that mostly consist of Pillboxes or GIs, or even some
Grizzly Battle Tanks, which you can even destroy without garrisoning
anything, just to make your Conscripts promoted! You should be able to
secure a passage to an Oil Derrick. Train an Engineer, and capture it. Now
you'll have a steady flow of credits. Garrison about 10 Conscripts in
buildings
by the Oil Derrick, because the AI will destroy it if you don't defend it.
Train a
LOT of Conscripts, about 20-30. You won't be in credit-need, so that
problem si solved anyway. At some point, Crazy Ivan will show up and you'll
be able to train those too. Also train about 10-20 Tesla Troopers and leave
a
few to overpower the Tesla Coil, which will come in handy later. Take the
rest of your troops to join at the last target (near the Oil Derrick).
You'll
come
across more Grizzly Battle Tanks and more Road Blocks! Destroy everything
and make yourself a way to the Eifel Tower. Destroy all nearby direct foes,
and then move in some Tesla Troopers. You'll know if you have not enough,
because a cutscene will show a trooper ordering you to gather Tesla
Troopers to charge up the tower. Once you have the tower, it will start
firing
at any nearby GIs/tanks. Once those are destroyed, pull everything back to
your little foothold. You'll see a bunch of GIs and about 2 or 3 Grizzly
Tanks
attack your base, it all depends on how many units you killed. The
overpowered Tesla Coil will take care nicely of every unit, but if something
actually succeeds in destroying it, kill them with your Tesla Troopers and
backup Conscripts. Once you have destroyed all Allied forces in paris, the
mission will end!
Romanov looks a little ill if you ask me, I'd advise some bedrest
hehehehehehehehe. MAN! I really get the creeps of Yuri, I'd really like to
put
a bullet in his F*CKIN' head!
Mission 6: Sub-Devide.
-----------------------
Briefing: The Americans are bagging for mercy, as if we don't know they are
stupid cowards, who will strike us if we grant them only a little bit of
breevingroom. The Allies are desperately trying to sort things together, as
their European allies are a little crippled at this moment, after our recent
assault on Paris. We can still expect heavy resistance from Korea though,
so stay alert.
Today, you will have to destroy a fleet, stationed here in Pearl Harbor. We
will do a shorelanding and build up our own navy, afterwhich we will destroy
the Americans in their own wellknown harbor.
Main Objective: Destroy the Allied fleet at Pearl Harbor, and watch out for
any Korean interventions.
Walkthrough:
Saw those Apocalypse Tanks on the bridge in the scene? I only wished that
they didn't stop the program! Seeing that helicopter go down with a few SAM
hits from the tanks, would be real cool! Well yeah, shame for the violence-
limits. Now, on with the mission, which is kind of easy. First off, look at
the
opening scene, where a bunch of transports come in to deliver the lead
onboard. Some Conscript and stuff, together with an MCV. Deploy it and
start building Tesla Reactor, Refinery, Barracks, Radar Tower, some Tesla
Coils for defense. Since the last few missions, I really realized how good
those overpowered Tesla Coils are. Train a bunch of Tesla Troopers.
Overpower all the Tesla Coils that you build, aswell as building some extra
Tesla Reactors. If you want, you can overpower these Reactors aswell, to
make sure that you can place some more Tesla Coils without having to build
more of those reactors. Now, build a Naval Yard, followed by a ton of
Submarines. I'd say about 10 in the first stages will do. You might aswell
build a few Sea Scorpions to quilcy scout out things. Once you have some
recon data on the enemy base and fleet, sail around some more. Eventually,
you'll get a Dreadnought reinforcements, consisting of two of these
behemoths! Build some more Dreadnoughts, we'll use them later. From this
mission on, the Allies can build their feared Prism Towers. It is best to
stay
out of range and bombard with your Dreadnoughts. Although there are one
or two Cruisers in the emidiater area, together with some Patriot Missile
Systems, one or two, or even more missiles will get through. they will
destroy
the Prism Towers without problem. Cover your Dreadnoughts with your subs
and Scorpions to defend against Carriers and Destroyers. The Korean
reinforcements should start to arrive about now, so start attacking them.
They consist of some Destroyers and 2 Carriers. Take out the Destroyers
first, together with your Dreadnoughts, start bombarding the Carriers.
Destroy the whole fleet, and if it somehow doesn't work out, build more subs
to finish off the job. This fleet is nothing compared to the complete Allied
fleet at their base, so don't just feel good once you destroy the Korean
fleet!
Also, keep some Scorpions around at all times, because they will destroy all
the enemy hornets (or at least most of them), so that your bigger ships
together with your subs won't be harmed. Now, build a War Factory, we're
going to do this my way! Build about 30 Rhino Heavy Tanks. Build 6
Amphibious Transports. Also, build one more transport, five Flak Tracks,
and put them full of infantry. Stock up the Transport with everything that
wants to enter it. Now, sail over everything, making sure the Prism Towers
are destroyed. Avoid all ships and land your troops on the shore. Destroy
all
Pillboxes and Patriots, and let your Dreadnoughts help in destruction.
Destroy all the units. Iredicate the whole base, take everything that
remains
back to your home base. Now that we won't have to worry about any shore
defenses, start firing your dreadnought missiles at the ships. Build a lot
more
subs if you want, because we'll need them in a minute or two. Move your
subs to all the cruisers and destroy them systematically. Once they are
destroyed, let your Dreadnoughts do their magic. Let your Scormions destroy
all attacking Hornets, or they'll mess up your Dreadnoughts, and, if they
can
detect them, your subs. Once you have destroyed all the ships that form the
Allied fleet, the mission will be acomplished!!! Also, there is a money
crate
hidden in the waters, it might com in handy, especially when you're starting
pumping out tanks and stuff!
Mission 7: Chrono Defense.
---------------------------
Briefing: Even as our victory is coming nearer and nearer, Premier Romanov
has fallen ill, and has turned over command to his advisor Yuri. Not
everybody is so happy about that, but it will have to do for the moment.
Yuri's
intel has become aware of Einstein's development project on the
Chronosphere. It appears that a first Chronosphere is already constructed,
before we could harm it. We have localized the Chronosphere's first target,
it
is in the Russians mountains of Ural. There's a small village nearby. Our
main new research project is being completed there, the new Apocalypse
Assault Tank. This is the most powerful and unstopable tank in the whole
world. We can not allow to lose this research data, which will be vital in
making our war effort much easier. Also, Einstein has been working on the
new Allied tank, the Prism Tank. You are no doubtly familiar with the Prism
Tower, which you have experienced in your last mission. You must not allow
these Prism Tanks to destroy our Battle Lab in the area, or we will be
doomed (especially if Einstein builds any more of this stuff). You, General,
are being sent to the region and you will defend against all teleported
attacks
from the Allies. Good luck!
Main Objective: Defend your Battle Lab at all cost, from all kinds of
chronoshifted Allied Attacks.
Walkthrough:
Start off building Refinery, Radar Tower and a Barracks. First thing to do,
is
to build some Tesla Coils and overload them. Build more Tesla Reactors if
necesary. Once that is done, start training a lot of Conscripts, and build a
War Factory. Start mass production of Apocalypse Tanks. You should get
message that an Allied Propaganda Truck is spreading capitalist information
to the villagers nearby. Now, build two Flak Cannons. The first attack will
arrive now, consisting of some IFVs, GIs and Rocketeers. you should take
care of the IFVs with your Apocalypse Tanks, aswell as the GIs (they
shouldn't form a big threat). The Flak Cannons will take care of the
Rocketeers nicely. If they need some help, let the Apocalypse Tanks fire
their SAMs at them. They can do both jobs simeltaniously, so that's pretty
cool. Roll your tanks a little out of your base, and destroy the truck now,
pick
up the crate it leaves and return to base. The enemy Sniper they sent should
died already, if he didn't, crush him with your tanks (literaly, just to a
force-
move over the Sniper, for those who don't know!). Keep Attack Dogs at your
base at ALL TIMES! The enemy will try to infiltrate them in various
buildings,
your Radar or Power Plants mostly. Build some more Apocalypse Tanks.
The second assault will be a little like the first one, but with no
rocketeers
if I
remember correctly. Also, build aditional Flak units/structures to help in a
few moments. The enemy often sends 4 Harriers to attack you. The assaults
will start to get harder, they'll start to bring in Grizzlies and Prism
Tanks.
Watch out for these, as they can level your structures before you know
where they are! Send a few Apocalypse Tanks to destroy them, and you'll be
fine anyway. Now, you should get a few spare moments! Capture the Oil
Derrick nearby, and destroy a little Allied foothold nearby, it's nothing
heavy,
just let the double-barreled tanks do the job, and you'll be fine. Now, the
last
assaults will start kicking in. A lot of Spies will start to come, but your
dogs
should be able to kill them. Once, my dog attacked him too late! He was just
infiltrating the building when he performed his attack! Weird, but it
happened. Also, more Prism Tanks will start coming, so watch your six
there. Now, it is time to finish this. you'll get notified of the last
Allied
assault
by Luitenant Zofia. More IFVs, Prism Tanks and a Sniper will come in. Kill
them all, and watch as your Attack Dogs jump in the air of joy!!! WE HAVE
WON, WE HAVE WON!
Mission 8: Desecration.
------------------------
Briefing: General, I am sorry to report that Comrade General vladimir has
turned on us. He has killed Premier romanov and has fleed to a for now
unknown place. Oh, wait... We're getting transmission from our intle
officiers.
General Vladimir is belived to be in Washington DC, we belive he is in the
White House, counting his last numbers. You are our only General that we
can count on to do the job, go out there General, destroy the whole city if
you
must, but campture the White House and find General Vladimir. Yuri will
take care of the rest. Now that we've lost Premier Romanov is dead, killed
by the bastard General Vladimir, the difficult falls on Yuri's shoulders, to
lead
the soviet Union to its greatest victory in Soviet history, where Pother
Russia
will take the most of the credit. Oh, wait... receiving transmission from
the
Iraqi General. They say that their special Desolator troops will be at your
disposal in this mission, they will kill all kinds of infantry for you, with
their
radiation spreading weapons, but our uneffected by the radiation
themselves. Use them wisely General, they will be very handy in the heat of
battle. One more thing. It is believed that General Vladimir is trying to
convince american troops to join him and assault you. He does this by using
a Psychic Beacon. Use caution, and destroy it as soon as you can, they
wukk turn against Vladimir, but stay alert, as they may attack you aswell!
Main Objective: Invade Washington and capture the White House.
Walkthrough:
Iemdiately start up your base using the normal techniques. You should be
pretty familiar with the layout of the city (surely if oyou played the
Allied
Campaign), so you won't have too much trouble finding certain things. First
things first. There'll be two waves of enemy Conscripts, brought in by
Vladimir, who seems to be confident that you'll turn against Yuri (well, we
don't have much of a choice for that matter, not yet anyway). Use your
Desolators to kill them off quicly. Now, first thing you'll want to do is to
build a
bunch of Flak Cannons. Once you have both a War Factory and a Battle
Lab, start mass production of the Apocalypse tanks. Vladimir sends
ocasional assaults by V3 Rocket Launchers. The Desolators work very well
against them (which surprised me at first, I didn't know they could kill
them
that quicly). Also, he'll send ocasional assaults by Tesla Troopers and
Attack
dogs. Again, your Desolators in guard mode will toast them, before they can
even get a shot/bite off! Also, a few overloaded Tesla Coils wouldn't hurt,
for
the time when Vladimir's tanks try to punch through. Once you have about 5
Apocalypse Tanks ready for duty, let them destroy the first monument that
you spot, because each time you destroy one, you get a cash bonus from
Moscow! Nice huh? The Washington Monument also holds a promotion
crate. Take it, and your tanks should go veteran. Now, slowly move forward,
pushing through the White House. Also, send a Desolator with them, to
quicly kill off Conscripts and such. You'll come across small footholds,
protected by Sentry Guns. This is a good spot to get some fast promotion.
You should try to get at least 2 Apocalypse Tanks Elite status, as those
extra
cannon shells really hurt the enemies you'll encounter. Your Desolator will
get himself promoted quite quickly, as there are a lot of conscripts to
kill,
aswell as dogs and Tesla Troopers. You should get across more Sentry
Guns. Destroy them systematically, aswell as the few tanks that may be
here. Get yourself some extra promotion. Let the unpromoted tanks attack,
so that they can gain experience (man, this game is getting a little
RPG-ish,
no offense, I love Diablo II! It's just weird for a C&C game). Oh and by the
way, if defense isn't going really slick, just garrison a bunch of
Conscripts
in
the houses by your base. Also, you might want to brake off course and
snatch the few monuments with you, just for the cash and the rest of the
crates that they leave behind. Now, we'll make some preparations for when
the timeis right. Build a Flak Track and a Soviet Engineer, so that you
won't
have to wait until the slowpoke gets to the destination. Put the Engineer in
the track and move him to a safe place. Also, you may have noticed that the
ore fileds are running dry. Once that happens, your War Miner and Vladimir's
one will start shooting at eachother, really funny to see! Okay, time to
move
further. Oh and, if you really want to get your last Veteran Apocalypse
Tanks
that little more points to become elite, target houses and destroy them.
Each
Civilian building is worth 5 points of experience. Now, it's time to move on
to
the dirtier work. MOve your tanks further, acompanied by the Desolator,
unless he died underway hehe. Now, you should eventually come to a group
of GIs starting to attack your tanks, right? Kill the GIs and destroy the
Psychic Beacon, so that Vladimir's threat is finally completely
neutralized...
or almost neutralized. MOve further, and you'll come across another few
Sentry Guns. Do the same, and keep your Desolator away from it. Now, the
heavier things will start coming. enemy tanks will come as you come near
the White House. It is protected by Tesla Coils, so you should watch your
ass. Your Elite Apocalypse Tanks won't have that much trouble with it, it's
just making sure you don't lose them. Once all enemy structures are out of
the way, destroy that annoying War Miner, always shooting at yours! Once it
is dead, claee the imediate area around the White House, and bring in the
Flak Track and unload the Engineer. Direct him into the White House and
the mission is over!!!!!!!!!!
Comrade, don't listen to Yuri's lies! AAAAAAARRRGGHHHH!
Oh man, I wish I could choose which path to folow!
Mission 9: The Fox and the Hound.
----------------------------------
Briefing: General Vladimir has been taken care of, no worries comrade, you
are free of harm. vladimir was almost succesful, with all the support he had
gained. but now, we should return to our business, the thing we were
suposed to do in the first place, tae care of President Dugan. We have been
searching for him a long time, and finally, my sources have pinned him
down. You are to imediately move to Texas. The Alamo is a fortified location
in this town of the state of Texas, you are to infiltrate and mind-control
president Dugan. We will send in heavy infantry assault, but with the new
Prism Tower technology, the Allies may have a little advantage. Therefore, I
send the best of my Psi-Corps Troopers with you, to make sure everything
goes smoothly. I am confident that you will perform your duties splendedly.
Main Objective: Get inside the Alamo and mind-control president Dugan of
America.
Walkthrough:
Well, looks like things don't really go as planned. First, you see a lot of
infantry getting dropped off in front ot the alamo, the Soviets wil try it
this
way, but unfortunately, there are not only Prism Towers. There are a bunch
of SEALs in there, that will kill the Conscripts so fast they don't even
realize
it. In this town, the civilians are armed with very light pistols, Dugan
should've given them at least an M4A1 or an M16, or at least a good pistol,
but this is like the prehistoric version of the Windchester used by the
Cowboy idiots! Of course, you can mind-control them, just have some fun,
they have cool voicelines too. Let's get down to business. First things
first,
you imediately notice an IFV. Take it. Now, you may have noticed that
frontal
assault is lethal, to you that is. So, we'll have to find a sideroute. There
is
one of course, there's just one thing that can fail your mission: DOGS. If a
dog gets to your Psi-Corps Troopers, consider yourself lost. anyways, avoid
getting into the Prism Towers range, and ride around the Alamo, until you
find a Fortress wall. blow that up, and you just found your little
sideroute.
Imediately pull your IFV back. Move your Yuris around until you find a
Barracks guarded by 2 GIs. Mind-control one, and he will kill the other one
(the 2nd GI should've realized too late what was happening, if not mind-
control him). Use the Psychic wave on the GI you mind-controlled. Take the
2 Engineers and capture the Barracks and the Battle Lab. Now, train 15 GIs,
and take them with your Psi Corpses at all time, just to make sure the dogs
or any light resistance that comes to them is killed off. There's one more
thing to do before we take on the Alamo. We need to capture the Airport,
guarded by a few Pillboxes and a Patriot. Take your IFV, and find the tank
and Sniper close to the Airport. Let the Sniper take care of all GIs in the
area. Now, before you continue, there's a little something we need to do.
You can kill all the dogs right now. Another thing you can do, is kill off
all the
SEALs, but I usually keep them alive, to play my sick game... anyways, with
the forces you have right now, move towards the Pillboxes. Your IFV can
take advantageof heights, so it can fire at the Pillox without getting fired
at
itself. Your IFV should be able to destroy at least one of them, the tank
can
take it from there. Once that is done, take care of that Patriot. Now, train
one
Engineer, and make sure he makes it to the Airport. Take it over, and you
have free Conscripts throughout the mission. Now, it is time to make our
first
move. Get rid of the tank you have, we won't be needing him anymore, just
let him get blasted by the Prism Towers. Now, you have 2 free Yuris to use.
Send them to the sideroute you opened. Once a SEAL is in mind-control
range, take him. The other one will see it and will start attacking. If your
SEAL takes the other one out quicker, that's great. If his partner(s) kill
him
earlier, just take SEALs until you have one that is free of enemy attacks.
You
should have killed off the dogs by now right? Now, use the SEAL you have
to destroy all Power Plants you can touch out of the range of towers. All
those structures destroyed, you should have powered down the defenses.
Now, don't destroy them, unless you black out the Alamo completely. If you
do that without destroying all Power Plants, you might end up getting the
rest
of the online again, and we don't want that. Now, the rest of the mission is
just mopping up. If there are any more SEALs, fight some more and mind-
control some more. Once all of them are kiled, get rid of those Secret
Service men. Once that is done, mind-control the President. Also, there is
one thing you must take note of. In the Alamo, there are some more
Grizzlies, but nothing too difficult for your GIs. Use your Conscripts you
have
at the Airport to help out if necesary, but I think that ain't a problem.
Also, if
all your Yuris are full (they are already mind-controlling a unit) and you
want
to get the President quicly, just use the Psychic Wave on the SEAL you have
and you just have got yourself a free Yuri. This mission can be aproached in
a lot of ways, be sure to try your own strategy, I found this a very
interesting
"Secret mission" although I don't like most of them.
Mission 10: Weathered Alliance.
-------------------------------
Briefing: Comrade. i'm glad you were succesful in St. Antonio, the
Americans are now at our grasp. There are only a few more threazts to take
care off. We will start by taking out the most dangerous one imediately. The
new techonology I'm taling about, is the Weather Control Device. It is a
very
complicated device, but very destructive, and when used properly, we might
just lose this war, because of their ability to strike everywhere. =this
Weather
Control Device, can create huge Lightning Storms from nowhere. These
storms are very deadly when used in big cities, and that's just what the
americans hope to do, strike directly in cities like Moscow. You will
swiftly
move with a small taskforce to the allied base in the Virgin Islands.
Beware,
the Allies have a big fleet and are heavily defended. Quicly build a naval
base and destroy the Allied presence. There are a few things you should do
however. To spare us the time to scout the whole area for the Weather
Control Device, you will infiltrate the allied Battle Lab in the area, and
you will
have obtained the location of this monstrous weapon of mass destruction.
Get out there comrade, the Russian people count on you to save their home
land.
Main Objective: Infiltrate the American Battle Lab and destroy the Weather
Control Device.
Walkthrough:
The good thing about this mission is that you can directly punch down a few
Tesla coils, and you'll be happy with those. anyways, find a suitable place
for
your MCV and deploy it. Build a REfinery and a Tesla Coil while you're busy.
Once both are ready, deploy and build 2 Tesla Reactors. Build a Barracks, 3
Flak Cannons, a War Factory, some Rhino Heavy Tanks and a few flak
Tracks wouldn't hurt too. Build another 2 Tesla Coils, giving them some
more power too of course. Now, you should have some spare time to build
units. Train Tesla Troopers to overload the Tesla coils, better more power
than no power right? Now, build a Battle Lab, and now start building a lot
of
Apocalypse Tanks. Build about 15 if you can. Now, the Allies are heavily
fortified, so the first thing you'll want to do, is place some shore
defenses, in
the form of units or structures, it doesn't really matter, now that you have
those Apcalypses, you could just place them there for the moment. Build a
Service Depot and a Naval Yard. Now, start building a lot of subs and some
Sea Scorpions. Once these are built, build about 3 Dreadnoughts. Before I
forget, besure you have at least 5 War Miners working and moreif you wish,
you never have enough cash, especially as soviets. Once you have some
ships, take a Scorpion to your east. Search for a small island with a Tech
Building, it's an Outpost. Captuer that one and place a Refinery there too.
Now, take a Transport and take 2 War Miners to that island, because you
have gems there (more valuable), and it's full of them! You'll now have 3
War Miners at the small island, and 3 War Miners at your original base. You
can set up a Barracks at your Outpost and make some Flak Cannons and
Conscripts +flak Troopers there, to ward off light allied assaults. In fact,
you
can take all your War Miners to this island, because there aren't really big
amounts of resources. for wat you need to be concerned of, there isn't that
much trouble with the allies. They attack sometimes, but not heavy enough
to really trouble you (that was my experience anyway). They will basically
use GIs and tanks at first, but also naval assault can happen, be sure that
you're ready at all cost. The sub/sea scorpion method works more than
wonders here! Just watch out for Dolphins, they can be a pain in the arse to
some players. If you want, you can start building a nuke silo right now, to
take care of the Weather Control Device quicly, or you can do it the hard
way. Now we're going to split up:
1. You take the easy way, and it's quite easy once you've destroyed the
american defenders at the Battle Lab. First things first, make sure you have
a lot of Dreadnoughts and subs +sea scorpion escort; Now, build four
Amphibious Transports and put in those Apocalypse Tanks you readied
earlier, you'll be able to take about 8 with you. Build a fifth transport
and put
Flak Tracks with infantry in them, making sure it has at least one engineer
in
it. Now, start omving your fleet to the enemy island where the Battle Labis
located. There'll be quite a nice amount of sips in there. However, almost
nothing will be able to stop you, due to your perfect balance of ships. Your
Sea Scorpions should just destroy the ASW helicopters when they take off to
attack subs. The Aircraft Carriers won't be able to do anything wrong
aswell,
because their Hornets will be slaughtered like sweet patatoes. Don't bother
targetting any cruisers until everything else is destroyed. Once all ships
are
destroyed, take care of those Naval Yards imediately! Use your
Dreadnoughts to make the destruction quick & heavy. NOw, Take our
Dreadnoughts, andlet them target one defensive structure at once, so that
even those Patriots can't really stop them from destroying the Prism Towers.
However, I'd target the Barracks first. We can't allow them to train too
many
SEALs, the Sea Scorpions can take care of them, but you can also bring a
few squids along if you like, it's all your choice. Anyway, once the
Barracks
and the Prism Towers are destroyed, move in all your Transports,
Apocalypse Tanks first. Let them destroy all enemy units and structures
except for the Battle Lab. Take your Engineer inside the building, and
you'll
get the location of the Weather Control Device. Now, the trick is, that
since
you have built your nuke silo already, the nuke should be ready right now,
so
just target the Weather Control Device and kill it! Mission Acomplished.
(Note: if you can't destroy all the Prism Towers, use V3 rocket Launchers,
protect them well please!)
2. You aren't such a coward to use nukes, you want to sacrifice blood?
That's the spirit, kcik them where it hurts. you shouldn't leave anything
standing. Instead of building a nuke silo, invest in more Apocalypse Tanks
and Dreadnoughts and subs. Try to have at least 20 subs with 10 Sea
Scorpions as escort, and maybe 8 Dreadnoughts or more, it's all up to you.
Just make sure you have enough. Once you are ready, move all your ships
to the enemy fleet. Give some building orders right now. Order 10
Amphibious transports and one Flak Track and Engineer or just the
Engineer. While building is busy, move your ships to the enemy island where
the American Battle Lab is stationed. Keep your Dreadnoughts a little behind
he other vessels. Oh yeah, I would take a few Squids along, not for the
ships
but for the SEALs, Squids love SEALs who dear to swim. Primary target for
your Dreadnoughts is the Naval Base here. Destroy the 2 Naval Yards right
where they are. Any Cruisers in the area will try to hold off your missiles,
but
if you have that many missiles, they don't have a big chance of stopping
them all. I think the best thing to do, is to target Destroyers first, then
Cruisers and just then target the Carriers. With all those Scorpions, the
Carriers shouldn't be able to do any damage to your fleet, so take advantage
fo that. Once all their Naval power has been destroyed here, start the shore
bombardment. Target defenses like Pillboxes and Prism Towers. Take care
of any concentrated infantry with your missiles aswell. Once all defenses
that
pose a threat to ground forces are destroyed, move your transports. Do a
shorelanding and start moving your Apocalypse Tanks in. I'd try and capture
a Barracks first. If you didn't destroy that already, capture it and make
some
more Engieners, and grab the War Factory nearby and the Battle Lab. Your
Apocalypse Tanks will mainly serve as cover against enemy units, they'll
perform that job nicely. Once you've captured everything, place your own
War Factory there. Start cranking out Apocalypse Tanks here, aswell as
some V3 Rocket Launchers. Build some Tesla Coils to ward off imediate
assaults. taht's it for this part of the map. The map should've reshaped to
show the location of the Weather Control Device right? Well, since we don't
have a nuke silo ready yet, it would be suicide to build one, because of
that
Weather Storm. Reinforcements should come from your Naval Yard, os start
pumping out lotsof subs and Scorpions again, and build at least 7 extra
Dreadnoughts. Now, there's an imense Allied Base here, which is another
Naval base. It is heavily fortified, and I found it to be qite suicide to
try a
shore landing with Apocalypse tanks, so we'll just destroy it from the seas.
It
should be to the northern side of the battlefield. Sail everything to that
location and when you arrive, fight off any ships you can see. Once your
Scorpions and Subs are fighting the allied navy, tell your Dreadnoughts to
start attacking the Naval Yard here. Get rid of that (you shouldn't have any
problem with that much Dreadnoughts). Once all the ships are destroyed,
Select your Dreadnoughts and tell them to attack Power Plants. Completely
shut down the darn thing. Once all the Power Plants you can hit are
destroyed, bring in some engineers, and start taking over stuff you can.
Order your ships to move further across the edge of the island you were just
attacking, and scout until you can get rid of that Weather Control Device.
Select all your Dreadnoughts and tell them to all attack the Weather Control
Device at once. That many missiles should be difficult to defend against.
Once the Weather control Device is destroyed, your mission is complete.
Good work Comrade, it is now time to see Yuri in the Kremlin, he has some
special plans for you...
Mission 11: Red Revolution. (I like the sound of that!)
----------------------------
Briefing: Comrade, another terrible tragedy has happened in our war effort.
You were to rendezvous withYuri in the Kremlin, but it would appear that we
are all pawns in Yuris little game. You must at al cost stop him from
deluding
the whole russian population. He has fortified himself in Moscow, with all
the
soldiers there at his command. Moscow is a lot harder to attack than
Washington DC, that was actually destroyed alrready. Yuri has set up
powerul defensive positions, including Tesla Coils and his best tanks. If
you
are to succeed, you will want to use our new developed technology: the
Kirov Airship. It has incredible strength and has an imense payload, but
that
comes at a cost of speed. A small price to pay if well-used... Corade, go to
Moscow, rip through its defenses and DESTROY THE KREMLING. Show
Yuri the Russian rule about trators, burn him alive in the hell of the
Kremlin.
Main Objective: Plain and simple: Destroy the Kremling with Yuri in it of
course.
Walkthrough:
Many people find this the most difficult mission of the Soviet campaign,
some even claim it is the hardest of the game. If perosnally find it not too
hard, there are just a few rules you should take note of:
- If you see a relatively lightly defended installation of the enemy, and
there
are capturable buildings (almost always the case), take it over and place
heavy defenses.
- DO NOT USE THE NUKE SILO. IT IS FAR TOO EXPENSIVE AND
THERE IS HIGH RISK OF BEING KILLED OFF BY THE KIROVS.
- Build a Nuclear Reactor, it will make defending your base a lot cheaper.
- Take Oil Derricks. there's one a few of them in Moscow, just try to hold
them as long as possible.
- In the final assault, use Kirov Airships.
What concerning the enemy resistance? Well, I think they aren't too tough.
There's one very good defensive spot, it's by an Oil Derrick. It has light
defenses and some Tesla Reactors to capture. You can either use an
Apocalypse Rush, but I'd suggest using your Kirovs, so you get that thing
early on and you can start placing defenses right away. Once you have this
installation, place a Barracks in there, train some Tesla Troopers and place
a lot of Tesla Coils. Send some flak Tracks to take out any V3 Rockets that
come your way, and you might consider placing some Flak Cannons too.
Once the Tesla Coils are all online, overload them all with your Tesla
Troopers. This will make your defensive capability even bigger. Once you
have all your main structures up, build the Nuclear Reactor, not the Silo
you
silly! Once you have a Reactor, you won't really have to worry about power
anymore. Once all your territory is heavily defended, build a lot of
Airships.
Build 10 and start building another ten if your fist attack somehow fails.
Just
move forward straight through the Kremlin. Be a little patient, the way is
long
and with Airships you'll do very long before you reach the enemy base. Don't
even think about using a tank rush, all that money will be thrown into the
sewers beneath Moscow (pfffftttiojosqmfoiezahtu, woops sorry). The Kremlin
is an easy target for Kirov Airships, because all structures are. For the
people who are so stubern that they want to nuke the Kremlin, well first off
it
is heavily "armored" because it takes 2 nukes to fully destroy it, and
secondly, Yuri sends constant bombardment with his Kirovs. The only thing
you could possibly do is place so much Flak that the Kirovs just can't get
through. Apocalypse Tanks can ehlp heaps here too, as their missiles are
much more effective against Kirovs than Flak is (just like with the Allies).
Once the nuke silo is ready to place, make sure everything checks out and
all your flak/missiles are in position, then put it down. This is where the
Nuclear Reactor is truly needed, because you can't just waste all that money
on Tesla Reactors, that would be just crazy. Once the first nuke is ready,
FIRE IMEDIATELY! Don't take our time to watch those Zeplins come to you,
just bomb the whole thing! Once done, it's another imensily long 10 minutes
before the mission is over. Just make sure your Missile Silo survives and
you launch the nuke, everything else is put at stake for mother Russia!!!!
That's the hard part about this misison, the rest is just plain and easy.
so, the
main things for this mission are:
- Good defensive power (MOST IMPORTANT!)
- Money to build Kirovs (from the Derricks mostly)
Mission 12: Polar Storm
------------------------
Briefing: The Allies are basically lost. They have lost America to us and
the
only thing that is still a remarkable threat is the Chronosphere in the
Artics.
You are to enter the area and destroy the Allied base, and most importantly
destroy the last Chronosphere, which can send endless reinforcement
around the world. If you fail, the allies can redeploy bases in key
strongholds
around the world and they may pose a threat to the Soviet Union. Destroy
them Comrade, you've shown great effieciency in the filed, and we are sure
you can handle this aswell. Oh yes, and don't worry about Yuri, I think The
Kremlin destroyed, you won't have anymore trouble from this geek...
