|---------------|
Command & Conquer: Red Alert 2
Multiplayer Guide
|---------------|

Author:  Djoaniel Hernandez
E-Mail:  [email protected]
Date  :  Tuesday, May 30, 2006
Site  :  http://mogster.not-random.com/

Created 17 November 2000
Last modified 04 April 2002

Updated Disclaimer
Removed Garbage and Rants
Removed About the Author
Removed A Road Less Traveled On > My Speech!
Removed Game Aftermath
Removed all personal vanity and started with the guide
Checked wrong spellings
Probably the last update before I retire
Added contact
Changed credits

Update: May 30, 2006
** Removed lots of annoying stuff I wrote as a kid.
** Final version, I intend to put an end to this hobby.


Table of Contents

1. Author Remarks
1.1 Disclaimer
1.2 Introduction

2. Game Information
2.1 About Red Alert 2
2.2 Why Soviets?
2.3 Campaigns and Aftermath
2.4 Soviets are Crazy...

3. Game Guide
3.1 FAQ
3.2 Flaws
3.3 Advantages
3.4 Inland Strategies
3.5 Naval Strategies
3.6 Installing Structures
3.7 Defensive Installation
3.8 Soviet Power

4. Weapon Specific
4.1 Russia
4.2 Iraq
4.3 Cuba
4.4 Libya
4.5 Defend Yourselves

5. Anti Allies
5.1 USA
5.2 Germany
5.3 Korea
5.4 France
5.5 England
5.6 Prepare for War

6. Social War
6.1 Russia
6.2 Iraq
6.3 Cuba
6.4 Libya

7. Laboratory
7.1 Cloning Vats
7.2 Iron Curtain
7.3 Nuclear Reactors
7.4 Nuclear Silo
7.5 Chrono Ivan
7.6 Yuri Prime
7.7 My Perfect Game (UNDEFEATED yet SOVIET STRATEGY!)

8. Closing Remarks
8.2 Idiots / Losers / Microphone Abusers
8.3 Credits
8.4 Special Thanks
8.5 Closing Remarks
8.6 Copyright


Author Remarks
|--------|


|-[disclaimer]-|

To make the long story short, ripping off other people￾fs work or posting
it in your website without permission is punishable. However, if you intend
to give me full credit out of it, then by all means.


|-[introduction]-|

Command & Conquer originated early 90's and Westwood Studios (later on eaten
up by Electronic Arts).

C&C:RA2 follows the canon in terms of story of C&C:RA.

It is an RTS game where micro, macro, and actions per minute are very
important. He who holds the right information and the right reflexes is
most likely to win.

COMMAND & CONQUER WEAPONS HISTORY
???????????????????????????????
Command & Conquer
    GDI (Global Defense Initiative)
         Ion Cannon
    NOD (Brotherhood Nation of Domination)
         Nuclear Strike

Command & Conquer: RED ALERT
    Allied Forces
         Chrono Sphere
    Soviet Forces
         Iron Curtain

Command & Conquer 2: Tiberian Sun
    GDI (Global Defense Initiative)
         Chemical Strike
    NOD (Brotherhood Nation of Domination)
         Stealth Generators

Command & Conquer: RED ALERT 2
    Allied Forces
         Chrono Sphere
         Weather Machine
    Union Soviet Socialist Republic
         Nuclear Strike
         Iron Curtain

GAME INFORMATION
|---------------|


|-[about red alert 2]-|

Red Alert 2 is one brutal fast paced (RTS) game that utilizes military units
rather that are almost realistic rather than bizarre units used by other
real time strategy games. It also uses physics of real world. The only thing
unreal about this game is everything, but aside from the game itself it's
another world to explore.

I will give you a briefing regarding units that you may encounter while
playing the game. But if you otherwise already know the game like the back
of your hand and only looking for other things to do, you may skip this
part and move on or just plainly search this guide for strategies not known
to you or your comrades.

Allies

Barracks Units                      | Structures
 GI                                |   Construction Yard
 Engineer                          |   Ore Refinery
 Racketeers                        |   Barracks
 Spy                               |   Air Force Command HQ
 Attack Dog                        |   War Factory
 Snipers (Great Britain only)      |   Naval Yard
 Tanya                             |   Service Depot
 Chrono Legionnaire                |   Battle Labs
 Psi Commando (special unit)       |   Ore Purifier
 Chrono Commando (special unit)    |   Power Plant
                                   |
Factory Units                       |
 Night Hawk Transport              | Defensive Structures
 Grizzly Battle Tank               |   Pillbox
 Prism Tank                        |   Prism Tower
 Mirage Tank                       |   Gap Generator
 IFV (Infantry Fighting Vehicle)   |   Spy Satellite Uplink
 Tank Destroyer (Germany only)     |   Patriot Missile System
 MCV                               |   Weather Control Device
 Chrono Miner                      |   Chronoshepere
                                   |   Fortress Walls
Airport Units                       |   Grand Cannon (France only)
 Harrier                           |
 Black Eagle (Korea only)          | Super weapons
                                   |   Lightning Storm
Naval Units                         |   Chronoshift
 Amphibious Transport              |
 Destroyer                         |
 Aegis Cruiser                     |
 Aircraft Carrier                  |
 Dolphin                           |

Soviet

Barracks Units                      | Structures
 Conscript                         |   Ore Refinery
 Engineer                          |   War Factory
 Attack Dog                        |   Barracks
 Flak Trooper                      |   Service Depot
 Tesla Trooper                     |   Battle Labs
 Desolator (Iraq only)             |   Radar
 Terrorist (Cuba only)             |   Naval Yard
 Crazy Ivan                        |   Cloning Vats
 Yuri                              |   Tesla Reactor
 Yuri Prime (Special unit)         |   Nuclear Reactor
 Chrono Ivan (Special unit)        |   Construction Yard
                                   |
Factory Units                       |
 Rhino Heavy Tank                  | Defensive Structures
 Apocalypse Tank                   |   Sentry Gun
 Terror Drone                      |   Flak Cannon
 Flak Track                        |   Tesla Coil
 Tesla Tanks (Russia only)         |   Nuclear Silo
 Demolition Truck (Libya only)     |   Iron Curtain
 V3 Rocket Launcher                |   Psychic Sensor
 War Miner                         |
 MCV                               | Super Weapons
 Kirov Airship                     |   Iron Curtain
                                   |   Nuclear Strike
Naval Units                         |
 Typhoon Attack Sub                |
 Giant Squid                       |
 Dreadnaught                       |

 Sea Scorpion                      |
 Amphibious Transport              |






|-[why soviets]-|

Soviets are just raw power. They rely on grinding skin to skin against the
enemy; it reflects why they don￾ft have long range mobile weapons. The Soviets
in RA2 are supposed to be the bad guys. You want to play soviets because
you want to grind meat against the enemy instead of using smart antics.

