############ ############# ########### ### ###### ############# ### ###### ### ##### ############# ### ####### ### ##### ### ### ###### ### ###### ### ### ###### ### ###### ### ### ##### ### #### ######## ### ##### ####### ######## ### ##### ####### ######## ### ##### ### ##### ### ### ###### ### ##### ### ### ###### ### ##### ### ### ###### ### ##### ### ### ###### ### ##### ############# ### ###### ### ##### ############# ### ###### ### ##### ############# ########### #### ####### ########### ### ########### ####### ########### ### #### ### ########### ### #### ########### ### #### ### ### ### #### ### ################# ### ####### ### #### ### ################### ### ####### ####### ### ################### ### ### ####### ### ### #### ########## ### ### #### ### ### #### ########## ########### ### ### ### ### #### ########## ########### ### #### ### ############### ############### ### #### #### #### ### ############### ############### Soviet Red Alert 2 Multiplayer Tactics FAQ Version 0.6 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Written by Dave Kurtzberg I am registered at Gamefaqs as Nsane98 grizwald777@hotmail.com If you have any comments, suggestions, corrections, or additions, please let me know! (Please be kind, this is my first FAQ :-)) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Table of Contents: 1) Revision History 2) What is Red Alert 2? 3) Controls 4) A brief explanation of ratings 5) Soviet Units, structures and ratings 5.1) Infantry 5.2) Vehicles 5.3) Air Units 5.4) Sea Units 5.5) Structures 5.6) Country specific units 6) Allied Units, structures and ratings 6.1) Infantry 6.2) Vehicles 6.3) Air Units 6.4) Sea Units 6.5) Structures 6.6) Country specific units 7) General Tactics 8) Map-Specific Tactics - Coming Soon! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ================================================== COPYRIGHT NOTICE ================================================== | Copyright 2000 Dave Kurtzberg | Any reproduction of this FAQ without my consent for ANY reason is | Prohibited. | If you would like to post this FAQ on your website, please email me asking | for permission. Grizwald777@hotmail.com | Any use of this FAQ for profit purposes is prohibited. This FAQ will not | Be Used for profit purposes for *ANY* reason. If anyone sees this FAQ | Being used for profit, PLEASE e-mail me at grizwald777@hotmail.com and let | Me know. Thank You. This FAQ is only to appear at the following websites: http://www.gamefaqs.com http://www.gameadvice.com http://vgstrategies.about.com http://www.gamespot.com If I find this FAQ anywhere else without my permission, I will be very upset and action will be taken. Please obey the law. ================================================= END OF COPYRIGHT NOTICE ================================================= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1) Revision History: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Version 0.1: Putting up units and general strategies. Map strategies to come soon. Also, allied unit breakdowns and ratings, and what to do against them and against enemy strategies. Version 0.5: Added more formatting to try and make this more readable. Added the allied units section. Added unit ratings (or threat ratings) to all sections. I corrected many grammatical errors. Finally, I edited the copyright as the faq will now appear in more then one place. Version 0.53: Added Chrono Ivan and Yuri Prime, thanks to NessPsiKid@aol.com Fixed building order, thanks to Matt Bonig Mbonig@hotmail.com Added ASCII art, although I can't seem to do the 2 right. Version 0.6: November 24 2000 Hopefully the ASCII at the top looks ok now. Added controls section. Added info on WAYPOINTS! (See below, these things excite me) Coming Soon - individual map strategies! Enjoy! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2) What is Red Alert 2? Red Alert 2 (RA2) is a real time strategy (RTS) game, by Westwood. RA2 is the highly awaited sequel to the game that really made the RTS genre popular, the original Command and Conquer: Red Alert. There are many ways to play, including campaigns, skirmishes, online cooperative matches against the computer, online tournament matches, online clan matches, and online non-tournament matches. This FAQ focuses on multiplayer tactics only. The game play is fast and relentless. A player builds buildings, which in turn allow him or her to produce units. To get money, the player uses ore refineries and trucks. The object is to destroy your enemy's base and units. RA2 has many maps of cities and famous places to fight in, including Paris, New York, and San Antonio. Most game reviewers gave this game a very high score and it deserves these scores. The game is incredibly fun to play and the graphics fit the game engine perfectly. One major gripe of the players is the lack of 3-d graphics. However, this is a good thing. Imagine your video card trying to keep up with 150 tanks on the same screen, constantly moving, in a 3-d engine! It would be next to impossible with the current technology. So read on, enjoy RA2, and slaughter some people on Westwood chat! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3) Red Alert 2 DEFAULT controls: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- here we go ... Escape(esc): Brings up the options menu f5, f6, f7, f8, f9, f10, f11, and f12: These are the cool multiplayer sounds. The text for each key will appear in the next version of this FAQ 1, 2, 3, 4, 5, 6, 7, 8, 9, and 0: These keys select a group of units that you have set them too. To set a group of units, select all the units with your cursor and then hit control + a group key. \: This button sends chat to all players in the game Backspace: This button sends chat to all allies Tab: This brings up the "diplomicy Menu" T: This selects unit type. Enter: sends a chat to anyone listening A: Ally with a side whose unit you have targeted S: Orders selected units to stop D: This will deploy a unit or an item. For example, hitting D with an allied GI makes him create his