Main Objective: Destroy the Allied chronosphere in the area.
Walkthrough:
The thing I really like about the Soviet Camaign is that there are so many
naval missions, I only wish the Allies had so many missions, or the Soviets
should've received Kusnetsov Aircraft Carriers or somethin', than they could
launch SU-27s and such... Anyways, this is another "Attack by Navy"
mission, and I LOVE IT! You start with a little the same setup as in mission
10, which means you can build Tesla Coils. Make sure you have a Refinery
and mienr working right away, and then start building your base. Once you
have your War Factory, build some Rhino Heavy Tanks and some Flak
tracks. Also build some Tesla Coils, Conscripts and extra Miners. The allies
will make good use of their Chronosphere, they'll send in small attacks,
including tanks, Rocketeers an Aircraft Carrier, and most deadly in my
opinion, a squad of SEALs. Use a tank to crush them, and make sure you
don't have any valuable structures in the area. you may want to replay this
mission after your first try, so you know where the Allies attack, this time
no
randomness. The Tanks will also take good care of Chronoshifted IFVs.
Once you get a Battle Lab up, start building some Apocalypse Tanks, and
when you have at least 5, you have just assured you have good defense for
the time being. Build a Naval Shipyard and start building subs and Sea
Scorpions. I only wish there was more resistance from the enemy navy, it's
quite flimsy compared to mission 10. You won't need such a big fleet to
destroy the resistance. Bring a few Dreadnoughts along to destroy the Naval
Yards. That's one threat out of the way, now let's see what we can do about
that fortification right here. Build as many Dreadnoughts as your people can
manage. I'd say at least 10, and build more for the future assault on the
Chronosphere. Once your Dreadnoughts are on their way, start mass-
production of Apocalypse Tanks. Don't worry about time here, as long as
your base is secure, you can do anything you want. Once you have a good
amount of apocalypse Tanks, build Transports to carry them over. Once you
can bring over a pack, bring in the Dreadnoughts. Bombard everything in
sight. There'll be a lot of Prism Towers here, so make sure you destroy as
many as you can hit from the shore. Something that I would recommend for
you, is a transport full of V3 Rocket Launchers, and let the transport
return to
pick up some more. They'll help greatly to destroy the enemy Prism towers
without getting in close and personal. I'd bring in a Transport with some
Engineers to capture structures right now. W'll need an outpost here so that
we can attack the enemy with groundforces from here. Be sure to capture
the War Factory, Air Foce command would be nice, and a Barracks too.
Start placing heavy defenses here, and sail over all those a^pcalypse Tanks
right now, we'll need them in a moment. Now, the enemy will send armored
units to attack your outpost (IFVs or something else), but with Apocalypse
Tanks you can't lose at all. Start cranking out Apocalypse tanks and place a
Refinery there if you feel like it. Now, the most important thing to do in
this
mission, is to build a Nuke Silo. Build it right away, build it at your main
base
or outpost, it doesn't really matter, maybe safer in the Main Base. Once
ready, don't stop building tanks and GIs if you have acces to them, they are
great defense units! Once your nuke is ready, wait to fire until you've
confirmed the target. Take your Dreadnoughts and let them go across the
island to find the HEAVILY defended Chronosphere. Oh and btw, there's
also an Airport here that you can capture, and it gives you Kirov
reinforcement, but that all matters what path you take. Anyways, once you've
spotted the enemy defenders, see what your Dreadnoughts can do about
those Prism towers (probably not all that much). If not, shoot the nuke
right
away. I'd target the Patriot missiles right now, and try to destroy as many
as
possible, we'll bombard the Prism towers with our Dreadnoughts. Slowly
move your Apocalypse Tanks forward to the enemy settlement. Destroy any
oposition you may encounter. Once you reach the defenses, stay out of
range for the moment, and see how many Prism Towers are left. If they are
still shere in numbers, wait for your Dreandoughts to inflict more damage,
and once the nuke is ready fir it at the defenders again (the Chronosphere
is
too strong to die from it). The point of this tactic is: Once enough or all
Prism
Towers are destroyed, move in all your tanks and target the Chronosphere
with all your units, it will be destroyed in one big blow! that's it.
However,
there's another way to complete tis mission, and I feel Westwood tries to
influence you to do it that way... Hmmmm. Well , basically it goes like
this:
Do the same as above in the beginning but build 2 Kirov airships aswell.
Once those and all your ships are ready, go and attack the enemy
fortificationn on the shore. Let your Dreadnoughts destroy the Naval Yards
and then target all the Patriot sites that you can hit. We want to make a
passage for our Korvs. Destroy everything that looks like a defensive
structure, and you should get elite Kirovs pretty fast. Once you've cleared
the
enemy defenses, bring in tanks and engineers to capture the base. Place a
REfinery and build miners here (Chrono Miners???) and build more Kirovs,
aswell as a nuke silo. Let your Dreadnoughts take out everything they can
and nuke the Patriots! Go to the Airporton the Island and receive some more
Kirovs. Once most/all of the Patriots are destroyed move in your Kirovs. Let
them destroy all the Prism Towers first, so you get elite Kirovs (for those
who
weren't already) and then target the Chronosphere. With all those bombs, it
won't stand a chance. Voilà! That's it! You've just beaten the Soviet
Campaign! Enjoy your well-earned movies.
Ene Of Walkthrough.
--------------------------------------
11.2. Readers Walkthroughs
---------------------------
11.2.1. Scott Batass Walkthroughs (anybody else interested in joining the
list? I bet you do.)
--------------------------------------
Mission #1
Grab Tanya make her unit 1, kill boats. Duh
Have Tanya help kill the Conscripts. Then have her stand there and kill the
new batch of Conscripts that are being air dropped. Keep the GI's deployed.
After the conscripts are dead make the GI's unit 2 and undeploy them move
Tanya and the GI's to the left, following the bridge. Then have Tanya move
up
and to the right. Help the to GI's by killing the conscripts then move her
up
and to the left. You should find a crate. Grab it. As this is going on, move
your GI's from unit 2 to your 2 new GI's. Make them one unit and move them
up
and to the right till you find a McBuger Kong.
As this is happening move Tanya to the right and up till you find another
crate. Grab it and move to the McBuger Kong.
Have your GI's go into the McBuger Kong, then into the gas station to the
right of it. Leave them there and any conscripts that are air dropped there
will die.
Now have Tanya goto the Fort. As soon as it becomes yours send the attack
dogs to where the Soviets drop there troops, just to make sure your chrono
harvester will not come under attack. Then build a barracks.
When the barracks comes online, train two engineers, then 15 GI's. Have
the
first engineer fix the bridge.
Then move Tanya across and kill any troops in your way. Shoot the barrels,
then move toward the warehouse. Leave the sentry guns alone.
Use Tanya to clean out a path to the Soviet war factory and the bottom left
of the base. Send in your engineer to one of them, take it over.
Use your GI's to kill the V3 rocket launches, all that you can.
After you take over the war factory, build tanks. Use attest 2 to 3 tank and
destroy the guns. When they are gone, kill the last V3, then have Tanya
destroy the base.
#2
Have Tanya kill the conscripts. DO NOT PICK UP THE CRATE!!!!!!
When the rocketeers show up, move them to the far bottom left of the map.
There you will find two more.
Then move them to the top let of the map. Kill the 3 conscripts and the
attack dog. Move Tanya and crew to pick up the crate. It's money.
Move the rocketeers to the top right of the map.
After Tanya and co pick up the crate, move them to the top right of the map.
As they are moving, move the rocketeers down and find an ore patch. Have
them
kill the ore miners there. Then move them down to find some conscripts and
a
tank. Kill them.
Move Tanya to the ore patch, then down to the lake. Do not run it to the
sentry gun. Have her swim across the lake, kill the lone conscript, then
move
her into the base to destroy the flack guns.
After the flack guns are gone, move in the rocketeers to destroy the sentry
guns and guard house. Don't let them shoot the base.
Move in the rest of your troops, and as the engineers are being paradroped,
start taking bake your base.
Build a power plant, 4 chrono mines, and 15 rocketeers.
After the miners are built, start building tanks. Lots of them.
When you have 20-25 tanks, group them into a group and move them move
them
back to the starting point. Grab the crate. Remember to keep building tanks.
:)
Then move the tanks the right. You will find a group of three trucks.
Destroy
them and pick up the crates.
Move them to the right again, up till you get to the far side of the Soviet
base. You should find a group of barrels next to the wall. Stay there.
Move your rocketeers down till you find an ore patch that the Soviets are
using to mine. Kill the miners.
Back to the tanks. Shoot the barrels. Move in and destroy the MCV, them
the
power plants. Then move in your rocketeers and kill everything.
#3
Build a power plant. Garrison the building next to the bridge. Then move the
rest of your GI's to the next bridge and garrison the building next to it.
Build a barracks. Train 3 engineers and fix the three buildings that you
sent
GI's into.
Build an ore refinery, then a war factory. Build 5 chrono harvesters.
As the harvesters are building, train 20 rocketeers. When they are built,
use
them to shoot up anything that comes at you. Build an Airforce Command
Center.
Start building about 25-30 tanks, followed up by 20 IFV's.
As the IFV's are building, train 15 GI's and 5 engineers. Use them to fill
up
your IFV's.
Scout out the Soviet base with the rocketeers. See the Soviet barracks.
When
your ground troops are ready, you need to grab it. All of the other
buildings
would not hurt too.
If you grab the Soviet barracks, train 15 Tesla troops and build 15 IFV's.
Fill the IFV's with the TT's. Otherwise build tanks, lots of them. If you
can
use Soviet tanks do so.
Go past Washington Monument to the red Soviet base. Shoot a path though
to
the Psi Beacon. Kill it. Have fun. :)
#4
Let the Rocketeers destroy the cannons.
Move the Destroyers into the bay to clean out a spot to land your troops. Be
on the look out for subs.
Deploy your Mcv, and use your ground troops to kill anything that shoots at
you.
Try to take over as much of the Soviet stuff as you can. Build as normal,
and
build attest 4 miners.
Now there are two ways two do this.
#1 Build lots of tanks, move over the bridge to the right. You will see the
target. Kill it.
#2 Build Destroyers, go up the river. Kill subs and flack tracks and guns.
Find target. Kill.
Mission #5
Battle Lab part:
Disguise your spies.
Move Tanya up and to the left. BABY STEPS! Let her shot anyone that
comes in
here way. Go as far as the barrels next to the fence with the cows. Save the
cows the go to the right. You will find a farm with barrels next to it. Go
right down and follow the road. After the Tesla Trooper the road will end.
Still go that direction and you will find some GI's.
Go up and follow the terrain till you wind up at a Tesla Coil that you can
destroy by shooting the barrels. Go into the base watch out for Tesla Coils,
and you will end up at another Tesla Coil that you can destroy by shooting
the barrels. Make sure to kill all of the attack dogs. You should have
killed
all of the attack dogs by now, so it is now safe to move your spies into the
base. Move one spy into a Tesla Reactor and then have Tanya destroy the 3
tesla coils at the top of the base. Then do the same again, and destroy the
one at the bottom of the base.
Now before you send your last spy into the Battle Lab, send Tanya to the
barracks at the middle right side of the base. You will see barrels. Shoot
them and then wall through the opening. Follow the path to the south and
you
will run into 2 engineers and some GI's. Have one of the engineers take over
the barracks, the other take over the war factory.
Build 2 more engineers and take over a tesla reactor and an ore refinery.
Then build 2 ore harvesters, then 3 more engineers, then start cranking out
tanks. LOTS OF THEM!
Send spy into battle lab. As Tanya goes through her thing, go down to were
you first started to grab your new set of spies.
Nuke base #1.
After the map resizes, send Tanya up, following the road. Make sure you
disguise your spies as the new area has different color men. Kill everyone
that gets in your path.
After you find the opening and see the Tesla Coils, got to the left
following
the wall of nuke base #1. You will see some barrels. Shoot them. You can
now
go into the base. You will see another tesla coil, but this one has barrels.
There are also barrels next to the wall around the nuke silo. Shoot both. Go
in and destroy the silo. After you know that you have killed all of the
attack dogs in nuke base #1, send in the spies. Take down the power and
destroy the remaining tesla coils. Send in your engineers and take over one
war factory, one barracks, and one ore refinery. Move your tanks up to the
base.
Nuke base #2
Move your tanks up and to the left. There is a road to follow, so that
should
help. You should run into 2 tesla coils at the front of the base. Now take
Tanya and go in the back way. hehehehe. Follow the river down and to the
right, the hug the ridge that the silo is setting on. You should run into a
farm. Follow that path up, kill everyone that gets in your way, and you
should see a fence on you left. Kill the guards and shoot the barrels and
you
will get one grizzly tank at sarge and some more GI's. Then take Tanya to
the
wall and follow it up. Go past the barrels to the opening. Walk in and start
shooting. Now take the grizzly and shoot the barrels. Go in and shoot the
telsa reactor.
Now remember your fleet of Soviet tanks. Move them all in to the base,
destroying all of the tesla coils that get in your way. Go and don't stop
till you shoot the nuke silo.
mission #6
Make sure to move your transports to the back of the Pentagon, and to fix
your base defenses as needed.
Deploy MCV. Build barrack, then ore plant, then war factory, then repair
bay,
then Airforce Command Center. If you feel you must, build a battle lab.
You are going to want to place GI's around the Pentagon. Look at were the
first Soviet attack happened. Place GI's in the hole in the wall they made,
and to the upperleft all the way to the water in a line. You are also going
to want to place them down right from the hole, along the ore patch. This
will stop tanks, infantry, and terror drones. Start small, work your way up.
Also, attack dogs and rocketeers work go as well. The dogs help weed out
the
conscripts and the rocketeers are good for helping to stop tanks and killing
V3's.
Place the GI's from your landing party in the buildings behind the Pentagon.
They will help to stop Soviet forces from getting to you from behind. But it
will not work forever. Add a group of at lest 15 GI's to the back, deployed.
Place power plant along the far right wall going down till you can put
static
defenses in the hole that the Soviets made. You are going to need at lest 3
more Patriots, 4 more pill boxes, and 2 more Prism towers. Place as
needed.
If you can, put a power plant down were you can put pill boxes near the ore
patch. This well help to stop terror drones from getting to your harvesters.
Have your harvesters mine ore from around the Pentagon first. It's easier to
defend them.
When you think you have the Pentagon guarded well, train about 20 GI's
and 1
engineer. Walk them up the coast, till you find a hospital and a bridge.
Have
the GI's deploy at the mouth of the bridge, and take the hospital. Build a
barrack, war factory, and service depot and place them next to it. Build
rocketeers and more GI's to watch the bridge.
When that is over, build about 30 tanks and 15 IFV - GI combos. Kick butt.
You may also want to build 5 IFV- engineer combos. Attack over any of the
bridges, but I find it easier to go to the top one and then attack. Repair
monuments for more money as need. If you can, try to grab a Soviet
barracks
to do the IFV- Tesla Trooper combo, it will make taking out the next base
that much easier. Taking out construction yard, war factory, and barracks
will sometimes make the Soviet force in question quit.
mission #7
Start by building 4 chrono miners, 10 destroyers, and lots of GI. Your going
to need them to the left of your barracks at the foot of the hill to stop
tanks. At the left again of your barracks along the coast to stop them. In
the houses next to your naval yard to stop them. At the ore patch to the
upper right of your naval yard. At the lighthouse on the upper part of you
island. And at the McBuger Kong.
You may need to add 2-3 IFV GI combos to help at the ore patch.
After all of that, train 5 rocketeers to help were needed.
You are going to need to build destroyers fast to stop the Soviet navy.
After
that, build at lest 10 destroyers and 6 Aircraft Carriers. Move them to the
far lower left of the map, then up to the Soviet base. If you are fast, you
can get there before the nuke silo is built.
After the first wave of your navy is up and running, build 2 carriers to
ever
1 destroyer, and set the rally point to the Soviet base.
Take out the nuke silo first with the carriers, having the destroyers attack
any ships that attack you. Then go after it's naval yard, power, and
construction. Take out any mobile flack you can with the destroyers. Then go
after it's barracks, war factory, and second naval yard. If you knock out
all
of those and most of it's power so that it's flack cannons are off line
(look
at the tesla coils ), the computer will fold up shop and quit. You win.
mission #8
Move Tanya and crew down left till you find the Arc. Garrison it.
Move Tanya and the Engineers down left again till you find an ore refinery
and a war factory. Send the engineers in. Going into the war factory will
give you a time bonus. Build 1 chrono miner, 1 IFV, and 2 tanks. Put Tanya
into the IFV.
Move the tanks up right till you get to the back of the stadium. Use them to
destroy at lest one of the Tesla reactors. Use the IFV to kill any troops
that get in your way. Then move it up the side of the stadium till you see
the barrels. Shoot them, then move Tanya in to take out the rest of the
Tesla
reactors. Then after the power is down, destroy the psi thing. Grab crate
and
then send her back into the IFV. Drive the IFV and the tanks back to the
arc,
were there will be tanks, GI's, a MCV, and transports.
Grab the crate in front of the arc, and deploy your MCV.
It's a good idea to sell of the ore refinery and war factory you picked up.
One shoot to the barrels next to them and they are gone.
Build as normal, your know. Power as needed, refinery at lest two, barracks,
war factory two is helpful, Airforce command center, battle lab.
You will need Patriots, pill boxes, and Prism towers. Place them were you
need them. Rocketeers also help, as you can destroy the V3's, and pick off
anything you can with them. I use about 7- 10 of them for this mission.
You will need Prism tanks for this level, and about 20 is a good number to
attack the soviets. After you have that many, go ahead and attack. Make
sure
to use there range to your advantage, and the fact that they can shoot over
walls. That should be about it.
Mission #9
Too me this is one of the most fun of all of the levels. It will teach you
how to use the S.E.A.L.s. When you use them, try to think like them. No less
then 2 in a group, and cover yourself at all times.
Move the 5 seals to the left, so that you can free the local units. Some
GI's
and 2 grizzly tanks. After you do that, a helicopter will show up with 5
engineers in it. Put them back into it. Take one seal and have him watch the
right side of the village, and one of the left, with one watching the back.
Move the tanks to the left. Send two seals and the chopter to the upper left
of the map. There you will find a tech airport. Take it. Move the GI's to it
on deploy them so that no soviet engineers can retake it. The first wave of
airborne you get should also be dropped there. As you are waiting for that,
put one seal into the choper with the 4 engineers and move it the far upper
right, then the lower right of the map.
When you have your second wave of airborne, move the helicopter to the
coast
of the back entrance of the base. Drop off the seal, repack the engineers
and
send the copter back over the water. Drop the airborne next to the seal. You
will use the GI's to take on armored units so that they will not take out
your seal.
Now move the unit up and around following the cliff. You will be able to
sneak the seal into the base around the wall that way. From a safe distance,
shoot the barrels to destroy the telsa reactor and the wall. Then move down
to destroy the next reactor. Watch out for tanks and flack tracks. If they
show up use the GI's to take them out.
Now move up the right side of the base till you find more reactors. Take
them
out.
Now you can go on One of two ways. You can destroy the base with seal, or
you
can take it over. Ether way, use the Blackhawk to take out the sentry guns,
The GI's to take out armored units, and the Seal for troops and buildings.
When you take over the soviet prism tower or destroy them, you will get 2
Seals and 1 engineer airdrop to you. And do not forget to drop your airborne
as soon as you get them.
If you take over the base, I recommend starting with the construction yard.
It's always been easier for me to start there.
Also when the power is out, you can move you other 3 seals and your two
grizzly tanks down to help.
A small note. I know on earlier levels I left out crates. I never need
them.
All of the par times for the walkthroughs so far that I have give you
for me have been no more then half of the time given. Some of the later
missions (10 and 11) were par times at about one forth of the given times.
hehehehe
Mission 10
Start by building an ore refinery, 15 GI's, 5 grizzly tanks, a prism tower,
and move your MCV to Einstein's base.
The Soviets will hit you hard, so use your tanks as needed, deploy GI's as
needed, and build whatever defenses you can. At lest 2 towers, 3 pill boxes,
and 2 Patriots are needed.
After you have fought off the soviet forces, start building chrono miners.
You'll need about 4 or 5. Deploy the MCV next to his base.
You'll want to build your battle lab and ore purifier next to his base. You
may also want to ring his base with power plants, so that you can build
defenses around his base. You may also want to build an ore refinery,
barracks, and war factory at his base. 4 to 6 prism towers at the front, and
a ring of patriots will do the job. If you hit the soviet forces that are
trying to get to his base hard, the cpu will think twice about attacking
back.
When you can, build a spy sat uplink and 4 spies. Look for the base that has
a conscript just standing there, then disguise your men and move in.
Grab money, promotions for the units you build, and the psi commando.
Now for thing on the map that will help you.
Above his base is a tech outpost, above that is a crate with money. You will
need a SEAL to get it.
Below your main base is a burning ore refinery. Send in an engineer to fix
it
and it's yours. It will then spit out a crate. Grab it and it will become a
free chrono miner.
Now you can destroy the soviets in one of two ways.
Way one
Build about 3 to 10 IFV engineer combos. Build 20 to 40 mirage tanks. Goto
one of the soviet bases on the side, and take everything you can.
Have fun rolling over the rest of them with there own units, or any combo of
units you might like to do. Crazy Ivan and the IFV makes nuke demo trucks.
EVIL!
Way two
Build a butt load of prism tanks, and kill kill kill. They should only last
about 10 minutes.
Oh just one more thing. Watch the cinema and take this mission personally.
It
helps.
Mission #11
DO NOT BUILD THE CHRONO SPHERE TILL THE NUKE SILOS COME
ONLINE!!!!!!!!!!!!!!!!!!!!!!!!
Do the following as soon as you can!
Build a barracks and place it next to the ore refinery to the north. Pump
out
1 SEAL and 15 GI's asap!
Build 5 destroyers, and move 2 of your flipper to just below your Airforce
command center.
Build a war factory. As soon as it's up build 5 grizzly tanks, then 5 chrono
miners. When the tanks are up and running, go after the building to the
right
of your ore refinery at your main base and destroy the building that has
soviet conscripts garrisoning it. Then fix it and garrison it your self.
You are also going to want to build 3 to 6 mirage tanks and place them
around
the bridge.
Build at lest 2, I do 3, patriots and place them around your Airforce
command
center.
Move some GI's from you base and place them near your ore refinery in your
main base.
Build GI's at your second barracks, the one to the North, and garrison at
lest three buildings. One near the bridge, and two so that paradroped
soviets
will be killed.
Build 2 prism towers and put them at the ore refinery to the North, facing
the water. They will stop some of the soviet forces attacking you.
Train about 5 or so rocketeers at you main base so you can take on the
dreadnoughts when they come.
Build 1 SEAL and 2 engineers on the north mini base and send them to the
left. You will run into a gem patch. Keep going left and you will find two
tech oil rigs. Use the SEAL to kill any gators that come your way.
Build a third barracks at the ore refinery to the south, the one on the
island. Also build two naval yards to the left of the island ore refinery.
Start building at lest 10 destroyers, 6 aircraft carriers, and 5 SEALS. Also
build 5 GI's to garrison the lighthouse, 10 for the beach, and 5 for the
barracks. Also 1 or 2 SEALS would not hurt. Place 2 partriots, 2 prism
towers, and 3 pill boxes down there.
Build a spy sat uplink and a service depot. When the depot is up and
running,
build 1 MCV, 1 mirage tank, and 1 prism tank.
Hopefully at this point all you have to do is wait for the map to resizes
and
for what's his name to go on about how he will destroy you. What a dumass.
When the map resizes, start building a chronosphere. Then send your navy
to
the bottom right of the map. If you have the spy sat uplink, you will see a
Nuclear reactor. Use your carriers to take it out, and use the flippers,
SEALS, and destroyers to protect them. Start building a large number of
destroyers and carries, one for one, and set the rallypoint for off the
coast
of the soviet base.
Now look to the bottom left of the soviet main base. You will see another
Nuclear reactor, but this one has barrels next to it. Have your aircraft
carriers shoot the barrels. The Nuclear missiles are now off line. :)
Have your carriers take out the soviet naval yards (there are two), then go
after the war factory, ore refineries, tesla reactors, and barracks.
You can chrono shift your MVC in at the far right side, but I normally don't
unless the navy is not doing it's job. I will use SEALS to mop up, with the
carriers to cover them. It's just to much fun.
OK here it goes, the last mission.
I'm going to brake this one down into parts. It's just easier for me to do
it
that way.
Starting out.
Grab the SEAL in the middle as soon as he lands, and send him after the
Tesla
reactor. Let the other two do there thing. When the soviet troops are gone,
use the SEALS the take out the Tesla coils so you have room to build. Free
the troops by shooting the barrels. Send the two engineers in the two of the
tech oil rigs, and send the GI's in the one of the bunkers and the bottom
right of your new base. Deploy the mcv as soon as you can.
Building.
I go power, barracks, refinery, factory, Airforce command center, power,
battle lab, power, ore processor, depot, power, barracks, refinery, factory,
Airforce cc, power, battle lab, depot. Always have two of your main
building,
and always try to have too much power. It helps after the nuke hits. Spread
you buildings out. Remember that you can build off of your tech buildings.
Don't forget to build power plants as needed.
}From the armory tab I go 2 spy sat uplinks, chrono sphere, then weather
control device. I build defenses as needed. Mostly after a nuke attack to
fill in the holes made by the blast or to guard tech or captured buildings
not inside the main base.
}From the barracks, I build 2 engineers to take the oil rigs in the base. I
then start training GI's (about 75 of them) to garrison the bunkers at the
lower part of the base, and the buildings at the openings to the top of the
base. 4 total. I then pump out 7 spies, 4 SEALS, and 10 Rocketeers.
}From the war factory. 5 chrono miners. Then about 15 mirage tanks. Then
1 for
1 mirage/prism. Also a MCV somewhere in there.
Tech buildings other then the 4 oil rigs.
There are tech oil rigs outside of the lower openings to your base. Don't
worry about them yet. Take them after you have destroyed or taken the ore
refineries near them. Build defenses around them so that they are not
retaken
or destroyed by the soviets. See below for recommendations.
There is a tech airport and two more tech oil rigs to the upper right of
your
base. The rigs are side by side, the airport has a sentry gun guarding it.
Grab them as soon as you can, but one at a time. Airport or oil rigs first.
Build your defenses around them fast. I recommend 3 prism towers, 4 pill
boxes, and 2 Patriots. Also garrison the buildings around them, just for
added affect.
There is a tech outpost to the left of your base. Grab it when you are
ready,
but don't compromise your base doing it. Build defenses as above.
In total, there are 8 oil rigs, one outpost, and one airport.
Using the spies.
Send them in to the ore refinery to the bottom left of your base for money,
if there are no attack dogs there.
When your first spy sat uplink is up and running, look at the bottom left of
the map. If you look really hard you will see that there are NO attack dogs
guarding the soviet barrack, factory, Tesla reactors, and battle lab in that
area. Send spies into all of the buildings listed, and have a steady supply
of them going to the Tesla reactors. If you shut down the power, the CPU
cannot use the nuke or Iron Curtain, and there time counters will stop as
long as the power is off. It also helps to have to power off to shut down
the
Tesla coils. duh
Taking over soviet buildings.
I strongly recommend taking as much of the top left mini base and bottom
right mini base as you can. MAKE SURE TO TAKE AND HOLD THE
RADAR!!! This,
with a soviet barracks, will let you train Crazy Ivan's. IFV + Crazy Ivan's
=
Nuke trucks. They will help to soften the soviets up.
If you can, take the construction yard at the mini base at the bottom left
of
the map. You can then build everything but a soviet radar. That is why you
need to take the radar in the top mini base. Without it, no Crazy Ivan's.
Stopping the Nuclear launch clock.
After rolling over the mini base at the top right, send forces to the
Nuclear
reactors to the right side of the map. You will see them if you have a spy
sat uplink, or you can just follow the path. Destroy them. I normally use
Seals for this job. One seal, one reactor. Or you can just take them over
with engineers, just defend them, or they will be retaken from you.
Then the Nuclear reactors at the bottom right of the soviet main base can be
destroyed by sending seals along the right side if the map, and then down
and
around the buildings and warehouses. You can walk one right in and take
out a
reactor. Do this one at a time.
For the two reactors at the left of the main base, use the chrono sphere to
teleport in 3 prism tanks. Take out the one on the left first. If you do it
at a safe distance, you can use them again to take out the other one right
next to it. Also you can use chrono legionaries for the job, or as back up.
Taking out all 6 Nuclear reactors will stop the nuke and iron curtain
clocks,
and shut down the Tesla reactors.
Using the weather control devise.
Use it as you see fit. I normally take out the barracks and war factory to
the left of the Kremlin first.
Using the choro sphere.
After taking out the Nuclear reactors at the left of the main base (see
above), I use it to do surgery on the soviets. SEALs in IVFs, Crazy Ivan's
in
IFV's, prism tanks, Engineers in IFV's, etc. You get the picture. Try to go
for the construction yard at the main base, if you can.
Breaking out if you main base.
Take out the soviet ore refineries at the bottom openings of your base, and
destroy any soviet miners you can. Don't worry to much about the tells coils
at the landmark. If you feel you need to take them out, use prism tanks.
Move to the mini base to your upper right. Take it out or take it over, then
go after the Nuclear reactors as above.
Move over to the mini base and your bottom right. Take it out as you see
fit.
Destroy or takeover.
Then go after the main base.
If you have Yuris or Psi commandos use them to take over what ever you
can.
As above, Ivans in IFVs will help a lot!
The units I normal use are 1 for 1 mirage/prism. Mirage for ground units,
the
Prism for buildings. Engineers in IFVs don't hurt. Use the Blackhawks to
move
your engineers that you want to use to take over buildings. If you can get
soviet troops, Ivan, Yuris, and tesla troops in IFVs will help you a lot.
The
Ivans I have already told you about, Yuris will make an IFV that will do
there psi wave and kill all troops in there way. Tesla troops in an IFV is
always a good idea.
Psi commandos and Yuris are good for taking things over. Like the black
elite
apocalypse tanks. hehe
SEALs will stop troops, but so will tesla troops or Yuris in an IFV.
Watch your harvester closely. If they are under attack, have them go back to
your refinery. They will shift back to them, so that they will be out of
harms way.
11.2.2. Will's Allied Walkthrough
He's back, and he's better than ever, William the I-don't-know-how-maniest,
cough* Anyway here's his Allied walkthrough, with some great tips and
strategies for y'all, hell eh explains nicely how to complete mission 1, so
do read it, or I'll personally deal with you, okay? Here goes:
C&C: RED ALERT 2 STRATEGY GUIDE: ALLIED MISSIONS
BY: WILLIAM LAMAR DeLASHMIT
___________________________________________________________
Mission #1: Lone Guardian
Location: New York City, New York
Briefing: The Soviet Union has invaded America! The Russians have
double-crossed us! They have a fleet of Dreadnoughts attacking the Statue of
Liberty. Use Tanya to blow them down to Davy Jones' grave. Then have her
remake our lost contact with Fort Bradley and clear all soviet forces out of
New York.
Objective #1: Destroy the Dreadnought fleet.
Objective #2: Re-establish lost contact with Fort Bradley.
Objective #3: Destroy the soviet supply base (after finishing objective 2).
Objective #4: Keep Tanya alive.