So to speak, Soviets are a no-brainer. However, if you play them with brains,
I can￾ft find a reason why you wouldn￾ft win. The purpose of this guide is
to enlighten you of the options that you can take to win.



|-[campaigns and aftermath]-|


LESSON 1: Your units are created to die. Let them die a reasonable death.

Units you produce are for disposal. They are ready to die for your order.
Units do not need to be treated like girls that when it gets damaged you
run away and let the enemies chase you down. NO. You produce units; they
get damage while you destroy something. It￾fs as easy as that.

LESSON 2: Speeds beats mass. The faster you are, the more damage you can
make.

It's a rule that a player who can produce units faster than the other player
can surely win the war. That includes fast production of tanks. But don't
be left out with the production, USE THEM, RUSH THEM.

LESSON 3: Don't go thru the front door so always attack from the back while
watching your back.

If you send your units to the enemy base on the area that it is heavily
defended, you will surely lose all your units to the stationary defenses
installed on the enemy base. Look for other path to invade your enemy base.
Once you see a weak spot you can easily use that spot as a BEACH HEAD and
all your incoming reinforcement from your base will go thru there coz that
is where your units are deployed and that's the area that is being guarded.

LESSON 4: Rage against the Range.

Protect your ranged units. But if otherwise you don't have ranged units
there is no use to protect them. If you happen to encounter Prism Tanks
that is supporting or guarding the enemy base, don't attack and fall back
and regroup. If it follows you, destroy it. Just make sure it￾fs not supported.

LESSON 5: I did it MY WAY.

Waypoints are your best friend. If your army happens to encounter another
army, a fire fight cannot be prevented, move around their tanks in a circle,
watch their shells miss your tanks while they are confused on what to do.

LESSON 6: Defend your base; your base is your house. If you have enough
cash, make another house.

Once you have access to service depot and you have a reasonable number of
tanks, find another place where you can deploy your construction yard. It
does matter where you deploy it. Make sure you deploy it near a mineral
patch or a Gem patch.

LESSON 7: War factories make war. The more of them, the more war you get.
But the more war they receive the quicker they will fall and quit the match.

War factories are your best friends here. Make sure you have a reasonable
number of war factories on different bases (this works with the LESSON 6
setup) they'll just notice that tanks are coming out from everywhere and
it￾fs yours. A good player may try something against it, but and inexperienced
one will get scared and get just quit the game without a fight.

LESSON 8: It￾fs not the end of the world.

The loss of your main base is not the end of the world. If you happen to
deploy the other base of yours in a concealed area that is not accessible
to your opponent you can actually turn the tides against him a nuclear strike
and/followed by a reasonable number of tanks (preferably rhino) is all you
need to win war.

LESSON 9: Over estimates your enemy.

Never under estimate your enemy; it will be your demise. Don't even try
to fight against 2 players who know each other. You'll just eat your own
dust and humiliate yourself.




|-[soviets are crazy]-|

The soviets are really crazy, why? Just think, Tesla Troopers as the battery
of the Tesla Coils in case they don't have enough power. They are crazy
enough to think of that that means there is not stopping the soviets.

And as a proof that they are crazy, they are the group that has the most
impractically realistic. Desolators are realistically insane but to put
it in a way that excessive radiation can totally harm infantry units and
too much radiation can also melt tank rollers and other vehicle.

Take the demolition truck for example, "My truck is loaded" I mean what
the hell the demolition truck driver is thinking. And also, asking, "WHY
DON'T YOU DRIVE?" in a wimpy way. Maybe I'm giving the speech too much
attention, but take this, a suicide driver.

It includes terrorist. And the Tesla Tank a Tesla coil put in tank weird
things happen when weird people rule.









GAME GUIDE
|---------------|


|-[FAQ]-|

Q: Personally why do you choose the soviets?
A: I've always been a fan of the bad guys. But they're not totally bad;
they just don't like being oppressed.

Q: How do you have well at the game? It's only been out for a couple of
months since it hit the shelves? About last year?
A: It￾fs all the in the mind, why don't you think that you're good, try acting
you is good, you'll be good finally. And aside from that, I have past
experiences about real time strategy games and Red Alert System.

Q: How do you charge up the Tesla Coils?
A: Just put 3 Tesla Troopers in one Tesla tower I mean AROUND a Tesla Tower
and they will automatically charge the tower and even if you go on low power
it will still work.

Q: Do I have to put three Tesla Troopers per Tesla Coil?
A: Yes you do, that's additional $1500 but still, you have stationary/mobile
ground defense that is inscrutable by tanks. I mean they can't be run over
by tanks.

Q: Why can't I make Tesla tanks? I'm playing Iraq!
A: Sad thing, it￾fs only available for the Russians but Tesla Tanks is not
related and is no use of the Tesla Coil and Tesla Reactor.

Q: What benefit aside from low power Tesla bolts does the Tesla trooper
give to Tesla coils?
A: Tesla Coils fire at longer range and more accurate if you will dispatch
3 Tesla Trooper per Tesla Coil. Note that when you are low power, it won￾ft
fire at the range, but still, provides you with basic stationary defense
as well as insurance in case that it gets destroyed you have 3 Tesla troopers
on the base.

Q: Enough with the Tesla info, what's with the Flak Troopers?
A: Flak troopers fire flaks. Last time I checked, flaks are metal shards
or shrapnel; I￾fm not entirely sure what they are. They just call it flaks.
I￾fm too lazy to research it on wikipedia.

Q: Flak Cannons benefit from Flak Troopers right?
A: NO!

Q: How far can Flak cannon fire?
A: Further than patriot missiles I think

Q: Can Conscripts deploy?
A: NO! They are not trained enough because the meaning of conscript is just
a recruit. A grunt, war body count, but be told that a mass of conscripts
can spell victory to your hands. In example, if you happen to have Paratroops
you can stock up many conscripts and once you have reasonable amount of
them, I say about 200 you can attack with them. They can be crushed easily
but I think if you waypoint them, they can do damage FOR FREE.

Q: So Conscripts sucks, but they are the same as GI's right?
A: NO! Conscripts are cheaper than GI's! You can mass-produce them if you
have Cloning Vats.

Q: Hey THOSE GI's GOT A DOG WITH HEM!
A: That is common, both Allies and Soviets have attack dogs, its main purpose
is to sniff out spies. But if ever you want an infantry killer in your command,
I suggest you build some of this.

Q: But why don't I have a spy? I built all the structures but still...
A: Stupid answer, we don￾ft have a King. Spies do it for King and Country.