sandbags. F: Causes a unit to follow something (YAY! a key I don't use!) G: Orders units to guard the area in the general vicinity of where they are H: Hitting this key will cause your map to go back to your base. Z: Use this to set waypoints. You will always, and I repeat, ALWAYS, set waypoints during a tank fight!!! These things usually determine who wins a fight with an equal number of tanks. Hold Z, make a circle around the enemies tanks with waypoints, then let go, and watch his shots miss your tanks as they move! X: This causes selected units to scatter. Use it if you dont have time to set waypoints and need your units to move immediatly. Unlike waypoints, they will stop firing, so you will have to reassign them a target once they are scattering. N and M: These cycle through your units, selecting the previous or next unit, respectivly. Spacebar: If an event pops up on your radar (for example, ore miner under attack!), pressing spacebar will move your map to the area where the event is taking place. Daves 3 most important controls: 1) Waypoints (Z) 2) Scatter (X) 3) Move map to event (Spacebar) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4) A brief description of ratings (and threats): =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- All Ratings are done on a scale of 1-10. They are also rated at different times in the game, the beginning, middle, and end. What follows is a brief description of each score: 1: Don't even bother to build this. It wastes money, accomplishes nothing, or is worthless in some other way. 2: Don't build this unit. It has almost no use and can be replaced by better, more effective units. 3: Only build this if you are really, really desperate for a short-term fix. Otherwise, spend your money some other way. 4: Only build this if you have a very specific strategy in mind or need them immediately, for something like base defense during a rocketeer rush when you have no air defenses - then you would build Flak Troopers. 5: Mediocre. These are worth building, but there may be a better alternative to use. 6: Above Average. Build these units if you have spare cash lying around. They will help you but you don't need them to survive. 7: Useful. A unit with a rating of 7 is useful during this part of the game. They defend against enemy tactics, or are good to do some major damage. This unit is Useful now, but probably not later. 8: Very Useful. Build this unit if you can. It is very useful now and may have longevity to other parts of the game, making it a very good use of money. 9: Extremely Useful. Build this unit! It will help you now and it will help you later. However, there is one small detail that keeps a unit rated 9 from being rated 10. It could be a lack of well roundedness, or maybe the unit isn't useful in the very far future. However, this unit should be built. 10: Perfect. Build this unit immediately. Build as many as you can (don't do this for structures, though). A unit that is useful now and useful throughout the rest of the game. This is a unit that could win the game for you by itself. BUILD THESE AND BUILD THEM NOW! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5) Soviet units: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5.1: Infantry =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- a) Conscript: Rating: Beginning: 7 Middle: 5 End: 2 Cost: 100 The conscript is the generic Soviet infantry unit. Weaker then their allied GI counterparts, they don't have much use. However, they are cheaper then GI's. These units are very useful for one thing, however: Garrisoning buildings.(more on this later - see general strategies, and see strategies for certain maps.) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- b) Attack Dog: Rating: Beginning: 9 Middle: 7 End: 7 Cost: 200 The dog is a great scouting unit(see general tactics.) Also great for taking out enemy infantry. However, they are completely defenseless against tanks and other vehicles. It is a good idea to include a few in a tank rush to get rid of those annoying infantry. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- c) Engineer: Rating: Beginning: 8 Middle: 6 End: 4 Cost: 500 The engineer has many helpful abilities. Using an engineer, a player can take over any enemy building. They can also repair bridges, defuse bombs from a crazy Ivan, and repair structures. See tactics for a cheap way to win the game early on. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- d) Tesla Trooper: Rating: Beginning: 4 Middle: 5 End: 6 Cost: 500 These infantry units are much better then standard conscripts. Their weapon, a small tesla gun, is much more effective then the machine guns of the conscripts. They are a little pricey, however, especially for an infantry unit. They also have short range, making then vulnerable to long range killers like the allied sniper. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- e) Crazy Ivan: Rating: Beginning: 5 Middle: 5 End: 5 Cost: 600 This is the soviet equivalent of a Tanya. He is able to destroy buildings with his dynamite. However, he is fairly useless in multiplayer games against good opponents, because you will be unable to get these inside the opponents base, where they really do their damage. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- f) Flak Trooper Rating: Beginning: 9 Middle: 7 End: 5 Cost: 300 I almost never make flak troopers. If I am playing someone making an air force, the game will be over before his air force can do any real damage. If you do fall victim to an air force, or you see rocketeers coming, crunch a few of these out and watch them wreak havoc. The reason their rating falls is because the element of surprise for a rocketeer rush diminishes as time goes on, and the enemy is more likely to have air defense. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- g) Yuri Rating: Beginning: 4 Middle: 6 End: 6 Cost: 1200 I LOVE THESE THINGS! They happen to be fairly useless against a good opponent, but I still love them. They require a large investment in buildings to be able to produce and I recommend also having a cloning vat. Because they need a battle lab, I rarely make them. However, they are useful to have a little fun with against the computer =) Yuris take control of the minds of enemy units, and can make a wave that kills infantry units instantly. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I) Yuri Prime Rating: Beginning: 5 Middle: 7 End: 7 >From NessPsiKid@aol.com: "Yuri Prime is like a regular yuri but is better. He "floats" instead of walking that makes him faster. He can also do that thing that takes out infantry as many times in a row, no recoil. He can also take over units faster and from a longer range." =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Rating: Beginning: 4 Middle: 6 End: 6 >From NessPsiKid@aol.com: "Chrono Ivan teleports around the map (like a chrono legionnaire) and places dynamite on things, pretty good =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Also from NessPsiKid@aol.com: How to get these units. Way 1 Play as soviets capture enemy spy(ies) with yuri. Infiltrate the allied command center to get chrono yuri do the same but for the soviet battle lab and get yuri prime. Way 2 Play as soviets a capture the enemy yard and build spies. Send them to the allies and soviets to get yuri prime and chrono Ivan. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5.2: Vehicles =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- a) Rhino Heavy Tank: Rating: Beginning: 10 Middle: 8 End: 8 Cost: 900 This is your bread and butter. Crunch these out as fast as possible. If you are building and advanced structure and run out of money, cancel it and build more tanks, or you lose. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- b) Apocalypse Tank: Rating: Beginning: 5 Middle: 7 End: 9 Cost: 1750 This is a heavy-duty assault tank. Slow, but if you get them into an enemy base, watch their buildings fall in seconds. These tanks require a battle lab. Therefore, they are only useful later in the game, once you have enough cash to make a large amount of them. Don't try to make them at the beginning, as many smaller tanks will rush you, and then you lose. Keep in mind that these are also very expensive. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- c) Terror Drone: Rating: Beginning: 10 Middle: 9 End: 8 Cost: 500 These units are AMAZING. Send a couple at your enemy at the beginning of the game to halt his tank production or cripple his economy by attack ore trucks. The TD is my favorite Soviet unit in RA2. They are also incredibly fast. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- d) Flak Track: Rating: Beginning: 3 Middle: 4 End: 4 Cost: 500 These are nice against rocketeers and enemy planes, but they are more expensive then flack troopers and as with flak troopers, really don't have much use. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- e) V3 Rocket Rating: Beginning: 1 Middle: 3 End: 3 Cost: 800 The v3 is a nice unit later in the game because of its long-range building destroying ability. Not very useful at the beginning, spend money on tanks instead. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- f) MCV Rating: Beginning: 1 Middle: 5 End: 6 Cost: 3000 This unit turns into a construction yard. After you use your MCV at the beginning of the game, you most likely wont see another. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- g) War Miner Rating: Beginning: 10 Middle: 10 End: 10 Cost: 1400 This is the soviet ore truck. It mines ore then returns to your ore refinery and gives you money. Also, it comes with a turret to defend itself from infantry, but it isn't very effective against tanks. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- h) Amphibious Transport: Rating: Beginning: 4 (5 if your map has water) Middle: 5 (6 if your map has water) End: 5 (6 if your map has water) Cost: 900 This is a quick unit that can transport slower units around the map. It can also go over water. These are not very useful, especially at the start of the game, as it requires a naval yard. However, if you and your opponent are separated by water, they come in handy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5.3: Air units. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- a) Kirov Airship: Rating: Beginning: 3 Middle: 6 End: 7 Cost: 2000 This is the only soviet air unit. Incredibly slow, but incredibly lethal. Not very much use, but if your opponent has no air defense in what looks like a stalemate game, try making a couple of these and taking out the cy and the war factory. They are also very, very expensive. One last thing - they do damage to buildings they fall on when they are shot down. This is very useful as that last damage to kill an enemy structure. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5.4: Sea units =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- a) Attack Sub: Rating: (only if you are on a map with LOTS of water) Beginning: 4 Middle: 6 End: 6 Cost: 1000 Great against enemy naval vessels, but not very useful in tournament play, as the opponent most likely wont be building a navy and if he does, you will kill him with your tanks. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- b) Dreadnaught: Rating: Beginning: 1 Middle: 5 End: 8 Cost: 2000 / 2500(Russians in multiplayer?? I'm not sure about this) These are great for destroying buildings. Useful in a long, drawn out game, that's very close. Maybe even the difference between life and death. They are useless at the beginning of the game, though. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- c) Sea Scorpion Rating: Beginning: 1 Middle: 3 End: 4 Cost: 600 Yet another fairly useless flak weapon. Only good when you and your opponent have naval units, as they protect against allied air-to-ship strikes. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- d) Giant Squid Rating: Beginning: 6 Middle: 7 End: 7 Cost: 1000 The squid Another good sea unit to take out other sea units, but useless against land units. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5.5) Structures =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- a) Construction yard =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 3000 This building lets you to build everything else. Only building that you start out with. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- b) Tesla Reactor =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 600 This is for power. Please, please, please, use this and not nuclear reactors.(I will explain later.) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- c) Ore Refinery =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 2000 This is the other half of your economy. War miners deposit ore here which is turned into money by the economy. If you can destroy this at the start it will cripple your enemy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- d) Barracks: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 500 Produces infantry. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- e) War Factory =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 2000 Produces surface vehicles =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- f) Naval Shipyard: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 1000 Produces sea units and transports =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- g) Radar Tower: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 1000 This tower Allows you to view the map in the upper right corner screen. I love it, since you can click on where you want to see to stop scrolling. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- h) Service Depot: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 800 This is almost useless. Repairs vehicles, needed to produce MCVs =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- i) Battle lab: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 2000 This is Useful later, but not at the start. Do not build early, as these are a waste of money at the beginning that could be used on tanks or more ore refineries. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- j) Cloning Vats =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 2500 Once again, this is almost useless. Only good if you are mass-producing Yuris. Don't make this at the start. Pricey and requires a battle lab. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- k) Tesla Coil =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 1500 Uses a lot of power, but its good long range base defense. Use tesla troopers to charge them. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- l) Walls: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 100 The only use of a wall is to surround buildings with them to make the enemy destroy the walls before the buildings. A.K.A. Not very useful. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- m) Sentry Gun: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 500 Good base defense against infantry. Also great to defend against enemy terror drones and to place beside captured buildings to ward off enemy engineers =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- n) Nuke silo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 5000 Expensive, expensive, expensive. I usually turn super weapons off. Absolutely worthless IMHO. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- o) Psychic Sensor: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 1000 Lets you know when an enemy issues an order to attack you. Pricey, requires a battle lab, but a good use of spare change later on. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- p) Flak Cannon =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 1000 Long range Anti air defense. I like flak troopers / tracks better, as they are mobile. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- q) Iron Curtain. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 2500 Great for use with Libyan demolition trucks if the game lasts a long time, otherwise, bad bad bad. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5.6: Country-specific units: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- a) Libya - Demolition truck =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 1500 Lightly armored, but great to destroy any enemy building but a CY. GREAT to use at the start to take out the enemy war factory or ore refinery, whichever is more accessible, to guarantee a victory. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- b) Cuba - Terrorist =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 200 Disguises and destroys. Incredibly fun to play with. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- c) Russia - Tesla Tank =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cost: 1200 A nice tank, but don't make them early. I don't use them much. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 6) Allied Units and Structures =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 6.1) Infantry =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A) GI: Threat: Beginning: 7 Middle: 4 End: 3 The basic allied infantry unit. It costs a bit more then the conscript, but it has the ability to create sand bags around itself. When it does this it does more damage and lasts longer, making these good for mowing down conscripts. However, dogs make short work of them. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- b) Engineer: Threat: Beginning: 8 Middle: 6 End: 4 Same as soviet engineers, but their voices suck. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- c) Attack dog: Threat: Beginning: 6 Middle: 6 End: 6 Watch for these with infantry units, but they can't hurt tanks. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- d) Rocketeer: Threat: Beginning: 9 Middle: 5 End: 4 Very, very deadly in the beginning if you don't build flak troopers. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- e) Spy Threat: Beginning: 5 Middle: 5 End: 6 Not as dangerous as an engineer, and more expensive to produce. During a tank rush they can take out your power, however, so train some dogs to watch out for them. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- f) Tanya: Threat: Beginning: 6 Middle: 6 End: 6 If one of these gets into your base, you are in trouble. Make sentry guns and dogs to protect against Tanya rushes. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- g) Seal Threat: Beginning: 1 Middle: 5 End: 6 You wont see these in the beginning of the game. Later, however, they can slaughter conscripts. They have long range and high firepower. Be careful, they have c4 and can swim, just like Tanya. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- h) Chrono Legionnaire Threat: Beginning: 1 Middle: 7 End: 8 Watch out for squads of these. They can take out buildings rather quickly if you don't have dogs waiting for them. However, it takes them a while to phase back in so you can move your dogs over you need to. Be careful - your opponent may try to draw your forces away from your base by moving these around. Don't let him/her. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- i) Chrono Commando Threat: None. Very rare. To get these you need to send a spy into an allied Battle Lab. Don't worry about these, since if you are a soviet, you don't have an allied battle lab, =) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- j) Psi Commando Threat: Beginning: 4 Middle: 6 End: 6 Same as a Yuri. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 6.2) Vehicles =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- a) Grizzly Battle Tank Threat: Beginning: 10 Middle: 8 End: 7 The first allied tank. Very fast. Be careful of them in a rush early on, using waypoints. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- b) Infantry Fighting Vehicle: Threat: Beginning: 1 Middle: 1 End: 1 Weak, weak, weak. However, they are fast, so watch for them. Your tanks will kill one of these fairly quickly. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- c) Mirage Tank: Threat: Beginning: 7 Middle: 8 End: 8 These tanks aren't very powerful, but they turn into trees, so you may not notice them until too late. Watch out! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- d) Prism Tank: Threat: Beginning: 7 Middle: 9 End: 10 Watch out, these are the most powerful allied tanks, and their weapon hits more then one target at once! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- e) MCV Threat: Beginning: 1 Middle: 4 End: 4 Same as soviet MCV. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- f) Chrono Miner Threat: Beginning: 10 Middle: 10 End: 10 These things give the allied forces money. TAKE THEM OUT WITH TERROR DRONES! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 6.3) Air Units =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- a) Harrier Threat: Beginning: 5 Middle: 4 End: 5 Make sure to have adequate air defense if you see your opponent making these. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- b) Night Hawk Transport Threat: Beginning: 5 Middle: 5 End: 5 Once again, air defense. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- c) Amphibious Transport Threat: Beginning: 6 Middle: 6 End: 6 Same as Soviet unit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 6.4) Naval Units: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- a) Destroyer: Threat: Beginning: 3 Middle: 6 End: 7 You will need subs and squids to take these out, and they can cause major damage to your base if you don't intercept them before they get there. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- b) Aegis Cruiser: Threat: Beginning: 1 Middle: 7 End: 7 Once again, build squids and subs and these wont be a problem. If you don't build a navy, these WILL be a problem =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- c) Aircraft Carrier: Threat: Beginning: 4 Middle: 8 End: 8 The most damaging Allied unit. Watch out, they carry planes that can hurt your base. Build a navy and air defense if you see these. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- d) Dolphin Threat: Beginning: 5 Middle: 5 End: 5 These will hurt your naval units and you can't see them. Watch out. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 6.5: Allied Structures: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- a) Construction Yard: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The building the lets them build more buildings!!! Yay. Anyway, take this out second in a tank rush, after war factories. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- b) Power plant =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The allied sources of power. Take these out after war factories, barracks, ore refineries, and airfields. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- c) Ore Refinery =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The allied economy. Take these out after the cy =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- d) Barracks =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Produces allied infantry units. Take these out after the Ore Refinery. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- e) War Factory: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Produces vehicles. Take these out first. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- f) Naval shipyard =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Produces naval units. If you can get these with your tanks, get them after power. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- g) Air Force Command Headquarters: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Take these out after the barracks, to eliminate planes. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- h) Service Depot: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This lets them make MCVs and repair units. If you get the war factory, you need not fear these structures, and take them out at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- i) Battle Lab: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Another building that doesn't produce units. As such, destroy it after you destroy buildings that do produce units, or mine ore ;) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- j) Ore Purifier =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Not much use without an ore refinery. Take these out after unit producing structures and refineries. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- k) Spy Satellite Uplink: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Take this out before buildings like battle labs are ore purifiers, but after refineries and buildings that produce units. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- l) Fortress Walls: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Kinda annoying. Just blast through them. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- m) Pill box: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Take these out before non-essential buildings but after buildings like cy, refinery, and war factory / barracks. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- n) Prism Tower: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- These things upset me greatly. Take them out at the start, they cant take very many hits, but they do major damage. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- o) Patriot missile system: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- These don't worry you much; take them out at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- p) Gap generator: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Take these out after the essential buildings, after the satellite uplink, but before buildings like the battle lab. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- q) Weather Control Device: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Get rid of these things if they are there. I usually play with super weapons off, so these are not a problem for me. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- r) Chronosphere: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Once again, I usually play with super-weapons off. If there is one, get rid of it fast. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 7) General Strategies =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 7.1) Things to do: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- a) GARRISON BUILDINGS!!! This is one of your main offensive threats. Garrisoning buildings is a great way to end a game before it really gets underway. Try to make a few conscripts and garrison buildings next to your opponent's base. This way, if they rush you, you can manage to kill some of their tanks before they reach you, and if you get really lucky you can take out enemy structures. This tactic works great on small maps where theres only one way for the opponent to rush you. if you garrison the buildings on the path, you can take out their army before it ever reaches you! After you take over a building, send an engineer to repair it ASAP. Many buildings start with very little defense, many below 50%. ******************************************************************************* *b) When tank fighting, always set waypoints. Setting waypoints in tank * * battles will usually decide who wins the fight. ALWAYS, ALWAYS, ALWAYS * * (did I mention ALWAYS?) Set waypoints. If you happen to have an emergency * * where there is no time to set waypoints, scatter instead by pressing x. At* * least your units are moving. This works because while your units are * * moving and firing, hitting your opponents units (assuming he isnt using * * waypoints) the opponents units are also firing, but your units are moving, * * so they don't get hit! YAY! ALL HAIL WAYPOINTS! * ******************************************************************************* Hmmmmm, did I make myself clear on that waypoint thing? :D =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 7.2) How to win: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Strategy 1: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Garrison all buildings and cripple your enemy's economy by sending terror drones to his ore miners. Doing this is a great way to stop tank rushes and to get rid of tanks at his base. Then, when he is crippled, build a few tanks and take out his cy, then ore refinery, then war factory, then barracks, then the rest. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Strategy 2: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Tanks. Build 5-10 tanks at the start and rush your opponent. War Factory, Construction Yard, then Ore refinery. Do not do this if your enemy is garrisoning buildings - instead, take his buildings first. Watch for terror drones. Bring a few dogs with you to take care of pesky infantry. Finally, make sure you have some tanks left at your base for the counter-rush. (More coming soon) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 7.3) Building Order =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- In my humble opinion, here is how to build things. 1) Cy 2) Tesla Reactor 3) Barracks 4) Ore refinery 5) Tesla Reactor 6) War factory 7) Nothing until war factory has produced 2 more ore trucks as its first two units 8) Tesla Reactor 9) Radar dome, after you have tanks, and don't run out of money to build this 10) Tesla Reactor 11) Tesla Reactor 12) Battle lab 13) Iron curtain if you have demo trucks, cloning vats if not, and then with the vats build Yuris. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ok, that's all for version 0.6 - Updates coming. If you have anything to add, comments, suggestions, etc, please, let me know, grizwald777@hotmail.com =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thanks: I would like to thank the following: My parents Westwood NessPsiKid@aol.com for the info on Yuri prime and Chrono Ivan. Thanks! Matt Bonig - mbonig@hotmail.com For pointing out that I didn't have a barracks in my building order. All the websites who host my FAQ Thanks, everybody! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Once again Copyright 2000 Dave Kurtzberg. This should only appear at: http://www.gamefaqs.com http://www.gameadvice.com http://vgstrategies.about.com http://www.gamespot.com Unauthorized copying is strictly prohibited This FAQ is not to be used for profit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-