Walkthrough:
Okay, first thing you do is send Tanya into the water and blow up the
Dreadnought fleet. Next, send her up next to the Statue of Liberty when the
conscripts start parachuting down. Once the conscripts are down Tanya will
probably start shooting them already, so don't worry too much about it. Once
those pesky conscripts are taken care of, on you're radar screen above your
building console you will see part of the black shroud gone and you will see
there a V-3 rocket launcher shoot a rocket at the already beat up Statue of
Liberty and destroy it. I know, I know, you were supposed to save the
statue, but trust me, there isn't a darn thing you can do about it. Then you
will get a transmission from Premier Romanov persuading you to surrender.
Don't pay any attention to him. Once he's done, send Tanya up that walkway
and once you get to the end, go up the road and turn right and you should
see two other of your G.I.'s deployed in the middle of the road shooting at
some conscripts. Have Tanya help your men. Once the conscripts (I hate those
guys don't you?) are taken care of, have Tanya continue on to Fort Bradley
by following your map above your building control area. Once she gets there,
build a barracks and immediately start training an engineer. Once you have
the engineer, send him into one of the repair huts on the bridge at the
bottom of the back of your base. Once the bridge is repaired, build about
10+ G.I.'s and send them along with Tanya down the bridge. Stop near the
end, and have Tanya shoot the barrels. Next, send the G.I.'s down (leave
Tanya where she is for now) and have them destroy the 2 sentry guns. Once
this is done, bring Tanya down and have her destroy the remaining soviet
structures and men (note: you do not have to destroy the V-3 Launchers to
win, although it would be helpful to you). MISSION ACCOMPLISHED!!!!
___________________________________________________________
Mission #2: Eagle Dawn
Location: Colorado Springs, Colorado
Briefing: General Vladimir is sending forces close to the U.S. Air Force
Academy. Too close. Evict the commie's forces from the area and get back
the Air Force Academy chapel.
Objective #1: Recapture our Colorado Springs base and the Air Force Academy
chapel.
Objective #2: Destroy all soviet forces in Colorado Springs.
Objective #3: Keep Tanya alive.
Walkthrough:
Okay, grab Tanya and send her up to the wooden power-up crate across the
road. Have her shoot the conscripts who come up the road. Wait until the
Rocketeers come. Then, send her up the road aways until she gets near the
pond you see on your map. Send her into the pond (she can swim) and have her
swim over to the other edge until you see the conscript outside the base.
Have her shoot him. Then, send her through the opening the conscript was
standing in and order her to blow up the flak cannons only. Then, have her
walk around the base, so as to remove the shroud. You'll get a whole load of
engineers parachute in. Order them into all the buildings (I'd strongly
recommend the chapel and the construction yard first) they can and recapture
them. Next, grab the Rocketeers and have them destroy all the sentry guns
and the gate and the soviet guard shack. You won't have enough engineers, so
grab the 3 you started out with and have them follow the same route as Tanya
(except through the water) up to the base and have them recapture any
remaining buildings. Before your chrono miner starts collecting ore, send
your Rocketeers north-east to the ore field and have them destroy the soviet
miners and the tank and conscripts below the field (note: don't follow the
miners back to their base if any survive, because the commies' have a
healthy amount of flak cannon there). Once all the enemy's (A1) miners have
been destroyed you can send out your miner to the ore field. Once you get
some cash rolling in, I'd recommend building walls (sometimes you can build
more than one bit of wall at a time) where the gaps in the current walls
are, but leave the wall gap where the gate and guard shack were open so your
miner can get through. Also, you should build a couple of pillboxes, one on
each side of the wall gap. While you're at it, it might be wise to build a
few more pillboxes outside the other wall where the gap was, and maybe build
a few more along the back wall. Of course, train these units when you can,
with at least $3,000 still left over of your money. Then, I'd train no less
than about 25+ G.I.'s and scatter them around the base and deploy them. Move
your current Rocketeers nearer to your base, then train about 6+ more
Rocketeers and group them with the rest. Then, select all of the Rocketeers
and move them as far to the top of the map as they can go. Move them along
the top of the map to the far end of it, and then move them down to A1's
base. Order them to destroy the power plants closest to them. Then tell
them to destroy A1's (enemy's) construction yard. Then destroy the barracks.
Then send them northwest a few yards to the walled off power plants and
destroy them. Good. Now A1's flak cannons are off-line. Have the rocketeers
kill some of the tanks and conscripts and then the ore refineries and the
war factory and the off-line flak cannons. You'll get a whole load of elite
(promoted) G.I.'s parachute in (about 20 or so) then use them to destroy any
remaining enemy stuff. MISSION ACCOMPLISHED!!!!
___________________________________________________________
Mission #3: Hail to the Chief
Location: Washington, D.C.
Briefing: The soviet's Psychic Corps led by Yuri have invented a Psychic
Beacon, a device which can take over the minds of anything and anyone in a
wide radius. They have used it on President Dugan and General Carville. They
have deployed it in Washington, D.C. The only way we can save them is by
destroying the Beacon.
Objective #1: Destroy the Psychic Beacon next to the White House.
Walkthrough:
Okay, if you do this mission like I tell you to, you should win fairly
quickly. Build up your base. Build an ore refinery. Then, build a barracks
(if you don't have one already) and train a whole lot of G.I.'s and deploy
half of them along the front of your base, and take the other half and
garrison them in the two buildings outside the base. Take the G.I.'s you
started out with and send them to different sides of your base and deploy
them there. Build at least 2 Air Force Command Centers (AFCC's) and build 8
(if you have 2 AFCC's) Harriers. Build the AFCC's next to each other. When
you see the gold square appear at the top of the small map, immediately
select all of your Harriers and click on the middle of the gold square.
Don't click anywhere else while the Harriers are going to where the gold
square is. Under the shroud under the gold square is the Psychic Beacon.
Once the Harriers get there, order them to attack the beacon. All of them
together should destroy it. You will hear your men cheering, then the screen
will whip over to the White House and you will see two secret service guys
come out and a Night Hawk helicopter land next to the White House and then
you will see the president come out and you will get a transmission from him
thanking you. Good job today, commander, MISSION ACCOMPLISHED!!!!!
___________________________________________________________
Mission #4: Last Chance
Location: Chicago, Illinois
Briefing: The soviets have taken their psychic technology to the final step,
the Psychic Amplifier. Intelligence reports state that this device, when
deployed can have the same effect as the Psychic Beacon, only instead of
taking over a city, the Amplifier can take over roughly the entire country.
We believe that they have set up this device somewhere in Chicago. Force a
landing from our Canadian base and set up a base in Chicago and destroy that
Amplifier at all costs!
Objective #1: Make an amphibious landing in Chicago and establish a base.
Objective #2: Destroy the Psychic Amplifier before it comes on-line.
Walkthrough:
Okay, I think I remember how you do this one. Let your Rocketeers destroy
the Grand Cannons at the mouth of the harbor. Wait until you get the 4
reinforcement destroyers and then send them all up to the soviet naval yard
and destroy it and any ships that might attack you. Also, clear out anything
in your range on land. Once that is done, select all your amphibious
transports and send them up to where you cleared out stuff. Click the little
four-arrowed button on the advanced command bar at the bottom of your screen
to unload all the transports. Select the MCV. Move it into open ground if it
isn't already and deploy it there. Send away all your transports. Build your
base. By the time you have your construction yard up, you should receive a
countdown from Lieutenant Eva until the Amplifier is on-line. You see it
will come on-line in about 45 minutes, so there's no time to lose! Start
building stuff! Once you get your war factory up, crank out a couple of
chrono miners and send them into the ore field. You should see enemy miners
in your ore field at some point soon. Send up your Rocketeers (who should
still be down where the Grand Cannons used to be) to destroy the A1 (enemy)
miners, but don't follow it back to its base if it lives. Build 3 Air Force
Command Centers (AFCC's). Build 12 Harriers when you have the money, but
don't build all 12 at the same time, just when you have the money. Once all
12 are built, select them all and send them up way north into the black
shroud. You can tell if you've found the amplifier because it looks just
like the Psychic Beacon, only taller. Once you've found it, immediately
attack it. Once it's blown up, you will receive a transmission from General
Vladimir, sounding very angry. He will immediately build a Nuclear Missile
Silo, and you will see it pop up where the Psychic Amplifier used to be. He
will launch the nuke at Chicago, completely destroying it. You will still
win, but lose Chicago. We know you did your best, commander. MISSION
ACCOMPLISHED!!!!
___________________________________________________________
Mission #5: Dark Night
Location: Polish/German border
Briefing: Commander, President Dugan and the European Council have been
discussing the possibility of an aid package for America, where we would
exchange the services of Agent Tanya for men, weapons, tanks and supplies
from our European allies, but in order for this to happen, we will have to
send in Tanya to the border between Germany and Poland to blow up the
Nuclear Missile Silos Premier Romanov has put there. The British will give
you some of their spies to aid Tanya in neutralizing this nuclear threat.
Objective #1: Get a spy into the soviet battle lab.
Objective #2: Destroy the 2 Nuclear Missile Silos.
Objective #3: Keep Tanya alive.
Walkthrough:
All right, once the spies come, put the G.I.'s in the tent. Scroll down the
screen until you see the conscripts. Select all your spies and click on a
conscript. Now all your spies are disguised as conscripts. Now be careful,
the soviets have a few attack dogs at their bases, but they shouldn't be too
much of a problem if you do this mission like I tell you to. Select Tanya
and send her up north a few yards until she comes across the conscripts and
tell her to kill them. Send her west a little bit until she sees a conscript
outside a farm. Tell Tanya to shoot the conscript and then order her to
shoot the barrels outside the farm to free 3 bovine (cows). The cows will be
helpful to you. Send them up into the soviet base (the soviets won't shoot
them) and have them walk around the base to remove the shroud. Now, send
Tanya up into the bushes nearer the soviet base (but out of range of the
Tesla Coils) and have her shoot the patrolling Tesla trooper and attack dogs
once they walk near her. Then quickly send a disguised spy past the Tesla
Coils and into one of the Tesla reactors near the entrance he came through.
Once the power is off, immediately send Tanya over and have her plant a C4
on each Tesla Coil. Send her into the base and have her destroy anything
that does or doesn't attack her (note: the soviets have no tanks or armored
units on this mission, so it's easier for you), except for the battle lab.
Once everything besides the battle lab is destroyed, send another spy up and
into the battle lab. Lieutenant Eva will adjust your radar map so you can
see where the nuke silos are. Once you see a conscript in a new colored
uniform, change your spy to look like him. You'll always want to change the
spy's appearance to look like a soldier of each new colored base you come
across. Send Tanya and the last spy north to the bridge. Send Tanya into
the water on your left hand side of the bridge and have her shoot the
barrels and then send her through the gap the barrels made and have her kill
anything that attacks her. Then, take the spy and send him into a Tesla
reactor (more spies will return to the original drop point, so don't worry
about losing any). Have Tanya blow up the Tesla Coils and kill all the
soviet infantry. Send her back up to where the Nuclear Missile Silo is and
have her move away from the barrels and tell her to shoot them. Now she can
go and blow up the silo -- do so! Scratch 1 silo off your list! Have Tanya
blow the rest of the base, then have her shoot the barrels to get through
the wall. Grab your 3 reinforcement spies and send them up to where Tanya is
and then grab your 3 cows and send them up to where the next silo is marked
on the radar map and have them walk around that whole base area to remove
the shroud. Select Tanya and the spies and send them up near the building
near the newly shown base. Wait for Tanya to get to full health (if she
isn't already) and then order her over to the west and own and blow up that
Tesla Coil (she'll be down to half health, so send her back to the spies
darn quick so the other coil doesn't fry her) and let her get back to full
health before attacking the other one. Once the 2nd coil is destroyed, send
Tanya back up to get to full health and then back down and kill the attack
dogs and conscripts up at the entrance. Grab the spies and send them down
near the barracks. Send Tanya to blow up the power plants out of Tesla Coil
range and then down the bottom entrance and kill off the infantry. Send her
down where the barrels outside the fenced off area are and have her shoot
the barrels to free the G.I.'s and tank. Send the G.I.'s and tank up to
destroy the Tesla Coils and power plants. Then send a spy into a power
plant. Send Tanya over to the Nuclear Missile Silo and blow it up.
Congratulations, you've saved Europe, commander. MISSION ACCOMPLISHED!!!!
___________________________________________________________
Mission #6: Liberty
Location: Washington, D.C.
Briefing: Commander, it's high time we take back Washington. Let's not spend
too much time up in Canada. If we can take back the capitol, maybe we can
turn the tide of this war. Dr. Albert Einstein has given us the ability to
build his Prism Tower, a device that shoots deadly laser-like beams of light
at a given target. Use them to your advantage. Good luck, commander.
Objective #1: Assume command of the allied forces at the Pentagon and defend
it at all costs.
Objective #2: Destroy all soviet forces in Washington, D.C.
Walkthrough:
All right, there's already a whole bunch of Prism Towers around the
Pentagon, so don't worry too much about defenses. Once the transports come
and drop of your MCV, send it over to the wall gap (bottom, west part) and
deploy it there. After the power plant, build an ore refinery then a
barracks. Put the barracks right next to the Pentagon. The commies (soviets)
will attack fairly heavily each time, but the Prism Towers will make short
work of any attack. Don't forget to keep repairing damaged Prism Towers. I
can't stress that point enough! Build a couple of power plants, a war
factory and an Air Force Command Center (AFCC). Build another chrono miner
to help get more cash in. Send your miners into the ore fields next to the
Pentagon (bottom, east and west). Build a battle lab. Place it next to the
Pentagon (north-west side). When you have the money (with at least $4,000
left over), build 4 more AFCC's. And when you have the money again ($4,000
left over still), build 20 Harriers. Build a few Prism Towers around where
your base is. Build a few Patriot Missile Systems (because the commies will
attack with V-3 Launchers off and on) and spread them out around the
Pentagon. Also, you should take some of your G.I.'s and garrison them in
different sections of it. Take half of your Harriers and order them to
attack the brown guy's construction yard. If any get shot down, hopefully
you will be able to replace dead ones. Take 6 others and have them attack
the war factory. Take 4 and order them to attack the barracks. If the
other 10 are fully recovered, have them attack the rest of the base, and so
on. Have some fly up north and west to expose the red guy's base. Send
those Harriers back to the AFCC's. Keep on flying sorties (missions executed
by fighters) to the red base and destroying it using the method mentioned in
fighting the brown guy. Once I was finished, there was just an engineer
running around an empty bunker. Send up a single Harrier to finish him off.
Good work, commander, we have taken back Washington, D.C. MISSION
ACCOMPLISHED!!!!
___________________________________________________________
Mission #7: Deep Sea
Location: Pearl Harbor, Hawaii
Briefing: Well, the good news is that we have gotten back Washington, the
bad news is that General Vladimir is bringing his fleet to Pearl Harbor in
an attempt to take Hawaii. He must not succeed! Destroy his fleet, and we
won't have to worry about any soviet attacks from the Pacific. Take command
of our base near the USS. Arizona memorial and give Vladimir a genuine
aloha. Secure Hawaii and good luck, commander.
Objective #1: Destroy all soviet forces around Pearl Harbor.
Walkthrough:
Okay, crank out as many destroyers as you can before the soviet fleet
arrives. When the Russians attack, use your Aegis Cruisers to take care of
the Dreadnought's missiles. Use your aircraft carriers and destroyers to
take care of the ships. While all this is going on, build what you need to
get to build Prism Towers. When you have the money, build Prism Towers all
around your base. That should take care of what tries to attack you. Build
some G.I.'s and garrison them in the houses north of your base. The
beginning of this mission is pretty hectic, but after you destroy the part
of the fleet that tries to attack you, all they will attack you with is just
a few parachuting conscripts off and on. Build an amphibious transport and
put an engineer and 6 attack dogs in it and send it up north to the airport.
Unload the transport and use the engineer to capture the airport and the
attack dogs to defend it. After a while once you get some really good cash
coming in (I'd recommend you direct the miners as to what ore fields they go
to, but bring them back to safety whenever the Russians attack) start
building 18 Grizzly tanks when ever you have the cash (with at least $20,000
left over because all the stuff I'm going to tell you to build is going to
cost well over $10,000). Near where your tanks are, drop at least 10 drops
worth of G.I.'s while you are building some tanks. Build 8 aircraft
carriers, 12 destroyers, and 3 Aegis Cruisers when you have the money. Build
as many amphibious transports as you need (when you have the money) and put
your G.I.'s and tanks in them (put just tanks in the transports you need for
the tanks, do the same with the G.I.'s). Take every single ship you have
(except for the transports) and have them follow the route the soviet ships
came by, up northwest to the island the soviets have their base on. Kill
all ships that attack you and then take out their flak cannons and sentry
guns and whatever you can on land. Once you do, select all your transports
and send them up to the soviet base. Once they get there, unload them all
and destroy everything. Good job, commander, you've successfully defended
Hawaii and crippled General Vladimir's fleet. MISSION ACCOMPLISHED!!!!
___________________________________________________________
Mission #8: Free Gateway
Location: St. Louis, Missouri
Briefing: Commander, the heart of Missouri has become a major supply and
military area, and we would be in very bad shape without it. The soviets
have used their Psychic Beacon on the citizens of St. Louis to make them
their soldiers. Use agent Tanya and her strike team to destroy the Psychic
Beacon and make sure St. Louis stays in our control. Good luck.
Objective #1: Destroy the Psychic Beacon.
Objective #2: Destroy all soviet forces in St. Louis.
Objective #3: Keep Tanya alive.
Walkthrough:
Okay, once you get Tanya and the team of men, select them all and send them
up the highway bridge and kill anything they come across on it. Once they
get to the part of the highway that goes down by the hospital, send Tanya
over and kill the guy outside the walls around the stadium and leave all
your other men by the hospital for now. Send her up the northeast part of
the road and have her shoot the conscripts and barrels at the top of the
walls. Now send her over and blow up the Tesla reactors to the north.
Hopefully the Tesla Coils around the Psychic Beacon will be off-line. Send
her over and blow up the Beacon and then the 2 Tesla Coils around it. You
should see a bunch of amphibious transports come and drop off an MCV, some
G.I.'s, a few engineers, and some Prism tanks. Send Tanya down and put her
in an empty transport, then send it back to the middle of the river. Wait
for Lieutenant Eva to finish telling you about the Prism tanks, then deploy
your MCV real near the arch. Build a barracks and train 2 engineers and send
them down to the south-western corner of the map and have one capture the
ore refinery and have the other one capture the war factory. Build another
ore refinery and another war factory next to your main base and build
another chrono miner for the southern refinery. Build an AFCC and a battle
lab. Build some Prism Towers around each base and garrison a bunch of G.I.'s
in the arch. Make your southern base's war factory the primary one by
selecting it and clicking the four gold arrows. Once you get some good cash
coming in, build 20 Prism tanks and send them around the soviets base
destroying everything. Leave nothing left of the soviets. Good job,
commander, we've kept St. Louis with us and run the soviets out. MISSION
ACCOMPLISHED!!!!
___________________________________________________________
Mission #9: Sun Temple
Location: Tulum, Mexico
Briefing: Commander, we believe that the soviets are using a ruined ancient
Mayan city somewhere in the Yuccatan Peninsula as a base where they are
trying to replicate Dr. Einstein's Prism technology. They must not succeed!
A Navy SEAL strike team will be at your disposal to destroy the soviet base.
Destroy all the soviets before they can make Prism stuff of their own! Good
luck, commander.
Objective #1: Destroy all soviet forces and all their attempts to replicate
our Prism technology.
Walkthrough:
Okay, send your SEALs up the hill and into the village and kill all the
conscripts. Next, move your newly acquired units into one of the fenced
areas. Send your G.I.'s into the huts around the fence. Once the first waves
of enemy attack are taken care of, send an engineer and a SEAL up northwest
to the airport. Have the engineer capture the airport and have the SEAL
protect it. Parachute in some G.I.'s next to the tanks. Use the Night Hawk
helicopter to shoot the barrels near the wall entrance on the east side of
the soviet base and take out the sentry guns there. Parachute in some G.I.'s
next to the opened entrance. Take the G.I.'s you paradropped in earlier and
send them next to the G.I.'s you just dropped now. Have the SEALs blow up
the Tesla reactors closest to them. Have the G.I.'s kill the 2 Rhino tanks.
Have the SEALs blow up the off-line Tesla Coils. Then, when you can,
parachute in more G.I.'s next to the other ones. Have the SEALs kill
everything except the sentry guns on the western base entrance. Once
everything is destroyed, send at least 12 G.I.'s and have them kill the
sentry guns. Good work, commander, I don't think that the soviets will try
that again. MISSION ACCOMPLISHED!!!!
___________________________________________________________
Mission #10: Mirage
Location: Black Forest, Germany
Briefing: Commander, the soviets are trying to attack Dr. Einstein's
Laboratory deep in the Black Forest. Einstein is our most valuable
scientist. You must defend his lab at all costs! Also, clear out all the
soviets from the area, if you can. Good luck.
Objective #1: Protect Dr. Einstein's laboratory at all costs.
Objective #2: Destroy all soviet forces in or around the Black Forest.
Walkthrough:
All right, drive the MCV over next to Einstein's lab, then build a whole lot
of Prism Towers and G.I.'s around your main base. Deploy the G.I.'s. Pump
out 10 Grizzly tanks and send half of them up to Einstein's lab and the
other half to stay at the base. After the first wave of soviets is
destroyed, build 1 or 2 other chrono miners to help get cash in because
trust me, on this mission you'll need every penny you can get. Build some
Patriot Missile Systems in your base. Deploy your MCV next to Einstein's lab
and build up another base there. Build some Prism Towers around Einstein's
base, at least 2 on the north and south side. You should build a Patriot
Missile System behind each pair of Prism Towers, because the soviets will
send some V-3 Launchers at you pretty soon. Once you build a battle lab,
build a Spy Satellite Up-Link to see the map. Next, build an ore purifier to
make your ore worth more. Once you have a war factory up at Einstein's base
and a healthy amount of cash (over $60,000), start building 50, that's
right, 50 Prism tanks (not all at the same time). Once they are finished,
send them over and blow up each soviet base 1 by 1 (the Prism tanks can take
out those pesky Tesla Coils at a safe distance). After, have the remaining
Prism tanks kill the V-3 Launchers on the hills and wherever else they are.
Congratulations, commander, you've saved Professor Einstein and his
research. Thus, he can continue to make us cool stuff. MISSION
ACCOMPLISHED!!!!
___________________________________________________________
Mission #11: Fallout
Location: Florida Keys
Briefing: Commander, Einstein has finally found the perfect spot to test his
newest weapon, the Chronosphere. Unfortunately, the perfect place is on one
of the Florida Keys, only a few kilometers away from soviet-controlled Cuba.
The Chronosphere's truly amazing capability to move units from one spot to
another instantly could be invaluable to us. Intelligence has reported that
Premier Romanov is using Cuba to hold some Nuclear Missile Silos. We fear
that he may intend to use these missiles on us. You must make sure that that
doesn't happen. Good luck, commander.
Objective #1: Build a Chronosphere.
Objective #2: Eliminate the soviet nuclear threat on Cuba.
Walkthrough:
Ignore the squids. Build 2 destroyers. Build what you need (especially a
battle lab). Train 2 navy SEALs and send them into the water. Sell your
northern-most ore refinery. Build an extra chrono miner. Garrison all your
G.I.s' in the hotels next to the ore fields. Build a lot of Prism Towers
around your base. Build 3 AFCCs. Once you have the money, build 12 Harriers.
Build the Chronosphere when you have the money. Once the Chronosphere is
built, Premier Romanov will come on the line and threaten you with his nukes
and the launch countdown will start. Chronoshift in some Grizzly tanks next
to the nuclear reactor with the barrels next to it. Have the tanks shoot the
barrels. Hopefully the reactor will have blown up. Send in your Harriers to
take out the other reactor. The nuke silos will hopefully be off-line. Build
a bunch of amphibious transports and fill them full of Prism tanks. Send
them to Cuba and unload them there and let the fun begin. Send them to
destroy just the nuke silos. The Premier will come on the line again,
sounding really angry. Congratulations, commander. MISSION ACCOMPLISHED!!!!
___________________________________________________________
Mission #12: Chrono Storm
Location: Moscow, U.S.S.R.
Briefing: Let's end this war. Avenge General Carville's death. We can now
take Moscow. Begin your chrono invasion and secure the Kremlin so Tanya can
capture Premier Romanov. This is the big one, commander, don't fail. Good
luck.
Objective #1: Clear the area so chrono reinforcements can arrive.
Objective #2: Eliminate Romanov's elite black guard around the Kremlin.
Walkthrough:
Send the SEALs to blow up the Tesla reactor. Then have them kill the
conscripts and the barrels next to the fence. Once your MCV comes, deploy it
in between the 2 fences and send all your G.I.s' into the bunkers and your
engineers to capture the oil derricks. Build your base QUICKLY! There is
absolutely zero time to lose here! When you can, build a lot of Prism Towers
and pillboxes around your base. Build another chrono miner. Build 4 AFCCs
and 16 Harriers when you can. Send your Harriers to destroy the Iron
Curtain. As soon as you can, build a weather control device. Create a
thunderstorm over the nuke silo and send your Harriers to attack it when the
storm is done. Build a SpySat Up-Link and an ore purifier. Build the
Chronosphere. Once you have built it, build 2 IFVs and train 2 SEALs and put
1 in each IFV. Chronoshift 1 of them next to one of the black nuclear
reactors. Get the SEAL out of it and have him C4 the reactor. Do the same
with the other SEAL IFV once the Chronosphere is ready again to the other
black reactor. Train 6 chrono legionaires. Once another Chronoshift is
ready, click it in between 2 of the black Apocalypse tanks and shift them
into the widest part of the river. Repeat the process with the other two
black tanks. Create a thunderstorm over the black Tesla Coil. Chronoshift
the regular Apocalypse into the river. Select your chrono legionaires and
send them next to the right side Kremlin wall. Once they have phased back
in, order half of them to erase one black sentry gun, and the other half the
other one (note: do not destroy the Kremlin). Then group them all together
again and have them erase the black flak cannons. Great job, General! You
have ended the war and saved the United States. Enjoy the ending! MISSION
ACCOMPLISHED!!!!
11.2.3. Will's walktthrough
This here is the fantastic work of one man that one day sent me a
walkthrough while I lay on my sorry as doing nothing at all except for some
schoolshit. Here goes.
C&C: RED ALERT 2 STRATEGY GUIDE: SOVIET MISSIONS
BY: WILLIAM LAMAR DeLASHMIT
___________________________________________________________
Mission #1: Red Dawn
Location: Washington, DC
Briefing: Comrade, we are beginning our American conquest. We shall crush
the pitiful capitalists under the heel of the great Soviet Union. First, we
shall strike the American capital of Washington, DC and cripple the U.S.
military by destroying its command center, the Pentagon.
Objective #1: Invade Washington, DC
Objective #2: Destroy the Pentagon at all costs.
Walkthrough:
Okay, once you get control of your conscripts, send them over to your
construction yard and then build a Tesla reactor, barracks, and ore refinery
in that order. Train about 6 more conscripts and group them with the others
and then send them up the road heading east from the parking lot your base
is in. You should come upon 3 GIs deployed in the middle of the road fairly
soon. Order your conscripts into the McBurger Kong to garrison it. The
conscripts are completely protected from harm while garrisoned inside
civilian buildings (heh, heh, heh.) The conscripts will make quick work of
the GIs. Take them out of the building. Send them north a little ways 'till
you see the outside of the Amerikanskis' (Americans') base. Send them in and
shoot up everything. Also, if you start to swell up with soviet pride,
destroy the Allied flags too. While you are making the Americans' life
worse than it should be, train one engineer from your barracks, and once you
have demolished the amerikanskis' base, send him into the bridge repair hut
next to the former American base. Presto! The bridge is repaired. Send all
your conscripts up the newly repaired bridge and shoot the civilian in the
middle.
Once you get to the other amerikanski base, split your men into 2 groups and
send 1 group into the building on the left side of the base, and the other
group into the right-hand building. They will quickly demolish the 2
pillboxes and GIs. Once that is done, send your men out of the buildings and
have them destroy the patriot missiles first. Then destroy the GIs. Use your
engineers to capture the airport, construction yard, barracks, and power
plants. (If you don't have enough engineers, build some from the Allied
barracks you just captured by selecting the barracks and then clicking on it
when the golden arrows thing appears on it.) Use the engineers to finish
capturing the buildings. As you get money coming in, build quite a few GIs
and conscripts from the barracks you captured. Send some west to the road
bit next to the Allied base you captured. Kill the GI deployed there.
Train an engineer and order him into the bridge repair hut. Send your men
across and then north to the water and you will see an amphibious transport
drop off 4 Rhino tanks. Send the tanks and your men back to your base and
group them with the rest of your men, putting the tanks in front of the men
and sending them all up the road-bridge on the east side of your base. Kill
the pillboxes and GIs and then continue up to the?Pentagon???Once you start
to engage the Pentagon defenses, you should get a whole lot of conscripts
and tanks come in (I'd say at least 100 in all). Take all the tanks you
have, and blow up the Pentagon section by section. Good job today comrade
general, MISSION ACCOMPLISHED!!!!
___________________________________________________________
Mission #2: Hostile Shore
Location: Florida Coast
Briefing: The Americans have brought their navy down to southern Florida
along with a few forces in a pitiful attempt to protect their State. Force
an amphibious landing, set up a base and run off any Allied forces. Show
the capitalist dogs who is boss!
Objective #1: Force a landing and establish a base in south Florida.
Objective #2: Destroy all Allied forces.
Walkthrough:
Okay, wait for Vladimir to destroy the pillboxes closest to you. Once you
get the tanks, have them finish off the pillboxes. Deploy your MCV. Use your
Rhino tanks and conscripts to destroy the 2 allied ore refineries. Build
another war miner. Build some walls around your base (but leave a gap so
your miners can get out). As soon as you can, crank out a whole lot of
tanks. Take all your submarines and have them kill the destroyers. Train
a bunch of conscripts. Take the tanks and conscripts and send them southeast
to the allied base and destroy it. Good job comrade! MISSION
ACCOMPLISHED!!!!
___________________________________________________________
Mission #3: Big Apple
Location: New York City, New York
Briefing: Comrade General, you are doing all the work in this war, and
Premier Romanov is pinning medals on General Vladimir. Just because
Vladimir can retreat back to Moscow quicker than you dosen't mean he should
get all the credit, right? Yuri has invented a unique little device for us
called a Psychic Beacon. With it we can take over the people of America
mind, body and if you prefer, soul. Begin your psychic invasion of New York
City, General. Romanov can't possibly fail to recognize a victory there.
Once you have captured the allied battle lab we can deploy our Psychic
Beacon. Make sure that nothing happens to that Beacon once it's deployed!
Good luck, comrade.
Objective #1: Capture the allied battle lab near the World Trade Center.
Objective #2: Defend the Psychic Beacon at all costs.
Walkthrough:
Deploy your MCV. Lieutenant Zofia will show you the battle lab's location on
the radar map. You will get a transmission from Yuri and he will drop off 4
Psychic-Corps Troopers. Build up your base in the parking lot. Once you have
built your base, build walls all around it (leave a gap at the front for
your miners). Build another war miner. Build a couple of sentry guns at the
front of your base and build 4 Rhino tanks as defences. Train 3 engineers
and send them down to capture the oil derricks near your base and repair
them. Once you have a healthy, steady cash flow, start a mass production of
conscripts, flak tracks and Rhino tanks. Once your units number in the
hundreds, select them all and blow your way through to the battle lab
(completely destroy all the allied structures and units). Use a Psy-Trooper
to mind control a school bus. Train an engineer. Send the bus up to your
base, put the engineer in it and drive it to the battle lab. Take the
engineer out of the bus and have him capture the battle lab. Yuri will drop
the Psychic Beacon and a whole lot of Psy-Corps guys and Tesla Troopers.