Q: What can I do with rhino tanks?
A: Your meat grinder and bread and butter in battle are this amazing rhino
tanks. Ok so NOT amazing like WOW but just look at the bright side, it's
fast, cheap powerful and it can take out any base. ANY BASE that is not
infested with terror drones.

Q: So how do you make those infamous Chrono Ivan and Yuri Prime?
A: in order to build a Chrono Ivan you must infiltrate a spy and steal the
Chrono Module design from the Allied Battle Lab and just create a Chrono
Ivan.

Q: How about their allied counterpart The Chrono Commando and the Psi
Commando?
A: Simple! Just do the same! Steal from Allied battle lab and soviet battle
lab. Using the allies you don't have to have a Yuri just produce a spy.




|-[flaws]-|

Known flaws of the soviets are the lack of heavy air support, not that it
have the Kirov Airship Bomber as a heavy support, I mean HEAVY DUTY air
support such as the airplanes and other air born vehicle. The naval force
is also kind of shabby when it comes to destroying enemy base, and again
not that they have weak naval army, its just, you can easily shoot down
missiles, but compared to the Aircraft Carrier that all it needs is one
Giant Squid and one Attack Sub to destroy its support (if there are any
submerged dolphins, that's a problem) and you can entirely wipe out the
naval force.

Soviets have many flaws, but you can also use them as your advantage, the
lack of heavy air defense and air support, just look at the bright side,
just pop out some flak cannons, yeah it misses like crap, but its still
defense.

Another bright side is you won￾ft have to worry about commanding an air strike
force; instead you can concentrate on a brute ground crushing army that
will surely destroy your enemies.

Here is a list of the crappy soviet weaknesses. Know your weakness first
before bragging about how good you are.



Soviet Flaws
????????????

Weak Water-Ground penetration, high duration though if you can outgun and
penetrate the Flak Cannon and Patriot Missiles.

Dolphins and strike the Giant Squid may easily counter giant Squids if the
enemy is smart enough to notice it.

Destroyers can shell Typhoon Attack Sub if used properly.

The War Miner makes a lot of ruckus and attracts attention easily

No air transportation means.

Cash, they can't collect cash as fast as the allies. (They don't have Chrono
capabilities because of game balancing)

War Miners have to fight their way out. It will get them in trouble.

Basic infantry units (I mean the conscript) are good for additional damage.
That's it.

Tesla Coils do not have coordination like the Prism Tower that can bounce
off laser beam from tower to tower.

The Chrono miner can easily escape the grips of the Terror Drone by Chrono
shifting back home.

All of your units (except the ones under iron curtain) are susceptible of
being Chronoshift to the water by the allies. That will instantly destroy
them.

V3 Rockets needs to penetrate before they can hit the target because they
can easily be intercepted.


Now that I'm giving a general low down on the soviets here are country
specific flaws that you need to be aware.


Country Specific Flaws
??????????????????????

Russia

Although Tesla Tanks does damage, they're range are considerably short.

Iraq

Terror Drones can easily kill desolators.

Libya

Its not as strong as expected, you have to spend 1200 to demolish a building
and release nuclear radiation. That's not so cool.

Cuba

A mass of Terrorist will get burned easily if one is shot.


If you want to hear the low-down on everything and the advantage of those
specific units, check out the Weapon Specific Section of this FAQ.






|-[advantages]-|

Their weapons are for head on battle. Not that the allies don't have any
head on weapons, it￾fs just the Soviets are better in meat grinding that
any other.

Take the Rhino Heavy Tank for example, fast, agile, and destructive.
Especially with masses, 10 of these could spell victory if used properly.

The Dreadnaught, a slow moving ship that deploys destructive and powerful
target guided homing missiles. If happen to have a mass of these, you won't
encounter any problems dealing against Patriot Missiles even if there are
a dozen of them waiting.

And now, the Apocalypse tank is the ultimate, just be careful not to Get
it Chronoshift and mind controlled by enemy psychic. But aside from that,
if only you￾fre Apocalypse can penetrate in the enemy defense, or searching
the base for weak spot, you can absolutely crush them effortlessly with
5 Apocalypse and some support Rhinos.

And the most of all, the cloning vats, the most evil of all bad structures,
and probably the most useful of them all, you don't have to have any problems
regarding base defense, you can produce Tesla Troopers at the same rate
and double the results. Flak Troopers can support your air and some Yuri's
can control some minds.



Yuri's can take out an entire squadron of tanks of an inexperienced player.

Apocalypse tanks are effective against everything. Just don't get it
outnumbered by other units.

Keep your units moving and you harm will come to them. I mean no SERIOUS
harm will be dealt to any moving units unless everyone in the opposing squad
is aiming at it.

Dreadnaughts are the best if you happen 5 of them. They can outgun stationary
defenses and IFV.

Kirov Airship Bomber is most effective when ground units take out air
defenses or it has V3 Rocket support to draw out fire from Stationary Defense.

To double your production of Tesla Troopers that can charge up your
Stationary Defense and Flak Troopers can support your air Territory with
the rest of your Flak cannons.

Soviets have heavy armor for their tanks. Take out as many as you can in
a firefight. LESSON 1







|-[inland strategies]-|

There are many types of ways to win battles such as these but your main
strategy is to build a war factory, get a couple of War Miners and, start
cranking a few Terror Drones before Building a mass of Rhino Tanks.

Finish the game quickly but scouting at the start of the game. Here is the
random map setup for you to generate.

Inland
Any time of the day (I prefer morning)
Any climate (I prefer a winter wonderland)
Extreme Resources
6 numbers of players

this setting will fit for a 3 free for all or 4 free for all battle, alliances
can also be considered just make sure there are vacant slots.

So now what are you to do?

2-4 players
10000 cash
1 number of units
MCV Repacks      OFF
Super Weapons    ON
Crates           ON

That's all you have to think. Now in the game what do you do? Try this,
and try other variations about this strategy. My original award winning
(call it winning while singing) strategy and have won many campaigns and
battles for me.