Move all the flack tracks and troopers around the beacon because the
Americans will throw a lot of Rocketeers at you. You should still have
enough tanks and men to handle the allied attack that will come. Build some
more Rhino tanks and leave them at your base because the allies will attack
there also. Keep repairing the Psychic Beacon when needed. All you need to
do now is wait 1 or 2 minutes for the Beacon to come on-line. When it does,
all the left over allied units will now belong to mother Russia, HAH, HAH,
HAH, HAH!! Congratulations, comrade General! MISSION ACCOMPLISHED!!!!
___________________________________________________________
Mission #4: Home Front
Location: Vladivostok, USSR
Briefing: The Republic of Korea has taken sides with the helpless Americans.
Not only that, they are attempting to invade our eastern most territories!
Make Korea regret that it ever tried to mess with mother Russia. Make sure
that Vladivostok stays out of Korean hands. Good luck, comrade.
Objective #1: Defend the homeland.
Objective #2: Destroy all Korean/allied forces.
Walkthrough:
Okay, if you have a barracks, build a lot of sentry guns next to each other
on the eastern side of your base because that's where the allies are going
to attack first. Build some flak cannons around your Tesla reactors because
the Koreans like to send a couple of Harriers now and then to attack them.
Crank out 6 submarines before the Korean navy attacks you. Build some
tanks, Terror Drones, 2 V-3 Launchers and some flak troopers and send them
over behind the sentry guns. The Koreans will like to send some Rocketeers
at you a few moments before they attack (that's where the flak troopers come
in handy). Send the tanks to fill the gaps where you couldn't build sentry
guns. Once you get some good cash coming in, start a mass production of
conscripts and Rhino tanks. Once you have at least a hundred conscripts and
about over 30 tanks, select every tank, conscript, and flak trooper you have
and attack the Korean base. Demolish every unit and structure (especially
the naval yard). Use your submarines to finish off the rest of the Korean
navy. Good job, you have successfully defended the homeland, comrade
General. MISSION ACCOMPLISHED!!!!
___________________________________________________________
Mission #5: City of Lights
Location: Paris, France
Briefing: Comrade, we believe that the European nations are going to help
the desperate Americans. Intelligence reports that the French are massing
with the Germans along the Polish border! But the headstrong fools have left
their home countries open for invasion. Let's show the French how stupid
they are by destroying their beautiful Paris. Perhaps you can make use of
our demolition's experts known as Crazy Ivans to help you show the French
the true meaning of soviet irony.
Objective #1: Energize the Paris (Eiffel) Tower with some Tesla Troopers.
Objective #2: Defend the Paris Tower from allied attack.
Objective #3: Destroy all remaining allied forces.
Walkthrough:
Okay, figure out what men you can build with the amount of cash you have and
build them (don't build engineers or attack dogs). Use your Crazy Ivans to
blow up the Notre Dame Cathedral next to your barracks. Have your Crazy
Ivans blow up some other buildings too. Send all your men (except the
engineers) up the road to the soccer field. Kill the tanks. You will get a
flak track as reinforcement. Send your men over to where the road goes down
to the water and an amphibious transport will drop off a bunch of Tesla
Troopers. Send the transport back into the water. You will get a
transmission from a Tesla Trooper telling you to move them closer to the
Eiffel Tower. Select all your men up there again and have them kill the
patrolling GIs. Have them attack the pillboxes and GIs. Select just your
Tesla Troopers. When you get the attack cursor on the tower, click it. All
your Tesla troopers will charge up the tower, and you can watch it become a
giant TESLA COIL!! It will kick the holy crap out of any nearby enemy units.
Use it to mop up any remaining allied units. Good job, comrade General.
MISSION ACCOMPLISHED!!!!
___________________________________________________________
Mission #6: Sub Divide
Location: Pearl Harbor, Hawaii
Briefing: The doomed Americans have brought the remnants of their fleet to
Pearl Harbor. We have learned that the Korean fleet still has a few ships
left in it and that it may attempt to join up with the Americans there. You
must prevent this! Go to there, comrade. Establish your base near Pearl
Harbor and destroy the allied fleet! Good luck.
Objective #1: Establish a base in the Hawaiian Islands.
Objective #2: Destroy the allied navy.
Walkthrough:
After you build a naval yard, start cranking out a bunch of submarines. A
couple of minutes before the Korean navy arrives, some Dreadnoughts and sea
scorpions will come as reinforcements. Once you have defeated the ships
that attack you, send a Dreadnought out and have it destroy the Prism
Towers, but watch out for the Aegis cruisers and Patriot Missiles, because
they can take out the Dreadnought's missiles really fast. Once the Prism
Towers are cleaned out, select all your submarines and send them up
northwest to the allied naval yard. Destroy every ship you come across.
Destroy the naval yards. That's really important, because if the allies
still have their naval yard, they can build more ships, which we don't
really need. Good job, comrade General. You have crippled the American and
Korean navies. MISSION ACCOMPLISHED!!!!
___________________________________________________________
Mission #7: Chrono Defense
Location: Ural Mountains, USSR
Briefing: Comrade General, Dr. Albert Einstein has invented for the allies a
Chronosphere, a device capable of moving units from one place to another
instantly. We believe that they may use this device to assault our battle
lab in the Ural Mountains to steal our plans for the new Apocalypse Atomic
Tank. You must defend that battle lab from allied attack! Don't screw this
one up, comrade. Good luck.
Objective #1: Defend our battle lab at all costs.
Walkthrough:
All right, there's no time to lose here, so start building sentry guns like
you never have before! Build your base. Build the sentry guns at each side
of your base. Also, train some attack dogs and put them next to the Tesla
reactors and the Radar tower because that's where the allied spies are going
to try to infiltrate. As you get the money, build a bunch of flak cannons
and Apocalypse tanks and put them out all around your base. When Lieutenant
Zofia tells you about the propaganda truck in the nearby village, send some
of your conscripts down and garrison them inside the houses the truck drives
by. When the truck drives by them, it should be gone in no time. Get your
conscripts out and have them get the money crate the truck leaves behind.
When you get the whole map revealed, train 4 engineers and have them capture
the outpost and 3 oil derricks to the southeast of your base. Once you
capture them, build some sentry guns and flak cannons around them. Also,
you might want to station an Apocalypse down there too. You want to be
careful when the Prism tanks and Harriers come though, because they can take
out buildings pretty fast, but the Apocalypse tanks should make quick work
of them. The Leiutenant will warn you of the last allied assault, so be
ready. I think you can handle them. Good job, comrade! You have protected
our battle lab. MISSION ACCOMPLISHED!!!!
___________________________________________________________
Mission #8: Desecration
Location: Washington, DC
Briefing: Comrade, we bring you sad news. Premier Romanov is dead. He has
been murdered by the traitor General Vladimir. We have learned that
Vladimir is defecting to the crippled United States. He is using the White
House as his hideout. Go to Washington, DC and get Vladimir out of his
wretched hole and make him pay for his crimes against mother Russia! Good
luck, comrade.
Objective #1: Capture or destroy the White House.
Walkthrough:
Set up your base. Soon you should get a whole lot of one-stripe conscripts
parachute into your base. Get a desolator there and the conscripts will be
gone in no time. Send your conscripts into the bunker next to the ore
field. Send your desolators to the road bridge and deploy them there,
because Vladimir likes to send V-3's and Rhino tanks at you from time to
time. Send some tanks to the north and destroy the Lincoln Memorial (the
soviet government rewards you with a money crate for each monument/memorial
that you destroy). As you get the cash, build 6 Apocalypse tanks and have
them guard your base. Build 8 more Apocalypses and send them to destroy the
small base on the other side of the road bridge. After you have done that,
build enough Apocalypses so that you have 12 altogether (not including the 6
guarding your base). Take the 12 and send them to destroy the Washington
Monument and enjoy the money crate. Then send them to destroy the
Smithsonian Castle. Then send them up and blow your way through to the White
House. Order them to immediately destroy the White House. Thank you,
General. You have rid mother Russia of her traitor, Vladimir. MISSION
ACCOMPLISHED!!!!
___________________________________________________________
Mission #9: The Fox and the Hound
Location: San Antonio, Texas
Briefing: Comrade General, we have tracked President Dugan down to a dirty
little fort called " The Alamo " in central Texas. Use our Psychic Corps
Troopers to force him to surrender the United States. Becareful, the
President will be heavily guarded. Good luck, comrade.
Objective #1: Use mind-control to capture President Dugan.
Walkthrough:
Put a Psy-Corps Trooper in the IFV another one mind-controlled. You'll get a
transmission from President Dugan taunting you that you'll never get him.
Don't worry, we'll take care of him soon enough. Drive the psychic guy up to
the allied barracks and battle lab. Have him mind-fry the two GIs out in
front. Get him out of the IFV and have the IFV drive back to the other
psychic guys. Have the Psy-Corps Trooper mind-control one of the engineers
and send him into the barracks. Mind-control the other one and send him
into the battle lab. If one of the engineers was killed, train another one
from the barracks and send him into the battle lab. Build 2 spies and
disguise them. Send the IFV into the allied base around the Alamo to get it
killed so it's controller will be free. Select all your Psy Troopers and
send them to the top of the map. Move them along the top of the map to the
other side then down to the light blue allied base. Have one of the
Psy-Corps Troopers mind-control the sniper there and have him kill-off the
GIs there. Use another Psy-Trooper to mind-control the Grizzly tank and
have it destroy the two pillboxes. Move the sniper as far away from the
patrolling units at the front of the base as you can, then have him kill
them. Move him to the top of the map and along it to the other side (bring
the unused psychic guy with him) and move them out of range of the SEALs and
Prism Towers. Have the sniper kill the SEALs and attack dogs. Send one of
your spies into a power plant. Once the power is off, send in the sniper to
kill-off the SEALs and secret service guys around the President. Immediately
send the sniper back to your base. Send your other spy into another power
plant. Send in your Psychic-Corps Trooper and have him mind-control the
President. Good job, comrade General! MISSION ACCOMPLISHED!!!!
___________________________________________________________
Mission #10: Weathered Alliance
Location: U.S. Virgin Islands
Briefing: Comrade, Professor Einstein has invented for the allies yet
another super-weapon, a weather control device. With it, the allies can
create thunderstorms over whatever location they wish, completely leveling
it. We have learned that they are planing to hide this doomsday machine in
the U.S. Virgin Islands. Capture the allied battle lab so we can shut down
production of this weather control machine. Good luck, comrade General.
Objective #1: Use an engineer to capture the allied battle lab.
Objective #2: Destroy the Weather Control Device.
Walkthrough:
Build your base. Take as much time as you want, because the allies won't
attack you, except for a few Rocketeers and destroyers off and on. Build 4
submarines. Once you build a Nuclear Missile silo, launch the nuke at the
defenses on the beach when it's ready. You might get a couple of SEALs swim
over to try and C4 your base, so build a sentry gun, but don't place it
until the SEAL gets on land, then place it in front of him. Do that whenever
there's a SEAL assault, or you can use your war miner, if he's close enough.
You can sometimes use your submarines on the SEALs when they are still in
the water, if you're close enough. Don't launch the nuke at the naval yard,
because it will only take it down to half health. Build a Dreadnought and
send it to destroy the allied naval yard. When you can, launch the nukes at
the 2 Prism Towers near the beach. Build 3 amphibious transports and put 2
Apocalypse tanks in each of them. Send them over to the allied beach and
get the Apocalypses out. Send them to destroy the construction yard and
whatever else you can, except the battle lab. When you have the money, build
6 transports and put 2 Apocalypses in each. Send them over to the beach and
get the tanks out. Use them to destroy whatever you didn't (except the
battle lab). Build another transport and put an engineer in it and send it
up next to the battle lab. Make sure you have a nuke at the ready. Get the
engineer out and have him capture the battle lab. You will see the weather
machine's location at the top of the map. Launch your nuke right at the
middle of the weather machine and it will be destroyed. Good job, comrade!
We have destroyed their plans for a stormy attack on mother Russia. MISSION
ACCOMPLISHED!!!!
___________________________________________________________
Mission #11: Red Revolution
Location: Moscow, USSR
Briefing: Comrade, Yuri has turned against us. He is cowering in the
Kremlin, his headquarters. Make him pay for his treason! Go to Moscow and
take care of Yuri for good. Good luck, comrade.
Objective #1: Destroy the Kremlin.
Walkthrough:
Build your base. Once you have a barracks up, build lots and lots of sentry
guns along the east side of your base in a line, because Yuri will
frequently be sending lots of Rhino tanks there to destroy your base.
Direct your war miners to where they should get ore then come back, because
they will often be shot at and harassed by Terror Drones. Build a Psychic
Sensor to show you which buildings of yours any incoming enemy troops have
been ordered to attack. It will come in very handy. Build at least 5 flak
cannons and 20 flak troopers and put them behind the sentry guns. Build a
Nuclear Missile Silo. Once it is built, Yuri will send in 2 Kirov Airships
every time to destroy it. The flak stuff you built should be able to handle
them. 2 nukes will destroy the Kremlin. Once it is ready, launch the first
nuke at the Kremlin. The green fallout should take care of the Psychic
Troopers outside it. Once the second nuke is ready, launch it at the Kremlin
and it will be destroyed. Good job today, General. You have rid mother
Russia of another traitor. MISSION ACCOMPLISHED!!!!
___________________________________________________________
Mission #12: Polar Storm
Location: Point Hope, Alaska
Briefing: Comrade General, Yuri's files show that the last Allied stronghold
is located near Point Hope in Alaska. They have a Chronosphere there which
they can use to attack us at New York, Prague, and even Moscow as well as
any other point on the planet. That shall not be allowed! Destroy the
Chronosphere so mother Russia can complete her conquest and rule the world
with you as Premier! Good luck, comrade General.
Objective #1: Destroy the Chronosphere.
Walkthrough:
Okay, build your base. Train a bunch of conscripts and a few Crazy Ivans to
take on the IFVs that are chronoshifted into your base. After that, the
allies won't use their Chronosphere on you for quite a while, but be on the
alert. After the IFVs are taken care of, build 4 flak cannons around your
Nuclear Missile Silo (if you already have one built). Keep repairing the
nuke silo because the allies will frequently be sending a bunch of
Rocketeers and Harriers to destroy it. The Rocketeers won't be that much of
a problem, but you'll have to watch the Harriers. Don't build the Iron
Curtain yet. After you build a naval yard, build 2 submarines. As you keep
getting a good amount of cash, start a mass production of Kirov Airships and
send them over nearby your naval yard. You should have a minimum of 14
Kirovs when you're finished. Build 3 amphibious transports and 6 Apocalypse
tanks as you get the money. Put the Apocalypses in the transports. Keep
launching nukes at the allied ships and base defenses. Build another
transport and fill it full of engineers, Psy-Corps Troopers, and Crazy
Ivans. Build a bunch of sea scorpions and 2 Dreadnoughts. Send the sea
scorpions to take out the Patriot Missiles on the side of the island
pointing towards you and use the Dreadnoughts as support. Once all the main
allied defenses are wiped out, send in your transports with the Apocalypses
in them and unload them on the beach. Destroy everything except the war
factory and construction yard. Use your engineers to capture them both.
Immediately build an allied battle lab and then a Weather Control Device.
Place both next to the war factory you captured. Use your Apocalypses to
defend your new base. Now build the Iron Curtain and put it there too. The
allies will frequently be sending in Prism tanks and IFVs to harass you.
Make your captured war factory your primary building and train 16-20
Apocalypses and Prism tanks. Bring your Kirov Airships over near your base.
Keep harassing the allied base north of you with weather storms and nukes.
Select all your tanks on that island and send them up northeast to the tech
airport. You will find 3 captured Kirovs there which will immediately become
yours. Use them along with the tanks to smash through the allied base to the
west and destroy it. Leave the Kirovs, select all your tanks and send them
west where you will find the outside defenses of the Chronosphere. Don't
engage the defenses, just blow your way through the walls to the actual
thing and destroy it. 3 cheers for you, comrade Premier! The great Soviet
Union has taken over the entire world under your leadership. Lenin would
have been proud of you. Congratulations, you have just beaten Command &
Conquer: Red Alert 2. Enjoy the ending! MISSIONS ACCOMPLISHED!!!!
11.3. Miscelanious walkthroughs.
--------------------------------
This section is reserved for site walkthroughs that are posted on the web
and
are (if authorized) put in the FAQ to help the people, because I have to do
so
many things, and some people have mailed me telling me about their
problem
with a Soviet mission I haven't walkthroughed yet. So, here is a complete
walkthrough for both sides from Red Alert 2 DEN (Thanks to Lion, he's the
man!)
RADEN Mission Walkthroughs.
---------------------------
Allies
Mission 1: Operation Lone Guardian, New York
The Soviets have made an amphibious landing into New York
City. The
latest reports indicate Fort Bradley is still operational.
Unfortunately your cut off from the fort, and there has been no
recent communications. Using Tanya, you must reestablish
contact
with Fort Bradley. Tanya must also survive the mission.
Objectives: Destroy the Soviet Dreadnoughts, make contact with
Fort
Bradley, keep Tanya alive, destroy the soviet supply base.
Here we go: This mission starts with reports of Soviet
Dreadnoughts
attacking the Statue of Liberty. Your troops in the area can't
stop
them. But you have Tanya. As soon as you gain control of the
mission, have Tanya swim out to the Dreadnoughts and plant
bombs on
each one of them. That takes care of the threat to the Statue of
Liberty. A Soviet transport will drop off a group of Conscripts,
but
the soldiers surrounding the statue can easily handle the
attack.
As
Tanya approaches the Statue of Liberty, Soviet paratroopers
appear
and take out the Statue. You won't be able to prevent this.
After
your soldiers have killed the Soviet paratroopers, take them and
Tanya and head to the bridge to your west. When you cross the
bridge
you'll find a V3 Launcher. Destroy it. As you leave the bridge
you
find a couple of your GIs under attack. Kill the conscripts
attacking them. Now head north to the next bridge. Keep moving
north
until you run into another group if Soviet paratroopers. Kill as
many as you can. Some will flee to the East. Follow them. You'll
find some buildings you can garrison you troops in. This will
help
you kill off the Conscripts. Garrisoned GIs are very strong. Now
head to the ore fields. Keep moving Tanya further east and on
into
Fort Bradley.
In the base: As soon as you enter the Fort, start building a
barracks. Placed it, then build a dozen GIs. Now move south of
the
base. Send an Engineer into the bridge repair hut. This will
repair
the bridge so you can cross it. Now take Tanya and your GIs
over the
bridge and into the Soviet camp. As you cross the bridge, a
large
part of the shroud is revealed. You now get a very good look at
the
Soviet base. It's guarded by a few Conscripts and a Sentry Gun.
Shoot any of the barrels that is within your range of fire. This
will blow up any enemies close by. Move your GIs into the
storage
building. Now move Tanya into the base, south of the building
you
just garrisoned your GIs in. Now have Tanya target all remaining
Conscripts in the base. Then have her blow up all the buildings.
Watch those Sentry guns. Don't get Tanya near the. Have a
group of
GIs take them out. After all the Soviet buildings are destroyed
your
mission ends.
Tip: Have Tanya grab the two power-up crates next to the
storage
building. One will heal her and the other will increase her
speed.
Tip: Also, Tanya won't take any damage from her own
explosions she
set off on buildings, but be careful of destroying buildings
near
fuel barrels, which could trigger other explosions that could
hurt
or kill her. Have her shoot any barrels first so this danger is
gone. Then let the C4 Gal do what she does best!
Mission 2: Operation Eagle Dawn, Colorado Springs
Soviet tanks have gathered near the Air Force Academy in
Colorado,
and the Russian military has taken over. You must take back the
air
base. Tanya is in this mission and will help.
Objectives: Recapture the Air force Academy, destroy all Soviet
forces, keep Tanya alive.
Let's get started: You start off the mission with Tanya, a
couple
GIs, and three Engineers. You should place your forces in
groups.
Use CTRL 1-9 to number your groups. Make Tanya #1, GIs #2,
and
Engineers #3. makes it easier select them. Ok, lets move north
of
our starting position and take out the first group of Conscripts
coming down the road. You'll also see a power-up crate. Have
Tanya
get the crate. It gives her an armor upgrade.
Reinforcements: A group of Rocketeers will be joining you
about this
time. Move them further north to the crossroads and wait for
more
Conscripts coming down the road. The Rocketeers will take
them out.
Then head for the base. Caution must be used near the base.
There
are Sentry guns guarding the base. But because Flak Cannons
are also
in the base, you can't use your Rocketeers to destroy the Sentry
guns. Here's what you do. Have Tanya enter the base via the
water
(Tanya swims). Move Tanya in, take out any Conscripts she can
see
first, then have her destroy the Flak Cannons. Now you can let
the
Rocketeers take out the Sentry guns safely. After you destroy
the
Flak Cannons you receive more reinforcements. Six Engineers
are
dropped into the base. Two of them will automatically take over
the
Construction Yard and Air Force Chapel building. Use the other
four
to take over the Power Plant, Barracks, War Factory, and
Refinery.
Use another Engineer you got in the beginning of the mission to
take
over the Air Force Command structure. When you do this the
Harrier
Jets will take off and reveal the location of the Soviet base
you
need to destroy.
Now start building up your forces a bit. You must destroy all
the
hostile forces in the area to complete this mission. You'll need
to
build another Chrono Miner to help gather ore, and tanks and
GIs.
Have your Rocketeers uncover the ore field west of your base
and use
them to guard this area for a brief period of time.
After you've built a small army, take your Rocketeers you had
guarding the ore field down the left side of the map. You'll
find
a
couple more Rocketeers waiting for you. Now look for a small
group
of Soviet Conscripts guarding some trucks south of the Soviet
main
base. Destroy them with your Rocketeers. The trucks each have
a
pwoer-up crate!
Now take your force you have created. You should have tanks a
lots
of GIs. Head to the Soviet base. Take out the War Miners mining
ore
in the fields. Next, move to the back of the Soviet base. Do not
attack from the front. The back is much easier. You should also
destroy the Flak Cannons so your Rocketeers can be used to
take out
the Sentry guns. Go ahead and destroy everything. You'll also
get a
massive drop of GI paratroopers into the base. The mission
ends when
all Soviet forces are destroyed.
Tip: It's much faster to take over the buildings with Engineers
that
to destroy them. When you are in the Soviet base, have an
Engineer
take over the barracks and crank out Engineers and have them
take
over the Soviet structures.
Mission 3: Hail to the Chief, Washington, D.C.
The Soviets have placed a Psychic Beacon near the White House.
With
it they have taken over the mind of the President of the United
States. You must act fast and destroy the beacon and rescue the
President.
Objectives: Destroy the Psychic Beacon. Have fun =)
Let's go: You start with lots of GIs, one Engineer, and a
Construction Yard. Garrison all but one of your GIs into the
surrounding buildings. Have your Engineer move into the
Jefferson
memorial and repair it. When you repair any of the damaged
memorials
in this mission you get power-up crates filled with money! So
throughout the mission keep this in mind. It's a great source of
cash. Now build up you base as quickly as possible. Create many
GIs
and more Engineers to start with. You should use these to
garrison
all the buildings to the east and south of your base. The
Engineers
are used to repair these buildings. You can't garrison buildings
that are damaged in the red. Since the Soviets drop paratroopers
in
your area all thru the mission, garrisoning these building now
will
take care of them. Also, build some Pillboxes and use Grizzly
tanks
and IFVs to reinforce the area around the buildings. Just want
to
note that some of the civilians are mind-controlled and may
attack
you also. Build more GIs and have them scout out the map. Also
take
some GIs to guard the ore fields where your Chrono Miners will
be
gathering ore to protect them.
You should also build two Air Force Command buildings and fill
them
with Harrier Jets. You can use them to destroy buildings
garrisoned
by Soviet troops, and destroying Soviet War Miners. Rocketeers
are
the best unit to use when scouting the map for the enemy. In the
southeast corner of the map is the Smithsonian Museum, and in
the
north the Lincoln Memorial. If you repair these two buildings
you
will get money crates. Near the center of the map is the
Washington
Monument. Same deal here. Repair it and get more money crates.
All thru the mission you'll be fighting back Soviet forces and
mind-controlled civilians. At some point in the mission you need
to
take out the smaller Soviet base just over the bridge from your
base. This will cut down on the flow of Soviet troops. Use
Grizzlies
and IFVs for this task. You should also put a few Engineers in
IFVs.
this will make you repair vehicles that will keep your tanks,
etc.
repaired. After the smaller Soviet base is destroyed you can
start
to concentrate on building a large assault force.
Now lets get started. Build ten GIs, and move them across the
bridge
near the center of the map. Garrison them inside one of the
tents
near the Washington Monument. Remember to have an Engineer
repair
this Monument to receive more money crates! Now take a second
force
which should consist of Grizzly tanks and a good number of IFVs.
Don't forget to place a few Engineers in the IFVs so you have a
couple repair vehicles to repair your damaged tanks. At the same
time the IFVs give your Engineers extra protection heading to
the
front lines!
Take this second force to the center of the map and take out all
Soviet forces. You should wipe out the forces around the
Washington
Monument first. Now keep pushing towards the Soviet base.
Destroy
everything. Use your Engineers to capture buildings, then sell
them
real quick. Much faster to capture buildings than to destroy
them
with your units. Either way is ok though. Just destroy
everything.
Just a little tip here: If you capture the enemy barracks, crank
out
Engineers from there and use them to take over other enemy
buildings.
Finally, move towards the Psychic Beacon, take out the Sentry
guns
guarding the Beacon, then blast through the wall and destroy it.
Once the Beacon is destroyed and the mind control is eliminated,
the
President and two aides leave the White House and get on a
rescue
helicopter.
You have saved the President and your mission is over.
Mission 4: Last Chance, Chicago
The Soviets have deployed a Psychic Amplifier in Chicago that is
much more powerful than the Psychic Beacon in mission 3. Your
main
mission is to destroy the Psychic Amplifier before it goes
online.
You will be making an amphibious landing and will have to
establish
a beachhead and build a base.
Objectives: Establish a base, destroy the Psychic Amplifier
In the beginning: You start the mission with a group of
Destroyers
and some transports loaded with troops and an MCV. You also have
some Rocketeers (unless your playing hard mode) to use. You need
to
use these Rocketeers to clear the shoreline before you move in
your
transports. As you move near the beach, watch out for enemy
Typhoon
Subs. If you encounter any, have your Destroyers take care of
them
first. The have the Destroyers shell the shoreline, taking out
the
Naval Yard and any enemies near shore. Take out the V3 rockets
first
or they will destroy your ships! Take out the Sentry Guns too.
Once
this is done you can move your transports on shore and unload.
Quickly start constructing your base. Don't full around here
because
you will be attacked! Build a Barracks right after your build
your
first Power Plant and build Engineers to capture any remaining
Soviet buildings near your position. If you capture the Soviet
Service Depot, you can use this to repair your vehicles.
Against the clock: You are working on a time clock in this
mission.
Once you land on shore the time clock starts. Your mission must
be
complete before the time runs out! So don't mess around. Get
your
base built, place some Pillboxes in the north and west ends of
your
base. As soon as you can, start pumping out tanks, IFVs, and
GIs.
For now place these units around your base for defense, but
group
them (CTRL 1-9) in case you need them quickly in any certain
area.
It's always a good idea to place units in groups. That way you
only
have to select a number on your keyboard instead of using your
mouse to select individual units.
You will get reinforcements several times throughout the
mission.
When your reinforcements come in by Transport, unload them and
them
move the Transport back into the water so they are out of your
way.
Tip: If you garrison the Sears Tower that is in the north
section
of
the city, the entire map will be revealed to you.
Time to move! Ok now, it's time to make our move on the Soviet
forces. Get a large force of tanks and IFVs and move them
northeast
of your base to the bridge that is destroyed. Have an Engineer
repair the bridge by going into the bridge repair hut. Now move
your
tanks and IFVs across the bridge. Move past the Soviet buildings
and
start destroying everything you can. Take out the Sentry Guns
first,
then the Tesla Reactors. There is one Soviet garrisoned building
in
this area that will cause some trouble. Best way to handle this
is
have your tanks move to the building, and while the garrisoned
Soviet Conscripts are firing at your tanks, have a group of GIs
garrison the building next to it, then have them fire on the
Soviet
garrisoned building. It will soon fall. If course, you could
just
charge at the building, but be prepared to lose a lot of units.
Garrisoned troops are very strong.
After this are is secured a large group of Rocketeers appear in
the
northeast. Carefully explore the area around them. Just be
cautious
of any enemy Flak. This is deadly to the Rocketeers. Do not get
them
near any Flak weapons. Now move your tanks northwest towards the
top
of the map. Take out any Soviets on the way. You will soon
discover
a bridge leading into the Soviet main base. Just park your tanks
right on the bridge to fight back the Soviets. Also, take out
the
Sentry Gun on the small island. The large strange looking
building
behind the Sentry Gun is the Psychic Amplifier that you need to
destroy to complete this mission.
To take out the Amplifier, move your GIs into the building just
northeast of it and have them fire on it. If you garrison 10 GIs
in
this building, it only take a couple seconds to destroy the
Amplifier. You can also use your Rocketeers to help destroy it
too.
When the Amplifier is destroyed, your mission will be over.
Mission 5: Dark Night, Polish-German Border
Objectives: You start this mission with Tanya. You'll also see a
NightHawk helicopter drop off three spies for your use in this
mission. You will need to get one of these Spies into the Battle
Lab
located to the northeast of your position. Once the spy
infiltrates
the Battle Lab, the location of the Missile Silos will be
revealed
to you. Your main mission is to destroy the Soviet Missile
silos.
Also, you must keep Tanya alive in this mission or it will fail.
To start off this mission, disguise your spies as Soviet
Conscripts.
To do this select your Spy, then select a Soviet soldier and
your
Spy look like him to the other Soviets. Just remember though,
dogs
can't be fooled, and they will kill Spies! Just use Tanya to
protect
the Spies from the dogs. You will be fine. Move slowly while
nearing
the Soviet base. Lots of dogs and Conscripts in the area. If you
move to fast, a dog will kill Tanya. You must keep Tanya alive.
Again, the best way to move is to create two groups. One for
Tanya,
and the other for the Spies. Keep Tanya in front. Just follow
the
road. It leads to the Soviet base. Always have Tanya kill the
dogs
first since they are the fastest and most deadliest.
TIP: Always look around the battlefield. On this particular
mission
you'll find the wreckage of an Allied plane near the first
Soviet
base. A group of Allied GIs and Engineers will join Tanya if you
find these. Also at the very beginning of the mission, if you
follow
the road down before you head up to the first Soviet base, you
will
find another group of GIs sitting around a campfire.