INITIAL DEPLOYMENT

NOTE: to understand the "> STUFF" see CODE CONTROL below PATH C

Construction Yard
Tesla Reactor
Ore Refinery  > circle
Barracks  > square
War Factory  > code water
Tesla Reactor  > switch
Radar Tower

PATH A                             PATH B

Flak Cannons |                   | Flak Cannons | Service Depot > code
Flak Cannons | Battle Labs       | Sentry Gun   |               > M
Flak Cannons |                   | Sentry Gun   | Battle Labs
Flak Cannons |                   | Flak Cannons | Nuclear Reactor
Sentry Gun   |                   | Tesla Coil   |
Sentry Gun   | Nuclear Reactor   | Iron Curtain | Cloning Vats > code T
Sentry Gun   |                   | Nuclear Silo | Nuclear Reactor
            |                   |
Iron Curtain | Cloning Vats      |
Nuclear Silo | Ore Refinery      |
            | Service Depot     |


PATH C

>From CODE WATER you'll be able to produce tanks and terror drones, and
after square you may be lucky to reveal the position of your enemy and scout
a little. ALL TANKS including the initial one, by that time, your enemy
might be unprepared of your approach that will give you a chance to. Find
a weak spot and strike when they're pants are down. if you seem to face
an experienced player, attack the miners, that will slow down their cash
flow and when tanks come after you your terror drones will take care of
them.

An experienced commander will attack even if your Terror Drones get into
them, so you have to counter strike. If you're Terror Drone destroys their
vehicle, it will hunt another. And it still lives, but if you destroy (with
your own tank shell) the tank that is infested with a Terror Drone, you'll
destroy the terror drone with it.

Luckily for soviets, those units that are infected with Terror Drone become
more vulnerable to enemy fire.

Code control
????????????

code circle:

(its not official) you waypoint your tank around your base IN CIRCLE. In
the junction, while you're building your first ORE REFINERY have your tank
scout the area of your base. AROUND YOUR BASE, and by doing this you'll
know where you are in the map, when you cant go anywhere further then it
means you're on top bottom or in a corner (a much preferable position)

code water:

W War Miners first, build 3 of them.
T Terror Drones, 4 of them.
R Rhino Heavy Tank, as many as you can click.

(not official) operation water means you'll bounce anything you push inside
there, its some sort of a Chinese saying, that bounce situations like water
does. MAKE LOTS OF TANK that they'll take out anything on their path.

code square:

Build 2 attack dogs, and get them exploring 2 corners of the map. Once you
get a radar, pay attention to your lost dogs, if they died, you'll know
that he's there, if its still alive, you'll find him on you're radar.

code t

You are required to have cloning vats before you REALLY produce infantry
units. Tesla Troopers are you choice of unit. You can charge up your Tesla
Coil with them and you have a respectable ground defense that cannot be
crushed, literally.

code m

Build an MCV, find colored Money and mow the field with your war miners.
Build a war factory there where you've put your MCV and a few Flak Cannons,
and start cranking up those Rhino Tanks...







That is the winning strategy you must master to do quickly, the faster you
build the more efficient your army will be, the faster the rush you'll do,
and the fewer defenses you'll encounter once you engage into a fire fight
with the enemy.

Hmm, that is the basic strategy however if you really get in the game, you'll
be picking your favorite country or weapon for the country that you are
picking. To be specific, check out the Weapon Specific section of this FAQ.




|-[naval strategies>]-|

My knowledge about naval war is not as extensive as I am good at with land
assault. However, I don't take advantage of my strong naval army if ever
I will create one. I'll rather make a naval army and defend my ground forces
from enemy navy.

I am not to fan of naval war the settings and other stuff that I am not
aware so lets just consider you're playing team continents.

I don't have multiple paths here for its only the speed that matters. But
I suggest you do the same as the inland strategies that is:

INITIAL DEPLOYMENT (Naval Version)

NOTE: to understand the "> STUFF" see CODE CONTROL below PATH C

Construction Yard
Tesla Reactor
Ore Refinery > circle
Barracks > square
War Factory > a light defense
Naval Yard > ss launcher
Tesla Reactor > switch
Radar Tower

PATH A                             PATH B

Flak Cannons |                   | Flak Cannons | Service Depot > code
Flak Cannons | Battle Labs       | Sentry Gun   |               > M
Flak Cannons |                   | Sentry Gun   | Battle Labs
Flak Cannons |                   | Flak Cannons | Nuclear Reactor
Sentry Gun   |                   | Tesla Coil   |
Sentry Gun   | Nuclear Reactor   | Iron Curtain | Cloning Vats > code T
Sentry Gun   |                   | Nuclear Silo | Nuclear Reactor
            |                   |
Iron Curtain | Cloning Vats      |
Nuclear Silo | Ore Refinery      |
            | Service Depot     |

PATH C

As soon as you get a naval yard, if you have enough funds (assuming that
you haven't put up too many flak cannons for defense and your base is lightly
defended BUT defended) produce 4 subs and start exploring the region, your
enemy wont find you in sight because subs are submerged, after you have
produced enough subs that you think you can cover your part of your map,
try cranking up squids for offense and for destroying their ships. Then
when you get super weapons online, in example, the enemy has Chronosphere
and it￾fs possible for him to take your units out of the water and to the
ground, try scattering your navy. Or he might think of another way to stop
you, and Chronoshift some prism tanks to your base and start destroying
your structures. A war miner can easily deal with them, so it won￾ft hurt
if you'll keep a war miner in your base. But if you have a reasonable tank
stock and you're reasonably good. Well you can ignore the prism and
concentrate on your attack force. Dreadnaughts can cause massive damage
to major structures, which is if it is not sold. The allies have a Spy
Satellite Uplink so it can pose a threat, they can easily acquire the location
of your weak spot of the base, once you have access to cloning vats, try
scattering Tesla Troopers for basic defense.

How are we supposed to pinpoint the location where our navy will strike?
The answer is we don't. What we do is we'll send a scout that in invulnerable
under iron curtain try a flak track with a Crazy Ivan inside. Once you have
scouted the area, in case they have a gap Generator, you simply destroy
it with Crazy Ivan, be aware that you can put dynamite on your truck so
if ever it explodes it can still cause damage. Then focus on one target
at a time. I suggest power plants and war factories because it is the main
power of the enemy, after that focus on the super weapons if any is available,
you do all of that after you eliminate all the anti air defense.

You are probably aware that I am not trying to tell you what to do; I'm
basically giving you an idea how to fight your own fight.

CODE SS LAUNCHER (unofficial strategy)

Ss launcher means you make Submarine, Squid then Dreadnaught Missile
Launcher because before you make air defenses, it￾fs important to have your
offense, and for air defense, you make a Sea Scorpion later.

I suggest Build 4 subs, that's 4000 then 3 squids well those are major funds
but once you have around 6 subs 4 scorpions 4 squids and 4 Dreadnaught you
wont run across any problems, just put the submarines and squids in the
line of fire, the allies don't have any defense against submerged units
and their only ways of escaping the hold of a Giant Squid of the soviets
are effective dolphins, your submarines that have been deployed first can
draw fire while your fast moving Giant Squids penetrate and get a hold of
the enemy ships.