Move up the road until you are near the Soviet base where the
Battle
Lab is located. The base is heavily guarded with troops and
Tesla
Coils. Now you can't go walking in the main entrance, so don't
even
bother attempting that. Move west of the base and travel along
the
side of the base. You'll see fuel barrels along side the walls.
have
Tanya shoot them. This will open up the walls and give you
another
entrance into the base. Inside the base you'll see another Tesla
Coil with fuel barrels beside it. Shoot the barrels to destroy
this
Tesla Coil. Now have Tanya stand guard and take one of your
spies
into the Soviet Battle Lab. This will reveal the location of the
Missile Silos you need to destroy to complete the mission. Now
you
need to exit this base. You are blocked by two more Tesla Coils
at
the back (north section) of the base. Just take another one of
your
spies into the Tesla Reactor (power plant) just north of the
Battle
Lab. This will shut down the Tesla Coils for about a minute. Now
take Tanya and your third remaining Spy and get out of the base
before the power comes back on. If you want to, you can kill the
Conscripts and blow up the Tesla Coils on your way out.
Something to note here: If you should lose all your Spies before
completing your mission, another helicopter will bring in more
for
you. You never run out of Spies, so don't be concerned with
this.
Just don't lose Tanya!
Now head north up the road and across the bridge when you get to
it.
Now leave your Spy on the bridge and take Tanya west along side
the
Soviet outside base wall. You will spot some barrels along the
wall.
Shoot them to destroy the wall. Also take out the barrels next
to
the Tesla Coil. Now move into the base slowly and target any of
the
dogs first since they are the fastest, then target any
Conscripts.
After this is done, have Tanya blow up the Missile Silo. Now get
your last Spy from the bridge, send him into one of the Tesla
Reactors to shut down the power, then have Tanya destroy
everything
in the base.
NOTE: A helicopter will drop off three more spies when you use
up
your last one. You'll have to bring them up from where they land
to
where Tanya is. Do this first because you will need them.
Now head onto the final base and the last Missile Silo. The
entrance
to this base is guarded by a pair of Tesla Coils. You've got to
use
one of your Spies here. Get the Spy into a Tesla Reactor so the
power will go off-line. Be careful of the dog at the entrance.
Time
it so the Spy heads thru the entrance when the dog turns to go
the
other way. Once the spy gets into the Tesla Reactor, move
quickly
with Tanya and destroy the Tesla Coils at the base entrance. Now
have Tanya take out all the dogs and Conscripts near the
entrance.
Move in your other two Spies. When the power comes back online
again, have another Spy go into another Tesla Reactor. Now move
Tanya quickly to destroy the other Tesla Coils leading to the
last
Missile Silo. Once the last Missile Silo is
destroyed
your
mission is over.
Mission 6: Liberty, Washington D.C.
Objectives: Take command of the Allied forces at the Pentagon,
destroy all Soviet forces in Washington, D.C.
Time to start fighting back in this mission and reclaim part of
America again. You start off the mission with the Pentagon under
attack. But it is well defended with Prism Towers and Pillboxes.
In
the beginning of the mission you'll get reinforcements that
arrive
by transport. Move them into the Pentagon area as soon as they
arrive. Immediately start repairing any damaged defense weapons
and
buildings.
Now unload your transports and get things rolling. First take
your
GIs to the northeast corner of the base and dig them in. Now
deploy
your MCV and start building your base. You don't need power
plants
right away, but you do need a Refinery, Barracks, War Factory,
and
Air Force Command. Then basically what you need to do is build
up
adequate defenses for both the front and back of your base. The
Soviets will constantly pound you with attacks from both
directions.
Concentrate on defenses using more Prism Towers, Pillboxes,
Tanks,
etc. Make sure your defenses are in place before even beginning
to
think about fighting back and going on the offense.
Just want to note: You will also be attacked by Soviet V3
rockets.
When they come near your base take out a couple Grizzly Tanks to
destroy them, then move your tanks back into your base. Do not
leave
your tanks outside the base. Soviet Terror Drones are roaming
the
area and will destroy your tanks! Keep them protected for now
behind
your Prism Towers. Don't forget to keep your defensive
structures
repaired while under attack. Cheaper to repair them than to
replace
them.
With your base well defended its time to build an army. You will
need lots of cash and lots of tanks, IFVs, GIs, etc. Also, make
Harrier Jets for your Air Force Command. A second Air Force
Command
is a good idea as well. Don't forget to place some Engineers in
IFVs
that will give you a means to repair your tanks in the field.
Much
cheaper to repair your units than to make new ones.
Now its time to start going on the offense. Make some Rocketeers
and
use them to scout out the map. Watch out for enemy Flak troopers
and
Flak Tracks. Look for enemy War Miners and take them out if you
can.
This will cut off their money supply. Take out any isolated
Refineries too, and any Sentry Guns that may be guarding these
structures. Send a couple groups of GIs north and garrison the
buildings. They will help to take out advancing Soviet troops.
You
may need to send along Engineers to repair these structures
first.
Also, capture the Hospital as well. The closest enemy base just
across the bridge should be taken out first. This is a different
base than the main one you'll be targeting last. Take out the
Construction Yard with your Harrier Jets. You should have at
least
eight of them built by now. Go ahead and take out the entire
base.
Use Spies and Engineers to infiltrate and take over any soviet
buildings in this base. Now repair the Lincoln Memorial and all
the
civilian buildings in the area. Load them all up with GIs. This
section will now be fully secured and you will be able to handle
any
Soviet troops that try to make their way through here.
Tip: Whenever you run across any building garrisoned by enemy
troops, use Rocketeers to destroy the building and force the
troops
out of the building.
Now take about a dozen tanks (or more) and five or so IFVs and
move
them across the northern most bridge into Soviet Territory.
Stick
close to the top of the map. Look for a Soviet wall. When you
find
it, blast right through it and move on in. don't even worry
about
the Tesla Coils or enemy units. Keep moving and look for the
Construction Yard and take it out. Ignore anything else. This is
your priority. If you lose everything in the process don't
worry.
The Construction Yard is a fair trade-off. Plus you will prevent
any
further buildings from being constructed. Now move more units
(tanks, IFVs, etc.) up north and take out everything else. If
you
want to, use some Engineers to capture buildings. If you capture
the
Soviet Barracks for instance, you can crank out troops from
within
their base.
Just move fast and hit hard and your mission will end in no
time.
Mission 7: Deep Sea, Pearl Harbor
Objective: Destroy all Soviet forces.
You start with a fully functional base with this mission. You
will
still need to build a Service Depot and Battle Lab, but just
about
everything else is included. But before you build any further
structures, you need a few other things. First, you need Prism
Towers for base defenses, more Power Plants, ships, and at least
two
more Chrono Miners.
Battle at sea: As soon as the mission starts you will be hit by
a
massive Soviet fleet by sea. You must deal with them quickly or
you
will lose much of your base. First, move your Aegis Cruisers in
position to deal with the Soviet Dreadnought missiles. Also,
have
your Aircraft Carriers attack the Soviet Sea Scorpions first so
you
have air superiority. Then use your Carriers to attack and
destroy
the Dreadnoughts. Your Destroyers should be able to handle the
Typhoon Sub threat. Replenish whatever ships you lose in the
initial
attack and repair damaged ships at the Naval Yard. Then for now
move
your ships near the USS Arizona Memorial.
On land, the Soviets will drop in paratroopers around your base.
Its
a good idea to build a couple Patriot Missile Systems. Also,
watch
out for enemy Engineers who will attempt to take over your
structures. Keep a couple Engineers around just in case so you
can
recapture your building in the event this happens to you. Now
start
producing GIs and have them garrison the buildings to the north
to
take care of paratroopers coming through that section to your
base.
Also take some GIs and garrison some of the building to the
east.
Soviet paratroopers land there also.
The Soviets earlier in the mission have taken over the small
Island
of Niihau and set up a base there. If you don't stop them they
will
build a Nuclear Missile Silo and use it on your Naval Depot. You
will need to move against this base as soon as you can.
First, make 10 GIs and one Engineer and a transport unit. Send
them
north to the Tech Airport and capture it. Go ahead and garrison
the
buildings around the airport and build some defenses for this
area.
Build a Refinery, a Barracks, more Power Plants, and some Prism
Towers. Use the Barracks to build more GIs and load up all the
surrounding buildings with them. Now get your Navy ready to go.
You
need Aegis Cruisers, Destroyers, and Aircraft Carriers. Try to
build
a second Naval Yard at your base you just built in the north at
the
Tech Airport and make new ships here. You'll need your ships at
your
main base for protection. Also, take a transport loaded with GIs
from your base in the north and head west to the Soviet base.
Unload
them, move the transport back into open water, and use the GIs
to
explore the area around the soviet base.
One note here: If the Soviets do manage to build a Nuclear
Missile,
you can take a Spy and infiltrate the Nuke structure. When you
do
this it resets the timer and will buy you more time. Just watch
out
for dogs, else they will have you for lunch!
Now have your Destroyers pound the shoreline, taking out Flak
Cannons and Flak Troopers, then have your Aircraft Carriers
target
the structures inside the Soviet Base. If they did build a Nuke,
target this first! The hit the Construction Yard, and then power
plants and refineries. You can also use your paratroopers with
this
attack. Drop them just south of the Soviet base and have them
dig
in. Once they take care of troops in that area, move them on
into
the base and start destroying the buildings, etc. Once you are
on
your way to destroying the Soviet base, have your Navy head
further
north and take out all remaining Soviet ships and subs, and then
their Naval Yard.
Once all the Soviet structures are destroyed the mission ends.
Mission 8: Free Gateway, St. Louis
Objectives: The Soviets have planted another Psychic Beacon in
the
the St. Louis area. Your mission is to destroy or capture the
Beacon, keep Tanya alive, and then eliminate all Soviet forces.
Here we go: Your team starts with Tanya, five GIs, and two
Engineers. You have 20 minutes to get to the Beacon and capture
or
destroy it. Again, as in past missions, but your units in groups
so
they are easy to command. Put Tanya in group 1, the GIs in group
2,
and the Engineers in group 3. Then start moving south. Watch out
for
dogs in the area. Have Tanya target them first. Also, while your
slowly making your way south, keep checking your rear for dogs
or
Conscripts sneaking up behind you. Just south of your starting
position you'll see some buildings. Continue moving southwest of
them till you run into the St. Louis Gateway Arch. You can't
miss
it. It's quite large. Once you reach the Arch, head west until
you
find the Hospital. Be very careful when going under the bridge
near
the Hospital. You will run into Soviet troops you can't see.
Send
your GIs in first and take them out. then bring Tanya and the
Engineers. When you reach the Hospital, cross the street to the
northwest and have your GIs garrison the building. Keep Tanya
and
the Engineers away from this building. It will be attacked from
several directions by enemy troopers. Stay put until your
garrisoned
GIs kill all the enemy, then have them target the barrels next
to
the Soviet Barracks. You can hit the barrels from the building
you
are garrisoned in. If not, you are in the wrong building! The
explosion will take out the Barracks, the Soviet troops, and a
large
section of the base wall.
Now move Tanya and have her destroy the two Tesla Reactors she
can
safely reach. This will disable the two Tesla Coils guarding the
Psychic Beacon. Now have Tanya blow up the Beacon. After this
blows
up you will receive your reinforcements so you can build your
base.
Reinforcements will arrive at the Gateway Arch. Start building
your
base and concentrate on getting defenses up as soon as possible.
A
few Pillboxes at first and a Patriot Missile site to handle the
V3
Rockets that will be coming at you. Also make tanks and IFVs
whenever you can and use these as part of your base defenses.
Don't
rely totally on just defense structures. Also put a few
Engineers
in
IFVs to create Repair Vehicles and keep your damaged tanks
repaired.
You'll be fighting off attacks from the Soviets for awhile, but
just
stick with it and keep building up your forces. At one point
concentrate on making GIs and start garrisoning whatever
buildings
you can closer to the Soviet base. That will relieve some
pressure
on your main base. Your garrisoned GIs can pick off some of the
Soviet troops before they get to your base. Also, if possible
take
out the Soviet War Miners to hurt their production of units.
Keep
moving GIs into buildings. The more the better. Eventually you
will
turn the tides of battle.
Tip: When building up a force of tanks or whatever units you
like
to
use, build lots of them. Then when you attack, combine your
firepower on one target at a time. It only take seconds to
destroy
a
target, then move to the next.
Time to crush the enemy: By now you should have an army of
Grizzly
and Prism tanks and IFVs built. Now take your units and go to
the
Soviet base. Make a dash for their Construction Yard and destroy
it.
This will stop any further structures being built. Then take out
everything else. Get the War Factory and Barracks so no more
units
can be produced by the Soviets. Then all that's left is mopping
up.
If you made any Harrier Jets, you can use these against Soviet
Sentry Guns and Tesla Coils. Don't forget to destroy any
building
you may have left in Busch Stadium where the Psychic Beacon was
located.
Your mission is over after you destroy all Soviets.
Mission 9: Sun Temple, Tulum, Mexico
You are now winning the war, but its far from over. A Soviet
research station has been located in the Yucatan Peninsula of
Mexico. In this facility the Soviets are trying to duplicate
American Prism technology. This can't be allowed.
Objectives: Your mission is to capture or destroy this facility,
then take out all Soviet forces in the area.
At the start of the mission, a transport plane drops off five
SEALS.
Doesn't sound like much, but that's all you need to begin with.
Move
them northwest up the slope, and then head due west. You will
encounter little resistance. And what you do run into are taken
care
of quite easily. These SEALS are tough! Now move the seals down
into
the camp, taking care of any enemy troops you encounter. In
other
words, eliminate them. When you do this a NightHawk helicopter
enters at the top of the map and drops off three Engineers. If
you
want, you can keep the Engineers inside the helicopter till your
ready for them. Keeps em safe for now.
In the small camp you see two compounds holding GIs and tanks.
They
are guarded by Soviet Conscripts. Take them out and the tanks
and
GIs are yours to use. Now put five GIs each in the two huts
closest
to the compounds. That will take care of troops coming into the
camp. Use the tanks to help with defenses too.
NOTE: In the top left corner of the screen is a tech airport.
You
must protect it from Russian engineers or they will use the
paradrops against you. Take over this tech airport if you can
and
use paradrops against the Soviets. If you can't capture it,
destroy
it.
Ok, time to go after the research facility. Take two engineers
and
three SEALS and put them into the NightHawk Helicopter. Head due
east over the water to the side of the map. Now turn south and
head
for the corner of the map. Now head west till you see land. Set
the
helicopter at the back edge of the high ground near the enemy
ore
field. You will probably see War Miners in this area. Use
caution
here. Remember, the SEALS and Engineers cannot defend
themselves
against Soviet vehicles. You must sneak in at this point
undetected.
It's not that hard if you follow these instructions carefully.
Here's what you do: Wait until the Soviet War Miners are either
unloading at the Ore Refinery or in the south end of the ore
field.
Now head in the back of the base. Send one of your Engineers
into
the structure that looks like a modified Prism Tower just inside
where you enter the base. Have one of the SEALS blow up the fuel
barrels next to the east wall. This takes out a few Soviet
structures and vehicles. Now have your second Engineer capture
the
Tesla Reactor. When you do this, the modified Prism Tower you
captured activates and destroys any Soviet units that come near
it.
This also triggers another air drop and a SEAL comes down right
in
the middle of the Soviet base. Now take your SEALS and start to
blow
up the Soviet structures. Get rid of all the Tesla Reactors
first.
Also, shoot any barrels you see. This helps to destroy other
stuff
in the base. There is also a second Prism Tower. You can move an
Engineer in and capture this or have one of the SEALS destroy
it.
Up
to you. Your SEALS have a long firing range. They can take out
Sentry Guns without being shot at.
Also want to note here: You can use the tanks that are in your
camp
to the north to help with the final attack on the Soviet base.
The final part of the base you need to destroy is at the front
entrance. This is a bit tricky, but not that hard to do. There
are
two Tesla Coils that are being charged by Tesla Troopers. Best
way
to handle this is to have your SEALS drop the Tesla Troopers in
their tracks. This shuts down the Tesla Coils and allows you to
blow
them up.
Once all units are destroyed the mission ends and the Prism
Technology is saved.
Mission 10: Mirage, Black Forest, Germany
Your in Germany in this mission. You are called to protect
Einstein's lab located in the Black Forest. As the mission
briefing
ends, General Carville is killed by a Soviet Crazy Ivan who was
waiting outside the General's office. Your on your own now...
Objectives: Protect Einstein's Lab, destroy all Soviet forces.
At the start of the mission, Einstein tells you about his new
invention, the Mirage Tank. Move these units back to Einstein's
base
as soon as possible. You should also move your MCV near
Einstein's
Lab and deploy it there. Now start building a Refinery and
another
Prism Tower. Place the Prism Tower on the outside of your main
base
on the left or right. The Refinery should be placed near your
Construction Yard. Before you build anything else, you need
another
Chrono Miner, three Prism Tower on each side of your base, and a
few
more near the top center of your base. You'll need to build
enough
power plants to run them too. Just build these items first and
don't
worry about units for now. You will need these base defenses.
You
will have three Soviet bases attacking you constantly with
little
breaks in action. The more Prism Towers you have the better. You
can't have too many. Just remember to keep repairing them as
they
get damaged. You also need to build a group of Rocketeers to
defend
against any Soviet V3 Rockets that attack your base. You can use
them to reveal the terrain surrounding your base as well.
Tip: It's also a good idea to build a few Patriot Missile Sites
to
shoot down Soviet V3 Rockets.
Tip: In the South part of the map there is an Ore Refinery you
can
capture for additional money if you find yourself low on funds
during the mission.
You should also build a Battle Lab when you get time and money
to
do
so. This will then allow you to build Spies, an Ore Purifier,
and
the Spy Satellite Uplink. The Ore Purifier will give you more
money
from the ore your Refining, and the Spy Satellite, once built,
will
reveal the entire map and let you see what your up against. Now
start building Air Force Commands. You'll need three at least.
Fill
them with Harrier Jets. Now make some Spies and send them to the
northwest. Make sure you disguise them first.
Now take one of your Spies and have him infiltrate the Nuclear
Reactor to shut down the power. Now attack with your Harrier
Jets.
If they don't destroy it on the first run, do it again. Once
destroyed, this takes out the power at the Soviet base for a
brief
time and gives you a little break from all the attacks on your
base.
Just to note that the Soviets will build a new Nuclear Reactor
to
replace the one you destroyed. Best thing to do is take out the
Construction Yard after you destroy his power, thus eliminating
any
further building. And by killing the soviets power, you
deactivate
the Tesla Coils. Now use tanks, etc. and take the rest of this
base.
And keep using the Harrier Jets to target Sentry Guns, etc.
You can use this same basic strategy on the other bases too to
get
the job done. Don't forget to use your Spies. Have them
infiltrate
Soviet Refineries and steal their money! And put them into power
plants to shut down the power.
When all Soviet forces are destroyed your mission ends.
Mission 11: Fallout, Florida Keys
Objectives: Build a Chronosphere, neutralize the Soviet Nuclear
threat in Cuba.
This mission is one of the hardest you'll encounter. You're
going
to
be kept real busy for awhile in the beginning of the mission.
You
start with a base already built, but you'll need some more
things.
First build a War Factory and a Patriot Missile. Then build
three
each of the Aegis Cruiser and the Destroyer. You will also
encounter
a new Soviet unit in this mission, the Soviet Giant Squid. You
can
use your Dolphins (yes flipper is here) to get the Giant Squids
off
your ships. Your Destroyers will then kill the Squid. Once this
is
taken care of, look back to your base again.
Send eight of your GIs south across the bridge and deploy them
southwest of the Refinery here. You can also send four GIs east
and
have them garrison one of the hotels on the beach. Now build two
SEALS and a dozen or so GIs. Send the SEALS south to the beach.
Also
send some GIs north and have then garrison one of the structures
on
the island in the northwest corner of the map.
Near your Air Force Command, place the Patriot you built to the
south. Build another one and place it here as well. The soviets
will
be attacking soon. Your units will be kept busy fighting them
off.
But the troops you should have garrisoned in the buildings will
take
care of the attack. The Soviets will also move in near your
Naval
Yard. Watch out for the Squids. Have your Destroyers target them
before firing on the Typhoon Subs. Soon after all that action, a
group of Soviet Dreadnoughts is down south and starts pounding
your
base. Remember the SEALS you should have down there? Now take
them
out for a swim and destroy the Dreadnoughts! Just get them back
on
land quickly so they are not devoured by any Squids in the area.
Now it's time to start building an army. Crank out Grizzlies and
IFVs for awhile. You'll also need a Battle Lab, more power
plants,
a
Spy Satellite Uplink, and a Chronosphere.
ATTENTION: When you build and place your Chronosphere, you will
be
alerted to the presence of Soviet missiles in Cuba. You now have
19
minutes to shut down the missiles or their power before the
missiles
launch. One thing is in your favor though, the Chronosphere
charges
up in half the time it takes the Nuke Missile Silos.
Ok...lets create a group of units. You will need a few Prism
Tanks,
a few Grizzlies, and several IFVs. Put Spies in your IFVs. When
your
Chrono comes online, Chrono them to the southwest corner of the
map,
near the first Soviet Nuclear Reactor. Once you arrive, have one
of
your Spies go into the Reactor. This shuts down the power for a
minute, so act fast here. Have your Grizzlies and IFVs destroy
the
Reactor. Keep your Prism tanks back. Now this is a low blow to
the
Soviets, but it doesn't completely take out all their power.
You must take your Prism Tanks east and have them shoot the fuel
barrels behind the walls. This will take out all of the Soviet
Tesla
Reactors in the area. Now have another Spy run into one of the
Nuke
Silos. This will reset the timer and buy you some more time.
The Soviets will keep building Tesla Reactors to replace those
destroyed. Just keep using the Cronosphere to send more units to
knock out Soviet power and keep sending along Spies to reset the
timer.
Use your Navy: The trick to shutting down the Soviets for good
is
to
use your Navy. Start building ships. Destroyers and Aircraft
Carriers are the preference here. Once you have your Navy group
ready to go, head south and slowly inch your way in. When your
within range, have your Carriers take out the Soviet Naval Yard
in
the west while your Destroyers and Dolphins stand guard. After
the
naval yard is destroyed, turn your Aircraft Carriers loose on
the
second Nuclear Reactor here. If you destroy this, the power goes
down for good.
Your ships can hit the missile silos from the water too. Also
use
your Harrier Jets to pound away at the Missile Silos. You can
also
Chrono over Prism Tanks to help in this attack. Just concentrate
on
destroying the three Missile Silos, nothing more. Once they are
destroyed, take out the Construction Yard. Once that is
destroyed,
the Soviets can no longer replace the Silos.
The mission ends. You have won.
Mission 12: Chrono Storm, Moscow
Here it is...the final mission. Tanya needs to get into the
Kremlin
to capture Romanov. You are outnumbered. The Soviets are armed
with
both an Iron Curtain and a Nuclear Missile Silo. And don't
forget
the Kirov Airships...Good luck!
Objectives: Clear the area so Chrono reinforcements can arrive,
then
eliminate Romanov's Elite Black Guard around the Kremlin. Do not
destroy the Kremlin.
The mission starts with a trio of SEALS dropping in around a
fortified Soviet area. When they land they'll take out all the
Conscripts in the surrounding area. Use the SEALs to destroy the
Tesla Reactor. This will trigger the arrival of your MCV and a
couple IFVs. Deploy the MCV right where its at. Now move your
SEALs
throughout the area and have them blow up all remaining Tesla
Coils.
You can get a few infantry units by knocking out the fence in
the
top left corner.
Build base: Now start making your base and build up as fast as
you
can. Just use whatever base building techniques you've learned
in
the past eleven missions. You should know what to build by now.
One
thing you do need to do as far as placement of buildings in your
base: Put one Power Plant to the left of your Construction Yard.
Then place all the other structures you build to the west and
north
of this. In other words, keep everything except that first Power
Plant away from the Construction Yard. NOTE: You'll understand
why
you need to build it like that later on in the mission.
You'll need four Engineers to take over the four Tech Derricks
in
the area. Capture these for additional money. You also need to
garrison the four bunkers outside your base with GIs. Two in the
south and two in the east. These bunkers will give you added
defense. Each bunker holds four GIs. Continue building up your
base
as usual. Don't forget about air and ground defenses. Build more
Chrono Miners so you can get money faster. Also crank out a
bunch
of
IFVs. You'll need these to defend against the Soviet Kirov
Airships
that will be attacking you.
Now take an Engineer and 10 GIs and head out the northern end of
your base, then head east. When you spot a Sentry Gun, deploy
the
GIs and have them destroy it. Now have your GIs garrison one of
the
buildings in the area. Take your Engineer and capture the Tech
Airport. By taking over the Airport you will get reinforcements
throughout this mission. Now back in your base you will receive
more
reinforcements of both Grizzly Tanks and Prism Tanks. Leave them
in
your base so they can help defend it for now.
Keep an eye on the east. That is where Soviet Kirovs will be
attacking from. Just make sure you have Patriot Missile sites
and
use your IFVs for protection from them also. while your
continuing
to build up your base, make sure you build a Battle Lab as soon
as
possible and then build a Spy Satellite and two Chrono
Legionnaires.
Keep cranking out GIs and have them garrison all the buildings
surrounding your base. This will help to fortify the base. It's
also
important to garrison any of the buildings you can get at near
your
base, at the Airport, and also near the Tech Derricks. All these
must be protected because the Soviets will be coming in force
and
with power! Just want to mention that east of the Airport you
have
captured, there are a few more Tech Derricks you should capture
when
you get the time. You'll need the extra money.
Ok...time to get on with this mission. the only way to stop the
Soviet Nuke is to sneak a Spy into the silo. but to do that, you
have to get past a PSI-corp Trooper and an attack dog. If your
attempt to infiltrate the Nuke silo fails, wait for the
countdown
to
get to about one minute. Now move all your units away from your
Construction Yard. Move in with the Chrono Legionnaires you were
told to build earlier. Now have one force-fire on the
Construction
Yard, and the other on the Power Plant. (Now you understand why
you
were to build your base that strange way?) I hope you followed
instructions. Now when the Soviet Nuke hits your base, only your
Chrono Legionnaires will be destroyed. Your structures will be
ok.
Just note here: Timing is important. If your Chrono Legionnaires
fire on the buildings too long they will destroy them. If you
are
unsure about doing this, then just let the Nuke hit. It will
take
out your Power Plant and damage your Construction Yard. You'll
just
have to replace the Power Plant and repair the CY. You could
also
assault the Nuclear Silo by taking a force of eight to ten
Grizzly
Tanks and four or five Prism Tanks. Take along some GIs too and
have
them garrison buildings near the Nuke Silo to help defend your
tanks. Use the Grizzly Tanks to defend your Prism Tanks while
they
are firing on the Nuke Silo.
Now lets have some more fun! Make a few Spies and send them to
the
east into the Soviet base. Send them into anything that's there.
Concentrate on the Soviet Refinery. Sending a Spy in one of
these
steals the enemy's money. Do this every few minutes or so.
You'll
get money every time you do it!
Taking out the power: Now make five or six Chrono Legionnaires.
Take
them to the eastern edge of the map. You'll see a small island
with
two Nuclear Reactors there. Move the Legionnaires to the island
and
have them eliminate Reactors. This won't shut down all the
Soviet
power, but it's a very good start. Now send your Legionnaires to
the
southeast corner and have them take out the two Nuke Reactors
there
too. If you come under Soviet fire, just take one of two
Legionnaires and kill them while the others continue to
eliminate
the Reactors. Finally, send them one more time to the southwest
corner of the map. Again, destroy the two Nuke Reactors here.
Now
the Soviet base is without power.
Final Assault: Now that all the Soviet power is down, send a
bunch
of tanks, etc. into the smaller Soviet base to the east first
and
destroy everything there. Now start to slowly head south with a
big
assult force of IFVs, Grizzlies, Prism Tanks, GIs, and whatever
else
you can grab. Put some Engineers in IFVs too. Keeps your tanks
repaired. Keep using your Chrono Legionnaires to take out all
the
structures along the southern edge of the map. Always mass-fire
on
one target at a time. It's also a good idea to airdrop some GIs
where your Legionnaires are at to help protect them. If you
encounter any Soviet Apoc Tanks, five Legionnaires can take one
out
fast.
Don't worry about the Orange base to the west. Just keep units
around their base and destroy any units coming out of it. Your
priority now is to get the Chrono Legionnaires into the Kremlin
area.
NOTE: DO NOT DESTROY THE KREMLIN!
Once your Chrono Legionnaires are in the Kremlin area, start
eliminating the green units and structures. This takes time and
patience. Start with the Sentry Guns in the back. Then work
around
carefully, taking out the Apocalypse Tanks, Conscripts, Tesla
Coils,
and Flak Cannons. When all the green units are gone, Tanya drops
in,
enters the Kremlin, and captures Romanov. The war is over and
America and the free world are saved!
Congratulations Commander! YOU ARE VICTORIOUS!!
Soviet
Mission 1: Red Dawn, Washington D.C.
Your campaign and your first mission starts with the objective
of
destroying the Pentagon. You'll be reinforced with troops
throughout
this mission.
At the beginning of the mission you'll get some paratroopers and
an
MCV. The MCV will deploy. Go ahead and start building your base
right away. Start with a Tesla Reactor, a Barracks, and an Ore
Refinery. Also, go ahead and make a couple Engineers. Now take
your
Engineers and the Conscripts you got with the paradrop and head
them
north up the road. Not far from your base your Conscripts will
encounter a small group of GIs deployed and waiting for you.
Garrison your Conscripts nearby in a building. then take out the
GIs. Now continue moving north until you find the small Allied
base.
Go ahead and send your Conscript into the base and take out the
GIs
there. After that, go ahead and take out everything in the base
except for the Barracks. Have one of your Engineers capture the
Allied Barracks. You can now make new troops from this location.
Just make the Barracks your Primary Buildings by double clicking
on
it.
Next, send one of your Engineers into the repair hut at the
bridge
to repair the bridge. Now send your troops across the bridge and
into the next area of Allied occupation. You'll see two building
near the Allies. Go ahead and garrison the buildings. The
buildings
are within range to take out the Allied Pillboxes and GIs
guarding
the next Allied Base.
Now un-garrison your men from the buildings. You also receive
more
reinforcements, including some Engineers. Now go into the Allied
base. Take over the Airport with an Engineer. This will allow
you
to
get paratroopers for the rest of the mission. Also capture the
Construction Yard and Barracks. Destroy everything in the base
except what you captured with your Engineers.
Now look to your west. You'll see another bridge to repair. Have
one
of your Engineers enter the repair hut just like you did on the
last
bridge. Send two Conscripts across the bridge to scout this
area.
There aren't any enemy troops here, but as you near the western
most
side of this small island you will get reinforcements of four
Rhino
Heavy Tanks. Take your tanks and join up with your other troops.
Now
go ahead and head north towards the Pentagon.
Use your Rhino Tanks to break through the walls and destroy the
Pillboxes. Go ahead and use your paratroopers and Conscripts.
Take
out the GIs and Patriot Missiles. have two Engineers capture the
two
Barracks. Now you'll get lots more reinforcements including
eight
more tanks. Move up near the Pentagon building and destroy
everything around it. Now start blowing up the Pentagon. There
are
four separate sections of this building that you must destroy.
Once the Pentagon is destroyed your mission ends.
Soviet
Mission 2: Hostile Shore, Florida Coast
In this mission you'll be establishing a base on the Florida
coast.
Once that's done, you'll be moving inland to take out all
opposing
forces.
First looks: This mission begins with a bit of excitement!
Vladimir's Dreadnoughts (you have no control of these
Dreadnoughts)
pound the American defenses along the shoreline, transports move
in
with troops and tanks to push back the Allies from the beach.
Have
your troops and tanks destroy the Pillboxes, then move
everything
up
the beach. Hit the barrels between the two Allied Refineries.