Once all of that are met you can lay siege on enemy shores. They would not
last for long. Just remember that you should be the faster one to build
the structures






|-[installing structures]-|

The construction yard is the biggest unit in the game, unlike in Red Alert,
it's just as big as the refinery, now it's the biggest structure, meaning
to say it takes up a lot of space. Another thing to consider is that defensive
mechanisms (more on that later) are no longer able to connect your structures
(means the advance Power Plant, Tesla Coil, Power Plant, Tesla Coil chain)
chains are broken by defensive structures. Fortunately, you can still put
them in a longer distance.

If you are playing with super weapons and you are not afraid of super weapons,
remember this, you're power is your base, and your base is your power. If
your war factory happens to be destroyed by a super weapon along with other
of your structures, you're in deep crap!

Scatter your structures, build multiple of them, and put the newly developed
unit rally point into use. What I mean is, you don't need to put your structure
in a location so exposed. Scatter them and your rally points should be about
20 game blocks away from the structure itself.

In case of a lightning storm attack, because the lightning storm is shabby
and crappy, you can still have a chance to sell your buildings, so don't
hesitate to sell up when ever you encounter some lightning storm.

The Nuclear Silo, Iron Curtain, Nuclear Reactors are immune to weather
changes, and won't be destroyed in one weather storm. Your construction
yard however maybe affected, but will still be in one piece. If you're
fighting against the allies, chances are, you'll be sticking them together,
MEANING place your super weapons closer together and the weapon producing
structures away from your main base as possible.





|-[defensive installations]-|

Those are stationary defenses that really can defend your base against
undetected attacks. And it￾fs not always around your base. (consider
Chronoshift or for the Paratroop to succeed) so how do you put them. Tesla
Coils are your tank eater... once a mass of armor approaches your base,
and you want to stay in once piece. In early rushes this wont be useful
but since the allied have air capabilities and poor ground coverage, you
may want to build about 4 Flak Cannons, they work best against allied air
force.

But otherwise if you encounter soviet rush, and you're not really prepared,
have a couple of Tesla Coils by your base and some Tesla Topers. Tesla
Troopers will short circuit the enemy capability to run so you'll really
need.

If you'll be using your tanks to counter-act against enemy rush, make sure
he's not smart enough to find the weak spot of your base, or if its too
late, move all your tanks to the location, make sure they are concealed
and they don't attract attention because enemies always poses a threat.

I happen to encounter a good player once, when I was still a newbie, it's
the first time I lost to a person. (I never lost to a brutal enemy, no matter
how many they are) he's soviet, Libya, he was doing the Tsunami Rush. The
match took about 30 minutes before I end up being crushed by my opponent.
Short Game is activated so it￾fs not a problem, I lost immediately, but when
I know I'm losing, I took all my tanks and went to his base to attack him.
Hopefully it bought some time and the tanks that are partially distracted,
it all came back to his base, and I'm able to destroy his war factory, all
Tesla Reactors and his construction yard. His base is NOT DEFENDED. That's
why it's dangerous to rush like that. My opinion is he didn't even bother
to install some stationary defense. It's his biggest mistake. Don't do that
at home!

Tesla Coils works best when you place some Tesla troopers around them, the
ideal number of Tesla troopers are 3 per coil. But that will mean 1500 per
coil? Just to improve the range and to be "power shutdown proof?" anyway
2 Tesla Troopers will do. But if you want do defend an area, make sure you're
Tesla Coil is near to a structure as in BESIDE and make sure its supported
by other 2 coils so it can defend itself against incoming assailants. Be
sure you have defensive tanks around your base to support your coils. If
you can do it around your base the 6 tanks are enough. The only drawback
of this is that when super weapon hits you but if you can manage to destroy
the weapons, well you'll be winning the battle soon.

Sentry gun installations must be near your construction yard. Put some Tesla
coils around there too. Sentry guns are not that impressive but it can take
out those pesky infantry units.

Do some scouting and don't be too defensive. Any defense can easily be crushed,
but if you have a good offense, you can always build a replacement. There
is no replacement for a steady offense and a good defense.





|-[soviet power]-|

The only living things that will be living after a nuclear holocaust are
tanks and inside the armor. That means the nuclear don't hold back, even
if its super weapons you're aiming at. And even if there are tanks they
will be destroyed. Even if there are stationary defenses it will be crushed.

Abuse the power of the soviets. Build tanks in masses, there are no counter
defense against tanks (unless you're enemy has a number of tank destroyer)
as long as you build tanks you will never lose. Abuse the weakness of your
allied enemy. That can be weak ground support, and weak ground infantry.

Bring some flak tracks on your way, if you're building an army of 30 tanks
about 8-10 flak tracks will defend them against the air. Assuming you already
has cloning vats and you have flak troopers inside them.

Dreadnaught missiles are deadly if used properly; always keep them concealed
and away from other cruisers. Your giant squid however are your first line
of defense against those naval attacks. Abuse your unit power, and create
a few supportive submarines against dolphins that attempt to foil your plan.











WEAPON SPECIFIC
|---------------|




|-[Russia]-|

"If you surrender now, I will kill you quickly" - Russian Commander (serious
taunt)

Russians are perfect against infantry, against naval army, against tanks
and structures. Russian Tesla Tanks are superb in firepower. The only
fallbacks of them are the weak armor. But everything that supports them
will make up for that.

WEAPON SPECIFIC. Tesla Tanks are highly reliable units IF supported by a
mass of Rhino Tanks. Always build Tesla Tanks according the number of Rhino
Tanks you build. It does not mean that you have the Tesla tanks that you
can replace the rhino tank with it. NO MAN! You just have to put it in your
arsenal. Tesla Tanks are made to support your army, not to win your army.

>SURE DESTRUCTION

This is a solid tactic, it will also require money, but if you'll pull this
out, you'll end up having elite Tesla Tanks that are extremely helpful in
other firefights.

Build a group of Tesla Tanks, hopefully they are fast enough, corner a lone
miner (war or Chrono) and its most best if they are all there, just destroy
those miners and they should be promoted. Now if you happen to have elites,
remove them from your squad immediately because they are no longer entitled
for promotions, even if they destroy a base.

>SIMPLE TERMS

Promote some Tesla Tanks
5 elites will do
On a rhino attack position them behind everyone
That will support your attackers with sure destruction in a unit. And will
short-circuit heavy units and kill infantry units.




|-[Iraq]-|

"There goes the neighborhood" - Iraqi Desolators

Iraqi Desolators are the perfect base defense. It its almost useless in
offense but on offensive measures you can deploy it near the enemy barracks
if you're already rushing. Place your desolators AROUND your base and make
sure your base looks green. If your base is already covered with toxic waste,
you won￾ft make any more units. You don't have to sentry guns, because you
already replaced it with a better unit.