This
destroys both of them. Now another transport moves in and leaves
you
your MCV. Take the MCV and deploy it near where you blew up the
Allied Refineries.
Not long after you've started building your base you will be
attacked by a large Allied force of tanks. Take the tanks you
have
and confront them head-on. Continue to build up your base. Don't
let
this distract you. You'll need some Tesla Reactors, Barracks,
Refinery, War Factory, and a Naval yard. Get them all built as
quickly as possible. No time to admire the scenery Commander.
Build
some Conscripts and use them to garrison any of the surrounding
buildings you can. This will help greatly with defending your
base.
Check out the area to the west and also to the south. Garrison
all
the buildings you see. This is very important. Go ahead and
build
a
second War Miner to help with the flow of cash you'll need for
all
the Conscripts you're building. You should also take Engineers
and
capture the two Tech Derricks west of your base. This will give
you
additional money. Make sure you protect these after you capture
them. Just send along a few tanks and Flak Tracks with your
Engineers.
Tip: All of the white hotels contain money crates. Just destroy
them
and collect the crates to get the money.
At some point in the game Vladimir's Dreadnoughts attack the
Allied
Navy, but the Dreadnoughts fail and sail away. You are
reinforced
with some Typhoon Subs. Use these and make a few more subs,
then
send them after the Allied Destroyers, taking out what you can.
Ending this battle: Back on land, keep garrisoning buildings
with
your Conscripts and work your way closer to the Allied base.
Now
here a way to quickly bring this battle to an end. Make a large
group of tanks and a couple Flak Tracks. Fill one of the Flak
Tracks
with Engineers. Now move this group along the western edge of
the
map. Move slowly and cautiously, looking out for enemy troops.
When
you finally find the Allied base, send in your tanks and Flak
Tracks
to destroy the Pillboxes and GIs. Keep the Flak Track with your
Engineers out of harm way. Now with this area secured, go ahead
and
capture the Allied Construction Yard.
Victory: Capturing the Allied Construction Yard sets off a
massive
chain of events that quickly brings about your VICTORY in this
mission. With Allies sell all their buildings and all the GIs
move
in to attack you. But since you garrisoned all the buildings
with
your Conscripts (you did do what your were told, right?) you
will
have no trouble taking out the attacking GIs. The only thing
left
to
do is take out the remaining Allied Naval Fleet. You'll find
them
at
the south end of the map. Use lots of Typhoon Subs and head
south.
Take out all the Allied Destroyers and the mission is complete.
Congrats Comrade Commander!
Mission 3: Big Apple, New York
In this mission you start the psychic invasion of America in New
York. You will have to clear the area of Allied units and
capture
an
Allied Battle Lab.
Objectives: Capture the American Battle Lab, build and defend a
Psychic Beacon.
You start the mission with practically nothing. You only have a
Radar Tower, Tesla Reactor, and a Construction Yard. You should
start building a Barracks and Refinery right away, and then a
War
Factory. You also need to concentrate on building up your base
defenses. Make a lot of Conscripts and garrison the buildings to
the
north and east of your base, near the Tech Derricks. You should
also
capture the Tech Derricks with your Engineers. There is very
little
ore around your base, so capturing the Tech Derricks is very
important! Reinforce the area around the Derricks with tanks and
Flak Tracks. A few Sentry Guns here is in order too.
You will also be reinforced with a couple Psi-Corp units. These
units can be used to mind-control a single enemy. For example,
you
could use them to control an Allied Grizzly Tank and have the
tank
scout the map for you or attack their base with their own unit!
Now
take a Flak Track and explore the area all around your base. You
will see a large bridge. Don't cross it. Just explore the area
to
the left and right of the bridge. You'll see some buildings near
the
bridge. Send out groups if 10 Conscripts and garrison all the
buildings you find. This will help defend your base from
attacking
Allied troops.
Tip: Most of the buildings are severely damaged and will need to
be
repaired by your Engineers before the Conscripts can garrison
them.
Buildings in the red cannot be garrisoned until they are
repaired.
Now keep pushing north and east towards the enemy. Don't forget
to
build a few Rhino Tanks and Flak Tracks to protect your base,
and
keep repairing and garrisoning buildings as you go along. If you
run
into a building that is garrisoned by Allied troops, make some
V3
Rockets and have them take out the building. Three V3s can take
out
most buildings.
Tip: You can find some Tech Outposts along the western side of
the
map. You can capture these and use them to repair your vehicles.
Just make sure you can defend them before capturing them. You
should
garrison nearby buildings if you plan on capturing the Outposts.
They will help greatly in defense.
Ending this battle: Time to make the final push towards the
enemy.
The best approach is from the northwest, near the second of the
two
Tech Outposts you were told to capture above. Build a second
Barracks here and start churning out Engineers and Conscripts.
Now
repair the buildings on the hill to your north with your
Engineers
and garrison them with your Conscripts. Then send a couple
Conscripts to scout out the area down the east side of the hill
that
leads to the Allied base. You'll find a few Pillboxes here. Use
your
V3 Rockets to take them out. Now repair the buildings in front
of
the Allied base and garrison all of them with Conscripts. Now
start
moving into the Allied base and destroy everything. Use your V3s
to
take out Pillboxes and have your Engineers capture whatever you
want. Get the Allied Barracks first, then start making Flak
Troopers, lots of them! You can also capture the War Factory and
make some IFVs. NOTE: Just remember to make your captured
structures
your Primary buildings so your units will come out of that
building.
Tip: If you captured the Allied War Factory, you can make IFVs
and
place Tesla Troopers inside them. This will get you a vehicle
that
fires the Tesla weapon!
Capture or destroy everything basically. DO NOT TOUCH THE
ALLIED
BATTLE LAB yet! Very Important...
Before you capture the Battle Lab, garrison all the buildings
inside
the Allied base, or what use to be the base =) Now go ahead and
capture the Battle Lab. It will change into a Psychic Beacon.
You
must protect this until it deploys! The Allies will hit you with
everything they have. Now you see the reason for garrisoning all
the
buildings your were told to earlier. I sure hope you listened!
Once
the Psychic Beacon deploys, you will receive reinforcements of
PSI-Troopers via para-drop. Use them to mind control enemy
vehicles
that get too close to the Psychic Beacon. If you garrisoned all
the
buildings around the Beacon as you were told to, you should have
no
trouble handling the Allied attacks. You should also have Flak
Troopers and Flak Tracks near the Beacon to shoot at incoming
Allied
planes dropping Allied paratroopers near the Beacon.
Don't worry about any other battles going on. Your main concern
is
to protect the Psychic Beacon. That's it. You can also repair
the
Psychic Beacon if it becomes damaged. Use your Engineers. Just
keep
some near the Beacon. You may need them.
Done Deal: Once the Beacon is fully charged up, it deploys and
all
the enemy troops fall under your control. The mission is over!
Mission 4: Home Front, Vladivostok
Despite your success in America, there is trouble on the home
front.
The Koreans have sided with the Americans, and is sending a Navy
fleet to Vladivostok. You must destroy this fleet and save
Mother
Russia!
Objectives: Establish a base, defend Mother Russia, destroy all
Allied forces.
Getting started: You start with a Construction Yard, a Naval
yard,
and one Typhoon Sub. You need to start building quickly. The
Korean
fleet will be arriving in 10 minutes! You will see the timer
activated. Make additional subs (5) right away. Also build Tesla
Reactors, an Ore Refinery (have your War Miner go north to the
field
of gems there), and get some Flak Cannons up fast. The Koreans
will
attack you constantly with planes from their Aircraft Carriers.
Place the Flak Cannons near important buildings such as your CY
and
Power. When you get enough funds, build a second War Miner. Your
going to need the money. You'll also need a Service Depot to
repair
your damaged tanks, etc.
Once the timer gets down to a few minutes, move your subs east
so
they will be in position to strike the Allied transports. You
should
also build tanks and place them in the north to protect your War
Miners working in the fields there. The Allies will be attacking
that area frequently. You also need to have Flak Tracks and Flak
Troopers in the north end of your base for defense. Allied
Rocketeers will attack you in this area. Use the Flak defenses
to
protect your tanks which are protecting your War Miners. Get the
picture?
Now take a Flak Track and explore the entire map, concentrating
mainly on the shoreline. You won't find much in the west and
south
parts of the map. In the east you will find the Allied base. You
should try to uncover at least the edges of this base with your
Flak
Track. You should also take your Typhoon Subs and head to the
Allied
base. Take out the Naval Yard and any Allied ships there.
Tip: If you can capture an Air Force Command with one of your
Engineers, you can use the Harrier Jets to help you complete the
mission. You can also use your Engineer to capture any of the
buildings in the base. It's much faster than using the tanks to
destroy them. Just place them in Flak Tracks for protection and
drive em right into the Allied base. Also, don't forget to use
your
Sea Scorpions to shell enemy infantry along the shore.
Final Attack: Time to end this battle. Once you have enough
funds,
build 10 tanks, a couple Flak Tracks, and some V3 Rockets. Send
them
along the southern beach. Push your way into the Allied base and
hit
whatever you can. Keep cranking out units and send them to the
Allied base. Keep the pressure on. If Allied resistance gets to
heavy for you, pull out your forces and regroup. You don't have
to
destroy it in one big attack. Just chip away until you weaken
them.
The most important things to target is the Construction Yard,
the
Refineries, and the Chrono Miners. If you disrupt their ability
to
produce units, they will soon fall.
Once you destroy the Construction Yard and stop the flow of
money
to
the Allies, this battle should end very fast. Just keep on
attacking
and victory will be yours.
Mission 5: City of Lights, Paris
This mission finds you in France. As a demonstration of your
power,
you'll turn the Paris Tower into a Giant Tesla Coil. The French
will
do what they can to stop you from doing this. Expect very heavy
resistance from the French people.
Objectives: Get your Tesla Troopers to the Paris Tower.
You won't be able to build a base in this mission. What you
start
with is a Barracks and a Tesla Coil. You also have several
Conscripts, some Engineers, four Tesla Troopers, and two Crazy
Ivans. You have no ore to mine either. Unless you can find some
additional money, you are limited to the $2,500 you start with.
There is however one source of income, but you'll need to do a
little work to get it.
Where's da money? First, take your Conscripts and head them
west.
What your going to do is garrison buildings, but not to hold
them.
What you do is garrison a building, use it to eliminate any
Allies
in the area, and then move on to the next building. Don't try to
confront the enemy troops without garrisoning. You can't afford
to
lose many of your troops since your funds are limited with this
mission. Keep heading west until you find the Tech Derrick. This
is
your source of money. Have an Engineer capture it, then have
Conscripts garrison the buildings around the Tech Derrick to
protect
it. Also garrison the buildings around your small base for
protection. It may take awhile since the money comes in slow.
But
you'll eventually have the buildings full with Conscripts. Keep
making Conscripts throughout the entire mission. You'll need
them.
Heading north: Once your have the Tech Derrick and your base
fully
protected with garrisoned Conscripts, take six Conscripts to the
north and do the same thing you did with the buildings to the
west.
Garrison a building, shoot what you can hit, then move on to the
next building. This takes time, but it protects your Conscripts.
As
your working your way up north toward the Paris Tower, leave a
few
Conscripts in some of the buildings for added defense.
The Paris Tower: At the northern end of the map you will see the
Paris Tower. It is heavily guarded with Pillboxes and GIs, and
also
some tanks and IFVs. Get as many Conscripts as you can. The idea
is
to garrison as many buildings as you can and target all the
Allied
units from the garrisoned buildings. Don't try to fight them
outside
the buildings. You won't last long. If the Allies destroy one of
the
buildings you are garrisoned in, simply go to the next one. Keep
doing this and you will soon win this battle. About this time
you
will be receiving reinforcements by Amphibious transport. You'll
get
6 Tesla Troopers. Keep them where they appear and keep cranking
out
Conscripts when you can. You need to hit the Allies from both
sides
to take the Paris Tower and to prevent the Allies from taking it
after it's yours. So keep garrisoning all the buildings you can.
Now move a large force of Conscripts up the road next to the
water
and assault the Allies west of the Tower. You'll lose a lot of
your
Conscripts here, but keep reinforcing them with new Conscripts.
Eventually you win out and the Paris Tower will be under your
control. As soon as you take the Paris Tower the Allies will
start
to attack it. Hit what you can from the buildings you have
garrisoned. The deploy your troops and destroy the remaining
Allied
GIs and tanks. When the last GI and Allied tanks are destroyed,
move
in your transport that is carrying the Tesla Troopers, and place
them around the Paris Tower. It will then charge-up and destroy
all
remaining allied units.
The mission is over and Paris is yours!
Mission 6: Sub-Divide, Pearl Harbor
This mission takes place on a huge map. Larger than any of the
missions so far. You start with a small force of a few men and a
couple ships. This mission centers around your Navy this time,
but
don't forget about the power of your ground forces either.
Objectives: Destroy the Allied Pacific Navy fleet.
Getting started: Deploy your MCV and start building up your base
a
you normally would. by now you should know what needs to be
built.
Make sure to construct both air and ground defenses for
defending
your base. You'll be given a countdown for the arrival of the
Allied
(Korean) navy fleet. You'll need to explore the island your on.
Also, build lots of Conscripts and garrison them in every
building
you can find. This is important you do this. Also build some
tanks,
Tesla Troopers, and some Tesla Coils. Build some Flak Tracks and
send them to the southern edge of the island. Build a Naval yard
and
make a couple Typhoon Subs to start with. You'll also need a
Radar
Tower so you can build Sea Scorpions to protect your Typhoon
Subs.
Go ahead and make some of them now. When your reinforcements
arrive
from the north, move all your ships to the northwestern edge of
your
island. The Allied fleet will arrive here shortly.
Tip: Sea Scorpions are great at destroying small planes that are
launched from Allied Destroyers. Use these to protect your
Typhoon
Subs.
Battle at sea: When the Allied (Korean) Navy Fleet arrives, hit
them
with your ships as much as you can. Keep cranking out more Subs
and
Sea Scorpions to replace the ones you'll be losing during this
battle on the sea. You do want to concentrate most of your fire
power on the Allied Aircraft Carriers. The Allied (Korean) Fleet
will soon leave. When they do leave, take your navy to the south
and
wait in the area just south of your main island. The Korean
Fleet
will be meeting up with the Americans so they can attack your
base
in force, moving along your southern shore. You might try
placing
some V3 Rockets along the southern shore. Remember the Flak
Tracks
you were told earlier to send to the south? They will come in
handy
now.
It takes some effort to eliminate the Korean ships. But
eventually
you will. Now lets do something else. Load up an Engineer and 11
Conscripts in a transport and send them all the way to the
southwestern corner of the map. Protect the transport with
several
Sea Scorpions and subs. Now deploy the men on the small piece of
land and capture the airfield. This will give you paratroopers
for
the rest of the mission. Build some Flak Cannons to protect this
area. Now move your Conscripts around this area and you will
find
four crates that contain money.
Time to move: It's now time to start moving on the main Allied
Island. Drop paratroopers on the eastern section of the main
island
and send a bunch of Conscripts to the island with your
transports.
Start garrisoning buildings with your Conscripts. Your also
looking
for a large group of offices and hotels. Garrison these hotels
with
all the Conscripts they will hold. Just keep shuttling men with
your
transports until you have enough to fill up all the buildings
and
hotels. If you explore around this area, you will discover an
Allied
Ore Refinery. Send over an Engineer in your transport to capture
the
Refinery. Once you take the Refinery, build a Tesla Coil and a
Barracks near it. Make this Barracks your Primary building
(double
click on it). Make more Conscripts and keep exploring to the
north
and west. You'll find a small cove that holds one of two Allied
Naval Yards. Build Tesla Reactors and Tesla Coils to reach to
the
naval yard and destroy it and any ships it produces.
Time to clean up: Now take a bunch (10) Typhoon Subs and explore
the
coast of the large island. You will find a narrow inlet with
Prism
Towers. The Prism Tower can't hit your Typhoon subs as long as
they
stay underwater. Go ahead and take your subs through this cove
and
eliminate all ships and the Naval Yard here. Remember to target
Destroyers first since they are the most dangerous for you. Keep
sending in more subs as you need them until everything is
destroyed.
NOTE: Don't worry about the Coast Guard ships patrolling the
western
part of the seas. They do not have to be destroyed to complete
the
mission. But you can if you want to =)
Once you destroy all the ships in this cove and any new Naval
Yards
the Allies may build, the mission ends.
Mission 7: Chrono Defense, Ural Mountains
The Allies are after your Battle Lab in this mission. You must
protect it at all costs. The Allies have Chrono technology
available
to them and can place troops anywhere inside your base. You must
be
prepared for attacks from anywhere. If you keep your wits about
you,
you'll be ok. Just don't lose your head =) Good Luck Commander!
Objectives: Protect your Battle Lab.
Let's get started: Start building up your base as normal. But do
it
quickly. The Allies will be attacking soon. Make sure to cover
your
entire base with defenses, including Conscripts, Flak Tracks,
and
tanks. Also use attack dogs with this mission. The Allies will
be
using Spies in this mission and the dogs are the only way to
spot
them. Also, since Spies like to target your Tesla Reactors, post
some dogs around them. Don't worry about exploring the map just
yet.
Concentrate on building up your base and forces. And the more
technology you develop the better. Get whatever is available in
this
mission. You should also build four Apoc Tanks and place them at
the
openings (choke points) leading to your base. Don't build
anymore
Apocs than that since they are so expensive. Defend these
opening
with Flak Cannons and whatever else you have too. Never stop
building defenses. Your going to need all you can make.
Note: The Allies will be sending in Snipers to take out your
men.
When you get the chance, explore around your base so you can
spot
the Snipers. Also, as the mission progresses, the Allied attacks
grow larger and more difficult to handle. They also send in
Rocketeers. Use your Flak Tracks, etc. to defend against them.
Air
defense is important in this mission.
Here's a good Tip: If you take out the Propaganda Truck the
entire
map will be revealed to you. You will find the Truck in the town
west of your base driving around the outskirts of the town. It
contains a power-up crate and Spy Satellite maps of the area.
Take the Money: If you continue to explore the map, you'll find
an
Outpost and three Tech Derricks. Build four Engineers and put
them
in a Flak Track. Send them to this spot and capture the Outpost
and
Tech Derricks. Send along 3 Rhino Tanks, 2 Flak Tracks, and an
Apocalypse Tank for protection. When you capture the Outpost,
you'll
be reinforced by a group of Flak Troopers. Now build two Tesla
Coils
and a Flak Cannon to help defend this area. Now you've got
another
source of income, plus the Allies will start attacking you here,
taking some pressure off your main base and giving you a bit of
a
break. You can use the captured Outpost to repair your damaged
vehicles between battles.
Tip: At some point during the mission a group of trucks moves
from
the north to the small base in the south. Each truck is carrying
a
crate. If you can get to these trucks and destroy them the
crates
are yours for the taking.
The Allied Prism Tanks are tough to deal with. You don't want
them
to get within range of your Battle Lab. Massing fire power
against
them is one way to take them out, but you'll lose a lot of
units.
The Apocalypse Tank is a good unit to use for this task. Two of
them
can handle an entire squad of Prism Tanks.
Final Allied Attack: On the sixth and final attack by the
Allies,
they hit you with everything they have and from all sides.
First,
don't panic. Take care of the Allied Spies and Engineers before
you
do anything else. Once you have eliminated that threat,
concentrate
on defending your Battle Lab. Just make sure it has plenty of
air
defenses around it. It may be a good idea to build a wall around
it
too.
Keep your Battle Lab intact after this final attack. The mission
is
over.
Mission 8: Desecration, Washington D.C.
Former Soviet General Vladimir, who has been accused of killing
Soviet Premier Romanov by Yuri, is hiding out in the White House
in
Washington, D.C. Your mission is to capture the White House and
dispose of General Vladimir. It's Soviet against Soviet in this
mission.
Objectives: Capture the White House with an Engineer.
In the beginning: This mission starts out a bit hard at first,
but
you should be ok once you get things rolling. Start out by
deploying
your MCV immediately. You also get Desolators to start off this
mission. The Desolator fires a radiation weapon that is
effective
on
light vehicles and infantry. And when the Desolator deploys he
creates a large area of radioactivity that obliterates any
infantry
unlucky enough to be caught in his radius. You also get some
Conscripts and Apocalypse Tanks.
As you get started building your base, send one of the
Desolators
just north of your base, another to the southwest, and the other
two
to the northeast. Move all your Conscripts to the northeast
also,
and garrison them in the bunker and tents there. Also, enemy
Conscripts under General Vladimir's control drop in at the start
of
the mission. You can see the shadows of the Paratroopers as the
descend. Place a Desolator directly under these shadows and
deploy
him. He'll kill these enemy Conscripts as soon as they land.
This
will happen three times. The first is just north of your base,
the
second to the southwest, and the third, the largest drop of
Paratroopers, near the tents. But if you moved your Desolators
where
you were instructed to in the beginning of this mission, you
will
have no problems handling this attack.
Time to build: With this early attack out of the way, start
building
up your base quickly. By now you should no what to build without
being told. Always build to defend against both air and ground
attacks. And build a good mix of units for both offense and
defense.
In this mission in particular, build a few more War Miners (4),
so
you can gather lots of money in a short time. Now lets build
some
Apocalypse Tanks and some V3s and have some fun in this mission!
NOTE: Watch your ore field east of your base. When it runs out
your
War Miners will wander into enemy territory looking for more ore
and
be destroyed. So when this ore filed runs out, take your War
Miners
and park them in your base. Now take a group of Conscripts and
head
north until they find the Lincoln Memorial. Have them destroy
this,
then pick up the crate that appears. The crate contains $8,000.
That
will buy you a few more Apocalypse Tanks.
When you have your Apoc tanks and V3s built and ready to go,
take
them to the large ore field in the southeast. Use your Apoc
tanks
to
destroy the enemy War Miners you find there. Explore the enemy
base
near the ore field. Use your V3s to take out the Tesla Coils and
your Apocs for other structures. Leave a couple Apoc Tanks in
the
ore field and go ahead and start mining the ore here. Then take
three Apoc Tanks and a couple V3s and head to the small base
west
of
the ore field. Use the V3's on the Tesla Coils and the Apoc
Tanks
on
everything else. Keep pushing eastward taking out structures
along
the way. Use your V3s on any dangerous structures like Tesla
Coils.
The final push: In the southwest you'll find a pair of destroyed
bridges. One of these bridges can be repaired however. Use an
Engineer, repair the bridge, and send over some Apoc Tanks.
You'll
find a few enemies here, six trucks, and the Jefferson Memorial.
Destroy everything. What you get in return is crates with cash,
power-ups, a Tesla Tank, and a War Miner. Not bad, eh? Ok, lets
end
this thing. Pump out a bunch of Tesla Troopers and Conscripts.
Have
them follow your Apoc Tanks east towards the White House.
Destroy
all resistance as you go using your tanks, Tesla Troopers, and
Conscripts.
Once you get an Engineer inside the White House, the mission
ends.
Mission 9: The Fox & the Hound, San Antonio, Texas
In this mission you will attempt to take control of the
President
of
the United States using PSI-Corp Troopers. This mission takes
place
around one of the most famous Texas landmarks, the Alamo.
Objectives: Destroy Allied forces and capture the President with
a
PSI-Corp Trooper.
At the start: This mission begins with a massive airdrop of
Soviet
Conscripts around the Alamo. But they are slaughtered by Prism
Towers and Navy SEALs guarding the Alamo. But this is only a
diversion tactic used so a pair of Yuri units can also be
dropped
in
the area a few blocks away from the Alamo. The Conscripts were
sacrificed for the Soviet cause. May they rest in peace.
One of the PSI Troopers captures an IFV. Go ahead and move it to
your two PSI units and put one of them in it. Now head north to
the
small Allied base. The PSI Trooper that is walking should
mind-control one of the two GIs you run into. The
mind-controlled
GI
will start to shoot at the other one. If your mind-controlled GI
gets killed, just use your IFV to kill the other GI. Now mind
control one of the Engineers in the base. Take over the Barracks
with him. Now take the other Engineer and take over the Battle
Lab
with that one. This allows you to build Spies, which will be
useful
to you later in the mission. If you run out of money, you can
always
sell the Battle Lab for additional cash. At least for now you
can
produce some units. Go ahead and make a couple Engineers and a
large
group of GIs (20). You will be using 2 10-man GI teams to
accomplish a few goals.
Make your move: Start moving your GIs throughout the map,
garrisoning buildings and taking out the enemy resistance. Just
keep
doing this to whittle down the opposing forces in the area. Pay
attention to the attack dogs and the GIs walking around the
outside
of the Alamo. Take them out if you can. next, take the PSI
Trooper
that is in the IFV and move him to the northwest corner. Here
you'll
find another small Allied base. In that base is a Sniper, a
tank,
several GIs, a NightHawk Helicopter, a Power Plant, and a Tech
Airport. First you mind control the Sniper and move him outside
the
base. Approach from the north side of the enemy base. Use your
PSI
Trooper to eliminate the GIs first. After the GIs are gone,
mind-control the Grizzly Tank and destroy the Patriot Missile
and
the Pillboxes. Next move the tank away and mind-control the
Sniper
again. Now you can capture the enemy Airport with an Engineer,
and
you still have the Sniper you can use against the Enemy SEALs
back
at the Alamo!
Now take your PSI Trooper and control the tank. Blast a hole in
the
wall with it. Move the tank up and destroy as many GIs as you
can
with the tank. Send in a team of GIs to mop up this area. Just
stay
behind the walls so the Pillboxes don't get you. Destroy the
Power
Plant and have an Engineer capture the airfield. By capturing
the
Tech Airfield, you can now make paratroopers, which you will be
dropping around the Alamo.
On to the Alamo: The Alamo is very heavily fortified. Each
entrance
has dogs, SEALs, and Prism Towers. Take some Conscripts and
garrison
some of the buildings outside the Alamo in case the Allies
decide
to
come outside. Have one of your PSI Troopers move into the area
around the Alamo, staying more to the west. Now take the PSI
Trooper
that has the IFV and blast a hole into the back wall near where
the
Allied Power Plants are located. If your IFV is destroyed, just
mind-control one of the tanks in the area and take out the Power
Plants. You must take out two Power Plants so the Prism Towers
will
be deactivated. You can also drop some Conscript Paratroopers
into
the compound on the south end of the screen. Have them destroy
the
six trucks located here and get all the crates that appear.
You'll
get a pile of cash from these crates. Use them to make more GIs
from
your captured Barracks.
The Navy SEALs are a bit tough to deal with. Fortunately, your
PSI
Troopers can mind-control them out of their range of fire. So
what
you do is mind-control the SEALs and turn them on each other to
clear out the area. Keep destroying buildings in this area. Take
out
all the Power Plants first. Once all this is done, It's time to
get
the President.
Move in with one of you PSI Troopers and mind-control the SEAL
guarding the President. Use this unit to clean up the remaining
Allies and buildings. The move the captured SEAL away to a
different
location near one of the buildings you have garrisoned. That way
when you release him, your garrisoned infantry will take him
out.
All that's left to do is have the PSI Trooper capture the
President
and your mission is over.
Mission 10: Weathered Alliance, US Virgin Islands
In a last desperate attempt to stop the onslaught of the mighty
Soviet machine, the Allies have developed new technology that
could
turn the tides of the war. You must stop this new technology
from
being use on the Soviet Army.
Objectives: Your task in this mission is to capture the American
Battle Lab and destroy the Weather Control Device.
Let's get started: When your mission starts you find you have
very
little room to build a base, and just a few units to start with.
On
the other hand the Allies already have a huge presence in this
area
with a large Navy. You will have to work fast to get up to
speed.
A
pair of transports arrive at the start of the mission with some
Conscripts, an MCV, and a couple of tanks. Move your MCV near
the
northern edge of the island near the ore field and deploy it.
start
building your base and get a Naval Yard up as soon as possible.
Move
one of your starting ships south right away and find the
Dreadnought
located there. Now you have a good start on your Navy. Keep
cranking
out ships and Typhoon Subs. You'll also need to make a Battle
Lab
so
you can create Dreadnoughts.
On the southern end of the island you have a small base already
started for you, which includes a Tesla Reactor and a Radar
Tower.
Get some Conscripts and Flak ?Troopers there right away, and put
up
some Flak Cannons for additional protection. Then for now, keep
building up your main base and your navy. You need lots of ships
and
subs.
Next, send a ship east from your island and explore the area
here.
You'll find a small Island covered with Gems and a Tech Outpost.
Capture this outpost with an Engineer and build another refinery
off
the Outpost. You'll need this ore field because you will run out
of
ore to harvest soon back at your main base area. But this ore
field
will supply you for the rest of the mission.
Time for the hunt: Move your Sea Scorpions and Subs north from
this
small island. You'll find the Allies Naval Yards there. You need
to
destroy both of these Naval Yards and the ships they produce.
The
Typhoon Sub is perfect for this job. Use your Sea Scorpions to
protect your subs from Allied Destroyers. Once the naval Yards
are
destroyed, move in some Dreadnoughts to take care of anything
they
can reach on the shore. This will take a bit of time, but make
sure
you take everything out you can reach with your Dreadnoughts.
NOTE: While your pounding the Allies with your Dreadnoughts,
they
are sending in SEALs to blow up your Dreadnoughts. Your Sea
Scorpions can handle the SEALs who try to destroy your
Dreadnought
fleets. Just make sure you have enough of them to properly guard
the
Dreadnoughts. Allied Rocketeers may also move in against your
Dreadnought. Again, the Sea Scorpions can handle them as well.
Tip: You won't be able to see every structure you can target
with
your Dreadnoughts due to the shroud covering the island the
Allied
base is on. To solve this problem, force fire on the ground you
can
see near the shroud. Then when enemy Patriot Missiles target
your
missiles, they appear to you briefly. Just target them before
the
shroud covers over them.
When your done destroying all you can on this section of the
island,
head over to the western half of the island and do the same
thing
all over again. You can also send over your Apocalypse Tanks to
assist in the destruction. Explore around the entire island.
You'll
find a large allied base to the west. Leave a couple defenseless
structures around the Battle Lab like the Air Force Command.
DO NOT DESTROY THE BATTLE LAB!
Now move a few Engineers near the area of the Battle Lab. Take
over
the Battle Lab with an Engineer. Also any of the building you
left
standing. As soon as you do, the shroud is revealed in the
northwest
corner of the map, and your instructed to build a Nuclear
Missile
Silo and use it to destroy the Weather Control Device. At the
same
time the remaining ships from the American fleet sail in from
the
western edge of the map and attack your navy. And the Allies
send
a
Weather Storm over your Nuclear Plant. Put a refinery down and
start
mining on this huge island.
Act fast: You can build a Nuclear Silo if you want to, but it
costs
5,000 to build, and it takes 10 min. before its ready to fire.
By
then the Allies will launch another attack from their Weather
Control Device. So forget about building a Nuclear Silo.
Here's what to do: Use whatever money you have to build ships.
Gather up you fleet and send them up the western side of the
map.
You find that the Allies have a huge base along the edge of the
island that covers the northern section of the map. It has many
Power Plants with Patriot Missiles, and lots of Prism Towers.
Now
use your Navy and take out all the Patriot sites first, then the
Prism Towers. You need to take out the Prism Tower on both sides
of
the inlet that leads to the third Allied Naval Base. Destroy the
Naval Yard too. Keep moving your Dreadnoughts in towards the
shore.
You can hit the Weather Control Device from your ships.
Your mission ends when the Device is destroyed.