Iraqi Desolators are also effective against tanks if you happen to have
a mass of them. Note that when you already have cloning vats you can actually
use them as a mobile defense against tanks. THEY CAN SHELL TANKS and when
the enemy tanks reach your base they are already slightly damaged.

NOTE that your desolators will shell any tank destroyer when deployed.

The only fall back of the desolator is that Terror Drones will kill them
easily and without even taking damage. Because of the logical reason, that
TD have feet that are mechanical and the one that touches the ground are
more like needle, they wont sustain any damage, because tanks rollers in
order to move, if they move into a toxic area, they will melt.

DESOLATORS ARE YOUR ULTIMATE ANTI INFANTRY DEFENSE. It includes Chrono
Legionnaire and other pesky infantry. Be wary of snipers. Keep Tesla Coils
in position. DON'T PUT YOUR WAR Factory's rally point in an area where
radiation is deployed. It will also kill friendly units. It won't kill enemy
desolators.

WEAPON SPECIFIC: keep you base green, don't let the drones in, Legionaries
are quite pain in the ass, and you're all set.




|-[Cuba]-|

"We must revolt!" - Cuban Terrorist

Cuban terrorist are fanatic for the soviet cause. They will carry a bomb
disguise and then BOOM detonates.

Cuban terrorist have limited use, but when a base is left off guarded, it
can totally a base with just a number of them.

I see no much use of the Cuban terrorist but one thing for sure, if they
explode with the c4 and crazy Ivan's dynamites, it can do more damage that
way. They only cost 200 so they are cheap. You can mass-produce them with
cloning vats if you're looking for an easy explosion and base destruction,
make sure they are away from each other and they won￾ft make the towers recoil.
My suggestion is to penetrate into their defenses and deploy them.

WEAPON SPECIFIC: Cuban terrorist, and a mind controlled IFV is a demolition
truck tat cost 200 and a Yuri, in which means if there are Crazy Ivan's
around, put dynamite first there, then put the Terrorist in the IFV before
you make the demo thing in the enemy base.




|-[Libya]-|

"Why don't you drive?" - Libyan Demolition Truck

Yeah why don't you drive that demolition truck? Uhm this uhm trucks (poor
drivers) are created to die, not to kill, but to die with a structure, 2
demolition trucks can demolish a construction yard. so if you'll rush using
this, well you can totally win over your enemy. Be warned, it caused 1500
and you have to think about it first. What if it dies in a stupid way? You
lose that big time.

There is not too much strategy to this truck, but the very idea is to sneak
it in a weak part of a base and then demolish your target. All infantry
units after that will be destroyed within the radiation radius.

WEAPON SPECIFIC: Just think of those JAPANESE KAMIKAZE BOMBERS.
One-way trip!





|-[defend yourself]-|

One way of getting in a lot of mess when you get used to one unit and you
rely on one unit and you CANT LIVE without that unit because you simply
want to concentrate on that unit, this goes for super weapons ok? You'll
screw up a couple of times. Just think of this, some guy, I'm not being
specific about this ok? Some guy just relied on too many desolators to defend
his base. He spent his lifetime savings just to train desolators. He is
not aware of its vulnerability to terror drones and to IFV snipers or plain
snipers. Yes he is defended against most types of attacks, but that's there,
he can't go any further than defending his base, unless he has both weather
storm and nuclear strike. That is a different story. But still, you have
to be aware of the harm these special units might cause to yourself.

In a way of saying this, an army of Tesla Tanks cannot match an army of
Rhino Tanks under your command. But the destructive power of the Tesla Tanks
are very essential if it is available IF you'll just include a few of them
IN YOUR ARMY of Rhino Tanks.

But Rhino Tanks are all Rhino-ey if you'll concentrate with them you'll
surely lose a huge amount of money especially when your enemy is investing
a huge amount of cash, producing terror drones. So what do you do when that
situation comes? First you can avoid it by building a few terror drones
for yourself. Second, a good commander will always bring some defense in
everything, anti air, anti navy and your offense. And to those who don't
quite understand this, BUILD A FEW FLAK TRUCKS with Flak Troopers inside
(this is pretty sneaky) Third, scatter your units, I don't mean PRESSING
X button, what I mean is, divide them in a few groups, about 8 tanks in
a group. (so when the drones are in, you will easily detect them)

>SIMPLE TERMS
>OBJECTIVE:
    Not to have to rely on a single type of unit
    Allowing you to build a balanced army

Rhino Tanks with a few special units
Few Flak Truck with conscripts or/and Flak Troopers inside
A few terror drones for yourself
WAR MINTER it can draw out fire because of its armor. And it can take out
prism tanks easily,










ANTI ALLIES
|---------------|




|-[USA]-|

"That was a cowards tactic!" - American General (Taunt)

The United States does not have special weapons, however their Airborne
GI's are extremely useful in many ways. They can either defend their base
or rush effortlessly with their GI's. Be aware that packs of GI's are able
to shell our vehicles comrade, defend against these we must do. And what
makes the situation worst is that they get it constantly for free and a
base infested with them can be a pain in the Rusher's
as.

>SPECIFIC

A perpetual supply of grunts, that can pose a threat if not stopped early
in the game. Allied players who are experienced enough however won't be
deploying all of them in a spot where it counts. We all know that our nuclear
capabilities are vicious enough to counter-act such strategy.

>WEAPON

If your IRAQI you are probably aware and you already know that those same
GI's can be killed by a lonely Desolator. And as described in the IRAQI
strategy (search string <IRAQ>)

You are immune to this kind of strategy or rush if you're equipped with
"DEPLOYED" Desolator. If you're not Iraq then you can use flak trucks to
crush and bury them under the ground. Attack Dogs CAN ALSO eat up GI's as
long as they are firing in another somewhere anyone else anywhere else but
not the dog get it? It goes for Terrorist too, and Terror Drones and Demo
trucks. If you happen to penetrate in the enemy defense and be able to pull
out a stunt such as those, you're with lady luck.

>USAGE

If we are to deploy a mass of GI in our command (basically because we have
captured an air force command hq) we will collect them and scatter them
around our base for stationary defense. Deploy them as soon as they are
selectable. Deployed GI's can cause damage and we respect them. So we would
not under estimate our enemy even if they hide in cowardice. Also we can
deploy them in ore patches.

>COUNTER MEASURES

Demo Truck (must penetrate)
Terrorist (must penetrate)
Attack Dogs (must be supported)
Desolators (duh!)
Flak Trucks (must be supported)





|-[Germany]-|

The Germans also devised a new form of attack against our tanks. The Tank
Destroyer is the superb tank-destroying machine you'll ever want. And it
is also the best harvester crusher of them all. Harvesters are totally
crushed by this that in only a few shells, a group of this Tanks Destroyer
can crush anything that is armored. That includes Apocalypse Tank and other
similar.