Mission 11: Red Revolution, Moscow
The plot: In this mission your asked to return to Moscow so Yuri
can
thank you personally for your recent victories. But you notice
there's something sinister about the way Yuri appears. Your
suspicions prove correct when your assistant tells you that
you've
received a video tape. The tape contains film of Romanov telling
you
that Yuri is controlling his mind, and if he dies, Yuri is to
blame.
So it now appears that even General Vladimir may have been an
innocent victim of Yuri's demented mind. Yuri is waiting for you
in
the Kremlin.
Objectives: Your task is to destroy the Kremlin, with Yuri still
in
it.
You start this mission with a horde of Conscripts, some Kirov
Airships, a Construction Yard, and a couple vehicles. Go ahead
and
build all your normal structures. Concentrate on placing Flak
Cannons in the east and northwest while your building up your
forces. Start exploring the area with your Conscripts. Head them
north and garrison the houses you find there. Do the same east
of
your base. Capture any Tech structures you find in these areas
and
protect them. Keep cranking out Conscripts and use them to
garrison
all the neutral buildings you can get to.
You will be attacked from both the east and the north. That's
why
you were told to garrison buildings in these areas. You should
also
concentrate on making some Apocalypse Tanks. They can chew up
enemy
units quickly. You also need Tesla Coils (6), and place them in
front of your base. Build a Battle Lab and then build a Nuclear
Reactor to power the Coils instead of a bunch of Tesla Reactors.
Note: Throughout the mission you will be receiving
reinforcements.
Trouble: Your biggest concern in this mission is the PSI-Corp
Trooper units. The problem is you can't build Yuris (PSIs) of
your
own in this mission. The best way to defend against them if they
get
past your troops you have garrisoned in the buildings is Attack
Dogs. Make groups of Attack Dogs, and whenever you see these PSI
Troopers moving towards your base, send the dogs after them.
Get the POWER: The Kremlin is a long way from your starting
spot,
and the passes leading to the Kremlin are very heavily guarded.
Time
to pull out all the stops. Make a fortified area in your base.
Place
lots of Flak Cannons and Apoc Tanks here, and then build a
Nuclear
Missile silo and place it in your fortified area. Build about a
dozen Flak Tracks and more Flak Cannons. Place the Cannons on
either
side of your base. Make more Apoc Tanks and place them with your
Flak Cannons.
Once you place the Nuke Silo a PSI-Corp Trooper will pop in and
ask
you if you are really planning on using a nuclear weapon inside
Mother Russia. You are of course, but that's not what the PSI
wanted
to hear. He retaliates by sending in Kirov Airships from the
north
and northeast. Now you see why you need all those Flak weapons
and
Apoc Tanks. Just keep building Flak Tracks and placing them
where
the Kirovs are coming from. This should take care of them and
keep
them from destroying your Nuke Silo.
Launch the Nuke: When your Nuke is ready to fire, drop that
sucker
right on top of the Kremlin! It will take out the Kremlin and
Yuri
in one single massive blow. The traitor Yuri is dead and the
Soviet
military is yours to control. Congrats Comrade Commander.
Mission 12: Polar Storm, Point Hope, Alaska
Last mission Commander!
You have one more obstacle in your way before you can lay claim
to
world domination, and that is the American base located in
Alaska.
The Americans also have the Chronosphere which allows them to
transport units anywhere they need to in a flash. You will have
to
fight hard to earn this victory Comrade.
Objective: Destroy the Allied Chronosphere and Victory is yours!
Let's get started: Your mission starts with a small base already
set
up for you with a CY, Radar, Tesla Reactor, and Barracks. Build
a
Refinery right away and make 5 Flak Troopers. Put these in the
middle of your island. Keep building up your base as usual, but
don't worry about Tesla Coils or Sentry Guns yet. Don't build a
Naval Yard yet. And don't build a second War Miner. One is all
you'll need. A few Flak Cannons should be built too. Now create
some Rhino Tanks (5). Also build a Battle Lab. As soon as you
have
the Battle Lab in place, start making a force of Kirov Airships.
The Allied Attacks: Now while all this building is going on,
you'll
start being attacked by waves of Allied Troops. Groups of
Rocketeers
will appear over the island moving in from the west. Your Flak
Troopers and Flak Cannons should be able to handle this attack
easily if you have enough built. Your main concern will be when
the
Allies use their Chronosphere and send groups of vehicles onto
the
island. There are five different waves of Chrono attacks total.
First Attack: The first wave will be all Rocket IFVs. They show
up
in the ore field to the northeast. Your War Miner and the Rhino
Tanks can take care of these. Once this attack is over, send
your
tanks to the western part of the island and wait.
Second Attack: Six Grizzly tanks will be Chrono warped in this
area
for the Allies second attack. Your Rhino Tanks should be able to
get
most of them before they phase back in. Now move everything that
has
a weapon and move them to the south and wait.
The third attack is a single transport loaded with SEALs. The
best
thing to do here is destroy the transport before it unloads the
SEALs. If you can't get the transport before it unloads, your
tanks
will still be able to handle the SEALs. With that out of the
way,
move everything to the north.
The fourth attack comes in from the water. It will be two
Aircraft
Carriers. The Flak Troopers, Flak Tracks, and the Flak Cannons
will
handle the Aircraft from the Carrier. You can use Kirov Airships
to
take out the Aircraft Carriers. Now move your tanks to the
southeast
corner.
The fifth attack, and final Chrono attack is a group of tanks.
Your
Rhino Heavies should be able to handle this one easily.
Build your army: You need 6 Kirovs. Then make a Naval Yard if
you
haven't already done so and build Sea Scorpions(6), and five
each
of
Typhoon Subs and Dreadnoughts. When your ships are built, send
one
Kirov up the right edge of the map to the northeast corner. Now
move
in carefully and find the Tech Airport. At this airport you'll
find
Kirov Airships. Go ahead and take them with you and move them
back
to your base.
Tip: You can use Sea Scorpions to guard your Kirovs while they
are
over the sea in case Allied Rocketeers try to attack them.
Now take your Sea Scorpions and Subs and move west from the
Naval
Yard. There are about a dozen Allied ships and two Naval Yards.
It's
important that you destroy the Allied Navy. You need superiority
of
the seas to complete your mission. Move along the coast and take
out
all Navy ships with your Subs. Use your Sea Scorpions to protect
your Subs. Once you have destroyed the Allied Navy its time to
go
after the Allied land positions.
Pound the beaches: Use your Dreadnoughts to shell the beach.
Take
out everything you can see. Make sure you take out the Patriot
Missiles first and then the Tesla Reactors. While your working
on
the Allied base, take your Kirovs to the southwest corner of the
map. Keep them away from land. If you fly them over the Patriot
Missiles in the area they will be destroyed. Now move your Navy
to
the southern tip of the island and start taking out all Allied
structures here. Start with Prism Towers and Pillboxes that can
hit
your ships. Some of the shroud will cover the Allied structures.
If
you force fire with your Dreadnoughts near the shroud, the
Patriot
Missiles will fire at your Dreadnought missiles. When they do,
they
are revealed for a few seconds. Have your Dreadnoughts target
them
when you see them.
When most of this area is destroyed, run your Kirovs up through
this
cove and move them mainly north, but bearing slightly east. Once
you
see a high concentration of walls, Pillboxes, and Prism Towers,
move
the Kirovs in on them. Keep your Dreadnoughts targeting any
Patriot
Missiles the Kirovs may have uncovered.
Main Goal: You should have between six and ten Kirovs for this
final
assault. The more the merrier! Your after the Chronsphere
located
in
the center of all those walls and defensive structures. There
are
some air defenses around the Chronoshphere, but not enough to
take
out all your Kirovs. Move in and destroy it.
With the Chronosphere destroyed the mission ends, no matter how
many
units the Allies have left. The world is once again at peace.
You are Victorious! Congratulations Comrade General
--------------------------------------
12. Special multiplayer strategies.
\-----------------------------\
12.1. Unholy Alliance Strategies.
=========INTRODUCTION=========
Okay, this is my favorite mode of play at the moment, because I can't play a
lot online with my crappy modem, so I can't play the World Domination thing,
and no cooperative mode (well that will change in January, when cable
moves into my little village, YEAH BABY YEAH!!). Now you ask: How the
hell are you able to play Unholy Alliance then? Well, for those of you who
don't know, you can change the regular mode of play in a skirmish game.
Here is how it goes:
- Go to your Red Alert 2 directory, which should be c:\Westwood\RA2.
- Find and open the ra2.ini file.
- Get to the section [SKIRMISH] and the first thing you should see is
GameMode=1.
- To change this mode to Unholy Alliance, for me it was GameMode=4 (I
read on a site it was 3, but that didn't work!).
Good, now that we have set our skirmish mode, let's get down to play.
First, for the people who never heard of Unholy Alliance, it is a standard
battle scenario, where every player starts with an Allied and a Soviet MCV
(the computer seems to get 3 MCVs, very weird!). This means that you can
build everything of both sides, from the Allied Weather Storm, to the Soviet
Apocalypse Tanks, it's all in there! Like it yet? Good. Let's get on with
the
killing!!
PS: Just called the cable people, and they told me that I'll have to wait
'till April!!!!!! What the f*ck is this. These f*ckin' people thing I have
endless f*cking patience. Well, I f*ckin' don't!!!!
=========CHOOSING YOUR SIDE=========
Now don't think that because of Unholy Alliance, you also get units of both
sides at the beginning of the match. Say that you choose for the Soviets,
and
the country of Russia, then you will start with both MCVs, and conscripts
+some rhinos. That's it. No Grizzlies! What I love about this mode, is that
matches can take a long time, and man, I have no LAG!!! duh? Okay, now
let's see what is best to do when you have to choose sides.
I know it goes against my judgement, but I would choose a Soviet country,
just for the main reason that when you start against a lot of computer
opponents, they have the annoying habit to rush you at the very start of the
game. It's not a that big rush, but you can't counter it in most cases. The
Allied tanks lack durability, and if you can distract the tanks long enough,
you
can recover. Let's get on to the main strategies/tips people!
=========STRATEGIES TO BEAT THE AI=========
Okay, there's no rooom for slowdown now. Set up your Construction Yard
right now. Group all your units together, and watch out for any incoming
assault. WARNING: Be sure NOT to provoke one, we don't want to lose the
game at the beginning alright!
Build an Allied Refinery, and a Soivet Barracks. Start cranking out Sentry
Guns like a mad man. Build at least 8 of them. Build an Allied barracks and
build pillboxes, let's say about 5 of them. Train GIs like you've never done
before! (I hope the ore fields are close hehe) Build an Allied War Factory,
for
the simple reason that we'll need a lot of Chrono Miners. Okay, we should be
able to withstand a small assault right now. The defensive structures will
hold them busy, while the tanks and GIs will fry them! Build 2 IFVs and 2
Tesla Troopers and place the troopers in the IFVs. BRAVO! You now have a
Tesla Tank viriant. These will help you against any incoming tanks. Start a
Soviet War Factory after you built at least 5-10 more miners. Don't mess up
on the miner thing, if you run out of cash in the heat of an assault, you'll
know what it feels like to stink! Once you have a War Factory, start the
production... you know what production. What did you say? NO????? Ever
heard of Rhino Heavy Tanks? Well, build at least 15 more tanks. Start
building an Air Force Command or a Radar Tower, it's your choice, but right
now, I'd go with the Air Force Command HQ. Build yourself 4 Harriers and
go ahead and strike a building of the enemy, just to make him mad hehehe.
If you were so brave to take the Americans, then you just have survived and
done a great thing, cause those Paratroopers can help you a great deal out
here. Every drop that you get should go to your own base, just for some
cheap GIs. If you can garrison buildings close to your base, then do it. See
if
your harriers can't find an Oil Derrick or two. If you can find them, take
an
IFV with some Engineers and go ride them in. Take everything over and
place some sentry guns around them. Build an Allied Battle Lab right now.
Start by placing Prism Towers around the Oil Derricks. Oh yes, you heard
me right, PRISM TOWERS. In this mode, everybody needs them, so it is
vital that you don't just give them up to your oponent. Build an Allied
Barracks there and train about 20-40 GIs and deploy them (setting up walls
here is a good idea too.). Okay, I think it is time to see if there's some
water
here. I hope you can build there, if not, make sure you can. Once you have a
Naval Shipyard of the Soviets, start cranking out Typhoon Subs and sea
Scorpions as a defensive purpose. Build a few Dreadnoughts, and start
bombarding the enemy base from the water if possible (this will help
greatly,
so do whatever you can to bombard them). Let the Sea Scorpions take care
of any V3 Rockets that the enemy may fire at your ships (it is the wisest
thing
to do if you have no ships yourself hum). Try to stay out of range of its
defenses for now. Back at your base, build an Allied Shipyard and place it
now. Build an Aegis Cruiser. Let it move to the place of battle to help the
Scorpions (if the enemy is doing the V3 thing). Build a handful of
Destroyers
and let them stand guard to ward of any enemy submarines that are lurking
in the water (or use Dolphins). Build more Destroyers, until you have a
sizable fleet. Start pshing forward, firing with your heavy Destroyer
cannons,
while building a few Carriers at your Naval Yard. Try to punch a hole in the
enemy defenses right here. Destroy any Flak Cannons/Patriots that you can
touch from here. Bring in the Carriers and fire away! Target key structures.
Destroy all of his construction Yards first, then target the Service Depots
and
War Factory that he may have. Then the Refineries. Once you have
weakened him to death, build a Kirov Airship and send it over and destroy
anything that remains (have you noticed that it is very easy to make this
thing elite? It's almost too easy!!). Once this base is out of comission,
I'm
sure there are multiple enemies, otherwise we shouldn't have been that
hasty in building up our defenses! See if your Oil Derricks are being
targeted
if so, build more Prism Towers here. Build a Soivet Battle Lab, while your
Allied Construction Yard builds an Ore Purifier. Once the Battle Lab is up,
build about 5 Apocalypse Tanks to make any tanks that aproach your base
scrap metal. If the enemy is attacking the Oil Derricks, roll them there
imediately and take care of them right now (repair your Prism Towers often
please). If you don't feel safe about the Derricks, place a soivet War
Factory
here and start cranking out Rhinos and Apocalypse Tanks here. Now it is
time to build a heavy defense alright? Build Prism Towers and Tesla Coils
as needed. Build a Nuclear Reactor, but place it in a safe place and set up
walls around it, aswell as prism towers and tesla coils. Now build about 6
Power Plants to make sure that whatever happens doesn't black out your
base. Place some Patriot Missile Systems for any harm that could be done
to you. Now it is time to build a Spy Satelite Uplink (unless you were so
lucky
to get a Map Reveal Crate), and see where the enemy is at its weakest. If he
has a weak spot, criple him there. The first thing you should look for are
bases without Guard dogs. If you see this, look to the IFV activity. He may
have a trick up his sleeve. He can keep his dogs in the IFV, or a
Helicopter.
This way you won't know if he keeps them away from you. If you can't find
any signs of them, send in a bunch of spies (sneak please) and get them
into Battle Labs and War Factories first, then steal some money and get
them into the Barracks or Radar, just to annoy them!! If you can succeed in
this objective, then life will be much easier for you. Increase money flow
right
now, by building more miners. One thing I must tell you though, is to keep
any Soviet Refineries at bay. The Allies can harvest much faster then the
Soviets, and those miners tend to get themselves into trouble quicker then
Chrono miners (by provocing a fight, while firing on an enemy). Now, it is
time to build as many tanks as you can, preferably Apocalypse tanks,
because they aren't so helpless as in the previous C&C games. You should
get them veteran if you infiltrated your Spy in a soivet war Factory, which
is
an added bonus of ocurse. Now it is time for a first attack on your enemy.
Roll all your tanks to your enemy's base. Keep all your Grizzly Tanks that
you have, plus the GIs at your base, but send some attack dogs and Terror
Drones with them, for quicker infantry and tank killing. If you can, do an
Air
Strike before your people move in.
Now, we are going to do this strategically. Take the half of your Apocalypse
Tanks and assign them to number 1. Do the same with your second half only
for number 2. But the rest of your units (which should be the Rhinos +attack
dogs and terror drones) on number 3. Once that is done, move. When you
arrive at the enemy base. Let your first Apocalypse group all target the
same
defensive structure (it should go down in one strike of them all!). Remove
all
defenses that way, let the second group concentrate on power. Shut it off as
fast as you can. The others should ward off any enemy units that assault
you. If the enemy units brake through your guard, let the Apocalypse Tanks
handle them now. Now, target production structures. Destroy them as you
encounter them. Try to take the whole base out if you can. Once that is
completed, role all your tanks back to your base and celebrate, as you're
one
step closer to victory. Now it is time to take a look at our present
situation. If
you have the knowledge of enemy super weapons, do anything to stop them.
I'd say, head there with about 6 Demolition trucks (the Ivan +IFV trick
hehe),
which will be faster and harder to catch. You should at least hit it once,
which
should mean instant death for that facility, aswell as any infantry that is
playing around (I just LOVE the sound that makes!!). Good, you have just
removed the biggest threat to use at this point. Build a Lightning Storm and
a
Nuke Silo. If you remember TS, you know that an Ion Cannon strike and
Drop Pods (Firestorm), worked together very well (I always confused the
enemy/won the game with it). You could destroy any building to your liking
with it! Now, we will do something even worse! Wait until all two Super
Weapons are in place, while building an Iron curtain device, and a chrono
Sphere. Let these charge aswell. Build some Power Plants again (about 6
again), so that you can compensate for the used power that the super
Weapons bring with them. Once your Nuke is ready, fire at will! Target the
building you want dead for sure. At the same moment or shortly thereafter,
launch your Lightning Storm at the enemy base. Garanteed destruction!
Now, build all the Apocalypse tanks you can before your super weapons are
ready. Once that is done, use the Iron Curtain on them and Chronoshift them
into the enemy base. Destroy anything now, especially enemy structures
remaining first. All those tanks will not be able to do anything to you for
a
few
moments. It is vital that you imediately warp them to the most important
structure the enemy still has, to garantee that this guy is surendering for
sure
(and my experience is that human oponents surender much faster than AI,
which is very ligical ahem). This is the best trick you can do, it is called
the
Chrono Curtain. After that display of Superiority, let's move on to the
others.
You may have noticed that throughout this FAQ, I only handle one enemy at
a time. This is because, handling two enemies, always gives them an
advantage. Focus your attack on only one, except if you can pay that much
for 2 Attack Forces.
Now, for the last one. Start making a LOT of Prism Tanks. First, see where
the enemy is exactly, and where his important things are. Target
Construction Yard first, only then the super weapons he may have. Beware
of the nasty trick of a good commander, to use the Iron Curtain on the
structures you are attacking at that moment. This gives him vital time to
regroup, but you should move on and destroy anything that isn't affected by
this cowardous trick (oh well, always use it myself though). Okay, now that
you have the reacon, you should be almost ready with your super weapons.
Wait for a good number of Prism Tanks to be ready, Chrono Curtain them, to
the most important buildings in the area, and mow down! Oh, and if you can
manage it, train a Spy first, see if there are any dogs, see if there is any
way
you could bring him into a Tesla Reactor, and if so, Chrono Curtain your
tanks right at THAT moment. This, will prevent the commander from using
the Iron Curtain himself, as well as disabling heavy defenses (GREAT!!!).
Now, after your Prism Tanks are back/destroyed, use the Lightning Missile
(which means using a nuke +lightning storm combo). Now, you should still
have some Apocalypse Tanks right? Roll them, together with all Rhino
Tanks you have, to the enemy base and destroy anything that remained from
your first assaults.
Start mass production of Kirov Airships. You heard me right! KIROV
AIRSHIPS!! Once that is ready (let's say we need about 15 or something!),
bring them to any other enemy that is on the map, and wipe them off. If you
want, you can ease the job by powering down the base by using a spy or a
Super Weapons assault on his power plants (if he was so dumb to place
them in a group hehe). Once that is done, you will have limited Flak/Patriot
resistance. The only thing you will have to worry about, are the ground
units
that can fire on you, especially Rocketeers, as there is nothing, and I mean
NOTHING that you can do to stop them. That is primarily why I use
Rocketeers, I first thought they weren't too much of a help, because of
their
lame weapons, and fast dying rate (man what kind of thing is "dying rate"
anyway). Well, even if you crash, it will give a nice explosion when it hits
something hehehehehehehehehehehe!
Try to destroy as much as possible here, now build MILLIONS (oh no just
kidding) of Terror Drones, and move! Kill all units in the enemy's base,
being
it infantry or tanks. Destroy all miners that you can. Our mission here is
to
stop the enemy's economy. Once that is down, we just have to smash 'em
into dust! Just one thing, if the enemy is so smart to use this trick
against
you, you should know that it is very handy to have a few Service Depots
lying
around. Let all your units fire on them, trying to destroy as many as you
can,
think this: They aren't strong but annoying. Annoyances can be removed
easier than big threats. This isn't entirely true, it's just that Red Alert
2
also
handles a lot about Psychological Warfare. If you can scare your enemy hard
enough, he'll start doing stupid things. The same thing applies to you, keep
that in mind please! If you can master Psychological Warfare, and you can
actually use it on your enemy, then that's good for you. Man, I remember the
old days, when I played the original C&C. In this game, you could have a
"stealth" crate, which cloaked your unit permanently, it only decloaked when
the unit performed a action that corresponded with "fire" or"unload/load".
The cool thing was, that you could have a cloaked APC (the C&C version of
the IFV). The main thing was, that if you had one, you could train Engineers
and deliver them right in front of the building, without the enemy even
knowing about it. Unloading your Engineers, which took only a split second,
was the only thing that could decloak your APC. But since your Engineers
were so close to their targets, it was very unlikely that they wouldn't make
it.
Once, I captured the enemy's Construction Yard, Refinery +harvester,
Barracks, War Factory and Technology Center. The whole point of this thing
is the following:
Even if you DON'T have a cloaked APC, it always helps to make the enemy
belive you have. Use a cloaking sound and type in the chat window "There
goes my Stealth APC!!". GARANTEED FEAR!!!! It always works. This just
works as an example to what you can do with Psychological Warfare. Cool
huh!
Countering a huge naval assault isn't easy. Since both sides have satisfying
ships, you really have to be good and a little lucky here. First thing
you'll
want is a few Dolphins, to remove those Giant Squids if they turn mad!
Secondly, train a Tanya, this is vital to your success. Now, build up a lot
of
Destroyers and a few Aegis Cruisers. Don't bother with the Sea Scorpions,
build Typhoon Attack Subs instead, they are much better in my opinion. Start
cranking out Carriers, because they are the best to take on ships in my
opinion. Once you have a good "Carrier Battle Group", start building
Dreadnoughts, but keep them behind your main fleet. We will use them to
imediately counter the enemy's assault on you. However, don't do this if you
see an enemy moving in for the kill, that's far too late. Try to do this as
fast
as possible, you don't know if the enemy is out there, but you're better
prepared if you ask me. Also, even if you can't use them to attack your
enemy, and to defend your Naval Yard, you can engage enemy units
attacking your main base with them. Try to use Destroyers and Typhoon
Subs, because the Carriers and Dreadnoughts tend to take out buildings and
units of your own if you're not careful enough.
Also, there's something very important to having a Cruiser. If the enemy has
acces to Paratroopers, using an Airport or being America, the Cruiser will
take out any annoying infantry that the enemies may send at you, and they
will take them out pretty fast!
12.2. Red Alert 2 DeeZire strategies.
-------------------------------------
=============INTRODUCTION=============
I'm pretty sure that almost everybody that goes on the net to play some RA2
has heard about something called Red alert 2 DeeZire. Yeah, now I
remember,
that mod that is one of the best of all mods. This mod doesn't really make
new
features or units, it digs them out of the Westwood files, as they were
deleted from the schedule. There are a lot of good things to do, and there
are
a buttload of new maps to play on. You will NEVER get bored of RA2 this
way.
Here are the main features of the mod:
- New units and structures to play with.
- Tweaked units and structures, to make playing more balanced and
sometimes
more realistic.
- Multiplayer Debug mode.
- About 40 new maps to play on(!).
- Some enabled music tracks and single player maps.
- A bunch of multiplayer modes enabled in skirmish.
- An upgraded command bar which lets you do a lot more than before.
- Advanced crate rules, which will not only give you random units from
previous C&C games, but also some enabled crates from previous games,
like
explosion or Napalm.
These are the main things you can expect in your battles. I'll go a little
further in the units/structures you can build. I'll also note the new
paratrooper rules or new super weapons changes and all that crap. We'll see
that when we get there.
==========UNITS==========
ALLIED FORCES
-------------
German Spy
----------
Country needed: Germany
Description: This one is pretty cool. It brings back horrible memories of
Tiberian Sun... This is mainly a vehicle thief. It can steal anything, even
miners. If you are playing against the Soviets, it may be difficult to get
away with their War Miners, but if you can, that's a good thing, you have an
extra harvester! The cool thing is that you don't have to infiltrate
buildings
to use this guy, you can move to his front line and snatch some vehicles!
The
Soviets have a similar operative, so please don't just sit around with your
vehicles everywhere. Be sure to have dogs everywhere. Or if you want to
encourage himt o send a spy, place your dogs in IFVs, so that they don't
know
you have them, but your dogs can still detect them. See the tactical info at
the end of the section for info on this unit.
Stealth Bomber
--------------
Country needed: America
Description: My ABSOLUTE favorite unit of all time! People who bother
reading
my FAQ will have noticed that I'm a huge Harrier user, that's because I'm
deeply in love with these fast and powerful air planes. The Stealth Bomber
is
even faster, and even deadlier. It can do two strikes with its advanced
Mavericks (actually, they are the elite versions of the Harrier mavericks),
and they need a lot of flak to be brought down, that's because of their
speed
of course. You can defend against them, but it's not just: place a few flak
cannons and a few troopers, and watch the planes fall out of the skies like
flies when they are... well swatted! The main thing is that if you are
American, you can only build the Stealth Bomber, not the Harrier, take note
of
that. For the rest, it has better strength too. If you are going to attack
an
enemy, I think the "Air Strike Without Warning" strategy for the Allies has
gotten a big brother! This makes it a lethal attack weapon!
Weapon: Elite Mavericks
Phalanx Tank
------------
Country needed: France
Description: This is another cool gizmo to have around. It teleports around
like a Chrono Legionaire or Chrono Commando, and it has dual missile
launchers. This means that terror drones are no match for it, as it can
escape
them easily, and destroy them directly after. It is also an anti-air weapon,
although I think if you want cheap anti-air, you may be better off with the
IFV. I use these units a lot for unexpected assaults to weak portions of the
enemy base. Be sure to check them out for yourself.
Weapon: Dual missiles.
Orca Attack Chopper
-------------------
Description: This ones from the old days. YOu need an Air Force Command
HQ
aswell as a captured Airport. These are choppers with somewhat powerful
machinguns. They can destroy buildings in packs, but lonely, they aren't
much
of a threat to the enemy. Theya re nice to check out, but I don't think
these
are good enough to save the day. The only good use I've found for them is to
destract the flak units while my Stealth Bombers made their runs. Like Cabal
used to say in Tiberian Sun: "They are expendable."
Weapon: Armor Piercing Chaingun (something like that)
Mobile Gap Generator
--------------------
Country Needed: Korea
Description: I don't use this a lot. Old Red Alert players should know what
this is. It hides a bunch of units from enemy sight. If you want a few units
to be shrouded to the enemy, so he doesn't know you have that particular
unit,
but I think it is needless to say it is quite useless for the rest.
Mine Layer.
-----------
Country Needed: Germany
Description: this is one of the units that was promised in the previews, but
somehow didn't make it into the game. Fortunately, DeeZire gives them to
us.
These are self-explenatory, the only problems with them is that you can't
reload them at your Service Depot or any other structure. Once the mines
are
expired, you'll have to build a new Mine Layer to replace the old one.
That's
pretty stupid don't you think? Anyway, that's about it. A good thing to do
is
to mine ore patches, mine the whole ore patch, so that the War Miners will
be
dead for sure.
Field Medic.
------------
Description: It was kind of weird, not having a medic in a C&C game, but
with
DeeZire, that all changes. This medic will heal all kinds of infantry. He
has
the voice of a civilian male (kind of weird). Be sure to train at least 2,
so
that they can heal fellow medics. These are essential if you have to kill
off
paratroopers with GIs, so that you can keep them healed. also, you
SHOULD try
to send a medic along with Tanyaor a bunch of SEALs, so that you can try
and
make their lifespan longer.
Light Tank.
-----------
Country Needed: Great Britain
Description: I love this unit! Just build about 10 to 15 of these, move them
to the enemy ore field at full speed, and chip away at the War Miners there.
The enemy will most likely send help, keep firing at the harvesters and
concentrate your shells at one miner at a time. Try to destroy most of them.
Once th reinforcements start firing, power up engines and speed back to
your
base. These tanks are incredibly fast, so hit & run tactics are very
effective
with these units. They are also good units to transport with the
Chronosphere,
to make the Hit & Run even sweeter. Just teleport them to a relatively weak
part of the base, demolish light defenses, destroy any structures close
enough, and break your way back out of the base. This works very well.
These
are also mentioned in the preview of Red Alert 2 by the way.
Weapon: 90mm cannon
Nimitz Aircraft Carrier.
------------------------
Country Needed: America
Description: This sounds good, now you'll be able to make your own realistic
Carrier Battle Group. I may have a good tip for Westwood, and that is to
allow
you to give ships their unique names, which will make it even cooler, with
your Nimitz, your Yorktown, your Kennedy and all that stuff. Anyways, where
were we? Oh yes, the Nimitz Aircraft Carrier. I think this ship should've
gotten it's own image, but since it's only an upgraded aircraft carrier...
Its
upgrades are: almost twice as strong, and it gets 4 F/A-18 Hornets instead
of
3. They have some extra cost on them, but you get what you pay for.
And now, we'll take a look at the Tactical Info, straight from the INI-file.