>SPECIFIC

Brutal ground tank crushing units that can over ore patches if defended
against and is also the best anti tank vehicle available in the game (aside
from the slow moving Apocalypse.

>WEAPON

If you have Terrorist or Desolators and Flak Trucks you can give it a hard
time and attack it with infantry. A relentless infantry attack and a feeble
commander will easily spell its demise. But a wise commander won't try to
kill your desolators and infantry with its Tank Destroyers and evade until
it dies. To be really relentless about the attacking, a Flak Truck is required,
for it moves quite fast. But if it will go head on defensive structures,
it won't do much harm.

When you're young free and happy, nah I'll cut it. Anyway defend army against
this. The perfect solution is to have a balanced army.

>USAGE

Assuming that Yuri have captured them, If were to command this units. We
shall respect their power and use them to guard our harvesters. Our
harvesters indeed can fend for themselves, but what about tank attacks.
So the best solution for tank attacks are to destroy them. It's a perfect
combination. This tanks + anti infantry guns of the harvester. And another
advantage of this is, once the competition for ore gets too tight, that
we have to share ore patch with enemies. The tanks themselves will destroy
the enemy's ore miner. Pretty sneaky huh?

>COUNTER MEASURES

Flak Troopers (relentlessness)
Desolator (must be deployed)
Terrorist (enemies must be close to each other)
Conscripts (just be relentless)
Tesla Troopers (ultimate counter measure slow moving though)





|-[Korea]-|

Koreans, they plainly suck. But if a competent commander happens to command
the birds and abuse them, he has to hold off all defenses and concentrate
on an attack. Its very difficult to deal with the Black Eagles when it comes
to an air war coz were low on air defenses, that why the Flak Truck loaded
with Flak Troopers comes to play AGAIN. It's basically your first line of
defense against this vicious airplane.

>SPECIFIC

An aircraft equal of an entire army, we must respect their damaging power
and at the same time deal with them because it is decisive to protect our
base against them.

>WEAPON

Flak Truck loaded with Flak Troopers and mainly, a defensive setup that
is impenetrable, hmmm maybe not that impenetrable but a strong defensive
setup consisting of multiple flak cannons near your base and a few outside
your base and about 12 flak cannons near and 5 in the perimeter if you happen
to encounter an army of this. Be warned that they will take out structures
that are not properly defended against their attack. And if the commander
you're facing is a good one well he'll just probably destroy your incoming
tanks later at game with the planes alone. That's when the Flak LOADED comes
to play. If you detect or you think that he'll strike, deploy the flak
troopers.

This is a bit of tricky; you have to let the Flak Trucks lead while the
rest of your army follows. And if you happen to encounter a commander that
really kicks ass, you're flak trucks will be demolished with mirage tanks
before you even know it before he strikes with Black Eagles. So you must
be aware of its presence.

But if you feel that he is lightly defended in the ground aspect. No need
to plan an attack, with your army of flak troopers and flak trucks you can
rush the opponent before he can pose a threat with its Black Eagles.

>USAGE

They don't need support from the ground for they move a lot of fast. So
they won￾ft be sending too much ground units when they attack. They may attack
before or after a super weapon launch. They may kamikaze into your
Construction Yard (about 12 of them) not thinking of the damage they will
deal to themselves. Or they may just plainly poke your base and launch a
ground assault. There are various uses of the plane. An early ground assault
is the most effective offensive strategy that you can use. A soviet rush
is unstoppable if you choose a road less traveled on or when you take out
ore miners first.

If we are to command this, I am not quite sure how do we use them properly.
Maybe we can make them follow the ore miner just to ensure the safety of
our miners. But as long as were doing an air strike without warning (such
as this) we may catch on the enemy off guarded. Only cowards shroud the
open air.

>COUNTER MEASURES
</pre><pre id="faqspan-2">
Observe the terrain, build cloning vats and build an army of "flak trooper
reporting" guys.

Flak Truck LOADED with FLAK TROOPERS
Flak Troopers
Flak Cannons
Flak Jacket (just playing u!)

That's it, and an early attack that will cripple them. FOR GOOD in which
means we can abuse the time while we build more tanks while they are busy
getting rid of our forces there.




|-[France]-|

It is the only special structure you can build, and also the (suck) worst
of them all. But in some cases, they can be utilized for offensive use.
And you still must respect its range and damaging power because it can kick
rear at times.

>SPECIFIC

The ultimate cannon that can crush our great ground assault army. We must
cut off the power before thy can pose further threats. The ultimate defense
against these is a super weapon strike or a mass of unstoppable Kirov Airship
because it only covers the ground.

>WEAPON

Invulnerable units, or else we have to sacrifice some of our units just
to cut off the power of our enemy. It is vital that we cut off the power
source before they can harm us more. But if the power source is far away,
we must then concentrate our attack in a less defended part of their base.
Be warned that it can still reach us because of its extensive range and
devastating firepower. On the less defended part of the base, a "NEAT" human
player will put his power plant at the same location, which will spell his
demise. Sneaky huh?

>COUNTER MEASURES

No units are created to defend against these stationary titans. The only
way to defend us in our offense is to cut off its power.

</France>


<Great Britain>

British Snipers are the killer of our desolators, eliminator of our
conscripts and a ranged one on an IFV makes it impossible to kill with an
infantry unit because it can fire from a range, and is (somewhat) immune
to ground unit fire.

There are not too much to expect from this snipers.

>SPECIFIC

Snipers that can take out enemy infantry from a distance, the best-RANGED
infantry killer of them all units in red alert 2.

>WEAPON

It can be used to eliminate ground defense from afar, for example, we have
an army of flak troopers for defense against harriers and air borne
racketeers. Snipers may be used against us to kill and reduce our defense.
It is imperative that we move our infantrymen away from the sniper if we
know where he is striking, then send an attack or simply crush the sniper.
Then you'll be the one saying that "he's a dead man"

Not a threat if treated properly, but must be respected. They can take out
infantry defense before they launch a full-scale attack.




|-[prepare for war]-|

Allied weapons versus our weapons, they can indeed pose a threat but if
treated properly, and to be specific, if you rushed it first rather than
waiting for it to rush you, then you can have the edge over them. Be warned
about the GI's because they can damage our tanks. The best defenses so far
against these are our desolators if you'll utilize them properly assuming
that you are not facing soviets.