Name=German Spy
Category=Soldier
Prerequisite=GAPILE,GATECH
Crushable=no
Strength=100
Primary=Hijack
Secondary=MakeupKit
CanRetaliate=no
CanDisguise=yes
PermaDisguise=yes
Agent=yes
Infiltrate=yes
Armor=none
TechLevel=5
Sight=9
Speed=4
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Germans
AllowedToStartInMultiplayer=no
Cost=1000
Soylent=2000
Pip=blue
Points=5
VoiceSelect=SSSelect
VoiceMove=SSMove
VoiceAttack=SSAttackCommand
DieSound=SSDie
VoiceSpecialAttack=SSAttackCommand
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
MovementZone=Infantry
VeteranAbilities=STRONGER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FASTER,SIGHT
ThreatPosed=0
SpecialThreatValue=1
PreventAttackMove=yes
GuardRange=6
VehicleThief=yes
StupidHunt=yes
Name=Stealth Bomber
Prerequisite=RADAR,GATECH
Primary=MaverickE
CanPassiveAquire=no
CanRetaliate=no
Strength=200
Category=AirPower
Armor=light
TechLevel=10
Sight=6
RadarInvisible=yes
RadarVisible=no
Landable=yes
MoveToShroud=yes
Dock=GAAIRC,AMRADR
PipScale=Ammo
Speed=16
PitchSpeed=1.3
PitchAngle=0
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Americans
Cost=2000
Points=20
ROT=4
Ammo=2
Crewed=yes
ConsideredAircraft=yes
AirportBound=yes
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Maxdebris=3
IsSelectableCombatant=yes
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=30
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff
AuxSound2=IntruderLanding
Trainable=no
Fighter=yes
CrateGoodie=no
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
PreventAttackMove=yes
Name=Chrono Phalanx Tank
Image=PHAL
Prerequisite=GAWEAP,GADEPT
Primary=HoverMissile3
Strength=500
Category=AFV
Armor=heavy
Turret=no
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=10
Sight=7
Speed=4
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=French
Cost=1300
Points=25
ROT=4
PreventAttackMove=yes
MoveToShroud=no
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no
ChronoInSound=ChronoLegionTeleport
ChronoOutSound=ChronoLegionTeleport
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
MaxDebris=2
DebrisTypes=AXLE
DebrisMaximums=2
Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1}
MovementZone=Infantry
ThreatPosed=60
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=SIGHT,FASTER
EliteAbilities=SELF_HEAL,EXPLODES
Accelerates=false
CrateGoodie=no
Size=3
Weight=3
Name=Attack Chopper
Prerequisite=CAAIRP,RADAR
Primary=HarpyClaw
Strength=225
Category=AirPower
Armor=light
TechLevel=10
Sight=2
Landable=yes
MoveToShroud=yes
Dock=GAAIRC,AMRADR
PipScale=Ammo
Speed=14
PitchSpeed=.16
Owner=British,French,Germans,Americans,Alliance
Cost=900
Points=20
ROT=5
Ammo=5
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Maxdebris=2
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff
AuxSound2=IntruderLanding
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
PreventAttackMove=yes
CrateGoodie=no
AirportBound=yes
ConsideredAircraft=yes
ThreatPosed=15
DamageParticleSystems=SparkSys,SmallGreySSys
Trainable=no
Name=Mobile Gap Generator
Prerequisite=GACNST,GAWEAP,GATECH,RADAR
Strength=600
Category=Support
Armor=light
CrateGoodie=no
DeploysInto=GADPSA
DeployTime=0.0
AllowedToStartInMultiplayer=no
TechLevel=10
Turret=no
Sight=10
Speed=6
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Alliance
Cost=1000
Points=30
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
DieSound=GenVehicleDie
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
TooBigToFitUnderBridge=true
ZFudgeColumn=8
ZFudgeTunnel=15
Size=3
Trainable=no
Name=Mine Layer
Prerequisite=GACNST,GAWEAP,GATECH
Strength=500
Category=Support
PipScale=Ammo
Ammo=5
Armor=heavy
CrateGoodie=no
Turret=yes
TurretSpins=yes
DeploysInto=GAMINE
AllowedToStartInMultiplayer=no
TechLevel=10
Sight=6
Speed=3
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Germans
Cost=2000
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=ChronoMinerMove
VoiceAttack=GenAllVehicleAttackCommand
DieSound=GenVehicleDie
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=2.5
MovementZone=Normal
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
TooBigToFitUnderBridge=true
ZFudgeColumn=12
ZFudgeTunnel=15
Size=4
Trainable=no
DeployTime=0.0
PreventAutoDeploy=yes
Name=Mine Layer
Image=MLAYR
Strength=500
Category=Support
PipScale=Ammo
Ammo=4
Armor=heavy
CrateGoodie=no
Turret=yes
TurretSpins=yes
DeploysInto=GAMINE2
AllowedToStartInMultiplayer=no
TechLevel=-1
Sight=6
Speed=3
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Germans
Cost=2000
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=ChronoMinerMove
VoiceAttack=GenAllVehicleAttackCommand
DieSound=GenVehicleDie
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=2.5
MovementZone=Normal
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
TooBigToFitUnderBridge=true
ZFudgeColumn=12
ZFudgeTunnel=15
Size=4
Trainable=no
DeployTime=0.0
PreventAutoDeploy=yes
Name=Mine Layer
Image=MLAYR
Strength=500
Category=Support
PipScale=Ammo
Ammo=3
Armor=heavy
CrateGoodie=no
Turret=yes
TurretSpins=yes
DeploysInto=GAMINE3
AllowedToStartInMultiplayer=no
TechLevel=-1
Sight=6
Speed=3
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Germans
Cost=2000
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=ChronoMinerMove
VoiceAttack=GenAllVehicleAttackCommand
DieSound=GenVehicleDie
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=2.5
MovementZone=Normal
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
TooBigToFitUnderBridge=true
ZFudgeColumn=12
ZFudgeTunnel=15
Size=4
Trainable=no
DeployTime=0.0
PreventAutoDeploy=yes
Name=Mine Layer
Image=MLAYR
Strength=500
Category=Support
PipScale=Ammo
Ammo=2
Armor=heavy
CrateGoodie=no
Turret=yes
TurretSpins=yes
DeploysInto=GAMINE4
AllowedToStartInMultiplayer=no
TechLevel=-1
Sight=6
Speed=3
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Germans
Cost=2000
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=ChronoMinerMove
VoiceAttack=GenAllVehicleAttackCommand
DieSound=GenVehicleDie
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=2.5
MovementZone=Normal
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
TooBigToFitUnderBridge=true
ZFudgeColumn=12
ZFudgeTunnel=15
Size=4
Trainable=no
DeployTime=0.0
PreventAutoDeploy=yes
Name=Mine Layer
Image=MLAYR
Strength=500
Category=Support
PipScale=Ammo
Ammo=1
Armor=heavy
CrateGoodie=no
Turret=yes
TurretSpins=yes
DeploysInto=GAMINE5
AllowedToStartInMultiplayer=no
TechLevel=-1
Sight=6
Speed=3
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Germans
Cost=2000
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=ChronoMinerMove
VoiceAttack=GenAllVehicleAttackCommand
DieSound=GenVehicleDie
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=2.5
MovementZone=Normal
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
TooBigToFitUnderBridge=true
ZFudgeColumn=12
ZFudgeTunnel=15
Size=4
Trainable=no
DeployTime=0.0
PreventAutoDeploy=yes
Name=Medic
Category=Soldier
Primary=Heal
Secondary=VirtualScanner
Prerequisite=GAPILE
CrushSound=InfantrySquish
Strength=125
Pip=red
Armor=none
TechLevel=4
Sight=6
Speed=4
Owner=British,French,Germans,Americans,Alliance
Cost=600
Soylent=600
Points=5
VoiceSelect=CivAllSelect
VoiceMove=CivAllMove
VoiceAttack=CivAllAttackCommand
VoiceFeedback=CivAllFear
DieSound=CivAllDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0
SpecialThreatValue=1
GuardRange=8
SelfHealing=yes
ImmuneToPsionics=no
Bombable=yes
VeteranAbilities=STRONGER,SIGHT,FASTER
EliteAbilities=STRONGER,FASTER,ROF
Size=1
AllowedToStartInMultiplayer=no
IFVMode=1
Name=Light Tank
Prerequisite=GAWEAP
Primary=90mm
Strength=200
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
TargetLaser=yes
TooBigToFitUnderBridge=true
TechLevel=4
Sight=7
Speed=9
Crusher=yes
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=British
AllowedToStartInMultiplayer=no
Cost=500
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=LightTankAttack
DieSound=GenVehicleDie
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=40
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100,100,275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
CrateGoodie=no
Size=3
OpportunityFire=yes
ElitePrimary=90mm
Name=Aircraft Carrier Nimitz
Image=CARRIER
Prerequisite=GAYARD,GATECH
Primary=HornetLauncher
CanPassiveAquire=no
Spawns=HORNET
SpawnsNumber=4
SpawnRegenRate=500
SpawnReloadRate=100
FireAngle=32
ToProtect=yes
Category=Support
Strength=1500
Naval=yes
Armor=heavy
TechLevel=7
Sight=7
Speed=4
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Americans
AllowedToStartInMultiplayer=no
Cost=2500
Turret=no
Points=55
ROT=1
Crusher=yes
Weight=5
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllWaterSelect
VoiceMove=GenAllWaterMove
VoiceAttack=GenAllWaterAttackCommand
SinkingSound=GenLargeWaterDie
MoveSound=ACCMoveStart
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
SpeedType=Float
MovementZone=Water
ThreatPosed=25
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
TooBigToFitUnderBridge=true
GuardRange=10
Size=50
SOVIETS
-------
Flamer
------
Description: This ain't one of those idiots on the Diablo II boards (weewee
to
be exact), thinking he is smart, while he actually can't form a normal
English
sentance! No, this is the old-school flame infantry of the original Command
&
Conquer if you like. they are deadly against infantry, and even deadlier
against infantry when put in an IFV, because SEALs and Tanya can't really
harm
them. So if you have acces to IFVs, be sure to put a few Flamers in them,
just
to make sure that the enemy SEALs they drop off, will be imediately killed.
They seem to be quite thrilled to fire at Naval units aswell.
Weapon: Full-crisp Flamethrower
Iron Fist
---------
Description: The best unit for the Soviets in this mod in my opinion.
Although
it has missiles to defend itself from harm, this is not a combat unit,
mainly
meant for support. This is one of the main good things about playing the
Soviets in RA2. Okay, so now you still don't know what this is. Does the
name
"mobile War Factory" say anything to you? It does to me. While it is easily
called a mobile War Factory, there is something that you should know and
memorize above all! The Iron Fist is NOT, and I repeat NOT used to
produce the
vehicles, you can only let them come out of your Iron Fist (sounds weird!).
The trick is that in conjunction with the Iron Curtain, you can make your
enemy go nuts pretty quicly. The main thing to do, is to use the Curtain on
the Iron Fist once it is in range of enemy units bu the base. Don't stay in
range of the defensive structures when you deploy. Or, you could wait until
the units attack your fist while it is deployed (if the enemy didn't
imediately notice you that is) and produce Apocalypse Tanks like a madman.
Defend against tanks first, but watch out for Rocketeers or STealth
Bombers,
and especially them, if you are playing against the US, you'll want to keep
your eyes open. Also, since version 4.85 of RA2 DeeZire, you can build off
of
the Iron Fist, which mainly means that you can place structures next to it.
First, build your barracks there. Tehn build some Tesla Coild and have Tesla
Troopers overload them, to shoot at whatever is in range.Anyways, you
know
what it is now, I'll leave the rest for the strategies section!
Jellyfish
---------
Description: Why don't I like this unit? Dunno, just don't like it. The
story
behind it is
quite cool, I just don't like this unit. Anyways, it is a Jellyfish that
moves
amphibiously across land, and if you were wondering, yes it is mind-
controlled. so, it is amphibious and is controlled by a Tesla Coil (that's
why
it must be present), and fires Tesla blasts at enemy units or structures. It
isn't all that strong, but can still take some damage.
Weapon: Tesla Bolt
MAD (Quake) Tank
----------------
Country needed: russia
Description: Pure destruction has always been one of the Soviets main
advantages, and now they sow it again with their newest invention, the
Quake
Tank. This is e very powerful unit if you can actually employ it in the
right
places. I's a good unit to set deathtrap, to stop enemy attacks. Well,
you'll
probably only hurt them a lot, but they'll be a lot weaker once they reach
your base. Also, there's the MAD Iron trick. Just send your tank to the
enemy
base, and just when it's going to come in defensive structure range, Iron
Curtain him. Get him to the place you want him to blow, and once the timer
runs out, "pull the trigger".
Weapon: Suicide Demolition Bomb
Missile Sub
-----------
Country Needed: Cuba
Description: I think this unit suited Iraq better, but if the author of this
mod decides otherwise, I won't kill him. These submarines are real badass
weapons, but since the latest version, they have been limited in building,
because of the huge advantage Soviet players would have, if they could
send
about 10 Missile subs after the enemy base. Anyways, these subs fire
Cluster
Missiles, which depart as one missile, but before it hits the ground, it
seperates in a lot of small projectiles, that do massive damage to enemy
buildings or units. The subs need to reload after each shot, and reloading
takes awhile, so time your shots carefully, and watch out for enemy
destroyers
please. Just send this combo. One missile Sub, escorted by 3 Sea
Scorpions and
about 5 Typhoon Subs. If the enemy really wants to do damage, he needs to
attack the Sea Scorpions, but if he does that, the Subs will take him out.
They can't destroy the subs either because their ASW helicopters get shot
down
by your Scorpions. So, with that said, I think that Cuban players that have
access to water, should certainly use these units for base assaults,
combined
with Super Weapons and ground assault, you'll almost always win (if well
coordinated of course).
Hind Transport Helicopter
-------------------------
Country Needed: Cuba
Description: This is another unit mentioned in previews I read, so I'm happy
I
finally get my hands on these. They are Nighthawk Transports, but can go
slightly faster if I see that correct. They can hold 5 soldiers, 'nuff said.
They're just your fast infantry transports!
Weapon: Chaingun
Howitzer
--------
Country Needed: Libya
Description: This unit isn't that bad, but I still don't think it rocks. It
has good power against all types of units and structures, and has an
incredible range. Still, it doesn't pack that much of a punch, so you can
use
these to weaken incoming units, while conviniently moving backwards,
keeping
your units out of the line of enemy fire. Also, you can use these as
Defensive
Structure smashers. They can destroy them with ease from long range.
Maybe,
you could categorize this as a Russian version of the Prism Tank... well not
really, it just takes on the role of that unit. So, Libyans do have
something
to be proud about, with their Demolition Trucks included. You can try using
combos of Howitzers and Demotrucks, but it's kinda tricky.
Antonov Cargo Plane
-------------------
Description: Good unit overall, it takes on the role of the Carryall of the
GDI in Tiberian sun. It can pick up a unit, and carry it all the way over
the
battle field. If you have a lot of cash against an AI oponent, and he's
about
dead, make 1 Cargo Plane, and put 1 Apocalypse on it. Now, let them all fly
in formation to the target, looks kinda cool.
Weapon: None.
Dreadnought +3
--------------
Country Needed: Russia
Description: This is an advanced version of the regular. You can look at it
as
the Nimitz for the Russians, but this time in Dreadnought form. He gets one
extra missile, spawns them quicker, and is far stronger than the original.
russians can of course only build these Dreadnoughts, but keep in mind that
they are much more expensive than the regulars.
Weapon: SS Missiles
And now, the tactical bullshit.
Name=Howitzer
Image=HWTZ
Prerequisite=NAWEAP
Primary=HowitzerGun
Strength=500
Category=AFV
Armor=heavy
Turret=no
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=8
Sight=8
Speed=5
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Africans
Cost=750
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
DieSound=GenVehicleDie
AllowedToStartInMultiplayer=no
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=15
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
CrateGoodie=no
Size=3
Name=Dreadnought +3
Image=DRED
Prerequisite=NAYARD,NATECH
Primary=DredLauncher
CanPassiveAquire=no
Spawns=DMISL
SpawnsNumber=2
SpawnRegenRate=60
SpawnReloadRate=0
NoSpawnAlt=yes
FireAngle=32
ToProtect=yes
Category=Support
Strength=1500
Naval=yes
Armor=heavy
TechLevel=6
Sight=7
Speed=4
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Russians
AllowedToStartInMultiplayer=no
Cost=2500
Turret=no
Points=55
Weight=4
ROT=1
Crusher=yes
Crewed=no
OmniFire=yes
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovWaterSelect
VoiceMove=GenSovWaterMove
VoiceAttack=GenSovWaterAttackCommand
SinkingSound=GenLargeWaterDie
MoveSound=DreadnoughtMoveStart
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
SpeedType=Float
MovementZone=Water
ThreatPosed=25
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
TooBigToFitUnderBridge=true
GuardRange=10
Size=50
Name=Jellyfish
NoShadow=yes
Category=AFV
Prerequisite=NAYARD,TESLA
Primary=ElectricBoltJ
Strength=500
Armor=light
TechLevel=10
Naval=yes
Organic=yes
SelfHealing=yes
Sight=5
GuardRange=5
Speed=3
Owner=Russians,Confederation,Africans,Arabs
Cost=1000
Points=50
ROT=16
AllowedToStartInMultiplayer=no
Crusher=no
Crewed=no
IsSelectableCombatant=yes
VoiceSelect=TerrorDroneSelect
VoiceAttack=TerrorDroneAttackCommand
VoiceMove=TerrorDroneMove
VoiceFeedback=TerrorDroneSelect
DieSound=SquidDie
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=2
SpeedType=Amphibious
MovementZone=AmphibiousDestroyer
ThreatPosed=20
SpecialThreatValue=1
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=ElectricBoltJ
Size=3
Weight=.5
ImmuneToPsionics=yes
CrateGoodie=no
Parasiteable=no
Trainable=no
Explodes=yes
ZFudgeColumn=8
ZFudgeTunnel=13
Bombable=yes
TooBigToFitUnderBridge=true
Name=Iron Fist
Prerequisite=NAWEAP,NATECH
Strength=1500
Category=Support
Primary=Dragon
Armor=heavy
DeploysInto=NAFIST
TechLevel=10
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=4000
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
DieSound=GenVehicleDie
MoveSound=MCVMoveStart
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
AllowedToStartInMultiplayer=no
ZFudgeColumn=12
ZFudgeTunnel=15
CrateGoodie=no
Size=6
Trainable=no
PreventAutoDeploy=yes
Name=MAD Tank
Prerequisite=FACTORY,NAWEAP,NATECH
Category=AFV
Strength=300
Armor=light
Turret=yes
TechLevel=10
Sight=6
Speed=3
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Russians
AllowedToStartInMultiplayer=no
Cost=2300
Points=60
ROT=5
Crusher=yes
Turret=yes
TurretSpins=yes
Crewed=no
Explosion=CRIVEXP2
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceSpecialAttack=BaseUnderAttackSiren
DieSound=GenVehicleDie
MoveSound=DemoTruckMoveStart
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=2
MovementZone=Normal
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FASTER
DamageParticleSystems=SparkSys,SmallGreySSys
DebrisTypes=GASTANK
DebrisMaximums=12
Size=3
Explodes=yes
CrateGoodie=no
DeathWeapon=MadBomb
CanPassiveAquire=no
DeploysInto=MADDUMMY
DeployTime=.022
DeploySound=BaseUnderAttackSiren
CanRetaliate=no
StupidHunt=yes
Name=Antonov
Prerequisite=NADEPT,NARADR
Strength=175
Image=CPLANE
Category=AirPower
Armor=light
TechLevel=9
Sight=2
RadarInvisible=no
Carryall=yes
Landable=yes
MoveToShroud=no
Speed=16
PitchSpeed=1.1
ConsideredAircraft=yes
Owner=Russians,Confederation,Africans,Arabs
Cost=1250
Points=20
ROT=5
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=4
VoiceSelect=AntonovSelect
VoiceMove=AntonovMove
VoiceAttack=AntonovSelect
VoiceSpecialAttack=AntonovSelect
VoiceCrashing=AntonovVoiceDie
MoveSound=PDPlaneMoveLoop
CrashingSound=PDPlaneDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
ThreatPosed=0
AuxSound1=IntruderTakeOff
AuxSound2=IntruderLanding
SpecialThreatValue=1
Trainable=no
BuildLimit=1
Name=Hind Transport
Prerequisite=FACTORY,NAWEAP
Primary=BlackHawkCannon
Strength=300
Category=AirPower
JumpJet=yes
Armor=light
TechLevel=7
Sight=7
OmniFire=yes
RadarInvisible=yes
Landable=yes
PipScale=Passengers
Passengers=5
Speed=15
PitchSpeed=1.1
JumpjetSpeed=40
JumpjetClimb=50
JumpjetCrash=60
JumpJetAccel=12
JumpJetTurnRate=12
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Confederation
Cost=1000
Points=15
ROT=10
Crewed=yes
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Maxdebris=3
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
CrashingSound=GenVehicleDie
ImpactLandSound=GenAircraftCrash
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
AllowedToStartInMultiplayer=no
Crashable=yes
CanPassiveAquire=no
SpeedType=Hover
MoveSound=BlackOpsMoveLoop
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
PreventAttackMove=yes
TooBigToFitUnderBridge=true
Trainable=yes
CrateGoodie=no
Name=Missile Sub
Prerequisite=NAYARD,NATECH
Primary=ChemLauncher2
NavalTargeting=6
LandTargeting=0
CanPassiveAquire=no
CanRetaliate=no
FireAngle=64
PipScale=Ammo
DamageReducesReadiness=yes
PreventAttackMove=yes
Category=AFV
Strength=600
Naval=yes
Armor=heavy
TechLevel=10
Underwater=yes
Sight=6
Speed=3
Ammo=1
Reload=768
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Confederation
AllowedToStartInMultiplayer=no
Cost=2500
Turret=no
Points=40
ROT=2
Crusher=no
Crewed=no
Weight=4
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovWaterSelect
VoiceMove=SubMove
VoiceAttack=GenSovWaterAttackCommand
VoiceFeedback=SubFear
DieSound=GenSmallWaterDie
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
SpeedType=Float
MovementZone=Water
ThreatPosed=40
Cloakable=yes
CloakingSpeed=2
DecloakToFire=yes
BuildLimit=1
TooBigToFitUnderBridge=true
Size=20
Trainable=no
===========STRATEGIES GALORE!===========
Okay, this is a rather interesting section which you should read if you are
good at the normal strategies you already use in battle. The DeeZire mod
gives a whole new perspective to the strategies you can use. Therefore, I
will
make several scenarios wherein we will see how good you should defend
yourself, how to attack and even when the best tiem may be. Specific tactics
with units are also detailed within these scenarios.
America: Battle Tactics
-----------------------
Main
====
I have one thing to say to you: Stealth Bomber all the way. If you are
playing
against Russian oponents, you'll have a good time with these fast and
furious aircraft. Have 8 of these and you can take out anything without
fearing you'd fail, unless the enemy is smart... Be carful with humans, AI
oponents suck against these craft, you can take out anything with 4 craft
and
win a match with it. So, you know that now, you'll have to be smarter
against
humans though.
Scenarios
=========
America vs. Russia
------------------
The good ol' cold war scenario... The Russians dohave some good tech (the
Soviets have, that's what I mean!). If you see a MAD tank aproach your
base, destroy it with airplanes before it eraches your base. Dumb people
might even include MAD tanks in a big tank rush for example. Just send 2
Stealth Bombers and blow the MAD tank. It will take out its budies nicely
hehehehehehehe. So, the thing here is total battle awareness. If you aren't
paying attention, the enemy might take it to you, and a MAD tank exploding
in the middle of your base isn't pretty to look at, belive me on this one.
I'm
giving you a specific scenario here, where you are playing on a map with
some Tech Buildings (about 5 Oil Derricks, 2 Airports and possibly an
Outpost), water, and a lot of gems and gold. So, a big map overall, with
just
you and a russian oponent. Let's get started right away.
Imeidately deploy your MCV where you see resources or an Oil Derrick
standing. Build a Power Plant, a Barracks, begin a Refinery. While the
Refinery is busy, train an Engineer if you have an Oil Derrick close by.
Train
10 GIs and 2 Attack Dogs. Once the Refinery is ready deploy it and build a
Pillbox and a Patriot. Build an extra Power Plant and start a War Factory.
Once that is up, build 5 IFVs and 5 tanks. While you are busy building,
scout
the map with your tanks, just because they go a lot faster than GIs do. Once
you have a first line of defense ready, start your Air force Command HQ.
Onceit is ready, build some more Chrono Miners and search for extra Oil
Derricks and capture them. Build Prism Tower defenses for your base and
your Oil Derricks, as one as 2 Patriots for each Oil Derrick. Also build
some
more Patriots for your original base. Build some extra Power Plants right
now. Now, build a Naval Yard and build Destroyers right away for defense.
Build some Aegis Cruisers too, to stop any Kirov Airships from harassing
your base. Try to remember that to let your Cruiser fire at full speed, you
must direct it to attack the enemy yourself, otherwise it will not attack at
full
speed, to spare missiles for multiple targets (how thoughtful of Westwood).
2
Cruisers will certainly be enough. And before I forget, your paratroopers
are
charging up right now and that means garanteed fun when they are ready. I
have an amazing plan however, and that is to capture an Airport right away.
Build a Nighthawk Transport and an Engineer and find your airport. Defend it
well, as people tend to take these structures out without thinking. Start a
Battle Lab, and once it is ready, build some Mirage Tanks for added
defense. Start construction of four Stealth Bombers right now, we'll need
them for our plan, but that's not all. We need 2 groups of Stealth Bombers,
so you know what to do, build that second Air Force command HQ and 4
extra Stealth Bombers. Now, build a Spy Satelite Uplink, to see exactly what
kind of defenses are around the enemy base. We want to know how much
flak is in there. The point of our attack is simple, we want to black out
the
enemy base for a brief period while our paratroopers mess up the enemy
defenses. Something cool I discovered was, that even Sentry Guns can't
work without power (that sounds quite logical, but since Pillboxes should
work, it was quite frightning). They don't use any power, but they need to
be
powered, maybe a little hard to understand, but suffice to say that these
guns can't function without a little bit of power. This is great help to
your
SEALs and GIs. Anyways, with eight Stealth bombers, you should be able to
destroy 4 Tesla Reacters. If they managed to build a Nuclear Reactor by
now, target that first and you'll need at least 4 Stealth Bombers for that.
If
they were so "smart" to make no backup Reactors, they're in for a nasty
power failure. See what situation you are in, and as your planes are getting
close to their target, begin assigning the 2 Cargo Planes to drop their
soldiers right in the middle of their base. Once the poweris out, they'll be
desperately doing one of two things: 1) they make a fewnew reactors to bring
the power back, 2) they sell off defenses to bring power back. Use your GIs
to hold armored units busy, while you spread out your SEALs and deal with
infantry and try your best to destroy the Construction Yard and the War
FActory. If this strategy is not an option for some reason (no airport, too
heavy defenses), strike targets of oportunity, being those units or
structures.
Watch out for Apocalypse Tanks, as they use missiles instead of flak (which
means certain hit). Back at your base, we'll have to see what situation we
are in. If the paratrooper tactic worked, they'll be as good as dead. You
just
need to send a bunch of Prism Tanks, acompanied by about 15 Grizzly
Battle Tanks, and 4 Mirage Tanks. If your tactic failed, we'll see what we
can
do from the waters. Build lots of dolphins, as they are good anti-sub
weapons, and SEALs really don't hurt too, good anti-dreadnought/sub
weapon. Tanya is a nice help, but since you have SEALs already, Americans
don't really need her. Start producing about 5 Aircraft Carriers, but it
iwll be
quite expensive because you can only build Nimitz class Cariers here, so
this is kinda constful. Say about 12.500, OOOOOOH! Once you have these
though, the enemy will have a hard time, as they are a lot tougher, and have
the benefit of having an extra Hornet to join the fray of death and
destruction.
that means 20 hornets ready to assault the enemy base. If the enemy shows
interest in water and so deployed his base close to it, you'll have to fight
through the enemy navy, and destroy anything you can from the waters. Stop
V3 Rockets with your Cruisers aswell as Dreadnoughts. Watch out for the
Sea Scorpion +Sub combo. To combat this, it is important that you have a
lot of Destroyers, because this combo can really hurt. Dolphins will ease
your
time too, as they can destroy subs too. Send in SEALs to take out everything
they can. Destroy the enemy Naval Yard as fast as possible with your
Nimitzes. If you can reach their Construction Yard, make it your primary
target. If you can't bombard from the seas, prepare for a hard and vicious
ground battle. you may not forget that the Russians posses the Tesla Tanks,
which are vicious as hell to your structures and units. Also, there is one
thing
that I want to point out to you people. If at any moment, you notice a MAD
Tank in the enemy base, send all your planes to it and blow it up...
BAAAAAM! That takes some missiles, but it will blow and damage the hell
out of the enemy (that's why I don't really like those units...). Still, the
mainstay enemy unit that you are afraid of is the famous Apoclypse Tank.
Although Prism Towers can take out these monsters when in numbers, it's
always in your favor to garrison the hell out of buildings. If you can
garrison
every house that's on the way to your base the enemy uses, then they'll be
in
a heap of trouble, because their units will be stopped in their tracks right
away. However, there are maps that are non-urban, and just include some
farms and stuff, this time you're a little troubled... My advice is a LOT of
Mirage Tanks to group them. Once you see an aoclypse Tank, don't wait for
it, target every tank with all your Mirages, which will mean instant death;
If
you are fonfident you have enough units to take out 2 apocalypse Tanks at
once, split them up and group these in 2 slots. This way, you'll increase
your
effeciency in the filed, and the russians will be sitting ducks with their
slow
monsters. Another key to succes in these ground battles is Repair IFVs.
Place Engineers in IFVs and let them come in behind the units you have
grouped. This way, especially the Mirage Tanks will survive in the field,
which is very important, belive me. What the attack concerns, we'll need
some Prism Tanks and a lot of Mirage and Grizzly Tanks to take care of the
enemy tank devisions.
More coming in the next version...
13. Contact Info
----------------
The author (FullBurst41) can be contacted by e-mail by mailing to
[email protected]. If you have any contributions, or just want to have
a chat, you can use this e-mail adress. There's only one thing I want to say
to the contributors: Be sure that you are reading the latest version before
you
throw your sh*t at me. thank You.
--------------------------------------
14. Credits
------------
First off, I'd like to thank Nadia Varkovsky to let me "steal" her tactical
information on the units and structures. Common! Where's the
applause???
[email protected]
Secondly, I give a big thanks to PsyBorg for his strategic expertise.
Scott Batass is also thanked for his help on the IFV and his walkthroughs,
which you can find in the Readers Walkthroughs section.
([email protected])
Lion from the RADEN site, I LOVE YOU! He's the man that has allowed me
to post
the walkthrough on his site, so he deserves a standing ovasion!!!!!!!
And of
course all those people who are so nice to give my FAQ a chance THANK
YOU ALL!!!!
I am proud to present the list you can find this FAQ on (at least may find,
if
you find it at any other site, give me the URL...................
hehehehehehe)
- GameFAQs: www.gamefaqs.com (they were the first to ever have it!)
- Games Domain: www.gamesdomain.co.uk
- Video Game Strategies: vgstrategies.about.com
- Game Advice: www.gameadvice.com
- MegaGames - the hardcore gaming experience (how fancy!):
www.megagames.com
- Gamespot: www.gamespot.com (they said they would "promote" my FAQ,
oh well.)
- DLH: www.dlh.net (German Site)
- RADen: www.cncgames.com
- The Cheat Empire: home.planetinternet.be/ètwuyts (Belgian site, FOR
KING AND
COUNTRY!!!!!!!), oh well.
- NeoSeeker: www.neoseeker.com.
- Cheat Informent: www.cheatinforment.com/index.html.
- Actiontrip: www.actiontrip.com.
- Command & Conquer Nation: www.cncnation.
- www.alert2red.com
- Cheat City: www.cheatcity.com
- the Spoiler Centre: www.the-spoiler.com
There are two more sites that are not in the list yet (or some more, I have
to
recheck it), but to the webmasters of these sites: You have received my
permission to post them, so even if the URL of your site was forgotten, you
can just post it. This DOESN'T mean that all the webmasters of all the sites
must just post my guides now, CERTAINLY NOT.
That's it for now, but I'm still receiving daily e-mail so... Oh yeah and if
you
have any mission strategies, just type and mail them to
[email protected]
Everybody who would like to contribute to this FAQ can mail me and only
me at [email protected] with the subject "Red Alert 2 FAQ". All
your contributions will be read and if qualified will be put in the right
section.
This FAQ and all its contents is Copyright 2000-2001, FullBurst41, the
tactical
info (section 5) is Copyright Nadia Varkovsky.
You may not publish my FAQ on your site until you've asked for it, kapish?
That's it. It's up to me and you to spice up this FAQ and make it a good
piece of junk.
FullBurst41
The Spoiler Centre