Before you attack them, launch a super weapon attack against them. After
that, you can easily take out the defensive turrets that does not require
power along with the power plants that the nuke strike didn't took out.
When planning an attack, always look in the damage side. If you can inflict
maximum damage with minimum casualties then your economy won￾ft go so broke.
Also, ALWAYS BE AWARE OF THE GI!






SOCIAL WAR
|---------------|


|-[Russia]-|

>BATTLE SYSTEM

Fighting against Russian Tesla Tanks is a snap. You won￾ft encounter too
much problems with Tesla Tanks as long as you yourself have a number of
Terror Drones (that can eat out Rhino Support Tanks) or plainly a
concentrated amount of Rhino Tanks. Especially, keep your tanks moving
because moving objects are REALLY hard to hit rather than stationary units
because even if it's a sure shot. It will miss sometimes if you'll move
and you'll have a better edge against those Weak Armored comrades or Tesla
Tanks. But be warned against those, elites are more deadly than the
Apocalypse but if treated properly (Terror Drones or simply outgunning the
Tesla Tanks)





|-[Libya]-|

>BATTLE SYSTEM

These poor trucks are quite a pain in the rear, especially if it managed
to sneak inside your base. So the best defense against this demolition trucks
are to intercept it them before they even reach your base. Or if you have
too many things to do, cover the perimeter of your base with sentry guns
and other defensive structures. Desolators around your base will destroy
the trucks because they can't pass if they get damaged on the way. A better
solution later in the game is Yuri's. mind control them, and send them where
they came from (that is the war factory) and in case you cant send them
where they came from, just find a place where there are LOTS to demolish.
This goes to POWER GENERATORS especially the HARVESTERS and ORE REFINERIES.





|-[Cuba]-|

>BATTLE SYSTEM

A good Terrorist will not kill the hostages, nah I'm talking about
counter-strike. Anyway Terrorist are cheese, desolators can take them out,
attack dogs can take them out, terror drones can take them out, my grandpa
can take them out. EVERYONE anything as long as it's not terrorist again
ANYONE can take him or her out. But a better way to deal with them is sentry
guns and defensive units. You'll never in trouble or anyone will use Cuba.





|-[Iraq]-|

Iraqi Desolators are a lot to think about. If you can only see the potential,
5 desolators (that is 3000) can take out an entire number of them, as well
as the actual tanks because even if they get run over, the radiation when
they are deployed can still damage and eat them up inside before they can
fight. Imagine they deployed 5 desolators around your tanks and before you
engaged into a fire fight your force is already damaged, the thing to do
is to rely on terror drones, they get minimum damage from them and again,
kill them instantly, since they are not affected by the radiation emitted
by the radiation cannon, they can take out this impressive psychos!












LABORATORY
|---------------|



|-[Cloning Vats]-|

I really don't know how to use this structure, a mystery is that when you
put a unit inside it replicates. I don't have much advice to give you but
to build a mass of Desolators Yuri's and especially Tesla Troopers if your
enemy doesn't have too much dogs or desolators.





|-[Iron Curtain]-|

I can advice you to activate the invulnerability to units that have higher
rank or higher fire power because when you'll penetrate the enemy base
defense, its much advisable to disable the defensive towers by cutting off
the power with your invulnerable units. Or you may want to destroy the heart
of the base with the invulnerable guys. But since you can do anything you
want when you're invulnerable the best way to destroy stuff with them is
to launch a full scale nuclear attack on the enemy base and make sure you
kill enough structures and power plants then activate the iron curtain on
your units and finally engage into a firefight. If your enemy is a smart
one he'll move all his units to your base and will try to crush you before
you can crush him. But since it's a general fight, you'll get to destroy
all units and save all the units under the iron curtain.




|-[Nuclear Reactor]-|

Nuclear Reactors are stationary nuclear time bombs that are waiting to be
blown up. But since the reactors are harnessed and this means you won￾ft
need any more Tesla Reactors, you can think of building 2 nuclear reactors
just in case the one blows up. Any structures nearby will be blown to
smithereens so keep it away from your structures especially from your war
factory if possible build a Tesla Reactors then build a nuclear reactor
beside it AWAY from your structures. Make sure the area is concealed enough
that it won't be accessed easily and if air attacks happen, you can always
build up flak guns and clone flak troopers




|-[Nuclear Silo]-|

If armed and destroyed, it explodes, but if not, then you're lucky. If your
nuclear missile is launched directly on your enemy's construction yard,
you'll just scratch it, might as well drop a nuke attack on power plants,
if it happens to be scattered drop a nuke attack on the area that is quite
condensed, if the base is well scattered just try to drop on the where you'll
invade or where you'll start an attack, or in his war factory if you're
not planning to attack.





|-[Chrono Ivan]-|

Requirements: Yuri and Allied Enemy Battle Lab
Measures: Infiltrate an allied battle lab.

Chrono Ivan is a Crazy Ivan equipped with a Chrono Module. It is useful
for many things, since they can teleport. But it requires a lot of attention
and you should only use it to sneak in an attack to your enemy vehicles
since it could spread damage if units are get in touch with each other or
they are just tight.

If the heart of the base is unguarded, go for the radar module, then hit
any structure that is at close range it will deal damage, to unguarded.





|-[Yuri Prime]-|

Requirements: Yuri with Soviet Enemy
Measures: Infiltrate a Soviet Battle Lab

Yuri Prime (I think) is the real Yuri since you can create only one of them
(2 actually if you have cloning vats). It needs no recoil when you are
deploying them, meaning even if you don't have desolators (nothing can
replace desolators) to shell infantry units (be warned of dogs and terror
drones) and again, its mind control radius is far superior to the sniper.
I guess that's covers up the Yuri prime.

Watch out for this Yuri's because if your not listening to sounds and your
not paying attention when Zofia is telling you that "UNITS LOST" you'll
end up losing all your units from a single or double Yuri's







|-[Perfect Game]-|

my perfect game is...



deploy the construction yard ASAP

Place a Tesla Reactor

Ore Refinery

Barracks

War Factories

2 Dogs

Ore Refinery > FLAK CANNON (place it beside your CY)

>QUE THIS > WAR MINER (1 or 2) > RHINO TANK (3) > TERROR DRONE (1) >
  > after this queue more rhino tanks and star building an army. Watch
    out for rhino tanks

Radar Facility

You￾fre all set. Its up to you what super weapon you choose, watch out for
Para drop. Try to use variations. THIS IS A RUSH ATTACK. terror drones can
mess them up. And trust in god. I leave you now.






CLOSING REMARKS
|---------------|


|-[special thanks]-|

All the girls I loved before.

You inspire you nurture you flourish. And you have to go...



Copyright Djoaniel Hernandez 2000
(c)2002-2003 Djoaniel Hernandez

Made in the Philippines